KarzonSep 08, 2014Sep 08, 2014 at 05:12 AM
#1
The S'ren ja Prison is located with the Guard Barracks up at the North end of town. There are four large cells in it capable of holding up to three people comfortably.
Prison Protections:
The Prison is Warded against magical manipulation and tampering, along the bars are engraved with tiny runes and magical inscriptions which empower the wards. These wards negate magic use within the cells themselves through making the inside of the cells a Null Zone. They carry a command word however that is only known to the Warden, the First and Second Lieutenants and Guard Captain. Each cell has an individual word for it so they can be turned off and on individually, from outside or within the cells. The cell bars themselves are made from reinforced steel making them extremely difficult to bend or break.
The gate locks themselves are made from reinforced steel with copper pins and spring systems made from different blacksmiths across Elsweyr. They can only be unlocked from the outside and the bars nearest them are smaller and closer placed together to lessen the risks of Lockpicking.
Prison Rules:
Prison Warden: Bbgeargo
Current list of Prisoners:
House Arrest
((Because we have more and more characters ending up in the jail and trying to escape. I'm not trying to step on anybodies toes, just adding info.))
Amenities:
Each cell contains one bunk-bed with comfortable mattresses and soft bedsheets, one nightstand with two drawers, one thick rug on the floor. In the rear of each cell there is a privacy curtain on a rail that prisoners can close. Behind the curtain, prisoners can toilet, change, and bathe.
Each cell can accomodate two prisoners comfortably.
Security:
Two guards are on duty at all times. When Player Characters are not present, assume there are two NPC guards in attendance. As PC's arrive, they replace the NPCs so that there is always a minimum of two, with the NPCs making up the difference.
The cells have both magical and mundane barriers to keep prisoners safely locked away. The doors and bars are made of finely crafted steel, roughly six centimeters thick. Each bar is spaced with 10 cm of space between the next. Both the thickness of the bars and the distance between them diminishes around the locks, discouraging picking. The doors can only be picked from outside. There is no key-hole on the inside of the cell. The walls are mortar and stone, and the floor is hard-compacted stone and earth. A magical ward prevents any spells from being cast inside the cells. This includes benign and restoration spells.
(RP officers can modify this number based on IC situations. ie: drunkenness, guards present, skill of the character making the attempt. For example, Calomel, who is not a skilled thief at all, would be extremely unlikely to pick the cell locks even with a high roll, while Sylvaswift, who is a skilled picker of locks, may be able to do it with a much lower roll))
Escape Attempts:
All escape attempts must be made with a roleplay officer present to moderate the scene. If no RP officer is online, an officer in a different department can moderate.
Disclaimer: This will be updated with a Screenshot of the Prison itself. As for the current prisoner list this will be updated by me as we go along. Anyone who gets added to it, send me the Name of the character and the persons @ handle as well.
Prison Protections:
The Prison is Warded against magical manipulation and tampering, along the bars are engraved with tiny runes and magical inscriptions which empower the wards. These wards negate magic use within the cells themselves through making the inside of the cells a Null Zone. They carry a command word however that is only known to the Warden, the First and Second Lieutenants and Guard Captain. Each cell has an individual word for it so they can be turned off and on individually, from outside or within the cells. The cell bars themselves are made from reinforced steel making them extremely difficult to bend or break.
The gate locks themselves are made from reinforced steel with copper pins and spring systems made from different blacksmiths across Elsweyr. They can only be unlocked from the outside and the bars nearest them are smaller and closer placed together to lessen the risks of Lockpicking.
Prison Rules:
- Prisoners are to be treated with respect, that means no overuse of force.
- Prisoners are to be Fed twice daily and checked on. A Guard is to also be stationed near the prison if there are prisoners at all times. (OOC: Within reason of course, don't want people locked out of RP)
- Prisoners are to be searched and have all weapons and personal effects removed from them, inventoried and stored within the appropriate chest inside the Guardhouse.
Prison Warden: Bbgeargo
Current list of Prisoners:
- Elros Delodil
House Arrest
((Because we have more and more characters ending up in the jail and trying to escape. I'm not trying to step on anybodies toes, just adding info.))
Amenities:
Each cell contains one bunk-bed with comfortable mattresses and soft bedsheets, one nightstand with two drawers, one thick rug on the floor. In the rear of each cell there is a privacy curtain on a rail that prisoners can close. Behind the curtain, prisoners can toilet, change, and bathe.
Each cell can accomodate two prisoners comfortably.
Security:
Two guards are on duty at all times. When Player Characters are not present, assume there are two NPC guards in attendance. As PC's arrive, they replace the NPCs so that there is always a minimum of two, with the NPCs making up the difference.
The cells have both magical and mundane barriers to keep prisoners safely locked away. The doors and bars are made of finely crafted steel, roughly six centimeters thick. Each bar is spaced with 10 cm of space between the next. Both the thickness of the bars and the distance between them diminishes around the locks, discouraging picking. The doors can only be picked from outside. There is no key-hole on the inside of the cell. The walls are mortar and stone, and the floor is hard-compacted stone and earth. A magical ward prevents any spells from being cast inside the cells. This includes benign and restoration spells.
- Difficulty to pick the lock on the door, with a lockpick: 12 or better
- With a makeshift lockpick: 15 or better
- Without a lockpick: not possible
- Difficulty to break through the bars: 15 or better. Must make a secondary roll at the same difficulty to make it through the magical wards.
(RP officers can modify this number based on IC situations. ie: drunkenness, guards present, skill of the character making the attempt. For example, Calomel, who is not a skilled thief at all, would be extremely unlikely to pick the cell locks even with a high roll, while Sylvaswift, who is a skilled picker of locks, may be able to do it with a much lower roll))
Escape Attempts:
All escape attempts must be made with a roleplay officer present to moderate the scene. If no RP officer is online, an officer in a different department can moderate.
Disclaimer: This will be updated with a Screenshot of the Prison itself. As for the current prisoner list this will be updated by me as we go along. Anyone who gets added to it, send me the Name of the character and the persons @ handle as well.
Edited Sep 30, 2014 at 09:25 AM by 0

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