| Zaid Al-Mahaudin |
"To start with I think it is a good strategy to first kill the leader of the gnolls, this genie Kardswann. With their leader slain, I think we will have an easier time with the rest - they might even flee Kelmarane altogether. Undrella told us we could find him in the battle marker, and said she would ensure that the gnolls there are passed-out drunk at first light. I think we have no choice but to assume she is telling the truth."
"As far as recusing the prisoners she says are held there, if it seems easy it might not be a bad idea to do that before we meet Kardswann."
| Livvy Goldenscale |
"If the gods smile, the prisoners could tell us more. I agree."
I (Tom) am happy with how we're doing. Shimei is being Shimei. I wish I had some of my other PCs here though. Zaid would get a raft of teasing over Undrella.
"If the Lion survives, he..." She looks at Norn, "I think the Lion she refers to might have been one of our friends that was taken in the raid."
| Erizi the Landless |
Erizi arises from his slumber at all the conversation, and sits up abruptly.
"I agree that we need to do both of these things, but would trying to release the prisoners first, not warn the gnolls that something was amiss"?
"I say we attack their chieftain, and try to take care of what is happing in the market first, then we can release the prisoners later".'
"The other option is we could sneak over and try to get a look at the situation where the prisoners are". "Once we have more information, we might find that releasing them will not warn the remainder of the tribe of our presence".
"I think we need more information". "Perhaps as soon as it is dark I shall sneak over there and have a look".
| Shimei of Merraketh |
"Very well, but I think the route there and the market need to be scouted first at last light, then we can form a plan. Shimei, are you prepared to do that please? You can take the big guy with you, but try not to let him get into trouble before we attack!"
"And Norn. She is sly. The stalking panther is a lumbering elephant beside her. We should cache our extra goods and start before the moon rises higher."
Shimei wants to hide his non-combat gear in the scrub 100 meters or so away from Undrella's in the direction away from Kelmarane. If we're crossing the bridge he wants to do that before the moon is high. The bridge makes him feel too exposed.
When the scouting party is ready, he'll ask Norn to take point. She's got the best eyes and probably the best stealth.
French Wolf
|
Using the map, can you give me an idea of your route up to the top? How long do you intend to scout for?
Shimei, Norn and Erizi make their various preparations to head up to the battle market.
And what will the other three do for now and what do you intend to do if they don't come back within their allotted time?
| Erizi the Landless |
I'll be travelling a lot over the next two weeks, but should have Internet every evening (US Eastern Time). Please feel free to play my character, to move along the game as needed
| Nombir Kadesh |
"We cross the bridge now and those of us not scouting will wait until the others return. Shimei, if you three are not back by morning we'll come looking for you. If you get into trouble and you need our help, try and set fire to a building to show us your location. I guess at that stage it won't matter if the gnolls see any of us!".
| Shimei of Merraketh |
What we know so far -- (FW please correct any errors)
B1 -- ex-snake home
B6 -- Undrella
B7 -- thing that gets fed
B9 -- gnoll watchers
B11 Battle-market
Shimei wants to run below B5, B4, B3, B2. Let Norn take a peek inside each as we go. Note I want to stay on the side of those buildings away from the Battlemarket. Then we finish scouting that lower level even though none of the buildings are keyed.
Where was the pesh trap north of B11?
| Erizi the Landless |
Erizi waits for the other two to go ahead then follows being as quiet as he can in his armor.
Darn this loose gravel
Whispering to Shemei "perhaps I should stay back a bit from you two. I can always run to catch up".
French Wolf
|
Nombir, Zaid and Livvy reach the old slave market with no harm what so ever. Outstanding idea, Livvy.
Meanwhile the three scouts start to head along the edge of the buildings and around following Shimei's instructions.
Can I have three stealth checks from each of the three scouts, including ones already made, like Erizi's 12 above. This is just to get an idea of how well you all progress. If anyone wishes to make changes to the way you progress then now's the time to say. Zaid/Livvy/Nombir can you tell me what you do there until morning.
| Erizi the Landless |
Stealth (1d20+4=22, 1d20+4=13, 1d20+4=21)
Erizi will stay back from the other two about 30'. NOTE: I didn't know if you needed three additional or three total, so feel free to disregard one of the above rolls (Preferably the 13 ;=).
French Wolf
|
No probs Erizi, four stealth checks or three, I'm really looking at an average to get a flavour for how successful each scout is as they travel along from the slave market. No rolls were particularly bad so I'd rest easy.
Norn leads the Shimei down the old track at the base of the slope, behind all the old and ruined buildings. Although he tries his best, Erizi stumbles along behind the pair, but no evil luck causes that clumsiness to make much noise. Perhaps the Genies of the Stars want to see more of the party, to see just how much trouble they can get into.
Norn takes a minute to check and listen at the open doorway of the first building, B5 it is a three storey manor house with a view of much of lower Kelmarane. Norn does not hear any occupants but does not thoroughly at this stage.
Next she comes to a (B3) Common House that is in sturdy condition and again appears empty at a quick glance. Attached to this is a stables - B4.
French Wolf
|
Norn Perception check DC15
Further on the next three buildings are in very poor condition culminating in the gatehouse (B2). The night breeze brings a smell of rotten flesh or death. Like an old battlefield or village of the damned left untouched for too long.
| Nombir Kadesh |
"I suggest we try to hide the best we can, and divide the night up into three watches."
Zaid looks around for a good place to hide, perhaps in the room where we found the snake skin?
"Fine with me my friend. I'm bored with this place and the sooner we leave the better!"
French Wolf
|
Perception
1d20 + 8
Norn pauses a second longer in front of the old stables Straining her ears a little to see if she hears anything else.
After a minute or so, something shifts position in the dry straw and it crackles. Then the yawn comes again. It niggles at Norn, the sound is maddeningly familiar, but hard to place.
| Zaid Al-Mahaudin |
On her watch, the halfling will take 10 to carefully climb up to a perch hopefully overlooking the area in front of the room where the others are resting. "I can't sleep right now, with them out there... I'll take first watch, if that's OK."
"I'll take the second then, and Nombir the third."
French Wolf
|
Livvy finds the collapsed hole in the wall of the main market chamber as a good vantage spot. She can perch on the stone wall without over-balancing and watch inside and out. The only other occupant of the room is the mangled remains of the mamba.
After about a hour, she sees another patrol go by but otherwise the watch is uneventful.
| Livvy Goldenscale |
Livvy finds the collapsed hole in the wall of the main market chamber as a good vantage spot. She can perch on the stone wall without over-balancing and watch inside and out. The only other occupant of the room is the mangled remains of the mamba.
After about a hour, she sees another patrol go by but otherwise the watch is uneventful.
I think the others should be back before her watch ends, so I'm not assuming any other actions on her part just yet.
French Wolf
|
This is a hard one to tell, I have made a couple of Perception checks related to smell and although it does seem to be around the area, there are several buildings and now the smell has blown away no one can pinpoint its source. I may be able to answer more when someone gets closer.
The elusive smell stopped Norn and then Shimei about 25 feet from the first of the three buildings.
Then a dull grunt comes out of the far end. A contented sound.
| Norn Jural |
Norn Jural wrote:"Possibly a sleeping guard in there deal with it on the way back" Norn whispers to the others"Why not deal with it now? " Shimei whispers in an irritated tone. He's frustrated because they are dangerously close to the main body of gnolls, but seem to be learning nothing concrete.
"Because if we make a noise while dealing with it we wont learn anything at all will we?" Norn responds "But if you want to deal with it go right ahead."
| Shimei of Merraketh |
"What I want to do is find out what is in these buildings and return to the others so we can plan our next steps." Shimei considers. "You are right, if we make noise we will bring all the gnolls down on us. We continue on. When we return though, we will have a look inside."
Let's peek in B2 and head back to the others. We can take another peek in the stables on the way back.
| Shimei of Merraketh |
What we know so far -- (FW please correct any errors)
B1 -- ex-snake home
B2 -- Old gatehouse
B3 -- sturdy common house, apparently empty
B4 -- stables for B3. "After a minute or so, something shifts position in the dry straw and it crackles. Then the yawn comes again. It niggles at Norn, the sound is maddeningly familiar, but hard to place."
B5 -- three storey manor house with a view of lower Kelmarane. Norn does not hear any occupants but does not thoroughly at this stage.
B6 -- Undrella
B7 -- thing that gets fedB9 -- gnoll watchers
B11 Battle-market
Shimei wants to run below B5, B4, B3, B2. Let Norn take a peek inside each as we go. Note I want to stay on the side of those buildings away from the Battlemarket. Then we finish scouting that lower level even though none of the buildings are keyed.
Where was the pesh trap north of B11?
French Wolf
|
When Norn and Shimei approach the three buildings they gradually pick up the scent again. The ruined one on the far end seems to be the source, the smell is acrid and sickening as it grows. Looking inside the first two chambers are hollow and filled with debris. The dark shadows make it difficult to make out everything but there is some kind of thick wooden fence lying in pieces on the floor.
Looking across to the last building then there is a faint snuffling snore, deep and resonating. The ground is thick and uneven like a ploughed field.
There is a ten foot long black curved shape asleep in the middle. A pig the size of a horse.
Then it rolls over, disturbed or maybe just a light sleeper and both of the scouts see the long white tusks curved and sharp as daggers.
It grunts in its sleep.