Ah, I'd forgotten about that. I thought there were double doors. Then do we want to lock them in there? Or come up with a ruse to draw one or two out? Or move on to the solo guard and the warden?
Gestalt Human Inquisitor|Sorcerer (Empyreal Bloodline) 2 ***INACTIVE*** HP 17/17 AC 12 FF 10 T 12 CMD 12 Fort +4, Ref +2, Will +6 (+1 vs. divine spells) Init +5 Per +8
"You know, arrow slits work both ways...if we killed the guard on the roof, no one would hear them scream when we shot them. Anyone remember if they have bows in there with them?"
In a low tone, Lueck says to the others "I think we should take out the lone guard and the warden. If we jump in on the game, one of them can almost certainly get a warning horn off. If we take out the guard and warden, there won't be anyone to hear it and make a break for land to get reinforcements. Once there is no one to help these guys, we can pin them down in the room and brawl it out with them. So, the lone guard, the warden, then these buffoons?"
Gestalt Human Inquisitor|Sorcerer (Empyreal Bloodline) 2 ***INACTIVE*** HP 17/17 AC 12 FF 10 T 12 CMD 12 Fort +4, Ref +2, Will +6 (+1 vs. divine spells) Init +5 Per +8
Hugh nods. "That's a good thought. We can put one of these rocks on the trap door, so they won't be able to get out while we're dealing with the guard or the warden."
Grumblejack nods, "I can get one of those rocks on, no problem. I will put it on there as the battle on the roof is taking place in case they hear anything"
AC 15/11/14 HP 14/14, F+4 R+1 W+7, Init +5, Per +9
After listening in on the conversation with the ear trumpet, Steinki agrees "That sounds like a good plan. The only danger will be if they have some other way out of there."
There is ladder access to the roof on both the west and east sides. Peering up you see the guard in the middle. If one person on each side climbs the ladder and goes at the same time, you could reach the guard and just get an attack off, but anyone following would be too far.
How well lit is it up there? Could Lueck climb up potentially unnoticed and slip to the side in some shadows to allow another person at the top of the ladder for the suprise round?
You can definitely try and use stealth. Once up on the roof, you could crouch behind the huge rock or just on the side of the wall where it would block his view of you.
Gestalt Human Inquisitor|Sorcerer (Empyreal Bloodline) 2 ***INACTIVE*** HP 17/17 AC 12 FF 10 T 12 CMD 12 Fort +4, Ref +2, Will +6 (+1 vs. divine spells) Init +5 Per +8
"Before you try to sneak up there, I'll invoke our patron's aid for you." Hugh casts guidance on Lueck and Ash, and anyone else who's going to go after the roof guard.
Feeling the boon of their patron's power as channeled through Hugh, Lueck tries to slip off the top of the ladder and to the side unnoticed, allowing another to mount the top of the ladder for an ambush.
Hugh sneaks up one side as Ash sneaks up the other side, while Steinki and Hugh follow up the ladder. Ash opens the creaky door but not quietly enough as the guard turns to see who is there.
You guys have won initiative luckily. Hugh, Ash, and Lueck can make a move and get there for an attack, since Steinki is still on the ladder and moves at 20' it will be a double move.
Gestalt Human Inquisitor|Sorcerer (Empyreal Bloodline) 2 ***INACTIVE*** HP 17/17 AC 12 FF 10 T 12 CMD 12 Fort +4, Ref +2, Will +6 (+1 vs. divine spells) Init +5 Per +8
Round 1:
Arms have failed; time for magic. Hugh moves up behind Ash to F-10 and murmurs a quick phrase, his hands twisting through arcane gestures. A spray of discordant prismatic light comes forth from his hand, enveloping the guard (and Ash, but he should save...right?). Casting color spray; DC 14 Will save or lots of bad things.
Gestalt Human Inquisitor|Sorcerer (Empyreal Bloodline) 2 ***INACTIVE*** HP 17/17 AC 12 FF 10 T 12 CMD 12 Fort +4, Ref +2, Will +6 (+1 vs. divine spells) Init +5 Per +8
Ash, I think you were in the area of effect of the spell, too. With you and Lueck flanking, I couldn't avoid both of you at once without eating an AoO from the guard. (OTOH, I think your Will save bonus is a little higher than -1.)
Ash resists the spell, allowing him to admire the halfling's skill at dealing death. Below on the second level, Grumblejack has placed the large rock on top of the poker room, trapping the card players below as one of the players below somehow heard something suspicious. That is the only exit from the room.
Gestalt Human Inquisitor|Sorcerer (Empyreal Bloodline) 2 ***INACTIVE*** HP 17/17 AC 12 FF 10 T 12 CMD 12 Fort +4, Ref +2, Will +6 (+1 vs. divine spells) Init +5 Per +8
Hugh nods in agreement with the dwarf. "Anyone who was looking in this direction could see the flash from my spell. Let's get the warden quickly!"
Grumblejack says he will make sure the remaining guards don't get out by sitting on the rock holding them. Satisfied they are going nowhere, you make your way to the back of the prison to the Warden's tower.
You check the door and find it unlocked.
This entire floor is dedicated to the history of the Castle Branding and the subsequent history that led the castle to become Branderscar Prison. It consists of a series of mostly uninteresting plaques that tell of nobles and deeds hardly anyone remembers anymore. There are a number of banners and flags.
One of the wall hangings is an old brocade tapestry that depicts Castle Branding being turned into a prison with the motto “His Judgment Cometh and that Right Soon”. The tapestry looks valuable, however it looks very heavy (50 lb.) and awkward
This room is lit by four sconces holding torches. The is a spiral staircase in the middle of the tower that winds upward
I don't think I ever asked about any kind of marching order.
How about... Lueck, Ash, Steinki and Hugh in a 5' space, Lueck/Ash, Steinki/Hugh in 10' or greater? When Grumblejack is with us, have him in back?
"Maybe we can collect that on the way out." Lueck says about the tapestry.
He'll move to the base of the stairs. Once he's satisfied that anyone who wants to check out this level more has done so, he'll lead them up to the next level. Stealth 1d20 + 12 ⇒ (2) + 12 = 14
Heading up the stairs you come into a large library filled with many tomes of various subjects. The spiral staircase you came up continues up into the ceiling and is in the center of the library It is the whole floor of this level
Gestalt Human Inquisitor|Sorcerer (Empyreal Bloodline) 2 ***INACTIVE*** HP 17/17 AC 12 FF 10 T 12 CMD 12 Fort +4, Ref +2, Will +6 (+1 vs. divine spells) Init +5 Per +8
Hugh pauses to cast detect magic and look for anything out of the ordinary.
Gestalt Human Inquisitor|Sorcerer (Empyreal Bloodline) 2 ***INACTIVE*** HP 17/17 AC 12 FF 10 T 12 CMD 12 Fort +4, Ref +2, Will +6 (+1 vs. divine spells) Init +5 Per +8
Quickly looking through the books, Steinki notices two that are of some value. They each weigh 1 pound.
“Astra Mysterii” A rare treatise on astrology written by the mad monk Clivarus, worth 75 gp.
“The Floralegium” by Branthus Hart. An imposing tome of no small age, this beautifully illustrated book of flowers is obviously something special. It is worth 250 gp to collectors.
The spiral staircase up ends here at this stone landing. The stairway once continued up to the roof of this tower but now the roof is closed off. This chamber is lit by a single torch on a sconce. To the north is a door bearing a plaque that reads “Office”. The southern door has a similar plaque that reads “Private: Keep Out!”.
AC 15/11/14 HP 14/14, F+4 R+1 W+7, Init +5, Per +9
Steinki holds for a moment, listening to see if he can hear any signs of life in the tower apart from the group of convicts.
Perception1d20 + 8 ⇒ (16) + 8 = 24
Gestalt Human Inquisitor|Sorcerer (Empyreal Bloodline) 2 ***INACTIVE*** HP 17/17 AC 12 FF 10 T 12 CMD 12 Fort +4, Ref +2, Will +6 (+1 vs. divine spells) Init +5 Per +8
Hugh looks for any sign of a peephole or other means of seeing around either of the doors.
Gestalt Human Inquisitor|Sorcerer (Empyreal Bloodline) 2 ***INACTIVE*** HP 17/17 AC 12 FF 10 T 12 CMD 12 Fort +4, Ref +2, Will +6 (+1 vs. divine spells) Init +5 Per +8
Hugh motions the others closer to him and whispers, "One of us in uniform knocks on the door, tries to get him to come out?"
AC 15/11/14 HP 14/14, F+4 R+1 W+7, Init +5, Per +9
Steinki motions to the south door, than nods once Hugh has pulled everyone aside and suggested the plan. He looks for a place to be able to stand out of sight of the door. Perhaps off to one side?