Captured by slavers - what would you do?

By Inquisitor Tremayne, in Star Wars: Edge of the Empire RPG

My PCs are about to be captured by Zygerrian slavers: stunned and shot into unconsciousness. When they wake up they will be on a modified Aurore-class freighter in a durasteel barred cell with several others stacked on top for space efficiency. Being transported to either Zygerria and the slave market there or a Zygerrian space station for transfer to another ship and/or a slave market.

If you were a PC, how would you escape?

I can't think of plausible situations for escape without it seeming too heavily relying on GM fiat.

I'd give up, probably go into a depression and attempt something stupid, like escape once, then when they caught me and tortured me, I'd probably try to end it...

Oh, you meant like in a game.

Right.

Uhm. It's star wars, there's always something about to use, cause a riot or something like that. Skullduggery to disable the lock on the cell-thingy-box I'm in would be my first attempt, using whatever I can find, pin thingy from belt buckle, fingers, teeth something. Or perhaps a destiny point and athletics to break my way out - sure it should probably be impossible, but hey, when in Rome, it's star wars, we're heroes.

If that didn't work I'd wait hopefully get an opportunity during transit - if they ever take me out of the cage to let me move around or walk to the market, that's a good time to attempt to escape, steal some weapons and hide, and steal a ship to escape.

Edited by Jegergryte

If your PCs allowed themselves to be captured in such a manner, and it was not the GM's fault, then I would say that the PCs are doomed and must reroll their chars.

What about your PC slaves becoming gladiators? If they happen to win the biggest fight of their lives, then they're free to go as champions.

My PCs are about to be captured by Zygerrian slavers: stunned and shot into unconsciousness. When they wake up they will be on a modified Aurore-class freighter in a durasteel barred cell with several others stacked on top for space efficiency. Being transported to either Zygerria and the slave market there or a Zygerrian space station for transfer to another ship and/or a slave market.

If you were a PC, how would you escape?

I can't think of plausible situations for escape without it seeming too heavily relying on GM fiat.

This happened to my group, actually. I had them present when their captors had a deal go south and the interloper freed them based on them owing him two big favors (and a heap of Obligation).

I find Obligation is a great tool to turn failures into different kinds of failures (workable ones) rather than just solving them.

I have my players facing this exact predicament (I took it in this direction with their permission). There are a few key challenges I've come up with that will hopefully make it fun.

1. determining the ship, and hence the layout, which is a Pilot(Space) roll.

2. once a day 2 prisoners are drafted to distribute water bottles filled enhanced with "nutrients", plus a soporific to keep them compliant. Medicine to determine what the soporific is, and how it can be countered. Brawn, and possibly Skulduggery, to use the manacles to scrape enough of the hull (without leaving a shiny spot) to sprinkle into the bottle...this counters the soporific. Deception to pretend to be drowsy should a Zygerrian become suspicious.

3. there is a window into the slave area, monitored by a Zygerrian at all times (to varying degrees of intensity, some of the Zygerrians are complacent). The view is usually one-way, but there is a fault in the wiring that the Zygerrians haven't noticed yet, and occasionally it goes full two-way view. Mechanics to understand what's wrong. Skulduggery to fish out the faulty wire, more Mechanics to set it up so the prisoners can control the window. Deception (of course) to avoid a situation where the Zygerrian on guard suddenly realizes he's being stared at.

4. befriending the Wookiee. (There is no wookiee in the party.) There is a Wookiee in the corner who is practically feral. She won't drink, and is fully manacled hands to feet to throat. Xenology and lots of Charm to get her on board. Her manacles are strung together with stranded wire cables...Mechanics or Skulduggery to pick these apart and use the wires to fish out the wire in item 3 (above), or to create makeshift Brass Knuckles. Deception to hide all this.

5. handling the crowd. Naturally the current crop is distraught. One Twi'lek has been captured before and gone through the "processing" and escaped. Now she alternates between sobbing herself to sleep, only to wake up screaming. Fear checks for all the first time she does this. She will be very upset if the PCs start doing things, feeling that it will be worse for everyone if they are caught. Charm could work; Leadership gets one or more boost die if they've made some progress already...she's ready to follow the competent; Coercion will completely backfire (auto-upgrades). Another NPC is stupid enough to think he'll be rewarded if he turns the PCs in. Coercion works best on him. There are other NPCs with varying impact.

6. know your enemy. Learning the Zygerrian habits, who is quick on the whip, who is lenient if they get a good laugh, etc. It's worth noting that there are no minions among the Zygerrians...

7. one PC is a mechanic, and the ship is a piece of junk. He will be offered "less whipping, more food" in exchange for fixing something, which gets him access to other systems.

I have a few other things available for the PCs to work with (or to slow them down if they're getting too far ahead).

One big aspect of this in my story is that the lead Zygerrian had a brother on the Sa Naloar (Beyond the Rim) who sent him a last holo-message with hints. One of the PCs made a good Knowledge Outer Rim roll, and so knew about the ship when asked. This may present other opportunities for escape (and of course a lead in to that adventure), as the leader will want to interview the PCs (in chains of course, but things can change). Also, not all of his crew is happy about this treasure hunt side thing, which may create conflict the PCs can exploit.

If all else fails the ship will be attacked by pirates or something, and the chaos may give the players other opportunities. I usually like to wing these things, so all I do is prepare possibilities and let the players drive.

Edited by whafrog

Great suggestions!

They are attempting to free some slaves from a remote Zygerrian outpost. They outpost was pretty heavily fortified but they managed to talk their way in. Their "plan" was to pretend like they wanted to sell the wookiee PC. The "face" talked him up as if he was some great badass wookiee. Everything was going well, they talked their way into the camp, talked down a lot of the difficulties through negotiations, but then the Zygerrians decided to test the wookiee to see how tough he was. Well the wookiee was not about to be whipped for no reason so he attacked and the rest of the group just got overwhelmed. Currently the wookiee and their mechanic is still standing. I am thinking next game session they will go down rather quickly.

I'd make it seem completely hopeless, then I'd let them find out about another captive whose posse is going to break her out. Thing is, she's a criminal with no intention of taking anyone except her crew with her. The PCs are going to need to tag along somehow...

While still being a bit of a Deus ex Machina, this gives the PCs some agency.

If I were a PC trapped in said ship, I would bide my time and wait for an opportunity to escape. There's the loose lock, the inattentive guard, the easily coerced guard, the easily bribed guard. Or maybe your PCs has a trick up their sleeves, like using a special ability.

Any number of skills could come in handy...perception or vigilance to notice or be ready for the opportunity to escape, Skullduggery or mechanics to break the lock or fashion a lockpick, stealth to sneak past guards, deception to distract them, all those other social skills to make them act the way you want them to act...knowledge skills to determine things that would be helpful in the situation (location, ship layout, guard changes, Zygerrian modes of behavior). Athletics/Coordination for some physical feats to aid in escape...the list goes on.

I would wait.

Most of my characters are extremely anti-slavery (For some reason, it is my most common Motivation roll in EoE) so they wouldn't likely be satisfied just taking out a couple slavers.

I would wait, pretend compliance but ensure a malicious glint remains for them to think still needs broken. I would try to break out at least once, take the lashing, and then slowly fade into obedience.
And when they thought I was the passive slave, bent to their will, I would kill them all.

Probably even the kids. -shrug-

Edited by Serif Marak

Remember that the characters are the heroes of the story, and circumstances and events will eventually provide them with an opportunity to escape. Having the zygerrian slaver ships set upon by the Imperial Fleet can make for some very interesting circumstances. The cell blocks lose power, while the Zygerrians are trying to fight off a Star Destroyer... The challenge of running about a ship in the throes of chaos, and trying to get off it before it breaks apart can be an interesting enough challenge. While the Imperials are not the enemy in this case, they certainly won't be friendly either. :)

If you were a PC, how would you escape?

I suppose it would help to know what the team makeup is. Do they have a Face? Then talking their way out of the jam might work. If they have a Brick, then perhaps brute force might work - they have to move the cargo sometime. Any Jedi in the lot?

@#$% myself.

Wait until the slave market, busy place I'd imagine, and then start a riot as best I could and hope to slip away in the clash.

So you're saying that you'd rock the Casbah?

Rock_the_casbah.jpg

You win the the most unique response award this week and your win comes with this free emoticon.... :rolleyes:

My PCs are about to be captured by Zygerrian slavers: stunned and shot into unconsciousness. When they wake up they will be on a modified Aurore-class freighter in a durasteel barred cell with several others stacked on top for space efficiency. Being transported to either Zygerria and the slave market there or a Zygerrian space station for transfer to another ship and/or a slave market.

If you were a PC, how would you escape?

Can you list your PCs and what they're good at?

Are there other captured characters present who may be hatching an escape plan of their own?

Edited by Col. Orange

A great deal depends on how competent the slavers are. The Zygerrians are supposed to be among the best, so its pretty likely that they will take precautions to minimize the chances of a successful revolt or escape unless there is outside intervention.

Thanks everyone. All great suggestions and this gives me some guidance on how to proceed. I would post what I am thinking of but I do have a couple of players who lurk on the boards here, can't spoil the surprise!

I'll post the resolution on Saturday as well.