The door opens to a long hall with four additional doors. In the hall are two guards standing at the opposite end of the hall (north end). One guard is holding a signal horn (north east). When you speak to them the one with the signal horn (north east) starts toward you. The other guard (north west) moves to intercept him. He yells down the hall way "Who is that?"
17. This is a small guard room and the landing for the stairs from the first floor. It is lit by a sconce holding a torch. There are two doors – one leading the cellblock (room 18.) and the other connecting to the interrogation room (room 20.) Otherwise, this chamber is plain with little furnishings save for a small table and two chairs. The fireplace here is a relic of the old castle great hall. It is almost comically large and has a chimney that can be climbed down. 20. This room is currently plain and featureless save for a single stout wooden table and four chairs. After searching these rooms the total gear you find is as follows 3x (chain shirt, heavy steel shield, longsword, leather sap, longbow with 20 arrows)
From here on out if it's not your turn and you describe the actions you do, nothing happens. You need to wait for your turn. Also you need to be Very specific about what you want to do. for example "I want to move one square south and five squares east." or "I want to attack the guard southeast of me." I'm redrawing the maps so that the squares are 5 ft. since that seems to be causing some confusion. I'm handwaving the first fight since we have some problems.
Each square is 10ft. Each guard is carries a torch. So you can see in normal light in a 20-foot radius, dim light for another 20ft. Dargon are you running? Or taking two moves? The guard in the cells with you is impaled on Morthos dagger. He then drops the bucket and torch takes a step back drawing his sword.
The sounds of someone hauling a bucket of liquid from the the other side of the door. A few moments later the door opens and a pair of guards enter. One carries a signal horn, ready to use. The other carried a bucket filled with a thin gruel and some bowls. The one with the signal horn stays near the door. The other moves to the cells. He enters the cell and fills one bowl.
When Posh pulls the first bag patch of the veil it transforms into a large sack filled with peasant clothes. Better than what you have on but nothing elegant. When Posh pulls the second bag patch it transforms into a small pouch with 100gp in it. When he removes the third it transforms into a medium pouch filled with common spell components. All under one gold piece. When you remove the bottles they are all the same as the previous potion pulled from the veil.
Javell DeLeon wrote:
More like number one though not as well made. Cell 17,19 and 20 are like #2 with no way to see what's inside. As for light there is a torch just outside of seventeen and nineteen. Dim light is the best you can hope for.
The second time Dargon tries to pick his manacles you hear "Are you sleeping?" from the other side of the door. On the third attempt the locks open When Dargon attempts to unlock the chain holding his feet it seemed to be a simple lock
Dargons attempt to unlock Morthos seemed easy. And the Kids locks came off with similar ease. Rendylyns manacles too a few tries but with no activity from the guards they to evenually came free. The locks around Posh's wrist were a little troublesome but no noise caught the guards attention and Dagon sprung him free Morthos draw the patch free from the veil and it turns into a black bladed dagger. You are all now free. make an intelligence check DC15 Intelligence check: The freeing of you all too about two hours and it's about mealtime.
The guards come in grumbling. There are two guards one stands by the door to 19 with a signal horn at the ready. The other guard opens the cell and enters. He has a sap in his hand. he comes within 5 feet of Kid Vicious. He strikes him once. He deals 6 points of nonlethal damage "I told you to be quite filthy scum. You got something to say now?"
Rendylyn when you were taken you passed from Cell 18a through 19 and into 20. Then you were returned to cell 18a. Dargon:
The DC for simple lock is 25 and your roll was 22. But you could reroll you have had to roll because if you fail with a roll by five or more there is a "result" that you haven't had to deal with yet. If you pick any other of the locks holding your fellows after picking your ownyou get a +2 circumstance bonus because the locks are so similar. This is in addition to using masterwork thieves tools which give an additional +2 equipment bonus. The patches that remain on the veil are 2 daggers, a lantern, a rope, three Sacks, Window, and four vials. The vials have what looks like a small tag on each but the writing is to small to read. When the noise level rises you hear a banging on the door to room 19 and a loud voice saying "Shut up in there or I'll thump you on the head"!
Kid Vicious aka "The Falcon" wrote:
Thanks Mr. Vicious. I'll keep that in mind.
@Dargon the DC for these manacles is 30. So you came close but not quite. But you do see what looks like thieves tools on the veil. @Posh and Treesa the DC for general Knowledge (Arcane) checks is 15 Dargon you receive the veil and see a patch that look like thieves tools on the veil. When you examine the manacles locks they appear to be simple locks though it will be tricky doing so with you hands bound.
Rendylyn:
The veil has several patches sewn on it. eighteen in all. Common shapes 2 daggers, a Bullseye lantern, a Hempen rope, three Sacks, what looks like tools, Window four vials, an Unholy Symbol of Asmodeus.
"Sadly I can't help you any more than I have." Her message delivered, Tiadora rises and the guards return. Immediately, her demeanor once more changes and she is again a perfect picture of grief. “No, I can’t bear to leave you!” She gives the PC a kiss on the cheek. The kiss is ice-cold and feels somehow alien and inhuman. Tomas shakes his head. “I’m afraid it’s time, miss.” She looks deep in Tomas’ eyes and says, “Thank you for letting me say good-bye. There’s no need to search my dearest. You are such a good friend for letting me see my dearest one more time.” “Such a good friend,” Tomas repeats his voice almost mechanical. Then the watch sergeant seems to snap out of it and bows politely. “A pleasure, madam,” She leaves unveiled. Her eyes meet the PCs one last time and she briefly gives them a wicked smile. “Three days” telepathically echoes in the PC’s mind. “Don’t disappoint me, dearest.” The visitation concluded, the you are taken back to your cell by a cadre of guards and you are again shackled. Once more they are secured in tightly locked bands around your ankles and your hands are shackled above your heads. Those of you still in the cell see Rendylyn being brought back into the cell and chained by the same guards as before. Before they leave you all hear a bellow from the room to the west. "Hungry" is all it says. You can tell it is a large creature.
Rendylyn: You are escorted roughly to a meeting room down the hall and shoved into a chair. There waiting for them is a hauntingly beautiful woman in an elegant black dress and soft silken veil. She looks as if she is headed to a funeral. Her hair is so platinum as to almost be white and her eyes are a vibrant almost unearthly green. She clearly has been weeping.
“Oh, dearest,” proclaims the unfamiliar woman. “I’m so relieved you’re alive!” She quickly turns to Tomas. “Could we please have a moment alone, good sir? For pity’s sake?” Tomas goes blank for a bit and then quickly agrees. “Of course, my lady. For you,’ tis no problem.” Make a Sense Motive Check “Have you forgotten me, dearest?” the unexpected visitor says with a smirk, dropping her pretense of grief. “Call me Tiadora. We possess a mutual friend who would like to meet you and your fellow cell-mates. Unfortunately, our friend is unwilling to visit you in your present rather shabby accommodations so it seems you must escape. Don’t be so dour. Just because it’s never been done before is no reason you can’t be the first." "If you manage that, 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. That is all I know. He did want me to give you this.” She takes off her silken veil and wipes away a few fake tears with it. “Something to remember me by, dearest.”
Dargon Lake and Treesa Lore:
You can smell several of the gaurds have been drinking. Also you sense the sergeant and his men have vague expressions on their faces. Morthos:
You can sense the guards have vague expressions on their face. Posh Stemtimple: You think these are topnotch fighters and not to be trifled with.
Everyone roll a perception and sense motive check. A group of six guards, heavily armed and ready for trouble, come into the cell led by a fat well-dressed sergeant of the watch. you all recognize Sergeant Tomas Blackerly, the man who branded you. The man who laughed when you flesh sizzled. He points to the one who calls herself Rendylyn. “You there! That’s the scum! Get ‘em unshackled. If any of you makes trouble while the other gaurds are gone they’ll earn a thrashing! Today’s your lucky day, scum. You’ve got a visitor. How you ever warranted such a fine lady is beyond me. Seems she wants to say good-bye. Now step lively. We wouldn’t want to keep her waiting.” With that he hikes up his breeches and walks back into the adjoining room. Three guards come into the cell and unshackle Rendylyn. One does the unshackling while the other two brandish long swords. There are two more guards at the door to the cells holding signal horns. When they have her unshackled they lead her out of the room.
In the kingdom of Talingarde, many crimes may send you to Branderscar Prison, but the sentence has but one meaning. You are wicked and irredeemable. Each of you received the same greeting when you arrived. You were held down by rough hands and branded upon the arm with a runic F. The mark signifies ‘forsaken’ and the painful scar is indelible proof that each of you has betrayed the great and eternal love of Mitra and his chosen mortal vassals. Condemned, you face at best a life of shackles and servitude in the nearby salt mines. Others might await the “gentle” ministrations of the inquisitors so that co-conspirators may be revealed and confessions extracted. Perhaps, some of you will be spared this ordeal. Perhaps instead you have come to Branderscar to face the final judgment. In three days, the executioner arrives and the axe falls or the pyre will be lit. Through fire or steel, your crimes will be answered. You have all been chained together in the same communal cell dressed in nothing but filthy, tattered rags. Manhandled and mistreated, any finery you once possessed is either ruined or long lost. No special treatment has been given any prisoner – male or female, commoner or noble – all of the forsaken are bound and imprisoned together. Your feet are secured by iron cuffs tethered by one long chain. Your arms are secured to the wall above by manacles. A guard is posted right outside the cell day and night. Little thought is given to long term accommodations. At Branderscar, justice comes swift and sure. Escape seems hopeless. You have all been well searched and every attempt to conceal anything on your person has failed. And if you could somehow slip your bonds and fly out of this prison, where would you go? Who from your former life would want anything to do with the forsaken? Despised, alone and shackled – all that you can do now is await your doom. For each of you, your old life is over. For each of you, hope is a fading memory. For each of you, justice will be fairly meted. And who can blame fair Talingarde after what each of you has done?
Ok, it was a tough decision. There were a lot of good characters but I made my decision about he last three spots. Yes I changed my mind about the number of spots. Someone pointed out that there is always someone who drops out early. So I decided to add one more player. Drum roll please... Kid Vicious aka "The Falcon"'s Human Lawful Evil Unchained Monk Treesa Lore Human Lawful Evil Legendary Witch Posh Stemtimple Gnome Lawful Evil Bard sorry to those I didn't chose. If someone drops out I may send a private message to see if you still what to play. Good luck and Asmodeus speed.
Sorry I didn't post yesterday but I had computer problems. I have selected a few of the ones I would like to participate. I decided to take five. Morthos "the Malevolent" Human Lawful Evil Antipaladin (Tyrant) Dargon Lake Human Lawful Evil Rogue Rendylyn the Red Waif Changeling (Ash Hag) Lawful Evil Cleric (Theologian) Still thinking about the last two but should be done tonight.
@Lady Zallena Rol-Jackaroon Scion of humanity allows you to select race traits (ie. Genie Blood) but not racial traits (ie. Comprehensive Education). You would need to select Mythic Racial Heritage for that. Knowledge (Geography and Local) are not class skills for a Legendary Cleric Unnatural Presence and Birthmark are both Faith traits. You can only have one trait from a catagory. The DC for your channel energy is 14 and you can use it 6 times per day.
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