
Daimon Pyre |

Daimon remains quiet. He gets a serious look and nods, not wanting to make any sound to give away their position. He didn't get any fighting in the previous ambush and is itching for a fight ready to unleash some vengeance.

Rytara Sumpfkrot |

I would think the best order would be Avery and Daimon in the front. Tearyn and myself in the back.GM Blood - was I able to un-non-lethal one of the clubs?
I posted what I though was a good order before. Nobody has said yes or not, but since we have only 4, we are limited on marching order options.
Also, could I de-non-lethal one of the guards clubs?

Daimon Pyre |

Avery and Daimon in front, followed by Tearyn and Rytara, followed by GJ - (guys, girls, beast). Also I think there was an extra longsword (wrong sized) for GJ if he wanted it.

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Tearyn stands on the balls of here feet ready to slide into the room, dagger in each hand held with relaxed grips.
We need to drop whoever is on the other side of that door quickly... And quietly if possible.

GM Blood |

Initiative Tearyn Sesilina 1d20 + 4 ⇒ (4) + 4 = 8
Initiative Daimon Pyre 1d20 + 3 ⇒ (11) + 3 = 14
Initiative Rytara Sumpfkrot 1d20 + 3 ⇒ (3) + 3 = 6
Initiative Aevry Balindor 1d20 + 2 ⇒ (5) + 2 = 7
Initiative Grumblejack 1d20 - 1 ⇒ (16) - 1 = 15
Initiative Monster 1d20 ⇒ 9
Daimon opens the door to a 20' wide grand hallway that is 80' long ending in the north with a pair of reinforced double doors. It is lit by two sconces holding torches, one near the north side on the east wall, and one nearer you on the west side. There is a regular door on the east and west ends of the hallway about 30' to the north of you, and another door on the west side near the reinforced double doors.
A guard stands at just to the north of the east door. When the door opens he turns to look at you and says, "Holy *#!%"

GM Blood |

Round 1
Initiative Order - Grumblejack, Daimon, Guards, Tearyn, Avery, Rytara, Daimon
Guard Stats AC 17 T 11 FF 16
Not being able to reach the guard in time to hit him with the sword, Grumblejack goes to surround him. Daimon is up before the guard!
Also Added Daimon to the end of round 1 to make updating easier for me

Daimon Pyre |

Daimon two-hands his longsword and charges the guard.
"Is that a friend of yours Grumblejack?" Daimon says sarcasticly with a wicked smile on his face. He's ready to get a taste of some vengeance.
Charge as a standard action - 1d20 + 6 ⇒ (20) + 6 = 26
Damage - 1d8 + 4 ⇒ (6) + 4 = 10
Confirmation - 1d20 + 6 ⇒ (12) + 6 = 18
Damage - 1d8 + 4 ⇒ (8) + 4 = 12
Aww yeah, that's what I'm talking about

Daimon Pyre |

Standing over the body that he felled with one blow Daimon gives a small smirck and radiates an aura of confidence. What are the rest of you standing around for? One down, many more to go.

Aevry Balindor |

Aevry smiles as one more guard drops.He whispers to Daimon: Well done, quick and quiet.
The monk slips over to the western door (K-L) and presses his ear to it.
So far all too easy, but we musn't give the mayflies time to swarm.
Stealth 1d20 + 2 ⇒ (12) + 2 = 14, Perception 1d20 + 3 ⇒ (4) + 3 = 7

Rytara Sumpfkrot |

Rytara smiles and quietly says to the others: The door on the right should lead to the guards barracks. We take them out to make sure we have no guards behind us.
With that, Rytara goes to the door on the right and listens for any voices behind.
Perception: 1d20 + 10 ⇒ (4) + 10 = 14
Stealth: 1d20 + 5 ⇒ (14) + 5 = 19

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This one is bloodthirsty, that bears watching../
Tearyn raises an eyebrow at Rytara and whispers, "As much as I'd like to kill all of these fools who imprisoned and branded us, I think stealth is the better option. We have been lucky to silence people quickly thus far, but we shouldn't assume we will always be so lucky. Escape, not carnage is our need... let us not be distracted."

Rytara Sumpfkrot |

Rytara looks back at Tearyn: Do you wish to have these guards behind us? Stealth does not help if one of the hounds smells us. If it starts barking, then we have guards in the gatehouse before us and guards in the prison barracks behind us. I personally do not wish to be caught in a killing zone.
If I knew the area better, then I would agree with you one hundred percent. But, since I do not and I know that there are likely guards within who, if sleeping, are likely to not be intoxicated.
With that Rytara points to what she believes in the guard's door.
Lets check in here first. Perhaps we will also gain better equipment that that which we have at present.
If nobody objects further, Rytara will quietly open the door and see what is within.
Everything is said at close range in a whisper to avoid being heard or waking any sleeping guards.

GM Blood |

You peer into the door to the east and see it is a larger room 40' East to west by 50' north to south filled with tables. Its clear that it is the mess hall for the guards. There is a door to the north and to the south.
Remember that when you were on the floor above there was a chimney to the south where you could smell food smells

Rytara Sumpfkrot |

Rytara looks back at the others and puts her finger to her lips.
Quietly she says: Mess hall. Two doors off, one north, one south. Probably a kitchen to the south. Barracks to the north?
Rytara will quietly proceed across the room toward the north door and listen there for any sounds.
Stealth: 1d20 + 5 ⇒ (12) + 5 = 17
Perception: 1d20 + 10 ⇒ (16) + 10 = 26
If someone responds to her earlier remarks about not wanting to leave anyone behind to sandwich them in the courtyard, she will stop and listen to the comments before continuing.

Daimon Pyre |

I can see the logic of not wanting to get sandwiched between two groups. It's risky, but so is leaving our back exposed.
One thing to keep in mind is that time is not on our side - it's only a matter of time until an alarm is sounded. We can't be overly cautious or we will lose our window of opportunity. I think in this case we will be better off taking care of the sleeping guards but we must limit our side trips.

Rytara Sumpfkrot |

Rytara nods at Daimon's comment.
As she listens to the snoring behind the door she smiles. Tuning to the others.
Quietly: I hear nothing but snoring. We should be able to eliminate those within with little trouble. A quick sword thrust to the heart or neck should keep them from coming at us from behind.

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Tearyn whispers, "If they truly sleep I will end them quickly and quietly."
Then signaling for silence with a finger over her lips, Tearyn quietly opens the door and slips through attempting to sneak along the wall to the right of the room.
Stealth: 1d20 + 8 ⇒ (19) + 8 = 27

Aevry Balindor |

Stealth 1d20 + 2 ⇒ (1) + 2 = 3 Perception (North Door) 1d20 + 3 ⇒ (11) + 3 = 14 Perception (West Door) 1d20 + 3 ⇒ (6) + 3 = 9
He curses softly to himself as he bumps into a chair, making a clatter. He pauses by the west door, heart starting to race. The others are close by though, besides one or two humans should be no threat.

Rytara Sumpfkrot |

Rytara looks over at Tearyn and then raises her hand to her throat and makes the universal sign to eliminate them.
While Tearyn is CDGing the sleeping guards, Rytara waits quietly watching to make sure than none awake.
Readied action: Use Venomous Stare.
If/when the guards are no longer likely to wake up, Rytara quickly searches the room for anything of value, and more importantly, of use in aiding their escape - rope, uniforms, weapons, armor, money, food.
Perception: 1d20 + 10 ⇒ (8) + 10 = 18

Daimon Pyre |

Assuming Avery hasn't gotten himself in a mess Daimon will move slowly toward the guards room, keeping back but trying to get and maintain line of sight on the sleeping guards in case one of them wakes.
Ready action: Cast Daze if a guard seems to be alerted.
To speed things up in case we find something - Does anyone want any specific gear? I'm happy with a chain shirt for armor, but I'd be interested in taking a two-handed weapon

GM Blood |

3d20 ⇒ (14, 13, 2) = 29
The guards are dealt with quietly and without resistance. The two guards above talked about their keys opening chests down here, plus the one outside the door had one and these three as well have one each. You could check keys to various chests if you would like and be able to open half of the dozen without having to pick the locks
The guards had their chain shirts, padded clubs, longswords, longbow, arrows, and shields sitting to the side of their beds.

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Nodding to Rytara, Tearyn moves silently amongst the guards and slits their throats one at a time while holding her hand over their mouths to prevent any sound.
Coup de Grace: 2d4 + 1d6 ⇒ (3, 4) + (2) = 9
Coup de Grace: 2d4 + 1d6 ⇒ (1, 3) + (1) = 5
Coup de Grace: 2d4 + 1d6 ⇒ (1, 1) + (6) = 8

Daimon Pyre |

Search quickly! No more than a few minutes. Put on the uniforms, they will make for good disguises.
After putting on the uniform. Daimon will dump the contents of the chests on the bed, trying to be quiet but hasty. Naturally there is no need to be neat about it. He will use the keys on the chests if he can do so without wasting too much time.
Avery! Daimon calls out quietly. Get over here and help search!
Daimon will grab a longbow and a quiver of arrows. He also will change out longswords, taking one without any blood on it. Hopefully with the guards tunic and long sword he will pass for one of the guards quite well.

GM Blood |

6d20 ⇒ (14, 11, 1, 9, 8, 15) = 58
The six chests with keys:
Chest 1: 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 .
Chest 2: A masterwork lute (worth 100 gp)
Chest 3: Empty
Chest 4: A surprisingly well written love letter ending in a proposal of marriage to someone named ‘Mi-chelle’ and a sapphire engagement ring worth 100 gp.
Chest 5: Hidden under peasant garb are two decks of cards (one regular, one marked) and bag of 12 gp worth of mixed coinage.
Chest 6: A set of peasant clothes and a short sword.

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Upon dispatching the guards, Tearyn cleans her blade on their bedclothes and moves to quickly begin working with the locked chests.
If she gets six in a row:
Disable Device: 1d20 + 9 ⇒ (17) + 9 = 26
Disable Device: 1d20 + 9 ⇒ (8) + 9 = 17
Disable Device: 1d20 + 9 ⇒ (16) + 9 = 25
Disable Device: 1d20 + 9 ⇒ (4) + 9 = 13
Disable Device: 1d20 + 9 ⇒ (11) + 9 = 20
Disable Device: 1d20 + 9 ⇒ (20) + 9 = 29
If needed:
Disable Device: 1d20 + 9 ⇒ (12) + 9 = 21
Disable Device: 1d20 + 9 ⇒ (13) + 9 = 22
Disable Device: 1d20 + 9 ⇒ (13) + 9 = 22
Disable Device: 1d20 + 9 ⇒ (1) + 9 = 10