
Weylin Ward |

Question to the GM:

Old School Dungeon Master |
-
Drugoth
It's hard to remember for sure, you were held fast by four men and being Branded at that time.
And you have the distinct feeling that your black hood was only removed because the the Watch Sergeant wanted to see your face as he Branded you.
You saw his face, no Sense Motive needed, the man loves his job.

Old School Dungeon Master |
Two days before the present day
-
Waylin is not known as the Wagging Wag of Ghastenhall for nothing.
He's been stuck here with the lot of you, and there very little you can do but talk amongst your selves, or try and take each others lice off.
Waylin was distant, snobby and aloof at first, for the first two days, but very little can stop the wagging wag from wagging once he starts.
Waylin says -
Did you all know that Ghastenhall food is famously spicy?
Thanks to an abundance of foreign merchants in this port town, spices are not rare in Ghastenhall, no sir!
That means that many of the quintessentially Ghasterly foods are devilishly hot. The most famous local food of all “Scarper’s Stew” is a blend of river-caught seafood simmered in a broth made of onions, herbs, fish bones and crab shells then spiced to the point of being bright red and fiery hot. Mmmm! Wish we could share bowl just right about now mates!
Waylin says the he is himself is considered a six star chef, actually make that seven star chef! The only one with seven stars! But he only cooks for very private and noble gatherings. So no soup for the lot of you.
Also did you know rowing is the favorite sport in Ghastenhall?
River boat rowing is the favored sport of the upper crust. The teams often come from the various colleges but even the town watch has rowing teams. Watching a set of rowing is often a picnic-like affair and involves sitting on the banks of the Wellspring during the summer months watching the boats go by. Very genteel indeed. And the ladies love it.
Why guess who is the current river boat rowing champion two years running? That would be me Weylin Ward! If you could only see me on the river boyos!
I'm sorry did I say two, I'm too humble for myself sometimes! I meant four time champion!
Oh about the ladies now ...

Old School Dungeon Master |
-
For Weylin
Your question -
What do I see in the way of sharp objects near the outside of the cell? Also, not qualifying as my question for my roll, do any of the guards seem more particularly chatty than the others?
Hmm. Nothing obvious, save for the weapons the guards carry.
Whenever guards interact with you prisoners, they are in pairs -- no guard ever comes into your cell alone. They are definitely not interested in talking to you; presumably they have orders.
Assume the guards all start with a Hostile attitude.
But hey your a charming fellow right?

Weylin Ward |

As the next guard comes by, Weylin will attempt to strike up a conversation with him.
Smiling, Weylin says, Greetings, my good man! Another fine day here in the prisons, yes? No? You're looking awfully bored. Perhaps I could help with that! I know some games that might help you while away the hours a bit more easily. After all, what's the point in roaming these halls, day in, day out and not having any fun with it?"
That's it, talk 'em up, they don't call you the wagging jaw for nothing. Keep their focus for as long as you can...
Diplomacy: 1d20 + 9 ⇒ (18) + 9 = 27

Tokae Yashkiin |

Tokae please roll these
One Perception +2 (to examine the cell, you have been her 5 days so you get a circumstance bonus)
Roll Perception one more with no circumstance bonus (to learn what you can pick up regarding your captors and what is just outside your cell).
Roll Perception for today (to listen to the guards down the hall, or for other sounds outside your cell). Note that in order to do this, you must get your cellmates to agree to be quiet for a while.
Perception 1: 1d20 + 11 ⇒ (18) + 11 = 29
Perception 2: 1d20 + 9 ⇒ (12) + 9 = 21
Perception 3: 1d20 + 9 ⇒ (11) + 9 = 20

Old School Dungeon Master |
Everyone, I would like to just point out that
and
put up their back stories on their pages and that helps me generate connections to them with our brief campaign, please do likewise if you have the time.
Kallen and Tokae, thanks for the good read! Please add one notch to your character sheets.

Old School Dungeon Master |
-
I am going to say this occurs four hours earlier, just as Aletheia is brought into the cell to join your motley band.
As the next guard comes by, Weylin will attempt to strike up a conversation with him.
Smiling, Weylin says, Greetings, my good man! Another fine day here in the prisons, yes? No? You're looking awfully bored. Perhaps I could help with that! I know some games that might help you while away the hours a bit more easily..."
That's it, talk 'em up, they don't call you the wagging jaw for nothing. Keep their focus for as long as you can...
Diplomacy: 1d20 + 9 ⇒ (18) + 9 = 27
-
Good roll! You have made two of the four guards Unfriendly, but the two behind them remain Hostile towards you! Weylin, you have started the long road to winning them over, you'll be invited to Holiday dinner in no time!

Old School Dungeon Master |
please read
Tokae
The cell
What you know.
Your chains are strong. The walls are solid. Your fellow prisoners smell BAD.
The routine
Over the last few days, the guards have been quite consistent in their patterns. Shifts start at 8 am, 4 pm, and midnight.
At the beginning and middle of each shift -- i.e., every four hours -- a guard opens the cell and checks your status, while a second guard stands watch a pace or two behind him. The guards also make occasional random checks; on average, you seem to get one or two of these per shift.
Food is brought about an hour after the beginning of the morning and afternoon shifts -- so around 9 and 5. A guard passes in basket of hard rolls and a jug of water in; you prisoners pass it around.
Before the cell door is opened, the prisoners are told not move until the cell door is closed again.
The guard only comes within arms reach of one prisoner, the one closest to the door who is handed the basket and jug. There are always three guards standing in the hall with weapons ready. One of them holds an alarm horn as well, ready to blow. Whenever the guards interact with a prisoner in any way, they are always wary and alert. They show no obvious signs of weakness.
The rest of the time, the guards leave you alone and stay in a watch room down the hall. The door to the watch room is open, so they can hear any unusual sounds; at the same time, you can perhaps hear them talking, if you are quiet and listen carefully.
The cell is a small room -- rather crowded now, with six of you in here.
Finally there is another occupied room, somewhere further down the hall with another prisoner or prisoners; the guards go down there to feed him/her/them after feeding you.

Old School Dungeon Master |
-
As Aletheia is brought into the cell and manacled next to you
Hearing Weylin begin his little chat up the lead guard points his spiked club at Ghastenhall's 'favorite son.'
'Oi! Lord Jibberjabber, you shut your mouth now, or I'll come over there and shut it for you!
But Welyin actually makes two of the four guards smirk a little.
Just as the cell door closes, the normally hardened captors let their guard down and start up a conversation closer to the cell than normal.
Weylin, Drugoth, and Tokae hear this exchange
Nothing, just the big mouth fop, spitting and yelling as usual ... now he want's to gamble with us. If he had two gold coins on him maybe I would have let him finish. Replies the guard who just threatened Weylin.
If he had two gold coins on him, Blackerly would have taken them from him before he got the Brand. Now what were you saying earlier about last night?
asks the first voice.
Oh yea, Blackerly is a damned thief! I'm sure that game was rigged last night! Announces another man.
A fourth voice retorts, If it’s rigged, why do you keep going back to the gatehouse then?
Because the beer’s passable.
From the southern end of the hall you hear three of the men laugh at the joke.
Drinkin’ on duty! Damn, this place has gone to hell. Captain Callidan would have never tolerated that crap. That’s for sure!
The first voice pipes up again. Captain Callidan … he left, what? Two years ago?
Almost three and since then the place has been straight down the shiytter. That old wizard never leaves his tower. He stays up there reading his books and petting his owl! Replies the fourth voice.
Petting his owl? Is that what they call it these days?
The four guards enjoy a bit of a laugh before the conversation dies down and your unable to make out anything else.

Old School Dungeon Master |
Dru starts banging his head against the wall. Blood starts to run down his forehead. Git out of me hed!!
-
Dru are you sure you want to do that? That could lead to you hurting yourself.I'm not going to stop you but if you do that, you would take 1d2 + 1 ⇒ (1) + 1 = 2 subdual damage.
Your call

Old School Dungeon Master |
please read
Weylin

![]() |

The blood drips down Dru's forehead. Can yea no hearz it. Da damned buzzing! Everytime I close me eyes.It taint right Dru's eyes roll back and he pulls on the chains in a rage trying to snap them.
1d20 + 7 ⇒ (13) + 7 = 20

Kallen Marvaine |

"What is your angle?" Kallen asks Weylin idly. "Do you think you can talk them into setting you free? I do not have a great deal of experience with jailers, but I did not think they did that sort of thing. Or are you just hoping for better food..."

Old School Dungeon Master |
-
The blood drips down Dru's forehead. Can yea no hearz it. Da damned buzzing! Everytime I close me eyes.It taint right Dru's eyes roll back and he pulls on the chains in a rage trying to snap them. 1d20 + 7 ⇒ (13) + 7 = 20
Wrath!
Dru pulls the chains that bind him mightily and ...
they hold fast!
Perhaps someone with Appraise or Disable Device can roll to see how strong these locks are.
Now I am not saying this is not a route you should take but this particular plan has consequences.
Guards get a Perception check, they get penalties for the distance, circumstance bonus because they are listening for trouble, and add their skill ranks. I apply bonuses and penalties behind the screen.
Do the guards hear Dru?
1d20 ⇒ 12
In this case they do not.

Old School Dungeon Master |
Please continue your plans and actions in character.
Feel free to make rolls you want to attempt to discern how to help your situation.
Going to wait on Varrel and Aletheia to post for one more day then I will advance us all.
Thanks for everyone's patience on our two friends.

Tokae Yashkiin |

please read
Tokae
** spoiler omitted **
I know this is a famous prison, but there's a lot of security here. These are elite guards, they must think us truly dangerous to watch us this intently. Still, some of these men clearly have appetites. Without their old captain, blackerly has been stealing again- an angle we can perhaps exploit. May be he did indeed steal in last night's game... Tokae looks at the bard expectantly

Old School Dungeon Master |
-
Each player is allowed another action before this scene takes place, your welcome to post those, otherwise we advance to ...
Four hours after Aletheia is brought in to join your decidedly un merry band.
As you all continue to quietly plan some form of escape, your whispered conversations are interrupted by the sound of the iron reinforced prison door at the end of the hall creaking open on its rusty hinges.
You hear distant footsteps and the grind of metal on stone. They gradually draw nearer to your cell and then the gate is unlocked and swung wide.
As the light shines out of the room, the silhouettes of seven men can be made out against the light. Marching at the head of the group is Sergeant Tomas Blackerly, the Watch Sergeant for Branderscar Prison and the man who held the Brand that marked each of you.
This is the man who laughed, spit and beat you into unconsciousness after he enjoyed burning you.
Six guards follow tightly behind him.

Old School Dungeon Master |
-
Sergeant Tomas Blackerly barks out some orders.
"The big one at the back, there. That pirate dog. Step careful, now, he's a troublemaker."
With three guards having their weapons drawn keeping a watchful eye on the prisoners, three more guards unlock Dru and bring him forward.
They are being careful to stay well out of the reach of the other prisoners, the diseased Kallen and the fiend Varrel in particular.
"Well, Captain of the Murdering Seas scum, it seems you have a visitor. How you ever warranted such a fine lady is beyond me. Seems she wants to say good-bye. Now step lively. We wouldn’t want to keep her waiting. Mind you, try anything and she'll be saying good-bye to a broken jaw sea dog."
Please roll Sense Motive everyone
Anyone taking any actions at this time?

![]() |

Dru glares at Blackery but 7 on one and himseef unarmed, well even he doesn't like those odds. A women to see me? Might as well see whats it all about.
Dru looks at Blackery I'd say it's yea wife bak fur sum mor but wez knowz she aint no fine lady.

Kallen Marvaine |

Sense motive: 1d20 ⇒ 2
Kallen regards this development with interest. She has had plenty of time to observe the routines of the prison, but this is something new. She is utterly confounded by what it could mean, however.

Aletheia |

Sense Motive: 1d20 + 3 ⇒ (10) + 3 = 13
Aletheia will keep an eye out and see throughout his stay if anyone (guards, fellow inmates, visitors) shows any signs of addiction/drug use (for example tar stained teeth from someone who chews pesh on a regular basis).
If someone has a need - and I help scratch it, perhaps I may be helped in my exit from this hotel.

Old School Dungeon Master |
Aletheia will keep an eye out and see throughout his stay if anyone (guards, fellow inmates, visitors) shows any signs of addiction/drug use (for example tar stained teeth from someone who chews pesh on a regular basis).
-
How about it guys, any of you happen to be part time addicts or like to self medicate? It is an evil campaign. Live a little.Aletheia, interestingly enough, if you happen to get out of here that will come into play. But first things first ...

Old School Dungeon Master |
Dru looks at Blackery I'd say it's yea wife bak fur sum mor but wez knowz she aint no fine lady.
'No worries she only cheats on u z da nightz u cheat da gaurds otta der money. Runz in UGGGGAHHH ...
Dru never finishes his sentence.
While the first baiting statement Dru says barely fazes the Watch Sergeant, the rotund master of the guard acts much swifter than his pronounced gut and portly shape would indicate. Before Dru can finish off his words Watch Sergeant Blackerly expertly slams a solid oak truncheon right into the barbarian's rib cage.
Drugoth take 1d6 + 3 ⇒ (4) + 3 = 7 Subdual dam (for a total of 9 subdual dam counting your self inflicted wounds)
Drugoth do you want to take any actions? Rush the guards? Spit in Blackerly's face? Cry to mama?

Old School Dungeon Master |
Loks lik I struk a nerv der. Da truth hurtz. No wurry boyz tak me to da fine lady no wan to be kepin her waitin. I'll get bak wotz yourz wit interest frum da Sgt. dont yea wurry.
-
'Best be quiet now Sea Dog scum. The executioner arrives in three days, keep this up and there won't be enough of you to hang.'He turns to the guards. 'Gag the fool.'
In Branderscar Prison, there are no silk lined handkerchiefs readily available. Worn down filthy rags are very roughly put into your mouth. Strangely they don't smell any worse than you.
Fort save please Dru

Old School Dungeon Master |
Requested rolls
Thank you Tokae, I regret those are not high enough.
I am waiting on some more Sense Motive rolls from the other players, and Knowledge Local for those who have it.
tokae gives an ugly chuckle a cheater never prospers, sargent....*tsk*
I going to rule here the Sargent Blackerly was down the hall and too preoccupied with Dru to have heard this. Lucky break Tokae, lucky break.

Old School Dungeon Master |
Fort save1d20 + 3 ⇒ (3) + 3 = 6
Dru first the bad news, besides the subdual damage, you now also have the Sickened condition (link).
The good news ... hmm. Oh, somewhere in the world, far, far away from here, the sun is shinning and its a lovely day.
----
Dru great Intimidate roll but I have to rule that you were not able to use it. If you get a chance to use in in the next three or four days of gameplay I will allow you to keep that roll.
I don't want to suggest what players should do, but as the songs says, 'you've got to know when to hold 'em'.

Old School Dungeon Master |
-
Everyone what happens next is player knowledge only, what is happening is only happening to Dru, I was considering keeping under a spoiler tag but since what is happening is important I am letting the group read as the next scene develops.
-
Dru you are roughly shoved down the hall with the occasional push and prod from the guards truncheon. Fighting through his pain and the sickening stench in his mouth he notices four or five more cells adjoining his own. Most have their doors open; one other door is shut.
Blackerly is in the lead and brings you to the iron reinforced prison door at the end of the hall. As it opens you can see a small guard room and a landing that has stairs leading down towards another floor as well as another door, this one not reinforced.
There's little furnishings in the windowless room save for a small table and four chairs. There is also a ridiculously large fireplace and a peg near the door that has several sets of keys hanging on it. Without wasting any time the Watch Sargent leads you towards the only other door and shoves you through it into a plain and unadorned meeting room where he has three of the guards forcefully sit you in a chair.
Now sitting opposite you is a hauntingly beautiful woman in an elegant black dress and soft silken veil. She looks as if she is headed to a funeral. Her hair is so platinum as to almost be white and her eyes are a vibrant, almost unearthly green. She clearly has been weeping.
"Oh, Dearest brother!" she proclaims! "I’m so relieved you’re still alive!"
The Mysterious Fine Lady (link)
Or if you need a real life counterpart (link)
Dru, you are still bound in chains and gagged, but initial reactions?

![]() |

Dru looks at her cold beauty and wonder's whats her angle . Sister, he isn't even from this country. His family was wiped out in a raid when he was but a child. He stowed away on a ship to avoid starving, The Devil's Trident. The Pirates took him in,Made him a cabin boy... All dead now. He swallows the bile in his throat and waits. Giving one last black look at the Sgt.

Old School Dungeon Master |
-
Indeed.
You have never seen this woman before. You have never seen a woman remotely like her in your life.
As far as you can tell you have no living relations that you have heard off, and even if the gods hid one of your blood somewhere in the vast world, this woman is NO sister of yours.
Now Drugoth has been with many women in his life, he may even have had one or two without having to resort to force or spending a lot of coin, but this woman, he has never seen her like ... this woman he would kill to bed for a night.
Then again come to think of it, Drugoth would kill widows and orphans for a braised leg of mutton and a hearty ale just right about now.

Old School Dungeon Master |
---
Players, I won't do this often, if characters miss their rolls, they miss their rolls and I don't let you 'peek inside', but in this case, in honor of Varrel (John, an old friend) and Weylin (Andrew, a new friend) who both happen to be lawyers in the real world, and since they may be sitting by me protecting me from a senatorial judiciary committee one day, here is some player knowledge if you PCs happened to roll a DC 21 Knowledge Local.
Dru has a visitor? Wait, are condemned prisoners even allowed visitors? No. No, they never ever are. And in Braderscar? An impossibility.
---

Old School Dungeon Master |
-
Amidst wiping her tears, the beautiful woman turns to Sergeant Blackerly.
"Could we please have a moment alone, good sir? And for pity’s sake, remove the filthy rags from his mouth! Please sir!"
Blackerly goes blank for a bit and then quickly agrees.
"Of course, my lady. For you,’ tis no problem. No problem at all." The watch sergeant takes the rags from your mouth and throws them into a heap onto the table. Drugoth spits and coughs out heavily as he catches his breath.
Then Sergeant Blackerly begins to step outside and shuts the door behind him.
--
Dru roll another Sense Motive please remember you are Sickened
--
Giving a thankful nod, the blonde haired woman dabs a final tear from her eye and watches as Blackerly leaves.
Leaving the two of you, 'brother and sister', alone together.