Asmodeus

Lord Asmodeus, the Infernal DM's page

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Grumblejack roars in anger as the guard remains standing, and swings his meaty fist at the man again.

Grumblejack, GUARD GO SPLAT?: 1d20 + 8 ⇒ (18) + 8 = 26
Grumblejack, GUARD SPLAT!: 1d6 + 3 ⇒ (2) + 3 = 5

The guard lets out an almighty OOF! as the fist connects with his ribs, causing some audible cracks and yet the guard remains standing albeit sagging in Cain's powerful grip.

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Ugh, it seems that the forum has eaten all of my posts made yesterday lunch time. Yes, all of the hits have landed and we're back to the top of initiative order.

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Guard 1, Will: 1d20 - 1 ⇒ (9) - 1 = 8

One of the guards looks as though he's suddenly slipped into a trance. The second is expertly gutted by the charging Gideon.

With an ear-splitting roar, Grumblejack charges the dazed guard dropping his longsword in the process.

Grumblejack, Guard Splat?: 1d20 + 8 ⇒ (7) + 8 = 15
Grumblejack, Guard Go Splat!: 1d6 + 3 ⇒ (2) + 3 = 5

However, Grumblejack's aim goes slightly wide and he punches the wall instead.

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You all storm up the stairs, Grumblejack leading the way. You barrel out of the doors to find two surprised-looking guards looking at you.

I rolled their Perception checks earlier in the thread; I think you could have conga'd up the stairs and they'd have missed you.

Init:
Cain: 1d20 + 1 ⇒ (12) + 1 = 13
Gideon: 1d20 + 1 ⇒ (16) + 1 = 17
Price: 1d20 + 1 ⇒ (11) + 1 = 12
Haruk: 1d20 + 1 ⇒ (6) + 1 = 7
Elis: 1d20 + 2 ⇒ (16) + 2 = 18
Guards: 1d20 + 1 ⇒ (11) + 1 = 12
Grumblejack: 1d20 - 1 ⇒ (17) - 1 = 16

Surprise Round
Elis: 18
Gideon: 17
Grumblejack: 16
Cain: 13
Price: 12
Guards: 12, surprised
Haruk: 7

Take it away, Elis!

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"Of course," Bob says dreamily, holding out his hand.

Are we ready for a charge through the doors then?

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Are you all agreed then? Asmodeus approves of the wholesale slaughter of Mitrans by the way...

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As a group, you ascend the stairs (into area 16 in the map above). You're in a small room with a single wooden door which exits to the north.

Bob replies that the barracks is just ahead on the right, next to the main door to the castle. The armory is directly opposite, but is locked with a key that only Blackerly carries. You could make some impromptu torches with chair legs and woollen rags, if needs be. You can't see any rope, at least not on the prison level. Probably too easy to cut through!

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Okay, Grumblejack is willing to work with the group at least until you escape. What direction do the group wish to take just now?

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"Grumblejack likes this plan," the ogre says, discarding the half-chewed arm, "Little 'uns ready?"

Although it is entirely feasible that you'll be able to take the prison, you wouldn't be able to keep it. Once the authorities found out what had happened, you'd have their full weight thrown at the castle. Eventually, they'd starve you out and you'd be summarily executed on the spot. Of course, you are welcome to try... ;)

Also, just for future reference I'm happy for things like Diplomacy/Intimidation with 'commoners' to be roleplayed. I might make some rolls behind the scene but I think it unfair that an excellently roleplayed scene can be made obselete by unfortunate rolling. Plot-centric Diplomacy/Intimidation or trying to do the same against someone with whom those kinds of approach wouldn't necessarily work will be subject to rolls though.

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"The castle stands on an island off the coast," Guard Bob answers in a monotone voice, "The rocks around the island are treacherous and would be difficult to swim around." He then launches into a brief description of the castle which allows you to form a mental picture much like this.

You are on the level where all the small pictures are. Common sense dictates that the window is not likely to be deep enough to penetrate the thick prison walls but might be able to be used in thinner walls. Also, in the guard room you are currently standing in is a chimney breast that appears to lead both up and down. Although no fire is lit on your level, some heat appears to be coming up from below.

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Okay, Elis can outline a plan to Grumblejack who is now amenable to listening. At this point, Grumblejack can still become an enemy but it is far more likely that the outcome will be that he remains friendly.

Haruk's veil is a veil of useful items. Each 'design' is actually a patch that can be removed from the veil. They are one-shot only in that they cannot be re-attached to the veil.

The only way out of the prison without risking a treacherous swim through the jagged rocks in the water surrounding the prison is the way that he has already outlined. He does let slip that if too much mayhem is caused, it might draw the Warden who he admits is a wizard of some kind.

No way to convert the club, it's a club of stiff leather used for subduing inmates. If they need to inflict lethal damage then out comes the longswords. However, Haruk's veil has the following:

• 2 daggers
• Bullseye lantern (full, lit and shuttered)
• Hempen rope (50-foot coil)
• Sack full of common clothes in the PCs sizes
• Thieves Tools, Masterwork
• Window (2 ft. by 4 ft., up to 2 ft. deep)
• Potion of cure light wounds
• 100 gold pieces
• Unholy Symbol of Asmodeus (silver)

Remember that once you remove it from the veil, it cannot be put back on.

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Grumblejack looks at Elis with mistrust although he picks up the arm and sniffs it before crunching on the end of it noisily.

Grumblejack, Will save, Elis: 1d20 + 3 ⇒ (4) + 3 = 7

"Grumblejack will listen to little 'un," he says after some consideration, "Then Grumblejack crack heads of little 'uns who capture Grumblejack."

Just to clarify, are you waiting for the outcome of the Grumblejack event before heading upstairs? This level is clear of guards and for all intents and purposes clear.

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Guard 1, Perception: 1d20 + 2 ⇒ (3) + 2 = 5
Guard 2, Perception: 1d20 + 2 ⇒ (17) + 2 = 19

You search the interrogation room and the bottom of the stairs but find no more guards located there.

Elis, are you still going to try and Diplomacize Grumblejack?

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Guard Bob's eyes seem to glaze over as Haruk's spell takes hold. Wordlessly, he walks calmly down to the pegs which hold the keys for the other cells and selects one which is slightly larger than the rest. He walks back up to the group's cell and beyond, unlocking Grumblejack's cell before returning to Haruk.

"The quickest way out of the prison would be straight up the stairs, down the hallway and out the main door, but there are two of the lads up there at all times," Bob relays, "Likely to be some off-duty boys up in the barracks too."

"Main gatehouse is usually unlocked, but there's some lads there too. Eventually you'd get to the guard house on the mainland. Couple of boys there and a dog there. I hate dogs," Bob complains.

Grumblejack edges towards the now open door in his cell, regarding the group curiously.

"You not like other little 'un's,'" he says in poor Common, "Grumblejack thinks other little 'un's stupid for not killing Grumblejack yet."

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Guard Bob, Will Save, Haruk: 1d20 - 1 ⇒ (13) - 1 = 12

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Yes, Cain will indeed locate the keys upon the dead guard's person. The guard also has the following on him:

- chain shirt
- heavy steel shield x2 (One from Guard Bob)
- longsword x2 (One from Guard Bob)
- leather club x2 (One from Guard Bob)
- longbow with 20 arrows x2 (One from Guard Bob)
- a key x2 (One from Guard Bob)

Also, everyone has 300 exp from events so far. Assuming we fast forward a bit so that everyone is free of their shackles and manacles, what do you folks intend to do next?

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"I - I don't have a key to the manacles," the guard whimpers, "Steve has them." He indicates towards the dead guard.

"Please don't kill me," he repeats.

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Unwilling to drop his club to free up his longsword, the remaining guard presses the attack.

Guard Bob, attack, Cain: 1d20 + 4 ⇒ (10) + 4 = 14
Guard Bob, damage, Cain 1d6 + 2 ⇒ (2) + 2 = 4

2 non-lethal damage, Cain.

Guard Bob scores a blow against Cain which the brute seems to shrug off. With Cain between the guard and freedom, he throws his club to one side and throws himself on his knees.

"Mercy, please, mercy!" he sobs, curling up into a ball.

COMBAT ENDS!

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The guard watched in detached disbelief as the manacle swung around to connect with his chin. There was a sickening crack as blood and spittle flew in a corona around the guard's face. As though his skeleton had suddenly and violently been ripped from his body, the guard collapsed lifelessly to the floor.

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Cain is free, which prompts us to move into combat initiative.

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Tiadora looks at Haruk for a moment, before shaking her head. "I've helped you as much as I can." she replies.

-----

So things are about to get interesting.

Elis' theatrics attract the attention of the guard.

Guard, Sense Motive, scream: 1d20 + 5 ⇒ (13) + 5 = 18
Guard, Sense Motive, slump: 1d20 + 5 ⇒ (4) + 5 = 9

His eyebrows rise as he notices the slumped figure of Elis. Although he doesn't trust the scream, he also can't let the prisoners escape retribution for their crimes!

"Bob," he hollers down the prison, "Something's up with one of the prisoners! Get over here!"

The two guards open the cell door and Bob moves into the cell, club drawn, to prod at Elis. The other guard remains at the door, clutching his club fearfully.

Cain's muscles bulge and with a straining groan, the manacles burst forth out of the wall. (You just made the DC by yourself, AA not required.)

Bob and his fellow guard turn to meet the raving eyes of a homicidal maniac.

Round 1

Initiative Rolls:
Alexite Corvis: 1d20 + 3 ⇒ (4) + 3 = 7
Gideon Schrade: 1d20 + 1 ⇒ (15) + 1 = 16
Price: 1d20 + 1 ⇒ (5) + 1 = 6
Cain: 1d20 + 1 ⇒ (1) + 1 = 2
Elis: 1d20 + 2 ⇒ (8) + 2 = 10
Haruk: 1d20 + 0 ⇒ (2) + 0 = 2
Guards: 1d20 + 1 ⇒ (15) + 1 = 16

Initiative
Alexite Corvis
Cain
Guards
Elis
Gideon Schrade
Price
Haruk

Feel free to post actions, and let's see how this pans out. Remember, you are escaping convicts and so you'll not get any quarter from the guards.

Alexite, you are still manacled (hands) and shackled (legs). You may begin to attempt to escape. Cain, your hands are free and you may use the manacles as an improvised club. Your movement is still restrained but you may get as far as the guard at the door before you can move no further.

Updated prison level map

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Elis, the Deceitful wrote:

Ellis looks like she is attempting to remove the rag from her mouth.

Would I be able to spit or push the rag out with my tongue?

Hmm, not really. The guards are a bit fearful of magic so they've tied it quite tightly. If someone else gets free, they could easily remove it for you though.

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Tiadora shrugs in answer to Hurak's question. "Our friend has his reasons," is all she replies.

Her message delivered, she 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 Hurak 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 Hurak's one last time and she briefly gives him a wicked smile.

“Three days,” telepathically echoes in Hurak’s mind. “Don’t disappoint me, dearest”. The visitation concluded, Hurak is taken back to his cell by a cadre of guards and shackled once more.

Once Hurak is back in his cell, he gets a chance to look at the veil closer.

Prison Level - You are all currently in 18a. 18b - e are currently empty. In 19 there is the only other prisoner in Branderscar, Grumblejack, the Ogre. You were all led down the stairs to the prison in area 17 and area 20 was the meeting room Hurak was taken to.

Hurak, I moved things on in the interests of expediency however you'd have gotten time for at least two more questions if you want to ask them.

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The guard turns his head to one side and sneers at Price.

"She'll keep the gag and like it, wench," he says, before returning to his post.

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Apologies, I knew I missed something. The guards are armed with clubs and longswords, and armoured with chain shirts under tabards with the Branderscar crest.

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Rolls:
Guard 1, Sense Motive vs Bluff DC 18: 1d20 + 2 ⇒ (17) + 2 = 19
Guard 2, Sense Motive vs Bluff DC 18: 1d20 + 2 ⇒ (1) + 2 = 3
Guard 3, Sense Motive vs Bluff DC 18: 1d20 + 2 ⇒ (20) + 2 = 22
Guard 4, Sense Motive vs Bluff DC 18: 1d20 + 2 ⇒ (18) + 2 = 20

Guard 2, Will save vs Charm Hex: 1d20 - 1 ⇒ (12) - 1 = 11

"Of course, ma'am," one of the guards replies to Elis and he moves towards her shackles. However, one of his compatriots immediately hauls him back.

"What the bloody hell do you think you're doing?" the second guard yells, and then points at Elis, "Someone gag her!" One of the other guards pulls out a dirty looking piece of cloth and wraps it around Elis' mouth. As he stands back, he swings his club at Elis for the icing on the cake.

Guard 4, club damage, Elis: 1d6 + 2 ⇒ (6) + 2 = 8

Elis takes 4 damage, non-lethal. A sore hit regardless. Also, in answer to the question regarding the manacle situation: your legs are free for a moment but you are still manacled to the wall.

As quickly as the chain was off, it is clamped back down in place and Hurak is up on his feet. All six guards back out of the cell slowly as Sergeant Blackerly manacles Hurak with normal manacles before pushing him out into the corridor.

"Move, scum," he orders, "It wouldn't do to keep your lady waiting." The Sergeant seems to ignore the rest of the jibes slung his way; odd as in the short time you've been in Branderscar you've never known the Sergeant to miss the chance to retort at his charges.

Hurak is roughly escorted to a meeting room at the end of the cell block and shoved into a chair. Awaiting him is a hauntingly beautiful woman dressed in an elegant black chair and a soft silken veil. Her hair is so platinum it almost seems white and her eyes are a vibrant, almost unearthly green. Clearly, she 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.”

Hurak may, at this point, make a Sense Motive check.

As soon as the guards leave, Tiadora’s demeanor immediately changes. She drops all pretense of grief or concern. She is immediately all business.

“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.”

You've got a couple of minutes to ask questions, Hurak. Make them count, mwa ha ha ha!

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I'll need to know if you can't play, donato, so that I can get others involved otherwise there won't be an opportunity until the second act.

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Narrator wrote:

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 bond 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?

Welcome, minions. Feel free to mingle, bwa ha ha ha. Introduce yourself to your cellmates and see who has bragging rights for the grandest criminal scheme. You'll all end up on the chopping block anyway, to be welcomed by my servants.

Each of you should make an introductory post, although I doubt they'll be very upbeat. Once each of you has made this introduction, the following event occurs.

Once you have fallen into silence once again, you all hear the heavy-booted footfalls that suggests a group of guards heading your way. Right enough, within a minute six well-armed guards who look ready for trouble, enter the cell led by a fat well-dressed sergeant. Each of you recognise him as Sergeant Thomas Blackerly. You all recognise him as the man who held the brand that marked each of you. He laughed as your skin burned. Right now though, the sergeant seems a little dazed.

He points at Hurak and says gruffly:

"You there! That's the scum! Get 'em unshackled. If any of you makes trouble, 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." Two guards step forward and unshackle the prisoners, hauling Hurak to his feet. The other four watch the rest of the prisoners for any sign of movement, ready to beat any kind of resistance with brutal punishment.