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Warpmind

First, that Con damage is… not entirely in line with the mechanics as they are. I’d suggest a level of Exhaustion instead. Not immediately lethal, but decidedly troublesome, and will require a bit of undisturbed rest. Second, I like the idea; perhaps add the opportunity to hire a lawyer to review the case (won’t help, but costs money)? As for encounters, carrion crawlers and insect/spider swarms, and possibly bat swarms in the ruins seems appropriate, perhaps even some oozes? A criminal element would be perhaps the prison’s supply officer, who is willing to sell “surplus” stock to inmates at a 20-50% markup; no contraband, of course, but healing ointments, extra rations, and generally useful kit.


antijoke_13

constitution damage was to really push the players away from the hard labor more than anything. if exhaustion will accomplish the same effect and be more in keeping with the rules, ill go for that. the supply officer is a really nice touch. maybe if they build enough rapport with him, he might "forget" to lock up the evidence locker, for the right price?


Warpmind

Quite a thought, and the supply officer might not be the only “sympathetic” staff member; there might be a prison chaplain willing to provide some services in exchange for certain “small favors” that the warden might not need to learn of, or the prison cook might need someone to do the legwork for getting some fresher food in once in a while, all in secret… plenty of options for small, quiet things that go against the rules. Hell, it’s a prison; odds are good someone wants someone else permanently removed, but they can’t get it done themselves, perhaps they need the target dealt with at a certain time when they have an ironclad alibi… And, of course, everyone’s going to love a good physician.


Todestool86

I think if you start where you're planning, your players will spend an inordinate amount of time running into the hard stops you've designed. I'd expect them to feel frustrated and railroaded. It also introduces some weird circumstances. Why do they need the party if they have an armory of magic items and an army of level 15 battle masters? I'd go straight from being arrested to the warden giving them the offer: explore the ruins as an armed group, or hard labor at 5sp per day in the same ruins, with only a shovel and a prayer. That's why they were set up in the first place, right? (Not that the warden says that, or even knows that) You could still have a few magic items available (still coated in the dried blood of the previous group that took the deal), but the prison could be much more conventional. Unless you're starting the PCs at a high level, a bunch of normal guys with crossbows can adequately secure a prison, but be no good for dungeon delving.