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Help me plan a jailbreak!
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<blockquote data-quote="Robtheman" data-source="post: 5474527" data-attributes="member: 89625"><p>Hello Dungeoneer,</p><p></p><p>A few thoughts as you go in to this. You can accomplish a great deal more if you scrap the battle map for many of the "combat" encounters, especially the ones that just advance the story a bit and build tension (knocking out a guard patrol before they can sound the alarm, killing guard drakes with poisoned food, starting a riot to distract the guards, etc.). </p><p></p><p>I used a similar approach when my players needed to deal with a camp full of orcs. They developed three different plots to deal with the 3 primary objectives (neutralize the orc "minions", rescue a captured comrade, free the remaining slaves). All of these were role played out without a gridded battle map. When they encountered a few Orcs they would describe their actions and I would describe the enemies response, giving descriptions of where they were in relation to the party. We flew through minor skirmishes and deceptions (and had a great time doing it) without being bogged down by fiddly grid tactics that wouldn't have effected the game much. They used a sketch of the camp from overhead (drawn by a companion NPC that can fly) to show me where they wanted to go and how they wanted to approach a situation - or flee from it.</p><p></p><p>When we reached the final encounter with the Orc shaman and Orc chieftain (both elites), the party was riled up and ready to fight so we broke out the battle map for the big battle. It might be my imagination, but they made faster decisions during that combat than ever before. Also, the battle map and mini's took on more significance - mostly a psychological thing.</p><p></p><p><strong>Step 1.</strong> Sketch out the prison as a prisoner would see it. There should be places they have never been to and have not gotten information about. This map can be left for one of them on their bed to add some mystery (who left it?).</p><p></p><p><strong>Step 2.</strong> Outline 2-3 specific objectives they must accomplish. Dispatch the sadistic halfling or avoid him? Get a fourth prisoner out of solitary because he knows how to get out? Neutralize the vicious guard drakes?</p><p></p><p><strong>Step 3.</strong> Give them 10-20 minutes to figure out their plan of attack. They have one day to plan and three times during that day when they can actually conduct conversation with each other. </p><p></p><p>Breakfast would be brainstorm session 1. Then a chance to investigate on their own before Lunch. Investigating would be a time for them to talk to NPCs or aquire a needed item (rope, shivs, etc.). Give them each a job they work in the morning after breakfast. It could be cooking or training? Who knows what they do in a gladiator prison.</p><p></p><p>Lunch would be brainstorming Session 2. They share what they learned from you and refine their plan. This time disrupt their plans by having a sudden gathering of the prisoners so the halfling and warden can address them. Introduce your bad guys here. Share information that helps and hiders the players in some way. If they aren't getting anywhere with their own plotting you could have a "backup" plan in mind that you can tease them with via the wardens address.</p><p></p><p>Dinner is where they commit to the plan of action. No more "research".</p><p></p><p>You could run this as a skill challenge but I think they'll have more fun if you just roll when it seems appropriate.</p><p></p><p><strong>Step 4.</strong> Prison break. They have a map, you know their plan. Improvising to build the tension as they try to escape shouldn't be too hard. </p><p></p><p><strong>Step 5.</strong> Final combat with the halfling and his lackey's at some out of the way location. Perhaps it was all a ploy to torture them mentally and they were never supposed to get out. In any case the PCs can defeat the Halfling and his lackey's. If the Halfling runs he should drop his keys. Alternatively, you could have the Halfling betray the warden and let them go, leading to tie ins later in the game. Imagine the frustration as the player with the backstory has to accept help from the villain he hates so much? Nothing better than saving the Halfling for a future adventure - and now 3 of the players want him dead, not just 1.</p><p></p><p>That's all i've got.</p></blockquote><p></p>
[QUOTE="Robtheman, post: 5474527, member: 89625"] Hello Dungeoneer, A few thoughts as you go in to this. You can accomplish a great deal more if you scrap the battle map for many of the "combat" encounters, especially the ones that just advance the story a bit and build tension (knocking out a guard patrol before they can sound the alarm, killing guard drakes with poisoned food, starting a riot to distract the guards, etc.). I used a similar approach when my players needed to deal with a camp full of orcs. They developed three different plots to deal with the 3 primary objectives (neutralize the orc "minions", rescue a captured comrade, free the remaining slaves). All of these were role played out without a gridded battle map. When they encountered a few Orcs they would describe their actions and I would describe the enemies response, giving descriptions of where they were in relation to the party. We flew through minor skirmishes and deceptions (and had a great time doing it) without being bogged down by fiddly grid tactics that wouldn't have effected the game much. They used a sketch of the camp from overhead (drawn by a companion NPC that can fly) to show me where they wanted to go and how they wanted to approach a situation - or flee from it. When we reached the final encounter with the Orc shaman and Orc chieftain (both elites), the party was riled up and ready to fight so we broke out the battle map for the big battle. It might be my imagination, but they made faster decisions during that combat than ever before. Also, the battle map and mini's took on more significance - mostly a psychological thing. [B]Step 1.[/B] Sketch out the prison as a prisoner would see it. There should be places they have never been to and have not gotten information about. This map can be left for one of them on their bed to add some mystery (who left it?). [B]Step 2.[/B] Outline 2-3 specific objectives they must accomplish. Dispatch the sadistic halfling or avoid him? Get a fourth prisoner out of solitary because he knows how to get out? Neutralize the vicious guard drakes? [B]Step 3.[/B] Give them 10-20 minutes to figure out their plan of attack. They have one day to plan and three times during that day when they can actually conduct conversation with each other. Breakfast would be brainstorm session 1. Then a chance to investigate on their own before Lunch. Investigating would be a time for them to talk to NPCs or aquire a needed item (rope, shivs, etc.). Give them each a job they work in the morning after breakfast. It could be cooking or training? Who knows what they do in a gladiator prison. Lunch would be brainstorming Session 2. They share what they learned from you and refine their plan. This time disrupt their plans by having a sudden gathering of the prisoners so the halfling and warden can address them. Introduce your bad guys here. Share information that helps and hiders the players in some way. If they aren't getting anywhere with their own plotting you could have a "backup" plan in mind that you can tease them with via the wardens address. Dinner is where they commit to the plan of action. No more "research". You could run this as a skill challenge but I think they'll have more fun if you just roll when it seems appropriate. [B]Step 4.[/B] Prison break. They have a map, you know their plan. Improvising to build the tension as they try to escape shouldn't be too hard. [B]Step 5.[/B] Final combat with the halfling and his lackey's at some out of the way location. Perhaps it was all a ploy to torture them mentally and they were never supposed to get out. In any case the PCs can defeat the Halfling and his lackey's. If the Halfling runs he should drop his keys. Alternatively, you could have the Halfling betray the warden and let them go, leading to tie ins later in the game. Imagine the frustration as the player with the backstory has to accept help from the villain he hates so much? Nothing better than saving the Halfling for a future adventure - and now 3 of the players want him dead, not just 1. That's all i've got. [/QUOTE]
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