GM Blood |
Warden Mathias Richter's luck finally run out as Ash and Steinki combine for a 1-2 lethal combination.
The warden’s well-appointed private bed chambers has a fine four poster bed, a full length mirror and an oaken wardrobe. Though the furniture here is of high quality, there would be no easy way to get it out. More portable is the Warden’s wardrobe including no less than five noble outfits (worth 375 gp in total). This collection of noble finery is mostly elegant silk robes and could fit most anyone.
There is also a sturdy oak chest pushed into one corner of the Warden’s private chambers. It is a well packed alchemist’s lab (worth 200 gp; weighing 40 lbs.).
The warden had potion of cure light wounds, scrolls of (magic missile,
hideous laughter and invisibility), dagger, wizard’s college class ring (gold with diamonds worth 250 gp), ioun torch.
Checking out his office:
This is the Warden’s office. Tastefully adorned in hard wood, the office is dominated by a massive oak desk. Inside the Warden’s desk is a neatly folded map of the surrounding area. The map shows the quickest route through the moors. It also shows Old Moor Road – your destination.
The desk has one locked drawer.
Hugh of Karfeld |
Hugh pauses in his identification of the items and motions to the halfling. "Drawer's all yours, Lueck. Or do you want to come back after we finish off the other guards?"
Steinki Uðr |
Steinki let's out a pleased exclamation as the warden finally drops dead. He shows little interest in the warden's clothes, more in the lab and magic though there is little enough he can make use of. Garret or Lueck for the potion? Hugh for the scrolls? I'm probably the best bet to drag along the lab if we want to take it.
GM Blood |
Lueck tries to pick the lock, but it seems more complex than what he is used to. Searching around the wizard's room you find a key in his night stand that fits the lock. Finding no trap you open it up and discover a book.
This beautiful book is made of fine cerulean leather embossed with gold leaf. Its edges are reinforced with brass fittings and strange arcane symbols adorn its covered. It bears the draconic rune of “R” in the center of its front cover.
Value 350 gp
Blank Pages 63
SPELLS
2nd – bull’s strength, flaming sphere, hideous laughter, invisibility
1st – alarm, charm person, expeditious retreat, feather fall, mage
armor, magic missile, mount, shield, sleep
0 – all cantrips in the Pathfinder Roleplaying Game Core Rulebook
Hugh of Karfeld |
Hugh answers the halfling's grin with one of his own. "I have an idea. The sergeant, he's not one of these goody-goody types like my cousin...I think he belongs to our master, and if he had any more balls, he'd be with us. That woman who gave me the veil did something to him, charmed him so he gave all these orders that made our breakout easier. See if you can bluff the others. Tell him thanks for all the help, he made it easy for us to get out and kill the warden and the other guards. And all he has to do now is kill the guards with him and we'll get him out of there. Then we sit back and watch the show."
Lueck |
"Heh heh. I like it. Any objections?"
If no one objects, Lueck will call in to them:
”Hey Blackerly! It worked! The warden and the rest of the guards are dead! All that’s left is the shmucks in there with you. We couldn’t have done it without you! You ready for us to open up and help you finish them?”
Bluff 1d20 + 7 ⇒ (14) + 7 = 21
GM Blood |
Sense Motive Guard #1 1d20 + 2 ⇒ (9) + 2 = 11
Sense Motive Guard #2 1d20 + 2 ⇒ (2) + 2 = 4
Sense Motive Guard #3 1d20 + 2 ⇒ (19) + 2 = 21
Diplomacy Guard #3 1d20 - 1 ⇒ (8) - 1 = 7
Initiative Guard #1 1d20 + 2 ⇒ (13) + 2 = 15
Initiative Guard #2 1d20 + 2 ⇒ (14) + 2 = 16
Initiative Guard #3 1d20 + 2 ⇒ (10) + 2 = 12
Initiative Blackerly #3 1d20 + 2 ⇒ (5) + 2 = 7
Your words seem to have an effect down below. Blackerly spurts out, "C'mon guys you know that is a load of bull. I've always had your back!".
Two of the guards draw their weapon and say, "You did let that woman in to see them, was that part of the plan?".
The third guardsman moves to Blackerly and defends him, "C'mon you fools they are using you against him to ease their escape!"
The two men seem to have nothing of it, "You were one of the guards that let that murderer see the woman, you must be in on it too! Once you are down all we have to do is hold out until Sir Balin gets here at sun up!"
The two men attack, one on the guard the other on Blackerly.
Longsword G#1 1d20 + 5 ⇒ (15) + 5 = 20 *Hit*
Damage 1d8 + 2 ⇒ (1) + 2 = 3
Longsword G#2 1d20 + 5 ⇒ (2) + 5 = 7
Damage 1d8 + 2 ⇒ (6) + 2 = 8
Blackelry growls and says, "Kill these fools, they are right at least about Sir Balin"
Longsword G#1 1d20 + 5 ⇒ (9) + 5 = 14
Damage 1d8 + 2 ⇒ (8) + 2 = 10
Longsword Blackerly 1d20 + 7 ⇒ (9) + 7 = 16
Damage 1d8 + 2 ⇒ (7) + 2 = 9
I'll keep running this fight round by round if you decide to intervene, otherwise if you just watch I'll run it to its conclusion
Hugh of Karfeld |
Hugh's jaw drops. "Wonderful--Balin the Blessed is coming here. We'd better get moving." Despite the urgency of his words, he shows no sign of leaving the fight, though.
GM Blood |
The desperate fight continues. The first guard scores a follow up hit on his fellow guardsmen while Balckerly hits the one on him. Soon its Blackerly against the other two guards. But his training and supior equipment outlast them and the heavily wounded sergeant dispatches his opposition then drinks a potion, his wounds healing, "You'll need to come down here and do the deed yourself if you want me!" he yells up at you.
Longsword G#1 vs G#3 1d20 + 5 ⇒ (13) + 5 = 18 *Hit*
Damage 1d8 + 2 ⇒ (3) + 2 = 5
Longsword G#2 vs Blackerly 1d20 + 5 ⇒ (4) + 5 = 9
Damage 1d8 + 2 ⇒ (8) + 2 = 10
Then the return swings:
Longsword G#3 vs #1 1d20 + 5 ⇒ (11) + 5 = 16
Damage 1d8 + 2 ⇒ (1) + 2 = 3
Longsword Blackerly vs #2 1d20 + 7 ⇒ (18) + 7 = 25 *Hit*
Damage 1d8 + 2 ⇒ (2) + 2 = 4
Damage *Hit*
G1 - 0
G2 - 4
G3 - 8
Bl - 0
Longsword G#1 vs G#3 1d20 + 5 ⇒ (8) + 5 = 13
Damage 1d8 + 2 ⇒ (6) + 2 = 8
Longsword G#2 vs Blackerly 1d20 + 5 ⇒ (2) + 5 = 7
Damage 1d8 + 2 ⇒ (2) + 2 = 4
Then the return swings:
Longsword G#3 vs #1 1d20 + 5 ⇒ (11) + 5 = 16
Damage 1d8 + 2 ⇒ (1) + 2 = 3
Longsword Blackerly vs #2 1d20 + 7 ⇒ (1) + 7 = 8
Damage 1d8 + 2 ⇒ (1) + 2 = 3
Damage
G1 - 0
G2 - 4
G3 - 8
Bl - 0
Longsword G#1 vs G#3 1d20 + 5 ⇒ (5) + 5 = 10
Damage 1d8 + 2 ⇒ (5) + 2 = 7
Longsword G#2 vs Blackerly 1d20 + 5 ⇒ (7) + 5 = 12
Damage 1d8 + 2 ⇒ (5) + 2 = 7
Then the return swings:
Longsword G#3 vs #1 1d20 + 5 ⇒ (4) + 5 = 9
Damage 1d8 + 2 ⇒ (3) + 2 = 5
Longsword Blackerly vs #2 1d20 + 7 ⇒ (5) + 7 = 12
Damage 1d8 + 2 ⇒ (6) + 2 = 8
Damage
G1 - 0
G2 - 4
G3 - 8
Bl - 0
Longsword G#1 vs G#3 1d20 + 5 ⇒ (12) + 5 = 17
Damage 1d8 + 2 ⇒ (3) + 2 = 5
Longsword G#2 vs Blackerly 1d20 + 5 ⇒ (13) + 5 = 18
Damage 1d8 + 2 ⇒ (3) + 2 = 5
Then the return swings:
Longsword G#3 vs #1 1d20 + 5 ⇒ (6) + 5 = 11
Damage 1d8 + 2 ⇒ (4) + 2 = 6
Longsword Blackerly vs #2 1d20 + 7 ⇒ (15) + 7 = 22
Damage 1d8 + 2 ⇒ (2) + 2 = 4
Damage
G1 - 0
G2 - 8
G3 - Dead
Bl - 5
Longsword G#1 vs Blackerly 1d20 + 5 ⇒ (9) + 5 = 14
Damage 1d8 + 2 ⇒ (6) + 2 = 8
Longsword G#2 vs Blackerly 1d20 + 5 ⇒ (12) + 5 = 17
Damage 1d8 + 2 ⇒ (8) + 2 = 10
Then the return swings:
Longsword Blackerly vs #2 1d20 + 7 ⇒ (13) + 7 = 20
Damage 1d8 + 2 ⇒ (8) + 2 = 10
Damage
G1 - 0
G2 - Dead
G3 - Dead
Bl - 15
Longsword G#1 vs Blackerly 1d20 + 5 ⇒ (18) + 5 = 23 *Hit*
Damage 1d8 + 2 ⇒ (2) + 2 = 4
Then the return swing:
Longsword Blackerly vs #2 1d20 + 7 ⇒ (18) + 7 = 25 *Hit*
Damage 1d8 + 2 ⇒ (5) + 2 = 7
Damage
G1 - 7
G2 - 8
G3 - Dead
Bl - 19
Longsword G#1 vs Blackerly 1d20 + 5 ⇒ (17) + 5 = 22 *Hit*
Damage 1d8 + 2 ⇒ (2) + 2 = 4
Then the return swing:
Longsword Blackerly vs #2 1d20 + 7 ⇒ (11) + 7 = 18 *Hit*
Damage 1d8 + 2 ⇒ (7) + 2 = 9
Damage
G1 - Dead
G2 - Dead
G3 - Dead
Bl - 23-9=14
clw 1d8 + 1 ⇒ (8) + 1 = 9
Hugh of Karfeld |
Hugh claps slowly. "Oh, well fought. Before we come down there, though, just think for a moment about what you did tonight. Who ordered the guards out of the cell block, giving us all the time we needed? Why, none other than good old Sergeant Blackerly! Why ever did you do such a thing? Your weak will let us kill everyone else in the prison. Every other guard. The Warden. The cook and his wife. All dead, because you failed to resist a charm. Asmodeus judges you an ally, Sergeant. In that knowledge, despair and die." The inquisitor looses an arrow at Branderscar's last defender.
Hugh pronounces judgment, specifically of justice.
Arrow to Sergeant, incl. judgment but not including PBS: 1d20 + 2 + 1 ⇒ (15) + 2 + 1 = 18
Longbow damage, if applicable: 1d8 ⇒ 8
GM Blood |
Sergeant Blackerly hides underneath the table allowing him protection versus more arrows, begging for mercy the whole while. But Steinki's magic spells allows his arrow to hit him, killing Blackerly and ending his pathetic whimpering.
On Blackerly you find chainmail, masterwork longsword, sergeant’s
uniform, 30 gp, and a key ring most likely for his room and office.
The guards have their regular set of equipment and there is also 1d10 ⇒ 2 gp of various coins here.
GM Blood |
Inside that box is a case of rotgut whiskey (a dozen bottles worth 5 gp a bottle) and 1235 gp. It takes no roll of any sort to realize this is a huge amount of money to be possessed by a common sergeant.
Don't forget there is still a guard on the far side of the bridge at the gatehouse on the mainland to deal with
Steinki Uðr |
Steinki let's out a low whistle upon seeing all of the gold. With the aid of the ear trumpet he comments, [b]"Think you were right Hugh to see if he wanted to serve The Lord of Darkness. Certainly was serving someone other than Mitra."[/ooc] Once the goods are secured, Steinki signals his interest in seeing to the last guard and getting off the island.
Hugh of Karfeld |
"Unless there's a boat on the scarf, we'd better get walking. Ash and I go out first again, in tabards, then the rest of you come up?"
Lueck |
"A good plan. If either of you think the rest of us need to rush up, just put your left hand up behind your back, like you're scratching an itch." Lueck does the gesture himself, to show what he means. "We should be able to see either of you doing that from back here. Otherwise, we'll figure you have something in mind to take down the last guard."
GM Blood |
Getting out past the gatehouse feels great, even if you are still on the island that Branderscar prison is on. The path winds around for 200' before reaching the bridge to the mainland.
The wide stone bridge has a two-foot tall guard rail and as you reach the middle of the bridge you notice below that there are no rocks stick out of the water, but as you get closer to the mainland you see them sticking out of the water again.
This small two-room guard house on the mainland is made of grey stone and is the only remains of the old keep that used to protect the shore. There is a curious up-side-down portcullis inside a lone stone arch that blocks
entry to the bridge. As you approach the guardhouse a voice calls out, "Password". You also hear a dog on the other side of the portcullis making a low growl and the guard saying "Shut up stupid mutt!" to it.
GM Blood |
Hugh of Karfeld |
Hugh is going to do a whole bunch of little things in sequence, so let me know if he's interrupted.
At the guard's demand, Hugh casually holds up his right hand in a placating gestures while reaching around to scratch his back with his left hand. After scratching, he pulls out the veil. "Window." He tears loose the window patch and slaps it against the guardhouse wall.
GM Blood |
Initiative Steinki Uðr 1d20 + 1 ⇒ (5) + 1 = 6
Initiative Hugh of Karfeld 1d20 + 2 ⇒ (7) + 2 = 9
Initiative Ash 1d20 + 4 ⇒ (11) + 4 = 15
Initiative Lueck 1d20 + 4 ⇒ (8) + 4 = 12
Initiative Grumblejack 1d20 - 1 ⇒ (19) - 1 = 18
Initiative Guard 1d20 + 2 ⇒ (4) + 2 = 6
As Hugh says Window the guard seems confused as that clearly isn't the password. When he slaps the wall with the window and goes through while others come up from the bridge the guard is on alert
GM Blood |
Grumblejack stayed back farther but moves up this turn
Round 1
Initiative Order - Grumblejack, Ash, Lueck, Hugh, Enemy, Steinki
Guard AC 17 T 11 FF 16 CMD 14
Guard Dog AC 13 T 12 FF 11 CMD 15 (19 Trip)
The bridge is brown, the closed gate is black, the transparent box is the guardhouse with the line on it the wall between rooms