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Help me plan a jailbreak!
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<blockquote data-quote="Quickleaf" data-source="post: 5474590" data-attributes="member: 20323"><p>I would have news of the impending revolution be related to the prison break. If you want to keep the independence day secret, you could have a fire threaten one ward of the city near the prison, or the prison warden might start ordering inmates discreetly killed in small numbers (to prevent an uprising from joining the revolution), or the prison may actually be cut off from supplies by revolutionaries (they stop feeding the prisoners), or there is an imprisoned bard who speaks of revolution before getting killed by a prison gang and the PCs find a journal about the bard's escape plan (with a piece of intelligence for the revolutionaries). Something the PCs can look back at and tie in to the revolution, eg. "that crazy bard was right after all!"</p><p></p><p>For your encounters, I'd choose dilemmas where the PCs' decisions can play out in a future game. Also since this is a flashback, the players might (rightfully) feel invulnerable; come up with some creative results for failure that have to do with the story.</p><p></p><p>1. A morally shady prisoner offers help if the PCs let him out. If they do, what kind of trouble has the prisoner been up to since then? If they don't, what if they meet a surviving family member with a chip on his shoulder?</p><p></p><p>2. A group of prisoners are brutalizing guards (maybe a sympathetic guard is among them). If the PCs intervene, does one of the guards show up later and agree to help them? If the PCs turn a blind eye, do the prisoners go nuts or does the Halfling lead a vicious push back?</p><p></p><p>3. Say the escape plan only allows for a small group but a gang has learned of the PCs' plan. How do they decide who to take along? How far do they go to silence other prisoners threatening to expose the plan?</p><p></p><p>4. A prominent revolutionary leader has been taken captive, but is being isolated from the rest of the prisoners. If the PCs get to him/her before the Halfling they can prevent secrets of the revolution from falling into the wrong hands. Carrying the wounded prisoner out would encumber them. His is a great chance for one of those "give this to my son" moments.</p><p></p><p>5. As a final encounter, when the PCs reach their escape point and realize revolution is upon the city... They notice some kind of powerful artillery weapon being positioned by loyalist templars in a prison tower above them. Do they make a run for it or attempt to disable the weapon? Run for it and a division of revolutionaries is decimated, but they avoid being identified by a villain who will reappear later. Fight and aid the revolutionaries, but get IDed by the villain who plots against them.</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 5474590, member: 20323"] I would have news of the impending revolution be related to the prison break. If you want to keep the independence day secret, you could have a fire threaten one ward of the city near the prison, or the prison warden might start ordering inmates discreetly killed in small numbers (to prevent an uprising from joining the revolution), or the prison may actually be cut off from supplies by revolutionaries (they stop feeding the prisoners), or there is an imprisoned bard who speaks of revolution before getting killed by a prison gang and the PCs find a journal about the bard's escape plan (with a piece of intelligence for the revolutionaries). Something the PCs can look back at and tie in to the revolution, eg. "that crazy bard was right after all!" For your encounters, I'd choose dilemmas where the PCs' decisions can play out in a future game. Also since this is a flashback, the players might (rightfully) feel invulnerable; come up with some creative results for failure that have to do with the story. 1. A morally shady prisoner offers help if the PCs let him out. If they do, what kind of trouble has the prisoner been up to since then? If they don't, what if they meet a surviving family member with a chip on his shoulder? 2. A group of prisoners are brutalizing guards (maybe a sympathetic guard is among them). If the PCs intervene, does one of the guards show up later and agree to help them? If the PCs turn a blind eye, do the prisoners go nuts or does the Halfling lead a vicious push back? 3. Say the escape plan only allows for a small group but a gang has learned of the PCs' plan. How do they decide who to take along? How far do they go to silence other prisoners threatening to expose the plan? 4. A prominent revolutionary leader has been taken captive, but is being isolated from the rest of the prisoners. If the PCs get to him/her before the Halfling they can prevent secrets of the revolution from falling into the wrong hands. Carrying the wounded prisoner out would encumber them. His is a great chance for one of those "give this to my son" moments. 5. As a final encounter, when the PCs reach their escape point and realize revolution is upon the city... They notice some kind of powerful artillery weapon being positioned by loyalist templars in a prison tower above them. Do they make a run for it or attempt to disable the weapon? Run for it and a division of revolutionaries is decimated, but they avoid being identified by a villain who will reappear later. Fight and aid the revolutionaries, but get IDed by the villain who plots against them. [/QUOTE]
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