| Heinrich Cornelius Agrippa |
Agrippa readies himself to move.
| ELDRED CROFTER |
Eldred accepts a cuff around the back of his head as he thinks to step out and remembers its up.
He pushes upwards.
| DM Aku |
You go up another set of stairs and you can say that this level is a key archer’s strongpoint.
Arrow slits adorn its entire outer wall. Wooden racks contain the watchtower’s store of arrows. Four thousand normal arrows neatly sorted into a 200 quivers of 20 arrows each hang on these racks.
This chamber is unguarded. It is lit by two torches on sconces. Stairs connect up to the rookery guardroom (42.) and down to the flag room (32).
| ELDRED CROFTER |
Wouldn't be a bad idea to splash some fire here as well on the way out, Eldred whispers.
| DM Aku |
You search the place and found nothing more than what you can see.
Fet upon hearing Johan question says ”Maybe it’s easier to do that, but what do you want it to happen? A broken lantern? Figures it must appear an accident since you gave up upon the secret couple thing.”
You move up one more set of stair and end up in a small room with a wooden door.
Eldred examines it and try to listen on the other side.
He barely hears someone talking, a male ragged voice. The smell of bird poo is strong.
The door is locked.
| Johan Hale |
Johan bristles a bit at Fet's mention of him giving up on the secret couple idea. It was a risky idea, he fumes to himself. We couldn't frog march two people up to the top of the tower, or carry two corpse, for that matter, without drastically increasing our chances of being noticed. And besides, its not like any of them had a better idea. He is about to retort, but instead just frowns slightly and responds, Yes, broken lantern would work. If you don't think you can do it, we'll just throw him off the roof - make it look like he was drunk and stumbled off the edge. Fire would be better though - we could take out all those arrows, and the birds themselves, so someone else can't just take over the job.
To Eldred, Can you get that lock open?
He turns to Agrippa, Looks like a good time for those invisibility spells. How many of us can you affect.
| ELDRED CROFTER |
If it's not bared on the inside... If it is? Tricky - May need to rely on magic.
He starts working on the door as quietly as the situation will allow, throughouly taking his time.
| Heinrich Cornelius Agrippa |
In a whisper Agrippa says Ah, two Master Hale. Only two, for approximately four minutes.
Agrippa secretly felt thrilled with this cloak and dagger work, it was so different from anything he had experienced before.
| ELDRED CROFTER |
I think we need to rush the old fella and grapple him - NO weapons, too hard to disguise the body other wise, he hisses.
He holds up three fingers, two fingers then one... and pushes the door open.
| DM Aku |
Eldred throws the door open using his surprise action to the rest of the top of the tower, on the other side of the door to a foul smelling, dark chamber littered with bird droppings. A mad old codger is near almost hundreds of messenger ravens each ready to fly.
Bird's cleaning
Round Surprise-
Ordered Initiative-
Active Effects-
Map-
Notes-
I'll update the map in some hours. Consider Martin is about 10 ft from the door.
Action-
Agrippa, Johan and Fet has a surprise standard action.
| Johan Hale |
Link to map doesn't seem to work.
I was hoping for a couple of rounds of spell casting prep from the quiet safety of the stairwell before we opened the door. If that is the case, please use the first spoiler for Johan's actions. If we are diving right in, use the second.
Johan mutters some prayers to the Dark Prince as Eldred springs open the lock (cast bless and divine favour). Once the door creaks open, Johan moves quietly and quickly straight to the old man, then erupts into violent action. One meaty hand locks around the old man's throat in a vice-like grip while the other clamps down over his mouth and nose.
Surprise round
Move action to be adjacent to bird-man
Round 1
Grapple to pin: 1d20 + 8 + 1 + 1 ⇒ (13) + 8 + 1 + 1 = 23
Surprise round
1/2 move charge, attack with cestus: 1d20 + 9 + 2 ⇒ (17) + 9 + 2 = 28
Dmg: 1d4 + 5 ⇒ (4) + 5 = 9
| Heinrich Cornelius Agrippa |
Agrippa nods at Johan his blood beginning to race.
| ELDRED CROFTER |
Looks like we are going 'with prep'
Eldred waits to be cloaked by magic so he can go in and grapple the Rookery keeper.
| Heinrich Cornelius Agrippa |
Whoops, assumed that I had already did that.
Agrippa mumbles the arcane syllables and Johan and Eldred disappear!
| DM Aku |
Agrippa hides out of the vision on of the door, while Fet prepares to throw the door open.
As soom both Eldred and Johan vanishes under the magical effect, he opens the door hiding behind it to avoid being seem.
Inside, a startled looking ragged old man, looking in some incomprehensible way to the door.
Johan and Eldred run and stop just besides him.
Mads x Mad
Round 1-
Ordered Initiative-
Agrippa: 1d20 + 2 ⇒ (15) + 2 = 17
Eldred: 1d20 + 5 ⇒ (18) + 5 = 23
Fet: 1d20 + 2 ⇒ (15) + 2 = 17
Johan: 1d20 + 6 ⇒ (20) + 6 = 26
Mad Martin: 1d20 ⇒ 17
Active Effects-
Invisibity – Eldred/Johan
Map-
Notes-
I’ll assume some minor actions for you
Action-
Johan using his brute strength take a hold of a surprised Martin, and with Eldred help, try his best to pin down the man, while preventing him from doing any loud noise.
Agrippa and if Fet is alive, his action:
| ELDRED CROFTER |
Yep - that sums it up. Do we need rolls? We want to strangle/choke him into unconsciousness
| Heinrich Cornelius Agrippa |
Agrippa will cast Detect Magic and begin scanning the room for the next 3 rounds, confident that Eldred and Johan have the situation well in hand.
| Johan Hale |
Johan begins to methodically smother Martin while Eldred holds back the old man's arms. Reminds me of the time you and I offed that fat sergeant at the prison, Johan comments almost fondly to Eldred as Martin's eyes started to roll back in his head.
CMB to Pin: 1d20 + 8 + 5 + 1 + 1 + 2 ⇒ (14) + 8 + 5 + 1 + 1 + 2 = 31
Explanation of modifiers: +5 grappled, +1 bless, +1 divine favour, +2 aid another from Eldred
Fet and Agrippa file into the room. Make sure the widows are secured - don't want these birds flying all over the castle and waking everybody up.
| ELDRED CROFTER |
Heh... Good times, Eldred says with a laugh.
Aid another 1d20 + 8 ⇒ (10) + 8 = 18
| DM Aku |
Sorry, pretty boy Johan. But when things were ever that easy?
Round 1 - Fet
After everyone was inside, Fet entered too and began to prepare his tools to create the fire and make it looks like was an accident.
Round 1 – Mad Martin
Taken by surprise, the ragged man, was thrown into the ground, he did not made any attempt to break free, but he began calling names in a rapid succession and birds began to play inside the place, creating a raven swarm that move and attack Agrippa and Eldred.
Swarm Dmg: 2d6 ⇒ (5, 6) = 11
Mads x Mad
Round 2-
Ordered Initiative-
Johan: 1d20 + 6 ⇒ (20) + 6 = 26
Eldred: 1d20 + 5 ⇒ (18) + 5 = 23
Fet: 1d20 + 2 ⇒ (15) + 2 = 17
Agrippa: 1d20 + 2 ⇒ (15) + 2 = 17
Mad Martin: 1d20 ⇒ 17
Active Effects-
Distraction on Eldred and Agrippa due Swarm.
Map-
Link
Notes-
Eldred and Johan, please retcon your actions, since you had no way of knowing that the birds would attack you.
Action-
You can all post your actions.
| ELDRED CROFTER |
Don't we get a save vs. distraction? Also, aren't we invis right up until we are trying to choke out the old codger? Isn't there a surprise round? Ie Charge from Johan? Thats him grappled. Round 2, I race in for the aid another and Johan puts on the choke - which not sure if that stops the birds or not
| Heinrich Cornelius Agrippa |
Agrippa snarls curses and other unkind things as the birds peck at him.
Fort: 1d20 + 3 ⇒ (17) + 3 = 20
Ok, so my spells memorized are of dubious help against a swarm. I have some other options in the form of scrolls or I can use my acid dart SLA.
Agrippa backs up against the tower wall raises his cane and chants arcane syllables.
A ray of acid streaks from the raised cane towards the Swarm Ranged Touch: 1d20 + 4 ⇒ (11) + 4 = 15Acid: 1d6 + 2 ⇒ (2) + 2 = 4
GM, did Agrippa sense any magical auras in his one round of detect magic.
| Johan Hale |
Johan snarls in surprise as the birds in the room swirl into a murderous mass of black feathers. He calls on Asmodeus for protection and tries to crush Martin's windpipe once and for all. (Activate Destruction Judgement as swift action).
Switching my attempt to pin to straight up damage. Not sure if its allowed, but I'd like to spin martin to face the birds and start dragging him towards the exit as well.
Round 2
CMB to Pin: 1d20 + 8 + 5 + 1 + 1 + 2 ⇒ (14) + 8 + 5 + 1 + 1 + 2 = 31
Explanation of modifiers: +5 grappled, +1 bless, +1 divine favour, +2 aid another from Eldred
Dmg: 1d4 + 5 + 1 + 2 ⇒ (2) + 5 + 1 + 2 = 10
Active Effects
Party: Bless (+1 to hit, vs fear)
Johan: Divine Favour (+1 to hit, dmg), destruction judgement (+2 dmg)
| DM Aku |
@Johan, you can attack him with a light weapon, meaning Cestus.
I was waiting for Eldred round two action, but I’ll move things and the post his action later.
Johan switch from pinning attempt do killing attempt, Martim with his weapon. The man screams as blood poor out from the wound, but he is still alive.
Agrippa moves away from the Ravens and conjure a spell at then killing some in the process, but unable to scatter the swarm.
No magic aura.
Round 2- Fet
Fet, seeing the situation, throw the alchemist fire he was preparing to use:
Atk Ranged touch: 1d20 + 8 ⇒ (20) + 8 = 28
Atk: 1d20 + 8 ⇒ (13) + 8 = 21 critical confirmation
Dmg: 2d6 + 12 ⇒ (5, 6) + 12 = 23 + 11 = 34
Creating a maelstrom of fire that consumes all the ravens.
Round 2 - Mad Martin
The man cry as his birds burn, with one hand he tries to pick up a signal horn, while calling for more birds, and those he called, fly in Fet direction.
Dmg: 2d6 ⇒ (3, 3) = 6
Hurting him for 6 damage.
Mads x Mad
Round 3-
Ordered Initiative-
Johan: 1d20 + 6 ⇒ (20) + 6 = 26
Eldred: 1d20 + 5 ⇒ (18) + 5 = 23
Fet: 1d20 + 2 ⇒ (15) + 2 = 17
Agrippa: 1d20 + 2 ⇒ (15) + 2 = 17
Mad Martin: 1d20 ⇒ 17
Active Effects-
Map-
Link
Notes-
Eldred, post round two and three action.
Action-
You can all post your actions.
| Johan Hale |
Johan specifically does not use his cestus because we don't want this to look like murder. Round 2 he inflicts lethal dmg with an unarmed attack as per the grapple rules. Damage is the same as with the cestus.
Round 3
Swift action to change judgement to Justice(+1 to hit)
If Eldred's rnd 2 action doesn't kill Martin:
grapple to Pin: 1d20 + 8 + 5 + 1 + 1 + 1 ⇒ (9) + 8 + 5 + 1 + 1 + 1 = 25
Johan curses some more as Martin worms around in his grip, screaming out despite his attempt to muffle him, and making a grab for a signal horn despite the two huge men trying restrain him. No you don't! he growls as he reaches for Martin's flailing arm. Attempting to pin Martin so he cannot get the horn.
If Eldred kills Martin in rnd 2:
Johan lets Martin's corpse drop to the ground and reaches for his spear, hoping Fet can burn the rest of the birds as effectively as he did the first lot. He swings his spear in wide arcs, trying to swat down as many birds as he can as he as he begins to back towards the door.
Move action to draw longspear, standard action to attack swarm with longspear
attack: 1d20 + 8 + 1 + 1 + 1 ⇒ (1) + 8 + 1 + 1 + 1 = 12
dmg: 1d8 + 8 + 1 ⇒ (7) + 8 + 1 = 16
Active Effects
Party: Bless (+1 to hit, vs fear)
Johan: Divine Favour (+1 to hit, dmg), justice judgement (+1 to hit)
Fet: distraction
| Heinrich Cornelius Agrippa |
Round 2
Agrippa will launch another glob of acid at the swarm.
Ranged Touch: 1d20 + 5 ⇒ (16) + 5 = 21 Acid: 1d6 + 2 ⇒ (6) + 2 = 8
Agrippa growls This is becoming tiresome. Finish this man off.
| ELDRED CROFTER |
Round 2
Dirty trick to stop him speaking
1d20 + 8 ⇒ (11) + 8 = 19 vs grappled Martin
Round 3
Grab vs horn
1d20 + 8 ⇒ (11) + 8 = 19
| DM Aku |
Okay, sorry if you were led to believe it, but his control over the birds don't require voice. I just describe him calling then because I thought it would be cool.
Eldred was able to silence Martim, but even then he still was able to command more birds to attack.
Then, he disarmed him from his signal horn, while Johan pinned the old man to the ground and Agrippa casted another acid bolt at the swarm.
Round 3 - Fet
Fort: 1d20 + 6 ⇒ (10) + 6 = 16
He was able to resist being distracted by the birds and walked away to throw another alchemist fire.
Atk: 1d20 + 9 ⇒ (2) + 9 = 11
Dmg: 1d6 + 6 ⇒ (6) + 6 = 12 + 6 = 18
Even though he killed several of then, the swarm still was not dispersed.
The swarm moved again against Fet.
Dmg: 2d6 ⇒ (3, 1) = 4
Hurting him even more.
Round 4-
Ordered Initiative-
Johan: 1d20 + 6 ⇒ (20) + 6 = 26
Eldred: 1d20 + 5 ⇒ (18) + 5 = 23
Fet: 1d20 + 2 ⇒ (15) + 2 = 17
Agrippa: 1d20 + 2 ⇒ (15) + 2 = 17
Mad Martin: 1d20 ⇒ 17
Active Effects-
Map-
Link
Notes-
Action-
You can all post your actions.
| Heinrich Cornelius Agrippa |
Kill him quickly! Agrippa says as he casts another acid globe at the swarm Ranged Touch: 1d20 + 5 ⇒ (2) + 5 = 7 but his anger leads him to fling the acid too high.
| ELDRED CROFTER |
Eldred flings the horn to one side then kicks Martin in the guts.
1d20 + 8 + 2 ⇒ (19) + 8 + 2 = 29 vs grappled and prone and fav enemy
1d3 + 4 ⇒ (3) + 4 = 7 add 2 vs human fav. Enemy
| Johan Hale |
Johan sweeps Martins legs from under him But the man's frantic thrashing sends them both to the floor. Johan tries to grab the man's hair and smash his head into the stone before he can slip free.
Round 4
Crush Martin(cmb): 1d20 + 8 + 1 + 1 + 1 + 5 ⇒ (1) + 8 + 1 + 1 + 1 + 5 = 17
Unarmed lethal dmg: 1d3 + 5 + 1 ⇒ (1) + 5 + 1 = 7
| DM Aku |
Johan tries to crush Martin already pinned under him, the man’s eyes are red and it’s seems he is having a hard time to breath, but then Eldred comes up and after a vicious blow in the man’s head, he passes out.
Immediately, the birds stop attack and fly about.
Combate is over, Intentions?
| Johan Hale |
Johan doesn't take his hands off Martin's throat until his sure the troublesome old man is well and truly dead. Then he pats down the corpse for anything of interest. He makes sure to take a couple of Martin's personal items and a handful of bird feathers as well - If this accidental fire ruse doesn't work then they may have to frame someone else for it. He stands up and begins a quick inspection of the rest of the room, shooing away the now docile birds as he goes.
Well, that was more chaotic than we wanted. We should make haste now. Fet, lets light this place up - lets burn the arrow stores one level down as well. Agrippa, did we check those stores for any magic? Can you do that while we finish up here?
| Heinrich Cornelius Agrippa |
Agrippa nods his assent and casts a cantrip of Detect Magic. He scans both this room and the room below for magical auras if possible.
| ELDRED CROFTER |
So... not having have set a fire like this before, how is it done?, he says searching the room.
| DM Aku |
Fet prepares his oils and alchemist things and set up the body, he does not bother with the birds, if the fire does not kill, they'll just flee the danger and probably not come back.
After setting the body, he goes on the floor below and set up things to create a fire, that will begin on the floor below and go until the rookery.
When everything is finished, he ask his companions to move bellow and wait him at the basement.
Assuming you go.
After some minutes, you see a out of breath Fet whispering in a frantic way "What the hell are you still doing here! Move, move! They'll search this place in no time!" and lead you into the tunnel bellow.
The way back has nothing new to tell, but after you enter the inn again, you start to hear voices in the place above. Someone noticed the fire, and it seems the entire place has awoken.
Intentions?
| Heinrich Cornelius Agrippa |
Agrippa nods his assent and casts a cantrip of Detect Magic. He scans both this room and the room below for magical auras if possible.
Anything GM?
| ELDRED CROFTER |
The confidence trickster holds quiet under the tower.
He signals that they should return to the inn in silence.
| DM Aku |
You decide it’s best to not be seen together in the place and each of you leave the basement trying to attract less possible attention.
After some time, everyone is out and not one seemed to pay any attention to you at all. Some of the locals asked about the fire, but there were busy talking to each other to really pay any attention to your replay.
After some hours, the crowd go back to sleep. The day had too much for then. Captains killing each other and fire on the watchtower, where this world was going?
No action planned on the excel sheet for today. Intentions?
| ELDRED CROFTER |
Eldred cackles about his plan to frame the dwarves and spends the day (after bathing) making muttered references to the duplicity of dwarves and their untrustworthiness... careful to make sure no dwarves are about and how they steal both goods and jobs that could be done by humans.
He buys more than his fair share of rounds.
| Johan Hale |
The day after the fire Johan keeps his ear close to the ground, listening to the rumours about the incident and trying to pick out kernels of truth about the extent of the damage, how it started, any injuries.
During the day he revisits the marketplace. Its been almost a week since last he scoured it for magical gear, so he wants to see if any new inventory has shown up for sale. He also starts provisioning himself for his trip into the wilderness to follow Varnings patrol he day after next. (May have done this in a previous post, I don't remember).
Finally, tomorrow is the night Fet is supposed to try to get into the castle as Mama Giuseppe's assistant. Johan checks in with him to offer any aid he can and see if the that part of the plan is still a go.
| DM Aku |
Fet awakes up early and in the guise of Tef Fairwin, he go work in the alchemy shop. During his free hours, this time disguised as an old soldier he go visit Mama Guiseppe and the old woman all charmed by his good manners and helpful attitude. In the end, he promised to come back the next day, to help her with her stew.
No actions from Agrippa, so I’ll bot him into charming the innkeeper again.
Heinrich Cornelius Agrippa spends his days musing on the night activities, what could have been done better? How a devil conjuring would do in that situation? What was that strange link between the birds and the mad man?
During one of his meals, he takes the opportunity to charm the innkeeper again Will Bellan: 1d20 + 4 ⇒ (14) + 4 = 18 but this time, he was able to resist your spell.
Eldred passes the day in the guise of a common local, wherever he goes, drinks follow and the dwarfs are badmouthed. At the end of the day, when the dwarfs get back from work, they receive lot’s more of stares than before.
Johan spends the day trying to gather information about the fire in the tower, strange enough, even though there’s lots of talk about the fire, there’s surprisingly almost no information. No one knows how it started or what happened. Fear began to stir deep inside. What if they discovered it was not an accident? Do they have any leads? You hear a lot of rumors about the fire, but none of them is actually a information, just wild guess. One thing you notice for sure. The fort entrance is heavily guarded now, were before you had only two carefree guards, now you have four no so carefree guards.
It's night, everyone at the inn.
Intentions?
| ELDRED CROFTER |
Lets strip some things of worth, workmans tools and the like tomorrow and prepare to secret them with the visiting tradesmen. What news on securing 'spices' for the meal, Eldred whispers.
| Johan Hale |
None yet, shrugs Johan. We know the local alchemist has arsenic in stock, and stealing that is likely just as good and a lot cheaper than anything Fet could brew up. But we don't need to get our hands on it for another couple of weeks.
Johan makes sure to mention to some of the regulars that he is heading out this week on a trade run to the nearby village of Muddycreek to drum up new business, so that his absence while out following Varning won't by suspiscious.
Later, as the inn's common room fills up with off duty soldiers, Johan is feeling bored and restless. He notes a group of soldiers dressed in captain Eddarly's livery enter, and the cold looks they get from a table of captain Mott's men. He leans over to Eldred, Wanna start some trouble?
| ELDRED CROFTER |
Heh... always, he grins. I'll follow your lead.
| Johan Hale |
Johan leans back in his chair and pitches his voice so it carries to the whole room. Best lock up you wives boys, Captain Cuckold's crew are roaming the streets tonight! He lets Edderly's men get seated and get a round of drinks into them, then grabs his beer and heads over to the Mott table, talking loudly with Eldred and acting drunker than he is. I mean, what's this country coming to if an honest man can't step up and defend his family and his honour. If you ask me, that poncy Edderly got exactly what he deserved. The only injustice here is that a good man rots in jail for doing the right thing. The two of them wander back over to the bar, past the Eddarly table. Yep, I was there, saw the whole thing. Mott dropped that dandy in two swings. Its like Eddarly didn't know which end of his blade was up. Too much time using his "other" weapon I'd reckon. And to think he was responsible for training soldiers! Poor bastards probably don't know what a real blade is for. Johan bumps heavily into one of Edderly's men in a mock drunken stumble as he raises his glass. To Captain Eddarly's men: A finer bunch of lady killers Ballentyne has never known - may a real foe never cross their path!
| ELDRED CROFTER |
Eldred clinks his mug but with the air of one whose heard this joke before .
I nearly bust a gut when those other guards first said that! They said it funnier - you're just repeatin' what they said.
| Johan Hale |
Johan sighs guiltily Aye, sure enough, doesn't make less true though. He leans back against the bar. What was that other one they were telling about Eddarly's drill practice? Lesson one: How to lie to your sworn brother straight in the face?