jail break plan?


Advice


party, location, and schedule information:
Everyone in the party is 3rd level. We don't really know each other well, but ended up in a jail like setting(an arena where you fight to the death, and maybe if you're good and live for months you might get freed). we have a Witch, Arcanist, Cleric, two handed fighter, and i think a druid i can't remember the last one, i just know she can cast sleep, and uses a crossbow.

the cells are rather simple. 5 piles of hay to sleep on, 3 stone walls and an iron gate(typical prison style), but i don't know if it's a sliding door, push, or pull. they take all our weapons when we aren't in the arena(including spellbooks, but my familiar was able to stay). The cell isn't in an AMF because after fights we get healed by the arena clerics. in the Arena it's a flat field, so far at least, with 30-50 bowmen, and women, watching us so if we try to attack someone in the stage, or try to escape they'd all shoot. there isn't a ceiling to the arena, it's open air.

guards manacle us and take us across the jail to the food court to let us eat. here there are guards on an upper level watching us, and in the corner there is a big fellow who seems in charge of the inmates; he himself is an inmate as well, but doesn't have to wear manacles and can go pretty much where he pleases.

I don't know the layout of the jail yet, but I'm going to try to figure it out since it might play a role in escaping and not just running in circles. it's a neutral and evil party so we don't have to worry about feeling bad if we kill a guard, heck my character might kill one for troubling us anyways.

What I'm looking for is a way to break out without causing a big commotion. any information you need I'll try to get a hold of. I was told by one person I could use acid splash cantrip to slowly eat through the metal bars like once every few minutes before just using a kick to get out, but it looks very GM specific because it might be subject to hardness. (many were saying acid > metal to it ignores hardness and does 2x damage). i also looked into using mud buddy to sneak through and get the key then come back, but worried that the DM will say he's too big to look like an understandable pile of dirt (like from the floors not being cleaned and it just piling up). also looked into unnatural lust followed by sleep and a disguise check to get a guard to come try to do *THINGS* put him to sleep and take his outfit using someone else's outfit to disguise him as one of us, and just make it look like he's sleeping and escaping when it's time for lunch, or even just make it look like the "guard" is taking them the arena or the like to escape.

If you can think of anything wrong with these, or another plan it'd be much appreciated.

Dark Archive

You've got some decent plans, I think if the GM wanted you to escape (or was at least open to the possibility) they would have a fair chance of working, especially if the rest of the party pitched in with distractions and the like.

One possibility, however, is that your GM intends to keep you here for some time as part of their overarching plot. After a few more arena fights you may be approached by other inmates to attempt something like a prison riot or high-stakes breakout. Even if this is the case, some would argue that your GM "should" let you have a chance at escaping on your own. Just know that you might get a wrist slap and end up in separate cells if the security is really tight and escape is not in your GM's itinerary for that evening.

As my two cents for an escape plan: Once you have that guard switched with you (since you are evil) cut his tongue out. Then have the party call for other guards and claim that one of their comrades attempted to commit suicide. They will probably open the bars if only to let an arena cleric in to heal him.

At this point you can all attack. Ideally you'll have slipped a few small weapons (even rocks will do) to your comrades through the bars. Your character should get surprise if he is well disguised. Then you can all change into guard (or Arena cleric) gear and make your escape.

Best of luck in your breakout.


Gentleman Wizard wrote:
Stuff

thank you for the advice, i hadn't even thought of weapons honestly. luckily the witch got to sneak her familiar in, so she can prepare her spells, but the arcanist can't and i found out the one i thought was a druid is a magus. idk how they work so idk if she'll have her spells

Grand Lodge

Planning a day where the Arcanist and Magus use very few spells that day (so they can prepare some break out spells) should solve the issue. Acid Splash and Ray of Frost for the Arcanist. Magus should use Arcane Mark.

If questioned by the guards/officials the magus can just say they are trying to develop a signature, IE Mark of Zoro thing.

Do you have the sleep hex? If so, use it, frequently. A sleeping guard is a quiet guard. Sneaking daggers (or making some shiv like weapons) will help the fighter and cleric. Also everyone else, spells do not last forever, especially at low levels. Rocks will do in a pinch, just remember to pick them up after use, you will likely need em.

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