(http://i1300.photobucket.com/albums/ag94/Autocad-E/Constabulary_01_zpsa141c522.png)<br/><br/>(Each square is 5 feet)<br/><br/>The ledge just outside the second floor was roughly ten inches wide, enough for Shay to stand on. Peering into the windows, she got a much better idea of the layout of the upper floor of the constabulary, with which she could make her plans.<br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Changing point of entry</div><div class="spoiler_body">If Shay wishes to change her ledge location, she can climb back up the roof (DC 15 climb check) and descend again, or she can shuffle along the ledge. (The other alley-facing side of the building is on the right.) Crossing a window that looks into the guard room requires a DC 15 acrobatics check (once for each window) to move over to the other side quickly enough that the guards don't notice.<br/></div></div><br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">C1 Guard quarters</div><div class="spoiler_body">The guard quarters contains eight beds, with eight footlockers, one adjacent to each bed. One window from each of the two alley-facing walls open into the guard quarters. The door to the hallways outside (C2) is open. Currently there are two guards inside, who have set up a table in the middle of the room and are focused on the game of cards they are playing.<br/></div></div><br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">C2 Hallway</div><div class="spoiler_body">This hallway connects the stairs (C3) with the guard quarters (C1) and the other doorways further down the hall (C4, C5, C6). The door to the guard quarters is open and A DC 12 Stealth check is required to sneak past to access C4, C5 or C6 without one of the guards noticing someone passing by.<br/></div></div><br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">C3 Stairs Down</div><div class="spoiler_body">These stairs lead down to the ground floor of the building. (If Shay uses the nearby window to access the stairs, she does not need to make a stealth check against the guards.)<br/></div></div><br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">C4 Storage and Evidence Room</div><div class="spoiler_body">The sign on the door reads "Storage and Evidence Room". It is locked. Make a perception check and a disable device check if Shay attempts to unlock the door.<br/></div></div><br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">C5 Guest Quarters</div><div class="spoiler_body">The sign on the door reads "Guest Quarters". It is locked. Make a perception check and a disable device check if Shay attempts to unlock the door.<br/></div></div><br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">C6 Lieutenant's Office</div><div class="spoiler_body">The sign on the door reads "Lieutenant's Office". It is locked. Make a perception check and a disable device check if Shay attempts to unlock the door.<br/></div></div><br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">C7 (Inferred Room)</div><div class="spoiler_body">Based on where the last window should be, Shay infers that there should be a room at this location.<br/></div></div>