Now that everyone has found each other and the prison breakout is in full swing, it's time to find and confront the head warden!<br/><br/>It has been a few minutes since the monster girls started breaking everyone out, added to the time spent searching for the head warden's office you feel whoever it is had plenty of time to prepare for your arrival.  That said the party has enough time to prepare themselves before breaking down the door.<br/><br/>The head warden's office is easier to find once you figure out the trick.  The entire dungeon is built on a slight angle creating an incline to the warden's office.  Peri knows the main entrance/exit is above everyone's heads so this angle is meant to force any refuse and other unwanted material from collecting on the warden's doorstep...so the cleaner the floors are the closer everyone gets.  The warden's door is an oversized double door that opens out, meaning whoever goes first won't be able to kick them open without actually kicking them down.  There are no apparent defenses outside so the warden and his assistants must be inside, waiting for the instigators to come for their revenge.<br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Perception checks</div><div class="spoiler_body">There are no traps, hidden foes, or anything else considered a danger outside.<br/>The DC to hear anything through the door is 5, which reveals 1 person about 15 feet behind the closed door.</div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">20+ perception checks</div><div class="spoiler_body">You hear 4 people through the door, 2 are light on their feet while 2 are clearly wearing noisier/heavier armors.  The noisiest one is standing in front of the other 3, 15 feet from the door. <br/> The second noisiest is another 5 ft behind the first and to your character's left</div></div>