| Duncan Sangster |
When the group gets near the water collector, Duncan strides to the front and takes the lead, peering cautiously toward the area with the collector from cover.
Perception: 1d20 + 6 ⇒ (15) + 6 = 21
Stealth: 1d20 + 7 ⇒ (19) + 7 = 26
| Nuri Zahgev |
I believe the plan was to avoid the roads, so we would probably have tried to go through the brush between the cemetery and the town proper. But Nuri is not the brains here, she's just doing her best to be quiet until the shooting starts.
| Duncan Sangster |
Duncan suggests the team circle around by the cemetery to get to the moisture collector from the northeast to minimize the chance of being seen.
My earlier post did not specify the path. Assuming the brush to the south of the cemetery is high enough to block line of sight from the garrison, I'd say Duncan would follow the road that runs between the cemetery and the brush.
| Enslig |
Enslig and Jagare walk next to Duncan, but before getting to the water, he'll cast Detect Magic towards the collector.
| Enslig |
"I only ever collected water from the green - got to test all local sources. But Tace did say the azlanti did something to it..."
Jahn Soter
|
Jahn gives a small "Hmm," as they approach the vaporator. "Definitely not natural," he says at Ivris-mu's question.
He thinks on if there's creatures or physical phenomena that could cause something like this.
Life Science: 1d20 + 8 ⇒ (2) + 8 = 10
Physical Science: 1d20 + 8 ⇒ (2) + 8 = 10
| Duncan Sangster |
”Water only moeves if somethin’ is moevin’ it, right? Duncan says softly. Unless …
Life Science: 1d20 + 4 ⇒ (7) + 4 = 11
Mysticism: 1d20 + 3 ⇒ (19) + 3 = 22
| EltonJ |
Jahn gives a small "Hmm," as they approach the vaporator. "Definitely not natural," he says at Ivris-mu's question.
He thinks on if there's creatures or physical phenomena that could cause something like this.
[dice=Life Science]1d20+8
[dice=Physical Science]1d20+8
Jahn, you don't recognize the entity that is causing the water to move.
”Water only moeves if somethin’ is moevin’ it, right? Duncan says softly. Unless …
Life Science: 1d20 + 4 ⇒ (7) + 4 = 11
Mysticism: 1d20 + 3 ⇒ (19) + 3 = 22
Duncan recognizes that there is a water elemental in the moisture collector!
| Duncan Sangster |
"I think there may be a water elemental guardin' the water. I think we jus' need ta kill it unless someone kin talk its language."
Duncan thinks a moment and then says, "It must know ta allow Azlantis ta git water. Maybe I can coax it ooot."
He approaches the water with his canteen in one hand. In Azlantian, he says, <Good afternoon friend water elemental. Let me get some water.>
| Nuri Zahgev |
As the cat-man begins talking to the leaping liquid, Nuri’s hands drift to the pistols at her sides. She waits to draw until Duncan’s diplomacy fails. ”Strangely clever of them. “
As she waits, she scans the edge of the buildings around them, not wanting to be surprised by wandering patrols of Azlanti.
Perception: 1d20 + 2 ⇒ (20) + 2 = 22
| Enslig |
Enslig waits at the ready, knife drawn.
| EltonJ |
As the cat-man begins talking to the leaping liquid, Nuri’s hands drift to the pistols at her sides. She waits to draw until Duncan’s diplomacy fails. ”Strangely clever of them. “
As she waits, she scans the edge of the buildings around them, not wanting to be surprised by wandering patrols of Azlanti.
[dice=Perception]1d20+2
No patrols yet. It's, so far, clear.
Jahn Soter
|
Enslig waits at the ready, knife drawn.
"You're in tune with magic, aren't you, Enslig? Can't you speak to it?" Jahn asks quietly.
| Enslig |
"Only animals, I'm afraid - this creature does not appear normally in the green."
| Duncan Sangster |
Duncan waits a moment to see if anyone else has a suggestion, when it speaks a language he does not understand. Then he uncaps his canteen and attempts to fill it from the moisture collector.
FYI: Duncan's fingers have claws that can be used to make a special unarmed strike that deals lethal damage, doesn’t count as archaic, and threatens squares.. So he has a ready weapon if it does anything that would provoke an AOO.
| Ivris-mu |
"Aquan?" Ivris-mu says looking at the water elemental. "Does it respond to your Azlanti words, Duncan? If using elementals is common for the Azlanti, does that mean their soldiers or technicians speak their languages? It seems easier to use magic or maybe teach the elementals Azlanti. Even if we did speak Aquan, the elemental might only speak to Azlanti." The android lifts its gaze to the sky in thought.
"Would this be an adequate site for an ambush? If there is a problem with the moisture collector, they would send some people to investigate. Let us keep this as a possible candidate for an ambush. For now, are we done here? Let's take Jahn's suggestion."
| Enslig |
"If the creature is indeed blocking the colonists from collecting water, we'll need to remove it. They have issues collecting water from natural sources around - the electricity in the green here can be very dangerous."
Jahn Soter
|
"Captain, do we even know if the Azlanti put it there or if it just wandered in on its own and the Azlanti bullied it or something?"
Out of curiosity, is calling Ivris-mu, "Ivris" a respectful contraction or is it important to keep the "-mu" at the end for the name to make sense?"
Jahn Soter
|
Jahn's hesitant to start a fight when there's a chance they can find someone who can speak to it. We're mostly doing recon now, aren't we?
| Duncan Sangster |
Duncan is trying to draw water from the collector. He has spoken to it in Azlanti, but he doesn't understand what it is saying to him. As far as Duncan is concerned, if the elemental lets him draw water, he'll let it be (if that's the consensus of the group). But if it attacks him, he'll defend himself and only withdraw during round 2 if everyone asks him to.
| Enslig |
Let's move to the next challenge then.
| EltonJ |
There are several challenges you can take. Depends on where you move:
* There is an execution you can fumble.
* You can try to get rid of the Azlanti at the cemetery.
* You can storm the Azlanti Garrison.
* You can liberate the hobgars.
* You can get rid of the Azlanti drones.
| Duncan Sangster |
Duncan makes a few attempts to get water. He's perplexed by the playful response, but gives up trying to get the water and cautiously returns to the group.
"Let's liberate the hobgars from the trap. That should give the Azzies somethin' ta deal with."
I'm puzzled by the remark about the Azlanti's in the cemetery. We walked the road right next to the cemetery and were not told about any Azlanti's there. Sounds like the execution is something we would not know about yet. Are the Azlanti drones something the original group of PCs dealt with? Attacking the garrison seems premature until we've dealt with other issues.
| Enslig |
"Agreed."
| Duncan Sangster |
"I helped build the trap, so I should be able ta open it. If anyone can protect me from electricity, that'd be welcome, as they can fire gloebes of charge 'boeut 15 feet. I'll prolly take soeme shocks but that's all right."
Assuming the usual fog is about, Duncan trusts the Azlanti will not notice anything unless they send troops out to patrol the area. He'll make sure he has his hacking kit handy and start climbing the ladder.
Athletics, ACP: 1d20 + 6 - 3 ⇒ (9) + 6 - 3 = 12
With the armor penalty, he has a climb speed of 10 feet.
Jahn Soter
|
Jahn stays low and quiet. He didn't like waiting any more than the rest of the group, but he also knew a cat would always be able to climb better than he could.
| Enslig |
Enslig looks around for any approaching threats.
Perception: 1d20 + 9 ⇒ (3) + 9 = 12
| Enslig |
"Everyone, we have company!"
Enslig warns the group! As usual, he has his knife out.
| Duncan Sangster |
Athletics, ACP: 1d20 + 6 - 3 ⇒ (19) + 6 - 3 = 22
Duncan scampers the last ten feet up the pole and begins to try to hack the computerized controls keeping the door closed. If possible he'll rig it to delay opening until he can get down the pole.
Computers: 1d20 + 11 ⇒ (2) + 11 = 13
I'll be surprised if that works.
| Ivris-mu |
Ivris-mu whispers to the others, "Get to cover then attack that one on the right with the rifle. Concentrate your fire on him."
How many are in the patrol? I assume they have rifles since the others did.
Move action: get to cover and draw pistol.
Move action: use envoy improvisation Get 'Em on the closest enemy. +1 bonus to hit for the next round. I also assume he's within 60'.
| EltonJ |
Ivris-mu whispers to the others, "Get to cover then attack that one on the right with the rifle. Concentrate your fire on him."
How many are in the patrol? I assume they have rifles since the others did.
Move action: get to cover and draw pistol.
Move action: use envoy improvisation Get 'Em on the closest enemy. +1 bonus to hit for the next round. I also assume he's within 60'.
There are two, just like last time. They haven't noticed you yet, but the hobgars' hooting and hollering is getting their attention.