Wade Willhelm v2
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yes, all while listing closely to the guards, take 20 perception if possible, trying to get a grasp of how professional they are, and how many of them there are
| DM Repentance |
Anyone having a closer look at the veil sees several patterns embroidered onto it. See map
Kana discovers the veil is certainly magical.
2 Daggers.
1 Bullseye Lantern (full, lit and shuttered)
50ft. of Hempen rope.
1 Masterwork Thieves tools
1 potion of Cure Light Wounds
100 gold pieces
1 unholy symbol of Asmodeus
1 Sack/pouch containing clothes and components/reagents
1 Window (can be placed on walls to create an opening 2ft. by 4ft.)
As you plan the guards check in every now and again in what you think are one or two hour intervals. Talking quietly brings no attention from them.
“That Blackerly is a damned thief! That game was
rigged last night!”
“If it’s rigged, why do you keep going back to the gatehouse
then?”
“The beer’s passable.”
A laugh is heard. “Drinkin’ on duty! Damn, this place
has gone to hell. Captain Callidan would have never tolerated
that crap. That’s for sure!”
“Captain Callidan … he left, what? Two years ago?”
“Almost three and since then the place has been straight
down the shitter. That old wizard never leaves his tower.
He stays up there reading his books and petting his owl!”
“Petting his owl? Is that what they call it these days?”
The guards enjoy a bit of a laugh.
If you are waiting for midnight then I will fast forward till then. If you try to contact whatever is in the reinforced cell I shall resolve that first THEN fast forward to whenever you say you think is the best time for the escape plan to go ahead.
Profession(Soldier): 1d20 + 7 ⇒ (11) + 7 = 18
You surmise correctly that this prison can hold upto 40 guards and several servants. You cannot be certain how many actually populate the prison currently but from the state of things you have observed and overheard it is likely that the prison is not fully stationed like it should be. You also know that the guards rotate every 8 hours as standard military procedure for such installations. At midnight, 8am and 4pm. If you wait till they rotate again you will know it is midnight and will have maximum time to escape. Providing no alarm is set off of course.
| Kana Cherryblossom |
Spellcraft: 1d20 + 5 ⇒ (14) + 5 = 19 Arrgh someone aid another please.
Probably breaking the chains and manacles is very loud and attracts a lot of attention. I don´t want to be clubbed or shot in this cell. We need a trick to lure them in or close enough. Also to send them to sleep i must see them and be close enough.
By the way, this thing here is certainly magical and i´m sure it can help with getting out of here.
Avyanna Maeve
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"What I thought might be another thing we could add is knocking out a guard that is the same size and gender, then switch clothing, disguise the guard as ourselves and tie them up in our place."
She shifted uncomfortably.
"Now, obviously this won't work in my case. I'm far too... unique. But the four of you should be able to do so, with the first bring back others. And a four man escort sounds reasonable for a prisoner. We might just be able to walk to deserted area and then I'll disguise myself as one of them there."
"Of course, this depends on peoples acting and disguise skills... though even if just one of us could pull it off and cause a commotion else where, the diversion would be worth the risk."
Also, with the post were Avyanna was going over all the idea that we'd come up with, I was hoping to be told which ones were good, bad, neutral etc because you mentioned a player with a Wis of 12 would be able to tell a good idea a part. Since Avyanna has 14, was hoping for some feed back on our plans
| DM Repentance |
I meant that you would know that it is better to have a proper plan than everyone finding out how they can get out without knowing what to do next. Sort of obvious stuff but I just wanted to give you guys a pointer. I won't be telling you how to escape or what plan is better, that is for you guys to work together to figure out :)
Tip: Aid Another on the spellcraft guys!! *looks at wade who has spellcraft trained luckily*
Also, making the Arcana DC I will give an extra hint
| Cole, Warpriest of Asmodeous |
So that thing is magical then what does it do? Look the guards just changed that means when they change again it should be midnight. We go then. This place can station up to 40 guards but based on what I saw coming in and how the men act and talk I am guessing there may only be half that here if not less. This is good for us. Avyanna you are correct I just thought it would be assumed we would disguise and outfit ourselves with the spoils of the fallen. Now a ruse in disguise might not get us pass them but it could get us close enough to surprise the others. Now can everone see in the dark or no? I would suggest getting some sleep as we may be up all night on the run.
What can Cole see of the ohter cell? When you say reinforced you mean its walled instead of bared? Is there a window in the door or any opening.
Pssstt!! Is there anyone in there?
| Kana Cherryblossom |
I can´t see in the dark, but else i can probably see better than you. Mh, the embroidery on this veil is very unusual. A lantern, a sack, daggers, a window,...there must be something to it that would help us escape somehow.
| DM Repentance |
No windows or anything to see in before the door is opened. The walls are concrete built around the iron bars(hence reinforced). Thus the prisoner would not be able to see out either.
After several tries of whispering as loud as you dare to get the attention of the mysterious prisoner you hear muffled sounds accompanied by chains dragging. After about 15 seconds you hear a low grumbling voice ask in common, "Who's out there? How you get in here?" He seems to be speaking quietly also.
| Kana Cherryblossom |
Only six pour souls condemned by Mitra waiting for the hangman´s noose or what they got in stock for us, yet still hoping for a twist of fate. Who are you and why are you in this luxury appartment?
Wade Willhelm v2
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After being handed the item he also tries to determine it's properties Spellcraft aid: 1d20 + 6 ⇒ (2) + 6 = 8Perception: 1d20 + 7 ⇒ (9) + 7 = 16
spellcraft: 1d20 + 6 ⇒ (19) + 6 = 25
| Fletch Two-Fang |
I cannot see when there is no light but I need only very little to be able to see well.
Spellcraft Aid Another: 1d20 + 9 ⇒ (3) + 9 = 12 For identify check.
An ogre...hmmm. Perhaps with our powers combined...?
| Kana Cherryblossom |
So you have any idea what to do with that veil? I guess the oger can´t break out there by himself. We would have to free him, but first we still need to free us.
| Declan |
It had taken ages to her, but she could finally talk once the guards brought them water, sometime that afternoon. Used to being quiet, Declan did not say much, and only listened to the others, gauging them. She was most certainly interested in getting out of here, with or without the others, but she was definitely aware that they had more of a chance together. "I don't need light, but what plan has been settled on?"
Now that her voice was not a almost hoarse whisper, it was almost warm, though it held a sullen and resigned edge to it. Freeing the ogre was most certainly a bonus in whatever plan they may have, and it may even be possible that they could get out quietly--Halting that thought, she doubted that they could make it out of here, let alone quietly with an ogre helping them.
She was not going to be picky however.
| Fletch Two-Fang |
How many of you have figured out what this is already? I won't say what I think it is but I'm pretty positive I know...and I love the concept!
Grumblejack, how'd you wind up in here? We've each shared our story how about you share yours?
Wade Willhelm v2
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Wade holds up the veil muttering "useful indeed", he pulls out the material component pouch and then relates to the others what is in the veil
| Fletch Two-Fang |
I raise an eyebrow. Thieves tools? I should be able to get the lock with that. I have had some practice breaking into my mentors spirit cabinent and some of the orderlies lockers. The locks here don't appear too different.
Let's figure out the best time to escape. We need a plan after we get past these walls. Does anyone remember the layout outside?
INT check to remember layout: 1d20 + 5 ⇒ (13) + 5 = 18
On a side note, I get a racial bonus to perception checks "at night". As this stems from my were-bat heritage may I take that to assume I gain the bonus whenever my environment is sufficiently dark? Such as now in this windowless dungeon?
Wade Willhelm v2
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"I think we should work on getting a few of us unbound before we pass out weapons, does anybody think they could get out if they had some water to lubricate themselves, or some oil from the lamp perhaps?"
| Kana Cherryblossom |
As far as i saw there is a lockpick on that veil. Anybody has some experience with picking locks? I guess that would be safest. Water as a lubricant...interesting.
| Fletch Two-Fang |
Absolutely, sweetheart. I begin to grin as I realize something else. About that Bullseye Lantern...anyone here loathe to part with it? Assuming I can find a proper receptacle I could juryrig a small explosive device to aid in the escape.
Craft (Alchemy): 1d20 + 10 ⇒ (14) + 10 = 24 To judge by the picture if I can convert some of the fuel from the lantern into a small explosive.
| DM Repentance |
"You help me escape? Good. I crush stupid hoomin guards. Then we be free. You have a plan? I am chained and weakened by drugs. Can't escape. Stupid hoomins found Grumblejack on the moor. Minding my own business eating a traveller. Killed three of them" another rumble. "Then they brought me here and I killed two more before they chained me. Stupid hoomins let me live. Now I crush em." A thump on the stone floor.
The hours pass slowly and the light level stays the same for all the prisoners. The guards do several patrols during their time on watch to make sure all the prisoners are behaving.
Wade took the sack out so he will have to make stealth rolls for it not to be noticed. others may aid. you must beat both checks.
Patrol 1: 1d20 + 2 ⇒ (15) + 2 = 17
Patrol 2: 1d20 + 2 ⇒ (4) + 2 = 6
Fletch you remember being led down a long hallway then up the stairs to be branded then thrown in here.
Wade Willhelm v2
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I sit on it.... Do they pay that close attention? If so why didn't they notice the cloth? If they get close I shall bluff them attempting to tell them it's just dirtstealth: 1d20 + 3 ⇒ (14) + 3 = 17
| DM Repentance |
In the interest of getting you guys moving I will roll the aid for them. Stealth Aid (Cole): 1d20 + 1 ⇒ (13) + 1 = 14 A pass. You guys are clear.
Luckily the sack is kept hidden and the guards do not notice anything out of the ordinary. You wait and listen and refine your plan when finally, you can hear the guards being replaced. It must be midnight. Do you act now? Surely there is no time more fitting.
Wade Willhelm v2
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"does anybody want water to help them slip out or a weapon, cole could you help me out?
str check to burst the manicles: 1d20 + 4 ⇒ (9) + 4 = 13 presumably +2 from aid another, each roll is 12 seconds, that being one round casting guidance, one round of trying to burst it
str check to burst the manicles: 1d20 + 4 ⇒ (20) + 4 = 24 presumably +2 from aid another
Avyanna Maeve
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"Wade, I know you're enthusiastic, but we have a lockpick, someone who knows how to use it, and a good hour between patrols."
She turns and looks at him gently.
"So lets save the smashing and breaking for after we are all free. Then you can go crazy with the ogre. You may not manage to escape by drawing such attention, but it will be fun for the rest of us to watch as we sneak away."
She turns to look at Fletch.
"How long do you think it would take you to free yourself and then the rest of us? We shouldn't rush. If you don't think you can get us all free within the hour, then I propose you free as many as you can, then figure out how to make it look like you are still bound. If we begin at midnight, then we should simply aim to be free and out of Branderscar before first light. I, too, can see in the dark, though low-light is still limiting."
She looks at the manacles that bind their feet.
"We should consider taking these', she indicates their feet,'with us. If Kana and I can incapacitate the soldiers, then we should have something to bind them. The rope is too weak to use as a bind, but could be useful for something else."
Local Knowledge check to see if Avyanna can remember anywhere in the are they can lay low, or any local lore/myths/legends that could be useful.
Local Knowledge: 1d20 + 5 ⇒ (13) + 5 = 18
| Fletch Two-Fang |
If I hurry, it'll take me a couple minutes tops to get each of us free and get the cell door open. That's assuming the door lock is as simple as these manacles. Be prepared to lock ourselves back up quickly if they make a surprise round.
I take the MSW lockpicks from the veil.
I am still in Bestial Form so I am at DEX 17 atm.
CRB says if it's a simple lock it takes 1 round per attempt and DC 20. If these are different please be sure to let me know. Assuming they are here are the rolls...
Disable Device: 1d20 + 9 ⇒ (10) + 9 = 19
I resist cursing under my breath as I pull on the manacle a split second too soon.
Let's try that again.
Disable Device: 1d20 + 9 ⇒ (11) + 9 = 20
In a whisper to my newfound comrades: Got it, the little bugger.
Waiting on DM confirm (?) before I free the rest of you guys.
| DM Repentance |
At the noise made by Wade's first attempt the guards are drawn into the room.I'll let you take back that second roll of you want. If you proceed with it you will break your hands free. But then the guards will definitely see your efforts. Be smart guys. If you mess things up I'm not going to let you get away with much. Time is on your side at the moment.
Wade Stealth: 1d20 + 3 ⇒ (18) + 3 = 21
Guard Perception: 1d20 + 2 ⇒ (11) + 2 = 13 dam. lucky.
"Hey! This is your last warning. Next time I'm gonna come in there and show you what happens when you disturb my peace and quiet!" He eyeballs all you all before walking out once more.
Once he leaves Avyanna gives her advice and Fletch gets to work. You can tell you are really close on the first attempt but the lock just doesn't open. You get closer on the second attemp but even with magical guidance it still seems to evade you.
Being shackled gives you -2 while the masterwork tools give +2. Effectively cancelling each other out. So you are at +7(+8 with someone's guidance), unfortunately not quite enough. Keep trying.
Wade Willhelm v2
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"very sorry, sirs, but we are tired and are attempting to get comfortable in these heavy chains which is difficult"bluff+guidance as it was not expended on the breaking the chains take ten to be safe: 10 + 11 = 21
| Fletch Two-Fang |
*sigh* I start back to work again methodically, intent on my freedom.
D. Device #3: 1d20 + 7 ⇒ (10) + 7 = 17
D. Device #4: 1d20 + 7 ⇒ (10) + 7 = 17
D. Device #5: 1d20 + 7 ⇒ (15) + 7 = 22
The click of my manacles snapping open is a welcome sound.
Ok I can get the rest of you out but is this really the best time for a breakout? I mean we don't even have a plan...
Give me yea's or neigh's everyone. We busting out on a wing and a prayer? Or does one of you diabolical despoilers have a cool Master Plan? If you don't have one that's cool I prefer thinking on the run anyways.