Post by Quila Oris (John M.) on Dec 2, 2021 1:27:25 GMT -12
We needed a place to stash all the strands of thought we had for the group's options and plans.
So here it is. Feel free to add/suggest.
Open:
Open:
- investigate odd-shaped building: try to find a different entrance via underground connections or such or phase into it from the get-go hopefully bypassing the orb (Hawkings)
- make a rough sketch of the city's layout, fill in more details with streets (Quila takes that the branches/lines in block 1, see map are streets) and stand-out buildings from the current map we have
- sell the howler meat and kes'trekel eggs while they're fresh
- investigate poles and orbs: possibly dismantle the southern pole/orb to further investigate this historical Celik object. Shoot down the orbs from the poles, learning a lot about Celik's history from those guardian orbs: maybe we can use Contact/Mind Link/Object Reading or something like that to 'talk' to them. Quila can cast Know Age on it.
- fortify the three Noose warehouses: what sections need fortifications? what are threats? (grey, kes'trekel, wild animals) how can we defuse said threats by what fortifications? (Quila) suggests a watch tower or archery turret for lookout and aeriel defense to be setup in warehouse 2 where the current hole in the roof is. Another necessary repair is the door/portal leading to the shared courtyard. Valmera can help repair doors and ceiling given time and materials.
- thorough search and mapping of the water way (Hawkings) under warehouse 1 and 2 (and possibly further afield)
- scavenge & secure current block of the nooses further (see John's homebrew composite map, block 3)
- scavenge & secure previous block to south of the road from South Bridge (see John's homebrew composite map, block 2)
- scavenge & secure block nearest to riverbed south of the road from South Bridge (see John's homebrew composite map, block 1)
- repair the clay containers in the shared courtyard of the Noose warehouses (Valmera/Calidane)
Done:
- investigate odd-shaped building: detect psionics (Ibubesi), detect magic (Quila), back of the building for doors/traps (Valmera/Baxby) - the building does not detect for magic or psionics, but it's within the area of effect of the north pole so not approachable unless using a protection of sorts (Quila used Conceal Thoughts). There are *no* entrances to be seen. Towards the top though? Looks like there might be horizontal slits some 25 feet up (out of perhaps a 30' height).
- investigate poles and orbs: Ibubesi detected for psionics, discovering the orb spends low psp (1-5) normally, and when someone gets within 40 feet of it, the spending shoots up to very high activating some kind of will-overbearing power that suggests to the person a course of action away from the scene (Hawkings: nothing to see here, Valmera/Baxby: fire! get to the river). Only the right (northern) of the poles/orbs seems to be active. Quila evaded it's influence using a Conceal Thoughts.
- investigate gate/wall and peer into closed off city part: Quila, also rough sketch that city part
- make a rough sketch of the city's layout, fill in more details with streets (Quila takes that the branches/lines in block 1, see map are streets) and stand-out buildings from the current map we have