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 Post subject: Prison rules for Solinar
PostPosted: Oct 3rd, '10, 20:22 
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Joined: Apr 12th, '10, 18:49
Posts: 332
Location: North Bay, ON
This is for everyone to be aware, that way there is no arguing or debate on what it is like in the Prison and how protected it is and how hard or easy it is to break out of.

1. The entire Jail in under the effect of a barrier that completely blocks extradimensional travel. Forms of movement barred include astral projection, blink, dimension door, ethereal jaunt, etherealness, gate, maze, plane shift, shadow walk, teleport, and similar spell-like or psionic abilities. Once dimensional lock is in place, extradimensional travel into or out of the area is not possible. A DC 55 concentration/spellcraft check can succeed at being able to cast through this.

2. There are cells meant for low end criminals, which are basic cells with a lock DC of 55 to pick.

3. There are cells for higher end criminals, mainly for those that adventure. These cells have no locks to pick, are barred and can only be opened from the outside of the cell. The bars have a DC 55 to bend.

4. Those with natural weapons, such as claws, breath, monk attacks etc, are kept in a very secure area under 24 hour supervision by guard changes. Their rooms are reinforced and though destroying the door or walls may be possible in time, the watching guard will have more then enough time to gather assistance.

5. Food and water are given through an opening just good enough to fit through.

6. Anyone caught attempting escape or attacking a guard is justifiably able to be killed and not raised.

ALL DC's are not subject to a natural 20 for a success.

These rules are in place to keep from shady PC's from abusing the law with no fear of being caught. These rules are subject to change, as in real life if a flaw is found, updating the prison system may be required. This is approved by Glortor.

_________________
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