Party Captured-- Need Escape Plan-- Help

By perrywrogers, in Star Wars: Edge of the Empire RPG

So, my party broke into the lair of some pirate slavers. They were vastly out gunned-- not to mention their dice hated them-- and got themselves captured. The party woke up some time later in orange jumpsuits, and wearing slave collars. They have been put to work in a mining operation. These slavers aren't dumb.

I'm looking for a clever way for my party to escape.

Have you ever run one of these that went well?

Any thoughts?

Thanks everyone.

Let them plan their own escape. Just go with whatever scheme they come up with.

Not to say you have to make it easy for them... but you don't have to create their escape for them either.

Besides, I'm sure there's a really good adventure or story to tell in the mining operation. And some very interesting NPCs in there too.

Edited by RLogue177

You could always give them the opportunity to piggy-back off of someone else's escape plan. Watch them go from slaves to... uh... how to say, mandatory life indebtees . Once they're on a ship, possibly as a part of the crew, their escape prospects become... interesting to say the least.

2 hours ago, perrywrogers said:

Have you ever run one of these that went well?

I had a blast with one, similar situation (outgunned and the dice were horrible). As @RLogue177 says, ideally they come up with their own plan, but at the same time, working vulnerabilities into the system is always helpful if they can't come up with something. Plus, it gives you a handy way to feed ideas via narrative results.

I started my adventure while they were still on the transport ship, but some of the following might still apply. The list of options I came up with was something like this:

  • the prisoners received regular doses of knock-out meds in their food to keep them compliant during transport. Resilience to resist it, Medicine/Education to identify it, and Medicine to work up an antidote (my players, via narrative dice, managed to dilute the stuff by adding shavings from the ship's hull walls)
  • there was a glitch in the one-way window where the guards would watch over the prisoners, such that every once in a while it would go clear and they could see into the guard room beyond. This eventually allowed them to see which guards took their job seriously, and which just used their time to watch space porn (and then fall asleep). Mechanics/Computers to figure out a way to make it go clear on demand.
  • when the window went clear, sometimes there was a spark from the door. Mechanics/Skulduggery to figure out how to short the security on the door.
  • there was a Wookiee prisoner, hostile towards everyone, guard and prisoner alike. Charm/Negotiation/Leadership or even Xenology to bring the Wookiee around to help sow chaos later
  • there was an enthusiastic prisoner ally...too enthusiastic sometimes. Coercion/Leadership to keep this idiot puppy from giving away the game too soon.
  • there was a cowardly prisoner, ready to turn the PCs in if they thought it might lead to less suffering for themselves. Coercion/Leadership to keep this person in line or bring them around to tap that inner courage.
  • one or more of the PCs had skills the slavers could use on the trip (patching up wounded guards, fixing the ship, communications, the food-goo dispenser, etc). Leverage that skill to create a timed sabotage, put the knock-out drug in the guard's food, etc.
  • A few slavers let their guards down a bit, and some personal information was gleaned (I can't recall the specifics)

There were others, but you get the idea. I remember those best because the players ended up using most of them. But even if they came up with their own vulnerabilities, it's best to go in somewhat prepared.

Finally, one suggestion is to pick up a copy of Prison Planet from drivethrurpg.com, it's a great Traveller module that deals with a prison break.

One of their Obligations gets them out using Rebel Shock troopers - there ya go..

extra Obligation for the party and excuse to bring in Age of Rebellion plots

  • The collars need removed during any escape (explosive? tracking device?). So, first step is Skullduggery to snag some tools are perhaps Charm speaking to other prisoners or even a guard to find where tool might be.
  • Inciting a riot for cover of an escape.
  • One of the prisoners is an undercover Imperial agent. Escape attempt when Stormtroopers show up to raid the place. The players have to dodge pirates and Imperials?
  • One of the prisoners begins coughing. It spreads (sorry, news is on as I type this).
  • Mining collapse. Guards rush in, some prisoners and guards injured, but a partial opening to escape is revealed.
  • Or (after reading above) let the players plan their own escape after you heavily detail the mines, guard operating procedures, security devices, etc.

The PCs could get word from other prisoners of a breakout attempt — and have to work together with individuals who aren't exactly skilled at being cooperative. Lots of opportunities for social roleplaying, discussing different ideas, arguing about the plan, knowing who to trust, etc.

After the breakout, maybe the PCs get separated in the confusion. One or more of them are shackled to other prisoners (more opportunity for conflict and roleplaying). Maybe all the PCs get out except one. Then what?

Chaos can be your best friend, creating scenes filled with drama and excitement. You might want to roughly outline some possibilities and ideas, maybe even plant a seed or two, then see which way the party goes.

Here's a thread on a similar topic. Figured I'd link it in case you could get anything useful out of it:

I can see one of them, while mining, breaking into a previously unexpected network of caverns; the metal or crystals in the walls could block the signal for the slave collars. That gives them a chance to flee, while at the same time facing all of the hazards and challenges of underground exploration equipped with only what tools they can steal. The caverns could lead an exit on the surface, from where they need to reach a spaceport and find a way offplanet.

-Nate

The very first game of my AoR campaign started with them all being captured Rebels working in a mine.

During the mining they broke through to a "natural" tunnel, which was actually made by a giant worm type creature, very recently...The creature emerged from the tunnel and attacked! The Stromtrooper guards fired at the worm, who then turn its attention to the aggressors. The PCs decided to attack the troopers with their mining tools, picking up the blasters from the dropped troopers, and then attacking the worm themselves. They then escaped through the worm's tunnel which lead to...

Stay tuned for the next thrilling adventure! 😉

Edited by Andreievitch

Thanks everyone. I'm grateful for all the ideas. I think I have what I need!

Happy Gaming!

Some say the glitterstim that the players are mining are made by some creature.... Oh, you found a new tunnel while working and it has far richer veins than the previous ones! It'd be shame if it were an Energy spider nest 😉

11 hours ago, Rimsen said:

Some say the glitterstim that the players are mining are made by some creature.... Oh, you found a new tunnel while working and it has far richer veins than the previous ones! It'd be shame if it were an Energy spider nest 😉

Hmm. I wonder if Energy spider webs can disable slave collars?

And do Energy spiders prefer to eat bony slaves that have been starved within a micron of their lives, or the much more meaty and better fed captors?

47 minutes ago, bradknowles said:

And do Energy spiders prefer to eat bony slaves that have been starved within a micron of their lives, or the much more meaty and better fed captors?

Probably depends on who's closest at the moment. :P