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| #1pukunuiJun 26, 2015 5:38:18 | OK folks,
I need your help here. The party in my Scourge of the Sword Coast campaign has gotten itself captured by duergar.
They're each bound and gagged in a separate cell with none of their gear on hand. With one or two exceptions, they've each only got 1 hit point as well.
While they did manage to deplete the duergar forces quite a bit, there are still two priests and a warlock as well as a number of guards (base duergar) and overseers (duergar fighters). The duergar also have a pack of steeders (giant spider mounts) at their disposal.
I need to come up with a feasible way for the PCs to escape. As it stands, things aren't looking so good. Without their gear and without being able to take a short or long rest (I'm ruling that being gagged and bound in an uncomfortable position makes resting impossible for now), they're not going to be particularly effective against the duergar.
At the same time, though, I don't want to pull a deus ex machina and have some powerful NPCs teleport in and rescue them or some silly thing like that.
I suppose I could do something like have an umber hulk burrow in and distract the duergar prison guards long enough for the PCs to escape - but of course that requires that they actually be able to escape. Not all of them are strong or dextrous enough to escape their bonds and break open the prison cell door on their own. And they've been separated - so even if one gets out, they'll need time to find the others. The prison is a fairly large, warren-like area.
Another option is that we scrap the current adventure, and I have the duergar take the PCs into the Underdark to sell them to the drow as slaves or something. They could probably escape more easily while on the move. But escaping from the duergar, who can watch you invisibly, has got to be pretty hard, no matter what.
Anyone got any good suggestions?
p.s. For those of you who've been following my other recent thread about the suggestion spell, no the PCs didn't all fail their saves against that spell. They never even made it that far. They actually got done in by the duergar priestess' spirit guardians spell (man, that spell is nasty!). They all got knocked unconscious and were stabilized before they could die. |
| #2ImaculataJun 26, 2015 6:35:52 | I have had a prison break scenario in my own campaign. Maybe this will give you some ideas.
What I did was provide the players with a lot of mini side quests, with often questionable moral aspects. The players were all in separate cells. The players had the option to communicate with other prisoners, by sending them a little note by attaching it to a tiny rat. Through this mechanic they were able to discuss a strategy with each other and with other inmates. They also learned the following details:
-There was one inmate that was insane, and kept ratting out the prisoners when they tried to escape. He was being kept in a seperate holding cell, or the other prisoners would kill him. One of the npc's advised the players that they should try to kill him some how, or he'll sound the alarm again.
-They knew that one prisoner had a habit of killing his cell mates. They would have to get rid of him.
-One prisoner was willing to try and smuggle a tool into their cell to pick the lock, if they did him a questionable favor by getting rid of a particular inmate.
-The guards had a habit of discouraging escape attempts, by setting an example by brutally killing the least useful prisoner. The other prisoners had figured out that they could set someone up as a scapegoat this way, by breaking their bones.
-There was one clearly evil creature that was being kept in a seperate part of the prison, but who offered her help with the escape, if the players set her free.
-There was a large excavation machine being operated by a beast of burden. If they could get it to move the other way, they could ride the chains up to a sewer entrance, and make their escape that way.
-There was a large rock crushing machine in a quarry inside the prison, that the guards would sometimes throw disobedient prisoners into. |
| #3pukunuiJun 26, 2015 6:41:11 | Hmm. None of that immediately strikes me as being applicable to this scenario, but it's food for thought nonetheless. Thanks.
By the way, I have two weeks to sort something out. |
| #4Danny_MontannyJun 26, 2015 7:08:03 | What would be the appropriate response from the Duergar? Why'd they even take them prisoner? What's their plan? That's what you need to answer before you can go on. If the only answer is, "so the PCs wouldn't die" then you kind of brought it on yourself with no easy solutions. |
| #5pukunuiJun 26, 2015 7:18:35 |
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| #6Ralif_RedhammerJun 26, 2015 7:34:23 | I’d think that the opportune time to escape would be on some sort of mining detail that the slaves get sent on. They would at least have access to pickaxes and hammers, and it might be a neat challenge to see how they handle a fight in chains, without their regular gear.
There’s also cribbing from books – maybe the Duergar get drunk, with the keys hanging oh so close to the bars, if only they could find a way to reach them. Or they are sent to mine magic gems in deep and narrow crevices by hand, and one day find a tunnel to escape through, though the way is perilous and dark.
I agree on not using random NPCs to get them out – the PCs need to have their own agency in this.
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| #7ImaculataJun 26, 2015 8:17:44 | I'd say, give the players the option of enlisting the help of npc's, but they'll still have to pull their weight, and all npc's involved in the escape attempt are expendable. Language barriers between different races are interesting here. How do you stage an escape with a bunch of dwarven slaves, if you don't speak their language? I agree that some sort of mining chore is the perfect opportunity for an escape attempt. Think Temple of Doom. There could be conveyor belts, rock crushing machines, bucket lifts, chains, guard dogs, mine carts, etc. Provide a canvas of rich details, and allow the players to come up with their own plan.
I think normally a prison break would go like this:
-Players gather details about the patrol routes, gossip, weaknesses in security. Perhaps the rock crusher often malfunctions, and they have someone climb up there to fix the thing. Maybe this is something that distracts the guards, because they deliberately turn the thing on and off for their amuzement. Perhaps one of the guards often taunts the guard dogs, and they really really hate him. The players could set the dogs loose on him, if they find a way to snap their chains (perhaps by crushing the chain with the nearby machinery).
-The player form an alliance with some of the other prisoners, and then think up how to best use them for their escape. The npc's are assets to be used by the players, and they are all expendable. Some characters may betray them when they get the chance, while others are completely loyal.
-The players find some sneaky way to get a hold of tools to help facilitate their escape. This will require stealth and/or working closely with other prisoners.
-The players cause a distraction for the guards, and then make their escape by working together with other prisoners, and by using what they've learned. |
| #8bawylieJun 26, 2015 10:40:17 | No.
Dont think of the way out for them. They have to think of that.
All you have to do is adjudicate their actions. If you feel that there is no possible course of action, then these characters have lost and the game is over.
If they have a chance of success, it's on them to seize it.
A prison break has 3 components generally. Escaping the immediate incarceration, escaping the complex, and evading pursuit outside the complex. Each component has native challenges and obstacles.
The immediate incarceration is like their bonds or cell. It's likely locked, and maybe guarded. From time to time, food or exercise may change the situation.
The complex is the area in which they're held. Could be an enemy encampment, a jail/gaol, or dungeon. Whatever. This is like a normal dungeon except it's patrolled, and if caught, escapees are typically returned to their cells. As treasure, you must place useful gear. Change difficulty by having their gear displaced among several different guards, but substitute gear around as appropriate. These types of things are typically stealth challenges, or bust-outs, but be open to any approach your players take.
last, you've got an evasion. An evasion holds as its central question whether or not players can remain free long enough that their pursuers give up or are eliminated. Think of it like an extended chase scene. Set a finish line (either a safe space, somewhere that grants asylum, or a space past which pursuers cannot go - like a wide chasm), and establish the means of pursuit - hunting, tracking, chasing, etc. The players will change their tactic depending on the way they're pursued. The question is answered when the PCs are caught or killed or give up, or the pursuers give up, can't pursue any longer, or are eliminated.
so don't think of a way out. Just think of what's in the way. Let them play their part.
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| #9SynjinJun 26, 2015 11:29:25 |
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| #10Thoughts_My_AimJun 26, 2015 13:12:17 |
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| #11Awakened_GazeboJun 26, 2015 14:08:22 | If the duergar are going to sell them off, they would likely want their prisoners to atleast look somewhat respectable. A 1 hp malnourished broken wreck cant be worth a lot of coppers. They would likely move them into other slave pens soon, where they heroes can recuperate a bit. (naturally only to increase their value as slaves, the duergar did take a hit when capturing them, they need to make up for their losses afterall). Have them interact with other slaves too. |
| #12pukunuiJun 26, 2015 16:40:02 | Now that I've had some sleep, I can provide you with a bit more context.
First, here is a map of the adventure location:
The PCs are being held in separate cells in Area 20. Their gear is being kept in Area 24, pending distribution.
The fastest way out would be via Area 18, which leads up to the corridor to the left of Area 12a, which leads into the shrine (Area 7) and out through the front door (Area 1). However, as you can see on the map, there is a trap in the corridor (it's a portcullis cage trap), so they could easily find themselves caught again.
The steeders (giant spider mounts) are kept in Area 21. The existing slaves (24 human and halfling commoners) are put to work, a dozen at a time, in the mine (Area 22). The rest of the time, they are kept in their cells. There were more slaves at one stage, but the duergar have worked them to death (the PCs found the mass grave in the woods at the base of the hill - see the environs map).
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| #13BRJNJun 26, 2015 17:04:40 |
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| #14pukunuiJun 26, 2015 17:11:17 |
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| #15ImaculataJun 27, 2015 3:21:05 | This is a prison with pretty tight security, which is good, but I think you should give the players some options here. First of all, maybe one of the slaves knows that that there is a cage trap, but he doesn't know exactly where it is. Maybe a previous slave tried to escape, and was caught by this trap, after which he suffered a dreadful fate.
The giant spider mounts are a possibility. Maybe the players can release them from their cages to cause a distraction? Or maybe the players can ride them their selves? If they can't be used as mounts by the players, then I would probably have a slave drop a hint how one of the slaves got eaten when he got too close to them. Or maybe just outright have the players witness it happening, so they know the spider mounts are not for them to ride.
The barbarian-player may be useful. He's very strong, so maybe he can lift one of the heavy portcullis gates, if he has help from other strong prisoners. One of the slaves could hint that there is a very strong enslaved ogre in a different part of the prison, that could possibly lift a portcullis that is in the way.
It is interesting that the duergar are operating the prison with a skeleton crew. I would accurately keep track of all the guards, so that the players can abuse their small numbers to stage an escape.
The interrogations are also interesting. Here's a cool scenario: What if the players start planning an escape with some of the other slaves BEFORE the interrogation. Then after the interrogation the duergar double the watch. So one of the other slaves must be a snitch, and must have ratted them out. But who is it? This sets up some interesting conflict, and makes it clear to the players that they must be careful whom they trust. |
| #16pukunuiJun 27, 2015 4:54:34 |
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| #17BRJNJun 27, 2015 18:49:58 | Book In the Presence of Mine Enemies describes American POWs during the Vietnam War (written by one of them). Including their efforts to keep up each others' spirits despite the guards' determined efforts to prevent same and make them stop. If the other slaves already have some signals in place, the PCs can - eventually - be brought "in the know". Of course the guards interrogate the PCs first.
Did you know that being in a jail for a long time tends to create more-religious people? I believe you said one PC is a Paladin ...
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| #18OrethalionJun 27, 2015 19:07:18 | Make them slaves. Days, perhaps even months go by. They are taken out and put to work. Eventually their hit points will come back and they'll be taken out as a group. It's up to them to decide if and when they make the break for it, perhaps overpowering their guards to get weapons, etc. |
| #19pukunuiJun 27, 2015 20:35:26 | This is what I'm thinking at this point:
First, I'll give each of the PCs a single attempt to escape their bonds/cell. Failure means they won't be able to try again until their circumstances change. I'll also let them take a short rest after all.
Second, I'll run an interrogation scene, with the durzagon warlock casting mass suggestion on the PCs to get them to cooperate, after which they're questioned individually in a zone of truth cast by the duergars' senior cleric. The duergar want to know who the PCs are and what they're capable of so they can determine what to do with them (eg. work them to death in the mine with the villagers or sell them to the drow or whoever).
Then I'll either have an earthquake (caused by a fluctuation in the earth node the Red Wizards are using to build their portal network on the far side of the hills) open up a rift into some other part of the Underdark, through which something will come ... maybe a purple worm, maybe a tribe of grimlocks. I'm not sure what exactly yet. Just something that'll keep the duergar occupied for a while. The PCs can then make another escape attempt and if they get free and decide to make a run for it, they should be able to do so. If, however, they decide to hunt for their gear, they may have to face whatever's broken into the mine complex.
OR
I'll have the duergar sell/hand over the PCs to the Red Wizards to use as sacrifices to power their portal (it's a complicated piece of equipment that uses both elemental nodes *and* blood magic). The PCs should be able to escape relatively easily once they're out in the open again. |
| #20OrethalionJun 27, 2015 21:08:04 |
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| #21pukunuiJun 27, 2015 22:15:17 |
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| #22BRJNJun 28, 2015 16:03:11 | While the PCs are sitting around with nothing to do (because somebody else is getting interrogated), have them feel faint earthquake vibrations. Over time - days or weeks - the shaking gets stronger and more frequent. This is to indicate that whatever the Earth Node magic is, somebody is getting the hang of it.
I do like the plan for the Interrogations.
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| #23bawylieJun 29, 2015 10:51:51 | The earthquake works IF you use foreshadowing tremors.
Like say they're slaves for a week and they experience a series of tremors that increase in duration and intensity. It's only contrived if you don't lay groundwork. "Suddenly, Deus ex Machina happens!" |
| #24pukunuiJun 29, 2015 14:41:09 |
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| #25BRJNJun 29, 2015 15:19:44 | Because a single roll can be way too swingy (and to allow the PCs a better chance to feel like they "beat the torturer"), the interrogations can be represented as a handful (2-6?) of skill checks. Pick a few:
Deception - lie like Insight - figure out what the guy REALLY wants to know. Determine what information might be 'harmless' to divulge (name, rank, and serial number). Investigation - you are 'reverse-engineering' a series of questions to determine the goal of the questioning. If you fail you blurt out damaging answers a CON check - you receive a beating. Fail this by lots and be KO'ed; roll '20' and benefit from Fighter1 "healing surge" even if you are not a Fighter Sleight of Hand - mess up your bonds - think Pippin while being lugged by Saruman's Orcs - but the guards don't notice Perception - Notice a draft of air that might lead to the outside. Discover rusted / un-maintained / broken equipment used by guards. Overhear secrets about what your captors have planned Survival - just basic "I've gotta stay alive through this" grit and techniques. Persuasion - if the interrogator sugggests alternatives (sold to Red Wizards -or- worked to death), get him to decide in favor of the one I would rather see happen. Performance - tell a rather roundabout story and expend time, rather than answer "Yes / No". May be used to attempt a seduction to get better / special treatment? Acrobatics / Athletics - the guard is trying to find out if you are any good at hard labor: pick up and move this wheelbarrow full of rocks. (Fail and be turned into guard-beast fodder; you are of no value AT ALL)
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| #26pukunuiJun 29, 2015 16:01:53 | Hmm. What if I made the interrogation scene a passive check too? I can have the PCs tell me if they're primarily telling the truth or lying and then go with their passive Persuasion or Deception scores to represent their overall result over a period of time. |
| #27iserithJun 29, 2015 17:59:56 | For an interrogation of the PCs, it's more important than ever to get the players to buy into the stakes. Their goal is to not give up good information to the enemy in the face of unspeakable torture or the like. Describe that to the limits of your social contract at the table, then ask how they deal with it. Just like anything else, judge whether their approach relative to their goal and the context succeeds, fails, or is uncertain. In the latter case, ask for an appropriate ability check. The stakes on such a roll might be that with a successful check, the PCs do not reveal any information (or reveal untruthful information) and the interrogation ends; on a failed check, the results might be that the PCs give up some important information either directly or indirectly and lose some resources (hit dice, hit points, take exhaustion, etc.). |
| #28pukunuiJun 29, 2015 18:11:33 |
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| #29iserithJun 29, 2015 18:11:24 |
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| #30pukunuiJun 29, 2015 18:12:59 |
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| #31iserithJun 29, 2015 18:33:52 |
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| #32ImaculataJun 30, 2015 4:58:44 |
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| #33Danny_MontannyJun 30, 2015 7:15:11 | If there are no consequences for failure, then it should be automatic success. You keep saying that the interrogation doesn't matter, so why have it? "Because it makes sense" isn't a good enough reason. It makes just as much sense that the Duergar know the PCs prowess simply by the factor that they took out over a dozen of their fellows. They could also ascertain what their capabilities might be just by their equipment. What will it change if the Duergar know why the PCs attacked? If your answer is still, "nothing" then an interrogation is a useless scene that just wastes time. |
| #34pukunuiJun 30, 2015 15:24:15 |
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| #35BRJNJun 30, 2015 16:18:46 | For the time being - and as punishment for the crime of attacking duergar - have them put to work in the mine until dead. Play the extended clip from Temple of Doom (including Short Round pounding on his chains not the rock) and indicate that they are in something like that. Let them talk the situation over a bit OOC.
Maybe somebody will come up with an Escape Plan that you can improvise from; if not then sell them to the Red Wizards so you can modify the adventure plot and proceed.
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| #36pukunuiJun 30, 2015 17:26:56 |
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| #37pukunuiJul 03, 2015 16:08:32 | The adventure states that the Red Wizards have been employing the duergar to make arms and armor for them and their other allies (the gnolls, goblins, and orcs). Since the duergar don't like to venture out onto the surface, "a contingent of Thayan gnolls, sometimes with an attendant Red Wizard, comes to the hold to gather supplies and redistribute them." It also mentions that the half-fiend leader, Nalifarn, "has also started to tap the power of the Nine Hells to aid the duergar. Given a chance, this diabolical power can only grow."
So in terms of getting reinforcements, the duergar have two more ready options than sending someone to fetch more duergar from somewhere else (which would no doubt take a tenday or more).
Option 1: Ask the Red Wizards for some undead to fill in the ranks of the fallen guards on the stronghold level. [Even discounting the fourteen dead dwarves*, they could reanimate all the bodies of the human and halfling villagers who've been worked to death in the mine. The duergar have just been dumping their bodies in a mass grave in the woods below the stronghold entrance.]
Option 2: Summon some devils to act as prison guards / mine overseers. [The half-fiend leader already has a summoning circle keyed to the Nine Hells set up in the stronghold's ossuary.]
I suppose they could even do both.
There are five PCs, all of whom are 6th level. Even without their gear, skeletons shouldn't prove to be too difficult to handle, even if they just want to avoid them rather than engage them. What sort of devils should I use, though? None of them really seem to fit the bill all that well. I suppose I could juse use a bunch of imps. Yes, they're tiny, but they can turn invisible, just like the duergar, and that plus their poisonous stingers would prove enough of a threat to keep lowly commoners in line.
So maybe I'll do that. If the PCs aren't able to escape right away, they'll soon find the depleted duergar forces supplemented by imps (in the mine) and skeletons/zombies (in the stronghold). If the duergar manage to hang onto the stronghold for at least a tenday, they'll get more duergar reinforcements, plus possibly some more powerful devils.
*While duergar don't appear to be against undead (seeing as how the Gracklstugh duergar employ undead in their port on the Darklake), I have a feeling that they would only turn dead slaves into undead rather than their own people. |