| Arakan |
Arakan merely looks at Djal and shakes his head slowly, "Nope, no such luck. I'm guessing that whatever it is we may be looking to find in here, we're going to find it there." He indicates the taller buildings toward the center. "We may want to leave the mounts near the entrance. They tend to spook easy, and could make it harder for us to travel undetected."
Knowledge History 1d20 + 9 ⇒ (14) + 9 = 23 or
Knowledge Local 1d20 + 9 ⇒ (11) + 9 = 20
for anything he may know/have heard about this place.
| Aubrey the Demented/Malformed |
Jareen, Arakan:
| Jaryx Twice-born |
Jaryx looks around, wide-eyed. Dead or not, this is by far the largest city he has been able to wander around in. His wonder overwhelms the potential for fear, but he notices Grea's tight grip on her spear, so he keeps his tonfa at hand.
| Aubrey the Demented/Malformed |
OK, since no one else has said anything, I'll assume that you are all following Arakan's lead.
So you are heading towards the centre of the city. What exactly are you aiming to do? You might need to RP it.
Knowledge (Nature) or Survival, DC 15:
| Grea |
Survival: 1d20 + 9 ⇒ (11) + 9 = 20
Grea starts sliding down the flank of her kank, then kicks herself clear of the insectoid's legs. Her knees bend with the landing and stay bent as she scurries forward a few steps.
"Plenty of good homesites here. Cover from eyes. Cover from wind. Cover from sun. But it's empty of hunters or prey. Maybe something strong and hungry lives here."
How do you picket a kank? Is one of these buildings suitable as an impromptu corral?
| Aubrey the Demented/Malformed |
OK, sorry for being a bit quiet - one of those weeks at work.
Alright, there doesn't seem to be much consensus - are you leaving the animals or aren't you? And what is you actual next move - do you want to head for the centre of town for a reason, or are you passing through to get to the bandit camp?
| Grea |
Grea shrugs at Djal's comment. "There are mounts in the bandit camp. We could take them if ours die."
Does one of these buildings look suitable to be an impromptu corral? Is there anything around that could be used as a hitching post?
Grea's not going to be a leader in this. She'll back Djal, or if he expresses no strong preference, Arakan.
| Aubrey the Demented/Malformed |
OK, we will assume that you go along with Arakan's suggestion and corral the kanks.
On Arakan's suggestion, they find the empty shell of a building to keep their mounts while they explore. They continue on to the centre of the city. Here the buildings are in a better condition. One is a large, square tower, made of the same grey stone as the city walls. Facing it across a large plaza, largely free of sand, is a hulking edifice with several dark entrances.
| Grea |
Marching through the streets Grea drifts out to the party's left flank. She keeps an eye out for anything unusual.
At the plaza she gazes across the plaza to the hulking edifice.
"Not much sand," she echoes Jaryx. "Maybe the winds die so far into the city."
She looks back along the street they've traversed.
perception: 1d20 + 10 ⇒ (6) + 10 = 16
Survival: 1d20 + 11 ⇒ (17) + 11 = 28
Know(nature): 1d20 + 6 ⇒ (1) + 6 = 7
Trying to figure out if the sand drop off looks natural.
Arakan wanted to figure out the cause of the ghost stories and figured it was at town center. My guess is we're entering the hulking edifice, but I'll wait for him to say.
| Arakan |
Sorry for my delay.
In response to Djal concerns, Arakan offers additional reasoning. "If there's a hunter about, leaving our animals behind may also save us. The thought of an easy meal of kank may just keep the hard meal of armed travelers off the hunter's mind. Besides, the noise and draw of them could bring the hunter down on us if they were with us. Either way, they are a target I'd rather not be associated with."
As they make their way through the abandoned streets, Arakan's silence is somewhat forced, mainly to calm his own nerves. He has no issue telling others what to do, or feeling like they should listen to him, but now he has to make them think he isn't scared shitless so they'll keep doing what he says. "Were here for two reasons. We want to find what this place has that scares or kills the bandits, and then, we want to use that against them to scare or kill them off." Looking at the courtyard, he worries, "There, we investigate the tower first. From that vantage, we may be better able to see the layout of the camp, and also try to spot any hidden dangers lurking in the other building across the way or in the courtyard itself." He hunkers down into the shadows as best he can near the building leading to the tower. "We would be better off if we travel with the intent of remaining unseen. Even a bad attempt is better than none at all." He adds to the two half-giants, fully expecting them to whine about how bad they are at hiding their immense bulk.
Perception 1d20 + 7 ⇒ (8) + 7 = 15
Stealth 1d20 + 9 ⇒ (2) + 9 = 11
| Cahel |
Cahel, not being one for stealth but also not being one for defying the group's leader, crouches down and places his arms on the ground in front of him before changing his body into the shape of a medium reptilian animal of some description.
I haven't had an easy time of finding pathfinder or 3.5 dark sun druid wild shape lists, but i figure something on Athas looks like this dinosaur.
| Jaryx Twice-born |
Jaryx scratches his head, "Jaryx can hide, but dead boss always say Jaryx better distraction for important warriors."
He crouches down, actually making a passable effort to be less obvious.
Stealth: 1d20 + 6 ⇒ (16) + 6 = 22
| Arakan |
Seeing the dark beyond is the final straw for Arakan's nerves. His bravado wears off, and his voice is shaky as he begins to speak, but he clears his throat and continues. "With the darkened depths, I suggest that those with night sight should take the lead. Followed by us that need light. I believe Morthak and Djal, that your dwarven blood affords you that benefit? Can anyone else create light?"
| Djal |
"Sure, I'll go first..." Djal frowns at Arrakan, feeling put on the spot where the last thing he wanted was to get inside the town.
"Just follow closely, Arrakan." he adds, sounding suspicious, before he steps in and lead the group inside the tower, thinking of all the idiots he has called stupid in the past.
| Aubrey the Demented/Malformed |
The group move gingerly inside the tower entrance. The doorway is at least twenty feet high, and although there are holes for the hinges, there is no sign of the doors.
As they step into the dark, it gets much colder. Jareen's staff gives off a steady glow, but even so it is hard to make out the far walls in this enormous chamber. There seem to be doorways leading off to either side, but the end of the room is invisible in the dark ahead.
| Arakan |
Arakan rolls his eyes at Djal's request, "Don't worry, I won't be far from the group if at all." Stepping into the expanse of the tower, he doesn't like the options. "It's never good to leave your flank open, let's check these doorways first." He moves in to have a listen toward each one, while looking for any signs of danger.
Perception L doorway 1d20 + 7 ⇒ (16) + 7 = 23
Perception R doorway 1d20 + 7 ⇒ (7) + 7 = 14
Detect Magic (bluff as Primal) 1d20 + 11 ⇒ (3) + 11 = 14
| Jaryx Twice-born |
Jaryx remains near Grea, as usual, peering into the darkness in the dim glow of the staff. I presume the description still applies for low-light vision, but the big fella's gonna try.
| Aubrey the Demented/Malformed |
Sorry, I've had a bit of a beast of a cold, which while not preventing my fingers from working a keyboard didn't exactly help with my powers of inspiration.
Also, just for clarity - none of the doorways have doors in them unless otherwise stated. They have all rotted away, or turned to dust, or whatever.
All Arakan can hear is the beating of his own heart. And Jaryx's whistling nasal passages.
Jaryx:
| Arakan |
Arakan gulps in the silence of the place, "We should... we should... hug one of the walls as we move around the interior. We present too easy a target across the middle. Let's go... uh... along the right wall." His sureness wavers a little as he considers the options, but he makes a quick decision for no other reason than to keep them moving. The longer they are still, the more things the mind conjures.
| Aubrey the Demented/Malformed |
Nothing - your light doesn't penetrate far enough to pick up anything beyond a bit of floor.
The group move cautiously along the margins of the room. The walls seem to be covered in stucco, and while most of it has faded and fallen away a few show largely indistinct shapes of people engaged in various tasks. On reaching the back of the chamber, they find a tall doorway. Either side of the the doorway stand two imposing statues of warriors, one holding a mace and one an axe.
| Jaryx Twice-born |
Jaryx is attentive because of the group's wariness, but does not appear to be overly concerned about their surroundings.