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You broke free from your jail cell, got back your gear…now it’s time to get out of here! There is a whole enemy encampment that wants you to stay, though…
Freedom is the last part of a three-part skill challenge that deals with the characters being caught and then freeing themselves from the enemy encampment.
Complexity: 2 ( 6 successes before three failures)
Encounter Level: PC Level
Goal: Get out of the enemy encampment and back to safety before accumulating three failures.
Exit Strategies
At this point the players have been sneaking around the encampment for a bit, so they have gathered some information about the ways that they may take to leave the encampment.
The three basic strategies that the players can use are to sneak through the shadows of the camp, exit out underground tunnels underneath the camps, or to fight their way out (subtle guys, real subtle). The players may actually decide to switch strategies mid-way, or be forced to switch. If this happens, simply switch to the skills used of the strategy that they are using.
The Shadows
The best way out is right through the front door. You sneak through the shadows and make a quick escape.
Skills used:
Stealth (hard DC + (number of players in party), maximum four successes, +2 on rolls with a disguise): You slip easily from shadow to shadow. You’ll be gone before the enemy even notices. All members of the party may aid in this check.
Perception (moderate DC, grants no successes): This would be easier with a disguise…. If this check succeeds, the following check may be made:
- Thievery (moderate DC): You steal uniforms for the party to wear. +2 on DCs for the rest of The Shadows strategy. If this check is failed, the parties must make at least one check using the Brawl strategy.
Insight (hard DC, counts for no successes): You understand the enemy well, so fooling them will be easy. +2 to the next check.
Diplomacy (moderate DC, maximum one attempt, only if the PCs have disguises): You maneuver your way through with a perceptive understanding of the enemy’s psychology and hierarchy. Counts as two successes.
Intimidate (hard DC + 2, moderate DC with a disguise, maximum of one attempt): Out of the way now! If this check is failed, the party must make the next two checks using Brawl strategies.
Bluff (hard DC, maximum one attempt): you create a diversion at one place while you are at another. Counts as two successes.
Underground
The underground tunnels underneath are in desperate need of repair. Unstable and labyrinthine, you need to find your way out before there is some sort of collapse, or the guards find you.
Cave-in
After each check, the GM rolls 1d10 and consults the following chart.
1 Total Collapse. Everything comes down! Have each player make an Endurance (hard DC) check. Each PC that fails loses three healing surges. The party escapes, but must choose another strategy –they won’t be able to get out through the tunnels anymore.
2-3 Cave-in! The old mining tunnels, collapse on top of the players. Each player loses two healing surges. If a player has no more healing surges, they lose a quarter +2 on all DCs for the rest of the challenge while underground.
4-5 A minor inconvenience – The party has come to a dead-end. +2 on the DC for the next check.
6-7 The guards have found you! Have one player make a Melee attack roll versus (PC level + 16). Other players may aid, but for each character that aids, subtract 1 from the roll next time a check is made on this chart. If the check is failed, each PC loses a healing surge and this check must be made again (roll on this chart as usual between checks).
8-10 Everything is fine.
Skills Used:
Dungeoneering (easy DC, maximum three successes): You are able to navigate through this place with your eyes nearly shut.
Perception(moderate DC, maximum three successes, +2 on this check if character has low-light vision or blindsense): You are able to guide the party with keen senses.
Athletics (easy DC, maximum one success): You shift some of the debris out of the way.
Insight (moderate DC, maximum one success): You are able to determine how the miners might have built the tunnels.
Brawl
Free and re-equipped, it’s time for a bit of payback.
Players may expend powers to aid them on these checks.
At-will: +0 to checks
Utility: +1 to checks
Encounter (attack): +2 to checks
Daily (attack): +4 to checks
Skills Used:
Use the Terrain (Intelligence check versus hard DC, maximum three successes): You move yourself into a position that will be hard for the enemy to dislodge you from. Allows the following checks to be made:
- Fight Smart (basic attack versus (PC level + 14)): Fighting the enemy is much easier from this position. If the check is failed that player loses a healing surge. No PCs may aid.
- Catch your Breath (Heal easy DC, maximum on success): You have bought yourself a much needed rest from fighting. Each player may regain one healing surge.
- Break-out (basic attack versus (PC level +16), maximum one success): You catch the enemy on their heals with a sudden counter-assault. -2 on Brawl DCs for the rest of the challenge.
Frontal Assault (basic attack versus (PC level + 18), all players may aid by making the same attack roll): You dive into the heart of the enemy to exact your revenge. Each player loses a healing surge if this check is failed.
Flee! (Athletics hard DC + number of PCs in party, maximum two successes): I have a plan! Run! If this check succeeds, you may switch to The Shadows or Underground strategies. Each player loses a healing surge if this check is failed.
Perception(hard DC, grants no successes): you spot a weakness in the enemy defenses. +2 on your next check.
A Display of Force (Intimidate hard DC + number of PCs in party, maximum one attempt, +2 to check if a rattling power is used): ‘To the Death? No, to the Pain!’ The enemy is given pause before advancing. Counts as two successes. If the check is failed, +2 DC to all Brawl checks for the rest of the challenge.
Success: You have earned your freedom! You’ll earn free drinks with this tale for years to come.
Failure: At least you tried. Maybe someone will be sent to rescue you? These thoughts and more occupy your mind as the enemy places you back in your cell.
Similar Posts:
- Skill Challenges #6: Move the Crowd
- Skill Challenge #10: Prison Break: The Armoury
- Skill Challenge #9: Prison Break — Caged
We are hitting a level of complexity here only suitable for published adventures, it seems like.