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Tujan the Prison Isle - OoC


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Tujan – The Prison Isle

 

Long ago off the coast of Iq Bho there was a medical doctor that specialised in magical maladies and severe mental collapse, people that had become unstable for a variety of reasons. Doctor Tebbid took in some of the more dangerous criminals that were deemed dangerous not because of their abilities but because of their “outlook”. Some of the “patients were available for study by the medical profession whilst others were not fit for purpose, once inside the gates, it was most likely that a patient was never going to see the outside world again. Dr Tebbid had a variety of well-trained guards to deal with the inmates, mostly he could subdue a patient within minutes. In the case of riots, patients were separated one by one, getting the more dangerous ones out first.

 

As the rowboat made its way across to Tujan the 1st mate watched the prisoner with a deadpan face, this prisoner was special. She was the slayer of the flock, she was Mezzina the Mad. She had killed 30 of the congregation during holy mass, cut them down with her sword and she did not hold back. Men, women and children alike were butchered, young and old. She looked maniacal like she was possessed and that is of course what she claimed in court. Sentenced indefinitely to Lunaria, the looney bin.

 

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This is a game for 4-6 players of 3rd level or lower.

It most likely be combat heavy so prepare for a fight.

If healing is going to be short I will send one with the party.

Edited by paladinred (see edit history)
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Aaaahhhhhh! Now I see. So they lost contact with "Looney Island" and are too afraid to go check it out themselves so they call in Scooby and the gang. Heh, what could possibly go wrong? ;)

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I may want to throw Drewan into the ring.

 

[URL=/sheets/?id=2832353][B][SIZE=+1]Drewan Ghoststep[/SIZE][/B][/URL] Male Neutral Good Catfolk LA+1/Ranger 1, Ranger/Rogue 2, [B]Level[/B] 3, [B]Init[/B] 4, [B]HP[/B] 27/27, [B]Speed[/B] 40 [B]AC[/B] 19, [B]Touch[/B] 14, [B]Flat-footed[/B] 15, [B]Fort[/B] 5, [B]Ref[/B] 7, [B]Will[/B] 2, [B]Base Attack Bonus[/B] 4 [B] MW Composite Longbow +1 Str (20 x Arrows) [/B] +9 (1d8+1, x3) [B] MW Scimitar [/B] +6 (1d6+1, 18-20x2) [B] 2x Throwing axes [/B] +8 (1d6, x2) [B] Mithril Chain Shirt[/B] (+4 Armor, +4 Dex, +1 Natural) [B]Abilities[/B] Str 12, Dex 18, Con 12, Int 16, Wis 12, Cha 14 [B]Condition[/B] None
Drewan Ghoststep
Male Neutral Good Catfolk LA+1/Ranger 1, Ranger/Rogue 2, Level 3, Init 4, HP 27/27, Speed 40
AC 19, Touch 14, Flat-footed 15, Fort 5, Ref 7, Will 2, Base Attack Bonus 4
MW Composite Longbow +1 Str (20 x Arrows) +9 (1d8+1, x3)
MW Scimitar +6 (1d6+1, 18-20x2)
2x Throwing axes +8 (1d6, x2)
Mithril Chain Shirt (+4 Armor, +4 Dex, +1 Natural)
Abilities Str 12, Dex 18, Con 12, Int 16, Wis 12, Cha 14
Condition None

 

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Just in case we're going out into that weather again, how do extreme environments work? The SRD says when it's cold you have to make regular Fortitude saves or take nonlethal damage, but is it nonlethal cold damage or is nonlethal damage its own type?

I guess my main query is whether a character who is immune to cold damage would be immune to extremely cold environments even if the environmental rules say being cold deals a different type of damage than cold damage.

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4 hours ago, paladinred said:

The drink you just had provides you with Endure Elements for 8hrs so no saves are needed, you will not need to make the saves so long as you have the drink provided lol.

Guess we better ask for one to take with us then, so we have it for the trip back. 😉

Edited by Draidden (see edit history)
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