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<blockquote data-quote="pukunui" data-source="post: 9185026" data-attributes="member: 54629"><p>We're one session into "Prisoner 13", and everything has gone a little too smoothly. I feel like I need to introduce some kind of complication. Here's the situation so far:</p><p></p><p>I placed Revel's End on the island of Dreadhold. (I decided that House Kundarak has multiple prison buildings on the island, with Revel's End being the one where they keep dangerous magic-using prisoners -- hence the anti-magic fields.) All the guards are dwarves, and the PCs didn't have any way to make themselves look like a dwarf, so two of them posed as cooks, while one of them hid in a crate. The paladin talked her way in by saying she wanted to try and get the prisoners to convert to the Silver Flame. The artificer talked his way in as a volunteer fixer-upper.</p><p></p><p>To give the artificer something to do, I had the warden complain about the magical heating playing up in her rooms. This not only gave him access to her stuff but also enabled me to show off the warden's possession.</p><p></p><p>The paladin was able to talk freely with Prisoner 13 in the exercise yard under the cover of trying to convert her. They have managed to steal the ledger from the warden's cabinet, but rather than giving the original to Prisoner 13, the bard and artificer worked together to create an elaborate forgery that includes some false information (very clever!).</p><p></p><p>I feel bad for my daughters because the cook angle seems to be something of a dead end. I haven't been able to think of much for them to do.</p><p></p><p>All that there is left to do, though, is get the forged ledger to Prisoner 13 in exchange for the key, return the real ledger to the warden's office, and then escape.</p><p></p><p>I'm not entirely sure what I can do to throw a wrench in the works. I'll give Prisoner 13 a chance to detect that the ledger is a forgery, but I believe the PCs rolled well on their forgery check, so it's unlikely she'll discover the truth.</p><p></p><p>The only thing I can think of is a prison riot. Maybe some of the prisoners out in the exercise courtyard start a fight, and the warden puts the prison on high alert just as the PCs are preparing to escape. That should make things tricky because the bard has been relying on <em>invisibility </em>to sneak around undetected, and high alert makes it so all the guards can see invisible creatures.</p><p></p><p>Any thoughts?</p></blockquote><p></p>
[QUOTE="pukunui, post: 9185026, member: 54629"] We're one session into "Prisoner 13", and everything has gone a little too smoothly. I feel like I need to introduce some kind of complication. Here's the situation so far: I placed Revel's End on the island of Dreadhold. (I decided that House Kundarak has multiple prison buildings on the island, with Revel's End being the one where they keep dangerous magic-using prisoners -- hence the anti-magic fields.) All the guards are dwarves, and the PCs didn't have any way to make themselves look like a dwarf, so two of them posed as cooks, while one of them hid in a crate. The paladin talked her way in by saying she wanted to try and get the prisoners to convert to the Silver Flame. The artificer talked his way in as a volunteer fixer-upper. To give the artificer something to do, I had the warden complain about the magical heating playing up in her rooms. This not only gave him access to her stuff but also enabled me to show off the warden's possession. The paladin was able to talk freely with Prisoner 13 in the exercise yard under the cover of trying to convert her. They have managed to steal the ledger from the warden's cabinet, but rather than giving the original to Prisoner 13, the bard and artificer worked together to create an elaborate forgery that includes some false information (very clever!). I feel bad for my daughters because the cook angle seems to be something of a dead end. I haven't been able to think of much for them to do. All that there is left to do, though, is get the forged ledger to Prisoner 13 in exchange for the key, return the real ledger to the warden's office, and then escape. I'm not entirely sure what I can do to throw a wrench in the works. I'll give Prisoner 13 a chance to detect that the ledger is a forgery, but I believe the PCs rolled well on their forgery check, so it's unlikely she'll discover the truth. The only thing I can think of is a prison riot. Maybe some of the prisoners out in the exercise courtyard start a fight, and the warden puts the prison on high alert just as the PCs are preparing to escape. That should make things tricky because the bard has been relying on [I]invisibility [/I]to sneak around undetected, and high alert makes it so all the guards can see invisible creatures. Any thoughts? [/QUOTE]
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