
Rytara Sumpfkrot |

My understanding was that the wall terminated at the Warden's tower from both directions, and that there were one pair (apparently only one right now) of guards patrolling all the walls with a second "pair" on top of the gatehouse. How did the single guard we just defeated get from the eastern part of the wall to the western part? I assume that he did not go down to the courtyard, so if the Warden's tower is impassable and the courtyard is not used, I figured there was a way to get up and across the top of the Gatehouse.

Daimon Pyre |

My current assumption is that Gatehouse level 3 is gotten from Gatehouse level 2. Otherwise maybe they use ladders?

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Your combined attacks defeats the lone guard immediately.
All, just remember that if ground level is "level 1", the wall is "level 2". The gatehouse roof is "level 3" and not accessible from the wall.
I think we should still execute the plan as is. There may be a door/entry to the walls and a 10' climb with assistance from Grumblejack should be pretty easy if we get up against the gatehouse.

Rytara Sumpfkrot |

Whether it is via a ladder, stairway, doorway, tunnel, or something else. We need to know how the patrolling guards made it from the east side to the west side. If it is through the Gatehouse, then our plans may change somewhat.

Daimon Pyre |

Again, my current thinking is that it is through the gatehouse. Also importantly our characters have no way of knowing from the information we have gathered so far. Add in the fact it's dark and we have limited vision and limited time. I like a good plan as much as the next person but relax and lets play this one by ear, prefect information is a luxury we can't afford. If try something impossible I'm sure the DM will correct us.
Daimon moves out with Tearyn onto the wall continuing the patrol route.

Rytara Sumpfkrot |

No, I figured that we would have watched the patrol on the wall long enough to have seen how they made it from the east side to the west side. Remember, we had to get out of the prison and around to the Warden's tower. And then from the Warden's tower onto the wall with sufficient time to get into position to jump the guard. With or without great night vision, we should have been able to see a guard with a bullseye lantern walking the wall and been able to see how he crossed past the gatehouse (over, through, down and up).
Or, if we have not discerned this, that is fine as well. I want to make sure that our plan will work if we have noticed anything.

Rytara Sumpfkrot |

Daimon moves out with Tearyn onto the wall continuing the patrol route.
Remember, there was only ONE guard patrolling. If there are suddenly two, this is likely to raise some eyebrows on the gatehouse guards. Three of us should stay a short distance behind in the shadows.

GM Blood |

Daimon has the right of it,the walk to the Warden's tower, then proceed back the other way, through the gatehouse (level 2), the proceed ont he other side.
Normally that is a pair of guardsman, but currently only one as your assumption is the other one is at the card game.
Access to the roof of the Gatehouse is from the second floor

Rytara Sumpfkrot |

Ok, so Tearyn leads with the lantern. The rest of us move quietly behind sticking to the shadows as much as possible. We try to catch up just outside the door to the second level of the gatehouse so that we can all enter at one time.

Daimon Pyre |

Or Teayrn can enter and leave the door opened for us to walk through with all of us never really having left the shadows. Based upon conditions and on what is perceived.
We need boldness that is tempered by caution. We are not mere mice that that are fearful of a potential cat. We have slain the warden of this place. Also remember that the longer we wait the more likely someone will realize that something is amiss. Strength, speed and stealth are our strongest assets at the moment, let us not squander them.

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Tearyn walks forward, keeping an even pace and swinging the lantern to shine around in a similar fashion to the guard she observed earlier.
In the darkness with the light up front here, most shouldn't notice them if they stay behind a little bit.
Despite shining the light mostly into the yard, she keeps her eyes on the gatehouse ahead - trying to make out details of what awaits her at the end of the journey. As she grows closer she casually splashes the light up to the gatehouse to see whether guards are present and whate entrances there are to the structure.
If there is a guard there, I will "accidentally" shine the light in his eyes as I approach, hopefully blinding him until it is too late.
With that thought, Tearyn closes in on the gatehouse...

Aevry Balindor |

Aevry drags the dead guard into the stairs the came upand rifles through his gear, taking his keys and signal horn. He waits witb the others and looks around cautiously for any other guards.
After Tearyn gets a good lead he follows after with the others.

Rytara Sumpfkrot |

Stealth: 1d20 + 5 ⇒ (13) + 5 = 18
Although not one of her greatest attributes, Rytara attempts to follow behind the others as quietly as possible.
Once in the gatehouse, assuming we get there:
Quietly: One guard on the roof. I believe we should neutralize him first.
We can either shoot him with arrows from the wall, and hope we hit him. Or attempt to climb through one of the portals in the roof and hope that we are quiet enough to get up and surprise him.

Daimon Pyre |

Stealth: 1d20 ⇒ 10 Hopefully the darkness will do the rest
Assuming we all get into the gatehouse.
I have a better idea. Have him come to us. Daimon whispers
Daimon calls up the stairs that lead to the top. Hey bud, you want to come down and share a beer? The card game was murder so I left but I brought you something
Bluff: 1d20 + 3 ⇒ (16) + 3 = 19

Rytara Sumpfkrot |

Rytara cringes as Daimon calls up the the guard above.
Quietly: We do not know what the protocol here is. Do they come down to change shifts? Now that you have spoken, perhaps you should climb up and tell him that you will fill in for a few while he drops below. I cannot imagine that they would leave the gatehouse unguarded for an extended period of time. However, if we are in here for more than a few moments, he is going to wonder where the patrolling guard went.

Daimon Pyre |

If he comes down we all get a nice surprise action attack in. So far that has worked well in our favor. If he doesn't then we likely haven't lost much and we go up.
You worry too much Daimon says quietly but confident in his plan.

GM Blood |

When you guys get inside the gatehouse you can hear the sounds of talking and laughing below you. That must be where the poker game is. Its likely any conversation loud enough to call up could be heard from below.
There are not stairs that lead up to the top but trap doors. There is a ladder that goes up the trap door in the ceiling. You also notice large rocks on a trap door the leads down in the middle, and one next to the trap door in the floor on the west side.

Daimon Pyre |

Oh well. Then we go up.
GM - Would it be possible for Daimon to go up with a True Strike precast? I'd like to use it for a bull rush if the guard is close to the edge, or just a simple attack if he's in the middle.

Rytara Sumpfkrot |

Rytara looks at the rocks.
I bet those are used to keep anyone from climbing up from below, effectively making the upper levels of the gatehouse inaccessible from below. We could put one on the trapdoor to the gambling guards and then head up to the roof. Even if we did make noise, they would have a tough time getting up. Once we take out the guard on the roof, we can get Grumblejack. I bet he would enjoy smashing the guards below if/when they try to climb up.

Daimon Pyre |

Not a bad idea if we can move the rocks silently. Hopefully Grumblejack assisted with myself and Rytara should be enough to do that without making loud scraping sounds.

GM Blood |

The guard is somewhere in the middle of the roof and the ladder up is in the upper right corner. I would allow it if you went up the ladder to the top after opening the trap door (a move action), then cast it. I would give the guard a chance to hear you casting as someone casting spells would be something to grab his attention. Otherwise it would be a move action to open the door then a move action to get to him wasting the spell (no charging as it isn't a straight line to him)
Otherwise one of you posing as a single guard coming to relieve him could get close enough to attack, but then has one chance to do it before he alerts the remaining men (which at this point is only the people playing poker and the guy at the guard house on the other side of the bridge)

Rytara Sumpfkrot |

Is Grumblejack with us?
Rytara carefully looks around the second floor. Is there any oil or other burnables to be found?
Perception: 1d20 + 10 ⇒ (18) + 10 = 28
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EDIT--
As Rytara looks at the trapdoor, a wicked smile play across her lips.
Most of the guards are beneath this trapdoor gambling. Once we take care of the guard on the roof, why don't we go and get one of those barrels of lantern oil. One of us could open the trap door, Grumblejack could smash the barrel through the trapdoor, then we could drop in one of the lit lanterns and close the trapdoor. The thick stone walls will not burn and we can enjoy the screams. Once the fire dies down, we can see if there is anything left. I am sure we will find a decent number of coins among the smoking remains.

Aevry Balindor |

Aevry follows quietly. Taking 10 on Stealth check, +2=12
He motions for Grumblejack to hang back for a moment as he follows the others.
He speaks softly. Whatever we do we should do it quickly. I say we kill the guard on the roof. Ambush him at range and then close in to finish him if needed.
Would casting in here be obviously loud enough to alert anyone?

Daimon Pyre |

At range would also mean 'with cover' and I don't think any of us have created much of a bowman. Better to do this up close and personal.
If the rock is in place over the one trapdoor then Daimon would like to try his bullrush plan, taking the risk of being heard.

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Tearyn listens to the plans and has an alternative suggestion, "We are almost free... we are past the dogs everyone was worried about. Let us try the password to get across the bridge and be done with it."

Rytara Sumpfkrot |

Rytara looks back to Tearyn: There is a guard on the roof. If he sees us, we will have men with dogs chasing and tracking us. Even if we manage to pass the gate, we will be fleeing on unfamiliar territory with minimal direction. At the very least we take out the guard on the gatehouse roof. Once we have finished him, we can decide whether we burn the rest alive, my preference, or choose another course of action.
Rytara thinks for a moment before continuing. And, if the guard on the gatehouse sees us on the causeway and calls an alarm, we will be stuck between two fortified structures with armed guards, dogs, and archers on either side. Still not an option I would choose.

Daimon Pyre |

Plus we are so close to stopping every single person in this place. We can leave with all of the goods we have found so far. ALL of it. Vengeance and wealth. At the beginning I would have agreed with you Tearyn, but no longer

Aevry Balindor |

We leave no pursuers behind. What we cannot take we burn or pitch into the sea. Let us kill these last few and quickly.Alright then up the ladder we go. Shall I take the lead or would you care to Daimon?

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[b]"Very well, Grumblejack, can you quietly move the rocks to the other trap door? Then I will follow up the ladder when you are ready."[b]
Tearyn then looks around to see if the rocks left any smaller pebbles about that would make appropriate sling-stone sized missiles.

GM Blood |

You quietly form plans to attack. Grumblejack will wait until the attack begins above before placing the rock on top of the room with the guards.
Here is how it will work, you guys get the jump on him. I will set it up so Daimon can do his true strike before attacking while at the top of the ladder. Then he can move and strike this first round of surprise. Anyone else going up will have to take a move action to get to the top. There is no line of sight from the top, (so you would have to move again), but if someone moves to the top but stays in the hole up, I will give them a range attack but the guard gets cover and no one else will then be able to make it up top

Daimon Pyre |

Daimon attacks, filled to the brim with his arcane might.
Swift Action - Arcane Strike
True Strike attack (just don't roll a 1): 1d20 ⇒ 15+alot
damage: 2d6 + 4 + 1 ⇒ (3, 2) + 4 + 1 = 10
2/4 spells used

Rytara Sumpfkrot |

Although she is unsure whether she can confuse the guard enough to forestall his actions, Rytara quickly climbs the ladder and calls to the guard in a voice loud enough to be heard, but hopefully not loud enough to be heard two levels down where the gamblers are being entertained by the sergeant's booze.
When the guard turns toward her, she stares at him with her almost slitted snakelike eyes.
Venomous Stare: DC14 Will or 1d6 + 1 ⇒ (1) + 1 = 2 non-lethal damage + fascinated.
--> Should have just cast Acid Splash, except that requires the groups unholy symbol

GM Blood |

1d20 + 1 ⇒ (5) + 1 = 6
After Daimon hits with his weapon, the others come up and position themselves. Lastly Rytara uses her venomous stare which holds his attention just long enough to not be able to use his signal horn. Giving Daimon, Teryn, and Aevry another chance to end the guard's life.
Below, Grumblejack drops the heavy rock on top of the trapdoor, trapping the three guards and Blackerly below.
You are up!

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Dancing into position opposite the Anti-Paladin, Tearyn attacks with both of her blades.
Attack 1st weapon with flank: 1d20 + 2 + 2 ⇒ (6) + 2 + 2 = 10
damage: 2d6 ⇒ (6, 3) = 9
Attack 2nd weapon with flank: 1d20 + 2 + 2 ⇒ (14) + 2 + 2 = 18
damage: 2d6 ⇒ (5, 6) = 11

Daimon Pyre |

Finally!
Daimon lets the greatsword fall from his grip then his fingers become the claws of a devil, hopefully the last thing this gaurd will ever see.
Free action - drop greatsword
Swift action - Arcane Strike
Claw #1: 1d20 + 4 + 2 ⇒ (1) + 4 + 2 = 7
Damage: 1d4 + 3 + 1 ⇒ (1) + 3 + 1 = 5
Claw #1: 1d20 + 4 + 2 ⇒ (10) + 4 + 2 = 16
Damage: 1d4 + 3 + 1 ⇒ (3) + 3 + 1 = 7

Daimon Pyre |

Now that this is dealt with it's time to take care of Blackerly
Daimon goes back down below to where the trap doors are.