
Javell DeLeon |

I asked the DM about taking 20. No can do.
Welp, that answers that question then. :P I was thinking it probably couldn't be done but I just wasn't sure.
Unless I missed it, Take 20 has been requested but it seems like there is a consequence mechanic for failure that requires repetition.
Now that you both mention it, I do vaguely remember that being asked now. That's my bad. I had forgotten about that. And the whole "consequence" bit was something I was wondering about as well. I guess I was figuring as long as they weren't "trapped" we'd be fine. *shrugs* But I guess that's where the "noise" comes in.
Makes sense.

Rendylyn the Red Waif |

I suspect that guards who unchain prisoners that roll well on Intimidate don't last long in this high security prison, for Darwinian reasons.
There are other things we can try once the guards have left. For example, we can check to see what else the veil has to offer: The other potions might be useful, and who knows what is in the sacks?
But I really think just making a whole bunch of Disable Device rolls in a post is the way to go. How noisy can picking a lock be? The sound of a prisoner snoring would probably cover it up.

Treesa Lore |

It does bring up a good point. Once he picks the first lock or gets himself free he has to decide who is the most important to free next. He will almost certainly fail again and summon the guards before he gets all of us free. And the guard that stays to the back has the signal horn. He has to be silenced or he'll summon reinforcements and put the whole place on alert. Does anyone have access to ranged magic that could kill that guard before he blows the horn? Or some way to silence him?
Note: I don't, even with components for any/all of my spells.
Interesting thought. Is there any way to muffle the sound?

Javell DeLeon |

Javell DeLeon wrote:Well, to be fair, this was a 3rd party dude who wrote it in his basement with his buddy. So... the whole linear module bit wouldn't really surprise me.That's funny. I didn't know that. Bless the AP writers!
Yeah, it's pretty amazing. They actually finished this AP. They started another called, "Throne of Night". A dwarven one that takes place underground.
They got Kickstarter money for it and everything. Did the whole bit. Unfortunately, they finished Book 1 and just vanished. And I don't think anybody who contributed to the Kickstarter got their money back. Very disappointing deal. Especially after doing so well with WoTW.

Rendylyn the Red Waif |

Rendylyn has options, even chained. Command, Forbid Action, and Murderous Command all could stymie the guard with the horn. But it's all moot until we get some of our folks free.
I am as eager to plan as you folks are, but I'd really prefer to do it in character. Let's pick this up in Gameplay when the guards leave.

Kid Vicious aka "The Falcon" |

I have to think that if the veil had any other useful means to escape, GM would have pointed it out by now. I asked what the potion is and we know it's CLW. To make use of any of it requires first that the lock is picked.
Treesa makes an excellent point, but it's starting to feel like a Zeno paradox. There's a need to balance the circumstances of the prison cell against the fact that we are intended to escape from it.
I also feel like this could take a while. We've already been in this cell for 10 days, real time. If the punishment for failed pick attempts is a beating then we could certainly batch those along with Dargon's rolls.

Javell DeLeon |

There are other things we can try once the guards have left. For example, we can check to see what else the veil has to offer: The other potions might be useful, and who knows what is in the sacks?
But I really think just making a whole bunch of Disable Device rolls in a post is the way to go. How noisy can picking a lock be? The sound of a prisoner snoring would probably cover it up.
I would have to agree with this. I think DD is the way to go. I'm not sure of any other option at this point. At least, none that has presented itself to be a "safer" option.
It does bring up a good point. Once he picks the first lock or gets himself free he has to decide who is the most important to free next. He will almost certainly fail again and summon the guards before he gets all of us free. And the guard that stays to the back has the signal horn. He has to be silenced or he'll summon reinforcements and put the whole place on alert. Does anyone have access to ranged magic that could kill that guard before he blows the horn? Or some way to silence him?
Hopefully, it doesn't summon the guards. But I'm guessing that's a chance we're just going to have to take at this point. I guess, anyway. *shrugs*
Ah, the joys of escaping prison. Why is it so difficult? I mean, c'mon! ;P
No magic here. If bullhorn guy goes off, then we're in big trouble. We've got to make sure they're nowhere around - if that's possible - when we escape. Because we've got no weapons, for the most part. The monk can't fight everybody - even though he wants to. ;)

Rendylyn the Red Waif |

No magic here.
Are you saying we shouldn't use magic, or that magic doesn't work here? We're chained up, so most spells are off the table, but there's no antimagic, or we wouldn't be able to use the veil. Spells without somatic components, spell-like abilities, and supernatural abilities (like Treesa's hexes) should work fine.

Javell DeLeon |

Oops! My bad. What I meant was, Morthos has no magic capabilities. Sorry, I wasn't real clear with that.
It was in reference to this(which I should've pointed out in better fashion):
Does anyone have access to ranged magic that could kill that guard before he blows the horn?

Posh Stemtimple |

He finished the first two books, actually. And then released a bit of a “here’s where I was going with this” document, and some art. What he put out was pretty good. I backed the KS.
Kid Vicious aka "The Falcon" wrote:Javell DeLeon wrote:Well, to be fair, this was a 3rd party dude who wrote it in his basement with his buddy. So... the whole linear module bit wouldn't really surprise me.That's funny. I didn't know that. Bless the AP writers!Yeah, it's pretty amazing. They actually finished this AP. They started another called, "Throne of Night". A dwarven one that takes place underground.
They got Kickstarter money for it and everything. Did the whole bit. Unfortunately, they finished Book 1 and just vanished. And I don't think anybody who contributed to the Kickstarter got their money back. Very disappointing deal. Especially after doing so well with WoTW.

Javell DeLeon |

He finished the first two books, actually. And then released a bit of a “here’s where I was going with this” document, and some art. What he put out was pretty good. I backed the KS.
Really?! Wow. I did not know that. That is cool. The last I heard, the dude vanished. Of course, that was a heck of a long time ago.
Thanks for the clarification! That is interesting to know. I actually played Book 1 on here. It was pretty good.

Rendylyn the Red Waif |

The Branderscar Cell map shows us in one barred cell of a cell block, Dargon, with the guards on the other side of the door to the cell block.
(If you read the map's scale very literally, the bars are 2 feet in diameter and six feet apart, which I feel would amuse Posh greatly.)

Rendylyn the Red Waif |

I'm not the GM, but the map shows solid, stone walls in other places, so I'm reasonably confident that the cells have 'walls' of floor-to-ceiling metal jail bars, as in your picture #1.
Otherwise, we wouldn't have been able to see the guard who remained standing by the door from our cell block to 17 when the Kid got his beating. There are solid walls between our cell block and 17, which is where the guards are stationed.
I can't be sure about the illumination, but since there are no windows shown, I assume the only light filters in from 17.

Javell DeLeon |

That's right! Okay, I gotcha.
So, with the walls being that way, and with no windows, then I'm guessing WE can't be seen because we're too deep within the cell(barring torchlight, of course). I'm just curious as to how far they can see within the cell if they peer through the bars.
Plus, with the walls being that way, I'm not exactly sure where Dargon is going to hide.
Because the guard is about to walk in. (At least, that's what I'm interpreting by FairyGM's post. I could easily be wrong).
And just for the record, I'm just wanting to clarify this so I can post accordingly. I would hate to say, "Hide Dargon!" when there is literally no place for him to hide with the walls being only bars.
It looks like - if I'm correct about the guards about to walk in - we all need to get back to our "spots" and just go from there.

Javell DeLeon |

Okay, I figured out a way to make it to where it's open to do whichever, depending upon how the cell is set up.
Ultimately, I'm curious as to where Dargon can actually get set up. That's the one thing that's got me hung up on this whole bit.
The rest is good to go, it looks like to me.