
Lyrysa Shadowhisper |

I think the guard on the roof is still up, is that right Big OM?
Lyrysa casts Message to utter words to Drogan below, "Drogan, I am going to begin intoning an incantation of sleep. As I'm about to finish, throw open the trapdoor and I'll attempt to subdue some of those below."
Next round I'll start Casting Sleep, it comes into play the round after, if you can ready an action to open the trapdoor as I'm about to finish please.

Lyrysa Shadowhisper |

To help prod us along, those look like the only Round 2 actions I see at least. There is the question of Grumblejack still.
Round 2
Initiative:
Lyrysa 23 - Cast message to Drogan
Drogan 21
Tykk 20
Randu 18
Guard 18
Orodreth 7 - Orodreth attacked guard on roof

Randu |

Weird. The updates didn't register for me
Randu will try again, hoping to finish the guard off.
Longsword:1d20 + 7 ⇒ (12) + 7 = 19
dmg: 1d8 + 4 ⇒ (4) + 4 = 8
Had to edit to get the format right, sorry. Above includes hated enemy

Big OM |

I believe I owe you an apology. I became a little focused on my exam and forgot to let you know. I have one left, but there is some time until that so I'll move this along.
Actually I have lost track of Grumblejack, I think we forgot to move him along as you entered the guard house through the window. Perhaps earlier.
The trap door seems to be holding even though the men below are laying in to it trying to breach. Each slam into the door makes the wood shake and the sliding lock gives a little each time.
Time to prepare.

Drogan, Dark Prince Incarnate |

Good now that everyone is here and surrounding the door, let us lay waste to those that tried to hold us.
Drogan holds the heavy mace high above his head clutched in two hands waiting to bring it down on the first soul he see's.
Lyrysa throw the latch and open the door.
No worries real life comes first, hope you do well on your exams.

Lyrysa Shadowhisper |

Though not fond of the brute force tactic Drogan suggest, Lyrysa moves to prepare to open the door regardless.
So everyone surrounds door with readied attacks, I'll open the door and back off (supporting with spells as able) while you bludgeon them while attempting to get up. If they choose to stay down, we switch to the looted bows. Sound good?
And I agree, Big OM. Real life takes priority. Hope you Nat' 20'd the Exam!
EDITOR'S NOTE: changed sounds to surrounds.

Big OM |

Everyone gathers around the trap door and after a conferming nod from each Lyrysa releases the lock and lets the the door open as the captured below makes yet another attempt to break it open.
My suggestion is this: Lyrysa opens and then it is initiative except Tykk and randu is moved before the guards.
Initiative:
Orodreth 24
Lyrysa 15
Drogan 9
Tykk 7(5)
Randu 7(5)
Guards 6
Sgt. Blackerly 2
Drogan's Initiative: 1d20 + 1 ⇒ (8) + 1 = 9
Randu's Initiative: 1d20 + 2 ⇒ (3) + 2 = 5
Lyrysa's Initiative: 1d20 + 3 ⇒ (12) + 3 = 15
Tykk's Initiative: 1d20 + 3 ⇒ (2) + 3 = 5
Orodreth's Initiative: 1d20 + 6 ⇒ (18) + 6 = 24
Guards' Initiative: 1d20 + 1 ⇒ (5) + 1 = 6
Sgt. Blackerly's Initiative: 1d20 + 1 ⇒ (1) + 1 = 2

Drogan, Dark Prince Incarnate |

Drogan calls up the furry of the abyss smiling down on one of the guards as he takes a mighty swing oh his mace.
Mace Attack: 1d20 + 6 ⇒ (10) + 6 = 16+1 highground total 17
damage: 1d8 + 8 ⇒ (5) + 8 = 13
Bite Attack: 1d20 + 1 ⇒ (18) + 1 = 19+1 highground total 20
damage: 1d6 + 6 ⇒ (2) + 6 = 8

Randu |

When Randu can go, he brings his sword to bear on Sgt. Blackerly if he can, another guard if he can't safely get to the sgt.
Favored Enemy bonus included
To hit 1d20 + 7 ⇒ (14) + 7 = 21
dmg: 1d8 + 6 ⇒ (3) + 6 = 9
"Payback time, peasant scum."

Lyrysa Shadowhisper |

Round 1
Lyrysa of course opens the door, then retreats back from the opening.

Lyrysa Shadowhisper |

Round 1 Revised
Ah, a misunderstanding on my part. I shall apologize and post quickly then.
Lyrysa prepares a weave of arcane energy, waiting for the first of the guards to come into view.
Standard action to ready Daze (DC 14) for the first soldier she sees.

Big OM |

I'll move this along and let Orodreth take his actions later.
Lyrysa jerks the lock open and steps back as the trap door slams open and the good sergeant bursts through. As he reaches the top step Lyrysa's magic slams into him stopping him dead in his track. Only to take the full force of Drogan's mace in his chest followed by a vicious bite. Tykk's attack sails past the sergeant missing him. Randu ends the poor sergeant's existences as he plunges his sword into the man's stomach leaving the sergeant bowls in hands. The guards pales as they see their commander fall but presses on trying to move past his body.
The sergeant's will save: 1d20 ⇒ 6
Next round please.

Randu |

Round two, when Randu goes (Figured you'd like to have it ready)
Randu chuckles as the Sergeant goes down. He stabs forward at the next guard, "Excellent, continue to come forward like pigs to a slaughter. Each of you will pay a price for daring to incarcerate your betters."
Stabbing at another guard, Favored Enemy bonus included again
To hit: 1d20 + 7 ⇒ (10) + 7 = 17
Dmg: 1d8 + 6 ⇒ (1) + 6 = 7

Lyrysa Shadowhisper |

Round 2
Seeing the seargent go down, and the situation seemingly well in hand, Lyrysa pokes her head out the side, searching for any signs of movement, particularly from the wizards tower.
Lyrysa will look to see if there's any movement in the courtyard or along the walls, particularly looking for light sources.
Perception: 1d20 + 1 ⇒ (18) + 1 = 19

Drogan, Dark Prince Incarnate |

assuming higher groud bonus still, please alter if needed, will also delay action for guards to move into threat if thats an issue.
Round 2
Drogan too smiles as they make an example out of the Sgt. With fresh blood dripping from his maw he heaves the mace overhead once again to crash down into the next guard that comes up.
Mace attack: 1d20 + 7 ⇒ (11) + 7 = 18
damage: 1d8 + 7 ⇒ (8) + 7 = 15
Bite attack: 1d20 + 2 ⇒ (15) + 2 = 17
damage: 1d6 + 5 ⇒ (3) + 5 = 8

Big OM |

Trying to concentrated past the sound of the battle raging around her Lyrysa searches and searches for any indication of others approaching but finds nothing. Drogan hews his mace with diabolical force, this time crushing the skull of the next guard approaching, leaving him with no object to satisfy his thirst. Tykk has better luck this time and a few steps forward brings his sword into contact with the next guard leaving a gasping wound in his neck. Finishing what Tykk started Randu lashes out at the guard piercing his left lung and sending the man tumbling down the stairs. The last guard looks in horror but gathers himself and expertly strikes Randu's right arm.
Guard's attack on Randu: 1d20 + 5 ⇒ (15) + 5 = 20
Damage: 1d8 + 2 ⇒ (2) + 2 = 4
Round 3, begin!

Randu |

Round 3, current hit points 7
Randu grunts at the skilled shot which causes his blood to run down his arm, "Talented. I respect you. The respect of a true noble, and service to him, are the highest honor a peasant such as yourself can truly achieve. Die happy in it."
And Randu thrusts the blade forward at the guard.
To hit: 1d20 + 7 ⇒ (20) + 7 = 27
dmg: 1d8 + 6 ⇒ (6) + 6 = 12
EDIT: Looks like a possible crit!
Crit confirm? 1d20 + 7 ⇒ (15) + 7 = 22
Dmg if crit? 1d8 + 6 ⇒ (3) + 6 = 9

Big OM |

I'll let you have this one since he is the last and initiative does matter much here.
The man looks flabbergasted at Randu as he speaks after he was struck. With a finesse far above the mere guard Randu break the man's defences and thrust his blade into his throat severing both carotid arteries and his windpipe. Blood gushes forth interrupted only by bupples of air as the man sinks to the floor, with disbelieve still painted on his face.
You make good scene, I follow up. :D
240 xp each.
There isn't much in the room a few empty barrels, a poorly kept wooden table and four chairs. Cards and mugs with rotgut litter the table. Searching through the guards you find the same items as you have done so often now. However the sergeant is a little more interesting upon inspecting his sword you find that, the longsword is a masterpiece (master worked). Besides this little wonder he carried some keys, 30 gold, his uniform and a curious little metal flask.

Randu |

Thanks!
Randu cleans his blade, before noting a superior one below him. He takes the Sergeant's sword up and admires its balance. "To the victor go the spoils. Does anyone want the more more mundane blade I've been using while I take this one? It served well enough"

Lyrysa Shadowhisper |

Lyrysa looks over the scene of carnage. "Well done. Our escape should be nearly clear at this point." She turns to look at the Warden's tower. "With our escape cleared, we still need to decide if we take on the warden. I must admit I do not relish leaving him behind us, and feel a greater confidence that he can be defeated. Though it's still a risk."
Does their appear to be a way to open the gates down here?

Big OM |

Nothing much is found upon further investigation of the room. This was literally a gambling den nothing more. Thinking hard you recall that the gates was opened from inside the centre room of the gatehouse right next to you, but to get there you'll have to go out in the court yard and through the main gate.

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Tykk looks to each of the others in turn, and states:
"Comrades, that's the bulk of them. But I say we finish this and leave it as a warning. The civilians can tell whoever comes next what happened here."

Lyrysa Shadowhisper |

"The warden it is then." Lyrysa looks towards the tower. "Do we have a plan or simply burst in and murder him?"
I'll vote Warden as well.

Lyrysa Shadowhisper |

Grumblejack will probably ruin any chance of stealth we have, so he may have time to prepare buffs depending on spell selection. But worth a shot. Plus the added muscle and he's definitely a bigger target.

Big OM |

As you make your way out of the gatehouse and across the lawn to the great Tower an ire silence now rules the prison almost as if evil forces have taken hold.
There is no problems in reaching the tower even the gravel path is well kept. The door at the entry level of the tower is unlocked and soon you find yourself in the presence of the history of this great fortress. The walls are covered in tapestry and plaques descripting Castle Branding and its transformation into the current prison. A spiral stairway raises from the centre of the room.
One of the tapestries is worth 150gp but heavy and unwieldy.
Mysterious perception check: 1d20 + 8 ⇒ (1) + 8 = 9