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<blockquote data-quote="Lhorgrim" data-source="post: 6711488" data-attributes="member: 12222"><p>[MENTION=6939]Coredump[/MENTION] I'll try to give a little more detail about my experience. Possible spoilers ahead.....</p><p></p><p></p><p></p><p></p><p></p><p></p><p>My PC had zero equipment except for undergarments. The other three PCs had a length of rope, a shard of crystal or something that could be used as a shiv, and a flawed gemstone between them.</p><p>We did not go on work details. The details were described to us as busywork like piling rocks in one place and then moving them back. It was described as something we had done during our captivity, but we didn't role play it during the session.</p><p>These are the NPCs and their reactions as I remember them. I don't have my adventure notes handy, so I'll just use descriptions from memory.</p><p>Female dwarf scout: friendly and wants to escape, but no thoughts on a plan or weaknesses of the compound. Agrees to join us if we make a break out attempt.</p><p>Quaggoth "prince": Will barely talk to us because we're commoners. A bit more positive when we pledge to help him regain his rightful place in his homeland. He'll go with us, but no thoughts on a plan or weaknesses.</p><p>Drow prisoner: Will barely talk because we're worthless scum. Do manage to learn that he does want to escape to seek revenge on the people who framed him. Treats us with total disdain. May or may not assist in an escape attempt.</p><p>Crazy Derro: Seems crazy. Wants to place bets on who dies first. No other info.</p><p>Deep gnome siblings: Refused to speak to us the first two times we tried. Third time we just talked at them until they responded that escape might be "entertaining" or "interesting" I forget the exact term. I think they are the ones that mention going down the elevator rope if we could fight our way through the complex to get to it.</p><p>Orc: Punched my character in the face when I tried to speak to him. In orcish, the only language my PC speaks besides common. Never got any info from him.</p><p>Kuo toa: Pretty helpful. Motivated to escape and will help us.</p><p>Myconid: Helpful and allowed us to communicate with the other prisoners. Will assist us and wants to get home to his grove.</p><p>We learned the general layout of the compound through description of our previous work details. Where the stalactite buildings are, the location of the web layer and the elevator and waterfall. We noticed inscriptions on the cell door and determined that the caster's spells don't work. Somehow we know there is an armory above the guard post, but I don't remember how we got that info.</p><p>We also know about how many guards there are, and about the priestesses and male leader types. We learned about the schism between the scarred male and the one who took over his place with the priestess.</p><p>Shortly after that "scar" offered us the opportunity to escape. End of session.</p></blockquote><p></p>
[QUOTE="Lhorgrim, post: 6711488, member: 12222"] [MENTION=6939]Coredump[/MENTION] I'll try to give a little more detail about my experience. Possible spoilers ahead..... My PC had zero equipment except for undergarments. The other three PCs had a length of rope, a shard of crystal or something that could be used as a shiv, and a flawed gemstone between them. We did not go on work details. The details were described to us as busywork like piling rocks in one place and then moving them back. It was described as something we had done during our captivity, but we didn't role play it during the session. These are the NPCs and their reactions as I remember them. I don't have my adventure notes handy, so I'll just use descriptions from memory. Female dwarf scout: friendly and wants to escape, but no thoughts on a plan or weaknesses of the compound. Agrees to join us if we make a break out attempt. Quaggoth "prince": Will barely talk to us because we're commoners. A bit more positive when we pledge to help him regain his rightful place in his homeland. He'll go with us, but no thoughts on a plan or weaknesses. Drow prisoner: Will barely talk because we're worthless scum. Do manage to learn that he does want to escape to seek revenge on the people who framed him. Treats us with total disdain. May or may not assist in an escape attempt. Crazy Derro: Seems crazy. Wants to place bets on who dies first. No other info. Deep gnome siblings: Refused to speak to us the first two times we tried. Third time we just talked at them until they responded that escape might be "entertaining" or "interesting" I forget the exact term. I think they are the ones that mention going down the elevator rope if we could fight our way through the complex to get to it. Orc: Punched my character in the face when I tried to speak to him. In orcish, the only language my PC speaks besides common. Never got any info from him. Kuo toa: Pretty helpful. Motivated to escape and will help us. Myconid: Helpful and allowed us to communicate with the other prisoners. Will assist us and wants to get home to his grove. We learned the general layout of the compound through description of our previous work details. Where the stalactite buildings are, the location of the web layer and the elevator and waterfall. We noticed inscriptions on the cell door and determined that the caster's spells don't work. Somehow we know there is an armory above the guard post, but I don't remember how we got that info. We also know about how many guards there are, and about the priestesses and male leader types. We learned about the schism between the scarred male and the one who took over his place with the priestess. Shortly after that "scar" offered us the opportunity to escape. End of session. [/QUOTE]
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