
GM Scary Ceiling Voice |

It’s been days since your trial which sentenced you to imprisonment at Branderscar Prison, a place known throughout Talingarde for being inescapable. Now the time has finally arrived for you to be transported to the fortress turned prison. While chained, you are roughly dragged from your holding cell into the caged wagon with a few others, also sentenced as you.
Days pass as you are transported from Daveryn to Branderscar. In one village, you overhear Caravan Master state that he doesn’t like the state the roads ahead. The Captain disregarded the warning, stating, ”This waste of skin needs to be delivered to Branderscar, and I have never missed a delivery. We push on.”
The prison caravan begins moving on.

Giordano Calza |

Not entirely sure how to manipulate the tension, yet not consigned to giving up here, Gio speaks to the Caravan Master. "How do you let such a savage tell you how to do your job? Surely you are a learned man and an expert of your trade. If anything, he should defer to you and your wisdom."
Diplomacy: 1d20 + 9 ⇒ (13) + 9 = 22

GM Scary Ceiling Voice |

Despite the instructions given not to talk to the prisoners, your honeyed words made the Caravan Master stopped and looked at you. He went to say something, but thought better of it and continued on his way.
A week later, the Caravan Master’s prediction comes true. All four wagons break a wheel and an axle. Soon after, you hear a heated argument between the two Officers. From what you can hear, they can repair two wagons without issue, but the others will need supplies from the last village to fix. The Captain decides to have the cage and troop transport wagons fixed.

Eri la Grave |

Not being one of vast intelligence or wisdom, Eri decides to keep quiet and wait for a cue from one of the others before doing anything. She wasn't good with her words, or much of anything really except for tearing people open. She would continued to wait though and be patient. If they were going to escape, they would all have to act together which meant she had to wait and see if they came up with a plan. Closing her eyes, she takes some slow deep breaths as she silently prays to her Goddess for guidance and strength.

Aleister Sune |

"Wow! What are the odds that every wagon breaks down at the same time? You don't think someone planned that do ya?" The yet unnamed Halfling asks loudly.

Eri la Grave |

Already tired of this trip she just looks up, but doesn't say anything. She was sure that when the right moment to act came, that she would get some sign from the others. She didn't want to risk doing anything too soon without some sort of plan.

Eri la Grave |

Yeah, we pretty much figured that. It's cool, they have a lot going on right now. I know he'll post whenever he gets the chance. Eri is just waiting for someone to tell her what to do. She's notg the planning strategic type, so she's not gonna do something that might get us all killed.

Aleister Sune |

Sense Motive: 1d20 + 3 ⇒ (15) + 3 = 18
Aleister communicates his displeasure at being told off with wild, offensive and quite vulgar hand gestures.

Eri la Grave |

Not really understanding what was going on between the caravan master and the captain, she just decides to follow the others lead andc throw her two copper in, "Yeah, why should someone of your obvious wisdom and experience have tuo take orders from some know it all that actually knows nothing? If you had been in charge, you and these men wouldn't haved to be out here fixing these wagons. It's just a damned shame." She says to the caravan master.

GM Scary Ceiling Voice |

The guard once more slammed his club against the bars, nearly smashing one of the Halfling's hands, "That's enough out of you. Next time, I'll break'em."
Gio's honeyed words seems to have an effect on one or two of the men, as noted by their sidelong glances at the Captain.
The Caravan Master looked at Eri, and something in his eyes made her slightly confused. It was a look she'd never quite seen before. He quickly turned around and busied himself directing the repairs.

Eri la Grave |

Lol. Oblivious as usual. How many guards are there and how are we chained up in this broken down cart? Just curious.
Confused by the look and clueless as to what it means she simply shrugs her shoulders and sighs, "Oh well, I guess you'll just have to keep taking orders from that halfwit. Too bad you can't be in charge of things. I'm sure you'd do a much better job than he is." She says a little more softly before getting quiet again while looking down at the ground with her hair covering her face.

Eri la Grave |

If you need any rolls for any of that or anything just let me know. I'll try to get around to it later. I'm really trying to get to sleep, but it's just not happening. I think Ravan would be better suited for this situation anyways. She's an expert at getting people to do what she wants them to do without them even realizing that she's doing it.

Aleister Sune |

SM: 1d20 + 3 ⇒ (3) + 3 = 6
"I see how it is. Bully the little guy and don't say nothin' to anyone else. Real brave big guy reeeal brave." The Halfling grumbles to himself.

Eri la Grave |

She looks at the halfling, "Don't take it too seriously. People that bully others are either just scared or unhappy themselves....or with their life. He's got a beef with mr. Cranky Captain know it all, so he's taking it out on you." She says, not even bothering to lower her voice.

GM Scary Ceiling Voice |

After repairs are completed, troops make room in the troop wagon for rations, while riders headed back for repair supplies. Taking half of the troops and leaving the Caravan Master behind for him to oversee the rest of the repairs, you continue your journey towards prison.
Three nights later, you begin to notice the guards getting sluggish in their duties and more irritable from working extended shifts due to being short handed. Even the Captain’s attention was starting to slip as he has started to get too close to the cage on several occasions.

Eri la Grave |

Seeing the way the troops and Captain were acting she looks at the others in the wagon with her and says in a low voice that only they can hear, "If we could somehow get out of here, I'm pretty sure we could overpower them in their current condition. Any ideas?"

Ravanalonna |

One of the downsides of seducing married knights was the danger of being poisoned by their wives. Ravanalonna was sure that was what happened, leaving her barely able to eat or drink, much less interact with her fellow prisoners.
Recovering, probably better than that b~*@* had hoped, she sits up slowly, groaning at the stiffness of inactivity. "Might not be a bad idea."

Eri la Grave |

Well, I'm not really good at the whole strategy thing so it's only part of an idea. I don't think I'm strong enough even in beast form and raging to break thed manacles or chains, but I thought maybe I could break through the wood if all else failed? I was hoping we could get the guards to start fighting amongst themselves, and somehow lure the Captain over to us and somehow get the key from him....or something like that. I don't know, it's probably a stupid idea. Like I said, I'm not a tactician or critical thinker.

Aleister Sune |

I might be able to slip out of the manacles but it'll take 20 min and I'll need someone's Aid. And we'll still be locked in the cage.
Do we piss in a bucket or do they let us out every now and then?

Eri la Grave |

I ain't got no fancy escape artist skills. It's gonna take something other than brute strength to get outta here. Sure, I might be able to bust open the bottom of the cage, but that would be stupid as it would create too much noise, and we can't fight with our hands bound even if we could get out. If there was some way we could get the keys, then the rest would bed pretty easy. It's gonna take someone a lot smarter than me to figure it out though.

Eri la Grave |

Nodding toward the tired and cranky Captain she says quietly, "I think the Captain of the cranky pants brigade would be holding them, but I don't know for sure. Let me see if I can get a better view from up front." Moving toward the front of the wagon, she pretends to use the hole while tryijng tho watch for who holds the keys.
perception: 1d20 + 4 ⇒ (20) + 4 = 24

Eri la Grave |

Going back to the others she nods, "Yup, it's the Captain. Also, those guards over there seem to be the most irritable. Maybe we could start a fight? Not sure how it might help, but at least it would be az distraction. Maybe if we're really lucky, a couple of em' will knock each other out." She says while pointing out the particularly irritated guards.

Eri la Grave |

Smirking at the thought of hopefully instgating a fight between the guards she says loudly enough for them to hear her, "I think that guard with the black hair was wrong, the blonde doesn't look like a pathetic weakling that likes wearing women's clothing. Why do you think he said that?" Eri asks of the two that look the most irritated of the bunch. She wasn't sure what would happen, but she thought if nothing else....at least it would be a little entertaining.

Eri la Grave |

1. I wouldn't know that about you. 2. It's gonna be very bad if you ruin our chances of getting out of here. If you don't want to lie, then keep your mouth shut.

Eri la Grave |

I told you I wasn't very good at this. I basically just blurted out the first thing that came into my head. If you don't want to go along with it, then fine. Just come up with something else. It is quite obvious that I'm not the brains of this outfit, so if you...or anyone else has a better idea I'm all for it. I still think trying tyo get them to turn on each other is a good idea. All I'm thinking about at this point is surviving.

Aleister Sune |
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Aleister is amazed that the obvious ploy worked so well and awaits his chance to snag the keys and do his thing.
Slight of Hand: 1d20 + 9 ⇒ (19) + 9 = 28
Stealth: 1d20 + 13 ⇒ (15) + 13 = 28