
Gay Master |

[ Loran: 12 ]... [ Guard: 2 ]... ||10| [ Herve: 21 ]... [ guards: 18 ]... [ Ash: 17 ]... [Temperance: 16, casting ]... [ Forsythe: 15, bless 6 ]... [ Gridlock: 13, fatigue 2 of 4, delay ]... [ Grumblejack: 13 ]...
Grumblejack pounds his fists into the door around Loran, but fails to land a solid blow with the awkward angle

Gay Master |

a lot happens quickly this round
Loran backs up behind Grumblejack, realizing that his hand is no longer glowing with eldritch acidic energy. still half an action left
The guard at the door drops back, slowly at first. His face white with fear and his hair looking slightly grayer somehow. He screams and moves down the stairs, his fellow guards watching in wonder as he runs. round 1 of cause fear
Herve steps up, Put them down like the dogs they are! He opens the door, his longsword out.
one guard rushes through, ogre aoo: 1d20 + 7 ⇒ (18) + 7 = 25
The ogre slamming his fist down on the guard's unarmored head damage: 1d6 + 3 ⇒ (4) + 3 = 7.
Injured but with a murderous look in his eyes, the guard keeps coming and slices at the ogre with his longsword. 1d20 + 5 ⇒ (18) + 5 = 23 cutting into the ogre's soft underbelly. 1d8 + 2 ⇒ (3) + 2 = 5.
Another guard comes rushing in past the Ogre's defenses, longsword raised, and slices at the Grumblejack's arm.
longsword: 1d20 + 5 ⇒ (17) + 5 = 221d8 + 2 ⇒ (2) + 2 = 4
Grumblejack nearly stumbles, but his resolve to die or die trying seems strong.
Herve and Blackerly hang back. Herve behind the door, Blackerly by the torch in the guard room his longsword out, ordering his men to attack, Mongrels! your execution comes early this day!. Two other guards join the press behind the first two to attack the ogre, unable to reach him this round. one in the doorway, one directly behind.
Temperance finishes casting Sleep. injured guard: 1d20 - 1 ⇒ (15) - 1 = 14, uninjured guard: 1d20 - 1 ⇒ (11) - 1 = 10.
Both guards in front of Grumblejack go limp, swords clattering to the floor as the slump down, the guard behind them in the doorway and beyond at a loss for what to do.
Temperance you started casting with a standard action, so this round you have a move action left. would you like to do anything?
Forsythe, you're on Deck. Gridlock, do you want to come out of delay? You can stand in one of the sleeping guard's squares and attack the guard in the doorway. the Bless cancels out your -1 to hit from fatigue, but you can't rage again until your fatigue clears.
[Temperance: 16 ]... [ Forsythe: 15, bless 6 ]... [ Gridlock: 13, fatigue 2 of 4, delay ]... [ Grumblejack: 13 ]... [ Loran: 12 ]... [ Guard: 2, panicked 1 ]... ||11| [ Herve: 21 ]... [ guards: 18 ]... [ Ash: 17 ]...

Gay Master |

or a discolored web viewable image in google drive

Gay Master |

[ Grumblejack: 13 ]... [ Loran: 12 ]... [ Guard: 2, panicked 1 ]... ||11| [ Herve: 21 ]... [ guards: 18 ]... [ Ash: 17 ]... [Temperance: 16 ]... [ Forsythe: 15, bless 7 ]... [ Gridlock: 13, fatigue 3 of 4, delay ]...
he doesn't blink. just sneers at you, cowering behind the ogre.

Gay Master |

the guard standing in the doorway has half of his face caved in by the ogre, sending him reeling back a little from the blow, but doesn't down him.
[ Loran: 12 ]... [ Guard: 2, panicked 1 ]... ||11| [ Herve: 21 ]... [ guards: 18 ]... [ Ash: 17 ]... [Temperance: 16 ]... [ Forsythe: 15, bless 7 ]... [ Gridlock: 13, fatigue 3 of 4, delay ]... [ Grumblejack: 13 ]...

Gay Master |

no prob. easily done after casting sleep, as you're all closeby eachother.

Loran Charhaven |

I will use the components for my ray of sickening and cast at the guard I can most clearly see. then I will move to grab a weapon I can use if one is close and available

Gay Master |

The frightened guard comes to his senses and rushes back up the stairs to rejoin his allies.
Loran casts ray of sickening at one of the guards. Grumblejack is in the way, so you've got a -4 to hit. Go ahead and roll your ranged touch to hit.
fort save if you hit: 1d20 + 4 ⇒ (16) + 4 = 20
Gridlock eyes picking up one of the long swords , and slips into the space beside the door, in front of Grumblejack, picking up a Longsword.
Herve waits behind the door.
One of the guards steps in and slashes at Grumblejack.
Longsword: 1d20 + 5 ⇒ (1) + 5 = 61d8 + 2 ⇒ (4) + 2 = 6
The other guards can't fit in, but one tries to attack Gridlock around the corner.
Longsword, with cover: 1d20 + 1 ⇒ (2) + 1 = 31d8 + 2 ⇒ (7) + 2 = 9
Ash drools.
[Temperance: 16 ]... [ Forsythe: 15, bless 6 ]... [ Grumblejack: 14 ]... [ Gridlock: 13, fatigue 3 of 4, delay ]... [ Loran: 12 ]... [ Guard: 2 ]... ||11| [ Herve: 21 ]... [ guards: 18 ]... [ Ash: 17 ]...

WhatWouldTemperanceSay |

It's unclear to me which guards are awake vs asleep and where they're at and so on. I want to drop another sleep on them as long as I have clear targets. Assuming I have a decent grouping of non-asleep enemy combatants...
I start casting sleep.

Gay Master |

Will try to get another map up. The two squares in front of grumblejack have a guard asleep in each square. Gridlock is standing over one of those guards.
One guard stepped up, over his sleeping buddies body to miss swinging at Grumblejack.
There's another guard right behind him, one off to the side, and the feared guard, bunched up at the door. You've got a few targets right now, and start casting.
Blackerly is hanging back, and Herve is standing behind the open door.

Gay Master |

a clean shot to the guard right in front of Grumblejack, but he shrugs it off.
[ Forsythe: 15, bless 8 ]... [ Grumblejack: 14 ]... [ Gridlock: 13, fatigue 3 of 4, delay ]... [ Loran: 12 ]... [ Guard: 2 ]... ||11| [ Herve: 21 ]... [ guards: 18 ]... [ Ash: 17 ]... [Temperance: 16, casting ]...
misspoke bless 6 on a recent post, it was 7, but i copied it from an earlier post b/c i was posting from a train. its now Forsythe's action, start of round 8 of bless

Gay Master |

you can't reach Herve, but you can slaughter the guy standing in front of you and Grumblejack.
+1 for bless = 22 to hit.
you can two-hand the longsword with that power attack for +10 to damage while fatigued.
there's two bodies in front of Grumblejack now. one sleeping, one slashed open groin to gullet.
you're no longer fatigued after this turn.
[ Forsythe: 14, bless 8 ]... [ Grumblejack: 13 ]... [ Loran: 12 ]... [ Guard: 2 ]... ||11| [ Herve: 21 ]... [ guards: 18 ]... [ Ash: 17 ]... [Temperance: 16, casting ]... [ Gridlock: 15 ]...

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I walk up to Gridlock [that's "FlickMoon", right?] and give him a kiss.
("Death's Kiss" class ability, I'll heal you next round for as much as I can).
The dark lord's help will be with you soon - hang in there.
EDIT: I've been informed I can't easily reach Gridlock. I good/bad-touch the Ogre instead.

Gay Master |


Gay Master |

Loran, it's your turn.
One guard is down, two are sleeping, a fourth is injured.
testing map

Gay Master |

Images have been updated , anyone with the link should now be able to view them.

Gay Master |

temperance will be able to target Blackerly and the Blue guard, or the two guards in the doorway with the sleep spell when she finishes casting, it looks like. or blue guard and Herve if someone finishes off the injured guard that Grumblejack smashed.
I realized looking at the map, that the names are covering the wall between Gridlock and Herve, but there is a wall there. the open doorway is in front of the injured guard.

Gay Master |

ray of sickening: v,s,m (a drop of sweat).
if you don't have that at this moment, you're not close enough to dying.
besides you're adjacent to the other two casters.
Temperance just pulled some sand out and started casting last round.
if you want to try to sicken one of them, just go ahead and roll to hit, or let me know when will trigger if you're going to ready to cast.

Gay Master |

fort save: 1d20 + 4 ⇒ (7) + 4 = 11
The guard staggers a little, his eyes crossing a little. He almost looks inebriated.
He steps back carefully, looking at the body of his friend, and the other two bodies on the floor, and some life-or-death fear crosses his face.
he takes one step back, then another, and before you realize it he's out of sight.
Herve closes the door and locks it as Blackerly starts yelling, Get your blubbering butts back here you waste of roach semen! Stop them! put them down!, before following them down the stair himself.
The only one left in the room is Herve, as he steps back from the door after locking it.
will save vs. sleep DC 19: 1d20 ⇒ 7
... and he slumps to the ground, abandoned by his fellow guards as they flee.
[Temperance: 16 ]... [ Gridlock: 15 ]... [ Forsythe: 14, bless 8 ]... [ Grumblejack: 13 ]... [ Loran: 12 ]... [ Guard: 2 ]... ||12| [ Herve: 21 ]... [ guards: 18 ]... [ Ash: 17 ]...

Gay Master |

we're pretty much out of combat at that point.
Forsythe's bless runs out pretty soon thereafter.
Just keep track of what resources you're using up.
death's kiss: 2x
channel: 1, soon to be 2.
bless, cause fear
sleep spells: 3x
ray of sickening: 2x
summon monster: 2x
rage: 3 rounds out of 5 rounds
darkness 1x
mage hand 1x
The 3 guards bodies each have;
a chain shirt, a heavy steel shield, a longsword, a leather club ( 1/2 non-lethal ), a longbow, a quiver of 20 arrows, and a key.
you have 2 daggers from the veil, though i think only one was removed so far.
lockpicks from the veil, ash had and are on the floor by his body i guess.
you check the key in the door and find it doesn't unlock the guardroom door. But the keys Herve's buddy dropped, that you were using before, are still on the floor in Grumblejack's cell.
Ash is still unconscious.
Grumblejack and Gridlock are injured.

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Are we still in initiative or are we out?
If out:
I have 6 channel uses left, and 6 uses of "Death's Kiss" left as well. I will use one to heal the ogre, one to heal Gridlock, and two to heal Ash.
(Grumblejack, Gridlock, Ash, Ash)
Healz: 1d6 ⇒ 31d6 ⇒ 51d6 ⇒ 11d6 ⇒ 6
Someone who is uninjured should go grab the keys from Grumblejack's cell so we can get out of this hole

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If I can get an laboratory or some reagents, I can handle healing myself, and possibly making some potions for the rest of you.
I grab some clothes from the guards, slice a hole for my tail, and take one of their longswords, a bow, quiver, etc, and pick up the masterwork thieve's tools from the ground.
I'll carry one of the shields, but I can't use it

Loran Charhaven |

I think I can use the chain shirt and shield.
Look at those helpless humans. So fresh and tasty.Let me have some armor and a shield.
If I start draining their blood will they wake up? or can I just drain them now? If I can, I will :)
Once I'm done, I will call forth Spawn.
Come forth my dark creature, and serve me again!

WhatWouldTemperanceSay |

At the prospect of surviving this hellhole and escaping with her life, Temperance's despair is gone and she is visibly charged.
She races forward between the Ogre's legs and pats him on the rump as she passes him Good job Grumblejack, you're so strong and powerful. I'm so glad you could help us out. We'll get out of here soon.
She grabs a key from one of the sleeping guards.
Ok, here's what I think we should do. Can one of you burly gentlemen take this key and drag Herve and any of the bodies/valuables in the next room in here? Herve'll only be asleep for a minute. Try to be quiet so you don't get the guard's attention.
Then, we can interrogate them to find the quickest way out of here OR the portion of this jail cell that has the thinnest walls so we can use our escape window. I think we should start with this portly fellow here...she kicks at (but doesn't connect with) the chubby guard whose key she just looted ...he seems like he'll be easy to crack.

Gay Master |

Loran,
Feeding from them while they're asleep will wake them, can you feed from the dying one?
You're proficient with light armor, but not shields.
Temperance,
You get them to try the fat man's key but it doesn't work on these cells or the door.
The key ring in the ogres cell works though, and while Loran is summoning spawn, you get Grumblejack to drag the bodies in, and Ash manacles them to the wall.
You drag the fourth guard in, Herve, and get his gear as well. Same as the others, just pretend I said 4x everything instead of 3x. There's enough for Ash, Loran, Gridlock, and Forsythe to don chain shirts. It takes a minute or two as you all put that on and take their breeches, coats and clothes.
It doesn't take much prodding, poking, and bloodletting to find out the "top" wall on the map, faces the north gate, and the road over the bridge out of the peninsula prison. All of the outer walls on the map face the courtyard, and are only about 15ft. above the ground. (You're on the second floor )
The key all three carry is to their chests in the barracks room, below cell 18b, by the entrance on the first floor.
A few minutes pass, and you can hear alarm horns, but that's all that pierces the thick stone walls of the prison.
20 seems to be an interrogation chamber, with hideous bloodstains over most if the furniture and a lot of the walls.
17 has a torch, as well as a massive fireplace, with a huge chimney that descends below.

WhatWouldTemperanceSay |

There could be an endless swarm of these damned guards coming our way any minute. And they may be coming over that bridge. We're on an island thing, so either need to escape by bridge, by boat (if we're lucky) or by swimming. I'm not much for swimming. Maybe we pop the window in the north wall and try to run across the bridge before more guys show up? Do you guys have a better plan?

Loran Charhaven |

If the guards are chained then I will drink their blood while they can't do anything about it.
Is there another way out? If we can get to the outer wall we can use the window there but we need a boat or something.

WhatWouldTemperanceSay |

If I understand correctly, the building is small and all the walls that look like outer walls are in fact outer walls. We're on the second story and it just drops off. I have no plan once we get out, but it seems like the sooner we get out the more options we'll have.

Gay Master |

there's a courtyard around this building's outer walls, and then a larger perimeter wall. in the north section of the outer wall the gate that goes over the bridge, where there's more guards and dogs than were stationed in the cell block. there's also a tower, where the Warden usually is. He's a magic user of some kind according to the guard you questioned.

WhatWouldTemperanceSay |

It may not be moveable once placed...Did I figured that out from my check earlier?...so I'd prefer save it for the hardest challenge to get past. Since there is another wall around the island, maybe we should fight our way downstairs and try to use the window to breach the outer wall? Hey, you, fatty...no, don't pass out from blood loss yet, I still need information from you...how many guards should be downstairs right now?

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That window could be our only escape (or entrance) to one of these buildings. I think we should use it only when absolutely necessary.
I think we need to either find someplace to rest (probably not very likely), or get out of here as soon as possible before the rest of this compound comes down on our heads.

Gay Master |

i don't know, three ? Maybe two or four from the gates and walls? At least until the shift changes in a few hours. Please don't kill me. I've got an ugly wife, and a fugly child to take care of!

Gay Master |

Temperance, you think it would be immobile and permanent.

Gay Master |

you've got no map till you decide where to go outside. Until then the map of the jail cells, is everything you know.
you have the key to get to 17 and 20, there's nothing in 20 but the interrogation room w/ blood splatters. 17 just has the massive fireplace with a huge chimney, and stairs down.
right now, they're the only place to go, unless you want to use up the window and go out a wall.
from what the guard has told you though, the "north" side of the property ( along the wall of 19, 18a, 18b) is where the gate house is located. There's a courtyard around the building you're all in. a small garden east of this building, the warden's tower to the south of this building. South and West, the building's courtyard is narrow and close to the perimeter walls.