Gameplay - Dangerous Prisoner

Jun 21, 2016 12:29 am
You've been dragging Gilchan Abidal from his hole. A crumbling watchtower in the forest that you veritably brought down around him in an impromptu siege that lasted only a few minutes. He still carries a mark across his face, from his lips to his right cheek, where debris knocked him senseless.

Gilchan is a notorious escape artist, and nearly broke free of your control. Who knew a man could run so fast with hands tied tight. Now, ankles hobbled by a short rope, he is well watched by the six of you.

As you top a rise on the road, you can finally see Marian Town, and beyond it, the Greyback River that bisects the Duchy of Harcourt. Harcourt is really an independent kingdom, following a barely-bloody war of succession a generation ago, but the name Duchy of Harcourt remains out of a fierce sort of defiance.

The town smokes near the water, but not too near. Closest to the river is a tall, oddly shaped tower atop a misplaced hill that lifts above the ground and towers over the river. On the left side of the tower from your position is a lower, river level depression where the ferry and docks, and a smelly shanty town where a large number of fisherfolk live.

Higher up and on the right side of the tower from you, is the town proper, a thriving trading town along two intersecting trade routes, three if you count the river, and a military outpost that defends the region. The bustle of the town relies on abundant labourers for hire, and a soldiery with a penchant for spending their wages on drink and song. Still, it is an orderly town, and Colonel Brightmane brooks no debauchery from his troops. Well, very little. Okay, some, but strictly honorable things.

Your mission is to deliver Abidal to Warden Meinert, a silverhaired man known as a capable administrator despite his failing health, and his second Helge, a daunting woman also of later age but of undeniable strength and will. The jail is on the far right side of the town.
Jun 21, 2016 2:59 am
"I told you the map was right, and here you thought we were lost. Lets deliver this Sod before he wriggles loose again."
Kelvin scans the vista below
"If I'm reading this correctly we should be able to skirt the edge of town to the jail... or is that an ink stain?"
Last edited June 21, 2016 11:57 am

Rolls

Perception - (1d20)

(15) = 15

Jun 21, 2016 9:14 am
Grok keeps a tight hold on the rope binding the prisoner and gives him a evil look.

"Not run again. If run, Grok crush little legs."

Rolls

Intimidate - (1d20)

(5) = 5

Jun 21, 2016 12:30 pm
"This was too easy. I don't like it. We can celebrate when this scoundrel is in jail and we're in the tavern with a pint, but until then, keep yer eyes open."

With a stern expression, Baroril scans the surroundings for threats.
Last edited June 21, 2016 12:30 pm

Rolls

Perception - (1d20+3)

(4) + 3 = 7

Jun 21, 2016 1:22 pm
Kelvin's keen eyes pick out the road to the jail. The main road you're on intersects with another, and that passes near the jail to your far right near the edge of the town. You won't have to pass within town to get there, although there are other travelers on the highway that worry you some what.

Gilchan looks (acts) suitably cowed by Grok.

Baroril also notices the highway traffic, as well, though just as a general hazard rather than any one of them in particular.
Jun 21, 2016 2:28 pm
"Gents, that looks like our route down below. I am somewhat surprised at the number of people on the road at this time of day however. We'd best proceed cautiously, don't want to bollocks this up so close to our destination."
Kelvin assumes a position near the rear of the party and stuffs his map back into a scroll tube.
"Shall we head down lads?"
Jun 21, 2016 9:05 pm
Baroril grunts in agreement with Kelvin, eyeing the other groups of travelers warily. He wears his shield on his arm and casually rests the palm of his right on the head of his warhammer. He takes up position near Grok and Gilchan as they head towards the town.
Jun 22, 2016 2:48 am
The journey to town is doubly tense. Expecting trouble, your eyes track the prisoner and innocent travelers besides. Your weapons to hand, the farmers and merchants give you a wide berth. Still, your jaws ache from clenching by the time that you arrive at the jail.

The building is big and blocky, constructed from large stones in a brick like fashion. Several small windows interupt the facade, all barred.

The heavy door is inset, battle scarred yet still solid looking. You push it open, and find a desk Sargent behind a barred counter to the left. A barred door straight ahead leads down into the dungeons. A hallway behind the counter leads up some stairs. A small, iron door leads behind the counter.

The Sargent looks at you. "The hell you want?"
Jun 22, 2016 3:05 am
Nar shuffles to the front, coughing a dry throaty sound and wheezes, "To see the evils of this world go up like kindling in a blast of heavenly flame, till there's nothing left but a pile of ash where they stood." He cocks his head and grins menacingly, "But for now, we'll just settle for dropping off this scum into your lap and let you deal with him, lawman." The half-orc steps aside and motions to Gilchan being held tight by Grok. Leaning on his great-club, Nar takes a flask from a bag on his belt and swallows a mouthful of the amber liquid. He then waves Grok forward impatiently.
Last edited June 22, 2016 3:42 am
Jun 22, 2016 3:12 am
"The hell is he?"
Jun 22, 2016 3:28 am
Nar's eyes narrow at the man as he puts out a hand, non-verbally telling Grok to "stop." He then hefts his great-club, limps forward and puts a hand on the counter. Leaning close to the bars and looking hard into the man's face, he growls "Your problem now."

The aged half-orc scans the Sargent behind the counter, feeling something is off with his attitude and demeanor.
Last edited June 22, 2016 3:40 am
Jun 22, 2016 3:39 am
"You dropping off that guy? What's his name?" The Sergeant stands up, shuffling a short pack of scrolls. He limos over to the counter and eyes the prisoner. "Abidal? You selling orphans to the orcs again?"

The Sergeant pulls a lever and the barred door unlocks. "Take him downstairs to the second last cell on the right. I'll grab the warden to see about your reward."
Jun 22, 2016 6:49 am
Grok nods to Nar and the Seargeant, then drags Gilchan roughly by the rope towards the cell. He pushes the prisoner into the cell and awaits the warden while still keeping a firm hold on the rope. "Little man not tough now, eh-heh!"
Jun 22, 2016 9:18 am
Hanson follows silently behind Grok. Eyes steady on Adidal, till the swing of the ceil door shutting. With a relief shoulder shrug of now I can rest easy tonight! Hanson whispers to Grok "we should have broken his hands for the trouble he gave us". Hanson smiles slightly and looks around the place.

Rolls

Perception - (1d20+0)

(9) = 9

Jun 22, 2016 10:27 am
Kelvin's curiosity leads him to follow Grok and Hanson down to the cells. As he passes by the other cells he'll pause to get a good look at their occupants and size them up.

Rolls

Perception - (1d20+3)

(8) + 3 = 11

Jun 22, 2016 2:00 pm
OOC:
Yay, you got him into the cell and beat the scenario. Just kidding.
http://i1381.photobucket.com/albums/ah230/Rob_Easton/Mobile%20Uploads/20160622_073023_zpspbajgeaf.jpg

You enter the jail, and pass a check point where another guard unlocks a set of doors for you. You then pass into the jail proper, past a row of cells, most of which have a few prisoners, totaling about 16 in all.

The very last cell had a man chained to the wall, covered in scabs and blood. His wild eyed gaze doesn't focus on anything but under his breath you can hear a mad gibbering.
Please roll initiative and indicate where you are on the map when you close Abidal in his cell.
Jun 22, 2016 2:04 pm
Kelvin was strolling down the hall after Grok and Hanson looking in each cell and will be about half-way down the hall when the doors close.

Rolls

Initiative - (1d20+2)

(15) + 2 = 17

Jun 22, 2016 2:22 pm
Baroril addresses the sargent before following his companions into the jail. "A true man of law should take pride in seeing justice served. Yer tone is uncalled for." He does not wait for a response, and is close behind Kelvin as Abidal's cell door is closed.

Rolls

Initiative - (1d20)

(14) = 14

Jun 22, 2016 3:38 pm
Nar sneers as the Sargent leaves his gaze, then leans his great-club against the barred counter. He rests an arm on the short counter and watches the party shuffle Abidal through towards the cells beyond. "I'll be glad to see this mission done with," he sighs under his breath, "It's been too long that I've been away from my task."

As the others leave the room, he clasps a gloved hand over the back of his neck and massages the thick muscles there. "Tyr, why am I here?" As Nar's eyes close, the mad gibberish of a man beyond the door pricks his ears. He tenses as the harsh words fill the air. "Or have you led me exactly where I need to be my god?"

The half-orc grabs the handle of his weapon and shuffles quickly to the doorway, desperately trying to see beyond the crowd in the hallway and find where the insane voice is coming from.

Edit: ignore first Initiative roll.
Last edited June 22, 2016 3:42 pm

Rolls

Initiative - (1d20+3)

(8) + 3 = 11

Initiative - (1d20)

(7) = 7

Jun 22, 2016 6:41 pm
I stand right beside Grok. Nodding his head in a job well done after scanning the room, he looks at his fellow men in arms and shouts "One more job done under our belt boys, we can sleep easy tonight!".

Rolls

Initiative - (1d20+4)

(2) + 4 = 6

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