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Dungeons & Dragons 3.5: Stay of Execution

Stay of Execution

Oops! The Decemvirate (the shadowy figures that command the Pathfinder Society) had an artefact stolen from their collection and they want it back! They know who took it - a fellow by the name of Hadge - and they even know where he is right now, so getting it ought to be a doddle for the party, right?

Of course, it's never that easy. Hadge has been incarcerated in the infamous Porthmos Prison, which is located just outside Sardis Township, backwater seat of the Porthmos Prefecture of Taldo. This is not your regular gaol, it's a lawless place run by the inmates with the guards staying outside and having but one mission, to keep the inmates inside. Many of the prisoners have never been convicted of any crime, they've merely annoyed the local lordling, one Thestro Briarsmith, the current governor of Porthmos Prefecture... Hadge, despite his lightfingered ways, is one such unfortunate. Still want the job?

For the brave Pathfinders who accept the mission to reach Hadge, find out what he did with the stolen artefact and retrieve it to spare the Decemvirate further embareassment, the adventure begins with them standing outside the prison after a four-week journey to get there from Absalom. (This could, of course, be played out if you have the time and inclination.) They've been given a contact, a book-loving gargoyle who lives on the prison roof and might be able to get them in... they've even been given a valuable illustrated book to bribe the gargoyle with, but otherwise, it's up to the party what they do.

What follows is an exercise in negotiation and exploration as the party needs to get inside, find Hadge and find out what he's done with the Decemvirate's item. Warring gangs control various parts of the prison. Some might talk, all will fight, and some might be open to bribes or other favours... and some will offer bribes to get whatever it is that they want! And of course, once the party has located Hadge and obtained the information they seek they have to get out again...

There's a lot of brawling, a lot of scrambling around an almost derelict building and the chance to converse with loads of ruffians (if they stop brawling long enough to have a chat). The party needs to be tough to survive. The Faction missions involve the relevant characters in an assortment of quests to find out if certain people are there, pass messages and so on - as always, the trick is to remain discrete whilst undertaking the mission. Breaking out of prison is commonplace, this time the party has to break in first. A memorable adventure.

Return to Stay of Execution page.

Reviewed: 24 January 2016