You are arrested and thrown in prison, what do you do now?

IamTheTest said:
In our last session we were arrested and thrown in a cell (a reoccuring theme in this campaign) without any of our stuff. I know this is a fairly common situation in D&D but its a first for our party. What clever tricks have worked in your games? The party is 4th level and consists of a half orc barbarian, a human rogue, a halfling wizard, and a human cleric3/wizard1. Thanks for the help.

Well, if you want to get out, have the half-orc barbarian enter a Rage and try some Strength checks to bend bars, with the rest of the party making Strength checks to aid another (I think it's doable). Each ally aiding him should give the barbarian +2 on his own Strength check. The allies just need to make DC 10 checks I think. Even if they can't aid another, the half-orc barbarian may succeed on a few Strength checks before his Rage expires. Does the cleric still have his holy symbol at least? If so, he can prepare spells like Bull's Strength to pump up the barbarian before his attempt to bend the bars. Another, perhaps better option, is that a cleric gets Hold Person as a 2nd-level spell, so get the guard to come over, then cast Hold Person on him when he's close to the cell. The barbarian can then pull him closer, take the keys off his belt, and unlock the cell, with less noise than trying to bend the bars. The cleric might also cast Summon Monster II to slay or distract the guard. I don't recall if Owl's Wisdom or anything like it is on the cleric's list, but if so he could cast that on himself just before Hold Person on the guard, in order to boost his Hold Person save DC. A Silence spell cast after the Hold Person should keep the guard quiet enough while the barbarian strangles him unconscious from behind the bars, before grabbing the key ring off his belt.
 

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Well, you've got:
1) Literally *break* out. Even a raged barbarian probably won't break the bars, but it's worth a shot. Your cleric might be able to use Shatter to weaken or break them.

2) Dig.

3) Trick the guard into coming into the cell. If your wizards have any illusions prepared, those would be great. You could also try hiding, fighting each other, or faking death. Charm Person would be great if it's prepared already.

4) Get the key. Mage Hand is your friend, if it's been memorized. Or you could get the guard to come close and have the rogue swipe it from him. Might I suggest Enthrall or Command? Also, where are the familiars and what animals are they? They could maybe slip through the bars and steal it. If not, have your cleric prepare Summon Monster I or II and summon something that can. You could even summon vipers or scorpions to poison the guards if you're so inclined.

5) Fashion a crude lockpick out of items available in the cell.

6) Try to break out during transport:
6a) Attack the guards when they open the door to take you out. But you're unarmed, except for limited magical ability, and there probably be several armed guards.
6b) Try to break out of the transport vehicle, assuming your bonds allow this and the guards aren't paying attention. If they brought your gear, cool. If not, go get it, preferably after knocking the guards out one by one, switching clothes with them, and taking them to stand trial.
 
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Some questions:

How much damage are you willing to do on the way out? Killing guards okay or do you want to escape with no bloodshed?

What spells do the wizard and cleric currently still have in memory? What spell components can be gleaned from the cell? Do either of the wizards have Spell Mastery and for what spells?

You said you go thrown in after a fight. How many remaining HP's are we talking?
 

endeear yourself to Bubba the half-ogre any way you can. Best to have one brute on your side, even if it means....never mind...

Question. Why were you arrested? Were the charges valid? Has there been a trial or will there be? How about instead of breaking out, roleplaying the trial and put your diplomacy to the test. If your diplomacy sucks, have the guy with the best charisma speak and everyone else Aid him. Or hire a lawyer...
 

I'd say it's statistically impossible that all guards are evil, heartless and loyal. Try to garner sympathy from a guard because you're innocent. Try to bribe a guard. Try to seduce a guard. Maybe (s)he'll help you escape, or look away when you try to get away. Maybe she'll only take a message outside, and you can inform one of your allies?

Talk to the other prisoners. Maybe you can enlist their help. Maybe you can join an escape attempt. Maybe they know which guard is "pliable". They might be able to get you some illicit goods, maybe a scroll or a dagger or a lockpick.

Look at your cell. There must be some kind of toilet. Is it just a bucket, or is there drainage? Are there rats? Where do they come from. Maybe there's a sewer entrance you can use.

Maybe you can even hide in a deceased prisoner's bodybag :)
 

domino said:
I suppose pleading your case and trying to get out within the limits of the law is completely unrealistic, then?

Not only unrealistic, but unTHINKable!

I usually wait till the guards aren't looking and DDoor right out.
If you've got a monk he can 'disarm' a guard, throw it to the fighter, and disarm the next one.

Jdvn1 said:
Whenever my party gets thrown in jail, the jail cell always has an Anti-Magic Field. Always. Kind of annoying.


That is annoying. How do they manage that, anyhow? It's not on the list of permanentable spells. I KNOW that there are custom spells out there that you're GM is using against you. And you've got to get this one, which is obviously a first level antimagic field with a pretty impressive extended duration!
 


In my last campaign our party got thrown in prison twice.

The first time, we were trying to break into the house of an evil cleric (only the town thought he was a good guy), were caught and tossed in jail. We got out by demanding trial by combat. While our champion fought, another party member climed a nearby roof and used a hand mirror to shine the sun into the bad guy's (the cleric again) eyes.

The second time, we were caught by the bad guys and held in their dungon. Since we didn't have to worry about hurting any innocents we just fought our way out through one cleric and three zombies -- armed with one dagger that the bard had hidden in her hair and less then half of our spells. Every now and then we roll really well.
 

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