This is the initial dungeon for the campaign. While the GM could choose not to use this dungeon, it is designed to be the event that gets the campaign started.
The party must escape Turnkey Prison
Turnkey Prison is an old prison created by the Ascian Empire during the Second Era. It was supposed to be closed by order of the King after the fall of Ascia and the founding of Asteria at the beginning of the Third Era, but someone has started using it again and have jailed the party here. Turnkey Prison is located in the north eastern Crystal Mountains, within Turnkey Province in the Kingdom of Asteria.
3. Special Note
This is the start of the campaign. During character creation the players should not do any equipment shopping or have any starting currency. They will start this campaign naked and without any gear.
The party is awakened by the loud slamming of heavy metal doors only to find themselves naked in coffin like cells. They fall back unconscious.
Darkness. Total and complete darkness. Avan blinked his eyes thrice just to be certain that they were indeed open, but it changed nothing. Am I blind, he wondered as he tried to make sense of the blackness that swallowed him. Have I ever been able to see? Panic griped him, threatening to strangle him as Avaninden realized that he couldn't remember anything more than his name.
Fear is the enemy, Avan mediated as he tried to calm himself down, and indeed his breathing did slow and his heart did relax. But the fear was still present all around him. It took Avaninden a short while to realize that the fear he felt was not his own. This place is filled of fear, he remarked mentally, I must figure out where it is that I am.
As he allowed himself to relax, Avaninden quickly realized that he was laying on hard, cold metal. His muscles quaked and protested as he tried to move, feeling with disgusted horror wet stickyness under his back end and between his legs. Avan also soon discovered that what he laid in was a box barely longer than he was long and as wide as he was wide if his arms laid beside him. Reaching up, Avan was horrified to find that he could barely extend his elbow before finding the ceiling. What is this, Avan thought as the fear threatened to take him, a freakin' coffin? Despite how hard he tried to calm himself down, he could not. Avan feared that he was buried alive and could not let go of that fear. The other fears he felt around him did not help the situation any and before he knew it Avan had passed out.
An unknown amount of time passed before Avaninden awoke to the familiar darkness. Steadying himself, Avan thought, I must see if there is a way out of this box. First he tried to push up, thinking that perhaps it was indeed a coffin. He pushed with all of his might, but the ceiling would not budge, not even the slightest. Perhaps it is not a coffin after all, Avan reasoned trying to remain calm. This time he tried to push with his feet and was surprised to find that the wall his feet pushed off of gave. Cautiously Avan pushed again, and again it gave. The third time he pushed with all his might, and the wall flung open with a loud crash and a stream of dim light quickly flooded his box.
The party is reawakened some unknown amount of time later by a voice with no discernible source. They find their cells unlocked somehow and some some simple clothes outside. They know who they are but do not know each other nor can they currently remember their own pasts.
The party must learn to work together to escape Turnkey Prison. They must endure and locate what they need in the prison before escaping into the tunnels. A strange woman ("Eli") will aide them early on if they rescue her from one of the cells, but will not leave with them when they go into the tunnels. She will seemingly sacrifice herself to help them before they leave the prison and enter the Old Prison Ruins. She will tell them that it is best that they steer clear of the two nations, Asteria and Celestia, since they don't know who put them there or why.
After reaching the Old Prison Ruins, the party will/should come across the spirit of Eli, the rune elf they saw sacrifice herself to save them just moments prior. She has a tale to tell them:
- She died months ago in this prison.
- She used the last of her power to create a memory that would help whoever rescued the memory.
- She was put in the prison for killing her rapist and worshipping Zodo.
- She will tell some basic info (gathered from this wiki) about the swords Legend and Forsaken if asked.
She can only stay for a short while, so the players should make the best out of the time she is there. The time she can last for is up to the GM and the information she has is also up to the GM. It is advised that she knows nothing about the players or their past, however that too is up to the GM.
Throughout the escape the players should remember somehow the crime that they are supposedly guilty of - whether or not they committed the crime is up to the GM, as is the crime they supposedly committed. The GM should strive to make the crime worthy of their sentence, however the crime could also be laughable.
Prison Guards are not your typical enemies therefore they aren't listed in the Bestiary. The GM is encouraged to make his or her own prison guards. They should either be mercenaries or work for someone corrupt and are likely corrupt themselves. Furthermore they should be strong and it should be evident to the players that it is best to avoid and run from the guards and not to engage them.
- Turnkey Prison: Rats, Prison Guard, Attack Dogs
- Old Turnkey: Zombies, Skeletons, Death Imps, Red Imps, Ghouls
- Tunnels: Death Imps, Red Imps, Fog Imps, Mythril Imps, Mountain Imps, Skeletons, Phade (final obstacle to overcome to escape the tunnels)
- Cave In: Basic Trap that causes 2d12 physical damage
- Arrow Trap: Basic Trap that causes shoots bone arrows (1d6 + 2d8)
- Alarm Trap: Better Trap that alerts nearby foes
The following treasures can be found, all are items located in the Equipment & Goods.
- Shillings - small amounts
- Sugar Waters
- Steel Small Scythe
- Oak Spear Shaft with Bone Spear Head
- Steel Rod
- Oak Boomerang
- Small Bow
- Bone Arrows
- Oak Buckler
- Leather Cap
- Leather Cuirass
- Leather Greaves
- Bat's Brew
- Small Backpack
- Steel Short Sword
8. Epic Treasures
The following artifacts can be found here:
- Hilt of Legend
- Xodod's Guard
A character can weild only Legend or Forsaken, not both! The choices here can have a huge effect on the campaign. Either one has to be left behind or one character claims one and another claims the other. Either sword could be used for good or evil, but each will affect their wielder and slowly change them (as determined by the GM).
Here are the maps of Turnkey Prison and the tunnels.
Turnkey Prison Cells
The images can be clicked on to open up larger versions of the maps.
This is the main part of the prison, at least the operational part that the players will be exposed to during this quest. The cells are in the steel blue rows on the bottom portion of the map. They are coffin size cells that are stacked 6 high vertically with the foot part of the cell facing out into the hallways. The larger cells are for larger races, with deep, spike lined pits taking up the majority of the cell space (the black boxes). Prisoners in there are chained to the wall, with the chain having enough leeway for the prisoner to move off of the ledge and hang into the pit. The other rooms are for GM discression. Blue doors are easy locks.
The escape path is in the large room, a small hole in the wall. What the large room is is up to the GM. Perhaps it is a garbage room of sorts to store the dead prisoners?
Old Turnkey Prison Ruins
The Old Turnkey Prison Ruins is a ruins of the older part of the prison built sometime in the First Era that was never repaired. The players need to find their way through this maze of tunnels and ruined cells and rooms to get to the escape tunnel part of the quest.
Turnkey Tunnels is a set of imp tunnels and natural caverns. This is the tunnels through which the players escape Turnkey Prison.