
Seren Little |

"If we must." Seren sighs, grabbing the rope and starting the climb to the roof. and Here I go ruining the clothes I just got...I think this Zerik guy likes being in rags.

Nahia |

Adanna looks up the chimney and says, "I'm not so sure this is a good idea. What if we get spotted by guards while on the roof?... But it's not like I was clean as it was anyway..."

DM Aku |

The climb was a easy one, with the aid of the hope, it was really easier. Some nails were broken, clothes got dirt, but nothing more than that. Grumbejack had a hard time squeezing through the hole, but in the end, you guys are all in the roof. In about 30 minutes to sun will hide behind the mountains, the fresh air makes you remember all that is important to you. All the freedom you still have the chance of losing.
Eric Stealth: 1d20 - 2 ⇒ (8) - 2 = 6
Zerik Stealth: 1d20 + 6 ⇒ (2) + 6 = 8
Adanna Stealth: 1d20 + 2 ⇒ (18) + 2 = 20
Lyza Stealth: 1d20 ⇒ 3
Seren Stealth: 1d20 + 5 ⇒ (20) + 5 = 25
Marsella Stealth: 1d20 + 6 ⇒ (5) + 6 = 11
Grumblejack Stealth: 1d20 - 1 ⇒ (16) - 1 = 15
Guard1 Perception: 1d20 + 2 ⇒ (3) + 2 = 5
Guard2 Perception: 1d20 + 2 ⇒ (11) + 2 = 13
The guards in the wall notices you and one of then shouts: "Hey, Brother, whatcha doin up there?"
They did not saw the Grumblejack, Seren, Adanna. All they are seeing now is two guards with two female companions on the roof.

Seren Little |

Seren slinks into the shadows and whispers to Zerik/Eric. "Play this right. We've only got one shot at this."
How far away are the guards?

Sozia Voralis |

What's the roof look like? As in, open top of a watchtower with crenelations et al, or are we standing on shingles at the moment?
Realizing that they had been spotted, Lysa quickly steps over to Zerik and mutters, "Play along," to him under her breath before suddenly embracing him and planting a kiss on his lips. After a few moments, she ends it and takes him by the hand, guiding him around the back of the chimney - putting it between them and the guards on the wall - and slowly pushing him to the ground.
Hoping to convince the guards that their "brothers" are engaging in some "private time" with girlfriends/prostitues/what-have-you. (Please count as a Bluff check! *crosses fingers*)

DM Aku |

Seren, the guards are at 120ft distance. but they will get closer with time, they are walking the wall. (the 2 dots near the 6.) You guys are just outside the chimmey.
I'll wait for Marsella, Eric and Zeric actions before rolling bluffs and SM checks. (And this time I will roll then open as I did with perception.)

Zerik |

Zerik waves at the guards as Lysa takes him away and he whispers, "Grumblejack get back inside the chimney or hide behind it. Eric, say that we came up here for the sunset and for some privacy under the stars or something like that."
And count my playing along as an assist on the bluff check. I'm not sure if my character knows who they have spotted, but I can safely assume the ogre wasn't spotted because they would have flipped out if they saw an ogre on the roof.

DM Aku |

What's the roof look like? As in, open top of a watchtower with crenelations et al, or are we standing on shingles at the moment?
You are on shingles. There are several watchtowers, but they are not manned. There's a big tower to your left. Just one thing: I'm assuming that the Ogre is to carry Kennie, and that he is with you guys now (unconscious)or you could have left him behind.

Eric Erebus |

Sorry, super busy weekend with unexpected out of town family >.<As far as Kennie, taking with us might be useful, but could also prove to be problematic. I'll jump on the "corrupt him" wagon though for the fun of it.
"This wise guy here told these ladies that this was the best view for watching the sunset. Then he went and promised them that he would let them take a look. So of course, guess who got stuck trying to help get these ladies up here? Don't worry, I'll make sure they leave shortly after the sun sets. Don't want anyone getting in trouble now. I think he should have to buy us a round or two tonight when we get off. What do you guys think?" Eric shouts back, hoping the promise of free drinks later will make his lie more favorable.

Sozia Voralis |

Amusing though the idea may be, I am not especially attached to Kennie. If he seems to be becoming too much of a liability - particularly as we're not out of the prison yet - I say feel free to be rid of him.

Seren Little |

Seren is also not attached to Kennie. Though the idea of corrupting him was intriguing for a time, there is a world of people to bring to her cause, and bringing Kennie along would impair her ability to escape.

Marsella d'Aciano |

Marsella has been aching for the sun for as long as she's been in that cell. She basks in the sunset and ignores the guards entirely, going along with Eric's lie.

DM Aku |

Lyza Bluff: 1d20 + 9 ⇒ (14) + 9 = 23
Zerik aid: 1d20 + 1 ⇒ (12) + 1 = 13
Eric aid: 1d20 + 3 ⇒ (2) + 3 = 5
Marsella aid: 1d20 + 3 ⇒ (3) + 3 = 6
Guard1 SM: 1d20 - 3 ⇒ (11) - 3 = 8 (+2 wis -5 Distance)
Guard2 SM: 1d20 - 3 ⇒ (12) - 3 = 9 (+2 wis -5 Distance)
The guard say something to his partner and both laugh, then he shouts back "Hey, brother! Don forget to go the play tonight, recount to us your 'sunset' view!" And they laugh once more and resume they watch, from time to time glancing in your direction to see some 'action'.

Eric Erebus |

Eric throws up a smart salute in acknowledgement before whispering to the others, "Let's try to get out of view and scramble from here before they get the idea to come and 'check on us'."

Sozia Voralis |

Operation Sexy Time is a success!
Lysa keeps up the act until the guards have turned away again, then climbs off Zerik and straightens her clothing once more.
"Agreed," she says, then turns back to Zerik. "Find us a way down, preferably one away from prying eyes."

Zerik |

"First we wait for darkness. I'm not moving while there is light for these guards to spot our movement. It will be more difficult for the humans but that cannot be helped. The light of the moon and starts will have to be enough.""
"Have a look at that plant over there, do any of you recognize it?" he whispers.
Would it be a 10 or 15 foot jump to the wall, with a running start? WIll I be allowed to take a running start to jump to it? Also is the wall the same hight as where we presently are or higher/lower?

DM Aku |

It's a 20ft jump, you guys are in the same level. (the roof 60f, the walls 60ft.) and you can assume you have room for a running start. I'll fast foward the time, but if you guys want to ask something about when there was still light, do it in a spoiler.[ooc/]
The rest of the evening was without event. No signal horn was heard, so you can safely assume you guys were not discoved yet.
This is the plant:
Belladonna
Type poison, ingested; Save Fortitude DC 14
Onset 10 minutes; Frequency 1/minute for 6 minutes
Effect 1d2 Str damage, target can attempt one save to cure a lycanthropy
affliction contracted in the past hour; Cure 1 save.
Since you guys got free, you reckon you have more or less about one hour until the turn shift. (When then will find the remains of Bryn and Kennie).
[ooc]What will do you?

Zerik |

"Here are the options I see, anyone sees something I don't speak up.
We climb down using the rope and we can make a window in the wall and climb out. Once outside though I do not know what we can do as there seems to be nothing but sea over there.
The other option is that we go to the other side of this roof and try the same thing on the northern side, though there are likely to be more guards there, but if we it make there will be somewhere to escape to.
The third is that we climb the wall or go through one of the doors up to a tower and onto the wall that way and see what we find. They don't seem to have many guards patrolling the walls.
We don't have much time since there will be a change of guard soon, though we could always go back in and kill the change of guard to buy ourselves some more time. WHich makes sense because even if we escape they are likely to chase us on horses with dogs so we would need a good start."

Nahia |

Adanna says a brief mantra again and then spends some time staring at the plants pointed out by Zerik.
Casting guidance and then making my knowledge and profession checks.
Knowledge (Nature): 1d20 + 7 + 1 ⇒ (10) + 7 + 1 = 18
Profession (Herbalist): 1d20 + 6 + 1 ⇒ (15) + 6 + 1 = 22
Well, those were awesome. ^_^
After a bit, Adanna will whisper to the others, "Those are Belladonna, which can be made into a poison that will sap a man's strength given enough time. As far as our escape plan, I can't swim, so taking the sea won't work for me."
She spends a bit more time thinking before saying, "Part of me does really want to get out of here as fast as possible, but you're right, as soon as they find us gone they'll send the hounds after us. So maybe it does make sense to set up an ambush for the change of guard. Then if we could get onto the wall we could take out the patrol and probably have an easier time than going through the gatehouse."

Seren Little |

"Setting up an ambush is likely our best bet. I don't trust our odds with only an hour or so until shift change. Better to give ourselves some more time, and it wouldn't hurt to have another set of guard gear for when we make an escape." Seren rationalizes.
"Once the guards are clear we have the cover of night, and options."

Zerik |

"So far these seem a competent lot. If we kill the guards we should be off soon after, while we have the cover of night. The longer we are here the more likely we are to be discovered."
Zerik climbs up the roof to get a better view of the rest of the courtyard and the main gate keeping an eye out for more guards or anything else that might aid or hinder their escape. He takes his time being careful to be as silent as possible.
-Posted with Wayfinder

Zerik |

Zerik finishes scouting and considering the issue of how to proceed settled, hops onto the chimney and slides down the rope to the cell level.
He first ensures that the body and remains of the other guard are not visible from the entrance.
He considers the best strategy. He stands with his back to the entrance as if on guard, but within range to throw a dagger at anyone who enters. "Throw dagger, follow up with a sword charge. Erik and the ogre stand backs to the wall on either side of the door and take them in the back as they enter and possibly flank them. The others can stay out of the way or use their magics to aid us. Could work.
-Posted with Wayfinder

Sozia Voralis |

While Zerik's doing his thing...
"Taking out the replacements at guard change to buy us time is fine, but I'm concerned that someone will notice that the other two never returned from their shift."
Lysa turns to Adanna and asks, "That plant down there was poisonous, correct? If we could harvest that and get it to the kitchens, we might be able to 'convince' the servants to add it to the guards' next meal, perhaps even mixed into the food for the kennels. That should help our escape significantly."

Seren Little |

"Granted that is a concern, but if we can remove the replacement guards and the ones in the grand hall it will garner us enough guard equipment that we may be able to simply walk out the front gate. Trust me, it is far easier to get away with questionable things when they see you as one of their own." Seren reasons.
"Your plan to poison the guards is a good one though, how do you suppose we get the belladonna? Perhaps, a parting gift for this vile prison..."

Nahia |

Adanna turns to Lysa and responds to her, "Yes, and it isn't that difficult to concentrate down into potent forms. Some way to take out the dogs would be great, though this poison will do little to slow them or stop their noses."
Turning to Seren, Adanna adds "I doubt we'll we able to walk out of here one way or the other. So far, the guards have been in pairs and there are 6 of us. I also haven't seen any female guards so far and at least a couple of us are going to have a lot of trouble hiding that fact." as she gestures to herself and Lysa before continuing, "And yes, I agree that we need to get moving. I say after we take out the next shift we start making our way out, again, either via the wall, or just straight through the same way we came in."

Eric Erebus |

"Well, whatever we choose to do, we need to hurry. As for setting up an ambush, I think the best place might be in wait for the guards going to check the cells; however, that means we would need to be back there again and I'd much rather be rid of this place. Grumblejack, how long do you think it would take us to make it to the moors from town? Or anyone else know? We will also need some way to find the road we seek. I wonder if there are any town maps somewhere here in the prison," says Eric as he tries to re-enact some of the footwork and thursts that Zerik was teaching him earlier.

Zerik |

"I do not know these, these forsaken souls very well, but I can trust in the knowledge that they all wish to escape this place and shall bring to bear all their skill and ability to be free once again."
Zerik closes his eyes as he starts to feel the eagerness for the coming confrontation building up within. It focuses him, sharpens his senses. He allows the sensation to wash over him taking away all that isn't of use, the other thoughts, concerns, mere distractions, leaving behind only what he needs.
I'm assuming everyone has climbed back inside for the ambush after finishing you conversations on the roof. Btw, Zerik is unaware of the idea to poison food in the kitchen.

Nahia |

After going back down the chimney and taking some time to clean the soot off as best she can, Adanna moves back and takes her position, leaning back against the cool stone and closing her eyes, taking some time to gather her wits.
Ok Nahia, keep calm. We're doing very well. The guards don't stand a chance as long as we keep the element of surprise, and at least the two brutes seem ham-fisted enough to overpower them. And we have Grumblejack. It'll be ok... though I do have to wonder about our mysterious benefactor, and what they want with us... she thinks quietly to herself.

DM Aku |

I'll not roll for stealh, because the girls are outside the room and the ogre is hidden inside de chimmey(guards can't see it from the stairs.) and Erik and Zerik are using guards clothes and armor. There's no alarm raised yet, so they are not expection or looking for anything amiss. I'll update the map with the guards position and I want your actions for the surprise round and the round one. (just remember girls, inside the room 20, you need an action to open the door before doing anything else.)
Adanna: 1d20 + 2 ⇒ (11) + 2 = 13
Eric: 1d20 + 0 ⇒ (5) + 0 = 5
Lyza: 1d20 + 0 ⇒ (20) + 0 = 20
Marsella: 1d20 + 2 ⇒ (13) + 2 = 15
Seren: 1d20 + 0 ⇒ (13) + 0 = 13
Zerik: 1d20 + 6 ⇒ (8) + 6 = 14
Grumblejack: 1d20 - 1 ⇒ (3) - 1 = 2
Guard1: 1d20 + 2 ⇒ (1) + 2 = 3
Guard2: 1d20 + 2 ⇒ (20) + 2 = 22
Turn Shift Fight
Round Surprise-
Ordered Initiative-
Guard2 = 22
Lyza = 20
Marsella = 15
Zerik = 14
Adanna = 13
Seren = 13
Eric = 5
Guard1 = 3
Grumblejack = 2
Active Effects-
Map-
Notes-
Anyone in room 20 will have to open the door first.
Zerik and Erik: None of then have a signal horn.
Action-
Grumblejack will charge the nearest guard and atk him.
Round Surprise-
"Grumblejack will smash the tin cans skull!!"
Ogre Charge: 1d20 + 8 ⇒ (1) + 8 = 9 ... Natural 1, bah.
Dmg: 1d6 + 3 ⇒ (6) + 3 = 9
Round 1-
"the tin can is fast, but Grumblejack will have his head this time!"
Ogre atk: 1d20 + 6 ⇒ (5) + 6 = 11 ...and the fails again...
Dmg: 1d6 + 3 ⇒ (1) + 3 = 4

Sozia Voralis |

On the off chance it's needed, a perception check to notice the guards' arrival and/or Grumblejack's response.
Perception: 1d20 + 7 ⇒ (9) + 7 = 16
As the guards arrive, Lysa asks the girl in the room with her (Marsella) to open the door and reaches into her new spell component pouch in preparation to cast a spell.
Readied action to start casting Sleep on the guards - targeted in the northwest corner of Room 17 to avoid hitting Eric, Zerik, and Grumble - once the door has been opened. Spell has a 1 round cast time, but with my initiative and starting in the surprise round, only Guard 2 will get to act before it goes off.

Nahia |

You didn't say that those of us in room 18 needed to open the door, so I'll post assuming we don't.
Adanna steps out from the wall, looks at the guards, and starts cooing "This is all just a dream, a silly little dream. Rest... rest..."
For the surprise round I'm using my slumber hex, DC 14. I'll target the one closest to the stairs. The good news is, while my hex only lasts one round, they can still be affected by Lysa's sleep spell while asleep.
For my first round, if the other guard is still up, I'll target him with the slumber hex. If there is not still a guard standing, I'll move next to a sleeping or downed guard and coup de gras on the next round.

Seren Little |

"Know that your deaths will benefit our escape." Seren proclaims.
surprise round. 5' step back to get line of sight, then intimidate on guard closest to us. do nothing if both incapacitated in some way.
Intimidate: 1d20 + 9 ⇒ (14) + 9 = 23
First round. Move into melee against closest awake guard and use Death's Touch. If both asleep, move into melee with closest guard and do nothing.
Melee Touch: 1d20 + 2 ⇒ (12) + 2 = 14
Negative Energy Dmg: 1d6 + 1 ⇒ (3) + 1 = 4

Zerik |

Zerik listens for the sound of the approaching guard. Judging the distance by the sound of the their steps he turns and throws the dagger at the nearest guard. Then swiftly moving forward along the wall, aware of the other guard through the corner of his eye, he draws his newly acquired longsword and executes an uppercut slash once in blade range.
Dagger Throw: 1d20 + 5 + 2 ⇒ (5) + 5 + 2 = 12
Damage: 1d4 + 4 + 2 ⇒ (3) + 4 + 2 = 9
Round 1 - move E,E,E,E (20ft) before attacking, guard 1 should still be FF
Power Attack: 1d20 + 5 + 2 - 1 ⇒ (17) + 5 + 2 - 1 = 23
Damage: 1d8 + 9 + 2 ⇒ (6) + 9 + 2 = 17
Round 1- If the first guard dies in the surprise round I move to attack the other guard with power attack.

Eric Erebus |

Surprise Round
If the first guard (1)is still alive and awake, Brandishing longsword in one hand and shield on the other, Eric chrages the first guard as he rounds the corner.
Should the guard be sleeping, Eric rushes forward next to the two guards. From the map, it doesn't look like I can charge the second guard.
Attack: 1d20 + 8 ⇒ (14) + 8 = 22
Damage: 1d8 + 5 ⇒ (2) + 5 = 7
Round 1
Should the guards both be asleep, Eric drives the longsword deep into the sleeping guard coup de grace.
Otherwise, Eric power attacks a guard that is still alive and awake.
Attack: 1d20 + 5 ⇒ (19) + 5 = 24
Damage: 1d8 + 7 ⇒ (8) + 7 = 15

Eric Erebus |

Rolling to confirm critical in the event Eric attacks rather than coup de grace.
Confirmation Roll: 1d20 + 5 ⇒ (7) + 5 = 12

DM Aku |

Guard2 will: 1d20 - 1 ⇒ (4) - 1 = 3 x DC 14
Guard1 will: 1d20 - 1 ⇒ (10) - 1 = 9 x DC 16
Guard2 will: 1d20 - 1 ⇒ (19) - 1 = 18 x DC 16
Well done again! I need to stop sending only two guards at time. :D
No noise or alarm can be heard, that means you have not been discovered yet. What will you guys do?
They have exactly the same stuff as the first two guards.

Seren Little |

"That was effective. Pity they couldn't be more fun." Seren reminisces as she walks towards one of the corpses.
Seren removes the chainshirt from one of the guards.
"Lysa, any chance you could clean this shirt up a bit." Seren begs, the blood still dripping off the chainshirt. Assuming she says yes, Seren will don it after prestidigitation works its magic, or if not she will attempt to wipe off the blood to the best of her ability before donning the armor.
"Where to now? If we are going to leave a parting gift in the kitchen now would be the likely time to do it."
Edit: Revised to not take Longbow and Arrows. I think I am the least capable range combatant of the group.

Marsella d'Aciano |

Marsella hardly paid attention to the combat, opening the door and drifting back into thought.
"Yes. I will go collect it." She smiles to Seren, then disappears.
I believe you'll be rolling all skill checks to get it quietly, right? Marsella sneaks even if she doesn't see anyone.

Nahia |

Adanna lowers her upraised hand and turns to face Eric, after he brings down his sword, and says, "Alright, well, that works too..." before smiling warmly.
She then walks over to the quiver and arrows that Seren was hesitating at before looking to the party and saying "I've never really used one of these before, but it will be better than nothing if nobody else wants it..."
"As for what we do now, we need a way out of this building, either through the main hall or maybe from the roof. We don't seem to be having any trouble with the guards, so the main hall might be a fine way to conserve our rope. But I'm also not putting my skin on the front line, so what do you three think?" Adanna says before looking at Eric, Zerik, and Grumblejack.
I'm not proficient with the bow and I have a strength penalty, so someone else take it if they want it, but I also have nothing else that reaches past 30'.

Zerik |

Zerik smiles a little. "Well done Eric,". "He used what I taught him and even improvised a little. There is some natural talent there."
Zerik collects his dagger and drags one of the guards into the room with the table. "Eric, bring the other one.." Once inside he strips the guard of his uniform, mail and weapons. He hands the sword to Grumbleback. "Try this, kills tin cans better."
"We've earned ourselves some more time. We take out the guards on the wall next and get out of here. No more delays. Get changed." he says leaving the room.
If nobody else takes them, Zerik collects the other longsword and long bows. This is .2+2 longbows and 2 quivers of arrows, a shield and an extra longsword which he puts on his back. Since I don't have the shield in my hand it shouldn't affect my checks and I don't get the benefit of the AC.
Zerik goes up to the roof and waits for the guards to be a safe distance away, He then signals the others to come up to the roof pulling the rope up after them. He ties one end of the rope around the chimney and taking the other in hand leaps across to the outer wall.,tying the rope to the outer wall so that the others can climb across.
Jump (with a running start): 1d20 + 6 - 2 ⇒ (19) + 6 - 2 = 23

Nahia |

Adanna looks at Grumblejack with a grin and says "Ohhh, a can opener!" before giggling to herself.
She'll get over her joke and then look at Zerik and say "That sounds fine with me. What about taking that one alive guard, Kennie was it, as a hostage in case we get cornered?"

Zerik |

"Take him or leave him, it matters not to me. They will likely suspect him since we have not killed him. He may be of use or he may not." he says before climbing up the chimney.
"The only one I care about in this prison is the one who put that brand on me, the sergeant. I will pay him back before we leave this place."
Personally I would like to see what comes out of it if we take him with us, though Zerik doesn't care. We can always mess with his head, tell him there is a conspiracy which is why we were imprisoned. That the other guards suspect him in our escape and will punish his family (if he has one) for it. That we can keep them safe etc etc. Slowly turn him from the path of good one seemingly insignificant act at a time.

NPC - Grumblejack |

Grumblejack look at the club, then at the sword, seens to be debating with himself before finally getting the sword.
"Grumblejack liked the way your little uns' deal with the tin cans, no mercy, bloody and fasty. Grumblejack will do the same!"
Once he heards Adanna joke, he walks over to her, crouch so he is looking at her eyes and with a ugly smile says to her
"Suree, Grumblejack gonna open then up... just don't forget you are then next one elfy..." and then he licks his lips and laugh as if he said a really good joke. And then, after he heard you speaking about Kennie, he go to the fortified cell and get him. Kennie is bound, covered in bruises and still unconcious.
Grumblejack do a gesture with his sword, as if he was opening up the guard looking at Adanna, and then follows Zerik through the chimmey again.

DM Aku |

Zerik, you notice you can see the guards because some pathways into the wall have a sorce of light. You reckon they can't see you in the roof because there's no light here, that will change if someone needs light to see though. You get a jump start and it was real easy to jump to the wall, and the rope is set up.
Its a DC 10 to climb to the other side, the ones using armor have a -2 penality on this test, if you fail by 5 or more you need a reflex DC 10 to hold onto the rope again. If you fall, the dmg is 6d6. You too have the chance to jump, in that case it's a DC 15 with a jump start, and the ones with armor have a -2 penality too. (don't forget you can always take of your armor.)
Grumblejack Climb: 1d20 + 7 ⇒ (20) + 7 = 27 x DC 10

Eric Erebus |

After helping Zerik with the guards and carrying the extra equipment, makes his way back up top. He feels around as he has trouble finding his way. He puts his shield and sword away, but leaves his armor on.
"How can you see up here? I can barely see my hands held in front of my face," whispers Eric as he feels he way around the rooftop.
Assuming Eric makes his way to the rope
Climb: 1d20 + 3 ⇒ (12) + 3 = 15