Gameplay - Dangerous Prisoner
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"No worries. Grok get you up notime."
Grok picks up the dwarf by the armpits, raises him over the horse, and slides him into the saddle.
"Grok happy to help, sarge." Grok's face scrounges up into a frown, then looks to the dwarven cleric for answers. "Erhm. Da'? What 'em call yous priest again?"
The paladin sets his horse to a gallop down the dusty street and gratefully quaffs a couple of healing potions - the only preparation he has time to make for what lies ahead, in the face of the dire urgency described by the Old Man.
Rolls
healing potions - (2d4+2, 2d4+2)
2d4+2 : (24) + 2 = 8
2d4+2 : (21) + 2 = 5
Now mounted, the party rides out to the cheers of the townsfolk, while others attend to the sombre task of carrying the five or six dead townsfolk out of the tavern and street.
The basement jailor also waves you off from the door of the jail. He seems tired, probably from dragging the cultists back into their cells.
The ride only takes a few minutes by fallinggalloping horse, even the cart and draft horses you were lent.
You see the tower before you get there, peaking above the rooflines of the smaller stores and homes near the river.
Please note if you're using any healing potions during the ride. They''ll each cure wounds equal to 2d4+2 hp.
He quietly askes the old man, "Sir, where can your wife be found? How can we most quickly bring you to her so we can defend her, and you can wake her?"
He pauses for half a second and then asks, "But before we rush in blindly, please explain further about your wife, her power, this trance, and why the cultists are so obsessed with her that they make a bee line to her immediately after escaping? If I just left jail, I can think of a dozen things I'd like to do before making a social call"
Rolls
Perception for horses/prisoners - (1d20+4)
(4) + 4 = 8
Persuasion if needed on Sydell - (1d20+2)
(13) + 2 = 15
She is currently in a state of profound meditation, and could not be woken except by certain arcane means. While she isn't in immediate physical danger, but she could be captured by determined foes, and would be in danger when she woke.
Lastly, to Nar's direct question, he states: "Maybe they had plans that were interrupted by being incarcerated. All I know for certain from Helge's stories, is that sometimes summoning rituals can only be performed at certain times of the year. Their timing may be not of their choosing."
As you ride up to the tower, you notice that there are three horses, two of which are unsaddled and blowing hard. They aren't tied up, they're just loose, nibbling on some ornamental bushes. The sharper eyed among you see that the door is a bit crooked, as if it were just leaning in place.
Troublesome noises come from within.

If you're going to enter, let me know your order, and roll some initiatives.
Rolls
Perception - (1d20+4)
(18) + 4 = 22
Initiative - (1d20+1)
(17) + 1 = 18
He takes out his greataxe, grins at Nar. "Grok got ye'r back, bro. Grok ready for blood!"
Rolls
Initiative - (1d20+2)
(10) + 2 = 12
He looks to Nar making his assessment, peering through the crack in the door. The dragonborn gives him a nod and whispers, "I'm ready on your signal."
Rolls
Initiative - (1d20+0)
(6) = 6
Rolls
Initiative - (1d20+2)
(11) + 2 = 13
Rolls
Initiative - (1d20+3)
(15) + 3 = 18
Wait a minute: +3??? A room with a 16 Dex???
"Hopefully not too much of our own blood, my friend. My healing magics are spent, I'm afraid."
Rolls
Initiative - (1d20)
(16) = 16
Gilchan Abidal is in the room, along with the woman (whose name is Nahaarifa) who just threw the dagger.
The dagger was a prepared action. Initiative starts with Nar, then Gilchan and Nahaarifa, then everyone else (inluding Nar), then G+N, etc.
Rolls
Thown Dagger - (1d20+5, 1d4+3)
1d20+5 : (6) + 5 = 11
1d4+3 : (4) + 3 = 7
He bursts through the door (leaving it wide open for friendly firebolts) and attacks the woman who is clearly the superior warrior. Remembering at the last second that the cult is comprised of wayward sons and daughters of this town, he opts for non-lethal damage.
Rolls
Maul, damage - (1d20+5, 2d6+3)
1d20+5 : (8) + 5 = 13
2d6+3 : (53) + 3 = 11
She turns with the movement and gracefully steps inside Nar's reach, both fists hammering at his ribs.
Rolls
Unarmed attack - (1d20+5, 1d4+3)
1d20+5 : (4) + 5 = 9
1d4+3 : (4) + 3 = 7
Bonus action, unarmed attack - (1d20+5, 1d4+3)
1d20+5 : (2) + 5 = 7
1d4+3 : (3) + 3 = 6
Rolls
Spell attack - (1d20+6, 1d8)
1d20+6 : (11) + 6 = 17
1d8 : (6) = 6
Rolls
Attack: Greataxe (reckless) - (1d20+6)
(8) + 6 = 14
Attack: Greataxe (reckless, adv) - (1d20+6)
(9) + 6 = 15
Damage: Greataxe - (1d12+4)
(4) + 4 = 8