You look outside the cell door as you hear footsteps approaching. It's the jailor. "'Ello, folks, I see yer all up. That was quite a party you all were havin'. It's the talk of Whiterun, it is, what you were doing last night. And you," he says, pointing to you in particular, "I've seen some strange and horrible things in my life, but what you did with lettuce and yarn tops it all! Anyways, you all are in here on the charges of being drunk and disorderly in the streets of Whiterun. I'm only to keep you in here for a short time (10 turns), shorter than usual, but after that the Jarl said you should leave Whiterun if you know what's good for ye. Sorry if it's a bit crowded, but the other five cells each has a dangerous criminal in them, and I didn't want to leave you with a serial killer or the like. Well, enjoy yer stay, and holler if ya need anything, we jailors aren't really as mean as we look." With that, he turned around and walked over to the door, whistling and jangling his keys.
You take a look at your two cell mates a little more closely, noticing they are wearing a worn shirt and worn pants, just as you are. Wait a minute! You quickly pat your pockets, and smile as you feel he faint outline of a lockpick in your pocket. You give yourself a pat on the back; those stupid guards seem to always miss that one lockpick. Looking more at objects in your cell, you notice a small, low table, and sitting on it, a clay jug filled with water. Also, you examine a small grate in the corner of the cell--it seems to be some kind of trap door leading to the sewers. Taking a step back, you wrinkle your nose at the horrible smell wafting up out of the grate. Finally, you notice that the lock on the cell door is adept.
You sit down, pondering your options. What to do, what to do?
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Characters
Spoiler
Runs-With-Prey
Equipment: Worn shirt, worn pants, lockpick
Spells: Weak fireball, weak healing, weak light, weak charm
Skills: Illusion (Adept), Sneak (Adept)
Bonuses/Penalties: +1 to actions performed in water
Bzaek
Equipment: Worn shirt, worn pants, lockpick
Spells: Weak fireball, weak healing, weak frost, weak lightning
Skills: Destruction (Adept), B/C (Adept)
Bonuses/Penalties: +1 when creating objects, +1 to actions involving interaction with technology, +1 when casting spells, -1 when defending against spells
Xa-Raku
Equipment: Worn shirt, worn pants, lockpick
Spells: Weak fireball, normal healing
Skills: H2H (Adept), Acrobatics (Adept)
Bonuses/Penalties: +1 to actions performed in water, -1 when defending against fire, Thief bonus (0 more turns)
Runs-With-Prey
Equipment: Worn shirt, worn pants, lockpick
Spells: Weak fireball, weak healing, weak light, weak charm
Skills: Illusion (Adept), Sneak (Adept)
Bonuses/Penalties: +1 to actions performed in water
Bzaek
Equipment: Worn shirt, worn pants, lockpick
Spells: Weak fireball, weak healing, weak frost, weak lightning
Skills: Destruction (Adept), B/C (Adept)
Bonuses/Penalties: +1 when creating objects, +1 to actions involving interaction with technology, +1 when casting spells, -1 when defending against spells
Xa-Raku
Equipment: Worn shirt, worn pants, lockpick
Spells: Weak fireball, normal healing
Skills: H2H (Adept), Acrobatics (Adept)
Bonuses/Penalties: +1 to actions performed in water, -1 when defending against fire, Thief bonus (0 more turns)