I don't think you realize what the pit of bones really is, there are five arenas in the compound, the one you fought in being "initiation" rounds. And coincidentally the only way out.
If there are 5 rounds then there would be some more experienced and powerful prisoners somewhere.
Tilly steps out into the hallway in guard uniform and looks around.
The guard says we don't know what this place is -- let's make him tell us, draw us a map, give us guard numbers and routes to all of these arenas. Once he's outlived his usefulness -- which I'm starting to think won't take long -- we'll have to get rid of him, then find a place to hide.
We're all on the same page. As for recruiting NPCs it was something Tilly's mentioned, but not an essential piece... Maybe this IS the second arena...
Droogan accepts the potion from Yordle and takes another passing it to Tilly in the hall.
He looks out into the hall with Tilly... These guys were the meal service. (Presuming they had a cart) Droogan grabs the biggest rag he can find and loads it as a sack with any food he can manage tying the sack with one of the laces.
He toses one set of shackles to Bowlder, then fixes the other to his wrists in such a way that he appears bound but can free his hands easily.
"Lead us somewhere safer, Valentinus. We'll get out of here after nightfall as Tilly suggested."
If it appears remotely useful apparently Droogan's taking it.
Depends how long you have been here, I was talking about food storage but I could take you to a basic gear storage. I believe the last of 'em are about to finish up now
Droogan looks to the party with a wry smile. "Is the gear storage guarded?" (if not) "lead the way, 'friend'!" (otherwise) "Take us to the food stores."
Head to the store room (or armory if it's unguarded) to bide our time. Once there we produce a map with locations for the exit (arena), stuff (hopefully including ours), 'contestants', and patrols. Then we'll kill this guy, but in a nice way cause he's our 'friend'. Alcohol poisoning. Maybe he'll live and we'll already be free.
My suggestions were more of a long term goal, rather than an immediate course of action. ;-)
Before we leave, loosely position the two dead guards on top of the straw. Make it look (from a distance) more like they are sleeping prisoners, instead of hacked-up guards.
After we get to the safe room, get the ring of keys from the guard (unless it was already looted from the two dead guards). Hopefully there is enough time before the Charm wears off to identify what each key is for, and to get a sketched map of the arena, basic gear room, food room, and other interesting spots. (Guard rooms, other prisoners, the door to the glass box with Mr Big Shot, etc.)
Beegred Thornpost - Lvl 8 Halfling Ranger - Out of the Abyss by Kerrec Drusk - Lvl 8 Half-Orc Life Cleric - The Long Road: Dragon Heist by Mingofaust (player & current DM) Hunferho Aelorothi - Lvl 5 Half-Elf Bard/Rogue - Baldur's Gate: Descent Into Avernus (by Pokepaladdy) DM - Frontier City of Nunkreet (ended)
Tilly puts on a guard uniform.
I'm game for Bdaddly's plan. But Tilly wants to get to stabbing things.
Ok, so I'll be honest, I am trying to keep up, but I have got no idea what you want to do, so can someone please give me a plan everyone agrees on?
The guard says we don't know what this place is -- let's make him tell us, draw us a map, give us guard numbers and routes to all of these arenas. Once he's outlived his usefulness -- which I'm starting to think won't take long -- we'll have to get rid of him, then find a place to hide.
So yeah, what Yordis said.
We're all on the same page. As for recruiting NPCs it was something Tilly's mentioned, but not an essential piece... Maybe this IS the second arena...
Droogan accepts the potion from Yordle and takes another passing it to Tilly in the hall.
He looks out into the hall with Tilly... These guys were the meal service. (Presuming they had a cart) Droogan grabs the biggest rag he can find and loads it as a sack with any food he can manage tying the sack with one of the laces.
He toses one set of shackles to Bowlder, then fixes the other to his wrists in such a way that he appears bound but can free his hands easily.
"Lead us somewhere safer, Valentinus. We'll get out of here after nightfall as Tilly suggested."
If it appears remotely useful apparently Droogan's taking it.
Extended Signature
The food you gather is the equivalent of 10, 1 day rations (You will need to monitor that to...).
Assuming you all are ready to go there are two choices left or right and you came from the left, neither has a clear end.
Does Guardio (formerly known as Guard 3) know a safe place for us to hide out where we won't expect company?
We'll follow Val and his "friend"
Extended Signature
Perhaps you could hide in the store room? It won't be used again until tomorrow.
"Is that where we can find our things?... Won't be used 'til tomorrow? Are the events finished for today?"
Extended Signature
Depends how long you have been here, I was talking about food storage but I could take you to a basic gear storage. I believe the last of 'em are about to finish up now
Droogan looks to the party with a wry smile. "Is the gear storage guarded?" (if not) "lead the way, 'friend'!" (otherwise) "Take us to the food stores."
Extended Signature
intimidate, then try to charm. (Check)
"find out who runs this place. make them regret what they did."
"Ask him how many other...er contestants are down here and where they are."
We might want bide some time till night fall when the arena is empty.
"...make sure he tells us about guard movements ... are there patrols"
"I want my stuff back ... take away the stuff ..."
Extended Signature
Which will you work towards first?
Head to the store room (or armory if it's unguarded) to bide our time. Once there we produce a map with locations for the exit (arena), stuff (hopefully including ours), 'contestants', and patrols. Then we'll kill this guy, but in a nice way cause he's our 'friend'. Alcohol poisoning. Maybe he'll live and we'll already be free.
Extended Signature
So, you set out under the guide of the charmed man for about 10 minutes before you hear footsteps from an intersecting corridor.
My suggestions were more of a long term goal, rather than an immediate course of action. ;-)
Before we leave, loosely position the two dead guards on top of the straw. Make it look (from a distance) more like they are sleeping prisoners, instead of hacked-up guards.
After we get to the safe room, get the ring of keys from the guard (unless it was already looted from the two dead guards). Hopefully there is enough time before the Charm wears off to identify what each key is for, and to get a sketched map of the arena, basic gear room, food room, and other interesting spots. (Guard rooms, other prisoners, the door to the glass box with Mr Big Shot, etc.)
Beegred Thornpost - Lvl 8 Halfling Ranger - Out of the Abyss by Kerrec
Drusk - Lvl 8 Half-Orc Life Cleric - The Long Road: Dragon Heist by Mingofaust (player & current DM)
Hunferho Aelorothi - Lvl 5 Half-Elf Bard/Rogue - Baldur's Gate: Descent Into Avernus (by Pokepaladdy)
DM - Frontier City of Nunkreet (ended)
"You heard him, friend. Is our gear guarded? Or are you taking us to the armory?"
Droogan, hands 'shackled' before him, stands straight and tall. A defiant prisoner.
Extended Signature
If there is confusion, he is taking you to a basic store room.
but there are more immediate problems