| GM Blood |
Perception 2d20 ⇒ (9, 4) = 13
Ash walks into the kitchen. A fireplace is currently in use cooking some soup and making some bread. There is an extremely large man surpassed only by Grumblejack in size cooking with another woman. As he turns to look at you, he seems to sense something isn't right and grabs a kitchen knife. Holding a knife and shaken visibly, he is standing in front of a woman who is cowering behind him.
"D-d-don't g-g-get any f-farther, I'I'm w-warning you!"
| GM Blood |
Ash isn't super intimidating, but it is enough to make the man second guess his chances when he sees the others including the Ogre.
"Take what you want and go, we have no desire to stop you. Just leave us be!"
This room houses a well-stocked kitchen and pantry. Besides, the usual collection of plates, bowls and other cooking paraphernalia, there are six large knives here (equivalent to a dagger) and a long meat cleaver (equivalent to a short sword). There is also roughly fifty days’ worth of food stored here – forty days’ worth of perishable and ten days’ worth of iron rations.
The fireplace here is a relic of the old castle great hall. A fire is currently burning in the fireplace and the servants are stewing tough cuts of meat, baking bread and boiling bones for broth.
| Lueck |
Lueck looks in shock as the others pack and ignore the cooks. He spots some food on the table past the two and goes to collect it, empty handed.
Sleight of hand 1d20 + 9 ⇒ (14) + 9 = 23
Bluff 1d20 + 7 ⇒ (12) + 7 = 19
Oh course, it is just a ruse. Once he's close to the girl, he flashes out with his blade and plunges it into her.
To hit 1d20 + 5 ⇒ (11) + 5 = 16
Damage 1d3 + 0 ⇒ (3) + 0 = 3
If he manages to catch her offguard, sneak damage 1d8 + 0 ⇒ (8) + 0 = 8
| Lueck |
Lueck looks at the man, puzzlement clear on his face. "Don't you understand? We have to make it clear that Asmodeans are not to be underestimated. It is vital that everyone coming to this prison in our wake have nightmares as a result. She"[b] he says, flicking her own blood at her from his blade [b]"will certainly work wonders to that end."
| Steinki Uðr |
Not really sure if I'm close enough for this but...
Steinki picks up his club and smashes it over the man's head.
Attack 1d20 + 3 ⇒ (18) + 3 = 21
Damage 1d6 + 3 ⇒ (5) + 3 = 8
"Are all of Mitra's sheep this stupid or only the ones watching our prison?"
| Hugh of Karfeld |
Hugh's club is still wrapped in leather, so the blow that would otherwise likely have slain the enraged cook merely knocks him senseless in the aftermath of Steinki's more lethal strike.
Club attack: 1d20 ⇒ 18
Nonlethal damage: 1d6 ⇒ 5
| GM Blood |
Steinki and Hugh bash the large man and he crumples to the ground unconscious Up to you to decide if he remains that way permanently
The kitchen is yours with all the food and potential weapons
This room houses a well-stocked kitchen and pantry. Besides, the usual collection of plates, bowls and other cooking paraphernalia, there are six large knives here (equivalent to a dagger) and a long meat cleaver (equivalent to a short sword). There is also roughly fifty days’ worth of food stored here – forty days’ worth of perishable and ten days’ worth of iron rations.
| Lueck |
Unless another objects, Lueck will turn the cook's head and make sure his eyes are open to meet anyone who discovers him. He will also cut key arteries to make sure as much blood as possible pools on the floor around him.
As he works, he casually mentions "We should take all of the food that will travel well, plus a day or so of fresh food we can eat during the next few meals."
| Garrett "Ash" Hunt |
Ash silently admires Lueck's skill with his blades. "Okay, while I enjoy the decorating the floor with blood motif we got going, we need to move fast. My disguise is not fooling anyone anymore. How are we getting out? There's still a few manned guardhouses between us and freedom."
| Hugh of Karfeld |
"Are the guardhouses connected to this building? There are also a couple of other rooms we haven't checked out yet; I didn't hear anything at the one door, though."
| GM Blood |
Garrett describes the layout that the wall surround this building about 30' away. Out the doors to the building is what appears the gatehouse which is three stories tall including the top of the gatehouse. The wall has small towers every so many feet and behind this building is a taller and larger tower Four stories if you include the top
There are still two doors to the west, the southern most door has been listened in on and nothing was heard, nor has anyone come to the aid while you were in the western section.
Also did I miss any attempts at picking the remaining six locked chests or were you leaving those?
| Hugh of Karfeld |
Hugh considers the problem. "How about this, Ash? From a distance, in the dark, you'll still pass for a guard, as will I. Let's see if there's anything else useful in here, then you and I will just walk across to the gatehouse. We open the door, then the rest of us run across. Anything not us in there dies. There are at least six more guards, I'm guessing, plus the warden and the fat sergeant. Warden's some kind of arcanist, too."
| Lueck |
Also did I miss any attempts at picking the remaining six locked chests or were you leaving those?
You did not miss it... Not wanting to slow things down too much, Lueck will try to deal with the chests quickly. If none of the unique keys we found worked:
Disable Device checks
1d20 + 10 ⇒ (13) + 10 = 23
1d20 + 10 ⇒ (6) + 10 = 16
1d20 + 10 ⇒ (20) + 10 = 30
1d20 + 10 ⇒ (1) + 10 = 11
1d20 + 10 ⇒ (12) + 10 = 22
1d20 + 10 ⇒ (3) + 10 = 13
Looks like three of those may need another pass:
1d20 + 10 ⇒ (12) + 10 = 22
1d20 + 10 ⇒ (11) + 10 = 21
1d20 + 10 ⇒ (9) + 10 = 19
| GM Blood |
9d20 ⇒ (13, 13, 7, 12, 4, 10, 9, 6, 15) = 89
Lueck picks the locks of the remaining chests.
Chest #1 A whetstone, cleaning supplies for chain shirt, extra bowstring, and a small book of military regulations.
Chest #2 A silver holy symbol of Mitra (worth 25 gp) and a Mitran holy book (worth 5 gp).
Chest #3 A small coin pouch with 1d6 ⇒ 5 gold in miscellaneous coinage
Chest #4 A large collection of letters from home. Perhaps they are poignant but they are also worthless.
Chest #5 A bottle of absolute rot gut without label worth 5 gp
Chest #6 A set of peasant clothes and a short sword
| GM Blood |
Grumblejack moves into the grandhallway ready to fight anyone that comes in the door while munching on a hunk of meat from the pantry.
Rifling through the mess of papers in the office, Steinki finds a complete map of the prison including all the guard posts. Of course it seems the poker game has messed with the guard posts some since there weren't two guards in the hallway outside this door.
2 Upstairs (17)
2 Grand Hallway (8)
2 On top of Gathouse (3d)
2 roaming the walls with bullseye lantern.
2 Guardhouse across the bridge
The door to the west of this room is unlocked but the room to the north is locked.
| Hugh of Karfeld |
"Locked rooms are interesting. Lueck?" While waiting, Hugh listens at the door. Damned ogre...can't hear a thing over him chewing.
Perception check: 1d20 + 7 ⇒ (1) + 7 = 8
| GM Blood |
Lueck unlocks the complex lock with ease.
Supplies for the prison are stored here. There are 200 torches, ten lanterns, two 10 gallon kegs of lantern oil, six spare guard uniforms, dozen signal horns, twenty 50’ lengths of rope and two barrels labeled ‘emergency rations’.
Hanging in a special rack is also to be found several brands with the runic F symbol and a specially made brazier for heating them. You immediately recognize these items as the brands that marked you.
| Hugh of Karfeld |
"Now I'm curious." Hugh murmurs the words of a cantrip and examines the brands and brazier. Casting detect magic.
Spellcraft check, if necessary: 1d20 + 5 ⇒ (7) + 5 = 12
| Hugh of Karfeld |
The inquisitor relaxes slightly. "I was worried the brands carried some sort of curse, but it looks as though their confidence in this place's security was enough to keep them from anything of the sort. If we get the chance, though, let's hold these out for our friend the sergeant. I think it would be good for him to be reminded of how Mitra has forsaken him, before he dies."
| Hugh of Karfeld |
Hugh gives the room a quick once-over.
Perception check: 1d20 + 7 ⇒ (6) + 7 = 13
Any clothes around that we might use to identify the resident?