Skill Challenge #9: Prison Break — Caged

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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.

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About the Author

A Jack of All Trades ,or if you prefer, an extreme example of multi-classing, Gamefiend, a.k.a Quinn Murphy has been discussing, playing and designing games straight out of the womb. He is the owner and Editor-in-Chief of this site in addition to being an aspiring game designer. As you would assume, he is a huge fan of 4e. By day he is a technologist. Follow gamefiend on Twitter