Prison Break
Environment overview
The party attempts to escape from imprisonment, avoiding the guards and whatever may lurk in the dark.
Potential adversaries
Features
Passives
passive-
Escape Plan
The party has been imprisoned. In order to escape, they must successfully:
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get out of their cells;
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retrieve their confiscated equipment;
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make it past the guards;
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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?
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Actions
action-
PatrolFear 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?
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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?
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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 AlertFear 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
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?
- What are the guards discussing?
- Does the party spot them to hide in time?
- What do they want?
- Why are they locked up?
- How can they help or hinder progress?
- What are the signs something else lurks in the shadows?
- What do you suspect might be doing this?
- How does the guard get the attention of the others?
- How do you handle being found?
Prison Break
Credit: kackelot (freshcutgrass.app) for “Escape Plan” feature; aaelius (freshcutgrass.app) for “Patrol” feature
Art Credit: Escape Plan by Anailis Dorta (© Slay the Spire)
Domains
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Starting Evasion
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Starting Hit Points
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Class Items
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Prison Break Subclasses
No subclasses available.
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Background Questions
Answer any of the following, or create your own.
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Connections
Ask one of the following, or improvise.
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Discussion
Be thoughtful and kind.
Remember to be respectful. Comments are moderated and should add to the discussion.