
Old School Dungeon Master |
Smoak stands by the lock, carefully examining it and intently studying the device.
The Halfling says "By the looks of it, I think the lock is tougher than the manacles so ..."
"I've seen one of these before" meows the lady next to him.
click
Khara is smiling as she picks the lock.
I will let the others catch up.

Khara Thrust |

there is a pouch patch there. Guessing spell c9mponents? Also potion. Guessing healing. Enosh can heal me. If we get spell components, Khara whispers
These human guards should be ridiculously susceptible to darkness. I can try to weave an illusion of darkness to blind them. You'd know it's an illusion, so you should be able to see through it easily.
depending on GM ruling, I'd make an illusion of black cover stuck on walls that hides all light sources and entrences. They don't interact with the cover so no save. If GM rules it won't affect lighting, then illusion of black mist that blocks all sight. They get save but Troup gets +4 because I told them about the illusion

Old School Dungeon Master |
I am having a little trouble with that because in essence you are making a 1st Level spell (Silent Image) more powerful and a 2nd Level spell (Darkness) as it now only affects your enemies and not your allies.
I'm going to have to say no to that, but thumbs up for the effort.
Brody does he remind you of a young Vince?

Old School Dungeon Master |
The cell door is open.
Only the lock picks and two daggers have been pulled from the Veil. What are your actions?
I need some form of marching order.

Old School Dungeon Master |
Smoak Perception 1d20 + 8 ⇒ (15) + 8 = 23
"Shhh"
Five more cells are adjoining your own cell. Most have their doors slightly open; one other door to the west is clearly shut.
The guardroom to the south is separated from the cellblock by a door which is open and a gate of iron bars, which is [you want me to roll high] 1d100 ⇒ 81 also open.
Light can be seen coming from the guardroom and there are voices from that direction.

Anastasia Delphine |

"I thank ye for freeing myself little one, now what say ye all to a bit o wetwork as we leave this god forsaken prison and maybe by chance burn it to the ground?" Anastasia says with a smile as her fingernails slowly grow into talons as she flexs her hands slowly. "Now how do we go about reliving our lovely hosts of there lifeblood? Shall the stealthy amongst us clear the few from the waiting room outside, or do we wait for them to come to us?"
As a heads up I doubt I'll be able to post until late tonight as I have to finish my second shift at work and then kill our DM in the opening session of an AP tonight before coming back into work again.

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Can I see into the guard room from here or do the open doors provide some cover? How long is the hallway to those open doors?
I would like to if possible sneak up to a point where I can see how may guards are in the room and if I can see where the horns are, on them, on their chairs etc.
Smoak whispers I'll go ahead and see how many guards they are . I will hold up my fingers to you with the number. While I am gone see if there is anything else useful in the viel. I recommend the sneakist crawling after me once I get a look. I would not mess with the window patch it looks like it may be bulky

Old School Dungeon Master |
The Halflings's movements are almost elegant. A moment ago, he was his usual self, quiet, reserved and thoughtful. Then he crouches down low to the stone floor, almost on all fours. As slowly and carefully as a cat stalking a bird, he glides out the open door and down the hall.

Old School Dungeon Master |
Smoak
The room contains a large table with five chairs and a kettle for making tea. On the wall is a pegboard with keys. Next to it hangs a signal horn.
There is a very large fireplace -- quite surprising in its size for the room, it fills an entire wall -- but no fire is currently lit. The room is considerably warmer than your cells, though -- the warmth seems to be coming up through the floor.
A staircase descends down from the room. It is covered by a grating of iron bars, which is 1d100 ⇒ 49 shut -- you can't tell if it's locked or not.
You can continue to the actual guardroom.
Roll Perception please.

Old School Dungeon Master |
Smoak
There are three guards in the room. Two are talking to each other in a relaxed manner but still seem alert. The third guard appears to be asleep, face down on the table.
The shorter of the two guards is talking.
"That weasel Blackerly is definitely rigging those games."
"Yet for some reason you keep finding yourself back at the table at the gatehouse."
"Guess I am a glutton for punishment, and I'll take a beer where I can,"
Your sharp eyes notice that the shorter guard carries a signal horn, while the taller of the two does not. So, two horns -- one on him, one on the wall.
The sleeping guard makes a muffled snorting sound but does not raise his head from the table. From this angle you can not tell if the sleeping guard has a horn as well.

Old School Dungeon Master |
The group watches Smoak blend through shadows while tracing the prison wall for a few tense heartbeats.
He stops just outside the guard room, and you clench your fists in anticipation.
The Halfling raises his unarmed hand and you count him signaling you with three fingers.

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What are your group's actions?
I motion to my manacles for Smoak to pick them and also point to myself and then ahead of Smoak hopefully have him understand I'm to take point for the escape.

Old School Dungeon Master |
I motion to my manacles for Smoak to pick them and also point to myself and then ahead of Smoak hopefully have him understand I'm to take point for the escape.
Sir Cudjet, you and your fellow prisoners are free of your manacles and you have a sharpened manacle (+1 to damage) in your hand.

Old School Dungeon Master |
How wide is the 60 foot hall?, how wide is the 30 foot area that leads to the guard room.
The hall is not a straight line, it is more of an upside down 'L' and is 10 feet wide, there are several cells lining the walls. The area from the gate to the guard room is 30' by 30' wide room (you are in this room looking into the guard room), and the stairway leading down.
The guard room itself is 20' by 30' feet long, with a common table and some chairs.

Old School Dungeon Master |
Guys getting a consensus from six posters can take a while, so why don't we do this, the next couple of posters say "Okay, now I think we should..." and I'll put together your actions from that.
Note that it's good -- preferred, actually -- to indicate how strongly you feel about a plan. "I'm firmly committed to X," "I really, really think we should do X," "either X or Y is fine by me", etc.

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I take point to move up through the hallway unless Smoak wants to sneak ahead. I definitely take the lead to eliminate any guards and do so quickly and efficiently.

Old School Dungeon Master |
I take point to move up through the hallway unless Smoak wants to sneak ahead. I definitely take the lead to eliminate any guards and do so quickly and efficiently.
That's fine but please realize that will require a Stealth check, let me know if that is what you want to do.
Smoak is past the hallway and in the gate room next to the guard room peeking in.

Khara Thrust |

Unless someone comes up with a better idea, Khara would whisper her suggestion that we all sneak to the guard room, then jump the guards with the horns. If anyone hears the guards noticing us, we run forward to battle.
Also, Khara will appreciate some healing before that- either the potion in the veil or a spell from Enosh, whatever you guys think is best.
Khara also suggests that she'd charm one of the horn wielders- it would be great if it works, but it depends if she overcomes the magic-inhibitor thing, and if the guard saves. Again, your call.

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Smoak hold up one finger and puts his other hand over his head.
He then holds up one finger and puts his other hand under his head.
He then puts up one finger and then puts both his hands together side ways and rests his head on them.
He then takes one hand and puts it under his head and puts a fist to his mouth.