Newer DM needs a bit of help


Advice


my pc's are in a prison and they escape what can i do after they escape and are there any encounter that would be interesting?


Well most players will want to recover their gear, and get revenge, but I would need a great deal more context to offer fitting suggestions. Why are they in prison? Who controls the prison? What level are the PCs? Is this the start of the game, do the PCs know one another in game? Obviously being imprisoned in the Darklands by the Drow, or in the local jail will engender very different adventures.

A daring prison break and pursuit by the guards can be an adventure on its own. If they do not know why they were imprisoned finding out by say tracking down the bounty hunters who captured them, or seeking out an information broker who will help them if they perform some task for him.


The escape should be a fun adventure. Don't demean the imprisonment by cutting directly to 'after'. Make them work for it. Make them think about the best escape plan.


Placeholder of Doom wrote:

Well most players will want to recover their gear, and get revenge, but I would need a great deal more context to offer fitting suggestions. Why are they in prison? Who controls the prison? What level are the PCs? Is this the start of the game, do the PCs know one another in game? Obviously being imprisoned in the Darklands by the Drow, or in the local jail will engender very different adventures.

A daring prison break and pursuit by the guards can be an adventure on its own. If they do not know why they were imprisoned finding out by say tracking down the bounty hunters who captured them, or seeking out an information broker who will help them if they perform some task for him.

they were taken as prisoners of war from a neighboring country and now find them selves in prison cells this is the start of the game at 3rd level i'm also trying to find how to make the escape more interesting


Well take a look at your group and try to give them several chances to escape that are within their abilities, rather than using some deus ex machina. Its much better to outline a situation with a few possible escape routes for the PCs to explore rather than to give them a glaringly obvious out - you can always do that if they fail to find a workable solution on their own.

A rogue might pick the lock, but would need the other PCs to distract the guards, so set a DC that is manageable with improvised tools, and a savvy rogue might use an old bit of bone or some such. A spellcaster might use magehand to retrieve keys hung on a nearby hook, a ranger might use handle animal to push a nosey crow into getting the keys. A socially skilled character can trick a guard into entering their cell.

To subtly hint at these opportunities you just need to give a thorough description of their surroundings, mentioning things like bones, hanging keys, guards behaviour, etc.

Once they are on the run depending on how they escaped set a reasonable time frame for discovery and try to impart a sense of urgency with alarms and shouting guards, etc. Maybe they have to reach the horses and escape before the stockades gate is closed. They enter the courtyard before it and see a guard running for the crank while the other guards try to hold them up, make them run while skirmishing the guards and setup the distances and time taken to close the gate so that they seem to make it by the skin of their teeth.

It is much better if they feel as if there escape was a real achievement rather than a given.

Grand Lodge

have them escape into a Gladitorial match- fleeing down some unknown passage, they come across an armory and equip themselves with basic gear.

They proceed onward, and see light- rushing forward, into a match already underway.


I have done something similar to the suggestion that Selvaxri suggested but had them picked for the arena and the gear was in the middle. Have them fight opposing team to win their freedom. Teams can wear colored arm bands or have some other distinguishing mark to show who they are supposed to whack-a-mole when the fight gets chaotic.


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jaket105 wrote:
they were taken as prisoners of war

In a pseudo-(late-)medieval setting such as Golarion, PoWs would be taken as hostages; to be exchanged for prisoners the enemy has taken. If the guards tell the PCs they are about to be traded, they get a choice to just wait. That gives the players more options.

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