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Sounds like a plan. If it suits, I'll do a gather information check to see if any locals were ever in the prison.

shaventalz |
After getting turned around and a little lost in the streets of a foreign city, Trokkus lurks in an alleyway near the tavern where they met their contact.
I'm still here--I'm just not sure what to do, so I figure I'll stay out of trouble until needed :)
Two things.
First, can anyone cast Message? Might be useful for actually infiltrating the prison.
Secondly, Granny has a couple of buffs to throw at people. Probably should have done so before Team Sneak Thief went off, but I'd forgotten about those preps for a bit.

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We have message covered for when it comes to the prison piece, at this point the sneaky kids are just gathering stuff for us - when we hit the prison as a group we will probably need our prep sorted - especially as it involves guards and undead etc.
"Most of the spells I have prepared are of the "hours per level" variety. Including, sadly, Nature's Paths. I thought there was supposed to be some early travelling, but we did that by box text."
"False Life and an 80-minute Heightened Awareness for me. Pass Without Trace and Nature's Paths for the group. I considered Barkskin, but there wasn't time for much discussion and we didn't know anything about where they are being held, so I prepared Warp Wood and Stone Shape instead."
Granny consults her list briefly. "Oh, I also have one casting of Heroism prepared. Who wants it?"

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between Trokkus, Kahwen and Percy...they have some lower saves...and since we don't know what we're up against...tough call...
Out of that list, I'd probably lean towards Kahwen. Trokkus has good Fort and Will, Percy has Will, but Kahwen has neither. Putting it on Kahwen would also buff his attack and Acrobatics, unless he's got a conflicting bonus already.

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Kahwen IMO :)
I'll also throw in a communal Delay Poison.
Also, if you get hammered by Fear I will have Boffins chase you down, just elect to fail the saving throw from the happy-gas...
Breath Weapon (Su)
5-foot cone, euphoria for 1d6 rounds, DC 12 Fort negates. Creatures affected by euphoria are staggered, sickened, and immune to fear effects for the duration. A faerie dragon can use this breath weapon once every 1d4 rounds. The save DC is Constitution-based.

shaventalz |
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Also, if you get hammered by Fear I will have Boffins chase you down, just elect to fail the saving throw from the happy-gas...
Breath Weapon (Su)
5-foot cone, euphoria for 1d6 rounds, DC 12 Fort negates. Creatures affected by euphoria are staggered, sickened, and immune to fear effects for the duration. A faerie dragon can use this breath weapon once every 1d4 rounds. The save DC is Constitution-based.
Faerie Dragon is not for everyone, and is not legal in certain countries. Side effects are rare and generally mild. Consult your cleric before taking Faerie Dragon.
Boffins! For a brighter, more cheerful you.

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what do you guys think...go after the other gardener and see what we can find out or go back to the others/
"Sorry, but I can't hear you from all the way over here." Granny gives you a wink.
"I don't expect to get anything else very useful (like specific undead monster names) from the Pharasmans. I think Percy and Trokkus found out that the one named Gardener we know about works long shifts at the prison, so we probably won't be able to get in as him. Maybe that nameless guy you somehow lifted the keys from?"

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It's also worth mentioning that Granny isn't particularly stealthy, nor does she have any training in picking pockets. She's got a single scroll of Invisibility for getting into the prison, but it wouldn't last long enough for some kind of intelligence-gathering sidequest.
What's the area around the prison like? It's actually in the city, right? Natharanak will probably sit outside and keep watch (since he doesn't have a lot to do in battle). If they start trying to block us in or sneak up from behind, Granny's empathic bond should pick up the change.

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Getting back together and sharing what we've learned might be a good step towards figuring out a plan.

shaventalz |
24-hour magic mart? Well then Granny picks up three scrolls. Consecrate for this mission, Invisibility in case we need another cast (or to replace the one she's planning to use), and See Invisibility because she's only got one.
For reference :
Death Ward. Single-target, and probably lasts for 7 minutes/cast. On the witch and paladin lists (plus others), but not Granny's lists.
Ghost salt weapon blanch. Enough for 3 melee weapons (only the first attack) or 30 arrows.
Phylactery of positive channeling. Extra 2d6 when using channel positive energy.

shaventalz |
GM Qstor wrote:what next?The other guard it seems :)
Which "other guard" are we talking about? The one named Gardener we know about (Estienne) is apparently currently working a long shift in the prison. Did I miss (or misunderstand) something?

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Lord Sinclair 'Percy' Blakros wrote:GM Qstor wrote:what next?The other guard it seems :)Which "other guard" are we talking about? The one named Gardener we know about (Estienne) is apparently currently working a long shift in the prison. Did I miss (or misunderstand) something?
Maybe he means the guard the keys were lifted from?

shaventalz |
Do we want to throw a Knowledge (Local) check at narrowing down where Estienne's family is (or where they might be kept if they were well-treated hostages)?
Still not sure how long it is until the scheduled executions, and I don't think we really have a plan on how to get into the prison yet.
What is the prison made of? Wood, stone, metal, something else? Did we hear anything about any defenses built into it when it was a debtor's prison, or added afterwards? Did Team Sneak spot any guard posts we'd need to avoid, or possible approaches? Are we talking "walled prison with a hundred feet's worth of empty space all around", or "solidly-built building on an otherwise-normal block"?

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I know what you mean, but we've raised the issue a couple of times and haven't gotten any word that we're on a clock per se, so I figure the gather info check is a direct way to sort out whether there are hostages or not. If not, we can concoct a plan for the prison.

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the family is still in the city near the west part of the town. Did you want to go and talk to them? Sorry for the delay was sick over the weekend
Granny is in favor of at least checking in on the family, if we think we'll still have plenty of time to get in+out of the prison afterwards.

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sorry the "clock" is ticking. It's getting late in the date and the executions are scheduled tomorrow. You might have barely enough time before it goes too "late" I'll just say so as to not misdirect you. There's NO in game benefit from finding the family
That decides that, then.
What do we know about the prison's layout or construction? I'd like to know the answers to the questions I posed in this post, so we can plan something.
Granny is using the wind spirit today, and took the Clairaudience/Clairvoyance-as-standard-action power. So she's got 8 rounds of scouting if we need it. She's also got stone shape and warp wood prepared, if we need a less-messy hole.

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Just an early heads-up that on Friday I'll be away on the interesting sequence of a camping trip followed by a casino trip. I'll then be back on the following Wednesday. Please bot me as necessary--thanks!

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GM Qstor wrote:sorry the "clock" is ticking. It's getting late in the date and the executions are scheduled tomorrow. You might have barely enough time before it goes too "late" I'll just say so as to not misdirect you. There's NO in game benefit from finding the familyThat decides that, then.
What do we know about the prison's layout or construction? I'd like to know the answers to the questions I posed in this post, so we can plan something.
There's one entrance and you have the key. The map is on slide 2 here you don't know the internal layout. You're guessing the gardener you've heard about is inside and has been working long hours. You also know there's undead inside and they're haunting the place. There's no guard posted outside. You also know the final blades used for the executions are stored inside. That's something you picked up. Although there's no guard near the door the guards do a route around the building that takes 30 minutes.

shaventalz |
Granny Cheechatkae wrote:There's one entrance and you have the key. The map is on slide 2 here you don't know the internal layout. You're guessing the gardener you've heard about is inside and has been working long hours. You also know there's undead inside and they're haunting the place. There's no guard posted outside. You also know the final blades used for the executions are stored inside. That's something you picked up. Although there's no guard near the door the guards do a route around the building that takes 30 minutes.GM Qstor wrote:sorry the "clock" is ticking. It's getting late in the date and the executions are scheduled tomorrow. You might have barely enough time before it goes too "late" I'll just say so as to not misdirect you. There's NO in game benefit from finding the familyThat decides that, then.
What do we know about the prison's layout or construction? I'd like to know the answers to the questions I posed in this post, so we can plan something.
No windows, then? Any openings, even if too small to get through, would be useful for Granny's spirit-based scouting.
What are the walls made of?
Is it close to other buildings, or off on its own?

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the door the guards do a route around the building that takes 30 minutes.
No windows, then? Any openings, even if too small to get through, would be useful for Granny's spirit-based scouting.
What are the walls made of?
Is it close to other buildings, or off on its own?
Sorry in the scouting you noticed that there's barred windows, "small" on the walls about eye height like 6' or so.
The walls are made of thick bricks and morter. The prison is in the warehouse district and there's other buildings like 70' away from the prison on all sides.

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Sorry in the scouting you noticed that there's barred windows, "small" on the walls about eye height like 6' or so.
The walls are made of thick bricks and morter. The prison is in the warehouse district and there's other buildings like 70' away from the prison on all sides.
Good enough, thanks.
Granny's ability only requires that there be some path at least 1" wide, can explicitly go around corners, and it's got a range of 720'. If we get vaguely near-ish, Granny can peek through those windows and get us a better idea of the interior layout. Might even get lucky and spot the Gardener and any guards he has.
Buildings 70' away should give Natharanak a convenient place to roost while watching for signs we were spotted.
Brick-and-mortar construction is annoying; I doubt stone shape would do anything meaningful there.

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Hallow can't support Detect Scrying, so that's less likely to be an issue. It can support Detect Magic, but that would be an issue once we get inside no matter what.
Granny has 8 rounds of claraudience/clairvoyance. Depending on where the windows are, I'd guess we can get a good look at everything with maybe 6. Starting with the corners would give us the front hall, a room, the cells, and another room. That might be enough right there, or Granny can put a second check partway down the hallway or the cell block. Again, dependent on window locations, but the corners seem like a good place to start without knowing anything of the interior.
T10 Perception for Granny is 24. If anyone happens to be looking just above the window when she takes a peek, the scrying sensor can be noticed with a DC23 Perception check (and don't forget any Perception penalties for distance, unfavorable conditions, distraction, and what-have-you.)
Jory offers mage armor charges to any who need it.
So four from your wand and three from mine? That would get everyone (including Boffins but not Natharanak, who's staying outside.)

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no mage armour for me.....have shield though...
Not even to protect against the incorporeals that the Pharasmans think are in here?

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Natharanak Phlegethoth wrote:Natharanak flies to a rooftop facing the prison's front door and perches in the shadows.he doesn't notice anything
That's fine. He'll hang out there until until we leave, watching. Always watching.
He knows where the boat is. And if they start sending reinforcements in the front door? That would be alarming... and his empathic link with Granny would let her know something's up.
sorry missed the detect magic Rallas notices two strong spells on the BUILDING dimensional anchor and magic circle vs good
So does that mean the building can't teleport? Or that nothing in the building could teleport? I'd assume the second, but this is Pathfinder we're talking about, so it could be Blakros Museum 2.0.
The spell specifically does not prevent affected summons from disappearing when they're done, but I assume this prevents the use of summons while inside?
@Granny sorry what corner? We'll assume North is UP on the map
Start with southeast and work counterclockwise. I don't know where the windows actually are, so I can't be more specific.

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yeah summoning is prevented inside the dimensional anchor.
Spirit sees the following in the windows:
bottom right - empty office
top right - empty prison cell
bottom left empty hallway
top left - empty room with ledgers and a long counter.
Is the whole prison well-lit, as far as I can tell? Or do they have most of the lights off?
Bottom-right is empty, so whoever's in charge here is on duty. Might be a good spot for information, if that's what we were here for.
Does top-right see anyone in the cell across the aisle? Assuming those broken lines on the front of the cell are bars, of course. And if they are bars, spend another use to put a sensor at the ceiling just outside the cell, marked in blue on the map.
Top-left is empty? Are those barred doors on the east and south? Can I see anything through them? If they're barred, spend another use to put a sensor just inside the east-facing door, at the ceiling (marked in green on the map).
Bottom-left is empty in both directions? Spooky. Is this window far enough south (and the lighting decent enough) that I can see the gaps in the northern wall that would indicate other rooms? If so, spend another use to put a sensor at the ceiling of the south wall, at the position marked in red on the map. That should get most of the first two side rooms, just to see if there's anyone in there.

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Is the whole prison well-lit, as far as I can tell? Or do they have most of the lights off?
Yes the lightning is fine.
Bottom-right is empty, so whoever's in charge here is on duty. Might be a good spot for information, if that's what we were here for.Does top-right see anyone in the cell across the aisle? Assuming those broken lines on the front of the cell are bars, of course. And if they are bars, spend another use to put a sensor at the ceiling just outside the cell, marked in blue on the map.
No the top right can't get a good angle to the other cell.
Top-left is empty? Are those barred doors on the east and south? Can I see anything through them? If they're barred, spend another use to put a sensor just inside the east-facing door, at the ceiling (marked in green on the map).
yeah they're barred doors like in a prison.
Bottom-left is empty in both directions? Spooky. Is this window far enough south (and the lighting decent enough) that I can see the gaps in the northern wall that would indicate other rooms? If so, spend another use to put a sensor at the ceiling of the south wall, at the position marked in red on the map. That should get most of the first two side rooms, just to see if there's anyone in there.
yes it's empty in both directions. Through the red "one" granny sees the guards seated around a table playing dominoes and one is whistling and one looks like the guard ESTIENNE

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Granny Cheechatkae wrote:yeah they're barred doors like in a prison.
Top-left is empty? Are those barred doors on the east and south? Can I see anything through them? If they're barred, spend another use to put a sensor just inside the east-facing door, at the ceiling (marked in green on the map).
So does Granny see anything from the sensors she places at green and blue? Assuming the bars are at least one inch apart so the wind can slip a sensor through, that is.
yes it's empty in both directions. Through the red "one" granny sees the guards seated around a table playing dominoes and one is whistling and one looks like the guard ESTIENNE
Wait, the guards are actually in a position to see anyone passing through the main hallway? Next we'll find out there's actually someone at the front desk watching the only entrance or something.
Prison guards in an RPG actually doing their job. Crazy.

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"Oh, one other thing. Boffins, were you coming in for the prison break, or were you going to stay outside like Natharanak?"
Granny pulls out an old, well-used wand. "If you're coming with us, I'd like to loan you my old wand of magic missile. It's not powerful, but it is reliable."

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Either I'm getting rusty and need some practice, or it's time to retire.... the elf says sheepishly after his lackluster efforts at his craft.
That is worrisome...if they can't control these creatures, they could be a sever problem...
"Dear, we're all grown Pathfinders. You know as well as I do that they're right here and they're going to be a problem."
She pauses, considering, before adding "You have looked up, to make sure they're not just staring down at you from the ceiling, right?"
Still no idea what's on that note, or that they even found one. Perfectly happy letting the sneaky types be the ones to rummage through the desks.