| Garrett "Ash" Hunt |
"Wish me luck at the poker game." Ash raises his hand in farewell and heads North through the double doors, which hopefully lead outside, to gather intel on the perimeter. If outside, he takes a deep breath and his time walking to the Eastern gatehouse, looking up, trying to notice number of guards, places with cover on ground level to hide, etc.
Perception: 1d20 + 10 ⇒ (13) + 10 = 23
| GM Blood |
FYI, The guard said east room of the gatehouse
Ash walks outside and it is night, but there is some moonlight so he can make out some things. The large building they have been incarcerated in sits in the center of surrounding walls with a tower every 30 feet or so. South behind the building he came out he sees a much larger Tower. A path leading north past a fountain looks to lead to the gatehouse talked about, Ash also sees what looks to be the dog pen next to it.
It is hard to see if the towers are manned, but Ash sees a guard with a bulls-eye lantern walking the walls making a loop around the perimeter occasionally shining it down into the courtyard. He also can hear the water hitting the rocks past the walls and down the cliff.
| Garrett "Ash" Hunt |
Ash nonchalantly heads to the gatehouse, taking the long way around to see if he can look back and see down the eastern side of the prison for guards, exits from the prison, how far from the prison to the main wall, etc.
Perception: 1d20 + 10 ⇒ (15) + 10 = 25
| Garrett "Ash" Hunt |
Ash walks to the entrance of the gatehouse, realizes he has no coin purse, shuffles through his pockets and heads back into the prison. If he sees the guard there, he stands within the door, smiles and says to him, "Can you believe it? Left my coin purse on the table downstairs. Can't play poker with no coinage, eh? Do you think you could get it for me? I'll watch the hallway for you till you get back. Please, I'll share some of my earnings wit ya if I win."
| Garrett "Ash" Hunt |
Oh, I thought we were being held in dungeon and we took stairs up to get to this level. We were being held on 2nd floor?
Sense (Motive): 1d20 + 7 ⇒ (11) + 7 = 18...does Ash think the guard is susceptible to any bribe or is he wasting his time trying to bribe the guard to leave his post?
| Garrett "Ash" Hunt |
"C'mon, buddy, alright, my final offer. I'll give you guaranteed 5sp and I'll even take one of your shifts for you. I'm feeling lucky tonight, so a do a brother a favor and go upstairs quickly and get me my coin purse."
Untrained Diplomacy check: 1d20 ⇒ 20..damn, maybe I should have just attacked the guy!
| GM Blood |
Sense Motive 1d20 ⇒ 8
Initiative Steinki Uðr 1d20 + 1 ⇒ (12) + 1 = 13
Initiative Hugh of Karfeld 1d20 + 2 ⇒ (19) + 2 = 21
Initiative Ash Hunt 1d20 + 4 ⇒ (18) + 4 = 22
Initiative Lueck 1d20 + 4 ⇒ (20) + 4 = 24
Initiative Grumblejack 1d20 - 1 ⇒ (17) - 1 = 16
Initiative Guard 1d20 + 1 ⇒ (14) + 1 = 15
"Feeling lazy and lucky, eh? You think he won't let you go if you head upstairs? Well I'll take easy money like that!"
He heads over to the door to the south to head up the stairs and opens the door to his surprise
I'm allow Ash to act in the surprise round but not anyone else since they were behind the door waiting, (remember surprise round give one standard or move action) then Round 1 will begin
| Garrett "Ash" Hunt |
Surprise Round:
Ash does partial charge to O74, flanking with Hugh: Attack: 1d20 + 3 + 2 ⇒ (5) + 3 + 2 = 10...miss!
Round 1:
Flurry of blows
Attack vs FF AC: 1d20 + 2 + 2 ⇒ (9) + 2 + 2 = 13..miss!
Attack vs. FF AC: 1d20 + 2 + 2 ⇒ (12) + 2 + 2 = 16...hit!
Damage: 1d6 + 3 + 1 ⇒ (6) + 3 + 1 = 10
HPs: 10/10
AC: 16
No buffs/situational modifiers other than flanking
| Hugh of Karfeld |
Round 1:
Hugh takes a short step back to R-73 and looses an arrow at the guard, but in his care to avoid hitting Ash he misses. Which sets Lueck up to flank with Ash. Hint, hint.
Arrow at flatfooted guard, incl. PBS: 1d20 + 2 + 1 ⇒ (5) + 2 + 1 = 8
HP: 10/10 AC: 12 Conditions: None
Judgments (1/day) Used:
Fire Bolt (6/day) Used: 2
Heavenly Fire Bolt (6/day) Used:
L1 Sorcerer spells (4/day) Used:
L1 Inquisitor spells (2/day) Used:
| Garrett "Ash" Hunt |
GM, any keys on dead guard? How much time has passed since casting of disguise spell? Lasts 10 minutes.
Ash relays to the party all the information GM relayed to him about the outside layout of the prison, guard patrolling with lantern, etc. and how there is a poker game going on in the gatehouse. "I say, we try the eastern door this dead guard was guarding and go from there. With Lueck and his stealthy nature in the lead followed by me. What say ye?"
| GM Blood |
I would say at least half of the duration would be gone between talking with the guard and strolling outside for a moment, then the fight and searching.
The guard does indeed have a key, a unique key like the other two upstairs (in other words they had a key ring upstairs for the cell, but each guard had similar to each other yet different key on their person.)
| Hugh of Karfeld |
Hugh shakes his head. "First, what's the plan? Are we going to try to sneak out without raising the alarm, or see to it that no one chases after us? I'm happier with the second--they've got dogs, so if any of the guards are left alive they'll be after us like Nessus' own as soon as they find we're missing."
| GM Blood |
You easily take out the sleeping guards With Lueck +12 stealth I am sure he can be quiet about it
They have guard uniforms, armor, sword, club, shield, etc laying next to them.
They also each have a key on them that are the same but slightly different. They also appear to be similar to the key found on the guard in the hallway and on each of the guardsman upstairs. (not the keyring to your cells)
| Hugh of Karfeld |
While Lueck is doing in the guards, Hugh listens at the south door from the mess hall after motioning Grumblejack over to back him up.
Perception check: 1d20 + 7 ⇒ (14) + 7 = 21
| GM Blood |
6d20 ⇒ (16, 14, 9, 17, 12, 5) = 73
The keys work is 6 of the chests and you find within:
Chest 1 A bottle of fine whiskey (smoky, peaty with just a hint of sweetness) without label worth 25 gp
Chest 2 A surprisingly well written love letter ending in a proposal of marriage to someone named ‘Michelle’ and a sapphire engagement ring worth 100 gp
Chest 3 A small supply of absolutely delicious cookies carefully wrapped in wax paper labeled ‘From Lil.'
Chest 4 A collection of cheap, tawdry, crudely printed books (the so-called “penny dreadfuls”) about dashing heroes, daring do and amply bosomed damsels prone to fainting and outdoor bathing
(no resale value)
Chest 5 A small coin pouch with 3 gp in miscellaneous coinage
Chest 6 A small bag of doggy treats.
| Hugh of Karfeld |
The handsome Talingarder steps quietly away from the door before murmuring to Grumblejack (and anyone else who might be out here), "Kitchen, and the cook is in. Not sure we can take him before he raises the alarm...leave him be for now, I think." Is there any way to bar the door from this side?
| Hugh of Karfeld |
Hugh motions Grumblejack to follow him again and slips out into the hallway, listening at the two west doors.
Perception check, N door: 1d20 + 7 ⇒ (6) + 7 = 13
Perception check, S door: 1d20 + 7 ⇒ (4) + 7 = 11
Whatever's back there better be loud. Sucky rolls.