Only guards have whistles. Only 2 were walking around. Normal combat would not have raised the alarm unless it took a long time.
The further assault on the hapless guard brings him to the brink of death. But, before he succumbs to his wounds, he draws a breath, raises his whistle, and sounds the alarm with a series of brief, shrill tweets rattling like a samba whistle, before collapsing on the floor. In the distance, you hear the clatter of arms and armor as feet shuffle and men begin to shout, their voices muffled by the closed wooden doors and plush carpets lining the halls.
<we'll keep the initiatives, but we aren't tracking time in combat rounds right now. So, Sam, Angus, Tetrevess, Chadderly, Akame: what do you do? You know the guards are in the guardhouse will come to investigate and presume the other guard on patrol will, as well.>
Sam tells Angus hide the body he then will use disguise self to look like the guard taking his sword and throw his spear to Angus to hold then will cast pass without a trace on every else
Just as you stuff the body in rhe pantry, the other guard bursts in from the dining hall, sword drawn, "Geoffrey! Whay happened!?" he shouts at Sam, who now resembles the guard.
<for the record, I said he had a sword, but if you want it to he a spear, (as his base stat block indicates) I'm fine with that.>
An instant later, from the watchtower, enter three more guards, two in the same uniform as the one you knocked out, the third wearing a distinctive fourragere over the shoukdet of the same uniform.
The disguise passes, no check needed. The statement is true, so no actual deception. Really, I don't see why that would need charisma check either, you're just answering their question, and they have standing orders to tell them what to do.
Unfortunately, those standing orders are to raise the alarm, which summons the rest of the response force.
Talking at once, the man with the fourregere orders one of the guards he entered with, "Sound the alarm, summon the rest kf the guard!" At which command, the guard draws his whistle and sounds two sustained blasts of the whistle worn around his neck. After a pause wherein he draws another deep breath, he whistles twice more.
While that is going on, the first guard, who was on patrol with the guard you knocked out, asks eagerly, "Which way did they go?!" The man in the fourregere stares at Sam, waiting for an answer only a second before interlocutor "How many? Arcanists, d'ya think?"
(if you don't know, didn't Google it, a fourregere is a braided rope used to decorate a uniform. In our world it means something but it's not a part of in-world lore, I'm just setting him apart from the others and hopefully establishing rhe sense thst he's venerated among the ranks, but not a designated leader as such, just displaying leadership qualities as the de facto authority at the moment. Maybe he has seniority or more likely served in a particularly honorable action of some kind. These are, you would know, guards from Mulmaster: human, all presenting as masculine so far, but by prior observation, you have seen there are observably female guards, as well, and you wouldn't be surprised that, despite working for the Red Wizards, they are especially concerned about magic users).
<Answering the question about where rhey went effectively sets the stage for an encounter, but doesn't actually put you in the encounter yet, unles you go there and are discovered, it just puts there. So, Sam: "where did they go. How many, arcanists?">
<just for clarity, the badge is visible on the guard, so Sam at least appears to have one. I don't know if he has the real one from rhe guard or not. Maybe Angus has it.>
The grizzled guard looks puzzled by this. "Right past the guardhouse, and the tower?" He considers for a moment. He begins to nod slowly, biting his lip, then growls, "Filthy Arcanists. They must be." Straightenimg, he sharply points with two fingers. "Cullens, Doberman, that way." He commands, pointing North, toward the storage room, through which lies the cold streets of Mulmaster. "You two," he points to Dam.and rhe other guard, "come with me." he adds as he marches, double-time through the dining hall, making a bee line for the maim entrance and the cold night beyond.
In moments they vacate the room, scouring the grounds for the intruders, leaving those in hiding an empty room, and Sam with a choice: flow the two guards through the dining hall and outside the embassy, or stay behind and invite suspicion.
Sam follows the guards out the main entrance, leaving the others in a now empty kitchen, save the unconcious guard in the pantry
<formally, you haven't killed him, but I'm telling you - above table- tthat he won't just wake up on his own. Knowing thus, you can quickly snd quietly kill him or not. Either way, it's a choice you're making. I'm still keeping the initiatives we rolled for later, but post at will for the time being. We aren't tracking time by rounds at the moment.>
Rollback Post to RevisionRollBack
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First Longsword Attack: 26 Damage: 9 magical slashing + 5 radiant damage
Second Longsword Attack: 23 Damage: 14 magical slashing + 9 radiant damage
<the skeleton would listen to Angus' command.>
Angus hits the guard with yet more physical and radiant damage. (78)
Round 2
Guard 21 ✅️✅️
Chadderlay 18 ✅️▶️
Skeleton 14 ✅️✅️(pending Chadderlay)
Angus 13 ✅️✅️
Samogri 9 ✅️✅️
Tetrevess ✅️▶️
Akame ? ▶️▶️
Awaiting input from players with ▶️ symbol.
Right here we go
attack with spear
bouns action hunters mark
14
24
12
Damage
2 + 2
6 +4
8 +2 + 8
Sam's first attack catches the guard... off-guard, at first, but he quickly recovers and defends against two more attacks, deflecting both.
(2 damage. Am I reading right?)
Guard (80)
Chadderlay, Tetrevess and Akame (2x) are up!
More fireplbolt:
16
21 damage
Yes
The skeleton departs the kitchen and resumes prowling the hallways for dwindling rods of wax.
Guard (111)
gladiator
HP 112
Only guards have whistles. Only 2 were walking around. Normal combat would not have raised the alarm unless it took a long time.
The further assault on the hapless guard brings him to the brink of death. But, before he succumbs to his wounds, he draws a breath, raises his whistle, and sounds the alarm with a series of brief, shrill tweets rattling like a samba whistle, before collapsing on the floor. In the distance, you hear the clatter of arms and armor as feet shuffle and men begin to shout, their voices muffled by the closed wooden doors and plush carpets lining the halls.
<we'll keep the initiatives, but we aren't tracking time in combat rounds right now. So, Sam, Angus, Tetrevess, Chadderly, Akame: what do you do? You know the guards are in the guardhouse will come to investigate and presume the other guard on patrol will, as well.>
Sam tells Angus hide the body he then will use disguise self to look like the guard taking his sword and throw his spear to Angus to hold then will cast pass without a trace on every else
(I called it a sword, but whatever)
So, Angus looks like the guard and everyone else is hiding. Is that right?
(No, I believe Sam is the one who looks like the guard.)
Angus stealth (hiding) with DA and with +10 bonus from Sam 20
Yes
(Sam looks like the guard. Got it.)
Just as you stuff the body in rhe pantry, the other guard bursts in from the dining hall, sword drawn, "Geoffrey! Whay happened!?" he shouts at Sam, who now resembles the guard.
<for the record, I said he had a sword, but if you want it to he a spear, (as his base stat block indicates) I'm fine with that.>
An instant later, from the watchtower, enter three more guards, two in the same uniform as the one you knocked out, the third wearing a distinctive fourragere over the shoukdet of the same uniform.
...
"What's all the commotion, Sonny?" the decorated guard enquires, impatiently of Sam (who is, evidently, impersonating a guard named Geoffrey).
“Some human’s and that abomination from the meat grinder just sneaked their way in then beat me up with illegal magic”
The disguise passes, no check needed. The statement is true, so no actual deception. Really, I don't see why that would need charisma check either, you're just answering their question, and they have standing orders to tell them what to do.
Unfortunately, those standing orders are to raise the alarm, which summons the rest of the response force.
Talking at once, the man with the fourregere orders one of the guards he entered with, "Sound the alarm, summon the rest kf the guard!" At which command, the guard draws his whistle and sounds two sustained blasts of the whistle worn around his neck. After a pause wherein he draws another deep breath, he whistles twice more.
While that is going on, the first guard, who was on patrol with the guard you knocked out, asks eagerly, "Which way did they go?!" The man in the fourregere stares at Sam, waiting for an answer only a second before interlocutor "How many? Arcanists, d'ya think?"
(if you don't know, didn't Google it, a fourregere is a braided rope used to decorate a uniform. In our world it means something but it's not a part of in-world lore, I'm just setting him apart from the others and hopefully establishing rhe sense thst he's venerated among the ranks, but not a designated leader as such, just displaying leadership qualities as the de facto authority at the moment. Maybe he has seniority or more likely served in a particularly honorable action of some kind. These are, you would know, guards from Mulmaster: human, all presenting as masculine so far, but by prior observation, you have seen there are observably female guards, as well, and you wouldn't be surprised that, despite working for the Red Wizards, they are especially concerned about magic users).
<Answering the question about where rhey went effectively sets the stage for an encounter, but doesn't actually put you in the encounter yet, unles you go there and are discovered, it just puts there. So, Sam: "where did they go. How many, arcanists?">
(Heh, so much for a quiet infiltration. This is going to be interesting.)
Sam replies “ two with the abomination they might have used the front door to escape someone must of given them the key card”
<just for clarity, the badge is visible on the guard, so Sam at least appears to have one. I don't know if he has the real one from rhe guard or not. Maybe Angus has it.>
The grizzled guard looks puzzled by this. "Right past the guardhouse, and the tower?" He considers for a moment. He begins to nod slowly, biting his lip, then growls, "Filthy Arcanists. They must be." Straightenimg, he sharply points with two fingers. "Cullens, Doberman, that way." He commands, pointing North, toward the storage room, through which lies the cold streets of Mulmaster. "You two," he points to Dam.and rhe other guard, "come with me." he adds as he marches, double-time through the dining hall, making a bee line for the maim entrance and the cold night beyond.
In moments they vacate the room, scouring the grounds for the intruders, leaving those in hiding an empty room, and Sam with a choice: flow the two guards through the dining hall and outside the embassy, or stay behind and invite suspicion.
Sam gives a nod and follows them hoping his companions have an given them more time to search for the information
Sam follows the guards out the main entrance, leaving the others in a now empty kitchen, save the unconcious guard in the pantry
<formally, you haven't killed him, but I'm telling you - above table- tthat he won't just wake up on his own. Knowing thus, you can quickly snd quietly kill him or not. Either way, it's a choice you're making. I'm still keeping the initiatives we rolled for later, but post at will for the time being. We aren't tracking time by rounds at the moment.>