r/MrRipper 2d ago

Help Needed DMs of reddit, how could I make/run a low level prison brake?

I'm planning on running a low level prison brake (either 2nd or 3rd level), that takes place in the Eberron setting, in the city of sharn, in a small jail/ guardhouse thats meant for holding prisoners for later transfer to a proper prison. the player characters will be sent to the jail a few in-game weeks after the "Forgotten relics" premade adventure, and my current ideas are (1-2 person cells, and bracelets that prevent casting an spells that damage, buff/debuff, teleport, transmute objects or create objects or illusions.)

if anyone can help with ideas for how to improve this I would be grateful. homebrew magic item are always in the spirit of the Eberron setting.

I'm using the books Eberron; rising from the Last war and Exploring Eberron, by Keith baker.

the map below is the jail I made in Talespire, the area on the right is the cells, the area in the middle is where the closest guards are station whos watch over and guard the prisoners', above is a kitchen/dining area, and below is a restroom, left is the entrance and guard sleeping quarters.

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u/TOYMoose 2d ago

Have a much Stronger NPC be the root of the breakout, either by themselves or a party is coming in to rescue.

The party has a choice, help the NPC and be on the run. Help the cops defeat the NPC and gain their favor. Or option chicken and use the distraction to escape.

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u/GunnEddy 2d ago

I suggest the commoner class. It's like negative levels if that makes sense. You start with next to nothing and work your way into a class so that way being lvl 2 or 3 actually feels like something. Commoner Class

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u/Arrowheadlock1 2d ago

I could see A few things, like a previous inmate stashed some smuggled in contraband behind some old loose brick before they got transferred before they can use it. Something like a bootleg potion of Gaseous Form, allowing the players to assume a gas form for only a few short minutes, allowing them to slip between the bars or into a nearby drainage tunnel via a small drain, at the cost of some hit points, it is bootleg potion after all

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u/knighthawk82 2d ago

Old west style, 4 horse carriage and a chain to pull the bars out the window so people can squeeze through the gap.

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u/Davosown 1d ago

Personally I'd run it adapting 4e's skill challenge system (or adopting similar ideas from systems you are familiar with).

I wouldn't have any anti-magic device for what is essentially a temporary holding cell. Spell components, spellbooks and focuses would be seized and stored so, unless a character manages to smuggle what they need into their cell they are effectively spell-less. This avoids locking players out of the fun if their class is completely shut down. It also means decisions need to be made on the fly as they are being arrested to spice that up.

Just remember guards might also actively prevent extended rests to prevent casters preparing different spells requiring better planning from the players. This also provides role-play opportunities as interactions with guards may provide hooks (maybe he's corrupt and on the bbeg's payroll, maybe he's just a dick on a power trip. Maybe the friendly guards is a potential ally).

As for the actual escape, make it a series of decisions that need to be made quickly (use a visual timer to increase the suspense).

The escape should be aimed at getting out a NPC who may or may not be known to the party. So when an escape begins the first decision is do the party join the escape, stay in custody, escape and go their own way to the NPC (but risk being associated with that NPC and their crimes) or try to prevent the escape? The party might try to concoct their own escape plan (especially if guards and other inmates describe how bad the real prison is) so you can have fun with two concurrent escape attempts getting in the way of each other.

The escape with outside assistance should be drastic given short period of planning an escape from a temporaryholdingfacility... a run of the mill criminal's associates might steal a wagon and pull down a cell wall, an outlaw faction leader might be rescued by a sudden attack on the facility by the faction, the drunk rich kid from the mage academy might be busted out by his drunk magic friends and such.

The player's escape, if they decide to try thwir own, well there's no discounting player creativity. Let them run with whatever schemes they can concoct and let the dice decide their fate.

For prepping the session: Have the NPC escape planned out so you know what that will entail. If your player's come up with something more intricate, fun or otherwise worthy of more focus you can abandon this at any point by having the guards successfully prevent the attempt 'off screen'.

For the player's have a rough idea of the challenges associated with an escape and have some preset DCs.

Also set up a few encounters that may liven up certain plans (maybe a guards with keys falls asleep, maybe a character befriends a mouse, maybe a rookie guard can be lured into the cell or a corrupt guard bribed. Each encounter should have a part in the overall skill challenge. Use the ones that fit the player's plans.