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
Aubrey: Grea looks at the meat. Her hand steals toward her knife. She shakes her head and creeps carefully toward the stairs.
Stealth, invisible: 1d20 + 9 + 20 ⇒ (16) + 9 + 20 = 45 Just a quick look for the visitor.
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
Aubrey: Great shakes her head. She moves first toward the cage, where she briefly examines the lock.
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.
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
Aubrey: 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?
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
"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. Aubrey: Cause I know you love spoilers!
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
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.
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
Stealth, self: 1d20 + 9 ⇒ (4) + 9 = 13
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."
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 steadily at Arakan throughout his speech. Jaryx:
I will be fine. It will be just like hunting. Aubrey -- I thought invisibility was 1 min/ level. Maybe Jareen can come half way?
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
Arakan wrote: Arakan mulls for a bit, "Hey Jareen, if Grea is willing to scout, you said you could make at least one person unseen tonight, right? How long does it last? What do you say lady, you want to walk around inside for a bit?" "I would do this." ***** Perception: 1d20 + 10 ⇒ (5) + 10 = 15
Great slides back down to the others. "Their hunters are lazy. I can get into the camp. But I have come down because they have visitors. One is a richly dressed in blue."
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
And a very short term disguise capability by way of minor metamorphosis. If we kill someone she might be able to play 'ghost'. Is the bandit privy inside or outside the camp 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
Jaryx:
Via missive.
Jaryx Twice-born wrote:
Good idea, Jaryx. That will help. "I can move quietly and largely unseen, but not in a camp of so many. Someone would see me. " 9 stealth modifier is all Grea has to offer. With invisibility, she could be pretty undetectable.
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
Recon is always good. Grea clambers up the wall. Her hands and feet easily find purchase in the old sockets for the wooden stairs. The trickiest part is the transition to the skylight where the sockets stop above the roof. She slows while she carefully searches for handholds in the rough stone. Then she's on the roof. Where she will slink to the parapet and look at the bandit camp. Just let me know if there's anything new. How tall was the room inside the tower? Grea's Climb modifier is 7. I'll roll just in case you are a 1's always fail on skill rolls kind of guy? Climb: 1d20 + 7 ⇒ (17) + 7 = 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 pads over to a window slit overlooking the bandit camp. She looks at the field of fire through the slit, but doesn't expect to see anything new at the camp yet. Then she looks for the way up. Aubs, if you want this to be 'up to the top, and you see nothing new' that's fine. Then we can move 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
I think the plan is up the tower and have a look. After that we'll need a PLAN. But that's Arakan's job. Grea eases the door open just the bare minimum and, after looking around, squeezes inside. Perception: 1d20 + 10 ⇒ (6) + 10 = 16
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
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.
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.
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."
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?
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 climbs carefully down the wall, before kicking away to drop the last 10 feet. She rolls on touchdown and reaches for Jaryx' hand to rise smoothly. Take 20 on climb for 27 if possible, or 10 for 17, or:
Onward!
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 relays the details of her view. She ends with, "The guards are probably inside the tower, out of the sun. Anything else?" She waits to see if there are specific questions before returning to the floor.
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
"I will look. Jaryx, lift me up." Grea slides out of her pack and moves under a window where she waits for her friend. After the half-giant elevates her she tries to scramble up until she can just chin herself on the window's sill. She peers out over the edge. It's a good plan, PR, and G's climb modifier is pretty good. It's worth a shot. Take 20 on climb for 27 if possible, or 10 for 17, or:
First thing she wants to know -- are we high enough to see the bandit camp? Any information above that is gravy.
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
A few minutes ago, Grea would have scoffed at the weak-willed who imagined injuries upon themselves, but being drawn and quartered in another time and threatened by phantom swords has altered her perspective. She nods recognition that the others' experience has been different from hers. "The swordsmen were phantoms, Jaryx." She moves to Danet and pulls him to his feet. "The hate left here bites at us. Let's try another tower." I'm for a quick exit. Move north through the city, and try a building closer to the wall adjacent the bandit camp.
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
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"
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 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."
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
Arakan wrote:
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. Jaryx: 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
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 dwarf is right. Stop fighting. " Her attention returns to Arakan. "I can heal myself a little. Would that work?" I doubt it, but I'll ask anyway. Aubrey, would Natural Healing shut down a haunt?
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
It's not hard for Grea to see where the vision was going. Her joints could still feel the quartering. "Dead is good for these kings. Arakan, if you stopped the vision, thank you." She looks back to Jareen. "If you would seek this knowledge, let us leave the room first."
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