| Ser Brandon |
Ser Brandon dismounts when the party halts and inspects his equipment. He begins routine maintenance to clear his for the battle. The act of doing simple things realigning his = thoughts.
First he starts with the leather, oiling and polishing and then after that the metal. A good bit of cleaning and polish to ward of rust and then sharpening his blades. The activities take some time but once he is done he is at peace.
He approaches the others seeming embarrassed. "I am sorry for my words earlier. Each of you is valuable and has proved your worth. We each have our talents and together we form a unit unlike any other. If we cannot work together then we have failed before we have begun. I ask your forgiveness if my words have caused you insult. You are truly brave and admirable companion and it is my honour to fight beside you." he concludes solemnly.
| Ayerth Terramielle |
"Apology accepted."
"Now, I believe that the offer Mr Pratt has made is a great opportunity for us to enjoy an advantage. Granting everyone who needs it low light vision is a boon. I can provide the necessary illumination if needed."
| Brampton Pratt |
Brampton smiles at Ser Brandon, "I accept as well even though I understand your concerns. You are a man of action who is used to challenging your foes on the battlefield and engaging them in honorable combat. That just does not work out here in the frontier. While you challenge one foe, two will be trying to stick you full of arrows, another is stabbing you the back, while yet another is looking up recipes for your horse."
| Ayerth Terramielle |
"Midnight of course. All good plans are launched at midnight or dawn."
Ayerth smiles back at the rogue.
"I will go to prepare my spells. I believe I have one that our general will relish if we are given to opportunity to use it."
| Ser Brandon |
Ser Brandon smiles. "They are a good group. Their hearts are good and work their own talents with honour and for the benefit of all. It's just difficult after a lifetime to be this way." He struggles with his conflicting feels for self preservation and generosity shown by him companions, over not just this but their several expeditions together.
"Very well midnight it is." Turning to Brampton. "I should be glad to have the aid of your magic eye liquid. I would be glad to be able to see my foes before they see me, or to be able to see them at all."
They continue to make their preparations for the assault at midnight. Right before they set off Ser Brandon will make use of the eye drops.
| Brampton Pratt |
Where are we waiting? Did we move into the town from the east or are we still waiting in the wood west of town?
"Irakli, can you get close enough to keep an eye on the fortress for the rest of the day and see what active there is? Pun-Pun, Meepox, I want you two to watch the fortress after it gets dark. Report back if you see anything going on. Do not let them see you and do not start any fights."
Brampton prepares his gear, eats a light snack, and then waits for nightfall.
"I suggest we get some rest between now and midnight. It is going to be a long night once the party starts." He then takes a nap until it is time for move out.
He has 5 doses of Nightdrops. One for himself, one for Ser Brandon, and one to Echo.
| Orin Earthglider |
Orin watches some of the back and forth, nods to himself now that everyone seems to have relaxed a bit, and responds to Ayerth's statement. "That is a serviceable idea, Ayerth. I think I shall do the same."
| GM Darkblade |
Roll 1: 1d100 ⇒ 78
Roll 2: 1d20 ⇒ 17
Roll 3: 1d20 ⇒ 4
As it has not been posted officially, I will assume the group did not risk exposure by attempting to pass the castle gates and watch towers to hold up in the village overnight.
Most of the group beds down to get some rest before the night's activities, allowing those not engaging in combat to stand watch. Around dusk, your kobold sentries spot a small band of bandits approaching the castle from the south, along the rough track which passes the village. They rouse you and mention the activity.
A small band of four men are leading a pair of pack horses, laden with supplies, no doubt stolen from settlers in the area. The men approach the front gate, calling out loudly, Oi' opens up. We's gots da bosses grog. A rough voice responds from the shadows beside the gate, possibly from one of the arrow slits. What's tha passwords? The man leading the first pack horse calls back, By tha damnable hell's Darobi, I thinks it's ta be by the bloody bones of St. Gilmorg, who wants to know?. So now opens up, we's freezin our arses off out heres.
Muffled chuckling and laughter are heard beyond the gateway for a few moments, before a heavy drape is pulled back from covering the gate, spilling flickering torchlight out from the gate, illuminating the bandits and horses. The sound of a heavy chain is heard noisily dropping from the barred passage. The clicking of keys, a grinding click and a raspy grating follow as the gate is unlocked and hauled open. Welcome back Cragger. Tha boss'll be happy ta have his drink agin. He beat ol' Ulvin hard today fer makin wit tha toots at lunch. He's been a mighty foul bit moody fer days now.
The remainder of the conversation is lost as the group enters the gate. The raspy gate is shut, the grating click locks into place and the jingling keys are lost to the muffling drapes as the light is abruptly cut off. Fading conversations linger for a few moments before dying away. The castle resumes it's dark, quiet facade.
Once the castle quiets down again, the group returns to rest, leaving the kobolds to keep watch for any new activity. The tiny pair bundles up in blankets and cloaks to keep warm. The night cools quickly, a light wind rolling in from the north, sweeping over the woodlands and lake. Clouds thicken, limiting the moonlight to patches and soft gradients, lengthening the shadows. Mists rise and roll over the waterways, blanketing the shoreline, covering the beaches, and hiding the lower reaches of the slopes rising to the castle above. Frost forms on the grass assuring soon fog will blanket the open areas and further limit visibility.
Pun-Pun indicates the castle has been quiet, though a few hours ago strange screeching and hooting sounds could be heard faintly from the main building. When he tries to imitate the sounds, it is as though he is attempting to strangle a cat or throttle an owl. Intelligence or Perform Check to determine what the kobold is attempting to describe.
Irakli leads the way once everyone is ready, making his way quietly up the path to the castle gate. He finds the guards must have forgotten to re-attach the chains, as he finds them missing from the portal. The gateway itself is locked, the hinges aged and rusty but still serviceable. Taking out his tools he settles down to disable the lock and work the hinges a bit to lessen the risk of noise. Once ready, he gestures for everyone else to make their way up to the gate. Then, once assembled, he takes hold of the gate and gives it a slow push. Disable Device Check: 1d20 + 10 ⇒ (15) + 10 = 25
Stealth Check: 1d20 + 9 ⇒ (1) + 9 = 10
The gate pushes open a bit, the noise much louder than anyone had wished, pushing the shielding drapes inwards. The rogue spies a trio of guards, playing cards and drinking at a table in the open area serviced by the gatehouse. At first they seemed to fail to notice his arrival, then quickly stumble from their seats and draw their weapons. The fight for the castle is upon you.
Darobi: 1d20 + 2 ⇒ (11) + 2 = 13
Rasme: 1d20 + 2 ⇒ (9) + 2 = 11
Hermi: 1d20 + 2 ⇒ (4) + 2 = 6
Ayerth: 1d20 + 7 ⇒ (19) + 7 = 26
Brampton: 1d20 + 3 ⇒ (2) + 3 = 5
Echo: 1d20 + 2 ⇒ (16) + 2 = 18
Irakli: 1d20 + 5 ⇒ (14) + 5 = 19
Orin: 1d20 + 5 ⇒ (7) + 5 = 12
Ser Brandon: 1d20 + 3 ⇒ (2) + 3 = 5
Silas: 1d20 + 3 ⇒ (4) + 3 = 7
Initiative Groups
Group 1 Ayerth, Echo, Irakli, Darobi
Group 2 Orin, Rasme
Group 3 Silas, Hermi,
Group 4 Brampton, Ser Brandon
Group 1 is up 36 hour clock ticking
The guard room is the ground floor of the four tower structure facing the roadway on your town map. It is roughly 25' deep. The left opens for 20' but is crowded with barrels, crates, miscellaneous junk, wood spars, and blocks of stone. The right opens 20' as well, but remains open, with only a round table surrounded by four chairs, the area from which the guards are rising. Across the room, a set of large wooden doors stand, closed against the night's cold.
| GM Darkblade |
Darobi: 1d20 ⇒ 19
Hermi: 1d20 - 1 ⇒ (14) - 1 = 13
Rasme: 1d20 - 1 ⇒ (3) - 1 = 2
One guard blinks off the effects while the other pair stumble and fall from their chairs, unconscious to the ground. They should be Out Cold: 2d4 ⇒ (1, 3) = 4 rounds then Disoriented: 1d4 ⇒ 2 rounds and Stunned for 1 round longer. You have less than a minute to subdue the standing guard and bind the others.
| GM Darkblade |
Baron Echo will move into the chamber, taking a defensive stance near the opposite doorway. He looks to the guards, in a hushed voice calling out See to them quickly, the Stag Lord is our goal. Take him, bind them, we will deal with them after.
Echo injured himself, needing crutches, and may be AFK for a day or two until more mobile and up to posting.
8 hours remaining for Irakli to post
| GM Darkblade |
Irakli, failing to realize the dangers in the chamber beyond, holds back from the unlocked gateway, allowing others to proceed ahead of him. Delaying to Group 2
The remaining standing warrior, grabs a horn from off the back of his chair and gives it a sputtering blow, attempting to signal invaders have breeched the castle gates. Perform Check: 1d20 + 1 ⇒ (6) + 1 = 7 He then draws a blade from his belt, ready to defend himself. A dagger in one hand, horn at his lips, he glares at the group, glancing at a staff leaning against the wall beside him.
Modifying the Initiative Groups
Initiative Groups
Group 1 Ayerth, Echo, Darobi
Group 2 Irakli, Orin, Rasme (unconscious)
Group 3 Silas, Hermi (unconscious)
Group 4 Brampton, Ser Brandon
Group 2 is up 36 hour clock ticking
| Ayerth Terramielle |
"Well don't just stand there and waste my spell boys, subdue them!"
Ayerth speaks with haughty authority.
"You there! In the name of the Green Council, You will throw down your weapon and horn and desist sir, or my next spell will be a lethal one. Live or die, its your choice."
| Orin Earthglider |
Orin, originally near the middle of the group, unslings his axe as he steps forward. Between gritted teeth, he growls, "Surrender would have bought you time, Boy." His face a mask of grim determination, he attempts to bring the axe down on the man's shoulders.
Attack: 1d20 + 3 ⇒ (18) + 3 = 21
Damage: 1d8 + 1 ⇒ (5) + 1 = 6
| GM Darkblade |
Orin's ax cuts across the man's shoulder, less effectively than imagined, but still drawing blood and causing a small tremor shooting down to the hand holding the dagger. The man's response is a continued effort to blow upon his signal horn, to alert the castle to your presence.
Initiative Groups
Group 1 Ayerth, Echo, Darobi
Group 2 Irakli, Orin, Rasme (unconscious)
Group 3 Silas, Hermi (unconscious)
Group 4 Brampton, Ser Brandon
Group 3 is up 36 hour clock ticking
| Silas Lavein |
Silas throws a small bolt of fire at the guard still standing, trying not to create too much light.
Touch attack-melee penalty: 1d20 + 5 - 1 ⇒ (14) + 5 - 1 = 18
Damage: 1d6 + 1 ⇒ (3) + 1 = 4
| GM Darkblade |
Silas' bolt strikes the man solidly across his raised arm and hand, singeing and scorching flesh and horn. The man staggers a moment, waving his blade to the front to fend off attack, and continues trying to sound a good call with his instrument.
Modified Initiative Groups
Group 1 Ayerth, Brampton, Echo, Ser Brandon, Darobi
Group 2 Irakli, Orin, Rasme (unconscious)
Group 3 Silas, Hermi (unconscious)
Group 1 is up 36 hour clock ticking
| Ser Brandon |
Ser Brandon will step forward into the chamber sword and shield in hand falling upon their the foe along with the rest of his companions. He brings his blade down upon the man but in the Orin's strike knocks the man back, allowing him a narrow escape from the knight's blade.
Power Attack: 1d20 + 8 - 1 ⇒ (3) + 8 - 1 = 10 for Damage: 1d8 + 6 ⇒ (1) + 6 = 7
| GM Darkblade |
Round 2 Update
From the position guarding the doors, action readied, Brampton is out of range, position, and actions to attack Darobi.
A fog of confusion seems to cross Darobi's face, as Echo sends words of doubt and worry into the man's mind. Will Save: 1d20 ⇒ 12 Darobi pauses, taking the horn away from his lips, the knife blade drifting a bit aside, the man's brow furrowing slightly, trying to remember what he was doing, where he was at that moment.
Initiative Groups
Group 1 Ayerth, Brampton, Echo, Ser Brandon, Darobi
Group 2 Irakli, Orin, Rasme (unconscious)
Group 3 Silas, Hermi (unconscious)
Group 1 is up 25 hours remaining
Ayerth remaining to act this round
| Ayerth Terramielle |
Seeing that Brampton is in fact out of position to act Ayerth uses Hand of the Apprentice to throw his Elven Longsword at the momentarily dazed opponent. The curved blade sings through the air---
+4 Int +1Mw: 1d20 + 5 ⇒ (19) + 5 = 24
Threat!: 1d20 + 5 ⇒ (13) + 5 = 18
2d8 ⇒ (4, 5) = 9
---and strikes the sentry.
Ayerth reflects quietly.
"A pity to destroy one of such loyalty and dedication to duty in the face of insurmountable odds, but it is for the greater good. We cannot allow such defiance to our authority. Let's bind the others."
| Brampton Pratt |
While the others bind the prisoners Brampton listens at the door for any sound from the courtyard beyond.
listen: 1d20 + 2 ⇒ (18) + 2 = 20
| GM Darkblade |
Brampton spies a large open courtyard beyond the doorway, barren hard-packed earth containing clumps of tough-looking weeds, furrows and tracks of horses, wagons, and booted men. The warrior peeks out slowly, hearing no sounds beyond the normal night, to get a quick onceover of the place.
To the west lays a large stables, the wooden walls gray with age and sagging ominously in places, yet seeming relatively sound. An old forge sits to the south, while five horse stalls stand to the north.
To the east a smaller courtyard may contain what may have once been a fine garden, but neglect has seen the death of the flowers that once
grew here. Several pieces of broken stone can be spotted, but not easily identified from this distance.
To the north a pair of great wooden doors, bound with iron, hang on rusty hinges. A smaller crude door has been cut into the eastern half, allowing travelers ingress, albeit by stepping over the lower framing slat of the larger piece. Once this may have been a fine entry into the castle, molding bas-reliefs have been weathered and defaced on columns supporting the structure to each side of the portal.
The castle wall appears inside much as it did outside, but from this position no way presents itself to reach the towers or upper parapet and walkway. No guards are visible on patrol at the moment. Arrow slits on the main castle wall to the northwest show faint light, perhaps from torches, but all other windows or slits appear dark.
Above the wall possessing the lit arrow slit, a tower deck and catapult are barely visible. Brampton does not see any movement at the station.
Only two lights are visible on the upper level of the castle from this vantage, a candle burning in a window to the west off from the main gates, past the catapult station, and a strange purplish glow emanating from a window to the east, high above the ruined stonework of the garden, to the left of the archway connecting the eastern wall to the castle hall.
If Brampton states such, others may read this post.
| Ayerth Terramielle |
"A smart man and a living one. Now turn around so that I may place you in manacles. How many more men does the Staglord have in the castle currently?"
Ayerth sees to binding the others and detects magic on the men when all is done.
He will also put a dressing on the prisoners wounds if there is time.
| GM Darkblade |
Ayerth detects no magic on the men. He will need to make a Heal Check if doing anything other than wrapping the burns and gashes the man has suffered.
The man looks at you, obviously in pain and about to pass out from the burning and blows he has suffered. He's got's a few dozens, scattered 'bouts the place. Adds to that his crazy pappy, tha pets, an a'course his "ouse guests", I says you'se should fergets it an runs now. I kin maybes tells him ya headed off a diffrent ways, gives ya a day fer sparin's me's.
| Ayerth Terramielle |
Heal: 1d20 ⇒ 6
Ayerth frowns at his bandaging job, "I should leave this sort of thing to our cleric really. You'll live though."
Sense Motive: 1d20 + 8 ⇒ (17) + 8 = 25
Ayerth weighs what the man says. His large almond shaped eyes boring into the smaller rounder ones of his human prisoner.
"Dozens? Seems pretty dead around here for that. You wouldn't be lying to us now would you? I do realize you are in a spot, but dishonesty at this point will only make things more complicated for you."
| GM Darkblade |
DM Roll: 1d20 ⇒ 3
| Ser Brandon |
Ser Brandon stands by the elf, blade in hand towering over their prisoner. "Speak honestly with us or we will extract the information from you in the most unpleasant way. The choice is yours. And besides, worse than what I can will do to you is what the wizard will turn you into." Ser Brandon prepares to give their prisoner a terrible beating.
Intimidate: 1d20 + 8 ⇒ (15) + 8 = 23
| GM Darkblade |
Oy alright's, so's I might's be wrongs bouts the numbers of men. I aint's a wizardy type, numbers ain't my strengths. We's gots bouts twice over tha dozen, mostly men's likes us, bandits and freemen's of the Riverfolk. We's Freemen of the River Kingdoms, ands we liveses by the River Freedoms. I gives you'se my oath, if'n you gives yers. You'sell know alls I does fer sparin' me ands me mates here. The waters been callin' us home fer some times now.
| Brampton Pratt |
Brampton turns to Ser Brandon, "See if you can find out how to get up on the walls and if there is any way to get into the castle besides the front door."
To Irakli he says, "The courtyard looks clear. Do you want to go check the stable and see if it is empty?
| Ser Brandon |
Ser Brandon steps up in line with Irakli, "My blade and shield will aid you."
He looks to the others, "We will see to stables, Brampton, I'm not much of climber in this armour, best to have some of the others assist you with that." he calls out before moving off with the elf.
| Brampton Pratt |
Brampton heads over to the prisoner while Irakli and Ser Brandon discuss how they are going to go over to the stables.
He stares at the man for a few moments and then squats down so he can look him level in the eye. He addresses the man in a quiet and calm voice.
"I have a few questions before we head for the castle and arrest the Stag Lord. I hope you are willing to answer them truthfully. If I feel that you are telling the truth you may get out of this with the rest of your skin intact. First I would like to know your name?"
I assume he answers politely with Darobi.
"Thank you Darobi. My name is Brampton. I would like to know if there is another way into the castle besides the front door."
Brampton waits for the answer and then asks, "Is there anyone patrolling the walls or watching from the towers"
Again Brampton waits quietly for the answer. He then asks, "How do we reach the top of the wall from here?"
Brampton checks the mans bonds to ensure they are tight and asks one more question. "Is there anyone in the stables tonight?"
"Thank you Darobi. When we return you can tell me all about the River Freedoms. They sound fascinating. We may be able to work out a deal to get you back on the river."
If you want me to roll any skill checks let me know. I am trying the age old method of good cop/bad cop.
| GM Darkblade |
Brampton heads over to the prisoner while Irakli and Ser Brandon discuss how they are going to go over to the stables.
He stares at the man for a few moments and then squats down so he can look him level in the eye. He addresses the man in a quiet and calm voice.
"I have a few questions before we head for the castle and arrest the Stag Lord. I hope you are willing to answer them truthfully. If I feel that you are telling the truth you may get out of this with the rest of your skin intact. First I would like to know your name?"
I assume he answers politely with Darobi.
...
"Thank you Darobi. When we return you can tell me all about the River Freedoms. They sound fascinating. We may be able to work out a deal to get you back on the river."
If you want me to roll any skill checks let me know. I am trying the age old method of good cop/bad cop.
Darobi gives his name, yes, but will not answer any other questions until he receives the oath of those present that he and his two mates will be set free if he answers your questions honestly. As to the River Freedoms, in this case he is abiding by the 2nd Freedom, "Oathbreakers Die."
Making an oath is a huge deal for the people of the River Kingdom (where trust is hard to come by and earned in blood), and this freedom grants the people of the kingdoms leave to persecute anyone person that breaks an oath. Riverfolk who take on oaths usually keep them, or die trying.
This freedom can have some constricting side effects on traders and businessmen, who are loath to make strict commitments or promises.
| Ser Brandon |
Ser Brandon looks to the elf. "I shall lead, you are more stealthy than I. Foes fall upon us they may not notice you allowing you to flank them." You can tell Ser Brandon's bravado is the reason for his answer. He would never admit that the wiser option would be for the stealthy and perceptive elf to go first while he backs him.
| Silas Lavein |
"I don't speak for all of us, but I can give you my oath that I will you and your two friends to leave here, unharmed, if you give good information and do not warn the Stag Lord of our approach. But Brevoy has sent its king's justice to the River Kingdoms, and this land is no longer safe—if we let you go, you should flee far, and quickly, because the next authorities who catch you may not be working for us."
| GM Darkblade |
DM Roll 1: 1d20 ⇒ 8
DM Roll 2: 1d20 ⇒ 14
Darobi sighs and fidgets, clearly nervous he has not been given fair and honest oaths from everyone present. Still he calls out just as Irakli and Ser Brandon are about to leave the room, Oi you'se gots the deaths wishes iffin ya leaves outs ta tha stables. Tha Lord's gots his pet there, an tha guards ups tops o'erheads has gots a lead ta sets him free. Youse walks outs likes that's, theys gonna sets Beaky loose an watches tha funs. He looks around at the others, I'll tells ya mores, buts I wants tha oaths fer me an me mates, we'se goes frees backs ta tha River Kingdoms, and we neither sides botherses tha others ere agin's. Agreed and sworns like yeah?
| Ser Brandon |
Ser Brandon halts, signalling Irakli to do the same and makes his way back tot he group. He addresses the man in a matter of fact tone. "If you can get your mates to all leave now without putting up a fight and you give us all the information you have we can consider it. I'm not to fight them all and then spare their lives. You realise that you will never be able to return here again on pain of death?" Ser Brandon looks to the others to see if they agree with or wish to add to what he has said.