<div class="floatleft">(https://i.pinimg.com/236x/44/56/05/44560515eeda356c8383133ffb8263eb.jpg)</div><span class="bbc_font" style="font-family: impact;"><span class="bbc_size" style="font-size: 18pt;">Lissbet</span></span><br/>Human Antipaladin (Dread Vanguard/Tyrant)/Cleric(Undead Lord), 12 HP, AC 10, FATIGUED Character Sheet (https://www.myth-weavers.com/sheet.html#id=1672533).<br/><em>Ex-death cultist, maybe? Crazy. Stick your dick in the crazy at your own risk. Likes pain and chain.</em><br/><br/>Location: The Prison Hall<br/>Tagging: Tym<br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">TL;DR</div><div class="spoiler_body">TL;DR INSIDE of TL;DR, Liz has enough rounds of Detect Magic to scan the whole prison, but if she spots something it'll take rounds to home in on it, so if there's more than one thing, here's the order in which she's scanning which areas (if she spots an aura it takes 3 rounds to home in on it...She can scan the entire keep THEN has 3 rounds left over, so if she stops to pick up one item she won't be able to finish scanning the keep but this set of instructions will help determine what areas she <em>hasn't</em> scanned...That's why I bothered instead of just saying 'she scans everything':<br/><br/>1. Move to the center of the mess-hall (2 squares east of the letter "C" on the map) and cast Detect Magic<br/>2. Spend 4 rounds rotating N, S, E, W to scan those areas for any magical item auras NOT blocked by thick stone (the prison cells) or 3'+ of wood (probably the Armory/Guardhouse (4 rounds of Detect Magic)).<br/>3. Double-move action (1 round) to move N 4, W 8 to the intersection of the prison block (round 5 of Detect Magic spell)<br/>4. Scan west, south and north (total 8 rounds of detect magic)<br/>5. Move 5 E (1 round)<br/>6. Scan NE (will cover Warden's Office &amp; Armory but not Gatehouse)(round 10 of detect magic)<br/>7. Move 5 E  and scan NE (will cover Gatehouse including rubble)(round 11 of detect magic)<br/>8. Move 4 E then 6S and 2E (round 12 of detect magic)<br/>9. Scan SE (will cover SE tower)<br/>If she hasn't found anything by that point, she'll just drop the spell.<br/>IF AT ANY POINT she detects a magical aura she'll stop this scan and home in on it, using appropriate rounds to localize it (takes 3 rounds/item) and pick up said item if possible. <br/></div></div><br/><br/>With Mr. Gorran and Soldier 3 down, it appears there’s nothing else here to kill except prisoners, and Lissbet imagines that if she started on those…however deserving…the others would start on her. No, her entertainments will need to wait. She finishes buckling Soldier 3’s swordbelt around her waist, but for the time being carries the longsword unsheathed. Looking around, there’s more than a little magic being blatantly used now. Good. Better chances of escape if some of this lot are more gifted than they’ve seemed. Not that she can blame them for that impression, it was death to be caught casting in those cells.<br/><br/>She’s not quite ready to meet her god, yet.<br/><br/>A quick browse around the courtyard and listening to the babble of other prisoners makes the situation clear. Well. An army. Drow. She moves out of the barracks quickly, checking the sun to give her an idea of time-til-dark. Drow will be most dangerous then. Other inmates who get into her way receive either a thin-lipped smile, a blankly intimidating stare, or a silent snarl that's practically orcish body language. It depends on who they are and what they've done to/with her. (Feel free to make your own decisions, players! How does Liz feel about your character?)<br/><br/>The visible inmates reactions range from sensible (seeking out weapons) to foolish (looking for gold when there's an army about to descend on them) and outrageous (surely they've all been fucked enough, here?).<br/><br/>Lovely.<br/><br/><em>Well, let's see what we have to work with.</em>Lissbet walks into the mess-hall, standing near its center and sheathing the longsword a moment. Her hands drift, clawing through the air as she prays for a different sort of sight.<div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Casting Detect Magic</div><div class="spoiler_body"> 2 minutes duratio, range 60’, so if she stands two squares east of the “C” on the map, she can mostly see out to all of the walls, It’s a cone-shaped spell and PF cones are 90’ it should only take her 4 rounds (24 seconds) of her 2 minutes to see any auras. She'll use the rest of her time to zoom in on any non-moving auras (assuming moving auras are things already looted by others and she's not in a mood to brawl yet.</div></div><br/><br/>Liz will turn slowly in the center of the mess-hall, seeing, then (if there aren't any obvious auras in the kitchen/pantry) will move to the entrance to the cell block, since the stone walls block her detection, and will scan it, then turn to check the warden's office/armory, and finally if she still hasn't found anything to zoom in on, she'll move to scan the open yard. If she DOES sense any non-moving auras, she'll pause and home in on those first, collecting before trying to check type.<br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Detect Magic</div><div class="spoiler_body">Detect Magic<br/><br/>School divination; Level bard 0, cleric/oracle 0, druid 0, inquisitor 0, magus 0, psychic 0, shaman 0, sorcerer/wizard 0, summoner/unchained summoner 0, witch 0<br/><br/>CASTING<br/><br/>Casting Time 1 standard action<br/>Component: V, S<br/><br/>EFFECT<br/><br/>Range 60 ft.<br/>Area cone-shaped emanation<br/>Duration concentration, up to 1 min./level (D)<br/>Saving Throw none; Spell Resistance no<br/><br/>DESCRIPTION<br/><br/>You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject.<br/><br/>1st Round: Presence or absence of magical auras.<br/><br/>2nd Round: Number of different magical auras and the power of the most potent aura.<br/><br/>3rd Round: The strength and location of each aura. If the items or creatures bearing the auras are in line of sight, you can make Knowledge (arcana) skill checks to determine the school of magic involved in each. (Make one check per aura: DC 15 + spell level, or 15 + 1/2 caster level for a nonspell effect.) If the aura emanates from a magic item, you can attempt to identify its properties (see Spellcraft).<br/><br/>Magical areas, multiple types of magic, or strong local magical emanations may distort or conceal weaker auras.<br/><br/>Aura Strength: An aura’s power depends on a spell’s functioning spell level or an item’s caster level; see the accompanying table. If an aura falls into more than one category, detect magic indicates the stronger of the two.<br/>Spell or Object    Aura Power<br/>Faint    Moderate    Strong    Overwhelming<br/>Functioning spell (spell level)    3rd or lower    4th-6th    7th-9th    10th+ (deity-level)<br/>Magic item (caster level)    5th or lower    6th-11th    12th-20th    21st+ (artifact)<br/><br/>Lingering Aura: A magical aura lingers after its original source dissipates (in the case of a spell) or is destroyed (in the case of a magic item). If detect magic is cast and directed at such a location, the spell indicates an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original power:<br/>Original Strength    Duration of Lingering Aura<br/>Faint    1d6 rounds<br/>Moderate    1d6 minutes<br/>Strong    1d6x10 minutes<br/>Overwhelming    1d6 days<br/><br/>Outsiders and elementals are not magical in themselves, but if they are summoned, the conjuration spell registers. Each round, you can turn to detect magic in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.</div></div>