DM_Danger
   Way of the Wicked 
 Part I: Escape from Brandescar
 Link to OOC   
  
DM_Danger
   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 togethger 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?   
DM_Danger
A beast in the wild would at least be afforded a quick and merciful death, but the sweet children of Mitra are not that kind. They treat you as cattle, to be herded, kicked, caged, and jeered. Cattle to be branded. The brand you each with the  Futhark , the rune for "F". For  them , the F is for Forsaken, one who should be shunned. For YOU, the meaning is worse, the F is for Failure. You have Failed, caught, caged, "tried", and now, as cattle do, you will be slaughtered to feed the masses their pound of flesh and self-righteousness. You would be disgusted if it wasn't you. But it is you, and here you hang on a wall with your fellow wretches, with only the scorn of the guards to keep you company. If only there was a way to turn that F into Freedom.

   
 
 Spoiler: OOC: 
You are all in one large cell, chained to the wall with cold iron shackles, which limit hamper your mystical abilities as much as your physical ones. Stinking burlap sacks cover your heads, as much to shield the guards from the wretchedness of your miserable faces as any evil eye or hex you might attempt. You are not alone. The occasional grunt, sob, or scream confirmed as much, but the sacks are porous enough that you can tell that there are 7 others among you. One poor wretch, a snakeman of some sort, seems quite dead, if the way he does not stir while a rat gleefully gnaws on his toes is any indication, but the others, seem mostly alive, more or less. You might risk a quiet word or two, the guards seem quite content to let you rot, they only came to beat the snakeman when his mewling interrupted their napping. Take this opportunity to describe yourself, and whether or not you wish to make to make any conversation.
 
TheThrongler
      
      Osmond Halbrin     
 Tiefling Sphereshaper/Scholar 
 AC: 13 (13 T/10 FF) 
 DR: 2/Blugeoning 
 HP: 8/8 
 Perception: +5 
 Initiative: +3 
 Conditions: restrained   
 
  
Osmond found new reason to regret to idleness of his recent years as his weight pulled him down, pressing the sharp, filthy edges of the manacles deeper into the soft flesh of his wrists and hands. Occasionally shuffling to try to find a less painful position for his wrists, Osmond does not speak. Instead, he focuses his mind on finding a solution: he may not be able to see clearly, but he can still plan. Laying his head back against the moist, grimy wall behind him, the Forsaken takes a long, steadying breath to calm himself - No, that was certainly not fear he had been feeling, it was surely just indignation - and begins his next plot.

 
 Spoiler: What Osmond is trying to determine 

Osmond can't see, but he can hear. He is going to try to determine what he can about the guards: are there always guards right outside that he can hear talking, pacing, clearing their throats? Do they do regular patrols instead? How frequently?
Osmond will see what he can do about shifting the hood, not actively trying to remove it right now, but wanting to find out if he could, when the time comes. Maybe he can find a place in the burlap that is a bit more worn and allow him a bit of vision.
Osmond will try to determine how securely he is bolted in, and how his prospects look for slipping free of the manacles, without actually trying to escape from them right now.
Overall, he just needs facts, he needs to find out what he has to work with and what he has to work against. You can ignore these rolls if you want (and Osmond would take 10 if he can, but this probably counts as a distracting/stressful situation that requires rolling) but they seemed like the kind you might ask for, given what Osmond is trying to find out (and to repeat, Osmond is not trying to escape right now, he's just trying to analyze the situation to find an opportunity).
  Perception  - (1d20+5)[ 22 ] 
  Escape Artist  - (1d20+7)[ 12 ] 
 
Athaleon
Hechter still sat up with as much defiant dignity as a man in his position could muster. He occasionally strained at his bonds, but this too was calm and methodical—done in the same manner as a man long-seated would stand up and stretch. Despite his considerable strength, he didn't think much of his ability to break out of his chains with muscle alone. Instead, he too was content to listen, and bide his time.

 
 Spoiler 

Perception:  (1d20+1)[ 5 ]  listening out for the guards, mainly.

How closely together are we chained, and in what position? It may be possible to get the hood off the next prisoner in line, if they can lean their head close enough to Hechter's hands for example. Of course, this should be done only once we're reasonably sure the guards are sleeping or otherwise occupied.
 
DM_Danger
 
 Originally Posted by TheThrongler 
  
 Spoiler: What Osmond is trying to determine 

Osmond can't see, but he can hear. He is going to try to determine what he can about the guards: are there always guards right outside that he can hear talking, pacing, clearing their throats? Do they do regular patrols instead? How frequently?
Osmond will see what he can do about shifting the hood, not actively trying to remove it right now, but wanting to find out if he could, when the time comes. Maybe he can find a place in the burlap that is a bit more worn and allow him a bit of vision.
Osmond will try to determine how securely he is bolted in, and how his prospects look for slipping free of the manacles, without actually trying to escape from them right now.
Overall, he just needs facts, he needs to find out what he has to work with and what he has to work against. You can ignore these rolls if you want (and Osmond would take 10 if he can, but this probably counts as a distracting/stressful situation that requires rolling) but they seemed like the kind you might ask for, given what Osmond is trying to find out (and to repeat, Osmond is not trying to escape right now, he's just trying to analyze the situation to find an opportunity).
[roll0]
[roll1]
 
 
 

 
 Spoiler: What you know 
You are on the second floor of a small castle by a lake or sea. The guards are numerous, but typically only number two at the guard station down the hall some 80ft away. You must pass through the guard room to get the the stairs, you know this because you were dragged up the stairs and through the guard room before being chained up. Off to the side of the guard room is another room where you were branded and questioned. Typically, the Guards change shifts at dawn and dusk, do a walk around, Perform a feeding, cleaning and head count and maybe give you a kick, and go about their business. The feeding is usually a molding piece of bread and a tankard of water, and the cleaning is a bucket of water thrown at you. The day shift seems to preoccupy themselves with dice, and the night crew with naps. The sack has enough holes in it to peek about, and is not tightly on, it has fallen off before, and the guards who check on you have put it back on, threatening to gag you or worse if you don't keep it on, though they haven't made good on the threat yet. Most of this floor is open, with bars separating it into cells, most of which are empty now, as the last batch was "processed" (executed), last week. There is a room at the end of the hall to the right of you, that the guards refer to as "The Max". There is something in there, something large, loud, and powerful, that caused quite a ruckus when the guards put it in there, presumably resulting in injuries, as two guards had to be dragged off after it was detained. Whatever it is, they beat it fiercely, and it seems by the groans and sighs coming from the Max, to be nursing it's wounds. The guards have avoided the Max since, though when the Snakeman snickered at the wounded guards, they beat him soundly to death and left him chained up to stink up the cell. The Guard Captain is a man called "Blackerly", conversations overhead from the guards seem to suggest he may be corrupt, and he is definitely cruel. He oversaw your branding, and seemed to take delight in it. He is the one that killed the snakeman, and he is the one that told the other guards to leave it up.
 


 
 Originally Posted by Athaleon 
 Perception: (1d20+1)[5] listening out for the guards, mainly.

 
 Spoiler: Questions 
How closely together are we chained, and in what position? It may be possible to get the hood off the next prisoner in line, if they can lean their head close enough to Hechter's hands for example. Of course, this should be done only once we're reasonably sure the guards are sleeping or otherwise occupied.
 
 
 

 
 Spoiler: Answers 
You are maybe 3 or 4 feet apart, hands overhead. You really can't get a hand on another prisoner, though with your reach, you are close. You could perhaps hang by your chains and get your legs around someone's neck, though it sounds like more acrobatics that it is worth. The hoods are loose, and fall off quite a bit on their own. Listening reveals the day guards like to dice, and the night guards like to nap.
 
Xav
      
      Morgan Reinhart     
 Half-Elf Batal Synthesist 
 AC: 11 (11 T/10 FF) 
 DR: - 
 HP: 11/11 
 Perception: +7 
 Initiative: -1 
 Conditions: restrained   
 
  
Several days, - or weeks, maybe? - ago the last rebels were crushed in the process of trying to recapture the leader of the uprising, Sir Connor. But, besides witnessing his father's death, Morgan experienced another event, - the entity, which was Lord Reinhart was bound with, moved to his heir. And the process was... uneasy. In fact, right before capture Morgan went into a semi-mad state, hardly aware of what was happening around him, as internal changes occupied all his attention. The moments of his capture and transportation were mixed with phantasmagorical visions of distant spaces and sensations of transformation, and Reinhart Jr. could not even remember the moment of sentencing. Anti-magic shackles, obviously, also did not contribute to the normal state, but after some time Morgan came to his senses. He didn't even try to remember how he got to Branderskar. All his tormented mind could do now was to make him look around and listen, trying to determine, who else was nearby and who was guarding them. Obviously, freedom was unattainable for now - not that Morgan knew, what he would do, if he suddenly gets it. And so, he waited. Still and silent.

 
 Spoiler: Actions 
 (1d20+7)[ 10 ]  - Perception, trying to understand, what's around and who's guarding the place.
 
bcool999
      
       Rhialla Von Chalon    
 Aasimar Dread Rajah 
 AC: 14 (14 T/10 FF) 
 Initiative: +4 
 HP: 10/10 
 Perception: +5 
 Conditions: restrained  
 Crime: Sedition  
 
  

Rhialla cannot believe the conditions she is in. Bad enough to be chained and fed filth barely acceptable for servants, but to also be left to wallow in her own filth? Or suffer the stench of seven other unwashed bodies. One of which is a blasted corpse the guards refuse to remove.

No matter. It will be patience not fury that will give Rhialla her chance. Then will come fury.

 
 Spoiler: OOC 
Perception:  (1d20+5)[ 8 ] 
Sense Motive:  (1d20+5)[ 13 ] 
Mostly to notice any weaknesses to exploit in the guards.
 
infomatic
      
      Fara Eiasale     
 Human Spiritualist/Soulweaver 
 AC: 15 (13T/13 FF) 
 Initiative: +2 
 HP: 10/10 
 Perception: +3 
 Conditions: restrained  
 Crime: Desecration  
 
  
  "nnnn-AAAH!"
  
Farahzad makes perhaps her hundredth attempt of the day to pull the chains from the walls, snarling in frustration more than pain even as the manacles bite into her wrists.

She knows it's impossible; these irons were made to hold prisoners far stronger than her. She knows she'd be better off doing almost anything else. She knows these others around her probably think she's crazy.

She tries again.
tonberrian
Wordlessly, Vivian strains at her bonds. She stares daggers out of the cell, promising murder to each and every one of the guards there. She  will  be free of this, she is certain - she was promised power, not to languish in a cell. Despite the pain she continues to try the chains.

 
 Spoiler 
Strength check against the manacles - i know it's impossible, but i want to try anyways!  (1d20+4)[ 22 ] 
 
DM_Danger
 
 Originally Posted by Xav 
  
 Spoiler: Morgan's Thoughts 
Several days, - or weeks, maybe? - ago the last rebels were crushed in the process of trying to recapture the leader of the uprising, Sir Connor. But, besides witnessing his father's death, Morgan experienced another event, - the entity, which was Lord Reinhart was bound with, moved to his heir. And the process was... uneasy. In fact, right before capture Morgan went into a semi-mad state, hardly aware of what was happening around him, as internal changes occupied all his attention. The moments of his capture and transportation were mixed with phantasmagorical visions of distant spaces and sensations of transformation, and Reinhart Jr. could not even remember the moment of sentencing. Anti-magic shackles, obviously, also did not contribute to the normal state, but after some time Morgan came to his senses. He didn't even try to remember how he got to Branderskar. All his tormented mind could do now was to make him look around and listen, trying to determine, who else was nearby and who was guarding them. Obviously, freedom was unattainable for now - not that Morgan knew, what he would do, if he suddenly gets it. And so, he waited. Still and silent.
 

 
 Spoiler: Actions 
[roll0] - Perception, trying to understand, what's around and who's guarding the place.
 
 
 

 
 Spoiler: Your Understanding 
You appear to be on the second floor of a small castle by a lake or sea. The guards are numerous, but typically only number two at the guard station down the hall some 80ft away. You must pass through the guard room to get the the stairs, you know this because you were dragged through the room with the stairs to a small side room where you where questioned and branded. Typically, the Guards change shifts at dawn and dusk, do a walk around, perform a feeding,  perhaps a cleaning, always a head count, maybe give you a kick, and go about their business. The feeding is usually a molding piece of bread and a tankard of water, and the cleaning is a bucket of water thrown at you. The day shift seems to preoccupy themselves with dice, and the night crew with naps. Based on the rotation, there must be at least 10 or 12 guards, probably more. Mostly on the day shift, you deal with "Ton" and "Derry". They like to dice in the guard room and can be quite loud and boisterous. At night, "Beckett" and "Lloyd" seem to want mostly to complete their chores and slip off to nap, as it appears they both have have two jobs. The sack has enough holes in it to peek about, and is not tightly on, it has fallen off before, and the guards who check on you have put it back on, threatening to gag you or worse if you don't keep it on, though they haven't made good on the threat yet. Most of this floor is open, with bars separating it into cells, most of which are empty now, as the last batch was "processed" (executed), last week. There is a room at the end of the hall to the right of you, that the guards refer to as "The Max". There is something in there, something large, loud, and powerful, that caused quite a ruckus when the guards put it in there, presumably resulting in injuries, as two guards had to be dragged off after it was detained. Whatever it is, they beat it fiercely, and it seems by the groans and sighs coming from the Max, to be nursing it's wounds. The guards have avoided the Max since, though when the Snakeman snickered at the wounded guards, they beat him soundly to death and left him chained up to stink up the cell. The Guard Captain is a man called "Blackerly", conversations overhead from the guards seem to suggest he may be corrupt, and he is definitely cruel. He oversaw your branding, and seemed to take delight in it. He is the one that killed the snakeman, and he is the one that told the other guards to leave it up.
 


 
 Originally Posted by bcool999 
 Rhialla cannot believe the conditions she is in. Bad enough to be chained and fed filth barely acceptable for servants, but to also be left to wallow in her own filth? Or suffer the stench of seven other unwashed bodies. One of which is a blasted corpse the guards refuse to remove.

No matter. It will be patience not fury that will give Rhialla her chance. Then will come fury.

 
 Spoiler: OOC 
Perception: [roll0]
Sense Motive: [roll1]
Mostly to notice any weaknesses to exploit in the guards.
 
 
 

 
 Spoiler: Cracks 
The guards on the day shift seem to like to gamble, the guards on the night shift like to sleep. Money seems to be an issue for all, though they seem like conscientious if lazy guards. The Guard Captain seems greedy, cruel, and a bit sadistic given the glee he showed when he oversaw your branding. He also has a violent temper, as evidenced when he beat the snakeman to death for snickering at the wounding of his men.
 


 
 Originally Posted by infomatic 
   "nnnn-AAAH!"
  
Farahzad makes perhaps her hundredth attempt of the day to pull the chains from the walls, snarling in frustration more than pain even as the manacles bite into her wrists.

She knows it's impossible; these irons were made to hold prisoners far stronger than her. She knows she'd be better off doing almost anything else. She knows these others around her probably think she's crazy.

She tries again. 
 

 
 Spoiler: The Struggle Within 
The cold iron shackles itch maddeningly, but somehow weaken the Beast within you. You can barely hear its whispers, though it remains as always angry and sullen. When you snarl, the Beast rejoices, when you struggle against your chains, It appears gleeful. It WANTS you to resist. Others, seem to take advantage of the useless racket you are making...perhaps not so useless after all.  A small woman near you takes advantage of your flailings to cover her  bending  the hook that her manacles hang from. How could such a tiny woman do such thing? The Beast is impressed. But your struggles do not go unnoticed. Sounds like you are riling up the one called "Beckett", a generally good and kind man, but one that likes quiet nights. The Beast giggles at the promise of mayhem.
 

 "Ugh! It is the nutter again. Mitra save us! Oi! Lassie, knock that racket off or Ima cuff ya good, ya daft loon!"  Calls the guard Beckett in response to Fara's struggles.


 
 Originally Posted by tonberrian 
 Wordlessly, Vivian strains at her bonds. She stares daggers out of the cell, promising murder to each and every one of the guards there. She  will  be free of this, she is certain - she was promised power, not to languish in a cell. Despite the pain she continues to try the chains.

 
 Spoiler 
Strength check against the manacles - i know it's impossible, but i want to try anyways! [roll0]
 
 
 

 
 Spoiler: What was once impossible. 
The girl near you begins to make some racket, and you decide it is the best chance to test your restraints. You strain against the manacles with a glorious strength that only the Darkness could afford you. The old you, the weak, sickly, frail, you, would be useless, but the NEW you, the better you is no weakling. What was once impossible now seems attainable. The manacles resist, but the hook that they hang from noticeably  bends , enough so, that you think you could snap the hook or tear it out of the wall with a bit of determination. Of course, then you would still be chained, in a locked cell, surrounded by guards...still, it sounds like a promising start, perhaps one of these  criminals  could pick the locks if they could put their arms down. Your musings are interupted by the guard's shouts, you release the tension and the strained hook snaps back. [OOC: A character of your strength could probably break or bend the hook if you took 20]
 
infomatic
 [COLOR="#0000CD"]"Ugh! It is the nutter again. Mitra save us! Oi! Lassie, knock that racket off or Ima cuff ya good, ya daft loon!" 


  "AAAH…  nnngh." 
   Fara had worked up a ear-rending scream in response to the threat, for all the good it would do. But it dies in her mouth as the Thing Inside her takes an interest in that woman bending the hook.

 She's even smaller than you.  The thoughts aren't hers, but they come to her anyway.  Are you that weak, or just too stupid to try the hook instead of the chains? 
   Weak,    she thinks. She knows she's no great brain, either, but she's smart enough — and in control enough, for the moment — to know not to draw the guard attention while her cellmate is working.
AvatarVecna
Matted red hair clumped up beneath the burlap sack, but Sera didn't pay it any mind. Now was not the time for vanity. She does not bother straining against her bonds. Her small frame lacked anything even close to the mass necessary to strain them. If she braced herself against the wall, at best she would merely exhaust herself prematurely; at worst, she would break a bone. Either way, she'd just be making it even harder to attempt to escape once the manacles were uncoupled from the wall. That would be her best opportunity.

Sera glances at the other figures cooped up in her cell. She can't really make out many details, but she could at least get a sense of their size, which might hint at some capabilities. She also tries to determine if she can communicate with the others in the cell without the guards picking up on it. Celestial was right out - it was popular enough for religious purposes that any of them could potentially speak it, but the guards were far more likely to know it, or at least recognize it as an attempt to communicate. Elven had similar issues - more cultural than religious, in that it was so popular they might know it, but the guards were equally likely to know it. Goblin was right out, for completely different reasons; while it was a common tongue back home, and might be similarly popular for other settlements built along the edge of the wall, for most of the empire it was gobbledygook. Draconic could work; it was unlikely a guard would be overly familiar with it, but it was popular among scholars and mages, the exact kind of minds she could enjoy conspiring with. Of course, Infernal could also work; even learning enough to know what the phonetics sounded like would be blasphemous for the guards, while anyone imprisoned here had a higher-than-average chance of knowing it.

Sera spoke a few short greeting phrases in Draconic and Infernal, being sure to disguise her communication in coughs just in case.

 
 Spoiler: OoC 
Not bothering testing the chains. Stronger folk than I can handle that part of the escape. I could potentially try to pull loose from them, maybe even succeeding if I'm willing to mangle my hand to escape (I can heal it later). But for now, I want to find out if I can communicate with the others, without tipping off the guards. It feels like a Bluff check so I'll roll that?

Bluff:  (1d20+10)[ 26 ] 
 
Xav
      
      Morgan Reinhart     
 Half-Elf Batal Synthesist 
 AC: 11 (11 T/10 FF) 
 DR: - 
 HP: 11/11 
 Perception: +7 
 Initiative: -1 
 Conditions: restrained   
 
  
Slowly returning control over his body and consciousness, Morgan finds out, that his mind works surpsusingly good. At least, he remembers the details of his imprisonment and even the names and characters of some of the guards. Not that this Information was very useful now.

When one of the prisoners begins to shout, Morgan wrinkles. Loud noise attracts the guard. The guard is unwelcome here. And someone like Blackerly would gladly take a chance to prove his not-so-good nature. Still, when Reinhart hears the unknown language, he reacts. Silently shakes his head, showing, that he does not understand what is being said, but is aware and potentially eager to cooperate.

Now, when he hears Infernal, he immediately understands it and answers quietly:  " Not now. Awake "   - and nods at the direction of guards.
TheThrongler
      
      Osmond Halbrin     
 Tiefling Sphereshaper/Scholar 
 AC: 13 (13 T/10 FF) 
 DR: 2/Blugeoning 
 HP: 8/8 
 Perception: +5 
 Initiative: +3 
 Conditions: restrained   
 
  

Hearing the familiar sibilant sounds of the draconic and Hellish tongues from a few of his fellow Forsaken gives Osmond cause to hope.   "I hear you"  , the attempt at a comforting sentiment easier to convey in Draconic before switching to Infernal to include the other man as well,   "We watch, and be ready to act when the opportunity comes"  . As his whispers cease, Osmond feels more hopeful about his chances; his hands may be bound, but he does his best to guide his hand through the familiar motions of his daily ritual, sketching in the air with his fingers the glyph he has drawn so often over his heart.
infomatic
While The Beast was surprised by Vivian's success against the metal hook, it's Fara's turn to be startled as the others' whispers, at first in some strange tongue, suddenly shift into recognizable words.

  They speak The Nines?   she thought. It was a language she'd picked up from her father, who spoke it to the men who crewed his merchant ships. Some island dialect, he'd said, and very useful in trade.

Strange that these others would know it. Perhaps they knew her father as well; perhaps he'd betrayed them, too.

 
 Spoiler: ooc 

Fara doesn't realize it's Infernal, or that her father's a diabolist.
 
bcool999
      
       Rhialla Von Chalon    
 Aasimar Dread Rajah 
 AC: 14 (14 T/10 FF) 
 Initiative: +4 
 HP: 10/10 
 Perception: +5 
 Conditions: restrained  
 Crime: Sedition  
 
  
  ”And for a moment it was so blessedly quiet.”   Rhialla lamented,   “Now the nutters have all started babbling incoherently.”  
TheThrongler
      
      Osmond Halbrin     
 Tiefling Sphereshaper/Scholar 
 AC: 13 (13 T/10 FF) 
 DR: 2/Blugeoning 
 HP: 8/8 
 Perception: +5 
 Initiative: +3 
 Conditions: restrained   
 
  
  "If everything you lack the education to understand seems the speech of 'nutters',"   Osmond's whispers almost drip venom   "then I've no doubt your life has been quite the madhouse."  
bcool999
      
       Rhialla Von Chalon    
 Aasimar Dread Rajah 
 AC: 14 (14 T/10 FF) 
 Initiative: +4 
 HP: 10/10 
 Perception: +5 
 Conditions: restrained  
 Crime: Sedition  
 
  

Rhialla laughs in a lilting cadence that seems much practiced and replies,   ”You spent far too long with your nose in a book before coming here haven’t you? What’s mad is you think hiding the meaning of your words will spare you a beating. Keeping secrets raises one’s curiosity… and ire.  
TheThrongler
      
      Osmond Halbrin     
 Tiefling Sphereshaper/Scholar 
 AC: 13 (13 T/10 FF) 
 DR: 2/Blugeoning 
 HP: 8/8 
 Perception: +5 
 Initiative: +3 
 Conditions: restrained   
 
  
  "In that I am so much as acquainted with the  concept  of a book, I'm sure you would find such familiarity excessive."   The barbs come easily, his only real outlet at the moment. He sighs, however, and decides to indulge his unlettered neighbor. He forces a civil tone and drops his voice even lower, barely audible even by the measure of his previous whispers,   "I said merely, 'be ready for our chance.' We may only get the one."  
tonberrian
Vivian listens in. She readies herself to bend the hook out when that chance arrives, but says nothing.
Athaleon
 
 Originally Posted by TheThrongler 
   "I said merely, 'be ready for our chance.' We may only get the one."   
 

 "Well said."  Hechter whispered in a thin, raspy Infernal.   A spirited bunch. We may yet escape.  
 "Wait for night, after the changing of the guard." 
TheThrongler
      
      Osmond Halbrin     
 Tiefling Sphereshaper/Scholar 
 AC: 13 (13 T/10 FF) 
 DR: 2/Blugeoning 
 HP: 8/8 
 Perception: +5 
 Initiative: +3 
 Conditions: restrained   
 
  
Considering the discussion finished for the moment, Osmond leans back and resolves to rest as best he can. He may even be able to get a few hours of sleep if he is lucky.
infomatic
Fara says nothing, but leans against the wall, the chains jangling quietly. She is, for the moment, too confused to be furious.

Besides, if that man was serious about escaping, she might yet need her rest.
DM_Danger
The night goes on, but the guards leave little chance for escape, tonight. Perhaps disturbed by the struggles of Fara, or suspicious of the odd sounds and whispers of the other prisoners, the guards seem unusually alert. Still, hope, such a small fragile thing, seems to flourish, perhaps, if only, they could work together, at least some of them might survive the day, for without hope, none would survive after 3 days time. All the time you have left on this world, and it is going so quickly. Before you know it, dawn is shining on your faces, and a new day begins with more drudgery, abuse, and neglect. Soon after the last bucket of water is flung upon you and the guards retreat to their hutch, loud voices can be heard from the guard room.

Ton and Derry, and FIVE others come back in the cell area. Ton waits outside with a horn, while Derry comes in to assist the others. They are led by Sergeant Tomas Blackerly. This was the man who held the brand that marked each of them. He laughed as their skin burned. He beat the snakeman to death for a snicker. Right now, though the sergeant seems a little...off.  Something is not quite right about the brutish sadist if you have a care to notice.
He points to Sera, the one who first tried to speak with you in her strange languages, and says gruffly:

  “You there! That’s the scum!
Get ‘er 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.”  

They take the hood off of Sera, who can now be seen as a red-headed waif of a girl. She looks bewildered, as if a visitor was the last thing in the world she was expecting. They take her shackles off of the wall with a forked stick, though you think the big prisoner, Hechter, could do it without such aids if the hook was bent. Roughly, she is escorted out of the room. The Guest in the Max, excited by the activity, acts up, howling horribly and banging mightily on the walls. The guards are visible shook, and hurry along. Sergeant Blackerly yells:

  "SHUT UP YOU! OR I'LL BREAK YOUR OTHER DAMN LEG!"  

The din subsides. Sera is hustled along to the branding room down the hall and shoved into a chair. Fortunately, this time, there is no hot brand and pain waiting this time. This time, there
waiting for you 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 color, that seems to dance between blue and green. She clearly has been weeping.
 
 Spoiler: Tiadora 
 
 

  “Oh, dearest niece!,”   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.” 
Clearly, Sera, this woman has some sort of power over the wretched Sergeant.
As soon as the guards leave, her 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. Despite having never met her, you feel an intense desire to have known her.

  “You may call me Tiadora. Luckily for  you ,  we  possess a mutual friend who would like to meet you and your fellow cell-mates, every-single-one-of-them. Unfortunately, our friend is unwilling to visit you in your present rather shabby accommodations so it seems you must escape. Don’t pour dear, it will cause wrinkles. Our friend, is only interested in meeting resourceful survivors. Just because it’s never been done before is no reason you can’t be the first."  

She pauses a beat to search your eyes for...something. Apparently she likes what she sees, she gives you a wicked smile and continues.

  “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. Oh, and he wanted 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.”   she says with a wink.

 
 Spoiler: Veil 
 
 
AvatarVecna
Sera focuses hard on her peripheral vision on the way to meet her visitor, intending to memorize as much of her surroundings as possible in case it proves helpful later.


 
 Originally Posted by DM_Danger 
 She takes off her silken veil and wipes away a few fake tears with it.

  “Something to remember me by, dearest.”   she says with a wink.

 
 Spoiler: Veil 
 
 
 
 

Sera's mind whirred, and the details were stored away as surely as if they'd been locked in a vault. Tiadora, cross the moors outside town, manor house on old Moor Road, one lantern on second floor. Her eyes flicked to the veil - it was likely a magic item of some kind, rather than just a harmless keepsake. Her eyes flicked back to the strange woman, and she offered a smile of her own. It reached her eyes, but only just - she was genuinely grateful for the assistance, but at the same time she got the feeling the woman was toying with more than just the sergeant. She was too confident for this to be a risky move on her part, which meant she could probably help them escape all the way if she wanted to. It was a test of their ingenuity. Sera half-wondered how often this offer had been made in the past, if this was the woman's true face.

  "My condolences for the loss of any other nieces and nephews you might have,"   she replies after a few moments, her voice a touch raspy from being out of practice the past few days.   "I hope you'll forgive me a touch of curiosity..."   she trailed off, considering her next words.   "I don't suppose you know what exactly is locked up in maximum security? Seems to have given the guards quite a bit of trouble, I worry for my safety if it were to break loose, is all."   Sera clearly seems more curious than concerned, which the woman is sure to pick up on. She wasn't quite sure what else to ask - if the woman had information she wanted to share to aid their escape, she likely would've provided it. Withholding such insights was likely part of the test, and this question could hopefully help gauge where the edge of that reticence lay.
DM_Danger
 
 Originally Posted by AvatarVecna 
 Sera focuses hard on her peripheral vision on the way to meet her visitor, intending to memorize as much of her surroundings as possible in case it proves helpful later.



Sera's mind whirred, and the details were stored away as surely as if they'd been locked in a vault. Tiadora, cross the moors outside town, manor house on old Moor Road, one lantern on second floor. Her eyes flicked to the veil - it was likely a magic item of some kind, rather than just a harmless keepsake. Her eyes flicked back to the strange woman, and she offered a smile of her own. It reached her eyes, but only just - she was genuinely grateful for the assistance, but at the same time she got the feeling the woman was toying with more than just the sergeant. She was too confident for this to be a risky move on her part, which meant she could probably help them escape all the way if she wanted to. It was a test of their ingenuity. Sera half-wondered how often this offer had been made in the past, if this was the woman's true face.

  "My condolences for the loss of any other nieces and nephews you might have,"   she replies after a few moments, her voice a touch raspy from being out of practice the past few days.   "I hope you'll forgive me a touch of curiosity..."   she trailed off, considering her next words.   "I don't suppose you know what exactly is locked up in maximum security? Seems to have given the guards quite a bit of trouble, I worry for my safety if it were to break loose, is all."   Sera clearly seems more curious than concerned, which the woman is sure to pick up on. She wasn't quite sure what else to ask - if the woman had information she wanted to share to aid their escape, she likely would've provided it. Withholding such insights was likely part of the test, and this question could hopefully help gauge where the edge of that reticence lay. 
 

The woman's innocent grieving demeanor gracefully slips into something seemingly more natural, more predatory, and utterly more frightening.

  "Oh, I won't mourn the loss of nieces and nephews of winter's past, deary, Talingarde breeds your kinsmen like rabbits. The clime seems particularly agreeable to such procreation. It is your own hide that should concern you, dearest kit."  
A toothy grin is your reward for mentioning the prisoner in maximum security.
"Oh, that. That, is something that is far too rare in this country nowadays. That..."she rolls her eyes up into her head trying to recall with frustration,   "...is a Grumblejack. A particularly nasty and violent one for sure, most are mere brutes, but that one is gifted for his kind. Lucky for you, that the guards broke its leg for killing to of its own, otherwise, it might be a serious threat. Good thing no meek mouse has come along to pull the thorn out of that lion's paw, it might be grateful, and reek havoc while all the mice start to dance and play"  
DM_Danger
---&gt;Sera Arfina&lt;---

As you sit and listen to the woman's response, you regard her carefully, there is something off about her. The effortless sensuality and charm, the obvious ensorcelment of the guards...something sounds familiar. And then there is her appearance, it seems...unnatural...too...perfect. This woman doesn't seem to have a single mole, pimple, or other blemish on any of her exposed body. And that name...it isn't quite the same, but wasn't there a {REDACTED} in {REDACTED}'s {REDACTED} {REDACTED}? She too, had white hair, and was known by many names, such as {REDACTED}, {REDACTED}, and even {REDACTED}. That would make her a {REDACTED}, and if their mysterious benefactor could command it to such mundane tasks then they had a powerful ally indeed. Your thought's are interupted by the {REDACTED}'s smile.

  "Ah, clever rabbit, aren't you delicious, I can see why the Master favors you so."  , she pats your hand lightly...

And everything changes, Tiadora is no longer patting your hand, she is standing up away from you, putting on her gloves and preparing to depart. You are no longer examining the veil, it is somehow tucked in your sleeve. She smiles at you again, and you feel a distinct chill run down your spine. Where were you? How did you lose your train of thought? You must remember, remember something very, very, important, but you simply cannot. What were you thinking...it was so close, and yet so fleeting, the thought seemed so faraway, so distant. You absentmindedly wipe some drool off of your chin. When did that happen? You have a distinct impression that you have lost a bit of time.

  "Forgetting something, Sera? Should I take more of your time?"  

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 you a kiss on the cheek. The kiss is ice-cold and feels somehow alien and inhuman.
AvatarVecna
 
 Originally Posted by DM_Danger 
 ---&gt;Sera Arfina&lt;---

As you sit and listen to the woman's response, you regard her carefully, there is something off about her. The effortless sensuality and charm, the obvious ensorcelment of the guards...something sounds familiar. And then there is her appearance, it seems...unnatural...too...perfect. This woman doesn't seem to have a single mole, pimple, or other blemish on any of her exposed body. And that name...it isn't quite the same, but wasn't there a {REDACTED} in {REDACTED}'s {REDACTED} {REDACTED}? She too, had white hair, and was known by many names, such as {REDACTED}, {REDACTED}, and even {REDACTED}. That would make her a {REDACTED}, and if their mysterious benefactor could command it to such mundane tasks then they had a powerful ally indeed. Your thought's are interupted by the {REDACTED}'s smile.

  "Ah, clever rabbit, aren't you delicious, I can see why the Master favors you so."  , she pats your hand lightly...

And everything changes, Tiadora is no longer patting your hand, she is standing up away from you, putting on her gloves and preparing to depart. You are no longer examining the veil, it is somehow tucked in your sleeve. She smiles at you again, and you feel a distinct chill run down your spine. Where were you? How did you lose your train of thought? You must remember, remember something very, very, important, but you simply cannot. What were you thinking...it was so close, and yet so fleeting, the thought seemed so faraway, so distant. You absentmindedly wipe some drool off of your chin. When did that happen? You have a distinct impression that you have lost a bit of time.

  "Forgetting something, Sera? Should I take more of your time?"  

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 you a kiss on the cheek. The kiss is ice-cold and feels somehow alien and inhuman. 
 

Sera grasps for the points of solidity that remain locked in her mind. Tiadora, veil, Rumblejack, town, moor, road, manor, lantern. Her memory was muddled on most of the meeting - active sabotage, or some kind of passive effect? She yanked her mental train of thought away from that - that could be tested later, and couldn't be tested now, so don't think about it for a little bit. Her eyes locked onto the guard's uniform, and she busied herself thinking through historical events as a means of distracting herself from thinking about the woman further. Just start an internal monologue to avoid thinking about  whether thinking about the effect would trigger it or not  anything other than interesting historical trivia.

  "It was good to see you,"   she says aloud, and she even meant it. If for no other reason than having a chance to live now.
DM_Danger
 
 Originally Posted by AvatarVecna 
 Sera grasps for the points of solidity that remain locked in her mind. Tiadora, veil, Rumblejack, town, moor, road, manor, lantern. Her memory was muddled on most of the meeting - active sabotage, or some kind of passive effect? She yanked her mental train of thought away from that - that could be tested later, and couldn't be tested now, so don't think about it for a little bit. Her eyes locked onto the guard's uniform, and she busied herself thinking through historical events as a means of distracting herself from thinking about the woman further. Just start an internal monologue to avoid thinking about  whether thinking about the effect would trigger it or not  anything other than interesting historical trivia.

  "It was good to see you,"   she says aloud, and she even meant it. If for no other reason than having a chance to live now. 
 

  "And to see you,"   The woman says, with some genuine sincerity,   "I feel we will meet again, you and I, in this life or the next."   

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 you one last time and she briefly gives you a wicked smile.
  &lt;Three days, bring all of you to the manor within three days&gt;   telepathically echoes in Sera's mind.   &lt;Don’t disappoint me, dearest&gt;  .

The visitation concluded, Sera is taken back to the cell by a cadre of guards and shackled once more.

 
 Spoiler: OOC: "Have I heard that name before?" 
AV, you can make a Know: Local for Sera when you get a chance.
 
TheThrongler
Osmond is unsure what to think as his young cellmate is returned to her place on the wall; he half-thought she would either be executed straight-away or set free somehow in defiance of Talingarde law. He is careful to wait until the guards have left before a whispered,   "Unexpected that they would allow any of us a visitor..."  
He lets the comment hang in the dungeon air, not pressing for a response but leaving room for one if she chooses to give it.
infomatic
  "That's right, it is strange ,"  Fara grumbles, a tinge of bitterness in her voice.   "I haven't seen anyone in here but you people, and barely that."   She punctuates the last words with a nod of her hooded head.   "Why would they care about any one of us?"  
AvatarVecna
 
 Originally Posted by TheThrongler 
 Osmond is unsure what to think as his young cellmate is returned to her place on the wall; he half-thought she would either be executed straight-away or set free somehow in defiance of Talingarde law. He is careful to wait until the guards have left before a whispered,   "Unexpected that they would allow any of us a visitor..."  
He lets the comment hang in the dungeon air, not pressing for a response but leaving room for one if she chooses to give it. 
 

  "My aunt was very distraught, and, it seems, made a rather...charming appeal to the sergeant's bleeding heart. It was...interesting, seeing her. I don't really want to discuss it right now, though."  
 
 Spoiler: OoC 
What she's really saying should be obvious to the others, while being innocuous enough if the guards are listening. "She charmed the sergeant, and it was interesting enough that I want to talk with y'all about it later when the night guards are napping."
 
Xav
      
      Morgan Reinhart     
 Half-Elf Batal Synthesist 
 AC: 11 (11 T/10 FF) 
 DR: - 
 HP: 11/11 
 Perception: +7 
 Initiative: -1 
 Conditions: restrained   
 
  

After Sera's return, Morgan watches her closely, however, without saying anything. When she briefly describes her meeting, he nods for a moment and tries to relax as much as possible, though his mind, having heard the hint of a possible release, becomes active. Nevertheless, realizing that unnecessary haste in their situation would only hurt, Reinhart waits, patiently listening for the guards to change and calm down.
DM_Danger
The day goes by, excruciatingly slowly. Several times, it is uncharacteristically interrupted by Sergeant Blackerly. His visits are...odd. He comes in and stares about blankly while muttering to himself, like he has forgotten something, and then he leaves. The last time he visits, he comes with a bottle in hand, which if your eavesdropping's are correct, is one of three gifted to the guards as compensation for the Lady's visit, one for each shift and one for the Sergeant himself. After the usual starings, shakings, and mutterings, he takes a long pull on the bottle and says something to the effect,   "No matter, in three days they will be the Devil's problem."   He then leaves with a curse and a giggle as the wretched snakeman corpse.

The night comes mercifully, and the night shift with it. They do the count, checks, feeding, and cleaning quickly and efficiently, apparently eager to get into the rewarded bottle. Soon, snores can be heard, and you finally have some quiet moments to yourself.

 
 Spoiler: OOC: 
Anyone who hears the name Grumblejack can make a Knowledge: Local Check, if they are so trained.
 
TheThrongler
      
      Osmond Halbrin     
 Tiefling Sphereshaper/Scholar 
 AC: 13 (13 T/10 FF) 
 DR: 2/Blugeoning 
 HP: 8/8 
 Perception: +5 
 Initiative: +3 
 Conditions: restrained   
 
  
As soon as he hears the snoring, Osmond begins trying to work himself out of his shackles, whispering to the others   "I hear them snoring... I may be able to slip myself loose."  
 
 Spoiler: Actions 
Osmond will try to take 20 on Escape Artist for a total of 27.
 
AvatarVecna
  "...right,"   Sera replies, as snores reach her ears as well. She continues, voice quiet to make sure her words won't carry any further than this cell.   "Okay. Let's get down to brass tacks. The visitor posed as an aunt I've never met, and had the sergeant magically wrapped around her finger. A few points of importance to us:

Firstly: if we can manage to escape, there is a place we can go that has allies who can keep the guards off our trail. She was either working with or for someone else who is interested in meeting with all of us should we escape. At some point during the visit, my memory was unsubtly altered, and she took credit; whether she is a partner or a lackey to the other, she and the other are powerful potential allies. Secondly: she provided me with a silk veil and ensorcelled the guards to not search me on the way back. I suspect it's magical in nature, but can't identify it myself. Thirdly: the prisoner in maximum security is Rumblejack. He's got a broken leg currently, but if we can find a healer's kit and get into his cell, I can get him patched up enough to make a powerful ally during our escape, and possibly beyond. Fourthly: I saw where the guards hang the keys for the cells and cuffs. They're on a peg next to the door in the guard station. If we can't all break free or slip out of our bonds, someone sneaky could snag them real quick."  

She stops for a moment, taking a deep breath.   "With the guards asleep and inebriated, tonight is probably the best chance we're going to get. Any further questions before we get started?"  
Athaleon
Hechter did his best to shake the hood off himself without rattling his chains. The guards may have been asleep but unless the contents of the bottle were potent indeed, he still didn't want to risk waking them.

 "I may be able to deduce the function of the veil. I have made a study of such things."  
Xav
      
      Morgan Reinhart     
 Half-Elf Batal Synthesist 
 AC: 11 (11 T/10 FF) 
 DR: - 
 HP: 11/11 
 Perception: +7 
 Initiative: -1 
 Conditions: restrained   
 
  

Morgan shakes his head:  " No questions. Too much depends on whether we can get rid of the shackles. And keep it quiet. " 
bcool999
      
       Rhialla Von Chalon    
 Aasimar Dread Rajah 
 AC: 14 (14 T/10 FF) 
 Initiative: +4 
 HP: 10/10 
 Perception: +5 
 Conditions: restrained  
 Crime: Sedition  
 
  


Rhialla watches on keenly at this talk of mysterious visitors and a chance at escape. She does her best to remain poised and await the removal of these infernal manacles.
tonberrian
Now was the time to escape. So Vivian put forth her entire effort into breaking the bonds that held her and the group to the wall.

 
 Spoiler 
Taking 20 on breaking bonds.
 
TheThrongler
      
      Osmond Halbrin     
 Tiefling Sphereshaper/Scholar 
 AC: 13 (13 T/10 FF) 
 DR: 2/Blugeoning 
 HP: 8/8 
 Perception: +5 
 Initiative: +3 
 Conditions: restrained   
 
  
  "While we stand the best chance of escape by working together, there is a chance we may become separated. Or, perhaps, not all of us will make it out alive."   - Osmond carries on trying to slip his hands free while he continues, whispering -   "So perhaps it would be best if we all knew how to reach our potential ally, yes?"  
AvatarVecna
  "I agree that cooperation is our best chance of escaping. I feel I've cooperated a good deal already, and so I'm gonna hold onto that particular piece of information until I'm out of these cuffs and this cell...in case whoever sneaks in to steal the keys decides to be uncooperative."  
DM_Danger
 
 Originally Posted by Athaleon 
 Hechter did his best to shake the hood off himself without rattling his chains. The guards may have been asleep but unless the contents of the bottle were potent indeed, he still didn't want to risk waking them.

"I may be able to deduce the function of the veil. I have made a study of such things." 
 

You are able to shake the hood free, you have the privilege of watching a tiny woman  bend and break  the hook above her.


 
 Originally Posted by TheThrongler 
       
      Osmond Halbrin     
 Tiefling Sphereshaper/Scholar 
 AC: 13 (13 T/10 FF) 
 DR: 2/Blugeoning 
 HP: 8/8 
 Perception: +5 
 Initiative: +3 
 Conditions: restrained   
 
  
As soon as he hears the snoring, Osmond begins trying to work himself out of his shackles, whispering to the others   "I hear them snoring... I may be able to slip myself loose."  
 
 Spoiler: Actions 
Osmond will try to take 20 on Escape Artist for a total of 27.
 
 
 

Despite your best struggles, you are unable to slip your manacles.


 
 Originally Posted by tonberrian 
 Now was the time to escape. So Vivian put forth her entire effort into breaking the bonds that held her and the group to the wall.

 
 Spoiler 
Taking 20 on breaking bonds.
 
 
 

While the others try to establish trust amongst themselves, you put your unholy gifts to their full potential. You pull with a might that would seem unnatural for a woman of your frame. The hook bends mightily...and then..."!PINK!" the hook snaps and falls to the floor with what seems like a deafening roar.
The snoring stops...for what seems like an eternity, but in reality is only long enough for a single bead of sweat to roll down your forehead, and then the snoring resumes.

 
 Spoiler: OOC 
You are still manacled, but you are no longer on the wall. You might be able to unhook the others similarly, but there would most likely be more racket. The Big man looks tall enough that he could unhook the rest with minimal bending of the Hooks.
 
Xav
      
      Morgan Reinhart     
 Half-Elf Batal Synthesist 
 AC: 11 (11 T/10 FF) 
 DR: - 
 HP: 11/11 
 Perception: +7 
 Initiative: -1 
 Conditions: restrained   
 
  

Morgan goes breathless for a moment, waiting for the guards to show up to check the cage. Then he exhales and whispers:  " What exactly about the word "quiet" wasn't clear to you? Just freeze if you can't keep the noise down. " 
infomatic
  "Pfft, they're all idiots even if they weren't drunk,"   Fara grumbles.   "If they even bother to check on us they'll trip over themselves doing it. Just get us unhooked."  

There's as much eagerness in her voice as simple impatience. Redness is creeping in around her eyes, and it's not from sleepiness.
Xav
      
      Morgan Reinhart     
 Half-Elf Batal Synthesist 
 AC: 11 (11 T/10 FF) 
 DR: - 
 HP: 11/11 
 Perception: +7 
 Initiative: -1 
 Conditions: restrained   
 
  
 " Surely, they might be idiots. But I've yet to hear about the successful escape from Branderscar. It might mean, that some of the guards, or of those, who watch the guards, are not so idiots. Underestimating the enemy is a big mistake, and I'd prefer not to make mistakes, when they are easily avoidable. Now, lady, unfortunately, I don't know your name, "  - Morgan turns his eyes at Sera, -   "You've mentioned the veil, that you cannot identify yourself. Is there anything else you are waiting for?"  
AvatarVecna
 
 Originally Posted by Xav 
       
      Morgan Reinhart     
 Half-Elf Batal Synthesist 
 AC: 11 (11 T/10 FF) 
 DR: - 
 HP: 11/11 
 Perception: +7 
 Initiative: -1 
 Conditions: restrained   
 
  
 " Surely, they might be idiots. But I've yet to hear about the successful escape from Branderscar. It might mean, that some of the guards, or of those, who watch the guards, are not so idiots. Underestimating the enemy is a big mistake, and I'd prefer not to make mistakes, when they are easily avoidable. Now, lady, unfortunately, I don't know your name, "  - Morgan turns his eyes at Sera, -   "You've mentioned the veil, that you cannot identify yourself. Is there anything else you are waiting for?"   
 

  "Sera Arvina. And yes, I don't mind producing that now, but it'll take a second..."  

One hand raises while the other lowers, just enough for the lower to pull down the other's sleeve from where it had been pinned between flesh and metal. A silky material becomes visible as she carefully tugs it loose of the manacles tight embrace.   "There we are. Apologies for the delay. One presumably-enchanted veil."  
 
 Spoiler: OoC 
Burlap could make it hard to identify, although if their hood is off the cell is probably small enough for them to get a good look at it? Alternatively, might be small enough that we can pass it to each other without much difficulty. Or hell, maybe I could ball it up and toss it to them? Or just wait for someone to get out of their cuffs and hand it around I suppose.
 
Xav
      
      Morgan Reinhart     
 Half-Elf Batal Synthesist 
 AC: 11 (11 T/10 FF) 
 DR: - 
 HP: 11/11 
 Perception: +7 
 Initiative: -1 
 Conditions: restrained   
 
  
 " My name is... Morgan Reinhart. You might've heard of me. And you've definitely heard about my father, "  - Morgan's voice becomes somber, but he hardly dwells on the subject, returning to the study of the veil:   "I'll look into it."  
 
 Spoiler: Actions 
Morgan tries his best to get or bring the veil closer, and uses Spellcraft to determine its properties. If he fails, he passes the veil to the next willing.
 (1d20+10)[ 23 ]  - Spellcraft
 
DM_Danger
 
 Originally Posted by Xav 
  " My name is... Morgan Reinhart. You might've heard of me. And you've definitely heard about my father, "  - Morgan's voice becomes somber, but he hardly dwells on the subject, returning to the study of the veil:   "I'll look into it."  
 
 Spoiler: Actions 
Morgan tries his best to get or bring the veil closer, and uses Spellcraft to determine its properties. If he fails, he passes the veil to the next willing.
[roll0] - Spellcraft
 
 
 

The burlap sack falls off of your head easily enough, making your inspection much easier.

 
 Spoiler: The Veil 
Your mysterious benefactor seems to be especially generous, a wave of emotion hits you as you realize the utility of this simple veil.
 Veil of Useful Items 
This appears to be a fine silk veil of gossamer cloth. Only as it is held and closely inspected can you see small cloth patches of various shapes. One patch can be detached each round as a move action. Detaching a patch causes it to become an actual item. This veil contains:
Â• 2 daggers
Â• Bullseye lantern
Â• A Coil of Rope
Â• A Sack
Â• A set of tools that appear to be Thieves Tools
Â• A Window
Â• 2 Satchels with Healing Symbols
Â• 2 Bottles with Healing Symbols on them
Â• A pile of coins
Â• Unholy Symbol of Asmodeus
 
Xav
      
      Morgan Reinhart     
 Half-Elf Batal Synthesist 
 AC: 11 (11 T/10 FF) 
 DR: - 
 HP: 11/11 
 Perception: +7 
 Initiative: -1 
 Conditions: restrained   
 
  
 " Your visitor was quite generous. This is the Veil of Useful Things. You get them by detaching the corresponding part. Now, is any of you proficient with thieves' tools? "  - the man carefully examines the Veil, but for now doesn't detach any of the patches. Instead, after finding out, who of the prisoners can use the thieves' tools most efficiently, he, with the help of the others, passes the Veil to that one.

 
 Spoiler: Actions 
The veil moves to Osmond. Together with the instructions, how to use it.
 
TheThrongler
      
      Osmond Halbrin     
 Tiefling Sphereshaper/Scholar 
 AC: 13 (13 T/10 FF) 
 DR: 2/Blugeoning 
 HP: 8/8 
 Perception: +5 
 Initiative: +3 
 Conditions: restrained   
 
  
Osmond perks up at hearing the description of the item, hope of freedom returning after his failure to escape his manacles,   "I can use them. With those tools I can see about opening these damned cuffs and restoring our...gifts."   He tries to shake his hood loose as his despair drains away, looking up at his bound hands, wondering if he could use the tools in his current condition or if he would need to be let down by the woman who had freed herself.
bcool999
      
       Rhialla Von Chalon    
 Aasimar Dread Rajah 
 AC: 14 (14 T/10 FF) 
 Initiative: +4 
 HP: 10/10 
 Perception: +5 
 Conditions: restrained  
 Crime: Sedition  
 
  

Rhialla shakes off her hood to see the escape proceedings better. Upon hearing the scholar who argued with her earlier call out for the thieves tools she chuckles to herself.

  ”Not such a bookworm afterall to be playing with toys like those. Let’s see what you can do with them then.”   Rhialla almost purrs with anticipation of being removed from this degrading position on the wall.
TheThrongler
      
      Osmond Halbrin     
 Tiefling Sphereshaper/Scholar 
 AC: 13 (13 T/10 FF) 
 DR: 2/Blugeoning 
 HP: 8/8 
 Perception: +5 
 Initiative: +3 
 Conditions: restrained   
 
  
  "If you find the use of such skills beneath your esteemed station,"   Osmond responds sardonically,   "simply say so, and you could keep your new jewelry until you find a more agreeable artisan."  
Athaleon
  "A man of learning must still maintain some practical interests, lest he dwell so long in his tower that he finds himself unable to leave,"   Hechter reflected.
tonberrian
  "You there, knave."   Vivian turns to Osmond.   "Though by stint of being here, we are all knaves. That aside, you believe that you can free us?"   Vivian grabs the veil and passes it to Osmond.   "Then have at it. I would not stand here a moment longer than necessary."  
TheThrongler
      
      Osmond Halbrin     
 Tiefling Sphereshaper/Scholar 
 AC: 13 (13 T/10 FF) 
 DR: 2/Blugeoning 
 HP: 8/8 
 Perception: +5 
 Initiative: +3 
 Conditions: restrained   
 
  
His attention only on the veil, Osmond allows the "knave" comment to pass as he accepts the cloth which may hold their salvation. Gingerly, to avoid dropping them, he identifies the icon that represents the needed tools and calls them forth into his hands. He begins working on his bindings, awkwardly due to the angle but with the full attention and focus that the risk of death brings. Sweat beads on his forehead even in the cool of the night as he works the tools in and around the locks.
 
 Spoiler: OOC: Actions 
Osmond will take 20 on the disable device check for a total of 27, which does not count any circumstance penalty from the angle or potential bonus if the tools are masterwork.
 
DM_Danger
The light and angle are not ideal, but with a little patience and effort, the locks on your manacles are sprung. Pleased with your success, you take a moment to realize the whole room is looking at you expectantly.

 
 Spoiler: OOC 
You have gained a set of masterwork thieves tool, feel free to unchain your fellow inmates
 
TheThrongler
      
      Osmond Halbrin     
 Tiefling Sphereshaper/Scholar 
 AC: 13 (13 T/10 FF) 
 DR: 2/Blugeoning 
 HP: 8/8 
 Perception: +5 
 Initiative: +3 
 Conditions: None   
 
  
  "Much better."   The relief on his face is obvious as he feels the mystic connection of his darker arts return to him. He quickly sets about freeing the others, beginning with Sera (the picks were given to her, after all), then the others, seeking to get everyone free before their nascent escape attempt was discovered. When he gets to Rhialla, he hesitates just a moment before starting on her locks as well with an insufferable smirk.

 
 Spoiler: OOC: Actions 
Again, taking 20 just to avoid having to roll 6*20 times or so, total result = 29 and if a particular lock is tougher I can boost that a little. Order of freedom, if we need one, would be Sera, Hechter, Morgan, Fara, Vivian and finally Rhialla. He doesn't mind letting her sweat a little.
 
Athaleon
Once he was freed, Hechter nodded his thanks and went about unhooking everyone else from the wall—to make it easier for Osmond to open their manacles, and to ensure everyone was at least partially free if they got interrupted.
Xav
      
      Morgan Reinhart     
 Half-Elf Batal Synthesist 
 AC: 18 (16 T/16 FF) 
 CMD: 21 (19 FF) 
 DR: - 
 HP: 11/11 (6/6) 
 Perception: +7 
 Initiative: +2 
 Conditions: -  
 
  

Morgan nods contentedly, when Osmond manages to free himself:   "Just don't rush until everybody is free"   - after what quietly leans back against the wall, hardly moving until his cellmate has sorted out his shackles. When his hands are finally free, the man adds:

  "You have my gratitude. Now give me a minute,"   - then settles into a meditative pose and closes his eyes, directing attention to the depths of himself. After about a minute, the prisoner is transformed. He looked thin and emaciated, but now it is as if he is being enveloped in a dense, dark substance, forming into a semblance of muscle and skin. The facial features remain the same, but a dark mark appears on his forehead. The man opens his eyes and smiles with a strange smile. He looks... refreshed and full of energy, as if he hadn't been in a cell for days. But now his face expresses a mixed range of feelings - in addition to the joy of release, there is also sadness and anger. He takes a deep breath and speaks again, and this time even his voice seems much stronger and deeper:

  "Now, before we continue, it would be wise to share information about our capabilities. I suspect that your guest may have gotten us out of here directly, which means it's not just a gift of freedom, it's also a challenge. A test of how exactly we will leave Branderskar. And in what state...
So, about me. In current form I'm rather resilient and stealthy. I can also influence weather conditions in a small area. For example, turn out the lights with the wind, or create fog. Anyone else can see in darkness?"  
 
 Spoiler: Actions 
Summoning eidolon, activating The Egoist veil, the Band of Disruption veil, and the Caged Sun stance.
 
AvatarVecna
Sera rubs her wrists once she's freed, and casts her gaze around the group.   "That was the impression I got as well. I asked her...sort of asked, anyway...if this offer had been made to others and she implied the answer was yes but that none had succeeded. Either part of that could be deception, but that's hardly relevant right now."   She takes a moment to steady her breath.   "Sera Arvina. I know a bit about most everything, and a silver tongue. The latter is unlikely to be much help during the escape, but perhaps fate will smile on us. When it comes to fighting...well, I'm not really good at fighting, but I'm decent enough at looking dangerous if someone gives me a weapon. I'd make a good distraction. I'm much better after the fight: if you can get me a medical kit or better yet some alchemical supplies, I could whip up some tinctures and salves for binding wounds and soothing burns and curing maladies. I'm confident I can keep us on our feet if I can get some supplies. Without that...well, I've got a touch of magical healing--"   she raises her hand, palm facing out, and the birthmark pulses with dark light,   "--but it's only really enough to stabilize someone until I can give them proper medical attention."  
TheThrongler
      
      Osmond Halbrin     
 Tiefling Sphereshaper/Scholar 
 AC: 13 (13 T/10 FF) 
 DR: 2/Blugeoning 
 HP: 8/8 
 Perception: +5 
 Initiative: +3 
 Conditions: None   
 
  
  "I have a bit of experience with medicine as well. Some of the iconography on that veil"   Osmond nods toward the veil he had returned to Sera as soon as she was free,   "indicates it may have something you could use. Those daggers are plain enough in what they depict, at least."   Another manacle clicks open and another pair of villainous hands stretches free again as he continues,   "Darkness poses no difficulty for me. As to my talents, I know a bit of everything. I can sneak, cast a few a spells, and a few other tricks."   As he finishes, he holds out his hand to the side and a cruel looking sword coalesces from the shadows into his grip, the antiquated sort used for duels when they were still legal. It returns to nothingness as his grip releases. When he finishes with the manacles, he moves to kneel just inside the door to their cell, reaching around with the picks and trying to undo the next barrier to their eventual freedom.

 
 Spoiler: OOC: Actions 
Just continuing to undo manacles, demonstrating that we have at least one good weapon at our disposal (though only useful for him), and then moving on to the door of the cell, taking 20 again for a 29 to unlock (possible circumstance penalty for the angle).
 
Athaleon
  "I have made some study of shaping shadows, which will surely prove useful in the coming hour. I have also cultivated more practical interests."   Hechter cracked the knuckles in his meaty fists and flexed his bulk for emphasis, and to work the kinks out and get the blood flowing after having been restrained for days on end.   "In both cases, I shall be considerably more impressive with a gauntlet on my hand; it will suit me better than any sword."  
  "As for our benefactor, any discussion of their motives or methods is, at this point, purely academic."  
DM_Danger
With possible the world's loudest click, the cell door pops open.

 

The other cells are empty, you have the contents of the veil, six sets of cold iron manacles, an empty bucket, and a snakeman's corpse. The Max is locked, and occupied by the Grumblejack who is intensely silent. The Guardroom is still snoring. WHAT DO YOU DO!?!?!
TheThrongler
      
      Osmond Halbrin     
 Tiefling Sphereshaper/Scholar 
 AC: 13 (13 T/10 FF) 
 DR: 2/Blugeoning 
 HP: 8/8 
 Perception: +5 
 Initiative: +3 
 Conditions: restrained   
 
  
Osmond tries to hide a wince at the audible click, and freezes for a moment until he hears the snoring resume. He attempts to exit the cell as quietly as possible, loathing the feeling of the grimy floor beneath his bare feet. He steps, slowly and quietly, to the door to the guardroom, reasoning that these two guards need to be dealt with before they can deal with the prisoner in the Max, whoever he was. Giving anyone who wishes to follow a chance, Osmond examines the door.

 
 Spoiler: Actions 
Taking 10 on stealth, result = 17. He will attempt to examine the door to the guardroom without touching it, hoping to determine if it is locked (if it even  can  be locked).
  Perception  - (1d20+5)[ 6 ] 
 
AvatarVecna
Sera removes the two dagger patches from the veil carefully. She glances around at the others, a silent question posed: who's going to be armed?
infomatic
As soon as the manacles are unlocked, Fara rips them from her arms, tearing a bit more garment and skin as she does so. She stumbles forward a step or two before an audible growl escapes her throat, and she collapses onto all fours and heaves, vomiting forth a translucent fluid on the cell floor. There seems like far too much of the stuff to have come from her body.

It's disgusting, but over in a moment, and she sits back and wipes her face she seems almost peaceful. The fluid, meanwhile, has congealed and formed itself into a humanoid shape roughly the girl's size, but the proportions are off somehow, and it bears gaping holes in its throat and chest. The growl is now coming from its mouth.

Fara looks up at the Shape.   "Fara Eisale,"   she says, in a flat voice.   "And this is me, too, I suppose. It mostly enjoys hurting people, but it can do some tricks, too, like peer into that next room with Mr. Max."  

She waves aside the daggers and gestures to the Phantom, concentrating until a shimmering bit of force surrounds it.   "I can do a bit of magic. Mitra taught me how to heal … though I don't think he meant to."  
 
 Spoiler: OOC 

summoning phantom, casting Armored Magic on it, bringing its AC to 17
 
Xav
      
      Morgan Reinhart     
 Half-Elf Batal Synthesist 
 AC: 18 (16 T/16 FF) 
 CMD: 21 (19 FF) 
 DR: - 
 HP: 11/11 (6/6) 
 Perception: +7 
 Initiative: +2 
 Conditions: -  
 
  

After the transformation and introduction, Morgan examines the phantom, assessing its nature, and then turns his attention to the veil. This time he is interested in the patch with the window. The daggers clearly don't pique his interest.

 
 Spoiler: Actions 
Examining the window patch, trying to determine its propeties and usage. Any new roll needed?
 
tonberrian
  "I'll take one of the daggers. I should be able to use it more effectively than my fists."  
DM_Danger
 
 Originally Posted by TheThrongler 
 Osmond tries to hide a wince at the audible click, and freezes for a moment until he hears the snoring resume. He attempts to exit the cell as quietly as possible, loathing the feeling of the grimy floor beneath his bare feet. He steps, slowly and quietly, to the door to the guardroom, reasoning that these two guards need to be dealt with before they can deal with the prisoner in the Max, whoever he was. Giving anyone who wishes to follow a chance, Osmond examines the door.

 
 Spoiler: Actions 
Taking 10 on stealth, result = 17. He will attempt to examine the door to the guardroom without touching it, hoping to determine if it is locked (if it even  can  be locked).
[roll0]
 
 
 

You examine the lock...and what seems to be more important right now, the hinges, like most of this place, they seem neglected, neglected and rusty, like the kind of rusty that will make a horrific noise if opened...if only you had some oil or grease or fat to silence the hinges, because while the door appears locked, it appears easy enough to pick.



 
 Originally Posted by Xav 
 After the transformation and introduction, Morgan examines the phantom, assessing its nature, and the turns his attention to the veil. This time he is interested in the patch with the window. The daggers clearly don't pique his interest.

 
 Spoiler: Actions 
Examining the window patch, trying to determine its properties and usage. Any new roll needed?
 
 
 

 
 Spoiler: That window thing... 
If your arcane theory is correct, that window thing could conceivably create a window,  an open window , on whatever surface you place it on. Thing is, you only get to try it once, and you have no idea how thick of a wall/floor/ceiling it will work on. Definitely seems like it could come in handy if you run out of options though.
 
TheThrongler
      
      Osmond Halbrin     
 Tiefling Sphereshaper/Scholar 
 AC: 13 (13 T/10 FF) 
 DR: 2/Blugeoning 
 HP: 8/8 
 Perception: +5 
 Initiative: +3 
 Conditions: None   
 
  
Osmond looks worriedly at the rusty hinges before quietly making his way back to the cell.   "Those hinges will give us away when we open that door. I can try to silence them, but it will be ... unsavory."   He then moves to their deceased cellmate, the snakeman, tears two wide strips of the prison rags from around the dead man, using one to bundle the tools from the veil, and begins carving with a conjured blade and surgical precision to extract adipose tissue onto the cloth he prepared to carry it to the door.

 
 Spoiler: Actions 
So, this is a bit unsanitary, but Osmond isn't opposed to dirty work. He'll take 10 on a heal check (total 19) to identify the most likely places to find fat and extract it as cleanly and efficiently as possible. If he is able to get enough, he will then tiptoe back to the door and begin trying to apply it to the hinges to silence them.
 
Athaleon
  "I can get us through without making a sound, though it may take time without the proper tools. It will also create some... flickering. Thus our choice is between light and sound."  
 
 Spoiler 

If the cell has a window to the outside, it may be worth covering somehow. If that's possible, I think it's a better option than to try to open the cell door: If a guard in the next room is awake, we will alert him in either case. If not, the guttering light will be far less likely to wake any than the creak of the door.

Also, it may be worth trying to use the manacles and chain as an improvised Gauntlet to see if it'll work as a Spell Focus.
 
bcool999
      
       Rhialla Von Chalon    
 Aasimar Dread Rajah 
 AC: 14 (14 T/10 FF) 
 Initiative: +4 
 HP: 10/10 
 Perception: +5 
 Conditions: Normal 
 Crime: Sedition  
 
  

Finally free of her bonds, Rhialla stretches and rubs at her chaffed wrists. As others introduce their strengths she can be seen tapping a finger to her lips in thought. After Osmond gets their cell open Rhialla says,   ”My place on the battlefield is not to wade through bodies like any other foot soldier. My place is to command. Free from the melee I can reinforce the weak and urge the strong to break enemy lines. Observe.”  

Turning to Sera, Rhialla says,   “If you are as bright as you say and more useful after a fight I shall make you my standard bearer. Merely hold the flag of victory high and our foes deaths is all but certain.”   With a gesture, Rhialla forms a flag of akashic energy which attaches cleverly to a shoulder mount which now rests on Sera’s shoulders.

Looking at the intimidating form of Morgan, Rhialla’s eyes brighten at his clawed hands and says,   “And you sir, can exhibit my wild fury at being caged like a beast.”   With another movement, a thick mane of fur appears around Morgan’s neck just as dark as his natural hair but as bristled as any beasts.

  ”As for my own personal combat abilities,”   Rhialla turns to the room and grins,   “I know a few martial techniques to aid morale and heal wounds sustained in battle. I can also get by on supernatural abilities to deal with foes. With my aid you can fight aggressively and see wounds you incur close with each wound you inflict.”  
 
 Spoiler: OOC 
Shape The Warlord onto Sera, Shape The Wild onto Morgan, and enter Spoils of War stance. Place 1 essence each into The Warlord, The Wild, and Spoils of War.
 

 
 Spoiler: Sera (Avatar Vecna) 
Sera gets access to The Warlord title veils which does the following.

As a swift action, the entitled may designate a creature within close range (25 feet + 5 feet per two veilweaver levels). Attacks made against the designated target gain a +2 bonus on attack and damage rolls. During each of the entitled’s allies’ turns, that ally may, as a free action, move 5 feet if they are within close range of the designated creature. This movement must place the ally closer to the designated target, and does not interfere with the entitled’s allies’ ability to make 5 foot steps. Only one creature may be designated this way at a time. Designating a new creature removes the old designation. Designations can be removed as a swift action.

Essence: Each point of essence invested in this veil increases the amount of movement granted by this veil by 5 feet. For every two points of essence invested, the bonus granted on attack and weapon damage rolls increases by +1.

Currently 1 Essence is invested for a total of 10ft of free movement. Range is currently 25ft so if Rhialla and Sera move farther than that apart this ability is suppressed at the end of Rhialla’s turn until they are back in range.
 

 
 Spoiler: Morgan (Xav) 
As you may be familiar, Morgan now has access to the abilities of The Wild title veil for as long as he remains within 25 ft of Rhialla.

Viel abilities: The first time each turn the entitled hits with an unarmed strike or natural weapon, they gain a +2 bonus to Strength, Dexterity, or Constitution. This bonus stacks with itself up to +6 to a single score, but all bonuses are lost if the entitled does not hit with an unarmed strike or natural weapon for 1 round. These bonuses are lost when initiative is rolled.

Essence: Each point of essence invested in this veil increases both the number of rounds the Entitled does not need to hit with an unarmed strike or natural weapon and the maximum bonus to an ability score this veil can provide by 1.

Currently has 1 Essence Invested so you only need to hit every other round to keep stacking stats.
 
Xav
      
      Morgan Reinhart     
 Half-Elf Batal Synthesist 
 AC: 18 (16 T/16 FF) 
 CMD: 21 (19 FF) 
 DR: - 
 HP: 11/11 (6/6) 
 Perception: +7 
 Initiative: +2 
 Conditions: -  
 
  

Morgan appraisingly looks at his claws and fur mane:   "I usually prefer other weapon, but for now it's the best variant,"   - and then, hearing about the guards door, he adds:   "Although ideally we should get out from here without using every trick, that was provided to us, we also have this,"   - and he points at the window patch on the veil, -   "This, when placed on the door, wall or another surface, will make a window in it. I can't specify, how deep it can be. But first better to try our methods. And, besides, I'd prefer to free that guy a bit later,"   - Morgan nods at the "Max" cell.

 
 Spoiler: Actions 
No Heal skill, so waiting for result. Unfortunately, Guidance has Verbal components, so it's not very stealthy to use it.
 
DM_Danger
 
 Originally Posted by TheThrongler 
 Osmond looks worriedly at the rusty hinges before quietly making his way back to the cell.   "Those hinges will give us away when we open that door. I can try to silence them, but it will be ... unsavory."   He then moves to their deceased cellmate, the snakeman, tears two wide strips of the prison rags from around the dead man, using one to bundle the tools from the veil, and begins carving with a conjured blade and surgical precision to extract adipose tissue onto the cloth he prepared to carry it to the door.

 
 Spoiler: Actions 
So, this is a bit unsanitary, but Osmond isn't opposed to dirty work. He'll take 10 on a heal check (total 19) to identify the most likely places to find fat and extract it as cleanly and efficiently as possible. If he is able to get enough, he will then tiptoe back to the door and begin trying to apply it to the hinges to silence them.
 
 
 

 
 Spoiler: Snake Oil 
The corpse is disgusting, but you are able to harvest enough yellow fat that you think you can make it work.
 


 
 Originally Posted by Athaleon 
   "I can get us through without making a sound, though it may take time without the proper tools. It will also create some... flickering. Thus our choice is between light and sound."  
 
 Spoiler 

If the cell has a window to the outside, it may be worth covering somehow. If that's possible, I think it's a better option than to try to open the cell door: If a guard in the next room is awake, we will alert him in either case. If not, the guttering light will be far less likely to wake any than the creak of the door.

Also, it may be worth trying to use the manacles and chain as an improvised Gauntlet to see if it'll work as a Spell Focus.
 
 
 

 
 Spoiler: Windows and Weapons 
The windows are about eight feet up and barred, while you may cause a flash of light, it will likely not be direct and the likelihood of detection is low (like don't let me roll a 1 if you attempt it). Manifesting your Grip with a nonstandard handwrap is something altogether. You may attempt this with a Spellcraft or Knowledge Martial roll, but...roll well.
 
bcool999
      
       Rhialla Von Chalon    
 Aasimar Dread Rajah 
 AC: 14 (14 T/10 FF) 
 CMD: 13 
 HP: 10/10 
 Perception: +5 
 Initiative: +4 
 Conditions: Normal  
 
  

Seeing all the hubbub and butchery over some squeaky hinges, Rhialla muses as though to herself,   ”You know. The simplest way not to be heard is for no one to be nearby to hear you. If we can manage the nearby guards while they slumber the door should pose little threat. Of course, silently opening it may startle this Max so much that  he  alerts our jailers of our imminent escape.”  
TheThrongler
      
      Osmond Halbrin     
 Tiefling Sphereshaper/Scholar 
 AC: 13 (13 T/10 FF) 
 DR: 2/Blugeoning 
 HP: 8/8 
 Perception: +5 
 Initiative: +3 
 Conditions: None   
 
  
Finished gathering what he needs and with the front of his prison rags looking a horrific mess of blood, Osmond returns to the door to the guardroom as quietly as he can, using the torn cloth from the snakeman to apply the fatty tissue into the hinges (a professional's hands are his livelihood, after all!). He waits long enough to see who seems to be ready to follow and when their decisions are made, he sets to opening the lock.

 
 Spoiler: Actions 
Applying the oil to the hinges as best he can to minimize sound, taking 10 on any stealth checks including to move (total 19), take 10 on a check to open the lock when it looks like everyone has decided to follow or hang back (total 19+2d4 from using the Mind Sphere Inspiration (Greater) ability and losing a spell point/charged spell)
 (2d4+19)[ 25 ] 
 
infomatic
   Grrr…   

The phantom bares a set of otherworldly teeth, and though it says nothing intelligible it seems eager to push through the door. Fara puts a restraining hand on the thing's arm, but her eyes are also bright with anticipation, and she nods in replay at Osmond's glance
bcool999
      
       Rhialla Von Chalon    
 Aasimar Dread Rajah 
 AC: 14 (14 T/10 FF) 
 CMD: 13 
 HP: 10/10 
 Perception: +5 
 Initiative: +4 
 Conditions: Normal  
 
  

Now that the door is soon to be open and the real butchery is to begin, Rhialla drifts close enough that when her Vassals surge into the room they shall be in range for her gifts.

 
 Spoiler: OOC 
Stealth: 18 (taking 10)
Moving up within 10ft of the door.
 
Xav
      
      Morgan Reinhart     
 Half-Elf Batal Synthesist 
 AC: 18 (16 T/16 FF) 
 CMD: 21 (19 FF) 
 DR: - 
 HP: 11/11 (6/6) 
 Perception: +7 
 Initiative: +2 
 Conditions: -  
 
  

Observing the actions of the still unknown prisoner, Morgan notes the clarity of movements, actions and, more importantly, thoughts. Although the aesthetic part of the dissection process was not the most attractive, the man doesn't not care too much - on the contrary, in this situation, if he had the necessary skills, he would be the first to offer help.

After waiting for the process to complete, Reinhart notes:   "I will create a wind that extinguishes candles and torches. Get ready for possible total darkness."  

Closer to the opening of the door, Morgan touches the ephemeral bracelet on his left hand, and after a moment the wind intensifies and the man goes into the shadows.

 
 Spoiler: Actions 
Imbued Spell - full-round action for base Weather Sphere effect (Severe Wind) at a 25 ft. radius burst for a minute:

 In addition to automatically extinguishing any unprotected flames, winds of this magnitude cause protected flames (such as those of lanterns) to dance wildly and have a 50% chance of extinguishing these lights. Ranged weapon attacks and Perception checks are at a –4 penalty. 

 (1d20+14)[ 28 ]  - Stealth
 
DM_Danger
With a barely perceptible click, the lock is sprung, and an ill wind extinguishes the guttering lamp in the guards room. The darkness is no impediment to your foul deeds however. Sharp blades and strong arms make quick work of the two sleeping guards, and Rolf and Thom are no more. The guard room is yours!
TheThrongler
      
      Osmond Halbrin     
 Tiefling Sphereshaper/Scholar 
 AC: 13 (13 T/10 FF) 
 DR: 2/Blugeoning 
 HP: 8/8 
 Perception: +5 
 Initiative: +3 
 Conditions: None   
 
  
  "A fine start."   A weight of tension drops away from the older man's demeanor as he looks at the fallen guards and speaks in something other than a whisper for the first time. They may have just been doing their jobs, but when you sign up to imprison better, smarter individuals than yourselves, you have to expect this sort of thing. Osmond examines the fallen guards with a cursory glance to see what armor and weapons this little band of renegades just liberated, but not before scanning the room for any libations. They have been kept thirsty for days, and that will not do.   "Now, let's take a moment to regroup. Their gear should help, and if any of you need the armor, such as it is, I advise donning it before we see to our last fellow guest in case the discussion goes... poorly. I am Osmond, first son of Baron Halbrin and his  rightful  heir."   Even those unfamiliar with the drama of his trial and the fallout will be able to tell from his venom and vehemence as he introduces himself that his view of himself as heir is not shared by society.

 
 Spoiler: Actions 
Examining the room for water or ale or wine, something to wash the taste of the last few days out of his mouth. Examining the fallen guards for useful equipment to distribute to the others. Standing guard at the door, listening for signs of trouble while the others don the guards' armor and weapons if there are any to use. Taking 10 on any associated checks, which is a 15 for perception.
 
DM_Danger
This is a small guard room and the landing for the stairs from the first floor. It was lit by a sconce holding a
torch (now snuffed). There are two doors – one leading the cellblock and the other connecting to the interrogation room. Otherwise, this chamber is plain with little furnishings save for a small table and two chairs. A bottle of whiskey, half full, and two glasses are on the table. There is a bucket of water with a ladle and two tin cups in the corner. The fireplace here is a relic of the old castle great hall. It is almost comically large and has a chimney. The guards up here rarely bother lighting the fireplace since the warmth from the kitchen below is usually sufficient to keep the place warm.

They have a signal horn in case of trouble on a peg next to the key to all the cells and all the manacles near the door. Rolf and Thom were both equipped with a chain shirt, heavy steel shield, longsword, dagger, leather club, light crossbow with 20 bolts, and a key. Thom has 5 cp, a pouch of tobacco, a pipe, and 12 tindertwigs. Rolf has 1 sp, 4cp, and a deck of cards.
TheThrongler
      
      Osmond Halbrin     
 Tiefling Sphereshaper/Scholar 
 AC: 13 (13 T/10 FF) 
 DR: 2/Blugeoning 
 HP: 8/8 
 Perception: +5 
 Initiative: +3 
 Conditions: None   
 
  
With quick steps that show less restraint than Osmond would like, he moves to the pitcher of water and fills a cup with the ladle. The first mouthful he uses to rinse the foul taste of the last few days, spitting it into a corner, before drinking the remainder of the cup in slow ecstasy and then resuming his place by the door to the prison proper to listen for signs of trouble. While the others take their pick of the loot, Osmond begins planning out loud   "I see at least three ways we can approach our escape. We can attempt to find an exterior wall and deploy the window from the veil. We can attempt to escape through the body of the prison. And, if someone can climb, we may be able to use the chimney of this fireplace to make our way to the roof, with the climber lowering a rope for the rest of us. Each of these has variations, but most of the scenarios I see fall into these three broad categories. Thoughts?"  
Xav
      
      Morgan Reinhart     
 Half-Elf Batal Synthesist 
 AC: 18 (16 T/16 FF) 
 CMD: 21 (19 FF) 
 DR: - 
 HP: 11/11 (6/6) 
 Perception: +7 
 Initiative: +2 
 Conditions: -  
 
  

The last of the guards falls (or, rather, has no time to rise), and Morgan gets a chance to look around in peace. The whiskey doesn't interest him, but the water certainly beckons. Still, Reinhart doesn't rush for it, letting the rest of his companions be the first to quench their thirst, instead picking up one of the swords. Morgan listens to Halbrin descendant's thoughts and then speaks his own:

  "It will be hard to remain unnoticed outdoors. The patrols on the walls and the dogs will do their work. And even if we escape without making too much noise, our escape will soon be discovered and we'll be pursued. Instead, I suggest we deal with Branderskar. Rip the heart out of fat hog Brackerley's chest, payback the bastards who tortured us, and burn the place to the ground without letting anyone leave. But first we need a source of Information."  
 
 Spoiler: Actions 
Morgan takes one of the longswords.
 
Athaleon
  "We must be mighty indeed, to wipe out the garrison all by ourselves,"   Hechter noted. He helped himself to some water, but despite the obvious relief, his voice was still a hoarse rasp.    "But more information is never amiss. We may learn of a hidden sally port, or find a potential hostage, or some other method of escaping without pursuit."  
infomatic
As Morgan speaks, Fara absentmindedly plays with one of the tindertwigs, dragging it back and forth over the table, as if daring it to light.   "Brackerley,"   she repeats softly on hearing the name.   "Yes, I'd like to see him again."  
 
 Spoiler: ooc 

She'll take one of the crossbows and the tindertwigs.

So there's a ring of keys plus two separate keys carried by the guards, is that right?
 
bcool999
      
       Rhialla Von Chalon    
 Aasimar Dread Rajah 
 AC: 14 (14 T/10 FF) 
 CMD: 13 
 HP: 10/10 
 Perception: +5 
 Initiative: +4 
 Conditions: Normal  
 
  

Unfazed by the casual murder of the guards, Rhialla considers the discussion and joins in saying,   ”As much as I would dearly enjoy making that worm Blackerley squirm, I would not see a moment’s satisfaction jeopardize this fragile chance at freedom. Escape is the order of the day. Beyond these walls lies the power and means to avenge ourselves on more than just Blackerley. Let us not forget this.”  

Looking at the meager offerings of equipment and coin the guards had, Rhialla turns away saying,   “I could use their armor and a shield, but would rather see it used by more stalwart fighters.”  
Athaleon
  "I have all the weapon and armor I need. Speaking of escape—I can transport us between areas of darkness, including that which I conjure on my own, some thirty or so feet apart. I would have used it in the cell, but our scholar had things well in hand, and my talent—though silent—is highly visible.  
Xav
      
      Morgan Reinhart     
 Half-Elf Batal Synthesist 
 AC: 18 (16 T/16 FF) 
 CMD: 21 (19 FF) 
 DR: - 
 HP: 11/11 (6/6) 
 Perception: +7 
 Initiative: +2 
 Conditions: -  
 
  
  "True, freedom might be the biggest desire now, lady Rhialla. But if we rush for it, what will we show to our benefactors? We'll arrive with a pack of guards on our tail, we'll show, that we easily forget about debts, - for example, about the one, that we owe to Blackerley, and that we rely entirely on their protection, instead of solving the problem ourselves. They've already given us freedom, - I say, now we should prove that we're able to make use of it. And, besides, I really doubt that it will be easier to escape without drawing attention."  
TheThrongler
      
      Osmond Halbrin     
 Tiefling Sphereshaper/Scholar 
 AC: 13 (13 T/10 FF) 
 DR: 2/Blugeoning 
 HP: 8/8 
 Perception: +5 
 Initiative: +3 
 Conditions: None   
 
  
  "It seems like we've settled on 'through' rather than 'over.' I don't know the prison beyond this point, so this may be the wiser choice. I shall go try to reach an understanding with our potential friend. Young lady, if you would be so kind as to pass me one of the bundles of medical supplies from your veil? It may also behoove us to double check the interview room, through that door, if someone can do that while I try to come to terms with Gumblejack."   His words seem reasonable enough, not 'commands' at all really, but they seem to carry the assumption of compliance. Hopefully with the healer's kit and any of the keys that looked like they might open the door to the Max, Osmond approaches the secure cell and begins speaking to their mysterious neighbor,   "Can you hear me in there? My name is Osmond, one of the Forsaken prisoners here. We've slipped out of our bonds and prepare to strike further into the prison to escape. I know you're wounded, but we can see to that. Before I open the door, I want to make sure that you understand we're not the guards (in fact, we've killed the first pair of those), and we're helping you escape.... One of us, you see, has a powerful relative who spent considerable effort to provide us aid. Anyone who helps escort her safely back to her loving family would surely be well rewarded. What do you say, friend?"  
 
 Spoiler: Actions 
While he speaks, Osmond will be comparing keys to the lock to the Max's door to narrow down the possibilities. If that process, and the speaking, take a minute or more, he will also be preparing and using a spell charge [Mind Sphere, Inspiration charm, 0 SP for a +2 on the bluff check]. He has deliberately exaggerated the external party's interest and investment in seeing them escape and the possibility of reward so that Grumblejack is motivated to help keep her safe if it comes to fighting, as only Sera knows where they're going and she has refused to share that information. Osmond will take 10 on the bluff check, since he can take his time and there is no fighting, for a total of 23 (or 25 if it took a minute or longer and he had a chance to build up and use a spell charge).
 
bcool999
      
       Rhialla Von Chalon    
 Aasimar Dread Rajah 
 AC: 14 (14 T/10 FF) 
 CMD: 13 
 HP: 10/10 
 Perception: +5 
 Initiative: +4 
 Conditions: Normal  
 
  

Resisting the temptation to roll her eyes, Rhialla patiently responds to Reinhart’s impassioned impetus to violence saying,   ”From what precious little we know of our benefactors they would have had no trouble whisking us away into the night. That they didn’t we both agree to be a test. While you believe we must show our ferocity, I believe caution the better part of Valor. Perhaps the real test isn’t the bodies we leave in our wake, but whether we can put emotion aside to complete our objective. We know too little to be sure either way. ”  

Rhialla follows Osmond, curious to see this chained beast.
AvatarVecna
Sera grimaces at the discussion pondering exactly what their benefactors wanted.   "I've no interest in playing the sycophant, playing guessing games at the desired outcomes of whoever set these wheels in motion. But I also don't think it's quite that complicated. Nobody has successfully escaped Brandscar, and it was implied to me they've helped others only for others to fail anyway. Successful escape is likely the goal. As it happens, my top priority is getting out of here, with revenge being important but ultimately secondary. As far as I'm concerned, my primary goals and theirs align. I would imagine the method we use to escape doesn't overly concern them except to give them some insight into us as potential allies."  

She removes one of the patches from the veil that looks like a medical bag. She glances at the window and considers ways to use it to structurally weaken the prison.   "I intend to get my pound of flesh from the warden in due time, but I don't feel a need to do that today. I do feel in the mood to make an extra friend, though,"   she continues, glancing at the Max.   "Speaking of making friends...as there's no bars caging me and no cuffs chaining me any longer, but in case of death or recapture I'd rather someone got away than noone: upon escaping, if we cross the moors, there's a manor house on Old Moor Road with a single lantern burning in the second story. We'll find out benefactors there, and safety from the guard's search parties."  
Xav
      
      Morgan Reinhart     
 Half-Elf Batal Synthesist 
 AC: 18 (16 T/16 FF) 
 CMD: 21 (19 FF) 
 DR: - 
 HP: 11/11 (6/6) 
 Perception: +7 
 Initiative: +2 
 Conditions: -  
 
  
  "Frankly speaking, I doubt, that we'll get the possibility to return here in future, if we successfully make the escape. So, it's either we deal with Blackerley now, or just forget about him, hoping, that his punishment for our escape will be severe enough. Next, - I consider, that the best way to avoid the pursuit - is to deal with the local leader. In our case, it's Blackerley. Maybe not only him, I hardly know any more than you. But either way it will be more difficult to deal with prepared and concentrated pursuers on our way to the manor - again, are you sure we can find it without any problems? - than to deal with them now, while they are still not aware of us. And I also consider it a bad plan to try to escape stealthily, turning to violence in case of alarm, - we'll be at a disadvantage and lose the effect of surprise. What I think we should do - is to capture a pair of guards, preferably disabling the others, question them, scout the area, deal with the leaders and possible ways to pursue us - and then leave."   - pausing for a moment, Morgan looks at Sera and addresses her, -   "While I appreciate your dedication, lady, I insist that nobody is left behind - at least, alive. Even without considering the moral aspects, this is a direct threat to those who are waiting for us at the manor. And personally I will do my best to get everyone out of here."  
DM_Danger
 
 Originally Posted by TheThrongler 
   "It seems like we've settled on 'through' rather than 'over.' I don't know the prison beyond this point, so this may be the wiser choice. I shall go try to reach an understanding with our potential friend. Young lady, if you would be so kind as to pass me one of the bundles of medical supplies from your veil? It may also behoove us to double check the interview room, through that door, if someone can do that while I try to come to terms with Gumblejack."   His words seem reasonable enough, not 'commands' at all really, but they seem to carry the assumption of compliance. Hopefully with the healer's kit and any of the keys that looked like they might open the door to the Max, Osmond approaches the secure cell and begins speaking to their mysterious neighbor,   "Can you hear me in there? My name is Osmond, one of the Forsaken prisoners here. We've slipped out of our bonds and prepare to strike further into the prison to escape. I know you're wounded, but we can see to that. Before I open the door, I want to make sure that you understand we're not the guards (in fact, we've killed the first pair of those), and we're helping you escape.... One of us, you see, has a powerful relative who spent considerable effort to provide us aid. Anyone who helps escort her safely back to her loving family would surely be well rewarded. What do you say, friend?"  
 
 Spoiler: Actions 
While he speaks, Osmond will be comparing keys to the lock to the Max's door to narrow down the possibilities. If that process, and the speaking, take a minute or more, he will also be preparing and using a spell charge [Mind Sphere, Inspiration charm, 0 SP for a +2 on the bluff check]. He has deliberately exaggerated the external party's interest and investment in seeing them escape and the possibility of reward so that Grumblejack is motivated to help keep her safe if it comes to fighting, as only Sera knows where they're going and she has refused to share that information. Osmond will take 10 on the bluff check, since he can take his time and there is no fighting, for a total of 23 (or 25 if it took a minute or longer and he had a chance to build up and use a spell charge).
 
 
 

There is a moment of silence, and then you hear the shifting of chains, and perhaps an enormous weight. the effort brings forth a painful groan.

   "Friend? You...not guard...I can smell...I...no good...leg broke...can no run...can no fight...going to die here. If can fix...I fight...maybe...I live."   
TheThrongler
      
      Osmond Halbrin     
 Tiefling Sphereshaper/Scholar 
 AC: 13 (13 T/10 FF) 
 DR: 2/Blugeoning 
 HP: 8/8 
 Perception: +5 
 Initiative: +3 
 Conditions: None   
 
  
  "We will fix it; we can make you ready to fight."   Convinced that he had done all he could to prepare Grumblejack and avoid any ... unpleasantness, Osmond works to open the door to their last companion using either a key or the gifted lockpicks if he has been unable to find the right one. When it finally clicks open, Osmond pulls open the door and steps back to let Grumblejack see him, and recognize for sure that he is no guard.   "Now, one of us is going to come in and help with your leg. Remember, we are friends. We may have to move your leg to make it whole; it may hurt, but it will be stronger after."  
 
 Spoiler: Actions 
If he has to open the door with picks, it will take about 3 minutes, 1 to build up a spellcharge of Mind (lesser inspiration), and 2 minutes to take 20, for a total of 31. It seems like Sera is still holding on to the healer's kit, so Osmond will stand back and let her attempt the healing unless she passes the kit to him (she's better than him at it anyway, though he doesn't know that).
 
DM_Danger
 
 Originally Posted by TheThrongler 
   "We will fix it; we can make you ready to fight."   Convinced that he had done all he could to prepare Grumblejack and avoid any ... unpleasantness, Osmond works to open the door to their last companion using either a key or the gifted lockpicks if he has been unable to find the right one. When it finally clicks open, Osmond pulls open the door and steps back to let Grumblejack see him, and recognize for sure that he is no guard.   "Now, one of us is going to come in and help with your leg. Remember, we are friends. We may have to move your leg to make it whole; it may hurt, but it will be stronger after."  
 
 Spoiler: Actions 
If he has to open the door with picks, it will take about 3 minutes, 1 to build up a spellcharge of Mind (lesser inspiration), and 2 minutes to take 20, for a total of 31. It seems like Sera is still holding on to the healer's kit, so Osmond will stand back and let her attempt the healing unless she passes the kit to him (she's better than him at it anyway, though he doesn't know that).
 
 
 

You are able to successfully locate the proper key on the guards keyring. The door swings open and you are greeted by a great waft of stench and the wretched sight of a thoroughly pummeled ogre. They must have beaten him with a maul, because somehow they managed to give the great beast a compound fracture of left thigh. You can tell that at least some of the smell is coming from the wound, gangrene is starting to take hold, if they don't execute Grumblejack, the resulting infection will probably do him in eventually. Still, he is quiet a specimen of an ogre, and his eyes betray a certain degree of...intelligence?

 
   "Hello Friend"   
AvatarVecna
 
 Originally Posted by DM_Danger 
 You are able to successfully locate the proper key on the guards keyring. The door swings open and you are greeted by a great waft of stench and the wretched sight of a thoroughly pummeled ogre. They must have beaten him with a maul, because somehow they managed to give the great beast a compound fracture of left thigh. You can tell that at least some of the smell is coming from the wound, gangrene is starting to take hold, if they don't execute Grumblejack, the resulting infection will probably do him in eventually. Still, he is quiet a specimen of an ogre, and his eyes betray a certain degree of...intelligence? 
 

Sera eyes the ogre with a practiced eye. Triage. Many injuries but the most serious is the fractured thigh. She glances at the kit she drew from the veil. Plenty of supplies for making splints, and a few small bottles for cleaning up wounds. Maybe if she used everything she could get him in tip-top shape again, but that would be a lot of supplies - and regardless, bones don't magically mend from the presence of bandages, it takes time or actual magic, which she barely had any to work with. Better to give him enough that he could walk on it without screaming bloody murder, for however long it took them to get somewhere safe where she could give him more thorough attention.

  "Give me a hand with a splint?"   she asks Osmund, before beginning to prepare one. She shared a knowing glance with him as she worked. The man had indicated he had experience with medicine, and splinting broken legs was one of the most common major injuries (only beaten out by, and this is a technical term, "bonks to the noggin"). Anyway, if he'd ever had to splint a broken bone, he would know a few very important things: first, it would have to be quite tight, which would likely require both their strength combined; secondly, the muscles would have to be relaxed or the bone wouldn't set right; and thirdly, everybody tensed in anticipation of the pain, meaning that the tightening and accompanying pain would have to be a surprise. Once it was cleaned and set properly, it would feel better, but in the moment it would feel like they were rebreaking his leg - with all the accompanying danger that came with hurting an ogre while within arm's reach.

All of this flew through her mind in an instant. Really, Sera thought, it should be  obvious  to anyone with even a touch of experience with this kind of healing. Which means the older blueblood should know exactly what she was really asking with her question: 'are you willing to shoulder some of the risk with me?' She was betting he was - beyond being allies in their escape, he was a distinguished older gentlemen and she was a thin young waif of a lass. Had the circumstances been less dire and he been more confident in his own skills, she suspected he might've even foolishly insisted on doing it all himself. But they were pressed for time and low on options. If he had an ounce of chivalry in him, it would move him to share her burden even if he otherwise wasn't interested in helping the ogre.
TheThrongler
      
      Osmond Halbrin     
 Tiefling Sphereshaper/Scholar 
 AC: 13 (13 T/10 FF) 
 DR: 2/Blugeoning 
 HP: 8/8 
 Perception: +5 
 Initiative: +3 
 Conditions: None   
 
  
  "Of course, one moment..."   the older man takes a second to gather some supplies from the guard room before returning: a few pieces of wood taken from the table and the body of one of the guards (now stripped of gear), which he lays beside the injured ogre. He turns to Grumblejack and indicates the body,   "This will hurt, no way to avoid it. When it does, hit  him  instead of us."   He kneels across from Sera and looks to her, ready to assist but willing to follow her lead. He was more used to patients with a little less life in them, and he was curious to see what she could do.

 
 Spoiler: Actions 
Taking 10 to aid another on heal, which should auto succeed. Osmond is worried about Grumblejack turning on them in pain and anger, but he's doing everything he can to avoid that with communication and giving him another outlet to smash if it hurts too much. An ogre-smashed guard body in the Max will also obfuscate the order and details of their escape if someone looks that closely, another benefit to help confuse investigation and pursuit.
 
AvatarVecna
Sera nods, splint ready.   "Right, hold your end nice and tight."   Without much ceremony, she yanks the the bandages taut around the poles that form the sturdy support, realigning bone as best she can with what she has to work with.

 
 Spoiler: OoC 
given that it's essentially just a d20 roll for HP recovered, that's what I'll do. Just one use for now, will use another if the first one is wimpy.

HP Healed:  (1d20)[ 16 ] 
 
DM_Danger
You do the best you can with the materials and situation at hand. It is obvious from the numerous scars about the ogre's body, Grumblejack is no stranger to pain, and it looks like his normal medical routine is to staunch a wound with dirt or dung and hope for the best.
     Using one of the guards clubs, you have him bite down on it as the whole party wrestles with the massive leg to put it in traction and reset the break. The great beast suffers it with barely a grunt, but this is a creature that eats sword wounds for breakfast. You give a bit of a pour of the whiskey into the wound and then proceed to stitch, bandage, and splint the wound, using a pair of table legs from the guards table.
    You then proceed to clean and dress the motley of other non-pressing wounds the monster has. It is readily apparent that the ogre is capable of enduring an astounding amount of damage, and pain.
    You also notice that he is a bit...intoxicated, after a brief interview, you find out that the guards have been trying to keep him sedated  with some concoction that Blackerly came up with. It has weakened him a bit. You give him some preliminary antitoxins from the kit to help sober him up, but really at this point, it is probably helping more with the pain that it is hurting.
     When you are finished, the ogre stands and tentatively tests the leg, taking a few gingerly steps. While he has a definite limp, he appear mobile, if a bit slow. He arms himself with a table leg, and you can tell from the way he swings it menacingly, clubs seem to be a favored weapon of his.

   "You...help me...now...I help you"   
 
 Spoiler: Grumblejack 
The PARTY has gained an ogre cohort (Ogre4//Striker4).
 
bcool999
      
       Rhialla Von Chalon    
 Aasimar Dread Rajah 
 AC: 14 (14 T/10 FF) 
 CMD: 13 
 HP: 10/10 
 Perception: +5 
 Initiative: +4 
 Conditions: Normal  
 
  

Clapping her hands in delight at Grumblejack’s recovery, Rhialla says,   ”Very good. With that I believe all prisoners have left their cells and all guards have been put to rest on this floor? On to the next floor then yes?”  

Once everyone gets moving, Rhialla tries to stay in the center of the pack as they move.
TheThrongler
      
      Osmond Halbrin     
 Tiefling Sphereshaper/Scholar 
 AC: 24 (11 T/23 FF) 
 DR: 2/Blugeoning 
 HP: 8/8 
 Perception: +5 
 Initiative: +3 
 Conditions: None   
 
  
  "Excellent, I'm glad you're with us!"   Osmond walks back to the guardroom with the others, pausing just a moment to grab two pairs of the cold iron manacles in case they choose to take a prisoner later. Along the way, he will be keeping a watchful eye on Grumblejack's gait to make sure the splint will hold. He takes a brief moment to check the interrogation room for anything of value before identifying the correct key to open the door out of their little cellblock.   "Once we open this door, anyone who sees us will know who and ... what we are..."   absently touching the still-inflamed brand of the Forsaken as he speaks,    "so I suppose there's no longer any cause to hold back. "   With that, the sound of unsettling whispers in a forbidden tongue seem to slide along the corners of the room and darkness coalesces into shining steel as an impressive-but-sinister-looking suit of fullplate forms around the old bastard. A moment later, a massive tower shield takes shape on his right arm and he looks to the others for a signal that they are ready before he opens the door. He cursed himself for a fool as he recognized he had decided to take the front position; all these years laughing at those lance-obsessed knights and their pretensions of honor, and he was finding a taste of gallantry only after being branded Forsaken. He can't help but laugh audibly at the observation, surely looking mad to the others for the few seconds before he regains himself.

 
 Spoiler: Actions 
Using Armory of the Infinite to manifest armor (really Hellknight Plate, though hellknights probably don't exist in this world) and shield, taking 10 on heal to keep an eye on Grumblejack for a 19 (though I know it's unnecessary, Osmond has recently learned not to take things for granted). There may be nothing of value in the interrogation room, but I can't shake the feeling that we have to check, including the underside of the table in case our patron has provided any other gifts. If a key will open the door or it is unlocked, he will proceed that way, if he needs to pick the lock, he will do so before summoning the armor and shield.
 
infomatic
Fara had shrunk back from Grumblejack at first, stepping behind her spectral companion as if for protection, but she seems impressed by the ogre now that it's offering aid.

  "… and help yourself, too,"   she says.  " We're all getting out of here, and perhaps we'll find the ones who did that to your leg. "  She tentatively puts a hand on his, noticing how tiny it seems.

 
 Spoiler: action 

Standard action to cast Invigorate on Grumblejack; just 1 Temp HP but it's something I suppose. (Planning to save SPs for spot healing, unless somebody calls for it.)
 
Xav
      
      Morgan Reinhart     
 Half-Elf Batal Synthesist 
 AC: 18 (16 T/16 FF) 
 CMD: 21 (19 FF) 
 DR: - 
 HP: 11/11 (6/6) 
 Perception: +7 
 Initiative: +2 
 Conditions: -  
 
  

Morgan looks at the ogre appraisingly, noting the presence of small horns, and finds the work of the healers quite professional, and the patient himself - imposing and threatening. Then he nods to Osmond's words and adds:

  "Do remember, that we need at least one alive, more or less sane and capable to talk. I'll try to extinguish the light and deal with the awake guards. If the alarm goes off, feel free to join immediately."  

He then looks at his sword and adds, addressing Rhialla:

  "Lady, while I still can fight as a beast, I do prefer manufactured weapon, and for now I'd use anything that can provide mobility, if you have such possibilities."  

After all is said, Reinhart nods again, focuses on the air around, calling for the winds one more time, and moves to the lower level, fading into the shadows.

 
 Spoiler: ACTIONS 
Full round - severe winds 25' around me for 1 minute
 (1d20+14)[ 23 ]  - Stealth
 (1d20+15)[ 19 ]  - Perception
Plan is to quickly (and preferably quietly) get rid of the awakened guards. Severe winds should help with light sources and audible perception checks.
 
DM_Danger
 
 Originally Posted by TheThrongler 
   "Excellent, I'm glad you're with us!"   Osmond walks back to the guardroom with the others, pausing just a moment to grab two pairs of the cold iron manacles in case they choose to take a prisoner later. Along the way, he will be keeping a watchful eye on Grumblejack's gait to make sure the splint will hold. He takes a brief moment to check the interrogation room for anything of value before identifying the correct key to open the door out of their little cellblock.   "Once we open this door, anyone who sees us will know who and ... what we are..."   absently touching the still-inflamed brand of the Forsaken as he speaks,    "so I suppose there's no longer any cause to hold back. "   With that, the sound of unsettling whispers in a forbidden tongue seem to slide along the corners of the room and darkness coalesces into shining steel as an impressive-but-sinister-looking suit of fullplate forms around the old bastard. A moment later, a massive tower shield takes shape on his right arm and he looks to the others for a signal that they are ready before he opens the door. He cursed himself for a fool as he recognized he had decided to take the front position; all these years laughing at those lance-obsessed knights and their pretensions of honor, and he was finding a taste of gallantry only after being branded Forsaken. He can't help but laugh audibly at the observation, surely looking mad to the others for the few seconds before he regains himself.

 
 Spoiler: Actions 
Using Armory of the Infinite to manifest armor (really Hellknight Plate, though hellknights probably don't exist in this world) and shield, taking 10 on heal to keep an eye on Grumblejack for a 19 (though I know it's unnecessary, Osmond has recently learned not to take things for granted). There may be nothing of value in the interrogation room, but I can't shake the feeling that we have to check, including the underside of the table in case our patron has provided any other gifts. If a key will open the door or it is unlocked, he will proceed that way, if he needs to pick the lock, he will do so before summoning the armor and shield.
 
 
 

The Interrogation Room is sparse, little more than a pot bellied stove, 4 chairs, and a table. A pair of shackles hang from the wall, with a shackle point in the table.


 
 Originally Posted by infomatic 
 Fara had shrunk back from Grumblejack at first, stepping behind her spectral companion as if for protection, but she seems impressed by the ogre now that it's offering aid.

  "Â… and help yourself, too,"   she says.  " We're all getting out of here, and perhaps we'll find the ones who did that to your leg. "  She tentatively puts a hand on his, noticing how tiny it seems.

 
 Spoiler: action 

Standard action to cast Invigorate on Grumblejack; just 1 Temp HP but it's something I suppose. (Planning to save SPs for spot healing, unless somebody calls for it.)
 
 
 

The Ogre seems momentarily confused by the kindness, but seems to take an instant liking to you after the invigoration.    "Stay behind me, little one, soon we be free"    

 
 Originally Posted by Xav 
       
      Morgan Reinhart     
 Half-Elf Batal Synthesist 
 AC: 18 (16 T/16 FF) 
 CMD: 21 (19 FF) 
 DR: - 
 HP: 11/11 (6/6) 
 Perception: +7 
 Initiative: +2 
 Conditions: -  
 
  

Morgan looks at the ogre appraisingly, noting the presence of small horns, and finds the work of the healers quite professional, and the patient himself - imposing and threatening. Then he nods to Osmond's words and adds:

  "Do remember, that we need at least one alive, more or less sane and capable to talk. I'll try to extinguish the light and deal with the awake guards. If the alarm goes off, feel free to join immediately."  

He then looks at his sword and adds, addressing Rhialla:

  "Lady, while I still can fight as a beast, I do prefer manufactured weapon, and for now I'd use anything that can provide mobility, if you have such possibilities."  

After all is said, Reinhart nods again, focuses on the air around, calling for the winds one more time, and moves to the lower level, fading into the shadows.

 
 Spoiler: ACTIONS 
Full round - severe winds 25' around me for 1 minute
[roll0] - Stealth
[roll1] - Perception
Plan is to quickly (and preferably quietly) get rid of the awakened guards. Severe winds should help with light sources and audible perception checks.
 
 
 

You go down the stairs and see this:

   
Pretty much an empty stairwell, but you can hear cursing on the other side of the doors
, as people are looking for tindertwigs or flint and steel to ignite torches that just went out due to a strange if not cursed gust of wind.
AvatarVecna
 
 Originally Posted by DM_Danger 
 You go down the stairs and see this:

   
Pretty much an empty stairwell, but you can hear cursing on the other side of the doors
, as people are looking for tindertwigs or flint and steel to ignite torches that just went out due to a strange if not cursed gust of wind. 
 

Sera grabs a weapons - something small, just enough to seem like a threat - and follows along behind Morgan. She's trying her best to stay quiet - but with the care of someone used to sneaking through libraries rather than guards' barracks, if you catch my meaning.

  "If we get caught, I can at least distract them long enough for you to hit them somewhere painful,"   she mutters quietly, to avoid the sound carrying any further than her ally's ears.
infomatic
Hearing the clamor and confusion below, the phantom bares its teeth and seems to salivate a bit, and glides forward after Morgan and Sera. Fara herself hesitates, but silently follows after the phantom descends the stairs, as if drawn by a thread.

 
 Spoiler: ooc 
The phantom isn't super-stealthy, though if it has to it can go incorporeal to hide in the walls, if they're thick enough. Fara will stay well within the etheric tether range of 100 ft.
 
Xav
      
      Morgan Reinhart     
 Half-Elf Batal Synthesist 
 AC: 18 (16 T/16 FF) 
 CMD: 21 (19 FF) 
 DR: - 
 HP: 11/11 (6/6) 
 Perception: +7 
 Initiative: +2 
 Conditions: -  
 
  

While the wind is still shutting the flames and the noises, Morgan silently nods to Sera and moves to the door, choosing the best moment to open it. Then he acts quickly, using the darkness to his advantage, trying to disable the guards maximally fast, so that their shouts won't wake the others.

 
 Spoiler: ACTIONS 
Not sure, if it'll be possible with three of us, but I'm moving to the cursing guards and try to disable or kill them. For now the first priority is disposing of them quickly and quietly, the capturing is only second.
 
DM_Danger
 
 Originally Posted by Xav 
 While the wind is still shutting the flames and the noises, Morgan silently nods to Sera and moves to the door, choosing the best moment to open it. Then he acts quickly, using the darkness to his advantage, trying to disable the guards maximally fast, so that their shouts won't wake the others.

 
 Spoiler: ACTIONS 
Not sure, if it'll be possible with three of us, but I'm moving to the cursing guards and try to disable or kill them. For now the first priority is disposing of them quickly and quietly, the capturing is only second.
 
 
 

 

You fling open the door and see a long hallway with 4 doors (five if you include the doorway you are standing in. Two guards are fumbling in the dark, trying to light extinguished sconces on the walls. Your sudden entry startles them. You note that the far guard has a signal horn.

  "Thom?"   Calls the Guard nearest you.

You have a free round of surprise. Act and then we will roll initiative.
Athaleon
Hechter moved his chain-wrapped hand about sinuously, light and dark swirling around him as he cast, and curious change came over the hallway. In the darkness, their sight of the guard at the far end seemed to distort, shimmering and blurring at the edges. He also appeared somewhat closer.

 
 Spoiler 

Using the  Wormhole  talent to open a portal between Hechter's position and 25 feet into the hall. Using it will only use up 5' of movement, effectively reducing the range to the further guard from 75' from the door to 50' from the door. It could make the difference in whether someone can reach him in one round.

Due to the  Magical Signs  drawback, anyone who can see Hechter knows what he did.
 
bcool999
      
       Rhialla Von Chalon    
 Aasimar Dread Rajah 
 AC: 14 (14 T/10 FF) 
 CMD: 13 
 HP: 10/10 
 Perception: +5 
 Initiative: +4 
 Conditions: Normal  
 
  

Rhialla glides down the stairs upon hearing the guards question. Staring down the hallway at the distant guard, a look of concentration appears on her face.

 
 Spoiler: OOC 
Move Action: Move until Line of Sight is established on the distant guard with the signal horn.

Standard Action: Manifest Slumber for 1 PP centered on Guard 2. If guard 2 has 4 or less HD must make a Will save DC 15 or fall asleep for 10 rounds. Noise doesn’t awaken but damage does.
 
TheThrongler
      
      Osmond Halbrin     
 Tiefling Sphereshaper/Scholar 
 AC: 24 (11 T/23 FF) 
 DR: 2/Blugeoning 
 HP: 8/8 
 Perception: +5 
 Initiative: +3 
 Conditions: None   
 
  
Osmond sweeps forward past the closer guard, unable to avoid the clatter of his armor against the stone underfoot. An ornate blade materializes in his open hand and he strikes the guard, hoping to capitalize on the darkness and surprise.
 
 Spoiler: Actions 
If 20' of movement is enough, Osmond will try to end up along the left wall, between the nearest guard and the nearest door on that side to try to leave a charging path free if that helps anyone. Otherwise, he will just seek a spot with a clear angle of attack. Osmond will use his Spell Attack/Destruction Sphere charge, spending the associated SP. The attack roll below assumes the guard is wearing metal armor, like the ones before; otherwise, the attack roll is 3 lower. I'm not sure if Osmond would get the +2 attack for being "invisible" due to the lack of light but his having darkvision, so if that applies, the bonus is +2 higher.
Attack  (1d20+9)[ 16 ]  and Crit Confirm if needed   (1d20+9)[ 21 ] 
Damage (Dueling Sword from Armory of the Infinite)  (1d8+6)[ 8 ]  +  (1d6)[ 1 ]  precision damage +  (2d6)[ 5 ]  electricity damage
 
infomatic
Para squints uselessly into the gloom, but the phantom rushes forward, eyes alight with malice. Its feet make squelching noises on the stone floor as it raises a fist and strikes at the nearest guard

 
 Spoiler: actions 

Phantom charges guard  (1d20+6)[ 10 ]  Slam for  (1d8+2)[ 5 ] 
 
Xav
      
      Morgan Reinhart     
 Half-Elf Batal Synthesist 
 AC: 18 (16 T/16 FF) 
 CMD: 21 (19 FF) 
 DR: - 
 HP: 11/11 (6/6) 
 Perception: +7 
 Initiative: +2 
 Conditions: -  
 
  

After Rhialla casts her spell, Morgan steps through the portal, to get closer to the distant guard, ready to bash him, if the magic won't work.

 
 Spoiler: ACTIONS 
If the guard is not asleep, I attack him non-lethally, holding the sword by two hands. If he falls asleep, I listen, if there's any noise behind the doors.
 (1d20+1)[ 7 ]  - attack via Minute Hand (penalty for non-lethal included)
 (1d8+6)[ 7 ]  - damage
 
DM_Danger
 
 Originally Posted by Athaleon 
 Hechter moved his chain-wrapped hand about sinuously, light and dark swirling around him as he cast, and curious change came over the hallway. In the darkness, their sight of the guard at the far end seemed to distort, shimmering and blurring at the edges. He also appeared somewhat closer.

 
 Spoiler 

Using the  Wormhole  talent to open a portal between Hechter's position and 25 feet into the hall. Using it will only use up 5' of movement, effectively reducing the range to the further guard from 75' from the door to 50' from the door. It could make the difference in whether someone can reach him in one round.

Due to the  Magical Signs  drawback, anyone who can see Hechter knows what he did.
 
 
 

You concentrate, and the portal opens, the edges of which look hot and angry. The hallway is dimly illuminated in hellish light.


 
 Originally Posted by bcool999 
 Rhialla glides down the stairs upon hearing the guards question. Staring down the hallway at the distant guard, a look of concentration appears on her face.

 
 Spoiler: OOC 
Move Action: Move until Line of Sight is established on the distant guard with the signal horn.

Standard Action: Manifest Slumber for 1 PP centered on Guard 2. If guard 2 has 4 or less HD must make a Will save DC 15 or fall asleep for 10 rounds. Noise doesnÂ’t awaken but damage does.
 
 
 

The guard tenses up, his fear giving him some measure of resistance to your magicks. Fortunately, the night's drinking loosens his will enough for you to prevail. Will a barely audible "...Sorcery!", the guard slumps to the floor, clutching his horn like a babe's favorite toy.


 
 Originally Posted by TheThrongler 
 Osmond sweeps forward past the closer guard, unable to avoid the clatter of his armor against the stone underfoot. An ornate blade materializes in his open hand and he strikes the guard, hoping to capitalize on the darkness and surprise.
 
 Spoiler: Actions 
If 20' of movement is enough, Osmond will try to end up along the left wall, between the nearest guard and the nearest door on that side to try to leave a charging path free if that helps anyone. Otherwise, he will just seek a spot with a clear angle of attack. Osmond will use his Spell Attack/Destruction Sphere charge, spending the associated SP. The attack roll below assumes the guard is wearing metal armor, like the ones before; otherwise, the attack roll is 3 lower. I'm not sure if Osmond would get the +2 attack for being "invisible" due to the lack of light but his having darkvision, so if that applies, the bonus is +2 higher.
Attack [roll0] and Crit Confirm if needed  [roll1]
Damage (Dueling Sword from Armory of the Infinite) [roll2] + [roll3] precision damage + [roll4] electricity damage
 
 
 

The man clad in fiendish plate has an ornate and large blade simply appear in his hand and nonchalantly cuts down the first guard, the eldritch energies overwhelming the poor fellow.


 
 Originally Posted by infomatic 
 Para squints uselessly into the gloom, but the phantom rushes forward, eyes alight with malice. Its feet make squelching noises on the stone floor as it raises a fist and strikes at the nearest guard

 
 Spoiler: actions 

Phantom charges guard [roll0] Slam for [roll1]
 
 
 

The Beast rushes forward, but the first guard is already down. No matter, the beast takes out its frustrations on the fallen man, tearing at his belly and spilling steaming entrails onto the floor.


 
 Originally Posted by Xav 
       
      Morgan Reinhart     
 Half-Elf Batal Synthesist 
 AC: 18 (16 T/16 FF) 
 CMD: 21 (19 FF) 
 DR: - 
 HP: 11/11 (6/6) 
 Perception: +7 
 Initiative: +2 
 Conditions: -  
 
  

After Rhialla casts her spell, Morgan steps through the portal, to get closer to the distant guard, ready to bash him, if the magic won't work.

 
 Spoiler: ACTIONS 
If the guard is not asleep, I attack him non-lethally, holding the sword by two hands. If he falls asleep, I listen, if there's any noise behind the doors.
[roll0] - attack via Minute Hand (penalty for non-lethal included)
[roll1] - damage
 
 
 

You rush through the hellish portal, sword at the ready to charge ahead and snuff the guard at the end of the hallway. Fortunately, the spell works, and he slumps to the floor. To your right, you hear snoring. Ahead, past the double doors, you hear faintly the shifting of boots on gravel, somebody is out there. The left side of the hallway is ominously quiet.
AvatarVecna
Sera's usefulness here will mostly be as a distraction from more dangerous opponents. She leaves the portal clear for someone who could actually do something if they got close, and instead just rushes down the hall normally.

 
 Spoiler: OoC 
Double move down the hallway. Should go from 75 ft to 15 ft from guards. Next turn should be able to demoralize or feint depending on what's more useful of a debuff.
 
Xav
      
      Morgan Reinhart     
 Half-Elf Batal Synthesist 
 AC: 18 (16 T/16 FF) 
 CMD: 21 (19 FF) 
 DR: - 
 HP: 11/11 (6/6) 
 Perception: +7 
 Initiative: +2 
 Conditions: -  
 
  

When the guards fall to the ground, Morgan turns to his companions, putting a finger to his lips and pointing to the double doors. Then he points at the guard and to the second floor, waiting for someone to help him to carry the body without breaking the sleep.

 
 Spoiler: ACTIONS 
Carry the guards bodies (if nothing happens in process) to the interrogation room. At least somebody should stay on guard.
 
bcool999
      
       Rhialla Von Chalon    
 Aasimar Dread Rajah 
 AC: 14 (14 T/10 FF) 
 CMD: 13 
 HP: 10/10 
 Perception: +5 
 Initiative: +4 
 Conditions: Normal  
 
  
  ”Jack dear. I believe we could use your help moving the sleeping guard upstairs. I believe Morgan wants a word or two with him.”   Rhialla requests of their giant before moving up to the unconscious guard herself and gentle removing his signal horn.   “You won’t need for this anymore.”   Rhialla coos softly to the sleeping guard.

 
 Spoiler: OOC 
Steal the Signal Horn in case the duration runs out and he wakes up.
 
DM_Danger
Grumblejack nods wordlessly and picks up the sleeping guard and puts him over his shoulder like a toddler. The deceased guard is given a less gentle treatment and put over the other shoulder. Both are put into the interrogation room.
Xav
      
      Morgan Reinhart     
 Half-Elf Batal Synthesist 
 AC: 18 (16 T/16 FF) 
 CMD: 21 (19 FF) 
 DR: - 
 HP: 11/11 (6/6) 
 Perception: +7 
 Initiative: +2 
 Conditions: -  
 
  

Morgan, impressed by Grumbledge's strength, nods him and adds:   "- Thank you for your help, friend."   Then, after the guard was placed into interrogation room, Reinhart, with the help of other prisoners, removes the guard's clothes, binds his hands behind the back and places a sack over his head, preventing him from seeing. Then, before awakening the guard, Morgan addresses Osmond and Sera:   "- Sir, lady, would you be so kind to watch the condition of our trophy to prevent his accidental death? Or not so accidental - for example, in case of heroic attempt to bite off his own tongue. Also, I guess you know human anatomy much better than I do, and in case our conversation reaches an impasse, I'd appreciate your help. We don't have much time."  

After all this preparations Morgan finally wakes the guard with a couple of light but sensitive slaps. Then he puts his clawed hand on the guard's head and starts speaking:   "Answer clearly, quickly and to the point. What is the number of guards in Branderskar? What kind of weapons do you have at your disposal? Describe the size and layout of the prison. How many guards are patrolling the territory right now? How often do they change? Where do you keep your weaponry and supplies? Who's in charge of long-area communications? Who else is stationed here?"  
 
 Spoiler: ACTIONS 
Guess it will be Intimidate:  (1d20+10)[ 22 ] 
 
DM_Danger
 
 Originally Posted by Xav 
 Morgan, impressed by Grumbledge's strength, nods him and adds:   "- Thank you for your help, friend."   Then, after the guard was placed into interrogation room, Reinhart, with the help of other prisoners, removes the guard's clothes, binds his hands behind the back and places a sack over his head, preventing him from seeing. Then, before awakening the guard, Morgan addresses Osmond and Sera:   "- Sir, lady, would you be so kind to watch the condition of our trophy to prevent his accidental death? Or not so accidental - for example, in case of heroic attempt to bite off his own tongue. Also, I guess you know human anatomy much better than I do, and in case our conversation reaches an impasse, I'd appreciate your help. We don't have much time."  

After all this preparations Morgan finally wakes the guard with a couple of light but sensitive slaps. Then he puts his clawed hand on the guard's head and starts speaking:   "Answer clearly, quickly and to the point. What is the number of guards in Branderskar? What kind of weapons do you have at your disposal? Describe the size and layout of the prison. How many guards are patrolling the territory right now? How often do they change? Where do you keep your weaponry and supplies? Who's in charge of long-area communications? Who else is stationed here?"  
 
 Spoiler: ACTIONS 
Guess it will be Intimidate: [roll0]
 
 
 

Impressed with your command of the situation, and not immune to flattery, the ogre crams itself into the the interrogation room to assist with the "Questioning". The combination of you, a monster it has seen kill people with its bare hands, and the fact he is in a room no one care who screams in breaks the guard almost immediately.

"
 
 There there are...(counts on fingers) 28 guards.
 
 We have what you have seen, crossbows, swords, clubs, and daggers...some confiscated stuff...may be in the storage area or the armory.
 
 (Proceeds to give you the prison map).
 
 8 guards are on patroll (you have neutralized 4, including him). 4 are in the bunk room sleeping, 2 are in the gatehouse watching the gate, 2 are outside the keep doors (where you heard the shuffling feet). The 4 or five guys and Blackerly are in the Gatehouse playing cards, in a room that in only accessible from the second floor. The Main Tower houses the Warden and two guards.
 
 The Warden is a wizard of some power with a pet bird, he also maintains communications, by magic.
 
 The five watch towers each contain 2 men, they are supposed to be 1 on, 1 off, but mostly they sleep at night.
 
 Shifts are 12 hours, they change at sun up and sun down." 
 
 
Athaleon
 "The Barracks next? Four of the guards can be eliminated with ease, preventing them from joining the others should the alarm be raised. Or the Armory, if any of us have need of such,"  Hechter suggested.
bcool999
      
       Rhialla Von Chalon    
 Aasimar Dread Rajah 
 AC: 14 (14 T/10 FF) 
 CMD: 13 
 HP: 10/10 
 Perception: +5 
 Initiative: +4 
 Conditions: Normal  
 
  
  ”The Barracks would be best while we hold surprise on our side.”   Rhialla muses as to their next course,   ”Wouldn’t want to wake anyone while raiding the Armory.”  
TheThrongler
      
      Osmond Halbrin     
 Tiefling Sphereshaper/Scholar 
 AC: 24 (11 T/23 FF) 
 DR: 2/Blugeoning 
 HP: 8/8 
 Perception: +5 
 Initiative: +3 
 Conditions: None   
 
  
  "I agree, the barracks is the logical choice. Then the armory, then Blackerly."  , Osmond looks up from his simple meditations to weigh in.

 
 Spoiler: Actions 
During the interrogation, using 2 minutes to build two spell charges: Destructive/Electric Strike, 0 SP, and Lesser Inspiring Charm, 0 SP
 
Xav
      
      Morgan Reinhart     
 Half-Elf Batal Synthesist 
 AC: 18 (16 T/16 FF) 
 CMD: 21 (19 FF) 
 DR: - 
 HP: 11/11 (6/6) 
 Perception: +7 
 Initiative: +2 
 Conditions: -  
 
  
  "- Glad to hear we are thinking in similar ways."   - Morgan ends his interrogation of the prisoner by striking him in the heart with the sword. No smile or undue sadness is visible on his face.
  "- Let's head to the barracks then."  
 
 Spoiler: ACTIONS 
 
DM_Danger
The guard manages the briefests of protests before you dispatch him, a look of disbelief and betrayal on his face.
bcool999
      
       Rhialla Von Chalon    
 Aasimar Dread Rajah 
 AC: 14 (14 T/10 FF) 
 CMD: 13 
 HP: 10/10 
 Perception: +5 
 Initiative: +4 
 Conditions: Normal  
 
  

Rhialla leaves the interrogation room and begins walking with the others to the Barracks.
TheThrongler
      
      Osmond Halbrin     
 Tiefling Sphereshaper/Scholar 
 AC: 24 (11 T/23 FF) 
 DR: 2/Blugeoning 
 HP: 8/8 
 Perception: +5 
 Initiative: +3 
 Conditions: None   
 
  
Realizing too late what was about to happen, Osmond watches as Morgan strikes a fatal blow against the guard, his protest at the waste falling silent before it even started and his hand falling back to his side. He shakes his head as follows the others, pausing to clap a hand on the dead guard's shoulder, then again, in a commiserative fashion,   "Sorry, lad. Truly."   And he meant it; he could have done so much with the story he would have left the guard to spread. But these were dangerous men and women that Osmond found himself surrounded by, and he would do well to remember the cold quickness with which this blow was struck.
DM_Danger
Your dark business concluded, you make your way down the stairs once again. The dark hallway carries a faint scent of ozone, sizzled flesh, and blood. You arrive at what you believe to be the barracks doorway, a quick listen at the door gives the sounds of snoring, apparently the guards are still blissfully unaware of your escape.
Athaleon
Hechter signalled the quieter members of the group to enter the barracks. He stood watch by the doors leading outside, his monstrous claw at the ready.
bcool999
      
       Rhialla Von Chalon    
 Aasimar Dread Rajah 
 AC: 14 (14 T/10 FF) 
 CMD: 13 
 HP: 10/10 
 Perception: +5 
 Initiative: +4 
 Conditions: Normal  
 
  

Rhialla attempts to stealthily enter the barracks along with her fellow felons. Likely to slaughter the guards in their sleep.

 
 Spoiler: OOC 
Stealth to enter the barracks with the guards none the wiser.

Stealth:  (1d20+8)[ 16 ] 
 
Xav
      
      Morgan Reinhart     
 Half-Elf Batal Synthesist 
 AC: 18 (16 T/16 FF) 
 CMD: 21 (19 FF) 
 DR: - 
 HP: 11/11 (6/6) 
 Perception: +7 
 Initiative: +2 
 Conditions: -  
 
  

Morgan nods Hechter and follows Rhialla with his blade ready, aiming at the farthest sleeping guards. Still, he is in no hurry to strike - instead, he waits for the others to be ready, to make the deadly move at one moment.

 
 Spoiler: ACTIONS 

Morgan moves to the farthest guard's bed and waits for others.
 (1d20+14)[ 17 ]  - Stealth
 
AvatarVecna
Sera waits quietly outside the room. She's not nearly as sneaky as some of the others, and is definitely far less skilled in close confrontations.
TheThrongler
Unwilling to shed his conjured armor, Osmond holds back to avoid waking or alerting the guards but remains vigilant for sounds of combat. If it comes to a real fight, he will take his pound of flesh for the indignity of his imprisonment.
DM_Danger
As you line up to perform a stealthy execution of the bunkhouse, you are greeted by a bleary eyed guard abruptly opening the door to the hallway. He looks just as suprised as you.

 
 Spoiler: OOC: Please roll for initiative 

Guard #1  (1d20)[ 8 ] 
Guard #2  (1d20)[ 12 ] 
Guard #3  (1d20)[ 9 ] 
Guard #4  (1d20)[ 5 ] 
 
bcool999
      
       Rhialla Von Chalon    
 Aasimar Dread Rajah 
 AC: 14 (14 T/10 FF) 
 CMD: 13 
 HP: 10/10 
 Perception: +5 
 Initiative: +4   22 rolled OOC   
 Conditions: Normal  
 
  

Stepping back to allow others access to the surprised guard, Rhialla channels energy into Sir Morgan’s veil forming a silhouette of herself which fires a beam of akashic power to streak towards the bewildered guard.

 
 Spoiler: OOC 
5 foot step away from the doorway.
Standard Action: Initiate Ego Wounding Strike using a Sun’s Gleam. The attack will originate from Morgan’s space though with obvious magical signs that Rhialla is the cause.

Attack:  (1d20+5)[ 7 ]  vs Touch AC
Damage:  (1d6+6)[ 7 ]  Force Damage
If the guard is hit (and survives) he must make a DC 15 Will save or take a -2 penalty on attacks, skills, and saves for 1 round.
 
Xav
      
      Morgan Reinhart     
 Half-Elf Batal Synthesist 
 AC: 18 (16 T/16 FF) 
 CMD: 21 (19 FF) 
 DR: - 
 HP: 11/11 (6/6) 
 Perception: +7 
 Initiative: +2 
 Conditions: -  
 
  

Quickly striking with his sword, Morgan attacks the nearest guard, stunning him with a stream of blinding flashes accompanying the blow.

 
 Spoiler: ACTIONS 

Breaking Glass Strike - attacking the nearest guard
 (1d20+6)[ 20 ]  - attack
DC 16 Will or dazed, if hits
 
DM_Danger
The Guard at the door reflexively flinches and manages to duck Rhialla's ray aimed at his face. Unfortunately, it does little to help him dodge Morgan's blow, which skewers him threw the chest. As he falls away, you see one guard hastily readying a weapon and 2 others stirring in their beds.

 
 Spoiler: OOC 
Guard #1 is no more. Anyone that goes before 12 initiative might get the drop on #2, the two other guards will spend their turn getting out of their bunks if you don't kill them first.
 
TheThrongler
      
      Osmond Halbrin     
 Tiefling Sphereshaper/Scholar 
 AC: 24 (11 T/23 FF) 
 DR: 2/Blugeoning 
 HP: 8/8 
 Perception: +5 
 Initiative: +3 
 Conditions: None   
 
  
Osmond strides across the floor to the next guard, the clatter of plate against stone interrupted by a disturbing crunch as he treads across the chest of the fallen guard. He brings his blade up sharply, seeking to end this whelp in a single, magically empowered thrust under the ribs.

 
 Spoiler: Actions + Rolls 

Move adjacent to guard #2
Attack Action to use Spell Attack with an Electric Destructive Blast, using Inspiring Charm for +2 to the attack (0 SP for either effect):  (1d20+8)[ 9 ]  , +3 if they are wearing metal armor
Damage:  (1d8+6)[ 11 ]  damage +  (1d6)[ 2 ]  precision damage +  (1d6)[ 4 ]  electricity damage
 
DM_Danger
Osmond's blade strikes true, and the poor guard meets his end. Unfortunately, he does not go quietly into the night. The guard emits a horrific high pitched keening scream, something worthy of a banshee itself before the surge of electricity from the strike blows his head off in an acrid spray of....stuff. It is a most dramatic and stupefying end to cretin. The other guards look positively petrified of their imminent doom.

  "Gerry? Gerry? What the hells is going on in there?!?",   You hear the jangling of keys in the outside door...

 
 Spoiler: OOC 
Osmond, you are dazzled for 1 round by the sheer brutality of your fatality, the two remaining guards look visibly SHAKEN
Guard#5 [roll]1d20[/roll]
Guard#6 [roll]1d20[/roll]
 
Athaleon
Hechter squared up to the door leading outside, his monstrous spectral claw readied to strike as soon as the guard on the other side opened it.

 
 Spoiler 

Move to the door and ready an action to attack the guard coming in, as soon as the door is opened.

Attack:  (1d20+3)[ 12 ]  with Fiend's Grip
Damage:  (1d8)[ 1 ] + (1d6+4)[ 8 ] 
CMB to Grapple:  (1d20+5)[ 14 ] 
 
AvatarVecna
Sera readies her dagger. She's not worth much as an actual threat, but she can fake it long enough to give the others an opening even if the guards are prepared for what's coming...

 
 Spoiler: OoC 
Readying a feint against whoever comes through the door. If successful, they're denied Dex to AC against all attacks from anyone until the start of my next turn, instead of just the next attack made by me.
 
DM_Danger
The outside door flies open, and Hechtor's newly acquired claw flies past the startled guard, it's unfamiliarity throwing off his aim. The other guard ducks. Meanwhile in the bunkhouse, the two remaining guards fly out of their bunks and hastily grab weapons while still in their small clothes.
AvatarVecna
 
 Originally Posted by DM_Danger 
 The outside door flies open, and Hechtor's newly acquired claw flies past the startled guard, it's unfamiliarity throwing off his aim. The other guard ducks. Meanwhile in the bunkhouse, the two remaining guards fly out of their bunks and hastily grab weapons while still in their small clothes. 
 

Sera flicks the knife threateningly but never gets close enough to truly threaten them. Which would be obvious to an outside observer not engaged in a fight for their life, but is rarely the detail one notices with a blade in their face.

 
 Spoiler: OoC 
Bluff:  (1d20+10)[ 18 ] 
 
DM_Danger
The guard's reaction makes it obvious that as suprised as he is by the giant claw flying by his face, the wicked blade searching for his innards definitely puts him off balance.
bcool999
      
       Rhialla Von Chalon    
 Aasimar Dread Rajah 
 AC: 14 (14 T/10 FF) 
 CMD: 13 
 HP: 10/10 
 Perception: +5 
 Initiative: +4   22 rolled OOC   
 Conditions: Normal  
 
  

Seeing new guards enter the scene, Rhialla gives her allies encouragement,   ”Ah more guests. Everyone, let us give them our warmest, bloodiest welcome.”

“And you Hechter, what kind of attack was that? Once more please.”   As the last statement is said, Hechter feels a burst of energy. It’s as if he can immediately act on Rhialla’s command to attack.

 
 Spoiler: OOC 
Move Action: Move to the Mess Hall doors to view hallway combat.
Swift Action: Encouraging Roar all allies gain a +2 morale bonus on attacks and damage for 1 round.

Standard Action: Royal Mandate on Hechter. He may make an attack at his highest Bab as a free action.

Recover Encouraging Roar and Ego-Wounding Strike. Reallocate Essence from The Wild Veil into Staunching Blow.
 
Xav
      
      Morgan Reinhart     
 Half-Elf Batal Synthesist 
 AC: 18 (16 T/16 FF) 
 CMD: 21 (19 FF) 
 DR: - 
 HP: 11/11 (6/6) 
 Perception: +7 
 Initiative: +2 
 Conditions: -  
 
  

After dealing with the first guard, Morgan hears, that the entrance is being opened, and then quickly tries to get rid of the two others left in the room. Moving closer to the first guard, he strikes almost with lightning speed, although the strike itself is less accurate, and the second one is being covered with white flame.

 
 Spoiler: ACTIONS 

Move - to the nearest guard
 (1d20+6)[ 19 ]  - Minute Hand swift action attack (with -2) for  (1d8+6)[ 12 ]  damage
 (1d20+8)[ 27 ]  - standard action ranged touch attack (Batal’s Mandate) the second guard for  (1d6+7)[ 11 ]  damage. If Mandate hits, Morgat gets (damage+2) temphp for 1 minute.
After that, if both guards are dead, he moves 10 free ft towards the other guards. If anyone is still alive, stays near them.
 
TheThrongler
      
      Osmond Halbrin     
 Tiefling Sphereshaper/Scholar 
 AC: 24 (11 T/23 FF) 
 DR: 2/Blugeoning 
 HP: 8/8 
 Perception: +5 
 Initiative: +3 
 Conditions: None   
 
  
Osmond allows the blasted husk of the dead guard to drop off his blade and steps to the nearer of the two guards just rousing themselves, swinging his blade down with focus and precision despite the unworthiness of his enemy.

 
 Spoiler: Actions and Dice Rolls 
 5-foot step to get closer to the guard. If it is also possible to position blocking the remaining guards' path to the door, Osmond will do that as well, but prioritize getting into position to attack.
Move action to declare the guard he is attacking as his Foe for his Roguish Domino veil
Attack action including Rhialla's Encouraging Roar:  (1d20+9)[ 11 ]  attack roll,  (1d8+8)[ 9 ]  damage +  (1d6)[ 2 ]  precision damage
If I misread the battlemap's size and layout and I have to use a move action to get closer instead of a 5-foot step, subtract 4 from the attack roll and 7 from the damage roll
 
DM_Danger
 
 Originally Posted by TheThrongler 
 Osmond allows the blasted husk of the dead guard to drop off his blade and steps to the nearer of the two guards just rousing themselves, swinging his blade down with focus and precision despite the unworthiness of his enemy. 
 

You plunge your blade deep into a hapless guard's gut. Not the best blow, but effective none the less. As you withdraw the blade, a gout of hot wet stickiness comes with it, proof that you struck solidly. The guard's bravado is killed with a single blow, his look of confidence is replaced with panic. He now clutches his side and looks desperate to leave the fight.
Athaleon
Hechter struck out with a frenzy of savage swipes, empowered by Rhialla's magic and his own haste to kill the guards before any more of them could let out a proper warning shout.

 
 Spoiler 

Attacking one of the guards in the doorway again.

Free Action attack given by Rhialla:  (1d20+5)[ 19 ] 
Damage:  (1d8)[ 7 ]  +  (1d6+6)[ 8 ] 

* If the attack misses the first guard:

- Standard Action Attack:  (1d20+5)[ 18 ] 
- Damage:  (1d8)[ 3 ]  +  (1d6+6)[ 11 ] 
- CMB to Grapple:  (1d20+11)[ 22 ] 

** If the first guard is struck and survives:

- CMB to Grapple:  (1d20+11)[ 20 ] 
- Initiate Trampling Pin Strike as part of a roll to Pin:  (1d20+11)[ 25 ] 
- Damage:  (2d8)[ 6 ]  +  (1d6+2)[ 3 ] 

*** If the first guard is struck and killed with the first hit, attack the next guard in the doorway:

- Standard Action Attack:  (1d20+5)[ 21 ] 
- Damage:  (1d8)[ 1 ]  +  (1d6+6)[ 12 ] 
- CMB to Grapple:  (1d20+11)[ 21 ] 

**** If there are still any remaining targets after taking the Free and Standard Action attack, use Minute Hand Boost to make another attack as a Swift Action. Hechter still has his Move Action, a 5' step, and Reach on his Fiend's Grip to get in range as needed.

- Minute Hand Attack:  (1d20+3)[ 19 ] 
- Damage:  (1d8)[ 7 ]  +  (1d6+6)[ 11 ] 
- CMB to Grapple:  (1d20+11)[ 15 ] 
 
DM_Danger
 
 Originally Posted by Athaleon 
 Hechter struck out with a frenzy of savage swipes, empowered by Rhialla's magic and his own haste to kill the guards before any more of them could let out a proper warning shout. 
 

While Hector's first strike misses, it seems almost as the deadly chain chides ITSELF for its inaccuracy and swings back, neatly clipping the guard in the side of the head. The second guard takes a blow to the face so hard that when it bounces back, it coils itself loosely around his neck, like a patient serpent waiting for its next strike as the two lifeless guards fall at your feet.
Xav
      
      Morgan Reinhart     
 Half-Elf Batal Synthesist 
 AC: 18 (16 T/16 FF) 
 CMD: 21 (19 FF) 
 DR: - 
 HP: 11/11 (6/6) 
 Perception: +7 
 Initiative: +2 
 Conditions: -  
 
  

Breathing heavily after a short but vigorous fight, Morgan stepped over the bodies and addressed his companions:   "- Guess it's time to visit sergeant Blackerly now. Am I right if I say that we want to talk to him? To begin with, at least."  
 
 Spoiler: ACTIONS 
To Blackerly!
 
DM_Danger
The "battle" as it is concludes quickly, the wounded and the craven offering little resistance. You wonder briefly where your ally, Grumblejack is, when he strides nonchalantly into the hallway coming from the kitchen, gnawing on a human arm. As you look at him in wonder, he shrugs and casually mentions.

  "Kitchen's clear"  

Apparently they didn't feed the ogre much.


 
 Spoiler: OOC: 

The keep/prison is clear, there may be guards in the towers, the wardens tower, and the gatehouse (where Blackerly is reported to be gambling). You are free to loot the keep or prepare for your assault on the gatehouse.
 
Athaleon
Hechter hastily pulled the bodies of the slain guards inside the keep and shut the doors.

  "I too think we shall have a chat with Blackerly, once we all are ready."  
  "It may actually be best to leave the Warden alive,"   he mused.   "The captives escaped and the garrison slaughtered beneath his nose, while he slept soundly in his tower? Suspicion will fall on him immediately and it will draw eyes away from our true benefactor."  
 
 Spoiler 

I'd like to check the armory for a regular Gauntlet or Spiked Gauntlet, and maybe a ranged weapon before we go, but otherwise good to go for Blackerly.
 
bcool999
      
       Rhialla Von Chalon    
 Aasimar Dread Rajah 
 AC: 14 (14 T/10 FF) 
 CMD: 13 
 HP: 10/10 
 Perception: +5 
 Initiative: +4 
 Conditions: Normal  
 
  
  ”Killing Blackerly would be the icing on the cake of our little escape.”   Rhialla muses,   “If he is carousing at the gatehouse it’s even on our way out of this fetid hole. First we should look into making sure everyone has proper armaments. The armory perhaps?”  
DM_Danger
 Armory 

Behind a locked door (Which you quickly defeat) off of the main hallway is the Armory.
Inside are six spare sets of gear for guards: chain shirt, heavy steel shield, long sword and longbow. There is
also a rack holding a dozen more leather-wrapped clubs. Further, there is also a stock pile of 240 arrows in twelve
quivers. These items (save for the arrows and the clubs) bear the mark of Talingarde somewhere on them.
There is also an assortment of weaponry that the guards have confiscated over the years. These weapons
are jumbled together and obviously little cared for. They are also unmarked and thus resalable.
That assortment includes: Hechtor's spiked gaunlet, a shiv made from a womenÂ’s metal comb (treat as a dagger), a heavy mace, spear,
quarterstaff, battle axe, rapier, great sword, trident and glaive.
Athaleon
  "Ahh."   Hechter rasped a satisfied sigh as he pulled on the familiar gauntlet and balled the hand into a huge steel-clad fist. He considered discarding the chain that he'd wrapped around his other fist as an improvised gauntlet, but at length decided to keep it, wrapping it higher up his arm for lack of anywhere to stow it. He grabbed one of the large shields as well, and collected a bow and some arrows almost as an afterthought.

  "Now we are properly dressed for our evening with the Sergeant. I even brought a plus one."   He raised his gauntleted hand, shadows flickered and flared around him for a moment, and when it was done, his shadow was no longer projected on the wall but standing next to him like a shadowy, indistinct copy of himself.   "It cannot aid us in combat directly, but it can keep a lookout and lend a hand where it can."  
 
 Spoiler 

Casting Shadow Lurk, assuming there are no windows from the Armory to outside, otherwise he can do it in the hallway.
 
TheThrongler
      
      Osmond Halbrin     
 Tiefling Sphereshaper/Scholar 
 AC: 24 (11 T/23 FF) 
 DR: 2/Blugeoning 
 HP: 8/8 
 Perception: +5 
 Initiative: +3 
 Conditions: None   
 
  
  "Blackerly has much to answer for."   He lets his thoughts turn to the dead snakeman that could, as easily, have been any of them. While Osmond allows the others to sack the armory and fallen guards, he focuses inward and restores the arcane constructs he had expended in the barracks.   "I have some... plans for him."  
AvatarVecna
Sera dons one of the chain shirts, and also grabs the rapier along with a belt to stow it in.   "That'll have to do, I think,"   she murmurs.   "Nothing else here I can get much use out of."   A comb could've been useful if still intact, but it wasn't, and they were cheap anyway. She could worry about grooming herself after the prison break was over.
Xav
      
      Morgan Reinhart     
 Half-Elf Batal Synthesist 
 AC: 18 (16 T/16 FF) 
 CMD: 21 (19 FF) 
 DR: - 
 HP: 11/11 (6/6) 
 Perception: +7 
 Initiative: +2 
 Conditions: -  
 
  

Armory clearly didn't impress Morgan, - after looking through all the stuff, he grimaced slightly and took out a large two-handed weapon from a pile of already rusty iron.   "- Don't need anything else for now, but we'll definitely need some supplies, when we leave this hospitable place. Anyway, let's go and talk with sergeant."  
 
 Spoiler: ACTIONS 
Morgan takes the greatsword, and nothing else for now. And ready to visit mr. Blackerly.
 