| Nidjena Cantabriar |
Casting cause fear on the awake guard DC15 Will
"Are you mad? That thing ate the captain without even chewing! If you go back there you'll be dead before you know it!"
| Carol safan |
Carol turns back twords the prison blade firmly in hand.
ATK: 1d20 + 5 ⇒ (16) + 5 = 21
DMG: 1d8 + 7 ⇒ (1) + 7 = 8
Carol piroets on the spot and wickedly slices the guard with an evil grin on her face. "Couldn't just go along could you!"
| Saulric The Black |
Saulric drives his blade at the near helpless guard. Coup De grace}
ATK: 1d20 + 4 ⇒ (16) + 4 = 20
DMG: 1d8 + 3 ⇒ (5) + 3 = 8
CDG DMG?: 1d8 + 3 ⇒ (3) + 3 = 6
| Nidjena Cantabriar |
Well you two are certainly efficient!
Nidjena takes a look back at the prison before continuing.
I guess it's now or never then? Do we head straight for this "mutual friend" on the Old Moor Road, or do we want to maybe pop into town and get out of these uniforms first?
| Saulric The Black |
I say we go find this old moor road. Somebody went to considerable expense to help get us out. They want us for something.
| GM Qwerty |
The group decides to follow the directions to the Old Moor Road house and pick the route through boggy moors. Just as they veer off towards the moors can hear the alarm coming from inside the prison alerting the area of an escape. Movement comes across the bridge and it appears to be lead by hunting dogs. The moors are filled with shallow brine pools and streams which makes tracking the the escaped prisoners difficult. It also makes navigating through the moors difficult and in the ensuing run through the bogs members of the group get separated...looking for the lost Cedric the group hear a party of guards and dogs getting closer...leaving the wayward prisoner to his own fate the group flees with a guard patrol in pursuit...
this is a chase scene- you have choices at each obstacle to negotiate past the obstacle. if you succeed you maintain your distance ahead of the guards. if you fail the guards get closer. You cannot take 10, but you can aid if you are ahead of the person you decide to aid. however that will slow you down as well. if they guards catch up to one of you escapes then initiative in rolled, if you get three obstacles in front of the guards then you elude them...
as the group begin to flee past the guards they first come up to a series of tree trunks blown over from a storm. The trucks are piled up and the group must either get passed the deadfall obstacle using Climb vs DC 12 or Acrobatics vs DC 15...and the chase is on...
| Nidjena Cantabriar |
Do we all need to take the same check or can some of us choose acrobatics and some climb? If we can mix it up I'd go for climb as below, if not, I'll defer my decision until the other's speak up.
climb: 1d20 - 1 ⇒ (8) - 1 = 7
Nidjena fails miserably to climb the tree, cursing frantically as the seconds tick by.
| Saulric The Black |
climb: 1d20 + 3 ⇒ (6) + 3 = 9 We're going to be in another fight
| GM Qwerty |
Carol gets across and then decides to aid the others in negotiating the obstacle...guards are now two behind but will have to negotiate the deadfalls as well
Nidjena Climb: 1d20 - 1 + 2 ⇒ (14) - 1 + 2 = 15 PASS
Saulric Climb: 1d20 + 3 + 2 ⇒ (14) + 3 + 2 = 19 PASS
Zachris Acro 1st attempt: 1d20 + 3 ⇒ (5) + 3 = 8 FAIL
Zachris Acro 2nd attempt: 1d20 + 3 + 2 ⇒ (18) + 3 + 2 = 23 PASS
Getting past the deadfall the group runs through the swampy ground and come across a flowing stream they have to pass...
DC 12 to jump or DC 12 to swim through the obstacle
| Saulric The Black |
Just saying, I did make a climb check in case you forgot while everybody was busy not going.
Jump: 1d20 - 1 ⇒ (18) - 1 = 17 Saulric knowing that the water will slow him down and choosing not to to give them any more chances to catch up jumps over the dark brackish water of the stream.
| Nidjena Cantabriar |
Why couldn't we have taken the road? Nidjena sighs in half joking / half exasperated manner as she runs. Seeing the stream, she speeds up, takes to the air and...
jump: 1d20 + 1 ⇒ (1) + 1 = 2
...fails spectacularly!
| Nidjena Cantabriar |
Nidjena half shouts as she struggles in the stream Cold, filthy, dressed in rags and now wet? THIS IS NOT MY DAY!
She tries to swim across to the other side, hoping one of the others will help pull her out.
swim: 1d20 - 1 ⇒ (10) - 1 = 9
| Zachris Swayne |
I'm back in business! So sorry I've been gone for so long.
Zachris tries his luck with a leap. He never was a good swimmer.
Acrobatics: 1d20 + 3 ⇒ (8) + 3 = 11
...And promptly falls into the stream. Cursing, the sorcerer tries to swim the rest of the way.
Swim: 1d20 - 1 ⇒ (8) - 1 = 7
Dang.
| Saulric The Black |
Saulric reaches out as Zachris jumps trying to pull him in.
Aid another: 1d20 - 1 ⇒ (13) - 1 = 12
| GM Qwerty |
Saulric helps Zachris make it through the water and Carol reaches out and gives Nidjena a helping had as well. The four of them make it past the water obstacle but it ate up precious time as they hear the guards and dogs trying to get over the deadfall...
Guard Climb: 1d20 + 2 ⇒ (3) + 2 = 5 and they hear the guards struggle buying them some time...
The group of four continue to advance through the swamp and bog noticing the ground is getting muddier and they see some mud puddles mixed in with the grass...du to the dark nighttime conditions avoiding the mud pits will either take fast reflexes (REF DC 12) or a quick eye to avoid (Perception DC 15)...
| Saulric The Black |
Perception: 1d20 + 1 ⇒ (14) + 1 = 15
Aid Another: 1d20 + 1 ⇒ (10) + 1 = 11
Saulric run through the swamp and bogs avoiding the mud patches and pointing them out to his fellow escapees
| GM Qwerty |
to speed things up
Saulric negotiates the mud pits and points out where to step
Zachris-REF: 1d20 + 4 ⇒ (18) + 4 = 22
Nidjena-Perception: 1d20 + 6 ⇒ (13) + 6 = 19
Carol- REF: 1d20 + 5 ⇒ (12) + 5 = 17
and the group deftly avoids the mud traps
Climb: 1d20 + 2 ⇒ (5) + 2 = 7 they can hear the guards still trying to get over the dead fall...they will get through next turn
The group races past the mud and comes into a part of the forest that is heavily invested with thick vines and branches blocking their path... they can either use their weapons to hack through the overgrowth (ATK vs DC 12) or use nimbleness to slip by (Acro vs DC12)...
| Saulric The Black |
Saulric hauls off and begins slicing through the vines.
ATK: 1d20 + 4 ⇒ (18) + 4 = 22
| Nidjena Cantabriar |
Nidjena starts lashing out with her claws at the vines.
attack: 1d20 + 1 ⇒ (12) + 1 = 13
I'm guessing this stuff is probably too wet to use fire on? I've only got spark prepared anyway.
| GM Qwerty |
Zachris fails in his first attempt to bully his way through the vines...
Carol hacks away at the overgrowth...
ATK: 1d20 + 4 ⇒ (20) + 4 = 24... and creates a space large enough for her and Zachris to get through...
guards swimming through water:1d20 + 2 ⇒ (15) + 2 = 17
Continueing their escape the group turns a sharp corner on the trail going downhill and loses their footing which means they might land in some thickets and that block their way...
DC 8 REF to avoid or DC 10 Escape Artist to get through
| Saulric The Black |
Ref: 1d20 ⇒ 19
| Saulric The Black |
*sigh*
| GM Qwerty |
The group helps Carol get through the thickets and listens for their pursuers... but believe the guards have gotten lost in the swampy bog...you rest a little but continue searching for the manor foretold...
After escaping the prison, surviving the dangers of the moors and crossing the moors with guard patrols at your heels, finding the house on the Old Moor Road pales beside your other accomplishments. As promised, a lonely lantern burns in the upper story. The place otherwise shows little sign of habitation. Old but well-appointed, the house is large, imposing and alone on its hill. Painted a dark green and surrounded by barbed wrought iron fencing, nothing about this place seems inviting or a sanctuary. Still, it is your destination. Where will you go if not here? You have an appointment to keep. Best not to keep your nameless benefactor waiting...
As you approach the door a female figure opens it and greets you...
“Dearest friends, you all took long enough,” she says pitilessly. “We were beginning to wonder if you’d ever make it. The master commands all of you to appear before him but before that, you must be made presentable. Slaves!” She claps her hands. A dozen young attractive men and women all wearing very traditional servant’s livery appear quickly, their heads bowed. “These people are our guests,” she commands imperiously. “See them to their rooms. I want them cleaned, dressed and refreshed. Quickly.” There is something in that last word that sounds like a threat. Certainly the slaves take it that way, hustling to perform their duties.
| Nidjena Cantabriar |
Nidjena is wet, muddy and tired. When she hears the words "clean and dressed" she visibly brightens.
"Thank you so much. I'm so sorry we're late. We came as fast as we could. I would love to get into something a little less... made of sacks. Thank you again...
Her words tail off as she excitedly follows one of the slaves.
| Saulric The Black |
Yes, I look forward to being out of this guard uniform. It does not suit me anymore. Saulric says, his clothes in arguably better shape than Nidjena's.
| GM Qwerty |
Nidjena and Saulric willingly go with the dejected servants and then Carol and Zachris are led away as well.
Each individual has a room and a servant assigned to them. The servant bathes them, prepares their meal, cleans for them and is at their beck and call. Fine linens are brought to each person as well.
Walking around the public rooms of the manor, you notice you are not the only newcomers at the manor.
if you are still here- bump up to lvl 2 and then let me know you are ready.
| Saulric The Black |
Will do, but I think we need to take this opportunity to do some recruiting seeing as how a couple of our members seem to have lost interest.
| Nidjena Cantabriar |
I'm still here. I'm with Saulric on the recruitment too.
I've looked on the recruitment thread and can't see it (probably just being blind), but how are you doing hitpoints at new levels?