My Prologue and A City Idea

ArtofSymmetry

First Post
Alright, well I decided that in the near future I would like to GM for my friends, so I read a thread (Can't find it right now or I'd be posting this there) and followed it's advice and made a prison scene. I will now post the scene for the EN World members to rip apart. Remember, this is a guideline not a regiment. Oh, and In the beginning it shows some background information on the world with a few crappy Paint maps.

Also, I would like to know what you guys think of having an ancient Steampunkish city. My Idea came from "The Mysterious Geographical Explorations of Jasper Morello", from their original city. I was thinking of a city where all the inhabitants suddenly disappeared, everything is sort of silhouetted and dark, machinery and magic sort of intertwined. Look up the movie. My original motivation for the characters going to the city was to find finished plans for the Air Ship designs they found in Pitain (in the prologue). And then they FOUND the airship, and launched into an airship quest. With a flyer battle and stuff. Just an Idea.

Anyway here's the Prologue. Sorry for the extreme length. And if there are any format issues because I directly copy pasted from Microsoft Word 2007. *closes eyes and waits for the gunfire*

I.[FONT=&quot] [/FONT]Background Information on the World.

The World: Averdeum
The world of Averdeum is a medium sized temperate world where people of all races find ample opportunity to flourish. Both good and evil flourish in this world. There are two common dimensions in Averdeum, the Feywild and the Humanic Plane. There are other dimensions but they are not quite as overlapping as these two.

Continents: There are three known continents on Averdeum.
Septimus – Septimus is the smallest of the three continents, it is actually only separated by a large Delta.

Ceobelm – This is the largest of the three continents, it is a temperate and beautiful landscape. To the northwest lies the continent of Septimus.

Hesorue – A rather large archipelago continent, it used to be actually a continent of the Feywild, but after a cataclysmal event it was shocked into Averdeum and shattered into hundreds of small islands. Due to its origins it has a strange assortment of fey fauna and flora.


Oceans: There are two known oceans on Averdeum.
The Sea of Celestials – This is the smaller of the two oceans, it is also the western one. It received its name because on the eve of the first cataclysm the waters stood still, and it was said that a celestial of the thirteenth descended from the heavens and spoke a prophecy.
Sanguine Ocean – The Eastern coast has always been a place of bloody wars, and of course naval battles were common and bloody. Thus earning the largest and easternmost ocean the Sanguine Ocean.
Here is a rough map of the Continental Layout of Averdeum.


The top one separated by a large black line is Septimus, while the large bottom one is Ceobelm, then the archipelago to the left is Hesorue. The purple spot is a large concentration of residual music known as a maelstrom.
Major Nations and City States –
Alonec Empire – A powerful but spread out barony controlling much of the Continent of Septimus. The Alonetians are fond of martial combat mixed with clerical prowess. They are rigid in their traditions, and frown upon the practice of Arcane Magic. In fact, due to their superstitions, arcane practitioners and sorcerers are usually hunted down and killed. The Alonetians use their own special currency called Shekels. Alonetian merchants accept no currency other than Shekels. More details will be covered later in the campaign.
Diantus – Diantus is a city state of massive arcane might. Due to the fact that many of the people born there have magic in their blood. Much of their standing army consists of sellswords. The central city is located right underneath the southernmost border of Septimus. Due to the superstitions of the Alonetians, the Diantesians are often at odds with them. Due to the economical nature of Diantus, they accept any currency.

Breianese Coalition– Breia isn’t actually a single city, it is a collection of very small city states and towns who formed a Coalition to protect themselves from the more potent powers like Alonec. The different city states are scattered around the massive lake Breia near the center of Ceobelm. The Breianese often form political and economic alliances to protect them from Alonec expansion.

Duchy of Iale – Iale is a reasonably powerful duchy straddling the mouth of the great river on the Sea of Celestials. They obviously focus a lot of money towards naval affairs, seeing as they control one of three river ways off the continent. They prefer to remain neutral, adopting a “If you don’t make friends you can’t make enemies” policy. Although, due to the lack of foreign aid, internal affairs can get out of hand.
Teususen Barony – A Barony riddled with crime, plunderers and Pirates, they often take advantage of Iale’s neutrality and raid their outlying farms. Although the soldiers never wear insignias, so nothing can be proven. The Teususenese lie within the forests to the south of the Duchy of Iale. Although they control a large amount of land, most of it is wild and untamed.

Pitain – Pitain was a martial fortress that attracted many refugees after the rise of Teususen. When the lands in the south became unsafe for people, they migrated either to Iale, Pitain, or Breia. Pitain was a holy fortress that housed many soldiers, paladins, and clerics. It is renowned for its massive library on almost any subject. Pitain has held many crusades within the past 500 years, convinced that the magical explosion that brought Hesorue into existence, and the rise of Teususen was a signal of doom. Many of their forays have resulted in disaster though. The swampy terrain, and constant ambushes have defeated Pitainians time and time again.

Falaron – Falaron was a city of grandiose proportions located in the far south about 5000 years before the current time. Their massive city has remained deserted and forgotten for the past 2500 years. People used to make pilgrimages to the city, but more and more the place descended into shadow. Now nothing but mystery and ambiguity remain. Who knows what secrets dwell within the shadowy confines of the Falarie.

Cailul – Cailul is a bastion of shadow walled within the peninsula on the western side of Ceobelm. All manner of Revenants and ghosts dwell within Cailul. Long ago, a coalition of powerful sorcerers from Diantus sealed the way into Cailul, by any means. Those who attempt to gain Divine entrance will be refused by all, arcane inquiries result in madness, and physical entrance will most likely result in death.
Vidum – Vidum is a small colony of fey-like creatures located on Hesorue, it is the Only creatures from the Feywild who have contacted the mainland since the creation of Hesorue. Although divinations have reason to believe that there are other more secretive colonies dwelling on Hesorue.

End of Eternity
Prologue – Escape from Alonec
Background scene: your party wakes up, separated in different cells. You remember nothing about whom or where you were prior to being captured, You know two things and two things only. First you know you have to escape or die here. Second, you know this is Alonec, and nobody escapes from an Alonecian Prison.
There are Eight cells altogether, several having special properties. You could receive any one of the following cells in this prologue.
Cell #1- This cell has a hidden door, make a perception check to discover the door, if you discover the door you gain access to the secret passageway and at the end of the tunnel there is a room and a door. The room is the warden’s secret cache. Then there is a door to the warden’s office. It is recommended that the player who receives cell one to not take on the Warden as soon as he gets there.

Cell #2 – You share this cell with a merchant who was caught in an illegal business transcation, he has two thugs loyal to him in cell number five. There is a side plot and an escape option associated with these three.

Cell # 3 – Cell three is just a normal empty cell, Recommended you give this to a player with some sort of Teleport.

Cell #4 – This Cell houses a wizard; Wizards in Alonec are persecuted heavily. The wizard has a special collar on that radiates a 20% spell failure. There is a favor quest that goes with this character.

Cell #5 – This Cell has two thugs loyal to the merchant in Cell 2. Suggest that two creative players receive these cells, as reuniting them will make escape a lot easier.

Cell #6 – Cell 6 houses a serial killer, if your character is a fighter he will automatically befriend you. If you are a wizard he will never like you. Other characters can use a social skill to befriend the serial killer to earn a favor or a secret.

Cell #7 – This Cell has a Kobold prisoner locked up in it, he was digging an escape route until about 2 feet in he broke through, and into a room that has an ancient mold growing in it. The mold makes every prisoner take a -5 to attack rolls while in the Prison Cell area, and a -1 to attack rolls anywhere else INSIDE the prison. The players in the Cell take a -7 instead of the usual -5. If the players complete the quest and eliminate the mold the attack negatives will disappear.

Cell #8 – Cell 8 cannot house players; it is used up by some strange being surrounded by a ring of salt. He never moves, sits, eats, or drinks. He just stands there. I wonder what would happen if you broke the salt circle.

Dungeon Cell – Give this cell to a character with low-light or darkvision. Seeing as there are no or little lights in the Dungeon. This character can easily escape their cell and assassinate the guards in the poorly lit dungeon. This would be a fun role to play as a rogue.


Notes about the Prison Scene –
1)[FONT=&quot] [/FONT]All the guards are resistant to Poison, Disease, and gain a +1 to Fortitude checks while the Warden is still alive. Assassinate the warden to dispel these effects
2)[FONT=&quot] [/FONT]Either assign the cells based on characters or have the players choose their own cells.
3)[FONT=&quot] [/FONT]Encourage players to trick and evade the guards instead of brutalizing their way out.
4)[FONT=&quot] [/FONT]Players are let out in the Courtyard once per day, take note that they cannot converse and plan inside their cells or if they are separated. They can only plan during a Courtyard session or if they’ve all escaped and are meeting.
5)[FONT=&quot] [/FONT]Players can find a Map of the prison in the Wardens office and the Guard Quarters.
6)[FONT=&quot] [/FONT]The Armory has some nice loot
7)[FONT=&quot] [/FONT]All the characters starting equipment is in a corner in the supply room. Use a perception or passive perception check to find it.
8)[FONT=&quot] [/FONT]The Tower by the exit to the Prison can be incapacitated one of three ways. A fire spell will burn the wooden tower down, or you can climb the stairs and kill the guards. Then you can use the height advantage to get a +1 to ranged attacks. Or you can use the bottles of Alchemists Fire you find in the Wardens Cache to burn it down.
9)[FONT=&quot] [/FONT]If a guard catches you out of your cell the following will occur
1st offense – Returned to Cell
2nd offense – Taken to Dungeon
3rd – Beaten and taken to dungeon
4th – Solitary confinement, if a character enters solitary confinement he cannot visit the courtyard or plan an escape. Have him leave the room while the other players are planning.

10)[FONT=&quot] [/FONT]Several of the prisoners will reward you with either items or favors if they escape from the prison with you. So don’t ditch the NPC’s!
11)[FONT=&quot] [/FONT]There are three exits to the Prison, a main exit, a small breach in the top right-hand corner, and the docks. If the characters find a map you must tell them of the breach, if they find it on their own they can exploit it as well. If the characters decide to make a run for it at the Docks, it must be at night. During the day all the ships are manned, and during the night they must fight off at least 2 sentries on the boats. A boat escape is not viable without a bribe unless you have 6 or more people. If you have fewer than 6 you can steal gold from the supply room or the Warden and pay off a ship to help you escape.
12)[FONT=&quot] [/FONT]Do not tell the characters the different peoples personalities, let them use perception checks and their own intellects to figure out the puzzles



Cast of Characters –
Warden Lefelme:
The warden is a tough old person. He has seen twenty plus years of service to the Empire and retired to the peaceful life of Prison Duty. He walks with a cane, but don’t be fooled. The cane can shoot a bolt out of the end in self defense. In addition to his short sword, the warden is a formidable foe.
Hp – 66 Bloodied – 33 Initiative - +5 Senses– Perception +2 Speed – 7
AC – 16 Fort – 16 Reflex – 14 Will – 14
Greataxe – Standard action. +7 vs. AC; 1d12 + 4 damage (Crit 1d12 + 16)
Battle Fury – Free when first bloodied; Encounter. Make a melee basic attack with a +5 bonus to the attack roll, and deal an extra 1d6 dmg on hit
Hand axe – Ranged 5/10; +5 vs. AC; 1d6 +3 damage.

Guards:
Guard Mackney – Mackney is a kind hearted, but dull and extremely gullible brute. He will not be bribed whatsoever, but fooling him into doing something is very feasible. Characters who make insulting references to his family, or his job will receive a -3 to all social skill checks against Mackney.

Guard Edrax – Edrax is a moderator among the guards, he is cool, level headed, and worst of all he’s a half-elf. He has low-light vision, but loathes going into the dungeons so the character sneaking about the dungeons will not likely deal with him (Unless they need a challenge). He cannot be bribed, and unless you are another half-creature or get high diplomacy checks, he will not befriend you.

Guard Coiba – Coiba is an extremely resentful guard, his parents pressured him into joining the army, but he would not. So he got enlisted and received prison duty. He will do almost anything to make a few extra dollars, because he cares nothing for the establishment. Coiba could make an excellent informant with the right skills.
Here are the stats for all the guards –
Hp – 47 Bloodied – 23 Speed – 5 Initiative - + 5 Senses – Perception +6
AC – 18 Fort – 16 Reflex – 15 Will – 14
Halberd attack – reach +2, +10 vs AC. 1d10 + 3and target is marked
Powerful Strike – Standard action, recharge with d6 roll 5 and 6. Same as standard attack except up added dmg to 7, and knock targets prone

Cleric Jendi – This sallow eyed man looks like he has not slept in a while, he does not fight, and cannot cast any spells at the time of character meeting due to his exhaustion. He takes a -3 to all perception and passive perception checks. Jendi will try to avoid a fight at all costs, but if he does, he is the equivilant of a human lackey.

Miscellaneous Guards – Miscellaneous guards are just normal guards with no special correlation to quests or anything in particular. The following are their stats, based off of a watered down version of the Named Guards
Hp – 25 Bloodied – 13 Speed – 5 Initiative - + 3 Senses – Perceptions +1
AC – 14 Fort – 14 Refelex – 13 Will – 10
Guards do the same damage as the Named Guards, except the do not have reach, cannot knock people prone, and do not add +3 to attacks.



Prisoners –
Isoissa the Kobold – A prisoner of 4 years, Isoissa has been digging through the bottom of his cell since he arrived. But he has run into quite a problem in his plan. This character will not offer any favors or rewards outside of the prison scene. His quest makes escaping much easier though. Isoissa is rather cowardly like most Kobolds, and he doesn’t talk much because he is afraid of the guards finding his little hole. As a result you never really get to know Isoissa. Isoissa will rarely get into an encounter, but here are his basic statistics.


Naigh – Naigh is nervous, calculating, and a shrewd person in all matters, you can tell that emotions generally do not enter his thoughts. Even though he is cold, you know that he is honest and tries his best to honor all debts. Naigh was a wealthy merchant from Alonec before he was arrested for being caught distributing arcane implements to the city state of Diantus. Although he is in Jail, many of his assets are still at his disposal if he was out of prison. Unfortunately he will not make a break without his two thugs, Hack and Slash at his side. This character can be found afterwards in the Alonecian Capital, and he can offer you a reward, or a favor. He is located in Cell #2. Naigh himself does not fight, but Hack and Slash do.

Hack and Slash – Hack and Slash were the two lackeys found with Naigh when he was arrested. Hack is extremely dull, uncapable of any thoughts deeper than basic needs and violence. Slash does not speak the common tongue; he is half-orc and only speaks orcish. These two serve almost no purpose except for enabling Naigh to escape from prison. Here are Hack n Slashes statistics.
Hp – 37 Bloodied – 18 Initiative - +6 Speed – 6 Senses – Perception +1
AC – 16 Fortitude – 14 Reflex – 12 Will – 12 Relevant stats - +2 to strength, 1d6 C.A.

Jardeaux – Jardeaux, located in Cell #4, is a wizard of decent talent. Although ignorant of customs in Alonec, he approached the Emperor with an amulet of wisdom as a gift. The Emporer swiftly proceeded to incarcerate Jardeaux. You can tell Jardeaux is currently wallowing in self pity. He is a man of great pride, the rejection and incarceration have greatly angered him. Jardeaux has a collar around his neck that prevents him from casting magic, and creates a 20% spell failure zone in his cell. If a class that casts arcane spells is with Jardeaux, he teaches them a special fireball that is used as a Daily spell until the end of the prison scene. The character must have an intelligence of 16 or higher to gain this spell. Here are Jardeaux’s relevant stats.
HP – 42 Bloodied – 21 Speed – 6 Senses – Perception +5 Initiative - +4
AC – 17 Fort. – 13 Reflex – 14 Will – 15
Can cast Magic Missile – Ranged 20, +7 vs reflex, 2d4 + 4 force dmg
Dancing Lightning – Attacks 3 targets, ranged 10, +7 vs ref, 1d6 + 4 lightning
Thunder Burst – Area Burst 1 within 10, +7 vs fort, 1d8 + 4 thunder dmg, and is dazed. Save ends.

Bliax – Bliax is a serial killer who has disposed of 13 people in his career. He is usually angry, very violent, and appreciates martial skill very much. If you are a fighter he will automatically befriend you, if you are a wizard he will automatically hate you, and a fight is much more likely. For any other characters, use your social skills (Skill Challenge) to befriend Bliax. Bliax is a great fighter and if you let him loose he will kill several guards before they take him out.
HP – 66 Bloodied – 33 Initiative - +3 Speed – 7 Sense – Percep +2
AC – 15 Fortitude – 15 Reflex – 14 Will – 14 +5 with fist, 7 w/ greatsword
Battle Fury – Free when bloodied, +4 dmg to attack rolls, and extra 1d6 dmg on a hit.

Mystery Man – This is the man surrounded by salt. If the characters do not break the circle of salt, they will never find out what this man does. If they do break the circle of salt, they will discover that he actually does nothing. But all the guards will flock to his spot for quite a while to investigate the man (Because nobody wanted to break the salt circle). After about 5 turns worth of actions, the guards will discover that the dangerous man used a spell to mummify himself where he stood. But the guards were still away from their posts thus providing an excellent distraction.









Quests
Isoissa’s Mold
The kobold prisoner in Cell #7 was planning a subtle escape. He was slowly digging through the prisons floor; he broke through into a room filled with Ancient Mold. Ever since then many of the prisoners have been getting sick! Please help destroy the mold, and then the prisoners will not keep getting sick.
Current Penalties – Prison Disease, Prisoners in the prison cell area take a -5 to all attack rolls, prisoners outside the Prison Cell Area take a -2, and Prisoners in Isoissa’s Cell take a -7.
Quest: Find a way, whether it is mundane, arcane, or Divine to destroy the Ancient Mold.
Reward: Characters will no longer be diseased, all attack rolls go back to normal.
(Note: Characters may make fortitude save against the disease. If they roll a 10 or under, the disease worsens and they get an extra -1 to attack rolls. If they roll 11-14 the disease doesn’t improve at all. If they roll 15-18 they gain back 2 to attack roll, and if it is 19-20 they are cured and immune to the disease.)
Experience: 200
Solutions – You can burn the mold with a fire spell, you can steal the clerics Holy Symbol and it will cleanse it out, or you can persuade the cleric to cast a spell over the mold to cleanse it.




The Merchant King
Naigh has better things to do, better places to be. He does not like being cooped up in this prison. If you reunite Hack and Slash with Naigh, he will escape with you. I will also owe you a favor or some sort of bauble later on. You can find him at the Alonecian Capital if you help him escape and he survives.
Quest: Find a means to Transfer Hack and Slash to cell #2, and the current PC occupant of Cell #2 to Hack and Slash’s previous cell.
Reward: 1) Extra fighters at the time of Escape. 2) Reward or Favor down the road. 3) Unites two players to plot.
Experience: 150
Solutions: Use Eladrin Feystep to teleport out, kills a guard with keys, and switches the prisoners manually. Convince the guard to come close to talk and kill him for keys. Use mage hand or prestidigitation to lift the keys. Warlock Teleport Spells.

Arcane Shackles
Jardeaux is a wizard of power. But as powerful as he is, he cannot cast a pitiful cantrip with this Collar on. If you could find a way to remove it, he would help you with your escape, and owe you a favor later on. You can find him at Diantus after this quest. There is an 85% Spell Failure for Cantrips that use touch to any area of the neck with this collar on.
Quest: Obtain the keys, or somehow break off the arcane choker restraining Jardeaux
Reward: You obtain Jardeaux’s help in the escape, and you gain a favor from him later on in Diantus.
Experience: 150
Solutions: There is a key on any one of the three named guards. Steal the key, or persuade one of them to hand it over. Successfully cast Prestigiditation on the Collar.


Hot Blood -
Bliax is pissed. Just outright pissed. Once he gets out, he’s going to rampage so hard the Pitainians will think the cataclysm is happening right now!
Quest: Free Bliax by any means
Reward: Automatic befriended, and he attacks the guards, taking out quite a few of them
Experience: 75
Solutions: Destroy the bars in some manner; Get the key off any guard. Teleport him.










Mysterioso -
The mysterious man in the circle looks threatening, that’s for sure. Maybe he’s some sort of undead. Try breaking that little circle of salt inside his Cell.
Quest: Destroy the circle of salt around the Mystery Man in Cell 8, remain undetected
Reward: The guards are distracted for a battle time equivilant of 5 turns. It takes the guards 4 turns to discover the destroyed salt circle.
Experience: 75
Solutions: Use a rogue to sneak in and destroy it, concealment spells, invisibility potion. Hit it with a ranged weapon

Wardens Goodies
Rumor has it that there’s a secret cache behind the Wardens room. Find a way inside and raid it! These goods HAVE to help somehow. Right?
Quest: Raid the Wardens cache of stuff
Reward: Usable Items (Alchemists fire, tangelfoot bag, Minor healing potions)
Experience: 50
Solutions: Use Cell #1 to go through the secret tunnel. Kill the warden, and discover the frontal location.



Assassin –
You don’t quite like the way the prison is run, so you might do a little purging tonight. Like a shadow, you slip away into the darkness, hunting.
Quest – Eliminate the three special guards, the Warden, and the guards in the dungeon
Special – Can only be completed by the character in the Dungeon. (Note: The warden can be killed by anybody)
Reward – Less staff on duty, no routine patrols, chaos.
Experience – 300

Prologue Prison Mechanics –
Solitary Cells – If you are put into a solitary cell after getting knocked out in combat, you lose that full round of actions, and then you restart in your cell. So don’t die, because you will drag your entire party down. If a player is adjacent to you when you become knocked out, the guards cannot drag him off. He can make a fortitude check to revive himself with ½ his 3d4 + Constitution Modifier Hit Points and a -2 to initiative rolls until the end of his next turn. If a lone character is caught by a full patrol (3 or more) or guards and receives a solitary confinement, he automatically loses the next Courtyard Meeting. No other penalties are incurred, (Except for the ones listed earlier)
Courtyard Meetings – Apart from everybody sneaking off, If every player unanimously agrees to a meeting, they can spend a day in the courtyard redistributing weapons and gear, planning with the NPC’s, informing the PC’s that were not informed earlier, and even make escape attempts. For example, if you broke the Salt Circle right before you came to the Courtyard, you would have just enough time to make it through the front doors.
Escape! – Escape can happen 3 ways. Via boat, Front Door, or Wall Breach.
1)[FONT=&quot] [/FONT]Boats – There are two ways to sneak out on a boat, steal it if you have a party of 6 or more, or if your party is under 6 you have to bribe the captain. Boats and Bribes can only be accepted or stolen at night when there are no guards around. After you steal the boat, you can choose to murder the crew (If you bribed them) or let them keep the boat. It does not matter. But what they will not know, is if that they kill the crew they can keep the boat. Which is worth a substantial amount of gold
2)[FONT=&quot] [/FONT]Front Door – The Front Door is the obvious escape route, though it involves getting past a Guard Tower. You can take this out one of three ways. A Fire spell to burn it, Fire based usable items, or manually. If you take out the guard tower manually you can make ranged attacks with a +1 to attack and initiative while up there. Fire spells that are not the one Jardeaux taught you will take three turns to burn the tower down, Jardeaux’s will take one turn. After the guard tower is gone, and a short fight after that, you are home free.
3)[FONT=&quot] [/FONT]Breached - To find the breach in the wall, you need to be very thorough, or find a map. It requires little to no fighting to get out of. If a character discovers a map in the Warden’s Office, or the Guard Quarters you must tell them of the breach.
Horses - If the characters use a perception check outside the prison, they will see a stable with only two groom hands nearby. If they steal the horses, Pursuit will stop instantly. If they continue on foot, the remaining guards will continue to pursue them to any towns until nightfall.





Possible Skill Challenges or Information
Isoissa Related –
#1 - If you make a successful Arcana or History check on the mold you can determine that it Is Magnesine, an ancient and rare type of mold. It can actually be prevented by breathing through your diaphragm in a certain manner. If the character makes a successful check, DC 15, they become immune to the mold.

#2 – Convincing the Kobold (Skill Challenge) – With a successful Diplomacy (DC 15) or a successful Intimidate check (DC 10). And After you discover the type of mold it is with a skill check, you can convince Isoissa to lead you to the Dungeon via secret passageway.
#3 – with a successful thievery check on Cleric Jendi, (DC 5) you can take his holy symbol if he is against the bars. If you are trained in Religion, you will recognize his holy symbol with a perception check no matter how low. If you obtain his holy symbol you can purge the mold using it.

Briax Related –
#1 – If you wish to befriend Briax, you can make a Diplomacy check (DC 10) or a Bluff check (DC 15) to befriend Briax. If you are a fighter you gain a +5 to checks, because Briax has affinity with fighters. If you are a Wizard you get a -3 to all checks. Briax will never attack you for not trying to make friends with him.
#2 – Make a DC 15 thievery check against a guard near the bars to steal his keys and release Briax.

Jardeaux Related –
#1 – You can make an Arcana check that has a DC 10, with no Intelligence bonus (Due to the collars radiations) to identify the collar. If the collar is indentified you automatically know that it is released via a special disc, now you have to find said disc. After the collar is identified, you receive your bonus. This can also be used with history.
#2 – Make a DC 10 perception check to find the disc on any one of the three guards.
#3 – Make a DC 15 Thievery check to steal the disc while the guard is by the bars. Or you can make a DC 15 Diplomacy check on the guards (Except for Mackney, he has a DC 10) to convince them to give the disc over. Or make a DC 10 bluff check, (Except for Coiba who has a DC 15) to get the guards to hand the disc over to you.

Warden Related –
#1 – Make a stealth check inside his cache, if the check fails the Warden hears you and investigates. You gain a +5 to all rolls due to the fact that your behind a secret door.
#2 – Inside the Wardens office (assuming you didn’t come inside from the Secret Door) makes a perception or passive perception check to determine that there is a secret door inside the room. DC 10




General Skill Related –
#1 - Whenever guards are approaching, make a stealth check to hide.
#2 – Whoever is in the Dungeon can make a Thievery check to wiggle their way through the bars.
#3 – All guards in the dungeon without Darkvision or Low-light vision take a -4 to attack rolls.
#4 – The doors to the cells can be picked, but they have a DC of 20. The door to the Dungeon is rusted over and outdated though, and has a Pick Lock DC of 15. Or it can be bashed, adding strength modifier to your roll. DC 20.
End of the Scene Notes –
1)[FONT=&quot] [/FONT]If the players have completed all of the quests and for some reasons are still not level 2, give them enough experience at the end to upgrade them to level 2.
2)[FONT=&quot] [/FONT]This is a prologue to test their wits, understanding of the game, and characters personalities. Take note of how each character reacts and behaves in the situations, so you can form more customized and advanced ones later on in the campaign\
3)[FONT=&quot] [/FONT]Split all gold and loot at the end of the Prologue.
4)[FONT=&quot] [/FONT]If the players have not manually raided the Storage Room, automatically give them back their starting equipment.
5)[FONT=&quot] [/FONT]TPK’s cannot happen in the Prologue, the guards do not kill you they knock you out and put you in solitary confinement.
6)[FONT=&quot] [/FONT]Have the players continue to the town of Tusa if they escape by front door or breach, or they can continue adventuring in the wilderness. If they escape by boat they can continue on the Neronim. There are other towns nearby, (Like Dianta) but they are large and will likely overwhelm a low level player. So have them start off with the smaller towns.
7)[FONT=&quot] [/FONT]Remember, you’re the GM and they are the Player’s, it is your job to make this game fun for everybody. Do not be overly cruel or zealous with the systems and skill challenges. Don’t have Briax be K.O.S. to all wizards. Be fair.
8)[FONT=&quot] [/FONT]One more thing to remember, this is a template. A template is guideline, not a way of life or philosophy. Feel free to flesh out or change the campaign as the story goes. If you don’t the game will probably feel rigid.
9)[FONT=&quot] [/FONT]Since this Scene was created over the span of several days and several ideas, it may contradict itself in some places. For contradictions, vague details, or balance issues, please place them in the Issues Section that follows this.
 

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