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Myrdynn's journey Out of the Abyss
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<blockquote data-quote="TallIan" data-source="post: 7528560" data-attributes="member: 6853819"><p><strong>Session 1 - Imprisoned</strong></p><p></p><p>After some time being led around the darkness Myrdynn was ungraciously thrown into a jail cell with a number of other, mostly strange, creatures the like of which I had never seen. There was one dwarf that I tried to befriend, but she seemed despondent and unwilling to try to escape and I have never had much time for those who don’t want to help themselves. I spend the next few days watching and learning what I could. There is some kind of magical field that prevents any form of magic within the cell, but once out I can cast freely.</p><p></p><p>Over the next few days, more surface dwellers were added to the cell and things have become a bit more interesting. A very brief fight broke out when an elf monk threatened to punch Stool – some kind of sentient fungus. Stool has the protection of a drow prisoner named Sereth who wrestled the offending monk to the ground, pinned until hostilities had died down. A dragonborn showed that he can destroy the manacles with a blast of acid, but getting more than one or two prisoners freed this way could prove dangerous. I should be fine during the escape with manacls on as they don’t hinder my magic much and once we are away I could get the manacles off, but this could prove to be crucial for those require their hands to fight.</p><p></p><p>After some plotting and scheming, driven mostly by the latest arrivals, a half-formed plan has begun to develop. Getting out of the jail cell seems to be the least of our concerns, but fighting the whole outpost garrison would certainly be suicide. No escape is possible without rushing the two duty guards occupying the guard tower, an easily defended position. Once that is done we could jump down from the guard tower into a giant web, cut through that and fall to the water below. We’d be wet and without provisions and – most importantly – my spell book and most assuredly perused by their captors within minutes. We could try and fight our way to the lift that raised us all to the outpost from the cavern floor below, but that would likely be too slow and would require some to stay behind to operate the lift.</p><p></p><p>One of the prisoners, who claims to have been a pirate, appealed to one of the guards. The guard appears to have been disfigured and fell from the graces of the outpost commander, his motives are unknown to us but he left a key or the manacles and instructions to wait for the next shift change if we wished to escape.</p><p>Not willing to wait for a trap to be fully set Myrdynn, having conjured a lockpick, managed to pick the lock to jail cell. But was not able to do so without being noticed, though the guards did not appear to care and merely looked at the now unlocked prisoners.</p></blockquote><p></p>
[QUOTE="TallIan, post: 7528560, member: 6853819"] [B]Session 1 - Imprisoned[/B] After some time being led around the darkness Myrdynn was ungraciously thrown into a jail cell with a number of other, mostly strange, creatures the like of which I had never seen. There was one dwarf that I tried to befriend, but she seemed despondent and unwilling to try to escape and I have never had much time for those who don’t want to help themselves. I spend the next few days watching and learning what I could. There is some kind of magical field that prevents any form of magic within the cell, but once out I can cast freely. Over the next few days, more surface dwellers were added to the cell and things have become a bit more interesting. A very brief fight broke out when an elf monk threatened to punch Stool – some kind of sentient fungus. Stool has the protection of a drow prisoner named Sereth who wrestled the offending monk to the ground, pinned until hostilities had died down. A dragonborn showed that he can destroy the manacles with a blast of acid, but getting more than one or two prisoners freed this way could prove dangerous. I should be fine during the escape with manacls on as they don’t hinder my magic much and once we are away I could get the manacles off, but this could prove to be crucial for those require their hands to fight. After some plotting and scheming, driven mostly by the latest arrivals, a half-formed plan has begun to develop. Getting out of the jail cell seems to be the least of our concerns, but fighting the whole outpost garrison would certainly be suicide. No escape is possible without rushing the two duty guards occupying the guard tower, an easily defended position. Once that is done we could jump down from the guard tower into a giant web, cut through that and fall to the water below. We’d be wet and without provisions and – most importantly – my spell book and most assuredly perused by their captors within minutes. We could try and fight our way to the lift that raised us all to the outpost from the cavern floor below, but that would likely be too slow and would require some to stay behind to operate the lift. One of the prisoners, who claims to have been a pirate, appealed to one of the guards. The guard appears to have been disfigured and fell from the graces of the outpost commander, his motives are unknown to us but he left a key or the manacles and instructions to wait for the next shift change if we wished to escape. Not willing to wait for a trap to be fully set Myrdynn, having conjured a lockpick, managed to pick the lock to jail cell. But was not able to do so without being noticed, though the guards did not appear to care and merely looked at the now unlocked prisoners. [/QUOTE]
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