Adventure - Escape

Prologue
Einherjar have begun being rounded up and imprisoned by the <missing Order. The companions are on the same boat on arrival and are introduced to the fortress. Nothing is explained, but clues are shown.

Torture chambers Other Einherjar

The Playground
After being brought through the prison, they arrive at the main courtyard, called the Playground. Here, they are introduced the primary players.

Important People
While in the Playground, the players may encounter the following:

1) The King of the Riverdowns 2) A Seer 3) A mysterious figure who seems to know a lot, and is in fact an Immortal Aesir 4) a Woman who has been having nightmares of the Promordials 5) A Pirate

Format
Each day and night plays out. The characters have time to act, and can perform actions during Morning, afternoon, evening and night. If they do not rest for one of these periods they begin to become fatigued.

Actions:

Day - Talk to other survivors, search the courtyard.

Night - Sneak out, talk to guards, investigate further into rooms, meditate

Methods of Escape
=Secret Passage=

The Secret passage is a series of puzzles and a typical dungeon adventure.

Found: Dead body burnt to a crisp by secret entrance. Feel inner fire, but give rather than receive. Speaking to the Echo or reading the journal will reveal this.

=Aboard a ship=

Getting aboard the ship can be difficult, but sneaking on when nobody is looking is the most accessible. Finding someone sympathetic might help getting on the ship.

Sneaking on the ship is somewhat difficult:

An Escape room in what is now the guest room (currently occupied)

Found: Upon realizing there are ships.

Steps required: Find out about the ship from speaking to others. Use sneak actions to gain access to one of the paths.

Paths:

Guest Room: Wait until the leave OR cause some kind of distraction that will make them leave. Sneak action then pick lock, find key, or convince guard to leave open.

Wall scale: Find tools to climb the wall.

=Joining=

If the group can meet with the architect of this, they might convince them they are worth joining them by proving themselves.

=Rebellion=

A full on rebellion is a possibility, but highly unlikely. For this to be possible they need to convince the other prisoners to rise up, and get weapons and armour.