
Creel |

Madeline ponders...
Perhaps we should precipitate this things collapse? Then climb in over the rubble...?" She muses. Though she does glance towards where the balcony is. "I really do not fancy climbing up there in the rain....She mutters.
"That is an excellent idea Madam Peshtussle."
Creel removes a rope and grapple from his pack.
"If someone not wearing a small foundry would care to attach this to a support post we can remove this part of the problem at least."

Creel |

Thought we had done the walk around before the scythe attack???
Creel looks at the rope in his hands, shrugs and loops it over his shoulder. "As you wish. Though I doubt thee is anything here that remains unaware of our presence."

Alexa Grunwald |

While the others are discussing how to get into the prison, Alexa goes over to where the arm and scythe lie on the ground. Knowing what wielded the tool the is also a weapon but a few moments earlier, her eyes take on that distant look as she scans the weapon for any traces of undeath. If she detects nothing, she will the cast Detect Magic. Once this is done, she will pick up the weapon and take it with her if she does not sense it be undead.
Sorry for the dense post, posting from the train on my phone.

Alexa Grunwald |

After looking at the scythe, Alexa tosses it aside.
It does not appear to be haunted any more, but also it does not look like it is still usable.
Onward around the perimeter of the building sounds good.

Valen Stellori |

Hoping his sharp eyes can spot something in the growing darkness, he turns towards the balcony where the sycthe once dwelt - looking for another set of stairs that might lead to it. "Maybe see if there's another way in, perhaps?
Picking up where we off left in searching the perimeter. Since the main entrance doesn't look easily crossable, Valen is trying to find a way up to the other balcony (where the scythe was) to see if there's stairs or a way up.
Perception: 1d20 + 6 ⇒ (10) + 6 = 16

Valen Stellori |

Valen rounds the corner of the building momentarily. He turns back to see the others - green eyes alight - and adds: "There's another set of stairs that lead upwards; I am assuming it will take us to the balcony above. Do we want to go this way - maybe see if there's an entrance?"
"Or do you want to keep searching the perimeter? It'll be a wet, messy walk...who knows." He leaves the options open with a shrug...awaiting a response, but clearly interested in the stairs.

Alexa Grunwald |

Alexa seems to not care about the rain or getting wet in the least.
Makes no difference to me, but I am guessing that what we are searching for is in the building, not outside. We have eliminated several guards outside, I think it is time to head in and see what atrocities await therein.

Creel |

"Can we get more wet? Still I would rather avoid the lake if we can. I would hate to meet something while we are knee deep in mud. ... Well, more mud."
How about we check as far as the lakeshore and then take the stairs if nothing turns up?

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Your group continues around the back of the prison, finding a barred window thirty feet to the east, followed by a steel door (roughly sixty feet east of the window), and finally discovering a broken section of the wall some twenty feet before the lake overtakes the eastern end of the prison. The broken section of the wall looks like you might be able to move it with some time and effort.

Creel |

"Hmmm A steel door. A back way in? Perhaps to somewhere the prisoners were not meant to go? Shall we try it?"
If there are no objections Creel approaches the steel door. He takes a quick sniff to see if there is more evil here than elsewhere on the grounds before seeing if the door will open.

Alexa Grunwald |

Taking a deep breath, Alexa raises her hand before Creel moves forward. She then concentrates to see whether there are any undead or other detectable entities in and around the door.
Use Spirit Sense trying to focus just on the door and the area immediately adjacent.
If nothing is detected, then she will wave him forward.

Creel |

"Yes solid steel is good for that. Only one way to find out I suppose."
Creel tries the door. If it is jammed he will lean the ax against the door frame and give the door a solid yank. Str check at +3 if there is a roll involved.

Valen Stellori |

As they make their way around the prison - before they arrive at the steel door - Valen points out that there is another door into the prison at the top of the balcony they passed earlier (where the scythe was).
He also stops to test the sturdiness of the barred window - see if it has been weakened with time. Upon seeing the attempt to open the steel door, Valen assesses to see if there's any other way to help open the door.
STR: 1d20 ⇒ 2
Knowledge(Engineering): 1d20 + 6 ⇒ (6) + 6 = 12

Alexa Grunwald |

Well all, upstairs door it is, unless we want to go back and check the main entrance. This is a prison, I would be surprised if anything but the front door allowed easy access.

Madeline Peshtussle |

Madeline nods at Alexa's assessment, though she too looks to the door that leads onto the balcony.
"Indeed, though that way in might be sounder than the door which threatens to have the roof collapse upon it." Madeline indicates the upper door, suggesting the group use it instead of the unsound lower door. She has Smith drop his back pack so that she can get the silk rope from within.
"What is that fork thing one ties to the end of a rope? Madeleine asks, "I shall so buy one at the next opportunity..."

Creel |

"You mean this?" Creel asks hefting the grapnel and rope he has just shoved back into his pack.
"Doesn't look too hard a throw. If we think the balcony can take the weight."
If our engineer gives the high sign. Attack, hook, nonproficient:1d20 + 3 - 4 ⇒ (18) + 3 - 4 = 17]

Creel |

Well I feel silly.
Creel repacks the rope and heads for the stairs. "Hmmm seem solid enough." He turns to Alexa and Madeline. "Ladies first?"

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After some confusion, a grappling hook, and Smith inadvertently ascending the side of the balcony - in the rain - before realizing there were stairs, your group finally makes it up onto the old balcony overlooking the eastern side of the prison. The balcony runs the depth of the building (from south to north) and extends some fifteen feet eastward. A single, strong wooden door leads into the building. It is closed. An old chopping block, stained black, rests in the center of the balcony.

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Plus whatever bonuses actually using a rope might give
Ropes never modify the Climb check. They modify the DC of the check.

Madeline Peshtussle |

Madeline brushes her gloved hands and cautiously moves towards the door, (Ignoring any difficulties or embarrassment about the foolish antics of her Manservant), At any minute she expects some haunted, flying axe to come swooping out of the gloom to attack them all.
Perception:1d20 + 6 ⇒ (15) + 6 = 21