Hi. Welcome to jail. The log is up over here. The first top level is for hanging out in jail. The second (coming in just a minute) is for the escape and is the only thread everyone's required to do. I'll add a third top-level for aftermath threads when we get far enough through the escape for people to know what state everyone will be in then.
Some OOC notes:
THE MAP: I have created a map in sheets that you can view here. The currently visible rooms are the rooms characters have already seen. The solid lines are walls and the fainter double-thin lines are doors, which you can generally assume are shut until opened. I'll copy over more pieces of the map as those places are reached in the escape thread. Each will have a list of what useful items everyone can find there and what can be discerned about the adjacent areas before entering them. You can make up details about anything else in those rooms that you want! Curtains, paintings, furniture, etc. Just not additional weapons/useful loot or additional clues about adjacent areas.
YOUR SPECIAL NPC: Your suggested NPC name is Domnica Lascari,your suggested NPC job is the fortress commander, and your recommended angle is she already sent word to her boss that she captured these guys and it would be so nice for her if they would go back to their jail cells and let her get her damn brownie points, but you can change that however you want! There will be a room/spot on the map where it says "Hope's NPC" and that will be your cue for this character or whichever one you've invented to take their place to show up to try to stop Our Heroes.
OTHER NPCS: You can invent or take control of other NPCs, such as red shirt guards, whenever it'd be fun. In theory there are only a handful of people in the outpost, but in practice, if you want your character to fight off five guys at once, you can make five guys for them to fight off.
STARTING INJURIES: Trying to fight off their captors and the subsequent interrogation techniques could both have left your character with injuries of your choosing. The whole point of the plot is for people to have to get out of a jam while at a distinct disadvantage, so lean into that however much you'd enjoy.
MAGIC: The cells are equipped with a magic-dampening effect. (If you've played the mage origin in DA:O, it's the same thing that kept folks from being able to bust down that basement door with magic.) Magic won't work while they're in the first room. After they escape that room, characters with magic will regain access to their abilities, but please do your part to keep your magic character from solving all of the problems for everyone else.
no subject
Some OOC notes:
THE MAP: I have created a map in sheets that you can view here. The currently visible rooms are the rooms characters have already seen. The solid lines are walls and the fainter double-thin lines are doors, which you can generally assume are shut until opened. I'll copy over more pieces of the map as those places are reached in the escape thread. Each will have a list of what useful items everyone can find there and what can be discerned about the adjacent areas before entering them. You can make up details about anything else in those rooms that you want! Curtains, paintings, furniture, etc. Just not additional weapons/useful loot or additional clues about adjacent areas.
YOUR SPECIAL NPC: Your suggested NPC name is Domnica Lascari,your suggested NPC job is the fortress commander, and your recommended angle is she already sent word to her boss that she captured these guys and it would be so nice for her if they would go back to their jail cells and let her get her damn brownie points, but you can change that however you want! There will be a room/spot on the map where it says "Hope's NPC" and that will be your cue for this character or whichever one you've invented to take their place to show up to try to stop Our Heroes.
OTHER NPCS: You can invent or take control of other NPCs, such as red shirt guards, whenever it'd be fun. In theory there are only a handful of people in the outpost, but in practice, if you want your character to fight off five guys at once, you can make five guys for them to fight off.
STARTING INJURIES: Trying to fight off their captors and the subsequent interrogation techniques could both have left your character with injuries of your choosing. The whole point of the plot is for people to have to get out of a jam while at a distinct disadvantage, so lean into that however much you'd enjoy.
MAGIC: The cells are equipped with a magic-dampening effect. (If you've played the mage origin in DA:O, it's the same thing that kept folks from being able to bust down that basement door with magic.) Magic won't work while they're in the first room. After they escape that room, characters with magic will regain access to their abilities, but please do your part to keep your magic character from solving all of the problems for everyone else.
Let me know if you have any questions!