You see two viable routes, one a bit darker than the other. The darker one, however, passes through three guard routes while the slightly more lit passage only has two guards.
Kess points out the two viable routes to Amelia. "The darker, the better in my opinion. But with your armor, it might be worth risking a little light to pass fewer guards. What do you think?"
“Agreed. The fewer eyes on us, the better for stealth...” Amelia stretches, mulling over the situation. It feels strange to share so much common ground with a Drow, she muses. “By the way, did you spot Chipper’s owl? It’d be useful right about now. We could even use it to communicate with the others.”
@Emile,
I remember you can control Skipper. Could you send them to distract the guards and give us a Help action?
After deciding on the route with only two guards, Kessintra exits the church with Amelia. As they pass the graveyard a small 'hoot' from above makes Kess pause and look up.
"Ah, there you are," she greets Skipper in a relieved whisper as the owl lands on her shoulder, "Don't worry, we'll get your master free soon."
Kessintra breathes a sigh of relief as the last lock clicks open. She worries that the guards will notice and lock them again if they leave the others here, which presents the awkward task of transporting them unnoticed without waking them up.
Kessintra gives a small smile when Striker appears. They'll need all the help they can get to pull this off. Chipper is the lightest so she'll start by carrying him back to the church, leaving her backpack behind in the square to lighten her load.
Time to start making stealth checks again. You can either do 4 checks per round trip or 6 checks at advantage per round trip. Zan and Garrick pose another problem because Kessintra can't carry them. Garrick's weight works out interesting because Kessintra can carry him while carrying nothing else and with Striker's help.
Kessintra makes it back to the square after a tense journey. She doesn't think she'll be able to carry the others, so she quietly shakes Garrick and Ismirk awake.
Having been woken up by Kess, Garrick starts tinkering to help them get past the guards. He creates 4 magical items that will emit an absolutely foul odor that will hopefully drive away the guards on patrol. I will give them to her to “stink bomb” the guards.
The object continuously emits your choice of an odor or a nonverbal sound (wind, waves, chirping, or the like). The chosen phenomenon is perceivable up to 10 feet away.
You see two viable routes, one a bit darker than the other. The darker one, however, passes through three guard routes while the slightly more lit passage only has two guards.
I exist sometimes
Kess points out the two viable routes to Amelia. "The darker, the better in my opinion. But with your armor, it might be worth risking a little light to pass fewer guards. What do you think?"
“Agreed. The fewer eyes on us, the better for stealth...” Amelia stretches, mulling over the situation. It feels strange to share so much common ground with a Drow, she muses.
“By the way, did you spot Chipper’s owl? It’d be useful right about now. We could even use it to communicate with the others.”
@Emile,
I remember you can control Skipper. Could you send them to distract the guards and give us a Help action?
((Sure!))
After deciding on the route with only two guards, Kessintra exits the church with Amelia. As they pass the graveyard a small 'hoot' from above makes Kess pause and look up.
"Ah, there you are," she greets Skipper in a relieved whisper as the owl lands on her shoulder, "Don't worry, we'll get your master free soon."
Both of you need to make a stealth check to get past the guards
I exist sometimes
(( just to make sure, the rest of us at in jail? I assume they took our gear? ))
Kess stealth: 19 + 4 guidance= 23
Yeah, no gear. You're in the town square, where the donkey-headed criminals were before, in the stocks.
I exist sometimes
Amelia
Stealth: 20
Guidance: 2
( neutralize the disadvantage with help action)
You're able to sneak by the two guards and get to the town square, where Chipper, Zan, Garrick, and Ismirk are being held.
I exist sometimes
Kessintra motions for Amelia to keep watch while she works on silently picking the locks.
Sleight of hand: 17 (using an inspiration) +3 guidance= 20
You're able to get all four locks undone.
I exist sometimes
Kessintra breathes a sigh of relief as the last lock clicks open. She worries that the guards will notice and lock them again if they leave the others here, which presents the awkward task of transporting them unnoticed without waking them up.
Striker ends up wandering back to the town square, where he meets up with all of you.
I exist sometimes
Kessintra gives a small smile when Striker appears. They'll need all the help they can get to pull this off. Chipper is the lightest so she'll start by carrying him back to the church, leaving her backpack behind in the square to lighten her load.
Time to start making stealth checks again. You can either do 4 checks per round trip or 6 checks at advantage per round trip. Zan and Garrick pose another problem because Kessintra can't carry them. Garrick's weight works out interesting because Kessintra can carry him while carrying nothing else and with Striker's help.
I exist sometimes
((I'll do the six per trip. So that's: 22, 27, 16, 12, 19, 21 for first round trip. -.-;; Hopefully one of the guards rolls bad.))
You aren't seen on the first round trip. Chipper is safely in the church.
I exist sometimes
Kessintra makes it back to the square after a tense journey. She doesn't think she'll be able to carry the others, so she quietly shakes Garrick and Ismirk awake.
Having been woken up by Kess, Garrick starts tinkering to help them get past the guards. He creates 4 magical items that will emit an absolutely foul odor that will hopefully drive away the guards on patrol. I will give them to her to “stink bomb” the guards.