Session 14 - Get Thee to a Tonnery!, Part 3

For next time, the only things we didn’t mechanically account for:

  • making the tree come down in the right place and time
  • the coverup to actually implicate some guards as Marquisate allies

Stuff we’ve got going for us:

  • :white_check_mark: a noisemaker to give an impression of lots of people
  • :white_check_mark: traps along the escape route
  • :white_check_mark: the whistle, in case the guards get too close and we need to distract them
  • a key and lock picks, to free prisoners

Things I thought of too late:

  • a tarpit or big oil trap for birds to fall into on their way out of the tree
  • kidnapping a couple of guards who will be our patsies in the fake conspiracy
  • sending our raccoon watcher, and the guards, south as prisoners of our escapees to keep them out of the way for awhile