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The Gate House is a 3 story building with two towers. In the middle there are double doors... which Shalastar reaches to open. Within, a wide entry has two stout double doors with swing bars and braces that can be put into place with some effort. A murder hole is above and three arrow slits adorn both the west and east wall. The only doors are the ones you came in by and an identical set to the north, which are barred from the inside. Gordie whispers that it leads out onto the causeway.

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There is nobody in here to bluff, Shalastar! You may go and unbar the doors to the north (with Gordie's help) if you wish. He says there ought to be a couple of guards on duty outside, but with the doors being barred from the inside they may have been called to help with the fire.

Malak Jaedoom |

Maybe be best if we bar the way behind us just in case any surviving guards get wise. Grumblejack could you handle that heavy looking bar?..
Malak had never stooped to manual labor before and he wasnt trying to ever have to.
...and then its onwards to our freedom gentlemen.

Sotha Zyn |

"Not yet, my friend." Sotha said, wondering if it was wise to follow through with this plan after all. If they made it through all of this without the grand battle that the ogre seemed to desire, he may hold it against them and decide that his compatriots would be his first victims. "Unless by smash you mean quietly block the door with something heavy."

Tragen Blackmourne |
- Angelkin Purifier 5

"It seems our fires have dealt with most, if not all of the opposition. Our friend may be sorely dissapointed," Tragen says as he follows the others across the causeway.

Malak Jaedoom |

Oh, I'm sure we'll find someone for the ogre to smash before its all said and done. This pains me to say but we need to make haste if we are to find the manor house with the lone lantern.
Resigned to what looked like a long walk; Malak followed along and hoped there werent anymore delays in reaching their destination.

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The causeway is quite long, beginning with a track across the rocks and continuing as a bridge with a two-foot tall guard rail to each side, with a drop of some 40 feet to the hungy, lashing sea below. The bridge alone is nearly 100 feet long.
At the far end on the edge of the land you can see a blocky little guardhouse with an archway over the road. Gordie says there are normally two guards and a dog stationed there and that there's a portcullis, operated from within the guardhouse, blocking the arch.
As you start down the track over the rocks towards the causeway, Grumblejack is a good 50 feet ahead of you thundering off in search of something or someone to smash.

Sotha Zyn |

Sotha followed the ogre, maintaining the distance between them. He desperately hoped that Grumblejack would find something to smash up ahead, he didn't think much of what might happen if the ogre decided that he'd been held out on.
It was a marvelous feeling, inching so close to freedom after being locked in that cell. "Remain on guard, friends! We are not out of this place yet."

Tragen Blackmourne |
- Angelkin Purifier 5

Tragen watches the ogre lumber off ahead. So much for the plan. He then hustles after the large creature. Perhaps if there's any guards left, they'll think we're trying to stop him from escaping.

Malak Jaedoom |

Well...I'd say we just announced our departure to anyone within a square mile or so.
Malak's wide grin revealed his pleasure at the destruction they had caused and was in no small measure also due to the fact that they group was close to freedom. The heavy set man shuffled along and hoped Grumblejack had dealt with the guard house by the time they got there.

Sotha Zyn |

Sotha moved with the others, more toward the front of the group, despite his misgivings about being the closest to the ogre. When the tower collapsed, he looked back in surprise, not expecting a stone tower to fall so quickly.
Looking to the bright side, he announced, "Perhaps it is best that we abandoned the plan. Convincing the gate guards that nothing more unusual than an impromptu execution is at hand just became more difficult, what with the tower's collapse. Be ready for anything, we must move swiftly, as Malak has implied, anyone nearby will likely come to investigate, and the fewer witnesses we have to silence, the better off we will be."

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Grumblejack's pace picks up and he reaches the portcullis in the gateway. He grabs it with both hands and startes wrenching at it. A dog starts barking.
As you get closer you see that it wouldn't be too difficult to climb around the portcullis - an odd upside-down one, as it happens.
A guard leans out of a window and fires an arrow at Grumblejack.
Guard's attack: 1d20 + 2 ⇒ (10) + 2 = 12, damage 1d8 ⇒ 2

Malak Jaedoom |

Malak couldnt let the guard continue to take pot shots at the ogre brute so he murmered a spell and gave the man a Command Will save DC 15
Come here man!

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Guard's Will save: 1d20 - 1 ⇒ (4) - 1 = 3
The guard lays his bow aside, leaves the window and comes out the door, trotting over obediently.
"Yes, what's up..."
He then notices that the Warden's tower is on fire (having been distracted by stray ogres) and his eyes go wide.
"Are you evacuating?"

Malak Jaedoom |

Grumblejack would get an AoO if he so chooses. Otherwise...
Why yes, we are evacuating good man.
Malak rest what appears to be a reassuring hand on theman's shoulder and unleashes a small token of his god's power.
Touch attack: 1d20 ⇒ 15
Touch of Evil (Sp): You can cause a creature to become sickened as a melee touch attack. Creatures sickened by your touch count as good for the purposes of spells with the evil descriptor. Duration 1 round.

Tragen Blackmourne |
- Angelkin Purifier 5

Tragen shifts position and swings his glaive at the guard.
Move to flanking position if possible, and attack guard.
Attack: 1d20 + 6 ⇒ (10) + 6 = 16
Damage: 1d10 + 6 ⇒ (9) + 6 = 15

Malak Jaedoom |

Malak watched fascinated as the guard fell dead before him before gesturing to the sizable hole that the ogre made in the portcullis.
We have our way out now. All in all that went pretty well I'd say. Shall we?
The priest of Asmodeus makes his way to clamber through the gate.

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OK, it is now about 2am and you have escaped from Brandescar Prison.
It is so long real-time since that mysterious visitor came by that you have probably forgotten the instructions that you were given:
"Cross the moors on the outskirts of town. On the old Moor Road you'll see a manor house with a single lantern burning in the second story. There our mutual friend waits."

Tragen Blackmourne |
- Angelkin Purifier 5

Tragen walks out onto the path, glancing into the guardhouse at the dog scambling at the door. Ignoring it, he moves on through and looks around. "My knowledge of this area is low. If we are to go to visit our mysterious benefactor, we'll need to know more. Does that map you found in the tower show anything useful, Sotha?"

Sotha Zyn |

"I haven't had time to look at it yet, though I suppose this is as fine a time as any. " Sotha said, fishing the map out of the pockets of his stolen uniform. "We should stay off the roads, of course. There is no telling when reinforcements might arrive." With that additional comment, he unrolled the map and held it out for all to see. "Now, where was this benefactor to meet us?"

Tragen Blackmourne |
- Angelkin Purifier 5

Looking down at the map, Tragen nods. "The way is clear. We can move down to this point and cross the moor here to get to the Moor road and the abode of our benefactor," he says pointing to the areas on the map as he spoke. "Let's be off, before our own 'lantern' draws more trouble. I have no trouble in the darkness, but if your eyes cannot pierce it, best stay in the middle of the group," he finishes and begins heading along the path he indicated.

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Poor Malak, I'm afraid you have a fair hike ahead of you... The moors outside of Varyston are far from hospitable. These dark, brackish salt marshes teem with mosquitos and other buzzing pests. The good news is that the ever present shallow brine pools and streams will make tracking them difficult. The bad news is that these trackless moors are a great place to get lost - it's just as well that you brought the map from the Warden's office.
An hour's hard walking, and you see what must be the manor house that is your destination ahead... but just then there is a rustle in the scraggy undergrowth and a giant toad jumps out into your path!
Who is in the lead?

Tragen Blackmourne |
- Angelkin Purifier 5

Tragen would be up front with glaive in hand. Does it get a surprise round, or do we roll initiative?

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Sorry, it manages a surprise round... and tries to bite poor Tragen.
1d20 + 5 ⇒ (20) + 5 = 25, damage 1d6 + 6 ⇒ (5) + 6 = 11
Now you may roll initiative.
Here's the toad's: 1d20 + 1 ⇒ (13) + 1 = 14
Please roll initiative, state your actions & make any necessary rolls.

Tragen Blackmourne |
- Angelkin Purifier 5

Checking on the toad's crit.
Toad's crit check: 1d20 + 5 ⇒ (9) + 5 = 14
Toad's extra damage if crit: 1d6 + 6 ⇒ (5) + 6 = 11
If Tragen is still conscious...
Initiative: 1d20 + 1 ⇒ (6) + 1 = 7
Tragen growls in pain as he steps away from the giant toad, bringing his glaive down upon it.
Attack: 1d20 + 6 ⇒ (17) + 6 = 23
Damage: 1d10 + 6 ⇒ (1) + 6 = 7

Sotha Zyn |

Initiative: 1d20 + 1 ⇒ (6) + 1 = 7
Sotha did not think much of the beast, until he saw what it had done to Tragen. In fact, his stomach turned at the sight of the toad's attack Sickened for one round, thanks to Envy vice. He considered casting a spell, but found himself unable to concentrate. Instead, he charged, hoping to end the creature as soon as possible.
Charge: 1d20 + 4 + 2 - 2 ⇒ (6) + 4 + 2 - 2 = 10
Damage: 1d6 + 3 - 2 ⇒ (6) + 3 - 2 = 7
AC is at 13 for this round, thanks to the charge.

Malak Jaedoom |

Malak's eyes bulged when the toad landed a nasty hit to their angelkin brother...he damn near got swallowed whole!.. Determined not to meet the same fate the cleric called upon his Lord's gifts and channeled a blast of pure negative energy being careful to keep Tragen, Sotha and Shalastar safe.
Channel NE: 1d6 ⇒ 2

Malak Jaedoom |

You chaps winded from our little jaunt? I am. I hope our benefactor has plush furniture and plenty of refreshments. I for one, am famished and exhausted. We all needs baths, fresh clothes and perhaps the tender ministrations of some nubile, oiled up hands. Preferably more than one set.
Malak continued walking towards the manor with the lantern and wiped at the sweat on his brow with the end of his sleeve.
I certainly hope they forgive our appearance as well.