Aubrey's PF Dark Sun
(Inactive)
Game Master
Aubrey the Malformed
"Well, if it's so f$!~ing great in here, how come the bandits are living out there, huh? Huh?"
Male Half-Elf Mindvivisectionist 3/Archaeologist 1 (AC: 16 [T: 13 /F: 14]; HP: 28/28; F+5 (+2 vs Poison), R+8, W+4; Init: +2; Perc: +7 [Low-light vision])
Arakan wheels on the man, clearly already upset at his plans not reaching fruition, "Because ignorant people are a superstitious lot. They fear and confront that which they don't understand, and resort to violence and barbarism instead of choosing the route of learning." He calms himself, only slightly, but does not take the bite from his words, "Now are you going to shut your trap, and let us thinkers try to learn from our environment, or continue to batter us with your ignorance?"
Male Human Wizard 4 HP: 18/31 AC: 11 Treasure XP
"I think he takes pleasure in his ignorance Arakan. Such a small world he inhabits, so limited. Come, let's keep moving."
I never knew harassing NPCs could be this much fun ;)
Female Human Percept +10, Sense Motive +3, Init +5 // HP 27/27 : AC 16 FF 13 T 16 : F +4 R +6 W +9 // Power Points 10/10
Grea's head snaps up and her quarterstaff follows sharply. She's holding it in both hands, a standard guard position. She stares at Jareen.
"What do you mean, entranced?"
Male Human Wizard 4 HP: 18/31 AC: 11 Treasure XP
"What else would you call what happened to us in there? Can you imagine if one of those visions didn't kill us right away? But instead kept you, living someone else's life for days, or weeks, while your body slowly died? I'm in no way saying that is what has happened to others in here, but it could be."
Half-giant soulknife (gifted blade, soulbolt) 4 [ HP 41/41 (0 NL) | AC 13 Tch 13 FF 11 | Fort +5* Ref +7* Will +7* | CMD 20 | Init +4 | Perc +7 | Effects: ]
A soulbolt manifests in the half-giant's massive right hand and he looks back and forth between the mage and Grea.
"City folk - you always think you know best. You have no idea what goes on the desert," mutters Danet.
OK, you can give Danet a hard time, but you need to decide your next move as well.
Male Dwarf Psychic Warrior 4 :: 37/40 hp :: AC21, Fort +8, Ref +3, Will +5
"I'm not from any city, and you're still an idiot," Morthak grumbles.
Pile on!!
Female Human Percept +10, Sense Motive +3, Init +5 // HP 27/27 : AC 16 FF 13 T 16 : F +4 R +6 W +9 // Power Points 10/10
Grea relaxes. "I misunderstood you, Jareen."
She turns to look at Danet. "This is not the desert. The desert is hard, but it is clean. This is unspeakable."
North!
Male Human Wizard 4 HP: 18/31 AC: 11 Treasure XP
"Oh, yeah sorry, thought we were sorted. north, out of sight as much as possible."
Half-giant soulknife (gifted blade, soulbolt) 4 [ HP 41/41 (0 NL) | AC 13 Tch 13 FF 11 | Fort +5* Ref +7* Will +7* | CMD 20 | Init +4 | Perc +7 | Effects: ]
The big half-giant relaxes, but keeps his weapon manifested, and turns to leave the room.
Male Human Wizard 4 HP: 18/31 AC: 11 Treasure XP
Hmm, that was supposed to be OOC, not B... doh
Danet scowls but says nothing more. The restive group of rescuers head through the empty streets, clambering over the piles of sand as they trudge towards the city's north gate. Eventually it comes in sight, flanked by a pair of square towers like the one in the southern wall, the empty portal heading out into the desert.
Male Half-Elf Mindvivisectionist 3/Archaeologist 1 (AC: 16 [T: 13 /F: 14]; HP: 28/28; F+5 (+2 vs Poison), R+8, W+4; Init: +2; Perc: +7 [Low-light vision])
Okay, just to be clear, the village was north right? So what we're seeing goes against the idea that this is where the bandit camp is supposed to be? Like another vision or trick of the mind?
Male Human Wizard 4 HP: 18/31 AC: 11 Treasure XP
Arakan wrote: Okay, just to be clear, the village was north right? So what we're seeing goes against the idea that this is where the bandit camp is supposed to be? Like another vision or trick of the mind? That's my impression... Or something's turned us around and punted us out the south gate, or onto another world or something. Perhaps we just discovered why no one ever comes back out.... They do, but not where they expect.
Perception: 1d20 + 3 ⇒ (3) + 3 = 6 Have we gotten punted out of a different gate, are their any landmarks we would recognise?
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Ah, no, I think I confused you. You are at the northern gate, or maybe a hundred yards away or so. The "empty portal" just means it's not got a gate in it. And if you walk to the gateway and look out, you'll see the bandit camp. I just stopped short in case you wanted to hide, find a vantage point, and generally do stuff so you can observe without being discovered by said bandits.
Unless I totally screwed up continuity again...
Male Dwarf Psychic Warrior 4 :: 37/40 hp :: AC21, Fort +8, Ref +3, Will +5
"Wait for night or do we go now?" Morthak asks, hefting his warhammer.
Female Human Percept +10, Sense Motive +3, Init +5 // HP 27/27 : AC 16 FF 13 T 16 : F +4 R +6 W +9 // Power Points 10/10
Half-giant soulknife (gifted blade, soulbolt) 4 [ HP 41/41 (0 NL) | AC 13 Tch 13 FF 11 | Fort +5* Ref +7* Will +7* | CMD 20 | Init +4 | Perc +7 | Effects: ]
Jaryx nods and looks around for a place to observe from, unseen. "Which way to bandit tower? Don't want tower to see us, yes?"
Perception: 1d20 + 7 ⇒ (14) + 7 = 21
Looking for a structure standing enough to give us cover to watch from, possibly a roof we can climb to to observe the tower to see if an observer is within.
Well, there's the gatehouse towers and the city walls.
Male Dwarf Psychic Warrior 4 :: 37/40 hp :: AC21, Fort +8, Ref +3, Will +5
Morthak turns to Cahel. "Can you turn into something smaller, more... mundane, to scout ahead without being noticed?"
Male Half-Elf Mindvivisectionist 3/Archaeologist 1 (AC: 16 [T: 13 /F: 14]; HP: 28/28; F+5 (+2 vs Poison), R+8, W+4; Init: +2; Perc: +7 [Low-light vision])
Arakan looks to the towers, "Given their fear over what lies within these ruins, we may find those towers left empty, and as such they would work as a perfect staging area. I say we move up to them, and consider pairing off into two teams, one to each tower."
Moving closer toward them, Arakan tries to look for any signs of activity within, as well as keeping out of sight himself. "Stay low, and out of the middle of the lane." he instructs the others.
Perception 1d20 + 7 ⇒ (15) + 7 = 22
Stealth 1d20 + 9 ⇒ (15) + 9 = 24
Female Human Percept +10, Sense Motive +3, Init +5 // HP 27/27 : AC 16 FF 13 T 16 : F +4 R +6 W +9 // Power Points 10/10
Grea nods and follows Arakan.
Percpetion: 1d20 + 10 ⇒ (13) + 10 = 23
Stealth: 1d20 + 9 ⇒ (12) + 9 = 21
HP 27/29; AC 16 / T11 / F15; Fort +6, Ref +3, Will +9; Perc +11 Half-giant map Druid (Saurian Shaman) 4
The reptile nods first in the affirmative, then in the negative to the dwarf's question. He then turns to follow Arakan without changing forms.
stealth: 1d20 + 15 ⇒ (20) + 15 = 35
perception w/low-light and scent: 1d20 + 14 ⇒ (19) + 14 = 33
Half-giant soulknife (gifted blade, soulbolt) 4 [ HP 41/41 (0 NL) | AC 13 Tch 13 FF 11 | Fort +5* Ref +7* Will +7* | CMD 20 | Init +4 | Perc +7 | Effects: ]
Jaryx stays close to Grea, as usual.
Perception: 1d20 + 7 ⇒ (1) + 7 = 8
Stealth: 1d20 + 6 ⇒ (2) + 6 = 8
The sand piles around the base of the towers, but there are no obvious doorways into the them.
Male Human Wizard 4 HP: 18/31 AC: 11 Treasure XP
"It looks like we'd have to dig to get into them, Unless they are entered via some of the other nearby buildings. I have read of such. Should we fan out and check the other buildings?"
Male Half-Elf Mindvivisectionist 3/Archaeologist 1 (AC: 16 [T: 13 /F: 14]; HP: 28/28; F+5 (+2 vs Poison), R+8, W+4; Init: +2; Perc: +7 [Low-light vision])
Arakan looks the structures up and down, "The doors staying buried could be to our advantage. If we fight from within or atop them, we could hold up better. Let's see if we can go up."
Do the other buildings around this area look like the first floor is buried as well (do the towers even look buried at the base)?
Female Human Percept +10, Sense Motive +3, Init +5 // HP 27/27 : AC 16 FF 13 T 16 : F +4 R +6 W +9 // Power Points 10/10
Grea looks around.
Are any buildings close enough and tall enough that we could get onto the wall from one of them? How far is the bandit camp from the city wall? Will we have direct fire into the camp from the wall?
Not really. The walls are quite weathered and pitted, though - climbing them is feasible. The camp is about 200 yards away.
Female Human Percept +10, Sense Motive +3, Init +5 // HP 27/27 : AC 16 FF 13 T 16 : F +4 R +6 W +9 // Power Points 10/10
Ooo. How tall are the walls?
Female Human Percept +10, Sense Motive +3, Init +5 // HP 27/27 : AC 16 FF 13 T 16 : F +4 R +6 W +9 // Power Points 10/10
So the walls offer little attack potential, but good defense and observation.
Grea squats on her heels and looks through the gateway at the bandit camp.
"We could watch and hunt from here, but it will take many days to weaken the slavers so."
Male Half-Elf Mindvivisectionist 3/Archaeologist 1 (AC: 16 [T: 13 /F: 14]; HP: 28/28; F+5 (+2 vs Poison), R+8, W+4; Init: +2; Perc: +7 [Low-light vision])
Arakan nods with Grea's assessment, as that's along the lines of what he himself was thinking. "I thought Jareen suggested he could make some of us non-visible. If that's the case, a few of us could go in and cause ghostly havoc as well. It seems we still need to get closer." This last he scowls and sighs while saying.
Male Human Wizard 4 HP: 18/31 AC: 11 Treasure XP
"One of us, and there are limitations, but indeed I should be able to perform that feat."
OK, so what are you going to do now? Is someone going to climb the wall to have a look, maybe drop a rope down the others, that sort of thing?
Female Human Percept +10, Sense Motive +3, Init +5 // HP 27/27 : AC 16 FF 13 T 16 : F +4 R +6 W +9 // Power Points 10/10
"Let's find a side street that reaches the wall. We can climb up and try to get into the gate towers."
Might as well take a look. The wall won't be much help, but the tower might give us a better view into the camp. I don't want to try climbing in the courtyard near the gate though. A bandit might wander by.
Male Human Wizard 4 HP: 18/31 AC: 11 Treasure XP
"yes, that's a good plan. "
The group file down a street at Grea's behest, and soon the city wall rears up above them.
OK, climbing the wall is DC 10 - it's pretty rough. At the top it has battlements and crenellations you can hide behind, so you won't be seen unless you choose to parade about in plain sight up there.
Male Human Wizard 4 HP: 18/31 AC: 11 Treasure XP
Jareen will stay at the base keeping an eye out.
Perception: 1d20 + 3 ⇒ (14) + 3 = 17
Half-giant soulknife (gifted blade, soulbolt) 4 [ HP 41/41 (0 NL) | AC 13 Tch 13 FF 11 | Fort +5* Ref +7* Will +7* | CMD 20 | Init +4 | Perc +7 | Effects: ]
Jaryx will do the same as he did when Grea climbed the wall in the tower.
Female Human Percept +10, Sense Motive +3, Init +5 // HP 27/27 : AC 16 FF 13 T 16 : F +4 R +6 W +9 // Power Points 10/10
Climb (Unless I can just take 10?): 1d20 + 7 ⇒ (19) + 7 = 26
Grea swarms up the wall and carefully pulls herself over the top edge. She's pleased to witness the battlements and crenellations. After glancing around, she lowers a rope for the others.
Doh! She lowers that rope assuming someone gave her one before she climbed.
Half-giant soulknife (gifted blade, soulbolt) 4 [ HP 41/41 (0 NL) | AC 13 Tch 13 FF 11 | Fort +5* Ref +7* Will +7* | CMD 20 | Init +4 | Perc +7 | Effects: ]
Jaryx has no rope.
The half-giant will aid each of the climbers unless they ask him not to, if only by providing a stirrup with his huge hands to give them a step up.
No idea what sort of bonus that might provide. On a short enough climb, it might be as beneficial as a rope. Does he need to make STR checks? If so, feel free to roll for your character. It's a +4 modifier.
HP 27/29; AC 16 / T11 / F15; Fort +6, Ref +3, Will +9; Perc +11 Half-giant map Druid (Saurian Shaman) 4
climb: 1d20 + 6 ⇒ (5) + 6 = 11
Male Dwarf Psychic Warrior 4 :: 37/40 hp :: AC21, Fort +8, Ref +3, Will +5
Climb: 1d20 + 1 ⇒ (20) + 1 = 21
Morthak scrambles up the rough wall quickly. Once up top, he carefully peers over the edge, making an effort to remain out of sight.
Peering over, the bandit camp is largely as Grea described it. A walled compound, presumably an old caravanserai just outside the city gates, with the tops of tents in the large courtyard visible from this high vantage point. There is one gate and, at the opposite end, a tower four storeys high. There is a large corral with riding beasts near the entrance and human figures wandering about.
Female Human Percept +10, Sense Motive +3, Init +5 // HP 27/27 : AC 16 FF 13 T 16 : F +4 R +6 W +9 // Power Points 10/10
"The tower."
Grea begins moving in a surprisingly supple crouch below the lower edge of the battlements toward the tower.
And the big question is whether there's a door for entry from the wall.
Female Human Percept +10, Sense Motive +3, Init +5 // HP 27/27 : AC 16 FF 13 T 16 : F +4 R +6 W +9 // Power Points 10/10
Grea continues along the wall in her low crouch until she reaches the door.
Can we open the door without being seen by the camp? Hopefully this tower is haunt-free.
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