
DM Aku |

"Really?This is all you can do? A blind man would be a harder challenge..." says Lyza.
Using Satire bard hability.
Round1 Recap: Asmodeus have turned his eyes to you effeort, at least to the fighters effort. You feel as if you could not fail. One strike, one death. The only standing guard now the one grumblejack attacked, but he is already heavy injuried.
Guard6: 1d20 + 2 ⇒ (2) + 2 = 4
Guard7: 1d20 + 2 ⇒ (16) + 2 = 18
Guard8: 1d20 + 2 ⇒ (19) + 2 = 21
Guard9: 1d20 + 2 ⇒ (19) + 2 = 21
Guard10: 1d20 + 2 ⇒ (20) + 2 = 22
Mess Hall Slaughter
Round 2-
Ordered Initiative-
Adanna:= 22
Guard10:= 22
Guard8:= 21
Guard9:= 21
Marsella:= 18
Guard7:= 18
Guard4:= 18
Grumblejack:= 16
Seren:= 12
Zerik:= 8
Eric:= 7
Lyza:= 7
Guard6:= 4
Active Effects-
Satire (-1atk, dmg, will against fear.)
Map-
Notes-
You have Asmodeus blessing.
Action-
Just after Adanna action, another guard will open the door from the hall. He is with all his guard attire. He opens the door saying "Hey, for Mitra what is all this... What?" he finishes when he see you.
Marsella will atk the last standing guard, if he dies before she is able to atk him, she will then move to the guard10.
Atk: 1d20 + 4 ⇒ (5) + 4 = 9
dmg: 1d6 + 4 ⇒ (6) + 4 = 10

Nahia |

Hmm, Adanna would trust her companions to take care of the last guard in the room. She would also have no idea about the rest of the guards. So I guess delay until something she could react to happens, so after guard 10's turn?
Assuming nothing precludes me from delaying until after guard 10...
Upon the door opening, Adanna turns to the new guard, begins to walk forward, and continues to chant "Everyone else has decided to rest, so why don't you? You work so hard... just rest... rest..."
Moving closer to the now open door and using my slumber hex on guard 10, DC 14.

Seren Little |

I think all the guards go before me (well except for lowly guard 6)? going to wait to see what they do prior to posting my actions...

Eric Erebus |

Eric rushes over to guard 10 to unleash more of his fury.
Power Attack: 1d20 + 5 ⇒ (3) + 5 = 8
Damage: 1d8 + 10 ⇒ (3) + 10 = 13
If Guard 10 is dead and there is no one to attack, and assuming he sees more guards coming down the hall, he will switch to his sword and shield.
Edit: and there's a whiff!

Zerik |

"I fear we may have stirred the hornet's nest." "Grumblejack, finish him quickly, more uns' coming." he says, hoping he his wrong. "This was a quick slaughter, such a number of armed and armoured guards will not be so easy."
Seeing Eric engage one of the guards from the hall way he moves to the doorway to assist Eric, confident that Grumbjack will finish the injured guard.
Attack: 1d20 + 5 + 2 ⇒ (10) + 5 + 2 = 17
Damage: 1d8 + 6 + 2 ⇒ (8) + 6 + 2 = 16
I'm not sure what the blessing does but from what I understand if our attack lands then it's a death blow. How many rounds is this active for?

Seren Little |

This could get messy quickly. No time to pull punches.
Seren moves quickly to near the door, prepared for anything that may come down the hall, Confident that the fighter in front of her can handle the one guard at the door.
If she sees multiple guards she will cast Murderous Command (DC 16) on the furthest guard from the door.

DM Aku |

The guard4 will atk the ogre with an knife.
"I'll kill you moster!"
Atk: 1d20 + 2 ⇒ (10) + 2 = 12 But he miss.
Dmg: 1d4 + 2 ⇒ (3) + 2 = 5
But Grublejack finish him off a little bit later.
Round2 Recap:In a rapid a coordenated action, Grumblejack were able to finish the guard4 and Zerik the other guard that was at the door, he did not had time to even sound the horn he was picking up.
Mess Hall Slaughter
Round 3-
Ordered Initiative-
Adanna:= 22
Guard8:= 21
Guard9:= 21
Marsella:= 18
Guard7:= 18
Grumblejack:= 16
Seren:= 12
Zerik:= 8
Eric:= 7
Lyza:= 7
Guard6:= 4
Active Effects-
Satire (-1atk, dmg, will against fear.)
Map-
Notes-
You have Asmodeus blessing.(No ingame real bonus here, but know he is very pleased with you.)
Action-
After Adanna action, one of the guards will open the other door. He is not using any armor, but is carrying a longsword and a signal horn.
Another one will leave the room, carrying a longsword, charging at the nearest person:
"I'll sent you to hell! For Mitra die!" Atking Lyza
Atk: 1d20 + 7 ⇒ (10) + 7 = 17
1d8 + 2 ⇒ (6) + 2 = 8 Ouch, that hurts.
"Want to see Mitra that bad? I'll oblige!" says Marsella moving and atking the guard.
Atk: 1d20 + 4 ⇒ (4) + 4 = 8 ... and he misses again!
1d6 + 4 ⇒ (4) + 4 = 8
"For Mitra!!!" you hear one guard yell and then a really loud horn call.

Zerik |

Zerik whirls about as he hears another guard enter the room Zerik heads for northern door, where he thought he had heard more guards. "Foolish humans, like moths to the flame, if death is what they seek I shall gladly oblige them." he thinks as he moves across the room to strike down the guard on the other side of the doorway.
Zerik steps into the doorway longsword raised, bringing his blade down on the guard's neck, as he has done too many times before, but not for the last time this night.
Attack guard no 8, movement will be N,N,NE,NE,W - which should be 30 Feet.
Power Attack: 1d20 + 5 + 2 - 1 ⇒ (13) + 5 + 2 - 1 = 19
Damage: 1d8 + 9 + 2 ⇒ (5) + 9 + 2 = 16

Zerik |

As the guard falls Zerik turns to the remaining two guards and matter of factly states, "Throw down your arms, surrender and you will be allowed to live, or join the others who have been sent to Mitra or whatever god has taken them as sacrifice."
-Posted with Wayfinder

Nahia |

Hmm, things are getting tense. I hope this works. Crosses Fingers
Things are getting intense. We better end this soon or the whole fortress will be upon us. These others may be good in a fight but I won't last long against a real blade...
Adanna, hearing the scramble at the door, moves over to it and prepares herself to bring someone else under her spell. When the door is thrown open, she looks towards a guard and, her voice harsher, more commanding this time, continues her chant "Now is the time for sleep... stop this futile effort and just slip away... forever..."
Moving towards the door and readying an action to use my slumber hex when the door opens. When it does, if I can see that a guard has a horn, I'll target him (please work and keep that one guard from blowing the horn). Otherwise, I'll target the one farthest away.

Eric Erebus |

If guard #9 is still alive, Eric charges guard 9, sword still held in both hands.
Charge+Power Attack: 1d20 + 7 ⇒ (2) + 7 = 9
Damage: 1d8 + 10 ⇒ (8) + 10 = 18
If guard 9 is dead, and no other guards are present, instead Eric will take his shield in one hand and protect the door that he is currently at readying an attack against a guard that opens the door. Will use same roll as above but no charge (-2Attack) and no 2-handed bonus (-3 Damage)

Seren Little |

Seren looks quickly across the room, deciding where she is needed. Hearing the commotion from the northern room she rushes up near Adanna and Zerik.
Sorry Zerik, but nothing that can chase me is surviving this encounter.
Seren will look over his shoulder, spying the nearest guard.
"Come in here if you'd like but your friend there was the one that let this happen."
Cast Murderous Command on guard #7 (DC 16). Down to one first level spell left...Might actually have to get into melee soon.

DM Aku |

If the guard7 fail the save, he will not have sounded the horn. But in turn, the guard6 will sound his horn. In this case, I'll assume Seren casted it on the guard6, since the other is sleeping.
Guard7 will 1d20 - 1 ⇒ (7) - 1 = 6 x DC 14 and he fails!
Guard6 will 1d20 - 1 ⇒ (13) - 1 = 12 x DC 16 and he fails too!
Lyza, almost dead from the guard charge, will continue her satire:
"Oh, You can't even kill an unarmed lady?" but she will take a single 5ft back to get out of melee range.
The guard6, charge at his friend while yelling.
"All dead and it was your fault? Die betrayer!"
Atk w/charge: 1d20 + 7 ⇒ (13) + 7 = 20
dmg(2h): 1d20 + 3 ⇒ (3) + 3 = 6
Congratz! You have avoided the horn! :D
Round 3 Recap: Lyza almost died from a charge, Eric, Grumblejack, and Marsella went over her to help. But the guard is still alive, but badly hurt.
Zerik blessed by Asmodeus is still in his killing spree. One hit, one kill.
Adanna had the guard7 asleep, but he was soon awaked up by his friend, trying to kill him with a charge.
Mess Hall Slaughter
Round 4-
Ordered Initiative-
Adanna:= 22
Guard9:= 21
Marsella:= 18
Guard7:= 18
Grumblejack:= 16
Seren:= 12
Zerik:= 8
Eric:= 7
Lyza:= 7
Guard6:= 4
Active Effects-
Satire (-1atk, dmg, will against fear.)
Map-
Notes-
You have Asmodeus blessing.(No ingame real bonus here, but know he is very very pleased with you.)
Action-
Grumblejack will atk the guard9, Marsella too.
After Adanna action, I'll post the guard, grumble and Mars action.

Nahia |

Yes! Suck it guards!
Adanna smiles widely and giggles at how easily these mortal minds are controlled. She turns to the guard attacking his companion, trusting her allies to finish off the the guard in the mess hall. She starts to speak to him liltingly and soothingly, "Yes, we couldn't have done this without you. And your part is done, so rest easy..."
Murderous command is only one round so I'll turn my sleep hex to guard number 6. At least them falling prone from sleep will keep them from charging.

DM Aku |

Guard6 will 1d20 - 1 ⇒ (4) - 1 = 3 x DC 14 ... and another fail!
"You can kill me, but only after I kill her!" says the guard9 he then gives a 5ft foward and atks Lyza again.
-1 from satire.
Atk: 1d20 + 4 ⇒ (17) + 4 = 21
Dmg: 1d8 + 1 ⇒ (5) + 1 = 6
Lyza drops to the ground after a painful yell.
Con check DC 14 1d20 + 3 ⇒ (9) + 3 = 12
"You will pay for that!"Says Marsella with a frosty voice.
Atk: 1d20 + 4 ⇒ (5) + 4 = 9
Dmg: 1d6 + 4 ⇒ (4) + 4 = 8

NPC - Grumblejack |

The guard7, even in the ground, pick up his horn and you can all hear a powerful call.
"You are dead, you just don't know that yet..." he says almost out of breath.
"Noo, she was mine to kill!!!" Scream the ogre, Ignoring the horn.
Atk: 1d20 + 6 ⇒ (14) + 6 = 20
Dmg: 1d8 + 3 ⇒ (7) + 3 = 10
And the guard drop to the ground as a pile of dead meat.
Zerik, Eric, Seren, it's now your turn. :D

Eric Erebus |

Seeing both guard 9 and Lyza drop, Eric kneels down next to Lyza. Knowing that Tiadora said that she wanted all of them to come, Eric puts down his weapons and tries his best tend to Lyza's wounds.
Heal Check: 1d20 + 2 ⇒ (11) + 2 = 13
Player-wise, I know I should just leave her be, but having Eric do what he would be doing as he doesn't know that Lyza's controller has left us. But it looks like I missed the check by 2 anyways, unless someone aids me.
You better live through this, woman! It's my job to get you guys to the mansion," Eric mutters to himself as he tends to her wounds.

Seren Little |

Seren hears Lyza scream behind her and turns to see Eric fumbling to try and stem Lyza's bleeding as she stumbles to the ground.
I'll delay till after Eric fumbling attempt at trying to heal Lyza. RP potential is to good to let a fumblings fighter's attempts at saving her go to waste.
An exasperated sigh escapes Seren lips as she walks back towards the pair of them, shaking her head the whole time.
"Go do something your good at... Go hit a guard with your pointy stick or something. Leave this mess to me." Seren snaps at Eric.
Stupid fighters always thinking that poking something hard enough will fix it.
Seren gazes down at the prone Lyza, the blood pooling under her from the latest slash across her torso. Seren twitches her left hand (Seren is left handed) pooling divine power, black sparks beginning to arc between her fingers. She reaches down and trails a finger along the latest gash recieved by Lyza. "Remember this pain, and let this scar remind you of this incident." The gash appears to close behind Seren's finger, leaving a scorched scar cascading across Lyza chest where her the wound once was.
Cure Light Wounds: 1d8 + 1 ⇒ (6) + 1 = 7
As Lyza returns to consciousness Seren casually mentions. "That's one, and you will know when I expect repayment. Reviving someone due to their own futility is not something I do out of the kindness of my heart."
And no more 1st level spells remaining for the day! Time to drop some dark power on those foolish guards, one finger touch at a time

Zerik |

Zerik steps into the room, casually taking two steps forwards and bring his blade up in a diagonal arc at the guard as he blows through the horn. "Humans, boldly choosing a pointless death.
Attack: 1d20 + 5 + 2 ⇒ (4) + 5 + 2 = 11
Damage: 1d8 + 6 + 2 ⇒ (7) + 6 + 2 = 15
Here's hoping these sleeping guards weren't wearing armour.

Zerik |

I attack guard nto 7, the one not affected by your (Adanna's) hex. The sleeping guard comment is what I assumed they were doing since this is their barracks and it's the middle of the night.

Nahia |

They've both been affected and DM Aku didn't say anything about him trying to stand on his turn, so I assume they are both prone.

DM Aku |

Both of then are not using armor. The guard7 is awake, in his turn he used his move action to pick up the horn, and with his standard, he sounded it.
Your atk was brutal as ever, the guard did not stanted a chance as you killed him on the ground.
Lyza awakes and then says in a small voice. "Thanks."
Round 4 recap.
Adanna uses her hex and has the guard6 sleeping, but she was not able to prevent the guard7 to sound his horn.
The guard9 used an precise and powerful atk and Lyza drops to the ground.
Marsella, trying to avenge her cellmate, tries to kill the guard, but is Grumblejack, in a furious atk that kill him.
Eric run to the dying woman and tries to heal her, only to have Seren put him in his place, and let her do as she needs.
And then Zerik uses his blessed atks to kill the guard7.
Mess Hall Slaughter
Round 4-
Ordered Initiative-
Adanna:= 22
Marsella:= 18
Grumblejack:= 16
Seren:= 12
Zerik:= 8
Eric:= 7
Lyza:= 7
Guard6:= 4
Active Effects-
Sleep in guard6. (Ends in Adanna action.)
Map-
Notes-
You have Asmodeus blessing.(No ingame real bonus here, but know he is very very very pleased with you.)
Action-
You all act before the guard6, post you actions.

Eric Erebus |

Eric grabs his weapon and shield and rushes into the room with guards 6 and 7 in preparation to finish them off. Had to use two move actions so I can't attack this round other than AoOs.

Seren Little |

Seren will wander into the barracks along with Eric.

Zerik |

Zerik looks at the last remaining guard thinking, "You should have surrendered foolish human." as he brings his blade down to finish him.
Attack: 1d20 + 5 + 2 + 4 ⇒ (3) + 5 + 2 + 4 = 14
Damage: 1d8 + 6 + 2 ⇒ (8) + 6 + 2 = 16

DM Aku |

Zerik finishes the last remaining guard.
This large room (10) has a few wooden tables and benches.
It is here that the guards and guard sergeant take their meals. The Warden almost never eats here preferring to have meals brought to him in his tower. A banner emblazoned with the emblem of Branderscar prison hangs on the eastern wall. The banner is not valuable in and of itself but it is a point of pride of the guardsmen.
In the other room (9) besides the guards, this simple room has a few cots
and a dozen locked chests containing personal possessions of the guards.
One of the chests is open, and over one of the beds, a small bottle with a hand written note “In case of trouble – Love, Mom!” (a potion of cure light wounds).
The other chests are locked, each of the killed guard has a key to open one of then, the DC is 20. But you dont have time now to explore. I'll give you guys 10 rounds to prepare/cure and do whatever you want before the next battle. Also, don't forget about the potion from the veil.

Nahia |

Turning to Lyza, Adanna will give a quick "I'm glad to see that we didn't lose you."
Then Adanna, concerned about the horn, turns to Grumblejack and says "Grumblejack, let's go see if we can barricade the front door. That way we can at least make them come through the kitchen and give us some time to prepare ourselves." Her piece said, Adanna will start move towards the hallway, waiting for another enemy to appear.
They can take the last guard and this place is built like a fortress, so I'm hoping there is an easy way to barricade the double doors in the main hall. I have a strength of 8, so there is no good chance I can do it, but I can provide moral support *cough*guidance*cough* and try to slumber anyone that might show up form other rooms.

DM Aku |

There are three more doors at the hallway other than the mess hall door. One leads to stairs and to the cells on the second floor. Two others are locked.
The door you want to barricate is the main door? Sure there's an easy way do to that. The door is reinforced with steel, and there's a really simple but strong lock inside.

Nahia |

Yeah, but the guards might have the keys. Anything like a defensive bar to use on the door?
Though it might just be easier to throw tables at the door in the dining room (that leads to the main hall).
I guess we'll do that if there is no bar for the main double doors.

Zerik |

"We have only a few moments before the remaining guards all come after us armed tooth and nail. There must be an armoury or such within these walls." Zerik grabs the potion and darts out of the room into the hallway to the opposing door calling out to Eric, "Quick man, help me find the armoury we have little time."
Full Round movement
f the door is unlocked I open it and go inside sword drawn.
OR - If the door is locked
Pull out my thief tools and try to unlock it and enters sword drawn.DD: 1d20 + 8 + 2 ⇒ (14) + 8 + 2 = 24

Zerik |

Standing next to the door I'm trying to open, the one opposite the mess hall entrance. Round 3
Zerik fails to open the lock but tries once again to pick the lock, this time succeeding, he moves into the room sword in hand.
DD: 1d20 + 8 + 2 ⇒ (16) + 8 + 2 = 26

Seren Little |

Seren see Adanna and Grumblejack rush off towards the main entrance,. I think I can trust them to handle that. Adanna seems more then capable.
"grab me a mace if you find an armory" Seren yell to Zerik as he departs the room. "Would prefer something a little more lethal if that wizard decides to grace us with his presence."
Guess I'll handle the kitchen.
Seren takes pulls out her club while walking into the kitchen. She looks down at the two tied prisoners. "Sorry, this is going to hurt, know that your pain is blessed by Asmodeus. Hostages are no good to us if you are easy to rescue."
Two rounds to move from current spot to kitchen in front of Gregor
full round Coup de' grace Gregor
Damage: 2d6 + 4 ⇒ (1, 3) + 4 = 8
Standard Action Stabilize Gregor if he survives the hit, shoud leave him unconscious in the kitchen hopefully. Move action - setup infront of Irena.
Coup de grace Irena
Damage: 2d6 + 4 ⇒ (3, 2) + 4 = 9
Irena will be left to bleed out on her own.
No sense in saving someone so weak.
Looking over the one unconscious body and the other dying, Seren begins the processing of dragging them into the main room. Double moves at high encumbrance so 40ft per round... should take 2 rounds to drag both of them into the main eating area and return to kitchen.
Seren quickly moves back into the kitchen, and looks around, spotting a large pot. she grabs the pot and sets it above the exterior entrance to the kitchen. not the best alarm I've created, but it will hopefully give us some warning if someone graces us with their presence. Assuming setting of trap and returning to the primary hall will take up most of my remaining rounds.

Zerik |

Round 4
Zerik rushes over to the desk and looks over the papers to see if there are magic scrolls, maps or anything that would be of use.

NPC - Grumblejack |

"If there's more un's comming, why are we here? Grumblejack want to kill then, but not all of then at the same time." Says the ogre.
Also, I'would not be able to act with Marsella and Lyza this time. I know to much of the guards, prison and the challenge, and I'm not really in the frame of mind to separe those knowledges today. Post up what you want her to do.

Zerik |

I'll post for Marsella if you like, perhaps Adanna can post of Lyza
The map doesn't seem to be working.
Zerik hurriedly grabs the map and tries to go through the nothern door.
DD: 1d20 + 8 + 2 ⇒ (2) + 8 + 2 = 12 Incase the roll is requied.

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Marsella goes into the guard's room and seeing the chests she thinks to herself, "There might be something useful in them, the guards probably have they keys with them."
She returns to the dining hall and gathers the keys from the dead guards and brings them back into the room and starts to open the chests one at a time.
Uses upto a total of 8 turns doing this, saving the last two to prep for combat. Marsella is at full health correct?

Seren Little |

Seren places the two lifeless bodies against the far wall (guard's room) setting them up in such a way so that they appear just bound to the casual observer.
"Pity you weren't stronger." She dejectedly sighs at Gregor. "You had great potential."

Nahia |

Adanna will look at Grumblejack, smiling sweetly, and say "If we go out there now we'll be dead from arrows and the wizard warden. At least here we can even the odds a bit. So please, for me, once Zerik gets beck in here will you toss some of those tables and corpses by the door?"
That whole conversation and checking things out will use a few rounds.
Adanna will then go up to Eric and Zerik, touch each one on the shoulder, and say "We can do this. And remember, if the wizard shows up we should probably focus on him."
Casting guidance on both of them. If Gumblejack covers the mess hall <-> main hallway door, then I'll move into the kitchen. Otherwise, I'll stay in the mess hall.
Adanna will then grab the keys off the wall in the kitchen and begin chanting "My will becomes physical so that my desires become orders..." After the chanting is complete Adanna then holds the keys out and releases them into the air where they float as she says "Close and lock that door until other orders are given." The keys then float into the lock and turn to lock the door.
Casting Unseen Servant and giving him the order above to repeatedly close (if open) and lock the kitchen <-> outside door.
- - - - -
Lysa looks over the carnage in the mess hall and says, "If, when, we get out of this alive, we need to make sure to spread the word of how this happened."
She'll walk over and take the potion labeled Love, Mom and down it, hoping for a healing effect to prepare her for this battle.
Potion of Cure Light Wounds: 1d8 + 1 ⇒ (8) + 1 = 9
Humming some happy tune to herself, Lysa walks up to the mess hall banner, tears it down, brings it over to the kitchen fireplace, and throws the banner into the fire. "Just a bit of foreshadowing the fate of this place." she says as she watches the banner burn.
Hearing Adanna speak of the tables will give Lysa an idea of her own. She will go to one of the tables in the kitchen and flip it over, its contents spilling to the ground in a clatter, before saying to Adanna and the others "We can use the tables here for cover while we ply our magical tricks."
Ok, not a lot to do. She healed back to full HP, burnt the banner for morale, and will wait somewhat impatiently in the kitchen, waiting to cast sleep on the first group of guards that appear.

DM Aku |

Once you have made all your preparations, tell me and I'll continue with the action.Also the complete map is just a image, you can't edit it, Use the battle map if you want to position your char.Also again, don't forget you still have one potion of cure light wounds in the veil.

DM Aku |

As you prepare for the guards assault, you began to feel an energy building, gathering were you are, began to have a sence of urgency, something need to be done, and fast, but you don't know what is it.
As you continue with your preparation, the feeling gets stronger and stronger, as if it was a dam almost breaking up.