Planescape - Dead God Rising

The Dustie seems to calm down at Llyra's words and his walk slows to a halt as he reaches the door. "Fair enough, I suppose. Here's half the jink. The rest will follow once the deed is done, and not befoe I say... Just in case you are planning anything funny, my brethren know the palces I've been haunting tonight... so if anything should happen to me, they will know where to find you," he says in a tone perhaps not as threatening as he had hoped. "I meant no offence, but a body's got to be peery in this Burg... If you understand me."

The man reaches into his robes and takes out some coin, handing you the agreed downpayment.​

[sblock=OOC]good work on the dialogue. I was worriefd it wouldn't be planescapy enough... if anything the quotes are saturated in cant :)[/sblock]
 

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"I thank you." The man nods slowly, the greyness in his eyes failing to do his gratitude justice. You follow the Dustman outside.​
Outside, the first patter rain begins to fall. The sky is dim, antipeak quickly approaching, the air a mixture of damp, smog and the faint glint of lights in the distance of the ring. The glistening streets have emptied since you last saw them, most honest-working cutters heading inside their cases for the night. Drifting through the still air, you can just about make out the distant sound of merriment coming form some unseen tavern. Rarely during the day does the Cage get this quiet, and seeing the streets at this time of day certainly paints a different picture of the place, lending it an ‘unearthly’ quality, like dark dream, somehow soothing, somehow familiar.​
That vision will not last, and you get closer to the Hive, things begin to change. The Lower Ward (your home for most of the night so far), while far from being the Jewel in the Lady’s crown, is a decent enough place to kip… but as you put more distance between yourselves and the ‘Wayfarer’ , and The Hive looms ever closer, things begin to take on different appearances. The sounds of the night life gradually give way to a malignant silence, pregnant with the menace of what may lie hidden in ambush in the darkness that is rapidly increasing around you.​
Buildings that were until moments ago only slightly out of sync soon loose all sense of purpose and design, becoming sinister structures more akin to something from a Bleaker’s nightmare than anything else. ‘Proper’ structures – those with purpose and true tenants become sparser, giving way to more irregular plots; some no more than abandoned shells, others refuges to those who retain enough sanity to know that banding together is best chance of surviving the night. Stinking pits, homes to the destitute, the Lost, the Barmy are what this place seems to be made of. The streets are littered with rubbish, dead strays and all manner of rotten refuse. As the rain gets a grip on the darkening night sky, water begins to trickle into large puddles in the roads, creating a foul combination of mud and slimy dust.​
Sinister noises, low grunts, distant howls and a pervasive grumbling that seems to come from the buildings themselves fill the air as you finally leave the Lower Ward Behind, heralding you into the Hive​
 

Noch

Obeying Tyrjon's instructions, Noch hangs back and into the shadows as if stalking the party. He looks for anything out of the ordinary, keeping anywhere from 50 feet to 100 feet back. If anything growls at him, he growls back...

OOC: I'll let the DM roll for me with his dice at home, unless he would rather me use the generator.
 

Tyrjon

Ah, the Hive... ever the garden spot o' our fair city. Tyrjon recommends staying close the destitute tenaments lest they fall prey to ambush and need to seek cover. We should also try to keep Rubious and Llyra in the middle of our parade with Tyrjon and Nuan along the perimeter...
 

Noch: sure thing, ill roll them in secret then show them once the results if any are resolved

[sblock=noch]Alone, behind the others, you see the Hive in a different light. with your keen senses, you can see farther in the dying light than they can, though it is little comfort knowing that what you see has to be so sinsiter and repugnant. Water drips off the buildings, vermin scurry in the ruins and as the others go on in front of you, you fancy you can spot a shadow in the ruins about you, not too distant... though the shape is indistinct

Hide
Move Silently
Spot
Listen[/sblock]
 

Llyra

Llyra heeds Tyrjon's advice and moves into a more protected position, which suits her rather well, knowing that she is not the toughest basher in town.

She keeps her eyes and ears open for trouble.


OOC: Spot 23, Listen 16

@Nalfeshnee: Did you roll those other two rolls on invisible castle? Kinda weird, since they look so similar to the one's I did, though I *know* I didn't roll those (I usually look at the list of rolls after I rolled, since I'm curious to see if others have been using the same name in the meantime ;)).
 



[sblock=Llyra], you notice a figure im the ruins to the right, though details are vague. It is humanoid, however[/sblock]

[sblock=Nuan] also, does not notice anything
Listen
Spot[/sblock]

[sblock=Tyrjon]you hear something in the ruins to your right, though what it is you cannot see.
Listen
Spot[/sblock]

[sblock=Kyran]You detect a shuffling sound coming from your right, though you cannot see what it is.
Listen
Spot[/sblock]

[sblock=Jema]perhaps you are paying too much attemtion to your surroundings, but you detect nothing other than the obvious signs around you.
Listen
Spot[/sblock]
 

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