Quasar - The door has a lock, but the key is nowhere in sight. There are two windows behind the bed, they open easily. There is (at your best estimate) a 15 foot drop outside, down to a muddy alley. Left of you is the main street, Right is more alley.
Byron- Out of Game: You have been in town for almost two weeks, though you have spent ten of those days in jail.
In Game: You step onto the street in front of the jail. The sky is mostly cloudy, but small patches of sunlight filter through. You proceed down the street to the Drunken Walrus, which happens to be closer than the other Inn in town.
You arrive at the tavern in a short time. The door is wide open, and a man speaks loudly inside. You cannot make out his exact words, but he sounds very firm, almost aggressive. You cannot see inside the Inn yet. The street is deserted, and the normally busy Inn is quiet except for the man.
Quasar whispers to Zed: "Try to get Arathriel inside here. We can get out from the window if the situation becomes dangerous". Quasar will look at the room for any piece of furniture that could be used to block the door.
Out of Character: Does the door open to the inside or to the outside?
Quasar + Zed - The door opens into the room. There are two medium sized cabinet sets, for storing small items or clothing. There is also a small writing desk, a chair, and the bed. The room is completely empty of personal belongings. It is clean, and well kept.
Byron - The window grants little view, so you approach the door stealthily and poke your head in. From this position you can see and hear fairly clearly. There is a man wearing the garb of a holy man confronting a group of armed Defenders near the center of the room. The leader of the group informs the holy man he is under arrest and orders him to come with them. None of the Defenders have seen you, yet. Just to left of you, a groaning barmaid lies on the floor while a muscular man tends to her.
Quasar will wait for Arathriel to get into the room. He will then propose to the others to move the furniture to block the door, maybe stucking the cabinets and the desk between the door and the bed. He will then open the window and get ready to flee from there.
Realizing that he probably wasn't wanted in the tavern (especially as he had just gotten out of jail) Byron decides to stroll around the building looking for back entrances. He also periodically puts his ear to a window to see if the guard has left. When the guard leaves, Byron will go into the tavern.
Forthan - The captain smirks. "She is coming with us as well. To be questioned. The vermin who runs this foul pit will be found and detained as well, though he may escape the Truthseekers...persuasions. Those who wallow in filth must be taught the proper way." It is obvious from his tone that he includes you in that statement.
Riley begins to stand, anger painted on his face, but one of the guards strikes him with the pommel of his sword, and Riley goes down in a heap, unconscious. Two guards move to place shackles on Riley and the barmaid. The captain places a hand on his sword hilt as a guard moves towards you with shackles.
Quasar + Zed + Arathriel - Arathriel enters the room behind Quasar, Zed and Kevon. Kevon is very quiet, eyes on the floor. His stance speaks of genuine shame and repentance. Arathriel helps Quasar to block the door using the cabinets and desk to form a wedge against the bed frame. It seems fairly sturdy. Quasar can clearly hear what is going on downstairs with his head out the window.
Byron - You duck down the left hand alley. Mud sucks at your boots as you walk, making it difficult to move quickly. You are still able to hear what is going on in the tavern clearly as you proceed down the alley. The alley forks right and left some ways ahead of you.