03-11-2019, 07:43 PM | #1 |
Join Date: Aug 2004
Location: Saskatoon, SK
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There's gonna be a Jailbreak
So my last session ended with the party either unconscious or surrendering after a fight went bad. Deep in a complex run by a group of mercenaries who have been raiding the countryside, mostly humans and half-orcs with a few wizards. Access into and out of the fort are strictly portals. The fort contains a smithy, a lot of stables for various animals, a winched-up drawbridge leading to an exit of sorts - a sheer 60 foot drop (no one has flight or levitate).
I'm looking for some cool ideas for their escape. Two players were missing and I'm going to let them decide whether they were split up and can stage an escape or just abstract them being caught with the others.
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MiB 7704 Playing: GURPS Nordlond Dragons of Hosgarth Running Savage Worlds Tour of Darkness (Vietnam + Mythos) |
03-11-2019, 09:22 PM | #2 |
Join Date: Dec 2009
Location: Saint Paul, MN
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Re: There's gonna be a Jailbreak
Fun!
By "portals" do you mean magical gateways? (Plus the drawbridge cliff?) One place I might start is by looking at PC skills and advantages. Anything unusual there that hasn't been featured recently? If so, it could be the seed to something. Unusual skills would be things that the denizens wouldn't expect. They'll be prepared for lockpickers and spellcasters and warriors. But they might not be prepared for someone who can talk to bugs or summon spirits. Maybe one character has an unusual Hidden Lore specialty that could be featured (wait, are these elder runes in the back of our cell?). Or someone is a Connoisseur of luxuries and recognizes something interesting among the kegs of stolen ale. It might just be that a PC has a skill that is incredibly useful that the folks in the dungeon don't have. That's a reason to keep them alive and could provide openings. Without knowing more details, it's hard to come up with a plan, but I'll brainstorm a few other ideas:
Last edited by Dalin; 04-06-2019 at 06:46 PM. |
03-11-2019, 09:26 PM | #3 |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: There's gonna be a Jailbreak
My experience is that splitting the party like that won't go well unless you give the players not present in a zone something else to do (if there's some henchmen who players like, playing the henchmen can be fun).
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03-11-2019, 09:54 PM | #4 |
Join Date: Aug 2004
Location: Saskatoon, SK
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Re: There's gonna be a Jailbreak
There are, sort of, but mostly they're characters in cells as well. Like I said, I'll leave it up to all the players to decide, whichever works best for the plan they come up with.
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MiB 7704 Playing: GURPS Nordlond Dragons of Hosgarth Running Savage Worlds Tour of Darkness (Vietnam + Mythos) |
03-11-2019, 10:11 PM | #5 | ||
Join Date: Aug 2004
Location: Saskatoon, SK
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Re: There's gonna be a Jailbreak
Quote:
Quote:
One other prisoner is a dark elf (the game is a pseudo Forgotten Realms setting).
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MiB 7704 Playing: GURPS Nordlond Dragons of Hosgarth Running Savage Worlds Tour of Darkness (Vietnam + Mythos) |
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03-12-2019, 08:00 AM | #6 |
GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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Re: There's gonna be a Jailbreak
It's a tried-and-true trope of adventure fiction. The classic reasons for why this works are:I know how we'll infiltrate the Impenetrable Fortress: We'll let The Enemy take us prisoner!
All of the above works equally well if the heroes are taken prisoner as a consequence of an unanticipated defeat rather than because they let themselves be captured. Indeed, letting themselves be captured might require that they put up a real fight and be defeated, in order to convince The Enemy it isn't a ploy. So from The Enemy's point of view, it looks like "we defeated these people and took them prisoner" whether the protagonists planned that outcome or had it forced upon them. It's a "get into the fortress nobody can get inside of" story either way, and you can use all of the usual devices:
PS: There's no need for the Big Bad to be caught off-guard and assassinated. It's a better story if the Big Bad isn't even home, and returns after the heroes have murdered the garrison, stolen the MacGuffin, reclaimed their gear, and left the lair in flames. Now it's personal, and the damage the protagonists did to the Big Bad's powerbase shifts the contest from unwinnable to potentially winnable for the heroes.
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Sean "Dr. Kromm" Punch <kromm@sjgames.com> GURPS Line Editor, Steve Jackson Games My DreamWidth [Just GURPS News] |
03-13-2019, 03:35 PM | #7 |
Join Date: Apr 2005
Location: San Rafael, CA
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Re: There's gonna be a Jailbreak
Have someone in the enemies' camp with an agenda secretly arrange for their escape in exchange for recovering some item or taking the leader down.
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