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Diplomacy: 1d20 + 5 ⇒ (15) + 5 = 20
"Sure hope all those fellows stay locked up for a very long time. This place sounds pretty hard core, not like those squishy places they put politicians on the out. Bet you don't have many of those. Then again, this is Chelliax. I wouldn't put it past them to put someone with the wrong political view in with Knuckles."
She is, of course, fishing.

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Gather Info/Diplomacy: 1d20 + 2 ⇒ (11) + 2 = 13
Fundir gives a shiver as the conversation turns to the evil deeds of those within the prison. "Some of these are truly miserable souls. What will become of these "worst of the worst"? Just locked here for the rest of their lives? Or do you perform executions?" He says this in between appreciative bites of the stew, and concludes his statement with a smile to the cook. "Very well done, man. You are an excellent cook!"

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Aid diplomacy, Solstice, thrush bonus: 1d20 + 2 + 3 ⇒ (12) + 2 + 3 = 17
"That would be problematic. New prisoners need to be in condition to be questioned, not too bruised to speak. Naturally, if it were the case, you'd have easy access to break them up, correct? Can't have disorder reign unwatched."

GM Nightfiend |

Galvar sits back in his chair after finishing off the last bite of his rabbit stew. “As far as political prisoners goes, I wouldn’t have that kind of information without spending a little time perusing through their files. I can tell you that this place is used quite often for information gathering and torture.”
As the conversation continues with fishing questions being worked in, the following information is uncovered.
(Diplomacy 20+2 for Aid = 22) Random information: 1d4 ⇒ 2Random information: 1d4 ⇒ 2Random information rerole: 1d4 ⇒ 3
Documents: The boss keeps the important stuff in the vault, way in back. You need some kind of passcode to get in. I don’t know how he remembers it; he can’t even remember what month it is sometimes.
Interrogator: “He worships Dispater, and he’s probably twice as dedicated to running a good prison than the King of Iron. He’s not so good at remembering administrative stuff, but if you get on his bad side, he’ll track you down like an animal and kill you half as humanely.”

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Ederen sits down quiet and apparently absent minded while poking at the stew, and munching on a portion of bread - "So.... Are things usually this quiet around here?" - he pipes in, trying to not seem impatient - "I would guess so, right? You seem to have the place all well under control. Isn't it... Boring though?" - he chuckles.

GM Nightfiend |

One of the guards at the table chuckles a bit at Ederen's question, while Galvar attempts to answer him. "It is ninety percent boring with a ten percent arse puckering experience. When things kick off. it can get down right dangerous in here. That being said, your observation is correct. It is mostly boring. A predesign regiment that ticks by day after day." After his last statement, Galvar sighs.

GM Nightfiend |

Within the hour, the guards conduct a mid-day stand up count. Galvar stays with the group during this process, while the remaining guards gather the inmates into an orderly line and begin a double-backed count. Once the guards come up with the same amount, the inmates are dismissed back to their daily routines. Throughout the day this process is conducted two more times. You also make note of different guards making rounds throughout the day. You estimate about 15 guards in total.
At this point it is up to the group what you would like to do. You have approximately six hours before you anticipate the return of the main interrogator. At that time, if you have not accomplished your goal, you will be thanked for your service and escorted out of the facility.

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Felli gets up from his sitting position and looks at Galvar, "Where is the lavatory? It seems that stew disagrees with me." Felli rubs just below his stomach as if he has a cramp there. "Really disagreed with me. This won't be pretty."

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Solstice wanders over towards the room with Felli.
"I'd better take a look in case I need to go. I do hope its clean."
When they go in, Solstice casts Vanish on him and then leaves the room, after Felli, closing the door. She whispers,
"Ill be at the door to the staff room when you come back in case you need a distraction or another spell."

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Felli waits for Solstice to get 'done' with her visit to the toilet and then when she leaves, he passes by her as she cast the 'Vanish' spell on him. He then quickly shuts the door on the toilet room to make it seems like he went in.
With little time to spare, Felli as fast as possible heads toward the exit to the room and silently as possible slips out the door without fully opening it. Hoping this went unnoticed, he runs down the hallway to the left and heads for the main office (D) slips in to it before the 'Vanish' spell ends.
He quickly looks around to see if the office is empty.
Stealth Check to leave room unnoticed (if needed): 1d20 + 7 ⇒ (19) + 7 = 26
If the main office is empty, will start to search the desk for information on their target as well as the passcode for the vault.
Perception (Search): 1d20 + 6 ⇒ (10) + 6 = 16

GM Nightfiend |

Galvar grins and nods when Solstice heads to the bathroom with Felli.
Once vanished, Felli will have enough time to quickly leave the lounge if he heads out immediately after the spell is cast. Felli will have three rounds before the spell expires. The first twenty minutes or so will go by without question. After twenty minutes, Galvar will want to check on Felli. That being said, I will call for a diplomacy or bluff check every twenty minutes that Felli is in the restroom. I will also give you updates when the twenty minutes is approaching. The DC for the check will start off at (DC 10) and will increase by 3 every check. A sucess buys you another 20 minutes. Note that there are guards moving about as well.

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"Poor Felli. I do hope he's making out alright in the restroom. It's too bad this fine stew upset his stomach," Serge says as he finishes off his bowl.
Is there any way we might slow down Galvar so that he isn't checking on Felli so frequently? Play cards? Make him recount a long story? Sing a song?

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Note: Solstice did not stay in the room. She just briefly checked it out and cast vanish on Felli, then left and closed the door behind her (after Felli left). In real life, my wife will check a bathroom out before she uses it. If it is not up to her standards she will hold it for as long as necessary until she can get to an accepatble restroom. Solstice is acting like my wife. :)

GM Nightfiend |

Is there any way we might slow down Galvar so that he isn't checking on Felli so frequently? Play cards? Make him recount a long story? Sing a song?
A minor distraction of this sort would be reflected as a diplomacy check after the first 20 minutes is up. For now no check is required.
Galvar shrugs when Fundir offers to start a game of cards. “Sure, but we will need to quickly put the cards away if my boss shows up.” Galvar slides a little closer to the table and prepares to play.
Felli moves quietly out of the room undetected. After exiting the room, he makes note of a couple guards moving through the area searching some of the common areas for contraband. After the spell ends, Felli notices that the general population doesn't seem to pay much attention to him. On occasion, a guard will pass by and nod in Felli's general direction. Felli begins to feel like the majority of the staff are acceptant to him moving through the compound freely.

GM Nightfiend |

Felli finds the main office unobserved for the moment, but finds the door secured with a heavy looking lock. The lock looks to be of average quality, which has seen a lot of wear. The door is a heavy, reinforced, oak variety with metal bars running vertically across the upper and lower portion of the door. A small gap between the bottom of the door and the floor has the smell of something smoldering beyond the door.

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Serge takes the cards from Fundir. "May I?" He spends a solid three minutes shuffling them in various creative ways, then offers the deck to Galvar to cut. "I once played this game called Emperor with my cousin, bless his soul, years ago. The way it works is ..." He gets into a detailed explanation of the game and its many rules.

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Interesting link.. I may try to figure out how to play that sometime!!
Fundir nods and hands the cards over to Serge. "I did not take you for a cards man.. Interesting.." he says in surprise.. almost outing the covert weapon of the gods.

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Keeping an eye out for any guards coming in sight, Felli pulls out his pick-locking tools and begins to work on the lock as he hopes the main office is empty and the smell is not caused by anyone.
Pick Lock: 1d20 + 10 ⇒ (16) + 10 = 26

GM Nightfiend |

Galvar sits back and tries to pay attention as Serge explains the game. “This game sounds difficult,” he says with an inpatient look on his face. After the first minute of Serge shuffling the cards, Galvar decides to invite a couple other guards to the table. During the long explanation of the game's rules, the cook begins collecting up his cooking supplies (Knowledge nature or profession cooking check will reveal more information about the cook’s ingredients) and cleaning up his mess. While the game begins, a number of the facility staff show up to take advantage of the free meal and begin to watch the game with increasing interest.
Felli begins working the heavy lock and eventually feels it give to his agile hands. After removing the lock, Felli casually slides into the office unnoticed.
(Room description recap) A smoldering fireplace illuminates this room, casting red light over a massive corner desk littered with disorganized papers. A seven-foot-tall statue of a four-horned fiend with a burning crown overlooks the desk from the corner.

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Closing the door behind him, Felli quickly moves toward the corner desk and starts looking for information on their intended rescue target. But while searching he keeps an eye out for the passcode to the vault.
Search: 1d20 + 6 ⇒ (20) + 6 = 26

GM Nightfiend |

First, he finds a copy of the Asmoden Discipline, bookmarked to a chapter on crime and punishment, which has a hand written note on it. Note (Linguistics check will reveal more information about the note.)
The second document is a twine-bound set of instructions for activating the prison’s soundproofing mechanism. The manual notes that the prisms emit light when active, and they create a wall of magical silence between any two prisms with an uninterrupted line of effect to one another. No sound passes through this border, but if an object, creature, or wall disrupts the border, the entire effect ends until the obstruction is removed. Attached to this manual’s binding is a key.
Third, is a letter addressed to the interrogator from the nail’s ranking officer addressing the declining efficacy of reports exposing political enemies provided by Zarta Dralneen. Letter
Forth, Felli finds a vial with a clear substance in it sitting on the left side of the desk.

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Despite the circumstances, Fundir is quite enjoying himself. These people aren't half bad.. Perhaps misguided, but much the same as Serge and the rest. In different circumstances, I could possibly even see us sitting around like this in the lodge.." Fundir, once so shy and standoffish, has learned a lot about humanity during these last few missions and the forced dependency upon his team. He feels old prejudices slipping slowly away, and he does not miss them, looking about at his friends.
Outwardly though, Fundir is laughing and cursing along with the rest as the fortunes change from hand to hand. He discovers Serge to be an intelligent and witty player, and Galvar a straightforward no bluff strength player. You can tell a lot about a person by the way they play cards..

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I hope he's finding something out there. I better be ready with a distraction in case its needed. But for now - just wait.
Solstice deliberately flounces herself into a seat to watch the game, knowing that she will soon be pacing nervously if she stays on her feet.

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GM Nightfiend, with te increased interest in the card game, would there be any chance Ederen could slip off to go look for Felli? What would I need to roll? Stealth?

GM Nightfiend |

GM Nightfiend, with te increased interest in the card game, would there be any chance Ederen could slip off to go look for Felli? What would I need to roll? Stealth?
Yes, with the distraction of the card game, stealth could be used to exit the room. The majority of the staff, which currently consists of Staff number: 1d10 ⇒ 4 (4) staff, seem not to care about the comings or goings of your group. Galvar on the other hand has been directly charged with keeping track of you. That being said, your stealth check will be opposed by his perception. If he manages to notice you attempting to slip out, he will likely check on the rest of the group to make sure no one else has wandered off. This may or may not, depending on bluff or diplomacy rolls, bring attention to Felli.

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Felli grabs everything he found and then heads for the exit but stops looking at the fireplace then back at the desk. With a wicked smile, he goes back to the desk, rolls up some papers to form a makeshift torch, then goes light it at the fireplace. Walks back to the desk and tosses the burning torch onto it.
Hopefully to be out before the fire truly sets ablaze, he goes to the door and cracks it open to peek out. He waits for it to be clear before stepping out and locking the door again.
He then casually but with some speed heads back to the party waiting for him. He cracks the door just enough to slip through, hoping not to be spotted by Galvar.
Stealth: 1d20 + 7 ⇒ (16) + 7 = 23
He walks up behind Galvar and acts like he has been there for some time.

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Guess I'll stay put then, as my Stealth is quite underwhelming :D
And Felli is back ;)

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"So, Felli, did you run out of paper"
She is trying to send him a secret message asking for info about any papers he might have found.
bluff: 1d20 + 9 ⇒ (16) + 9 = 25

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Sorry my scaly friend, of course.
Mia doesn't show it, but she is somewhat concerned.
Under a sneeze, she casts Message for the team..
Do not eat the stew, it is poisoned for sure. Its ingredients enhance the potency of a sedative poison.

GM Nightfiend |

Felli manages to exit the office unobserved and makes it back to the staff lounge without incident. Moments after Felli slides into the room, an alarm sounds out from a guard in the distance. “Fire! Fire!” The card game comes to a grinding halt as the staff rush out of the room to grab buckets.
Caught off guard, Galvar abruptly turns to the group and shouts. “Don’t just stand there. Grab a bucket and help with the fire!”

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Fundir jumps up from the table at the sound of the alarm, hand automatically reaching for his weapons. He looks quickly about the room, before realizing that something else is amiss. He starts as Galvar begins to call out orders, then heads out with the rest of the guards.
Given the opportunity, Fundir will melt into the mayhem, heading for the interrogation rooms. Using Aspect of the Owl, his stealth roll will be Stealth: 1d20 + 2 + 4 ⇒ (20) + 2 + 4 = 26.

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Felli jumps when Galvar yells fire, "What!"
Felli grabs a bucket and fills it with water and leaves the room, but in the confusion he attempts to slip away and head toward the archives.
Stealth: 1d20 + 7 ⇒ (17) + 7 = 24
Nice. Been getting some good stealth rolls.

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Ederen is not particularly happy with having to almost disappear in plain sight, but does his best going after the others.
Stealth: 1d20 + 2 ⇒ (16) + 2 = 18

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Serge drops his cards and jumps to his feet, glaring at Felli. Did he do this? He charges ahead with Galvar to help douse the fire, but his stomach is starting to feel off from the earlier ingested stew.
"Sorry Galvar, I'm going to lose my lunch, I've really gotta use the bathroom!" He rushes off.
Not being stealthy about this or even lying, Serge actually thinks he's going to throw up

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Solstice can't resist the irony and states, blandly but boldly, "So sorry, I have an intense fear of fire."
Perception: 1d20 + 0 ⇒ (1) + 0 = 1
The Ifrit does not have any idea where Fundir, Felli, or even Ederon went to, so she follows Serge wherever he heads, but then stops when he goes back into the bathroom.
What the...? Now? Really? She turns around, and sees that only Mia remains.
"Mia? Where did everyone go?"

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"The boys ran off...typical. We might have a word with our paladin friend about not leaving women lone in the face of impending danger."
Mia was somewhat joking, but she would feel safer in this place with some of the guys present.

GM Nightfiend |

Before long smoke starts to fill the facility while mass mayhem begins to ring out. Guards scurry about in an attempt to figure out where the fire is located, while inmates rush different exit locations. The sound of combat impedes the cries for help as guards try to maintain order.
During the chaos, Felli slides into the wave of guards and quickly finds himself in a sea of inmates as he makes his way to the archives. The inmates push and ram the rogue attempting to push by him and gain access to one of the exterior doors. It is clear that many of inmates are truly terrified. Out of the corner of Felli’s eye, he catches sight of a small group of inmates who are obviously using the chaos to plane something sinister. Eventually the rogue reaches the archives.
The Archives Hundreds of manuscripts and prison records fill this room’s shelves, many bearing labels such as “Accounting,” “Calendars,” and “Discharge Logs.” While tending to the documents, a young woman in scale armor glances up over a desk and directly over at Felli. “Hay! Is the fire close”? she says as she begins shoving a hand full of papers into a large sack. “I must secure these documents in case the fire makes it this fare.”
Shortly after Felli slides out of the room with a bucket, Ederen and Fundir hit the door and attempt to blend into the chaos. Unsure if they have been seen or not, both agents decides to move to the interrogation room. Much like Felli’s experience, Edrin and Fundir find themselves overrun by inmates attempting to find a way to safety. Among the turmoil Fundir catches sight of a couple guards being held down by a large group of inmates who are trying to wrestle keys from the men. Eventually Fundir and Edrin reach the interrogation room.
Interrogation room Barbed chains hang like streamers from the pyramidal ceiling of this large chamber. Several chains wind around the room’s grooved, bloodstained central column. Each corner of the room bears an iron statue of a regal, four-horned devil standing over a network of winches wound with the wicked chains. Light pours in from a dirty pentagram-shaped skylight set in the roof’s highest point, casting a shadow of Asmodeus’s unholy symbol crisscrossed with chains over the stone floor.
Four individuals are chained to the central column and appear to be in poor shape. Zefiro being one of the four, has obviously undergone tremendous torture and looks like he is barely standing. The other three, two wemon and a man, are in similar condition.
Back in the lounge, Serge begins to truly feel his stomach begin to feel upset. He things a bowl movement will help the situation. Outside of the bathroom, Galvar grabs a bucket and begins to head out of the room. “Are you coming?” He yells over to the remaining two wemon in the room.

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Felli drops the bucket and goes to help the woman shove the documents into the large sack. "We can't locate the fire and smoke is everywhere. The prisoners have somehow escaped too. I saw a large group just outside of this room in the hallway planning something. They were looking in this direction. Why I came in here. I'll help you and we can get out of here."
When it looks like she is done filling the sack, Felli will grab it and throw it over his back. "You lead the way. I'll be right behind you."
Bluff (if needed): 1d20 + 5 ⇒ (16) + 5 = 21
If Bluff works, he'll slip away into the chaos caused by guards/prisoners with the valuable sack and head toward the Interrogation Room.
Stealth (if needed): 1d20 + 7 ⇒ (11) + 7 = 18

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"There he is" - Ederen nods at Fundir - "And in a poor shape..." - he adds, moving to Zefiro to release him.

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Serge relieves himself while loudly shouting prayers to Ragathiel in an attempt to mask his flatulence and avoid embarrassment, yet at the risk of revealing his worship. When he's finished, he cleanses himself well and clears his throat, heading back for Solstice and Mia. "Sorry about that. I had to polish my armor..." He casts a downward gaze, not expecting anyone to believe him. "We should go after the others. They could be in trouble. I'll lead the way."

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Ignoring Galvar's call to help she replies to Serge, "Right. Lead on."

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Fundir nearly stops cold as he sees the inmates working over the guard.. then he continues on, praying the guard can survive until their exit. He skids into the room with Ederen, but holds his hand up to the half orcs chest and peers around the room quickly for any threats. His owl head swiftly changes to a falcon, helping him to see better.
Perception: 1d20 + 10 + 4 ⇒ (19) + 10 + 4 = 33
NICE!! Two in a row! Hopefully the dice gods stay with me..
If he does not see anything of concern or note, he and Ederen will move in and help Zefiro et al, but if he DOES see something, we will deal with that as it comes.

GM Nightfiend |

Galvar stops at the door and turns to the remaining group. “What’s the hesitation? I thought you were here to aid us. We need your help now! Grab a bucket and please come with me.” (If the remaining group wishes to be left behind in the lounge while Galvar tries to address the fire, I will need a Bluff or Diplomacy check at this time. )
Back in the Archives, Felli’s help is accepted up to the point that he attempts to carry the sack. The woman quickly grabs hold of the sack at the same time as Felli and seems relentless about taking charge of the documents. “Are you new here? I don’t think I have seen you around before. You don’t seem like our usual cut of guards.”
With the mass of commotion Fundir and Edren seem unobserved. Holding a hand up, Fundir stops Edren from moving further into the room before he has had enough time to inspect the area. From the door Fundir notices that the chains that are spread thought the room seems odd. It almost looks as if they are attached to a mechanism of sorts. From the front door it is hard to determine the exact nature of the device, but the situation makes the hunter’s skin crawl. (Fundir will need to move into the room and up to one of the statues to get a better understanding of the chains and what they do.)

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"No, really, I'm deathly afraid of fire. I won't go near it. How about I go and help the evacuation and help keep order?"
Bluff: 1d20 + 9 ⇒ (17) + 9 = 26