D&D 5E Prison Break!

pukunui

Legend
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?
 

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1. Have one of the Duerger try to lead a coup against the current regime. They could offer the PC's some equipment and an escape route in exchange that they kill this kill but not that guy.

2. If there is a local Duerger enemy, this would be great time for them to attack. The PC's could escape in the attack.

3. Maybe the Duerger use the PC's for their own nefarious purposes. The leader casts an old school Geas or Quest spell on them to compel them to do something they can't or don't want to do themselves.
 

Thanks for the quick reply, [MENTION=304]trentonjoe[/MENTION]!

1. Have one of the Duerger try to lead a coup against the current regime. They could offer the PC's some equipment and an escape route in exchange that they kill this kill but not that guy.
That's a possibility. The duergar group's current leader is a durzagon (half-fiend duergar) warlock who's helping some Thayan Red Wizards. Perhaps not all of the duergar are happy about such an alliance?

2. If there is a local Duerger enemy, this would be great time for them to attack. The PC's could escape in the attack.
None that are detailed in the adventure, but there's always drow or whatever. Plenty of nasties in the Underdark.

3. Maybe the Duerger use the PC's for their own nefarious purposes. The leader casts an old school Geas or Quest spell on them to compel them to do something they can't or don't want to do themselves.
It's a possibility, though I'm not sure what specifically the duergar might get them to do.
 

I'm honestly amazed that you managed to convince your players to surrender. In my experience, players will rather fight to the death than suffer imprisonment even for a moment.

As to your problem, I suggest that you allow the rogue (or nearest equivalent) character a chance to shine. Tell that player that the guards missed their thieves tools; they think that they can get the bonds off. Make sure not to ask for dice rolls to let the player escape from the bond: otherwise they'll fail, and you'll be stuck. (The golden rule of avoiding dead ends is that if the players need to pass a given roll to continue the game, don't make them actually roll the dice, but narrate a success.) Now you can sit back and let the situation progress. Perhaps the Duergar guard does patrols; he gives a 45 second window between each walk down of the corridor...

What I mean is that you turn the problem of them being tied up into an interesting heist situation. Can the players come up with an appropriate escape plan to get out? To prepare, sit down and think of the layout of their prison situation. Remember, you want the players to escape! So try to make the guards, doors and whatnot suit that goal; the Duergar are all arguing in a main hall. There is a side entrance, poorly guarded. The beasties are in a bad mood, and could be released to cause a distraction...
 

I'm honestly amazed that you managed to convince your players to surrender. In my experience, players will rather fight to the death than suffer imprisonment even for a moment.
Oh they fought to the death all right! Unfortunately for them, the duergar had other ideas. Drow poison-coated crossbow bolts and spare the dying for the win!
 

Thanks for the quick reply, [MENTION=304]trentonjoe[/MENTION]!

That's a possibility. The duergar group's current leader is a durzagon (half-fiend duergar) warlock who's helping some Thayan Red Wizards. Perhaps not all of the duergar are happy about such an alliance?

None that are detailed in the adventure, but there's always drow or whatever. Plenty of nasties in the Underdark.

It's a possibility, though I'm not sure what specifically the duergar might get them to do.
Think about this:

One of the "regular" guards is actually a warlock/thief with a backed charisma, trained deception (or what ever bluff is called now), who is really getting his powers from some old duerger champion. This spirit is pissed that his clan is being run by some half demon, red wizard lackey and onces to oust the current leader ship. He is one of the guards and is Willing to broker a deal with party to further his goal.
 

They could make up some new characters for a rescue mission. Asuming said mission is a success, you could then move the new characters to NPC (or back-up) status or kind of merge the parties, letting each player decide which of his two characters he wants to keep playing.
 

Honestly, it is the PLAYERS that should be coming up with an escape plan. If it is a feasible (or at least fun) plan then give it a chance of success. As a DM you don't want to decide in advance what the *right* escape plan is, because then you will be tempted to railroad them into that plan, rather than working with the ideas they might come up with.

I would give them the benefit of some rest though - If they are down to 1 HP each it might end up being a very short escape ...
 

Honestly, it is the PLAYERS that should be coming up with an escape plan. If it is a feasible (or at least fun) plan then give it a chance of success. As a DM you don't want to decide in advance what the *right* escape plan is, because then you will be tempted to railroad them into that plan, rather than working with the ideas they might come up with.

I would give them the benefit of some rest though - If they are down to 1 HP each it might end up being a very short escape ...

Yeah, if your group can/will come with a plan on their own, I would let them go for it. I know that many groups I play with probably wouldn't but that few that would, could make this a legendary encounter.
 

The players should be able to come up with something. I would suggest that even bound and gagged they should all get the benefits of at least a short rest, and maybe even a series of short rests (I understand your reasons against a long rest). That still penalizes them for their situation, but puts them marginally in a better circumstance to escape.

Also, there will need to be some iteration, presuming the duergar are keeping them alive: feeding them, bathroom, questioning, etc.; there are many opportunities for the players to develop an escape of their own.
 

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