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Prison Break

Environments Designed by JumboChicken_ • Art by Anailis Dorta
Tier
1
Type
Event
Difficulty
12
Impulses
Keep watch patrol for suspicious activities catch fugitives

Environment overview

The party attempts to escape from imprisonment, avoiding the guards and whatever may lurk in the dark.

Potential adversaries

Guards (Archer Guard, Bladed Guard, Head Guard)

Features

Passives

passive
  • Escape Plan

    The party has been imprisoned. In order to escape, they must successfully:

    • get out of their cells;

    • retrieve their confiscated equipment;

    • make it past the guards;

    • find the exit.

    Questions
    • How do you devise a way of breaking out of your cell?
    • Where do you suspect the guards are keeping your things?
    • What is your strategy to avoid detection?
    • How do you find an escape?

Actions

action
  • Patrol
    Fear 1

    Spend a Fear to summon 2 Guards walking in the party's direction. They appear within Far range of a chosen PC. The party has disadvantage on their next action roll as the guards quickly approach.

    Questions
    • What are the guards discussing?
    • Does the party spot them to hide in time?
  • Cellmate

    Reveal an NPC who is imprisoned and beckons the party for help in escaping, in exchange for collaborating in the prison break.

    Questions
    • What do they want?
    • Why are they locked up?
    • How can they help or hinder progress?
  • What Hides in the Dark

    Something else besides the guards lives in this dungeon, and it has been feeding. Reveal evidence of that to the party, such as track marks, an unfamiliar scent, or an ominous sound.

    Questions
    • What are the signs something else lurks in the shadows?
    • What do you suspect might be doing this?

Reactions

reaction
  • On High Alert
    Fear 1

    When a Guard detects an escapee, spend a Fear to put them and 1d4 Guards On Alert. Immediately spotlight the Guard. Rolls to hide or sneak within Close range of Guards On Alert have disadvantage.

    Questions
    • How does the guard get the attention of the others?
    • How do you handle being found?

About this environment

Credit: kackelot (freshcutgrass.app) for “Escape Plan” feature; aaelius (freshcutgrass.app) for “Patrol” feature
Art Credit: Escape Plan by Anailis Dorta (© Slay the Spire)

Prison Break

Tier 1 Event

The party attempts to escape from imprisonment, avoiding the guards and whatever may lurk in the dark.

Impulses: Keep watch, patrol for suspicious activities, catch fugitives

Difficulty: 12

Potential Adversaries: Guards (Archer Guard, Bladed Guard, Head Guard)

Features

Escape Plan - Passive: The party has been imprisoned. In order to escape, they must successfully:
  • get out of their cells;

  • retrieve their confiscated equipment;

  • make it past the guards;

  • find the exit.

  • How do you devise a way of breaking out of your cell?
  • Where do you suspect the guards are keeping your things?
  • What is your strategy to avoid detection?
  • How do you find an escape?
Patrol - Action: Spend a Fear to summon 2 Guards walking in the party's direction. They appear within Far range of a chosen PC. The party has disadvantage on their next action roll as the guards quickly approach.
  • What are the guards discussing?
  • Does the party spot them to hide in time?
Cellmate - Action: Reveal an NPC who is imprisoned and beckons the party for help in escaping, in exchange for collaborating in the prison break.
  • What do they want?
  • Why are they locked up?
  • How can they help or hinder progress?
What Hides in the Dark - Action: Something else besides the guards lives in this dungeon, and it has been feeding. Reveal evidence of that to the party, such as track marks, an unfamiliar scent, or an ominous sound.
  • What are the signs something else lurks in the shadows?
  • What do you suspect might be doing this?
On High Alert - Reaction: When a Guard detects an escapee, spend a Fear to put them and 1d4 Guards On Alert. Immediately spotlight the Guard. Rolls to hide or sneak within Close range of Guards On Alert have disadvantage.
  • How does the guard get the attention of the others?
  • How do you handle being found?

Discussion

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