
Jaryx Twice-born |

Sense Motive: 1d20 + 2 ⇒ (10) + 2 = 12 Well, foolin' one...
Jaryx' eyes narrow, but he takes no action.

Grea |

Grea looks steadily at Arakan throughout his speech.
Aubrey -- I thought invisibility was 1 min/ level. Maybe Jareen can come half way?

Jareen |

All of my spells are 1 min/level it would seem, so we need to get in quite close. Then I can either invisible a scout and let them run for 4 mins, or I can do that, *and* alter self and join them. Anything else I need a full rest for to swap spells about.
I say we go for the second option.

therealthom |

Wait for dusk. Jareen and Grea close to 500 to 1000 feet. Cast invisibility on Great. She runs for the camp while he rejoins the group. She moves steadily through the camp and out. Just a quick sweep. What do approaches to the camp look like? Is there a ravine or ridge or outcropping of rock that we can use to get close?

Jareen |

Ok, let's get on with it then.
"Let's get moving then Grea, we will use stealth to get close, I will make you invisible for 4 minutes, so you can do a quick scout. You must not attack anyone, even to defend yourself, or you will become visible again."
Stealth: 1d20 + 4 ⇒ (6) + 4 = 10
Bluff to hide spellcasting as something else: 1d20 + 10 ⇒ (2) + 10 = 12
Yuk.. this may not go well....

Grea |

Stealth, self: 1d20 + 9 ⇒ (4) + 9 = 13
Stealth, aid Jareen: 1d20 + 9 ⇒ (2) + 9 = 11
We are well paired anyway. With low light and distance we might be OK. If we know we're failing we'll stop 1000' out.
As the sky darkens, Grea leads Jareen toward the camp, keeping to low hollows between the dunes. She walks in a low crouch most of the way and urges him to follow suit. Sometimes she crawls. Finally she worms her way on her belly to the top of a dune and peers over the sand.
"If darkness falls before I come back, show a little light every few minutes from the city wall. When seven stars shine, then stop. I will not make it back tonight. If I don't I will meet you tomorrow at the gate where we entered the city."

Grea |

"Wait for me at the city gate. Stay low on your way back." The invisible Grea begins moving swiftly toward the bandit camp. Small puffs of dusty sand rise from her footfalls as she trots away.
Survival to cover tracks moving at normal speed: 1d20 + 9 ⇒ (3) + 9 = 12
About 50 yards from the bandit camp Grea slows and walks more carefully toward the wall.
If the gate is open and uncrowded, she'll take that route. If not she'll go over the wall at a deserted looking spot.
Stealth, invisible: 1d20 + 9 + 20 ⇒ (14) + 9 + 20 = 43
Climb: 1d20 + 7 ⇒ (8) + 7 = 15
Once inside the idea is to make a quick transect of the camp, looking for prisoner holding areas and leadership areas, a rough count of guards and their locations. Just one pass through the camp and out unless there's a chance to 1. skim in close to a prisoner she knows, or 2. drift close to Mr Blue Robes.

Aubrey the Demented/Malformed |

If Jareen is heading back, he'll have to make another Stealth check to avoid being seen.
Grea:
The layout is fairly typical for a caravanserai - a large courtyard in the centre, with a covered area around the edge to shade it from the sun and doorways leading off to rooms. A large cage has been built in one corner, big enough to hold quite a large number of people - some people seem to be slumped in there. A few tents have also bee pitched in the courtyard - these look like accommodation for the bandits, probably the less senior ones. Some bandits swagger about, abusing some slaves who aren't confined in the cage.
You can try a Perception check to spot someone you know.
A large doorway leads into the tower that looms up at the far end.
Back in the City of Death:
So far there seems to be no alarm from the bandit camp, suggesting that Grea and Jareen haven't been spotted. The sun begins to slip beneath the horizon, painting the desert blood red. The empty city is eerie, shadows playing and writhing on the broken walls of the buildings.
Perception checks, please.

Grea |

Perception: 1d20 + 10 ⇒ (11) + 10 = 21
Grea moves easily toward the center of the square. She tries to anticipate traffic and steer well clear of people.
How far from gate to cage? Any other gates? About how many slaves in the cage?

Arakan |

Arakan turns on Danet with a weary sigh weighing heavy on his shoulders, "Would you just... shut.... up? I'm so sick of hearing you complain."

Aubrey the Demented/Malformed |

Jareen:
Back at the City of Death
As Arakan sneers at Danet, shadowy arms reach out of the walls to grab the half-elf. Shadows detach themselves from the walls and attack the adventurers.
"Gaaah!" screams Danet. "I f@ing told you!"
The score above is the Stealth check of the entity/entities about to attack you. If your Perception checks were equal or greater than that, you are not surprised. Please roll initiative. Map to follow.
Grea:

Aubrey the Demented/Malformed |

Jareen:
Death City Blues:
This is the gatehouse and immediate environs. I'm assuming you are holed up in the gatehouse while Grea and Jareen scout. The lighter grey is the walkway on top of the walls and the interior floor of the gatehouse. There are no doors and the "windows" are arrow slits. North of the gatehouse is dune leading to the bandit base. South are the ruins of the city. The wall is about 30' high and so is floor level inside the gatehouse.
Please place yourselves on the map.
To reply to Cahel's question, it's been a few hours since your adventures in the big palace tower.

Jaryx Twice-born |


Grea |

how is the cage held shut? Is it a lockpick job to open?
Then she trots across to the tower where she tries to slip into the door if it's not well guarded.

Aubrey the Demented/Malformed |

City of Death Dudes:
Grea:
Grea slips inside the tower with no difficulty. There is a single chamber on the ground floor, with wooden steps going up. On the ground floor a couple of bored-looking guards - not bandits, they look too well-equipped and clean, but instead presumably guarding the visitor - lounge on the floor chewing on dried meat and idly bickering. Voices can faintly be heard from upstairs.

Cahel |

Cahel is likewise waiting to see where the others indicate.
However, in the interest of not dragging PbP along any more than needed, Cahel will be 1d2 ⇒ 2 squares from Arakan in clockwise: 1d8 ⇒ 6 (SW) position, or the closest legal position thereto and with no wall separating us.
I believe we were in the tower, but i am not sure.

Grea |

Stealth, invisible: 1d20 + 9 + 20 ⇒ (16) + 9 + 20 = 45
Just a quick look for the visitor.

Aubrey the Demented/Malformed |

The City of Death is lovely at this time of year:
Danet init 1d20 + 1 ⇒ (15) + 1 = 16
S2 1d20 + 2 ⇒ (5) + 2 = 7
S3 1d20 + 2 ⇒ (19) + 2 = 21
Initiatives
S2 21
Danet 16
Arakan 15
Cahel 9
S1 7
Jaryx 6
S3 5
Morthak 4
A whispy hand reaches out for Morthak.
S1 attacks Morthak
1d20 + 4 ⇒ (3) + 4 = 7 to hit v Touch AC, damage 1d6 ⇒ 4 STR damage
Danet lashes out at the thing attacking Morthak with his stone-headed axe. It seems the stretch and tear the unreal fabric of the monster, but doesn't destroy it.
Danet attacks S2
1d20 + 8 ⇒ (6) + 8 = 14 to hit, damage 1d8 + 4 ⇒ (4) + 4 = 8, halved as the shadow is incorporeal
Arakan.