Brandon Harcroft |
Out of interest, JC, are there rats running around down here?
"That's a good idea Kyle but what if we somehow attach a lit object to a rat? Assuming the knights can't see down here any better than we can they'll just follow the light and it'll have the added benefit of running away from them as they approach. With any luck we'll be long gone by the time they realise they've been chasing a rodent!" he suddenly looks a bit embaressed and shifts nervously on his feet.
"I know it's a bit of a desperate idea but desperate times and all that... I.. ummm.. think I've got some twine here somewhere if you think it'll work..."
Beppo van Drotske |
Sounds like a good idea to me.
I can help catch a rat. OR: is there a stream of water down here? If we can attach the light to something that floats, we can just sail it down the sewer line like we used to do in the storm drains.
Corellon Aelasar |
"I'm ok with the ruse and think we might have a chance in a more protracted battle in tight quarters where we can keep them at two abreast and while we have 4 or more attack ways at them, all with healers and others backing up. The problem is how many more of them are behind these few, a getaway may ultimately be our best option."
The Black Devil |
"It's good we have ideas. It means we have hope. But we need to keep moving. We need to increase the size of the circle we make them look in. As for the rat, while you hunt the rat, they hunt us. Janiven tried to play rat for us, and they still got ahead of us, in time to lay an ambush. So, more speed. And we need to stay together. So if you can catch a rat without slowing down, and while we move at our best pace...", Devil shrugs, and keeps moving.
That floating idea is the best, but it hasn't been suggested in character, yet. It would mean we go against the flow at our next choice, and float the decoy with the flow.
GM-JCServant |
Your party came from the south. You can go S, N, W, E It's a text adventure from the 80's! WOOT
1d100 ⇒ 59
You spot two small rats about 20' from you, scurrying in and out of holes. They are small and quick. Catching them by hand would require a decent dexterity roll, and takes a full round.
A wisdom roll? That's new. To gain divine guidance on complex conundrums, you need to spend a hero point -- See those rules in the APG for more details.
Kyle Gray |
I have an exam and won't be available until much later. You guys decide. If you want to catch the rat use my post below. If not we just run east with my lit bolt staying off to the distance to the western passage.
"Help scoot that rat to me so I can light him up." He waits for the others to scoot the rat towards him and he jumps to catch the rat.
Catch rat: 1d20 + 2 ⇒ (16) + 2 = 18
He lights the rat and throws him to the western passage way.
If you need someone to roll a distance throw, he gives it to the person who wants to make the roll.
Brandon Harcroft |
Aid another on rat catching: 1d20 + 2 ⇒ (19) + 2 = 21
I still think the unpredictable nature of the rat's movement would be the most convincing and like humans searching for an exit.
"Light him up, Kyle."
Brandon will release the rat to the west after it or an item tied to it is lit.
Perception: 1d20 + 5 ⇒ (9) + 5 = 14
Tessai |
Boys, let's not waste any more time - until our ears don't pick up any more pursuing sounds we keep moving. The "enlightened rat" ruse may have bought us some time, or at least it may split their group - and as Corellon said, if they are split, we can definitely take them - Tessai's voice then drifts off to almost a murmur - and litter the sewers with them if need be...
No more schemes for now - let's just RUN!
GM-JCServant |
Kyle jumps and catches a rat with help from Brandon. The rat bites him right before he casts the spell, but its only a minor cut... you think!
Kyle tosses the rat.
What direction does the party go? (Or maybe they want to stay?)
The Black Devil |
Seeing the lights through the moist air of the sewers, And seeing Kyle release his rat to the west, Devil makes effusive silent shooing gestures, to the east. Knowing his talent for bluffing, he relies on the clanking of Tessai's armor to bait the trap. "You're last", he says quietly to her, "I'll join Corellon in the vanguard."
Beppo van Drotske |
DC 22 perc check: 1d20 + 5 ⇒ (6) + 5 = 11
DC 18 perc check: 1d20 + 5 ⇒ (2) + 5 = 7
Huh? I don't hear anything. If they are coming from the South, East makes sense to me.
Beppo takes up a position behind Corellon and Devil.
Kyle Gray |
Kyle runs east as fast he can while trying to be quiet. He hopes the party gets to a turn somewhere ahead before the knights make the intersection.
"If we don't make a turn somewhere in about 10 seconds, we'll need to turn that light out until the knights pass. Maybe Tess and Devil can guide us forward during that time."
The Black Devil |
Is it correct to say that the noise of the party carries further than its light? The hellknights multiple lights did not carry as far as their multiple armored footsteps, is my thinking.
Signaling to the less-sighted Corellon that there is an upcoming turn, Devil slows to say to Brandon, "Slit your light, shade it with your fingers. There is a turn ahead, take it, and when all are around, hide the light, and wait, silent. When we think they cannot hear us, we will move quickly again." Devil returns to the vanguard, heading for the Northerly passage, ahead. He tries to observe the flow of the waters, as a sort of compass, and possible tool.
perc+5 1d20 + 5 ⇒ (19) + 5 = 24
Corellon Aelasar |
Correllon nods to Balck Devil and hugs the left wall as he approached the intersection. His eyes scan for some sign of which way to go.
Perception: 1d20 + 8 ⇒ (10) + 8 = 18
Kyle Gray |
Kyle holds onto Black Devil for assistance in the dark in traversing the passageway. He tries to stay as quiet as possible and listens for any evidence of sound or light from the knights.
Perception: 1d20 + 4 ⇒ (5) + 4 = 9
Brandon Harcroft |
Brandon follows Devils direction, dimming his light until he is around the corner. Once everyone is a good distance into the tunnel he tucks the wayfinder into his armour so that the group stands in darkness.
GM-JCServant |
Is it correct to say that the noise of the party carries further than its light?
Indeed. There is a slight fog/haze that makes it nearly impossible to see anything that's too far away. However, while that affects vision the hallways only serve to carry the sound of clanking metal even further than normal.
The party follows those with darkvision by holding hands and the such. They can only move half speed without risking a fall. Everyone who has not rolled stealth check earlier must do so now.
As you come up to the next intersection, those of you with darkvision do not see a sign of where to go next.
Kyle Gray |
Stealth: 1d20 + 1 ⇒ (17) + 1 = 18
Kyle waves at the others and signals to follow the wall on the right. We keep making right turns until we get somewhere we recognize.
He tries to listen for anything that might be ahead of them.
Perception Ahead: 1d20 + 4 ⇒ (13) + 4 = 17
And then listens for any signs of pursuit.
Perception Behind: 1d20 + 4 ⇒ (4) + 4 = 8
When the light goes back on he starts running with the others, following the wall on the right.
Corellon Aelasar |
Stealth: 1d20 + 8 ⇒ (13) + 8 = 21
Corellon racks his brain trying to think of ways out of teh sewer that he might have come across in town, and where possibly they could be in relation to those exits.
Knowledge (local): 1d20 + 6 ⇒ (13) + 6 = 19
Beppo van Drotske |
Beppo mutters to the group close around him, You hear that? I just heard a sound from the last intersection, maybe 150 feet back. Saw a spark, too. Could be from the hellknights, but I can't be sure. Even if they're on the right track, that would put them pretty far behind us.
Brandon Harcroft |
Getting more and more frustrated at being chased in the dark, Brandon turns to Morosino.
"Is there any way to the surface around here? Maybe we should take our chances on the streets?"
With the shadow creatures around he knows this is possibly a worse option than the sewers.
"We must have gone the wrong way. Maybe when they pass we can double back to the last marker?"
The Black Devil |
Getting more and more frustrated at being chased in the dark, Brandon turns to Morosino.
"Is there any way to the surface around here? Maybe we should take our chances on the streets?"
With the shadow creatures around he knows this is possibly a worse option than the sewers.
"We must have gone the wrong way. Maybe when they pass we can double back to the last marker?"
Is it too meta to hear this and respond? Apologies, if yes.
Devil lays a gentle hand on Brandon at this suggestion, and whispers, "We have to get out of the noose. We went swiftly, but they were ahead of us, with more on the streets they called to. We have to get past that circle. Then we can think of regaining the path."
GM-JCServant |
1d20 ⇒ 8
1d20 ⇒ 15
1d20 ⇒ 11
1d20 ⇒ 18
You don't see any way to the street at this intersection, and you are confused as to where, exactly, this would let out into town. However, one thing you are sure of...it must be getting darker outside. The party is still hidden in the darkness of the sewer. You can go east or north.
The Black Devil |
To BD
"..<sigh>.. you're right of course. Are they still following? I don't hear anything."
"I think it worked. Gather Tessai and Beppo and go East, the rest can follow. Stealth at first, then speed. When you're away from the corner, you can use the lamp, carefully. Corellon and I will listen, a bit, then follow."
Corellon Aelasar |
Corellon nods in agreemnt and waits as the others make their way,he flattens his back out against the wall, tilting his head so as to capture any sound.
Perception: 1d20 + 8 ⇒ (18) + 8 = 26
Kyle Gray |
Lets whistle at the goblins and run back to the intersection and head north. Hopefully the goblins will chase after us, we'll get to the intersection before the knights and goblins do, and the goblins attack the knights. If that works we'll attack the survivors. Kyle says softly.
Corellon Aelasar |
Corellon hols up his hand as an alert to the party and quietly ushers, "I see a faint light and hear the sound of armor about 180' behind us, we need to keep moving. The gobbers will slow us down, but I fear their is no heading back unless we can get past them. We'll never make it to the intersection before they do."