| Foxy Quickpaw |
The dottari gets big eyes, but tells "I'll get you the commander." He leaves and closes the window.
A few moments later a stern woman appears at the door püeeking through the small window. "You bring ale in whose name?"
Knowledge(Nobility): 1d20 + 3 ⇒ (15) + 3 = 18
Sense Motive: 1d20 + 14 ⇒ (1) + 14 = 15
If you get any more lucky, you turn pink and grow a corkscrew tail.
Edit: Not so lucky. Avoided to turn into a lucky pig.
| Cassius Sacero |
bluff: 1d20 + 13 ⇒ (17) + 13 = 30"I should have known not to hide the truth from you. In truth, she is doing this to embarrass a rival. By appearing to appreciate you, she casts her enemies in a worse light. It's how these royals work, but there's no reason men like us can't enjoy it."
| Cassius Sacero |
"Oh, don't worry. If she even thinks to ask I'll give her the sort of flowery bullshit people like her eat up. If you'd like, my associate here can entertain you and your people while you enjoy the ale. We're ...not exactly in any rush to return to those rich stiffs."
| Zea of Kintargo |
Oh boy... I probably should have cast message on everybody here... Can I get a map and descriptions of how many there are, what they look like, what the prisoners are like, etc so I can decide whether or not to slip out after them? I could release some prisoners at some point... Thinking...
Saul Gibson
|
As the other three enter the holding house, Saul gestures Fhingle up to the entrance. "Okay, Little Mac. When this door next unlocks, we are pushing our way in, no matter what. Got it? The door unlocked is our entrance, whether it is Cassius or Zea or one of those stooges.
As the commander moves to escort Cassius out and opens the door to see them gone, Saul pushes himself right in and starts attacking!
Ok, well hopefully you allow this.Looks like the poison idea won't work so a full assault is what it is going to take. At least we got into the front door.
| Foxy Quickpaw |
Init Fhingle: 1d20 + 2 ⇒ (12) + 2 = 14
Init Cassius: 1d20 + 2 ⇒ (18) + 2 = 20
Init Zea: 1d20 + 5 ⇒ (2) + 5 = 7
Init Jarithe: 1d20 + 4 ⇒ (14) + 4 = 18
Init Commander: 1d20 + 7 ⇒ (14) + 7 = 21
Init Dottari: 1d20 + 1 ⇒ (13) + 1 = 14
Init Dottari: 1d20 + 1 ⇒ (2) + 1 = 3
Saul takes the commander by surprise.
Saul and Fhingle get a surprise round
Saul, Fhingle <--
Commander
Cassius, Jarithe, Fhingle
Dottari
Saul, Zea
Dottari
Saul Gibson
|
Saul yells and brandishes his spear in a threatening way, hoping the Commander will come at him. He readies an attack!
longspear readied hit: 1d20 + 7 ⇒ (9) + 7 = 161d8 + 4 ⇒ (2) + 4 = 6
And if the Commander closes the distance, he'll get an AoO!
longspear AoO: 1d20 + 9 ⇒ (8) + 9 = 171d8 + 4 ⇒ (7) + 4 = 11
Saul Gibson
|
casting defensively I assume?
hold person: 1d20 + 4 + 1 ⇒ (1) + 4 + 1 = 6
Saul freezes in place!
well my luck is shit as normal
| Foxy Quickpaw |
With Cassius successfully playing surprised and Jarithe and Zea not joining the fight, the guards simply get up, and do as told by the commander. The lift Saul up from the ground and carry him deeper into the holding house (one of the B11 cells).
"And you two leave now. You see, this is no place for performing comedy and having a good time." the commander tells. but she seems to have a good time anyway.
| Foxy Quickpaw |
Cassius is ushered out together with Jarithe, and the door is closed and locked behind them. Following Saul, Zea finds, that there are two more guards in the guard room (B6) before the cell block (B11).
Saul is put in an empty cell (B11b) which contains a chamber pot, a mound of straw as bedding, a single wooden plate and a cup to hold meals, and a scratchy and moth-eaten blanket. After Saul is locked in the guards leave to go back to their positions. "Someone brought booze for us. Maybe come to our room on the patrol?"
As the door to the guard room is closed again, Zea finds herself alone in the cell block.
Saul Gibson
|
Eventually Saul recovers the use of his limbs. Well shit.
Is my equipment completely removed?
Saul looks about his surroundings, and tries to peer into the cells next to him. "Psst. Psst. Anyone here? Hellknights? Amyreid?"
| Foxy Quickpaw |
While Zea is there one guard comes into the cell block. A bottle in hand he passes through, into another room (B9) where he greets the two guards there and hands them the bottle. "Don't let the commander get you drinking it on your shift. But that spoil sport is in her office for now. If you know what I mean." Then the guard walks back taking a look into a few of the cells, and hammers on Saul's cell door "Like your new sleeping place? Muhahaha.". Then he leaves the way he came and closes the door again.
Saul Gibson
|
"Everyone! Unlock everyone, Zea. Find the keys and we fight our way out if anyone tries to stop us. I have a bow and mace with my stuff, if you can find it all, and give it to anyone who looks competent."
| Zea of Kintargo |
Zea is really uncertain about this idea. "Are you sure, Saul? That commander made quick work of you... Maybe we should just get you out..."
Saul Gibson
|
"This is our chance to get the Hellknights out, Zea! Find where they are keeping my gear, grab my spear and those other weapons, and we leave. ALL of us. The commander... the commander is tough. Let's hope we out number them by enough, or maybe they will start drinking. Do you have any extra weapons? Can you pick up a few while sneaking around?"
| Foxy Quickpaw |
Fort DC17: 1d20 + 6 ⇒ (9) + 6 = 151d3 ⇒ 11d2 ⇒ 1
Fort DC17: 1d20 + 6 ⇒ (6) + 6 = 121d3 ⇒ 11d2 ⇒ 1
Fort DC17: 1d20 + 6 ⇒ (20) + 6 = 26
Fort DC17: 1d20 + 6 ⇒ (7) + 6 = 131d3 ⇒ 11d2 ⇒ 1
Fort DC17: 1d20 + 6 ⇒ (16) + 6 = 22
Fort DC17: 1d20 + 6 ⇒ (1) + 6 = 71d3 ⇒ 31d2 ⇒ 2
One of the vagabound starts making a ruckus. "There is someone here come fast. They plan an escape! Guards! Guards!" he shouts.
After a few moments two guards come through the southern door to check what's going on. One of them carries the keys. Looking around and finding nothing (Assuming Zea can refresh her invisibility) he hammers on the vagabound's cell door and shouts "Shut up you crazy nutjob. There's no one here. If you disturb us again, you're the next to go with the torturess."
One of them doesn't look very well. On the way back he spits out and finds he has blood in his mouth. This has the two worried and they retreat into their room, getting some water for the one sick. The keys get thrown on the table and the door is still standing a bit open. Washing his mouth the one stands in the corner over the spit bucket, the other one chekcing on him if he's ok.
| Zea of Kintargo |
Yeah I'll refresh my invisibilty.
Zea sneaks over to grab the keys from the table.
Stealth: 1d20 + 35 ⇒ (5) + 35 = 40
Do I know where Saul's stuff is?
| Zea of Kintargo |
Zea sneaks into the room where Saul's gear is stowed, moving quietly and slowly pulling the door open just enough to see inside, if it's closed.
| Foxy Quickpaw |
The door to the room where Saul's stuff is in is of course closed. As Zea opes it, the heads of the guards turn. As it opens only a bit without another guard coming in, one gets up and opens the door to check what is going on. Saul's stuff isn't here, but the door to the neighboring room is open (B10) and Zea can see that the belongings of all prisoners is stored there. At least that's her thought on seeing Hellknight's armor on the shelves.
"Hey, I'm not in the mood for jokes!" the guard tells. You can tell these two are also sick.
| Zea of Kintargo |
If the door is open wide enough when he comes to check, Zea will try to slip past him toward the other door.
Stealth: 1d20 + 35 ⇒ (18) + 35 = 53
| Foxy Quickpaw |
Zea slips past the angry, but sick guard and sneaks into the neighboring room. There are stacks of items with labels for the names. Preveau, Auruda, Aberveen and Lierre ar ethe names with the Hellknight armors. The other stacks are mostly garbage, probably belonging to the vagabounds.
| Zea of Kintargo |
Knowing that she can't carry any significant amount of armor, Zea looks for as many weapons as she can stow in her backpack. Then she tries to sneak back past the guards.
Stealth: 1d20 + 35 ⇒ (3) + 35 = 38