Arakan |
Sense motive 1d20 + 5 ⇒ (1) + 5 = 6
Arakan raises an eyebrow at Jareen, "Considering my desire is to stay alive as long as possible, I consider it a wise one to follow. Dead and knowledgeable does nobody any good."
He shakes his head at Grea, "Sadly, from what I've seen you do, I don't think your self-healing will cut it as far as these things go. Yours is more self-manipulation type stuff. We would need something external."
He looks at the two directions, and indicates which one he thinks is best.
He points to whichever is more the direction to the bandit camp. If the camp is north or east of the tower, we go north. If the camp is south or west, we go west.
Grea |
...
He shakes his head at Grea, "Sadly, from what I've seen you do, I don't think your self-healing will cut it as far as these things go. Yours is more self-manipulation type stuff. We would need something external."
...
Grea nods, accepting his decision. She is not in the least sad about it.
"The half-elf is right. Alive is better."
She stays close to Jareen gently shouldering him into Djal and Morthak's wake.
I think we are seeing an echo of the man. How evil and strong must he have been that this place still remembers him.
SenseMotive: 1d20 + 3 ⇒ (1) + 3 = 4
Aubrey the Demented/Malformed |
North it is, then.
In case you have forgotten about him... (I have, a bit.)
Danet mutters, "This place is creeping me out. Why are we here? We should be trying to rescue the prisoners." But he follows as the group head through the northern-most exit.
The next room is empty except for a statue in the middle of the room. It seems to be made of fired clay. Small fragments of gilt and blue paint clinging on in tiny patches, but otherwise it is a dull reddish in the lights of the adventurers. It seems to be a statue of the leader of the city as seen in the earlier vision.
A doorway leads east, while stairs lead up to the next level.
Arakan |
Arakan nods, "We're here for dual purposes. One to see if we can find something to aid in the fight against the bandits. Two, we need a nice view of the ruins and the bandit camp, ideally to be able to best map both for the sake of planning. A balcony or opening on the bandit side would aid us in that, but the tower top may better aid us in seeing all of it." He takes a deep breath and purses his lips, "That said, we won't find anything of use here if we don't look. So, I'm thinking we clear the whole floor before going any higher."
Arakan |
Rolling his eyes, Arakan acquiesces "Fine, yes, I guess it would take too long to check the whole place. We're already a few stories up, so we need to find the first balcony that lets us overlook the camp, or we skip looking for a balcony and head straight to the top. The top is easier to find, but may be riskier. Either way, we can't get a great look at ground level." Turning to Danet, he explains, "Besides, you yourself didn't want us going straight in the gate with an elaborate ruse, I don't see how going in the back without a plan is much better."
Aubrey the Demented/Malformed |
"I still don't see how going through this creepy sh!thole is helping either." He shivers. "This place is trying trying to kill us, like it's alive or something. There's nothing here we can use, except for the old man who's interested in sorcerer-kings.
"OK, whatever, lets see if there is a balcony or something."
So, going up or east?
Grea |
Grea doesn't see how going through this creepy sh!thole is helping either, but she wants the best view possible.
"Maybe that was the last vision. Let's climb. If there's another maybe we quit."
Aubrey the Demented/Malformed |
The group take the stairs up. They find themselves in another dim room. Light filters in from some high windows, but they are not low enough to see from. The floor seems to be covered with the remnants of ceramic tiles, although most are cracked and broken, and the middle of the room dips into what may have been a pool, now dry and dusty. A few scraps of brittle wood and cloth might be the remains of furniture, now decayed almost to oblivion. There are exits north, south, and west.
Arakan |
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The camp is to the north of us, correct?
As they enter the large chamber, Arakan warns, "Avoid the center of the room. The weird hauntings seem to kick off whenever someone gets too close to something in here. Hug the walls... he looks at Jaryx, "meaning, walk closer to the wall than the center."
Jaryx Twice-born |
"Hug the walls... he looks at Jaryx, "meaning, walk closer to the wall than the center."
Jaryx just nods and grins in reply. He walks a half-step behind Grea on her side away from the wall in case something comes up in the middle of the room, but he doesn't go wandering into the center per the bossy man's suggestion.
Arakan |
Then north it is. Arakan keeps being reminded of their real mission here.... cause he keeps forgetting to think about what the others want, as usual.
Aubrey the Demented/Malformed |
Northward. To doom...
They head north, looking for a view over the enemy camp. But instead they come to another room. There are exits north, west and south, the way they came in. Like the previous chamber, the middle is sunken, perhaps an ancient pool now dry. Underfoot it crunches somewhat - small fragments of what might be desiccated wood.
Perception checks, DC 20:
Roll initiative. If you get more than 10, you can post a reaction.
Arakan |
Perception 1d20 + 7 ⇒ (18) + 7 = 25
Arakan tilts his head slightly, then groans, "Crap! Not again. Everyone look out!" But his warning comes too late for him to do much himself.
Initiative 1d20 + 2 ⇒ (3) + 2 = 5
Cahel |
perception: 1d20 + 14 ⇒ (9) + 14 = 23
init: 1d20 + 6 ⇒ (6) + 6 = 12
The small reptilian creature croaks attentively before shrinking down, ready to pounce.
taking total defense as a standard action
Aubrey the Demented/Malformed |
Danet Perception 1d20 + 10 ⇒ (2) + 10 = 12
"Huh?" says Danet.
Djal Perception 1d20 + 7 ⇒ (12) + 7 = 19
"Wha..?" say Djal.
Suddenly the room is lit by lamps, and a fountain plays in the pool. A eunuch plays a lute, his bald head bobbing as his fingers run on the fretboard. You relax on couches with the other concubines, wrapped in alluring gossamer silks, lost in a narcotic haze. Secluded here in the harem of your lord, you know little of what passes in the outside world. But even here, some news filters through. The enemy besieges the gates of the city. But surely your lord will defeat them, as he defeats all his enemies. You drag on your hookah, the flavoured smoke dulling your concern.
There is a crash and shouting in the rooms. A door bursts open and another eunuch staggers through, clutching his entrails as they spill from his fat belly and gargling on his own blood. He flops into the pool, staining the water red. There are screams as soldiers follow after him. Enemy soldiers, wearing the emblem of the lion.
As your fogged mind tries to take this in, they run forward, their blood-drenched swords ready. You scream as a blade plunges into your stomach.
OK, you are all effected. You are each attacked by a sword. Its attack bonus is +3 and it does 1d8+1 damage. Use your normal AC (not touch) for the attack, and roll your own damage. Then you need to make a DC 13 Will save. If you succeed, the effect ends. If you fail, it attacks you again, and you need to make a new save. The attacks continue until you succeed in the Will save.
Morthak the Mad |
Sword: 1d20 + 3 ⇒ (19) + 3 = 22; Damage: 1d8 + 1 ⇒ (2) + 1 = 3
Will Save: 1d20 + 5 ⇒ (9) + 5 = 14
Morthak growls in pain, feeling the blade cut deep. But his mind snaps to reality a moment after. He swings his warhammer reactively, but the phantasm is already gone. He clutches his stomach, still feeling the wound, and is surprised when his hand comes away red with blood.
He shakes his head, looking around to see how the others fare.
Grea |
Sword attack: 1d20 + 3 ⇒ (7) + 3 = 10 ... damage: 1d8 + 1 ⇒ (6) + 1 = 7
Will Save: 1d20 + 9 ⇒ (9) + 9 = 18
Unseeing, Grea sidesteps to the right; her body, an arc around the phantom blade. She returns to the world somewhat awestruck. Her voice is tinged with wonder.
"The water--the comfort"
Jaryx Twice-born |
Sword attack vs AC 13: 1d20 + 3 ⇒ (7) + 3 = 10
Will DC 13: 1d20 + 7 ⇒ (6) + 7 = 13
Jaryx blocks down and away with one meaty hand and manifests his mindbolt, but by the time he can grasp it with the second hand to strike, the apparition is gone.
Cautiously looking around the room, he whispers, "Where swordman go?"
Jareen |
Atk: 1d20 + 3 ⇒ (18) + 3 = 21 dmg: 1d8 + 1 ⇒ (3) + 1 = 4 will: 1d20 + 6 ⇒ (3) + 6 = 9
Atk: 1d20 + 3 ⇒ (9) + 3 = 12 dmg: 1d8 + 1 ⇒ (8) + 1 = 9 will: 1d20 + 6 ⇒ (18) + 6 = 24
Woah, I wish those rolls were the other way around! Jareen takes 13HP of damage
Aubrey the Demented/Malformed |
Djal
Attack 1 1d20 + 3 ⇒ (1) + 3 = 4, damage 1d8 + 1 ⇒ (1) + 1 = 2, Will save 1d20 + 3 ⇒ (15) + 3 = 18
Danet
Attack 1 1d20 + 3 ⇒ (17) + 3 = 20, damage 1d8 + 1 ⇒ (3) + 1 = 4, Will save 1d20 + 2 ⇒ (4) + 2 = 6
Attack 2 1d20 + 3 ⇒ (18) + 3 = 21, damage 1d8 + 1 ⇒ (2) + 1 = 3, Will save 1d20 + 2 ⇒ (20) + 2 = 22
Djal is startled but recovers quickly. Danet howls in pain and doubles over. On his hands and knees he hisses, "I hate this f*#!ing place!"
Arakan |
Attack on Arakan 1d20 + 3 ⇒ (11) + 3 = 14, Will Save 1d20 + 4 ⇒ (2) + 4 = 6
Attack on Arakan 1d20 + 3 ⇒ (2) + 3 = 5, Will Save 1d20 + 4 ⇒ (11) + 4 = 15
Arakan manages to avoid the blow, but has a hard time pulling himself away from the comforts and luxuries of the scene. He has even taking to running from his assailant before his mind clears of the hookah fog he was indulging in.