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Post by Attilius on Jun 1, 2021 12:47:22 GMT -12
HurK wakes Laakh "Got enough in you to check out those bobbing lights with Clairvoyance?"
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Post by Niachi on Jun 1, 2021 15:21:34 GMT -12
Laakh brings his Clairvoyance up to scope the path where the bobbing lights would have travelled. Viewing from 10 feet above the height of the lights.
Rolled 4.
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Post by DM Bob on Jun 2, 2021 6:14:41 GMT -12
A half dozen dark skinned goliaths carry the almost alien light of glow-worms in wicker baskets on long, hooked agafari wood poles. Three of the muscular loin-clothed warriors have riders about their neck. One woman. Laahk recognizes her as one of the female templars of Nibenay. She has a pair of alhulaks at her side. darksunsouthtablelands.obsidianportal.com/characters/jerylTwo darkly dressed thin men. They are oddly pale compared to most Athasians... and are not openly armed. They could pass as brothers, but not the type you'd invite on a double date.
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Post by Attilius on Jun 2, 2021 8:22:15 GMT -12
"Thanks Laakh, go back to sleep. I'll keep an eye on them..." He whispers. For the remainder of the third watch, HurK simply watches them from his low hiding position and never takes his eyes off them. He'll tell the others on watch to keep an eye on the other directions. "Kri, where is the buried city from here? And what more can you tell me of Densis, his men and Spoil?" he whispers.
Bob, come morning, where did they end up and is it easy to still see them and their travel direction?
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Deleted
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Post by Deleted on Jun 2, 2021 8:41:30 GMT -12
Assuming Laakh shares his view. "Nibenese Scouts. Either looking for us or those encamped a mile away from us. Best to be avoided and left to their own path."
Come morning time, Mak will encourage everyone to move with haste. He'll once again cast Pass Without Trace 10'r (3rd lv spell) over the entire group before they set-out from camp, making their trail nearly impossible to track.
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Post by Skrye [AC3; 48/48HP] on Jun 2, 2021 9:20:53 GMT -12
- Kem will move fast, at others' pace, as she starts to hate be tracked down like an Arena beast
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Post by Coden Rokos (Jesse H.) on Jun 2, 2021 9:47:15 GMT -12
Pallia takes the hint and quietly picks up the standard and resumes the hike once the magic is deployed. She looks like she's about to ask something but then falls silent again; why give the enemy scouts any chance to hear or spot them?
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Post by Niachi on Jun 2, 2021 14:02:52 GMT -12
Laakh resumes his "lockdown mode" assuming extreme surveillance and counters to same. Fastidious grooming of everyone's spider silk wraps. Minimal psionic use, relying on his passive detection, and making sure we are all keeping voices to a minimum while using hand signals when possible. He keeps his eyes and ears open, especially on the skies. Fully rested and max PSPs for the next jaunt.
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Post by DM Bob on Jun 2, 2021 14:32:36 GMT -12
The glow goes off beyond your eyeshot.
The next day, the sun rises the same... in direction of your double concerns.
Kri-kcht may elaborate more, but originally the group he ran with were trying to locate Densis within the Buried City itself. The leader of Spoil was thought to be compromised by mental trickery - perhaps dominated into helping Dote Mal Payne and his ill retinue.
You can avoid the ones you've encountered by sticking to a more northern route before heading east. Kri-kcht can probably get his bearings after a bit. Things look somewhat similar, but he isn't following a dedicated path by any means.
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Post by Coden Rokos (Jesse H.) on Jun 2, 2021 14:35:12 GMT -12
As the team travels, Pallia largely stick to two sets of chores: * Caring for HurK's wounds. * Cooking meals.
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Post by Attilius on Jun 2, 2021 16:00:48 GMT -12
To help conceal the team, HurK morphs into a normal sized kank so that his 12' frame isn't seen walking the wastes. He'll have the team help wrap his head, abdomen and thorax in webbing before they get underway northward then east.
[Metamorphosis 17, rolled 14. -21 PsP's]
Bob how much healing is gained with Pallia's natural aid per 8 hours or day?
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Post by Coden Rokos (Jesse H.) on Jun 2, 2021 17:42:52 GMT -12
While traveling, anyone that Pallia ministers regains 1 hit point per day. With a full day of rest, anyone under her care regains 3 hit points per day (she has proficiency in both Healing and Herbalism).
Assume that Pallia will treat your wounds unless you gravely offend her or you're concealing your injuries.
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Post by Skrye [AC3; 48/48HP] on Jun 3, 2021 7:28:04 GMT -12
- Kem helps with the watches at night,giving support to the healers in as much as needed - You finally decided to show up again Zephyr. Come, they won't hurt you - Stroking her pet and giving it some small pieces of food - I found it in one of my journeys and she decided to stick with me since. - Kem relates to the others whilst caring about her equipment, realising that there is something that doesn't belong to her. She gets closer to HurK - This is yours, thank you. With all the late rushing I didn't have time to return it back to you- Handling the club
[OOC: It's a Z'tal lizard. Can I attempt to train it? Rules appear in the Complete Ranger's, p. 39]
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Post by DM Bob on Jun 3, 2021 9:53:55 GMT -12
You can have been training it on and off the whole game so far since you started with it as long as you have the necessary skills (regarding the lizard and Kem).
Since there's been no full day's rest, the minimum HP gain occurs. This applies to everyone though, so if anyone is bruised, a points a point.
As you leave to head north and then north-east once more the only thing you hear over the din of the wind, which has picked up once more are what sound like faint screams in the distance. You assume it's from the camp of wind-riding refugees.
Kank-Hurk finds the winds extremely unsettling to his insectoid ear-holes and antennae. While in this form during any high, loud winds, any saves will be affected negatively. Kri-kcht believes you to be two, maybe three days distant after he gets his bearings.
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Post by Skrye [AC3; 48/48HP] on Jun 3, 2021 10:41:30 GMT -12
[OOC: I have the NWP. Number of simple tricks (1d4) = 2. 'Come': 1st attempt (rolled 12, failure, 8 weeks), 2nd attempt (rolled 10,success, 4 weeks). 'Withdraw': 1st attempt (rolled 7, success, 6 weeks). Total of 18 weeks].
Come is already learned, you have one week game time for Withdraw or Retreat. -Bob Where do you see Retreat?
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