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"Well then, it sounds like the closest consensus will be the Warden's tower. Let me get out of this armor and I will scout things a bit and see if the door is accessible."
Tearyn removes the mail but keeps the tabard on. With that done she will crack the door open and watch the wall guards to see if there is a pattern that will allow her the best chance at sneaking in the darkness to the door of the tower.

GM Blood |

Tearyn peers out and see the Gatehouse in front of her to the north where the guard detail says there is a pair of guards posted. She can also see the bullseye lantern moving along the wall, it should be easy enough to time it where the guards are moving one way and the group should be able to move around the building the other way back to the tower on the south side of the complex.

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Tearyn slips out the door, closing it behind herself.
Timing her journey to the pace of the lanterns, Tearyn sneaks out the door and makes her way to the Tower to the south, rounding around the Western side of the Great Hall. Maintaining the cover of night as well as she can, she keeps careful track of her surroundings to avoid any contact with guards.
Steady, Tearyn...
stealth: 1d20 + 8 ⇒ (3) + 8 = 11
Take 10 on perception for a 17
Assuming she makes it to the door...
Tearyn listens at the door, and checks it quickly for traps.
Perception(+vs Traps): 1d20 + 7 + 1 ⇒ (8) + 7 + 1 = 16
If things seem safe she quietly tests the door to see if it is locked, without opening it. If the door is locked, she attempts to pick the lock. If she succeeds, she will leave the door closed but unlocked and return to get the others. If it appears someone has heard her during her efforts she is going to stop and try to sneak around the tower base into the shadows.
Open Lock(trapfinding & MW picks): 1d20 + 8 + 1 + 2 ⇒ (4) + 8 + 1 + 2 = 15
Open Lock(trapfinding & MW picks): 1d20 + 8 + 1 + 2 ⇒ (15) + 8 + 1 + 2 = 26
Open Lock(trapfinding & MW picks): 1d20 + 8 + 1 + 2 ⇒ (20) + 8 + 1 + 2 = 31
Open Lock(trapfinding & MW picks): 1d20 + 8 + 1 + 2 ⇒ (1) + 8 + 1 + 2 = 12

GM Blood |

Tearyn slips out the door, closing it behind herself.

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Tearyn slips silently back in the door. Panting slightly with the shadow of a grin on her face.
"The tower is unlocked and I heard no one behind the door. If we time our moves to the pace of the guards with lanterns we should be able to get there. Follow closely behind me and be as silent as you can... I suggest we enter the tower weapons drawn ready for action."
Unless someone objects...
Once the group is ready, Tearyn peeks out the slightly opened door again to time the lanterns. She then signals the group and disappears through the door retracing her path to the Warden's Tower.
[Dice=Stealth]1d20+8[/stealth]
As soon as the group arrives Tearyn opens the door and steps in leaping to attack any one that she sees before they can react.

GM Blood |

Tearyn leads the group to the tower while the guard is making the rounds
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 is worth 150 gp. It is however very heavy (50 lb.) and awkward Game mechanics are -2 to any Acrobatics, Climb, Jump, or Swim skill checks while carried. There is a spiral stairway leading up to the second level. This room is lit by four sconces holding torches.

Daimon Pyre |

Once inside Daimon will take point.
"Grumblejack, think you can carry that? Prehaps It looks a little awkward to carry for us. If not then perhaps we can come back for it."
Daimon continues to climb the stairway, listening as he goes.
Preception: 1d20 + 3 ⇒ (18) + 3 = 21

Aevry Balindor |

Aevry holds up a hand and whispers to the group.
Be alert and proceed carefully. There was only one guard patrolling the walls.
The monk alert and following as quietly as he can.
Stealth: 1d20 + 2 ⇒ (9) + 2 = 11
Perception: 1d20 + 3 ⇒ (9) + 3 = 12

GM Blood |

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
Grumblejack grabbed the tapestry below, and with his larger size takes no penalty for carrying it, but it is large enough he cannot attack or use his hands for anything until he drops it.

Rytara Sumpfkrot |

Rytara looks up at the next level:
The Warden will be there. We must take care. He is a magician, he will have magic, maybe magic traps.
She then casts Detect Magic and scans up the stairs to see if there are any magical auras to be found.
Once she has done this, she begins to carefully search the room for any books of import.
Perception: 1d20 + 10 ⇒ (18) + 10 = 28

GM Blood |

You do a quick pass of the books and nothing stands out as very interesting. So you decide to keep heading up the stairs.
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!”.

Daimon Pyre |

Daimon will keep Detect Magic up. Looking for magical traps or perhaps an Alarm spell.
Daimon signals Tearyn to look for traps on the office door.
We need to be quiet here, no long discussions
Office door first, the private area is more likely to be trapped or locked rather than a more public office area, and we don't know if the warden is up working late. Better to hit the safer area first

Aevry Balindor |

Aevry nods and motions to the 'Private' door and whispers softly.
If possible take him alive.
I want that warden broken and shamed. He could also make a useful hostage if need be.
He rubs his hand over the symbol of Asmodeus and takes a fighting stance, eager to charge in. He glances around and listens for any signs of approach while the others search the office.
Perception: 1d20 + 3 ⇒ (2) + 3 = 5
Dark Lord tonight we show these worms your power. Our strength is yours.

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Tearyn examines the door to the office for traps and listens for sounds behind it and examines it to see if it is locked.
Perception: 1d20 + 7 + 1 ⇒ (8) + 7 + 1 = 16
If it appears untrapped and unlocked...
Tearyn opens the door as quietly as possible and attempts to sneak in.
If not...
Tearyn works quickly and quietly to get the door open safely.
Disable Device: 1d20 + 8 + 1 + 2 ⇒ (14) + 8 + 1 + 2 = 25
Disable Device: 1d20 + 8 + 1 + 2 ⇒ (2) + 8 + 1 + 2 = 13
Disable Device: 1d20 + 8 + 1 + 2 ⇒ (20) + 8 + 1 + 2 = 31
Disable Device: 1d20 + 8 + 1 + 2 ⇒ (18) + 8 + 1 + 2 = 29
Upon opening the door Tearyn opens the door as quietly as possible and attempts to sneak in.

GM Blood |

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 which Tearyn open on her first try. Inside a 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.

Daimon Pyre |

Daimon concentrates with detect magic, current working assumption is that it is a spellbook.
Daimon also knows Draconic as a language
Knowledge Arcana: 1d20 + 5 ⇒ (10) + 5 = 15
Spellcraft: 1d20 + 5 ⇒ (5) + 5 = 10

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As the group examines the office, Tearyn pockets the map and goes to examine the Private door. She quickly checks it for traps and to determine if it is locked. If it is locked or trapped she attempts to disarm and unlock it. She does not open the door until her comrades are ready.
Perception: 1d20 + 7 + 1 ⇒ (13) + 7 + 1 = 21
Disable Device: 1d20 + 8 + 1 + 2 ⇒ (7) + 8 + 1 + 2 = 18
Disable Device: 1d20 + 8 + 1 + 2 ⇒ (8) + 8 + 1 + 2 = 19
Disable Device: 1d20 + 8 + 1 + 2 ⇒ (16) + 8 + 1 + 2 = 27
Disable Device: 1d20 + 8 + 1 + 2 ⇒ (19) + 8 + 1 + 2 = 30

Rytara Sumpfkrot |

As the others quickly move through the room, Rytara simply stands at the entrance carefully scanning the entire room for anything else of value or which appears to be useful for the escape from the prison.
Perception: 1d20 + 10 ⇒ (20) + 10 = 30
When she finishes examining the office, she turns her concentration to the door to the private area.
Perception: 1d20 + 10 ⇒ (10) + 10 = 20
Knowing that wizards are want to protect themselves and their belongings with various magical spells, she also casts Detect Magic and scans the door and any room beyond.
Spellcraft <-- no ranks, if she detects something, someone else will have to do a Spellcraft check.

Aevry Balindor |

Aevry will open the door and slip in, taking the lead.
Stealth Check: 1d20 + 2 ⇒ (16) + 2 = 18
The monk creeps in, hoping to catch the wizard unaware.

Daimon Pyre |

Daimon will take the spellbook.
Wizards and there rudimentary tools. Oh well, it should hold some value.
Assuming nothing else of interest in the study Daimon will join the others at the private door.

Rytara Sumpfkrot |

Rytara steps in behind the others carefully scanning the room within for anything of note.
--> I have Darkvision 30' if that is relevant.
Perception: 1d20 + 10 ⇒ (18) + 10 = 28

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Tearyn slips in behind Aevry also trying to remain unobserved. [i]Hopefully he is asleep, and we can dispose of him as we did the sleeping guards. Aevery's hopes of keeping him alive seem quite risky with little reward, especially with a mage.[i]
Stealth: 1d20 + 7 ⇒ (10) + 7 = 17

GM Blood |

Initiative Tearyn Sesilina 1d20 + 4 ⇒ (1) + 4 = 5
Initiative Daimon Pyre 1d20 + 3 ⇒ (13) + 3 = 16
Initiative Rytara Sumpfkrot 1d20 + 3 ⇒ (13) + 3 = 16
Initiative Aevry Balindor 1d20 + 2 ⇒ (7) + 2 = 9
Initiative Grumblejack 1d20 - 1 ⇒ (14) - 1 = 13
Initiative Warden 1d20 + 4 ⇒ (8) + 4 = 12
Aevry opens the door and slips in. The room is lit and he doesn't see anyone. However from out of nowhere appears the warden casting a spell and pointing at you.
Aevry, make a Will Save DC 18 or fall to the floor laughing

Aevry Balindor |

Will Save: 1d20 + 5 ⇒ (1) + 5 = 6
Aevry barely has time to take in a gasp as the warden take him by surprise. The spell overpowers his mind before he can even think about resisting. The aasimar twitches and falls to the ground, laughing hysterically.
Heh, of all the times to roll a '1', well..go get him!

Rytara Sumpfkrot |

Rytara follows in behind Aevry. She moves past Aevry and just in front of him to within 30' of the Warden. Then she simply stares at the Warden with a deadly look as her eyes take on a slitted appearance which cause the Warden to feel as though he is being slowly crushed by the constricting coils of a snake.
Move Action: Move to square down one and one closer to Warden from where Aevry is.
Standard Action: Venemous Stare: DC15 or take 1d6 ⇒ 6 Non-lethal damage and is Dazed for one round.

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Grinning, Tearyn whispers "Well done Rytara! You two surround him with me, but do nothing to startle him out of this trance or break his view of Rytara."
We have to kill him quickly... He made one of us into a laughing fool with little effort at all.
With that, Tearyn moves beside the Mage carefully following her own advice. She then prepares to strike once everyone is in place.

Daimon Pyre |

Deleted a large post, most of that can be ignored. The map was seemingly just implemented or I'm just going crazy. No priviledges to move anything on it.
Move with stealth. If seen moving closer another saving throw is given. We don't want to give something like 4 will saves to a wizard.
Daimon will and cast True Strike and move into the room trying to use stealth hoping he isn't noticed by the fascinated wizard.
Stealth: 1d20 ⇒ 15
Grumblejack, hold back just for a moment. Daimon orders, concerned that the hulking ogre will break the flimsy enchantment that currently holds the wizard.

GM Blood |

Daimon, I do all the moving, makes it easier for me to keep track of everything. Normally I add co-ordinates to make it easier but in this case it will be without.
Just letting everyone know before they do something, that as soon as you approach he will get a new saving throw. Fascinate is pretty weak
Perception to notice Daimon 1d20 + 8 + 3 - 4 ⇒ (10) + 8 + 3 - 4 = 17
New Save 1d20 + 7 ⇒ (9) + 7 = 16
Daimon's approach as well as his owl screeching seems to break the fascination.
He casts a spell and two missiles go out striking Daimon
magic missile 2d4 + 2 ⇒ (3, 4) + 2 = 9
Having enough, Grumblejack rumbles in yellin, "No more magic! You will pay warden!"

Daimon Pyre |

Daimon sputters and coughs, the two missles slamming into his chest.
That really hurt
Ok Grumblejack.... you can come out now... break his legs Daimon says as he spits up some blood.
Current HP: (3/12)

Daimon Pyre |

Rytara would have moved before the fascinate stare, in fact she would have had to for LOS on the attack. You currently have her stuck in the previous room, if you could move her 30' closer it would be appreciated.
I don't imagine much changing this action so I'll post it now
Daimon will round the corner drawing his longsword, imbuing it with arcane energy. After which he will promptly throw it at the annoying meddling mage.
move action, around corner hugging the wall.
swift action - arcane strike
standard action - throw longsword
Hit: 1d20 + 20 + 3 - 4 - 2 ⇒ (5) + 20 + 3 - 4 - 2 = 22 True Strike + dex/bab - improvised - range increment
Damage: 1d8 + 3 + 1 ⇒ (5) + 3 + 1 = 9
edit - Funny enough that would be 14 on the attack roll even if soft cover and firing into melee penalties were applied. That should be a hit. Go true strike.

Rytara Sumpfkrot |

Hmm, I thought that the Warden was where Grumblejack is now. I need to be within 30' and within line of sight. Not sure whether I confused the Warden or someone else on the map last night. I would still have attempted to use the power which would have done 6hp non-lethal even if the fascinate did not work.
Also, Tearyn posted her action I believe, probably a double move or a run action needed to get to the Warden.
_______________
If I was within line of sight, then I will charge the Warden with my club in two hands.
Attack-club: 1d20 + 3 + 2 ⇒ (14) + 3 + 2 = 19
Damage: 1d6 + 4 ⇒ (5) + 4 = 9

Daimon Pyre |

As far as last round - yeah it looks like Tearyn didn't get any actions last round, which probably should have been a stealth double move. Not a run as a run requires a straight line.
As far as this turn - the warden blasted me with missles then moved around the corner. Grumblejack just sorta chased him. The rest of us now get actions (mine is posted above for this round), no charging.

Rytara Sumpfkrot |

If the warden was where Grumblejack is now, then he should not have gotten a move. While he could have broken from the fascination with Daimon's threatening action, the Warden's turn was not until after Daimon and Grumblejack. I do not think that the Warden had delayed such that he could act once the fascinate wore off as he had not yet missed his actions in any round.
Sorry for the confusion.

Daimon Pyre |

To avoid clutter I'm going to continue this on the discussion section, hopefully I'm not stepping on the GMs toes here.