Lucias Aermaine |
Lucias nods to Xrezth, chiming in.
"Our best bet is to take the warden by surprise, so we should pay him a visit first. If he is a powerful wizard as we have been told, I would not like to give him the chance to prepare for us.
Beyond that, the guard mentioned that if there were a map of the prison, it would be in the warden's office. I highly doubt they would not keep maps of the surrounding area as well. Given that none of us have traveled through the moors, I would imagine such a map would be helpful in finding this benefactor... unless I am wrong, and one of you thinks you could guide us to the old Moor Road?
I also would like to agree with our friend here that it is in all of our best interests to work together, and meet this benefactor of ours. Like it or not, we are nothing alone, at least for now."
R'Chir |
R'Chir will take the clothes from one of the guards and put the clothes on, including spare armor.
"Well, perhaps we could get out of here without excess bloodshed? As much as I am sure the thought titillates you, the possibility also exists that it is our blood that will be shed in addition."
disguise: 1d20 + 8 ⇒ (6) + 8 = 14 plus any circumstance for using the actual uniform you might want to add, GM.
Xrezth the Discordant |
Turning to R'Chir as he indicates his desire to exit the prison without bloodshed: Unless you are skilled enough to be able to walk out of the impregnable fortress that is Branderscar Prison, I doubt we are going to be able to avoid bloodshed. The guard spoke of a bridge. Unless I am mistaken, the purpose for a bridge leading to and from a prison is to create a death zone onto which archers and mages can rain all hell upon those attempting to enter or escape from the prison.
She then pauses for a moment considering the situation.
Should you wish to see if you can sneak out, you are free to do so. Personally, I think that Grumblejack and I would prefer leaving without being shot from behind as we cross the bridge.
DM-Salsa |
After Xrezth leaves, a low growl is heard in the room. I wonder what it could be.
DM-Salsa |
Dogar the Wild |
"Wuh?" Dogar shakes his head, coming out of one of his occasional stupors "Damn it! What'd I miss!"
Seeing the now two dead guards and the large Orge in their midst, keeping an eye on the giant humanoid Dogar makes his way to the guards, searching them througholy for anything of value, particularly armor, weapons, gold and keys. And booze! Perception take 20=26
Once satisfied that neither body retains anything of value, Dogar moves along after the rest, moving as quietly as he can. However being distracted once again by the Ogre, he accidentally knocks over a chair.
Stealth: 1d20 + 2 ⇒ (1) + 2 = 3
"Hey! Watch where ye place them oversized feet o'yers! Ye big lump o' dog meat!" as he tries to fully put the blame on the Orge.
Bluff: 1d20 + 8 ⇒ (5) + 8 = 13
When the woman mentions the rendezvous with their benefactor once they've escaped he answers angrily "I don't follow no Lord, 'Dark' nor otherwise. But I'll come to yer little meeting, as I always been one tae pay my debts." the glare in his eye clearly indicating that he is referring to more than one kind of debt.
DM-Salsa |
Dogar finds no booze.
Rengar determines the source of the good smelling food is from the chimney/fireplace to the south.
There are stairs going down.
Sorry for the delay. Things will get moving, now.
DM-Salsa |
This is a simple room with four chairs and a table.
DM-Salsa |
It's a stairway, Room 19 was Grumblejack's cell and had nothing but his manacles.
How's the new map working? Too big? Too small?
Xrezth the Discordant |
Xrezth looks at the others, and evil glint in her eyes.
Too bad, looks like this used to be a torture chamber. Perhaps we will have a chance to try it out on some of the guards before we are done here.
She then beckons the others down into the room.
I have not seen any others here. Seems our next step is to head further down to see where the next soon to be dead guard are. Also, we need to keep an eye out for the magic using warden.
Unless someone stops here, Xrezth begins to quietly go down the stairs to see what is next.
Stealth: 1d20 + 10 ⇒ (18) + 10 = 28
Perception: 1d20 + 7 ⇒ (18) + 7 = 25
Map is good. You should read up on the vision blocking tools. It is the fifth icon from the left on my version of MapTools. These will let you hide certain portion of the map until we have moved/discovered other parts.
DM-Salsa |
I did. I just thought you had already been in room 20. I'll be PMing everyone who hasn't checked in tomorrow. I also have a take home exam that I'm going to be working on, so few posts this weekend.
Dogar the Wild |
Map could be bigger so we can tell what the icons are maybe. Other than that, looks good.
Still with an eye to find some alchohal, Dogar searches every room he enters, and any body he comes across or helps create.
So, just to be clear, is Dogar still just stuck with the dagger then? What was taken off the guards and who got it?
DM-Salsa |
Xrezth finds the stairwell is devoid of anything but stairs and cobwebs.
There were two longswords, two cudgels, and two longbows.
Dogar the Wild |
Looking forward to bashing some heads soon, Dogar slaps his cudgel into the palm of his meaty hand "If'n I don't find somethin' tae drink soon, I'm gonna kill somebody! Ha! Who am I kiddin', I'm gonna kill someone anyway!"
Continuing to follow the sneaky types at the front, the dwarf also continues to look for anything alcoholic to drink.
Ah, ok, and so no armor at all then?
Dogar the Wild |
I wouldn't mind a little pvp side brawl, you know, just while we're waiting. We Are playing evil characters after all! We could call it a dream sequence! Maybe to be fair we could say that we each find X amount of gold? Or all our original equipment before we do?