D&D 5E Prison Break!

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.
I'd go with that one. To be salable slaves, they'd need to be in OK shape, so could finally get those long rests in. They'd be in a group, possibly with other slaves who might be able to collude in the escape attempt. Talking to other slaves could also give them information to move the campaign along, drop hints about future adventure opportunities, or whatever.

That's assuming there's no reason the Duergar would be reinforced before reaching the market, that is.
 

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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:

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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 if they go that way (not that they know that).

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).


Second, I'll concede that the PCs could potentially get a short rest. The only reason they're still at 1 hp really is because only a few hours have passed since they were captured ("A stable creature that isn't healed regains 1 hit point after 1d4 hours"). Also, one of the PCs actually still has most of her hit points because she was only knocked unconscious by drow poison rather than dropped to 0 hp through damage. That lasts for 1 hour. She's a rogue, as well, so she's probably got the best chance of escaping on her own aside from the dragonborn barbarian, who has advantage on Str checks to break objects thanks to his Aspect of the Bear trait.

So yeah, not a lot of time has passed yet since they were captured. The duergar will certainly feed them and take reasonably good care of them given enough time. The PCs did a real number on the duergar forces, though, so they'll be operating a skeleton crew for the next few days at least - until they can send for and receive reinforcements from the nearest duergar settlement. They'll probably have to suspend the mining operations, as they won't have enough men to guard both the prisoners and the fortress above at the same time. They won't be able to escort the PCs to an Underdark slave market until reinforcements arrive either, so for now the PCs can sit pretty in their prison cells. Unless they summon in some devils as reinforcements (the leader is a half-fiend durzagon in league with a pit fiend spirit) ...

One thing that occurred to me this morning, though, is that the duergar are going to want to interrogate the PCs. They'll want to know who attacked them and why and what sort of abilities these people have - so they can better gauge how much they'll be worth as slaves, if nothing else. So I'll have to set up interrogation scenes. Given time, the duergar clerics can always prep and cast zone of truth. The warlock can also cast mass suggestion to get them to cooperate.
 
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So, give them their short rest. Then see if the rogue wants to make an attempt to escape, or if the dragonborn can break down his cell door and lead a slave revolt. If neither happens, perhaps one of the prisoners hears a scraping sound, and then a stone lifts in the floor of his cell, and an ancient, withered human slave crawls in via a tunnel from the cell next door. He can't offer much help, but he could free someone from their bonds... and of course, if one of the PCs escapes, it is just in time to see a second PC being led away, in chains, while a guard says "this is going to be a lot of fun..."
 

So, give them their short rest. Then see if the rogue wants to make an attempt to escape, or if the dragonborn can break down his cell door and lead a slave revolt.
I think what I'll do is have the duergar interrogate them first, while they're still weak. Then they can have a rest in their cells.

If neither happens, perhaps one of the prisoners hears a scraping sound, and then a stone lifts in the floor of his cell, and an ancient, withered human slave crawls in via a tunnel from the cell next door. He can't offer much help, but he could free someone from their bonds... and of course, if one of the PCs escapes, it is just in time to see a second PC being led away, in chains, while a guard says "this is going to be a lot of fun..."
The cells are basically just caves. The ancient slave would've had to dig a tunnel between them, and none of the slaves have been there long enough (this place used to be a shield dwarf shrine/fortress/mine and the cells were only dug recently - probably by the slaves themselves).
 

Your players need to be the ones who free themselves, who come up with the plan. So long as the plan isn't absolutely crazy, run with it, and let it work (with appropriate twists.)

However, you do need to "create space" for their plan to work. What I would suggest is that the duergar leave their most junior or lowest status member as the sole guard, while the rest of them go elsewhere. After all, if the PCs are tied and gagged, there's not much they can do, is there?

This guard can be lazy, falling asleep (snoring loudly) soon after. Or maybe he could be cruel, and decide to use one PC as target practice for dagger throwing, ignoring all the other prisoners. He doesn't actually hit the PC, just delights in him flinch.

A dangerous move would be to make the guard lustful, and have him spend his time pawing female PCs. I would avoid this, as there's a high chance it will backfire on you and damage your group.

Perhaps the cruelest thing you could to the PCs would be to make the guard kind and dumb. The type of person who would un-gag the prisoners and give them water.

But whatever you do, whatever personality you give him, the guard should be a bad guard and probably not too bright. That gives the PCs the "space" needed to execute an escape.
 


Your players need to be the ones who free themselves, who come up with the plan. So long as the plan isn't absolutely crazy, run with it, and let it work (with appropriate twists.)
Right.

However, you do need to "create space" for their plan to work.
Yes. That's why I was thinking of the umber hulk breaking into the mine and attacking the duergar. To be honest, I think I'd prefer something like that to a lazy/lustful/whatever duergar guard, as that just seems too out of character for a duergar. They are dour workaholics.

How about an earthquake providing the opportunity to escape?
It's a possibility. I still like my umber hulk idea best, though ... A random monster that draws the guards away and can be heard wreaking havoc elsewhere. The PCs wouldn't necessarily have to face it themselves. Maybe if they want to hunt for their gear but not if they just want to hightail it out of there ...
 

It's a possibility. I still like my umber hulk idea best, though ...

You could combine the two: the earthquake opens a fissure from which the umber hulk emerges. And you could use it as foreshadowing - something caused the earthquake... And if there's been an earthquake, maybe something else has been disturbed. And maybe the nearby town needs help coping with the effects of the earthquake?
 

You could combine the two: the earthquake opens a fissure from which the umber hulk emerges. And you could use it as foreshadowing - something caused the earthquake... And if there's been an earthquake, maybe something else has been disturbed. And maybe the nearby town needs help coping with the effects of the earthquake?
The adventure's denouement involves the PCs trying to stop some Red Wizards of Thay from activating an elemental node-powered portal - which is physically located just on the other side of the hills from the dwarf stronghold. Perhaps the earthquake is caused by instability in the earth node?
 

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 agree with using some narration to get the ball rolling at least.

The predicament that they are in lends itself to some real memorable RPG moments. Need to find a way to capitalize on that and narrating the start seems like a good idea.
 

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