
GM Fyren |

I was waiting for the other prisoner's response to Charlie
no one really rolled diplomacy/bluff/intimidate etc. or bothered to open the door so I took it as idle banter ;) There's no reason for whoever is behind that door to assume you folks are friendly... could just be guards teasing/taunting and playing cruel tricks. Frankly, I was hoping someone wearing the guard's armor would open the door... lol

Gregor Kardoff |

Gregor eyes the hinges, which way does the door open?. Looks at Darvik and Avignen and Darvik, get the other three down here.I think id like that demon dog Jaxterin to go in with Avignen, and having Charlie to follow up with me wouldn't be bad while you keep us covered with the crossbow.

GM Fyren |

Door opens outwards into the next room and from left to right - i.e. if you're standing in front of the door where you are, it opens away from you and towards the east wall.

Jaxterin |

The eidolon stalks forward, taking a place behind Avingen. "It has been some time since I tasted blood. I look forward to doing so again." A strange grin crosses its canine maw.

Darvik Harrin |

Sounds good Gregor. I'll have everyone's back as best I can. Darvik will fiddle with the crossbow to make sure he has it loaded and in proper working order, then will take his position in line (behind Charlie it seems).

GM Fyren |

quick... someone say 1-2-3-GO! Rush through with a loud yell and BANG/SLAM the door open! :D

Gregor Kardoff |

In a word...NO! ;) Gregor cautiously turns the latch and pushes the door softly inwards, moving to the right, but not entering, so Avignen and the otherworldly dog can enter. after they pass him he follows moving behind Jaxterin to the right, as Charlie follws Avignen to the left. allow me to be your doorman, please be careful of the step and look out for swords as you enter.

Jaxterin |

Jax slinks forward, keeping to the shadows. It moves through the open door silently, then stands to the side so the rest of the party can enter.
Stealth: 1d20 + 6 ⇒ (2) + 6 = 8
Perception: 1d20 + 4 ⇒ (17) + 4 = 21
If applicable, eidolon has darkvision 60ft. Perception is a just-in-case since we have no idea what's ahead.

GM Fyren |

That darkvision is going to come in handy because the hallway is rather dimly lit. Will post the updated map and positions in a bit. I'd post the same bit that I did for Brimstone but it'd just be rehashing something I found amusing ONCE... for those who care, you can read the post here. I'd refrain from reading ahead on their play though unless you want to ruin the surprises that lie in store. ;)

GM Fyren |

Current Time T-39.75 hours - you have no idea whether it's day or night. Game time won't be listed until you see the sky. ;)
With marching order decided and a plan of action in place, the party tries their best to be quiet as Gregor gives the signal to move off the stairs and check out what’s on the other side of the door.
The door swings open to reveal a rather dimly lit hallway on the other side. Flickering torches in sconces set along the wall provide the only source of illumination. Approximately 15 feet in front of Jax and Avingen are two wooden doors on either side of the hallway with another wooden door about 50-55 feet further down the hall on the western wall. The hallway continues down as far as you can make out at present. Jax's vision helps you folks see about 60' out in front. I'll assume he is communicating what he sees to the group.
The alien canine and the fighter try to find the darkest shadows to make themselves inconspicuous in the open hallway, straining to hear or see any signs of activity. Everything appears quiet thus far.
If you folks want to continue moving quietly/sneakily, please ensure I have your stealth rolls. Otherwise I will assume you're moving boldly forward. I have Jax at 8 and Avingen at 5 for the length of the hallway.

Gregor Kardoff |

Gregor Whispers Lets check the rooms out as we go. Go Right. Lets be quick but thorough as he enters the hall trying to be quiet, dagger in his hand and ready. stealth: 1d20 + 7 ⇒ (9) + 7 = 16

GM Fyren |

Current Time T-39.75 hours
As the group moves a bit further into the hallway, Jax lets out a soft growl Sorry Jasper, taking over your dog for a minute ;), hackles raised and body taut at attention.
A brief bit of communication between the canine and the summoner reveals the reason. Apparently the hallway ends in a set of double doors about 70 feet out. Lounging by the set of double doors are two guards - they appear to be relaxed at the moment, facing each other with their backs to the east and west wall respectively.
The total length of the hallway is 75 feet. Jax and anyone else w/ low light vision can make them out. You can make it to the first set of doors safely provided you're not making a ruckus. You can approach within 40 feet (slightly past the first set of doors) without being seen provided you pass an auditory perception check that I'll roll for the guards. Any closer and I'll also roll for visual perception. (Only diff btwn the 2 rolls is the modifier I'd apply - harder to *hear* someone that it is to *see* someone, so the closer you are, the greater your chances of being seen/heard).
My apologies group - I left my map files at work and I'm off for the weekend and will be posting via tablet. We can do combat map-less if you prefer or you guys can leave them be and see what's behind the doors instead. Either way, I'll update map come monday

Darvik Harrin |

Darvik will stand still as the group decides on a course of action, his crossbow ready in the event that they are discovered.

Gregor Kardoff |

Hearing there are guards at the end who haven't seemed to notice them Gregor Whispers...I smell a trap. No way they didt see us enter. Guards on either side in the doors, we move forward they come out to hit us from three sides.. Be ready. Lets force their hand. Charlie can you lock the door to the left and buy us some time? Davik, move near this door to the right as we advance and be ready to drop the crossbow after the first shot.. Morlos back Darvik up here. Charlie after you lock that door, hide and strike anyone coming in. Avignen, The Hound and I will move forward. Jasper youre on rear guard.
lets go He waits for just a second to let Avignen and Jaxterin move then he begins to move quickly forward. Don't let them leave out that door.

GM Fyren |

@Avingen it appears that its all quiet on the western front. Bear in mind that moving forward (north) from your current position will result in the guard's rolling perception against your stealth.

GM Fyren |

Charlie goes to quietly lock the door, dagger drawn. [[dice=Stealth]]1d20+12
you've already rolled stealth for the hallway once sir... If you're trying to jam that door, you need a disable device check w/o any tools... Also, you're still fatigued. ;)

GM Fyren |

Charlie fiddles with the door for a minute trying to jam it before he realizes what he thought was a keyhole was just a crack in the wood... The door is obviously, still unlocked.

GM Fyren |

Oops?
Morlos will stay at the ready for what may yet come.
just fluff for a missed DC skill roll. :)

GM Fyren |

guards auditory perception: 1d20 - 4 ⇒ (15) - 4 = 11
The guards will hear you rushing at them (blame Avingen... hehe) and have weapons drawn and readied. I'll roll initiatives tomorrow. Btw in case I neglected to mention it, the antimagic field is gone. Guard stats are same as before since the two at th doors are just mooks. If more join in, I shall revise accordingly. Close quarters melee 30 feet within the door will not have any low light penalties as there are torches nearby. If you're shooting beyond that, you have a Chance to miss unless you have low light vision. Fluff post and combat starts tomorrow.

GM Fyren |

Current Time T-39.75 hrs
AC 17, T 11, F 16; hp 13/13; F/R/W +4/0/-1, CMD 14
AC 17, T 11, F 16; hp 13/13; F/R/W +4/0/-1, CMD 14
The only diff in these guards is that both are carrying longswords instead of leather clubs as their primary weapon.
Guards Initiative: 1d20 + 1 ⇒ (19) + 1 = 20
Avingen, Charlie, Darvik, Gregor, Jasper, Jax, Morlos: 7d20 ⇒ (5, 12, 17, 12, 3, 12, 12) = 73
Darvik's initiative net is 21 (17+4) so you guys act first after the guards get to swing atcha as you approach.
The two guards turn towards the group and draw their swords hearing Avingen and the others rushing towards them. The sight of a demon dog bearing down of them is somewhat unnerving as they both swing at the outworldly hound.
East Guard Attack: 1d20 + 4 ⇒ (6) + 4 = 10
West Guard Attack: 1d20 + 4 ⇒ (17) + 4 = 21 Dmg: 1d8 + 2 ⇒ (1) + 2 = 3
One of them manages to connect with the canine's flank leaving a mark that draws whatever passes for the strange being's blood. Prisoners on the loose!! Do not let them escape! Alert! ALERT!! Sound the alarm! hollers the guard that missed his initial swing.
Secondary Guards Perception: 1d20 ⇒ 11
Round 1 actions can be posted. I'll post the summary tomorrow night now that the weekend is over. :) My apologies for the delay.

Jaxterin |

The blade cuts deep into Jaxterin's flank, drawing a steady stream of black fluid. The creature growls, a horrible, gravelly sound, before lunging at the human, teeth bared.
Bite: 1d20 + 3 ⇒ (1) + 3 = 4 Damnit!

Jasper Vraxis |

Jasper moves forward, ready to strike. Unfortunately, he finds he can't quite reach the guards yet.
Move action, standing behind Gregor and to the left. Will move and attack on next round.

Gregor Kardoff |

Gregor side steps the sword strike and thrusts his dagger inwards attack: 1d20 + 7 ⇒ (18) + 7 = 25 vs AC 17 damage: 1d4 + 4 ⇒ (3) + 4 = 7, and opens a deep gash in the guards side.

Avingen |

Leaping forward with Gregor and Jaxterin, Avingen swings his longsword in an overhead arc
Attack 1d20 + 4 ⇒ (10) + 4 = 14
The guards, however, reacts quickly, leaning away from the point of Avingen's swordtip and avoiding any injury.

Darvik Harrin |

Darvik will step closer 30' and then fire the crossbow at the east guard. The bolt flies wide of its mark, skidding against the wall before passing harmlessly by the guard's shoulder.
XBow: 1d20 + 2 ⇒ (9) + 2 = 11
Damage: 1d8 ⇒ 6

GM Fyren |

Since Charlie had indicated he was going to be away, I shall DMPC him... what do you guys think? Charlie hums a merry tune to himself and sits on the floor and starts whittling a piece of wood? hehe... j/k - I believe Gregor's instructions were for him to stealth and keep an eye on the two doors to the south so he will likely hang around close to those, ready to hit whoever comes out. I'll post an update to the round tonight.

GM Fyren |

Current Time T-39.75 hrs
With the guards fully engaged by the front liners, the prisoners realize there's no turning back. Defeat here would mean a swift death - or a return back to their cells to await a more painful slow end.
Jax and Avingen both lash out at the west guard trying to take him down before the alarm can be raised but the guard proves too nimble for them, dodging their strikes with ease.
Gregor proves to be more resourceful and proves his skill yet again, opening a deep gash in his side. East Guard is at 6/13 hp
Darvik tries to aim at the east guard with his crossbow but the bolt skitters against the wall throwing up sparks as it flies by harmlessly. Btw don't forget the penalty for firing into melee ;)
Morlos mutters a short prayer as both him and Jax try to get into position to strike at the guards.
East Guard Attack vs AC16: 1d20 + 4 ⇒ (3) + 4 = 7
West Guard Attack vs AC16: 1d20 + 4 ⇒ (9) + 4 = 13
Both guards attack the canine yet again but in their panic and haste, the swords fail to do any damage against the slavering beast snapping at them. The east guard, wounded and bleeding reaches behind him for the door and flings it open preparing to run as his attack misses the dog.
Secondary Guards' Perception: 1d20 ⇒ 5
Go ahead and post your Rnd 2 actions. You folks are so darn lucky with the secondary guard perception rolls... bah

Jaxterin |

The beast lunges for the eastern guard again, foul liquid dripping from its fangs.
Bite: 1d20 + 3 ⇒ (7) + 3 = 10 Oh for f#@#'s sake...
Curse these nimble mortals!

Jasper Vraxis |

"Oh no you don't," Jasper growls as the guard opens the door. He slips between Gregor and Jax and attempts to club the guard over the head.
Attack: 1d20 + 0 ⇒ (8) + 0 = 8
You have got to be shitting me. Damn, the dice gods hate me.

Morlos Hesani |

Morlos grins, breathing deep in the fear of the guards, as he brings the club to bear against the foolish man.
Smash: 1d20 + 3 ⇒ (6) + 3 = 9
Dmg: 1d6 + 2 ⇒ (5) + 2 = 7
Oh hell in a hand basket

Darvik Harrin |

I was just taking advantage of my fine initiative roll, assuming my bolt would beat the melee folk to the action. Didn't matter, its on the floor now.
To hell with this crossbow! Darvik will drop the crossbow and rush up to the left side of the guard he shot at and attack him with his new-found club. I assume he gets an AoO unless there is a way to dodge around that, I remember the squares are 10', not 5'.
Swift Action: Arcane Pool to give +1 enhancement to weapon.
Club: 1d20 + 4 + 1 ⇒ (7) + 4 + 1 = 12
Damage: 1d6 + 2 + 1 ⇒ (6) + 2 + 1 = 9
This is assuming I can even attack this round by pulling a new weapon, I'm still not sure on that rule in PF yet.