If you're enjoying the content here, check out our new site, Thoughtcrime Games. Thanks for visiting!
The characters have been captured by their enemies. If they don’t escape soon, they’ll be the next sacrifice to their adversary’s dark god.
Caged is the first in the series of the ‘Prison Break’ skill challenges. These challenges represent the various scenarios that occur when PCs are captured, and can be used in sequence or interspersed with roleplay/combat to build a full series of encounters.
Caged
Every escape starts simply –you need to get out of your cell.
Complexity: 2 (6 successes before 3 failures)
Encounter Level: PC Level -1
Goal: Escape your cell before acquiring three failures.
Caged Magic
It is quite possible that arcane or divine characters will make use of the spells and prayers. These may only be used once the character is freed of restraints. Wizards won’t be able to prepare or use daily spells, but all other spells will be available to that character. The DM can decide what spells will be of use in this encounter and which will not.
I’m Right Here
There will be guards right with the PCs, so it will be crucial that actions being done without the guards’ knowledge. Each time A check is made, the player must make a Stealth Check (easy DC) or the player will acquire a failure in addition to the success or failure of the original skill check made. The Stealth check can be replaced with a Bluff (moderate DC) check if the PC wants. Another PC can make this check on his/her behalf as well.
Skills Used:
Thievery (hard DC+4, only if your hand are unbound): The easiest way to get out of a cell is to open the door, so you pick the lock. -4 on your Stealth check.
Acrobatics (hard DC, maximum one success per player): You contort until you free yourself from your restraints.
Diplomacy (moderate DC): A conversation is struck up with the guard, leaving him open and maybe a little sympathetic to your plight. A +2 to Bluff checks.
Bluff (moderate DC): You are able to distract the guard, leaving him vulnerable to further trickery. If you succeed at this check, a player may follow up with one of the following checks:
- Thievery (moderate DC): The guard’s keys are right in front of you. You have to take them.
- Knockout (Basic Melee vs 14 + PC Level): You knock the guard out. Counts as three successes. If this check fails, the challenge is automatically failed.
Athletics (hard DC): Let the halfling twist himself out. You will simply snap the chains with brute force. -4 on your Stealth check.
Success: The players break out of the cell.
Failure: The guards discover the break out attempt, and re-shackle the PCs and increase security. It will be 1d6 days before the party can make another escape.
Similar Posts:
- Skill Challenge #10: Prison Break: The Armoury
- Skill Challenges #2: Bet your life
- Skill Challenge #11: Prison Break: Freedom
I see that you have no comments. But you should. These challenges are AMAZING.
I am going to run a break-out and I really like these. I found them a while ago and finally get to use them. I’m wondering if the PCs should have to make Stealth checks with Bluff or Diplomacy primary checks. I’m not sure how stealth would fit into those cinematically. What do you think?
Thank you for creating and publishing these skill challenges. I’m running a campaign today and we’re getting it started with your prison break set. Amazing work!