| ELDRED CROFTER |
That mail would look good on you - you want the blade too?
Am I in chain shirt or chain mail
| Malgrim Ironskin |
Malgrim also donned a chain shirt from the guards, intending to use it to disguise his bestial features, as well as its intended function as armour. Despite himself, Malgrim actually does a pretty decent job of passing as a Human guard.
Disguise (Trained): 1d20 + 0 ⇒ (17) + 0 = 17
AC goes up by 3 to 20, all attack rolls suffer -2 penalty.
Malgrim tossed the ring over to Damien.
Seems a funny one, this. Well worn. Maybe it functions as a key? Try it in that horizontal slot?
| Johan Hale |
To Eldred: No, you take the sword. This club is working fine for me. I will take that mail though. .
Any equipment we can offer grumblejack? A spare shield maybe?
So is everyone wearing at least a guard uniform now?
| Damien King |
Damien nabs the uniform of one of the bigger guards, thankful to have some long sleeves to hide his scars with. "I'll pass on the mail; it gets in the way of my best tricks."
Assuming no one minds, he'll take one of the two daggers earlier removed from the veil.
| Damien King |
Oh, sorry, missed that post.
"Well, let's see what we have here."
Damien catches the ring deftly, and sees if it might be related to the strange lock.
| Johan Hale |
Johan folds the sergeant's shirt into a makeshift rucksack and bundles up the maps and journals. After Malgrim and Damien get the lock open, Well, to the armory and supply storage then. The Warden was described as an 'old wizard' by one of the guards upstairs. Perhaps there is something in one of those rooms that can help us deal with his sorcery. Eldred[, check the hall for us.
As they move to the armory, Johan locks or jams the sergeant's door to prevent the body being discovered.
| DM Aku |
There are three doors in this room. One you came from and two locked.
The first one Malgrim opens is the store room.(room 13 in the map)
This room is normally unlit.
Supplies for the prison are stored here. There are 200 torches, ten lanterns, two 10 gallon kegs of lantern oil, six spare guard uniforms, dozen signal horns, twenty 50’ lengths of rope and two barrels labeled ‘emergency rations’.
Hanging in a special rack is also to be found several brands with the runic F symbol and a specially made brazier for heating them.
This storeroom is very sparsely supplied and could hold much.
The other door is a really huge bed room.(room 15)
At first glance this appears to simply be the slovenlykept bed chamber of the sergeant of the guard. There is a bed, a small table and wardrobe which contain Blackerly’s personal effects which are by in large worthless.
A closer inspection revels under Blackerly’s bed is an iron strong box.
The box is locked but the keylock is the same as the door. Using the ring you can open it.Inside that box is a case of rotgut whiskey (a dozen bottles worth 5 gp a bottle) and 1235 gp.
It takes no roll of any sort to realize this is a larcenously huge amount of money to be possessed by a common sergeant.
Inside his his wardrobe has a flask of rotgut whiskey mixed with some herbs.
Type poison, ingested; Save Fortitude DC 13
Frequency 1/minute for 2 minutes
Initial Effect Unconsciousness for 1 minute; Secondary Effect
unconscious for 2d4 hours; Cure 1 save
| ELDRED CROFTER |
Get in clean uniform my lads, ones without bloodstains, and lets see the Warden... Afterwards this gold will be sufficient to keep us low enough to avoid any entanglements threat of our steel won't buy.
| Damien King |
Take 10 on knowledge nature and appraise where appropriate.
"Well, well, well, looks like the Seargeant was more than well paid. Would you look at that?"
Curious, Damien finds the crate of alcohol, and the flask in the wardrobe. He opens the bottle and takes a sniff.
"Ah, this scent takes me back. We've got a poison over here, guys. Pretty strong sleep stuff, could knock a guy right out. The rest of the whiskey is worth a pretty penny just by itself. Might wanna take it along too."
| Johan Hale |
book keeping, or rather loot-keeping. I'm assuming some actions here to speed things along; I find gear management sooo tedious to do in character. Hope no one minds.
Johan changes quickly into a fresh uniform and spreads the groups meager possessions out on the floor. He pulls a few of the remaining patches off the veil Tiadora had given them. The potion he hands to Damien for identification. He pulls the gold and adds the coins to the sergeant's stash. He pulls the sack, hoping it is something he can carry all this stuff in. He leaves the lantern, rope, and window in place and hands the veil back to Damien for safe keeping. He then packs as much as he can into the strong box, starting with the gold, the maps and journals, then as much rations as will fit. Once packed his secures it to his back using his makeshift rucksack. If the sack patch proves to be a magical carrying device, he instead throws the loaded strong box, an extra length of rope, a couple spare lanterns more rations, and the whiskey in there.
| Damien King |
I don't mind at all.
Spellcraft/Know(Arcana) whichever is appropriate: 1d20 + 9 ⇒ (19) + 9 = 28 What's behind cork #1?
| DM Aku |
The potion is a Cure light wounds.
The sack is not magical, but it's not that small either. Imagine something like a travel bag. (in capacity).
Just cheking: Eldred, Malgrim and Johan are using Uniforns and Armor. Damien is not. Is that corret?
Anyway, what will you guys do now?
| Damien King |
That's incorrect. We're all using uniforms. However, Damien is only wearing the clothes, not the armor.
| Malgrim Ironskin |
Thought i'd asked earlier but can't see it now- are there any suits of leather or studded leather amongst the supplies?
Smirking slightly, Malgrim looted one of the brands, as well as peering into the emergency rations and taking a few days of food for the group. He also took a length of rope.
No disguise is going to work for the Ogre. We would have to pose as his escorts. For now- let us see where that other door we passed I have moved my token to the door in question leads. Perhaps it is where the guard's quarters are; the easiest prey we shall find in this place and a likely place for such quarters; opposite the Sergeant's. He implied six or seven of them should be resting in there. Time to further thin their ranks...
| Johan Hale |
No leather etc that I recall. Only chain shirts and 1set of chain mail so far.
| DM Aku |
It is here that the guards and guard sergeant take their meals. A banner emblazoned with the emblem of Branderscar prison hangs on the eastern wall.
There are three guard eating and chatting, as you open the door to peek, one of the guards look in your direction, he blinks twice before saying "A new brother eh? Don be shy, come and eat with us, and later I'll take to our little night game..." The others looked at the door and began laughing.
You know he guard who invited you is suspicious about the way you were looking through the door, You know he is trying to make you enter the room and you see his eyes darting thought the room as if he is looking for something.
| Johan Hale |
I've moved Johan's token on the map to where he would be based on Malgrim's position - He can move quickly into the new room if necessary but is blocking line of sight from the main doors to the hobgoblin if anybody wanders in.
Johan transfers the strongbox into the travel bag, then instructs Grumblejack. Ogre, stay in this room by the doorway while we check the hall. Wait for our signal or the sound of trouble. Once he is sure Grumblejack understands, he follows Malgrim back into the main hall...
| Damien King |
Damien stays back. While confident that he can lie his way out of trouble, he has no trust in his stealth ability.
| ELDRED CROFTER |
Good to see a friendly face, says Eldred, he face changing from indecisive to a smile.
He walks in confidently.
Sounds like this is the place to find out all the lurks and perks of my duties.
He closes on the men, hopefully getting close enough to lay a friendly hand on one of their shoulders.
Bluff (inc. fav enemy bonus) 1d20 + 9 ⇒ (5) + 9 = 14
Helllllloooo crappy roll
| DM Aku |
This large room has a few wooden tables and benches.
It is here that the guards and guard sergeant take their meals. A banner emblazoned with the emblem of Branderscar prison hangs on the eastern wall.
There are three guard eating and chatting, as you open the door and enter, two of the guards look in your direction, he blinks twice before getting up and trying to get his sword, only to realise his is not using it then he says"Who are you? I know everyone in this prison and you are not one of my brothers!" the others then get up too looking at your direction.
You were not able to get closer enough to put one hand is his shoulder.
| Johan Hale |
Johan sighs at the sound of suspicion in the guard's voice and prepares to burst into the room to do more violence. He catches Grumblejack and Damien's eye across the hall and nods at them to be ready.
Johan gives Eldred another moment to salvage this, but assuming things go south: If Johan has a surprise round, he 5'steps into the doorway then uses hand of the acolyte to hurl his club at a guard. Priority to anyone with a signal horn or drawn weapon.
Hand of the acolyte: 1d20 + 3 ⇒ (9) + 3 = 12
damage: 1d6 + 5 ⇒ (4) + 5 = 9
In round 1: Johan tries to flank with Eldred while still keeping the door to the hallway blocked, priority to any wounded guards
leather club: 1d20 + 5 ⇒ (15) + 5 = 20 +2 if flanking
damage: 1d6 + 5 ⇒ (3) + 5 = 8
This is all assuming Eldred can't bluff his way clear, which I'm really hoping he can...
| ELDRED CROFTER |
Hey! Just a minute! This is how you treat new arrivals? The Seargeant and my Da are friends and he got me this job...
Bluff 1d20 + 9 ⇒ (4) + 9 = 13
On a roll.... Woooo
| Damien King |
Eesh. He's not doing too great in there. Doubt they'd buy it any more if another one of us stepped in, good liar or not.
Damien fidgets nervously, twirling a pilfered coin between his fingers as he listens in from the outside, waiting for the right time to strike.
| DM Aku |
"Liar! Bothers go awake the others and get your stuff."He says to the other guards.Looking at Eldred, he says "You, stay right there! We will soon sort this out with the sergeant."
Damien: 1d20 + 7 ⇒ (8) + 7 = 15
Eldred: 1d20 + 5 ⇒ (12) + 5 = 17
Johan: 1d20 + 3 ⇒ (15) + 3 = 18
Malgrin: 1d20 + 5 ⇒ (13) + 5 = 18
Grumblejack: 1d20 + 1 ⇒ (14) + 1 = 15
Gaurd1: 1d20 + 1 ⇒ (13) + 1 = 14
Guard2: 1d20 + 2 ⇒ (9) + 2 = 11
Guard3: 1d20 + 2 ⇒ (12) + 2 = 14
Mess Hall Fight
Round 1-
Ordered Initiative-
Malgrin: = 18
Johan: = 18
Eldred:= 17
Damien:= 15
Grumblejack: = 15
Gaurd1:= 14
Guard3:= 14
Guard2:= 11
Active Effects-
Map-
Notes-
You can all post your actions. The ogre will wait until Johan says he can join the fight.
The guards are without weapons or armor.
Action-
| ELDRED CROFTER |
Have it your way...
He draws his new MW long sword and stabs the one with the big mouth.
1d20 + 4 + 2 + 1 ⇒ (3) + 4 + 2 + 1 = 10
1d8 + 3 + 2 ⇒ (6) + 3 + 2 = 11
My train of crap rolls continues
| Johan Hale |
Guess I should keep my rolls from up thread. Slight change to Johan's actions based on the situation, and the fact that I forgot it was a 10' grid :0
Johan curses as he hears the guard's response. Ogre! Get over here! he shouts to Grumblejack, then pivots and steps into the room...
Johan takes a normal move (spd 20 due to chain mail) into the room, first trying to create to a flank with Malgrim or Eldred. If he can't reach a guard in 1 move, he'll run straight to the door at the top of the map to cut off any guards trying to exit that way, making an AoO on anyone approaching. I'm relying on the fact that Johan moves before the guards can draw weapons to protect him from any AoOs he might incur from his own movement.
| Damien King |
Damien takes a step back to watch the battle unfold through the door, and keeps an eye on Guard #1. "Hey, buddy! Look over here!" he calls out, attempting to daze the guard with a wave of his finger and a puff of smoke bursting from his hand.
Casting Daze on Guard 1.
| Malgrim Ironskin |
Malgrim surged through the doorway and struck a cruel blow with the side of his callused hands on one of the unarmoured guards; aiming to break the man's neck.
Unarmed Strike (Power Attack, Charge): 1d20 + 5 + 2 - 1 ⇒ (11) + 5 + 2 - 1 = 17
Damage: 1d6 + 1 + 2 ⇒ (3) + 1 + 2 = 6
| DM Aku |
The Guard1 is hurted bad and dazed.
The Guard2 fell to Malgrim powerful blow (dying not dead)
The Guard3 passed near Johan, aiming the door behind him and was hit by a strong club bow Using here the atk Johan rolled on a earlier post. he survives the blow and open the door shoulting "Brothers! Wake up, arm yourself, sound the horn."
Mess Hall Fight
Round 2-
Ordered Initiative-
Malgrin: = 18
Johan: = 18
Eldred:= 17
Damien:= 15
Grumblejack: = 15
Gaurd1:= 14
Guard3:= 14
Guard2:= 11
Active Effects-
Daze on guard1 (ends this turn)
Map-
Notes-
You can hear a lot of noise from the door the guard just opened.
Action-
Grumblejack will attk again as soon as he can.
| Malgrim Ironskin |
Am I close enough to 5 foot step and full attack guard 3?
Attack (Charge, Dex, ACP): 1d20 + 2 + 5 - 2 ⇒ (7) + 2 + 5 - 2 = 12
Damage: 1d6 + 1 ⇒ (4) + 1 = 5
Malgrim wasted little time, capitalising on the blow Johan landed with his club and adding another; slamming the point of his fire-hardened elbow into the shouting guard; swiftly dropping him but not fast enough to muffle his cries...
| Johan Hale |
hooo boy! this is about to get interesting...
Assuming Malgrim drops guard3 at the top of rnd2..
Johan roars in frustration as the guard slips past him. Malgrim leaps forward and cracks the man's skull with his elbow and drags him clear of the doorway. Johan feels an unfamiliar dark energy fill his limbs. His head swims with the need to punish these fools that would stand in his way. He charges into what is presumably their barracks and starts laying about with his club at anything that moves like a man possessed.
rnd 2: Swift action = judgement/destruction(+1 to dmg). Move action into the room, Standard action = hit guard 7!
club upside the head: 1d20 + 5 ⇒ (7) + 5 = 12
damage: 1d6 + 5 + 1 ⇒ (4) + 5 + 1 = 10
edited to take into account updated map
| ELDRED CROFTER |
If Malgrim can take down guard 3 at the door,Eldred will move into the room of guards and attack any guard in reach of his movement or if none are in reach he will stand behind Johan, guarding his back.
| Damien King |
Noting that Guard 1 is badly injured, Damien takes it on himself to finish the job while the others are busy with the ones in the room. He grabs the dagger he'd kept just in case and twirls it once in his hand.
Knife throwing. Oh, this brings back memories.
Dagger Throw: 1d20 + 3 ⇒ (3) + 3 = 6Damage: 1d4 + 1 ⇒ (3) + 1 = 4
However, being no warrior himself, he misses widely.
| ELDRED CROFTER |
AoO 1d20 + 4 + 2 + 1 ⇒ (8) + 4 + 2 + 1 = 15
DMG 1d8 + 3 + 2 ⇒ (1) + 3 + 2 = 6
| Johan Hale |
Johan continues to swing savagely at the guard and the as the hapless man tries to draw his blade.
AoO: 1d20 + 5 ⇒ (7) + 5 = 12
damage: 1d6 + 5 + 1 ⇒ (1) + 5 + 1 = 7
| DM Aku |
Guard1 is badly injuried but alive.
Guard2 and 3 fell.
Guard4 have some dmg but is alive.
Guard5 have dmg from Eldred AoO.
Guard6 dont have any dmg.
Guard7 fell to Johan attks.
"Oh Mitra, I dun wanna die!" cry the guard4, face to face with the ogre.
"The horn, sound the f*%%ing horn!" yell the guard5
"Have faith brothers, Mitra will not abandon us!" Pray the guard6
"Thanks the for weapon fatty."Says the guard1 picking up the dagger you threw at him.
Mess Hall Fight
Round 3-
Ordered Initiative-
Malgrin: = 18
Johan: = 18
Eldred:= 17
Damien:= 15
Guard4:= 15
Grumblejack: = 15
Gaurd1:= 14
Guard6:= 10
Guard5:= 6
Active Effects-
None
Map-
Notes-
Eldrend you did not have a line to charge and your move was not enough to atk someone, so you moved twince and got an AoO.
Action-
Grumblejack will atk the guard4.
Malgrim, Eldred, Johan and Damien can post your actions.
| Malgrim Ironskin |
Malgrim vaulted up onto the table to loom over the guard with the dagger.
Its not going to do you much good... the Hobgoblin warned the man, referring to his newly acquired weapon- before savagely kicking him in the face. The attack was almost perfectly executed and near-broke the man's neck as he crumpled to the ground. Malgrim flashed a wicked grin at Damien.
Attack (Higher Ground, Power Attack, ACP, Crit Threat): 1d20 + 5 + 1 - 1 - 2 ⇒ (20) + 5 + 1 - 1 - 2 = 23
Attack (Higher Ground, Power Attack, ACP, Crit Confirm): 1d20 + 5 + 1 - 1 - 2 ⇒ (16) + 5 + 1 - 1 - 2 = 19
Critical Hit Damage: 2d6 + 2 + 4 ⇒ (2, 6) + 2 + 4 = 14
Woot first crit of the campaign!
| Johan Hale |
Johan leapt toward the next guard with a snarl. Mirta has abandoned Branderscar fool. The best you can hope for now His welcoming embrace in the afterlife!
club: 1d20 + 5 ⇒ (6) + 5 = 11
damage: 1d6 + 1 + 5 ⇒ (2) + 1 + 5 = 8