Breakout
The orange writing is what I suggest the GM reads out.
Scenario 1:Fools and Madmen
Setting:"You can remember little of the events leading to your incarceration.
You remember the ship being taken over by law enforcement officers. And you remember waking up in a small dank, cell. The smell of Chloroform is still heavy in the air. You have no idea how long you have been here, and remember only a few details of your torture and torturers. You're sitting on your bed wearing standard prison clothes. On your chest is your prison number (Give each prisoner a 4 digit number). All you have in your possession, in order to help you while away your time is a logbook. In this you record events that happened to you to corroborate your story and help pass away the time. Questions still fill your head.
Dark shadowy shapes asking, "What do you know, of the great red one?”
" Could this be the ones, described in the prophecy? When (something from the characters histories). The red one will rise again."
"What do you know about Azazel?"
Your thoughts are mercifully interrupted by the sounds of a great commotion and the guards running off. There is the sound of a large explosion, great cracks appear in the walls, the lights and force fields flicker and die. As you get to your feet the emergency lights come on and sirens start to wail. You can hear the sound of fighting in the corridor. Deciding it is safer in your cell you stay there until the sound of fighting has died away.
Silence has descended on the cellblock. After a few minutes you are about to leave your cell when you hear the sound of slow heavy footsteps echoing down the corridor. A voice rings out loud and clear causing you to jump in surprise. "Beware, the red one is coming. He will bring death to those that oppose him”.
You look round the cell for something to defend yourself. "
Location:A prison somewhere in Dunos in the capital city of Parragon.
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Player
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Mission
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Players
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To escape from the prison.
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Mad Jim
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Talk to Players and then leave.
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Prisoner 5794
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Find someone to protect you.
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GM
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To get Players to meet and cooperate.
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Get players to search their cells for items to use as weapons.
Once they enter the corridor and come face to face introduce Mad Jim.
"Beware, the red one is coming. He will bring death to those that oppose him. Come my children, listen to what I have to say. Heed my warnings.
I am one of some. I see where you have been, I see what you are doing. I can see where you may go.
I know you both ......(information taken from the characters history).
I know your lives span wide before you. Go now from this place and do what must be done. Be strong and have faith in what you believe. Even if your minds are heavy may your heart stay light.
Beware, the red one is coming. He may bring death to those that oppose him."
Before he can say any more he fades away into nothing. You realise he was the one in your questioning who said, " Could this be the ones, described in the prophecy? When children come to Dunos from lines condemned by the Emperor. The red one will rise again."
Run Prisoner 5794 down the corridor towards them.
In a panicked voice he cries out for help. "I will show way out....I'm good, I know. Protect me?"
If they agree to protect him if he will show them the way out.
When they reach the stairwell tell them there is the sound of fierce fighting above so they'll want to go down.
Scenario 2:What in the Emperor's name happened here?
Setting:After surviving the intial prison riot, you search desperately for a way out. Upon reaching the bottom of the stairs you notice there are dead guards everywhere, stripped of their equipment and badly beaten. Strange sigals are daubed in blood across the walls.
Location:Maximum Security in a prison somewhere in Dunos, the capital city of Parragon.
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Player
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Mission
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Krystis
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Get closer to finding a way out.
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Pharean
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Get closer to finding a way out.
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Prisoner 5794
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Help those people who are protecting you to escape.
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Prisoner 2938
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Recover your injuries and stay alive.
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GM
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Expand the story
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When they come to what was once the generator room.
There are two Ogryns in one corner surrounded by many dead guards. There is blood and body parts everywhere. The generators are mangled and smoking, containing the twisted remains of several guards.
Prisoner 5794 lets out a scream and runs down a corridor to the left babbling to himself.
When players come to the trashed guards room.
On the door is a sign reading "Guards Room, Sub-level 2 - Maximum Security."
Prisoner 5794 is standing just inside the door. As players approach they hear a voice cry out. "Come any closer and I'll kill you. I have a gun and you wouldn't be the first guard I have killed".
They attack him he will fire off all his shots at them.
They bandage him up and Prisoner 2938 tells them what happened.
"They were bringing back some Ogryns from routine exercise when they started fighting. The guards should of known to let them finish their dispute and then put them in their cells. But no they had to stop the fight. They got involved and a few of them were injured. The Ogryns moved off down the corridor to finish their dispute and ended up in the generator room. The guards foolishly tried to stun them.
That's when the bloodshed started. The Ogryns stopped fighting each other and turned on the guards. More guards were called in but that just made the Ogryns angrier. They must have thrown a few guards into the generators to cause them to explode. The next thing I know the main lights had gone out and the force fields were down.
Everyone left their cells and tried to escape. Any guards that tried to stop us were killed. Their weapons were stolen to aid our escape. I got this gun from a guard who tried to stop me. I was injured in the breakout and couldn't get out before the automatic lock down took place. I came here because I knew this is where food, water and medicine could be found. If I can patch myself up I may be able to find another way out."
If they search the room they can ditch their improvised weapons in favour of broken shock mauls and suppression shields.
They can then set off back upstairs to try and find a way out.
Scenario 3: Where do they keep the keys?
Setting:They have found another survivor of the riot and are together looking for a way out.
Location:Ground floor of a prison in Dunos, Parragon.
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Player
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Mission
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Players
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Get to the Exit.
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Prisoner 5794
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Get to the Exit.
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Prisoner 2938
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Get to the Exit.
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Barney (Guard)
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Prevent prisoners escaping.
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GM
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Get them to explore the rest of the building.
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Make it clear they cannot escape the building without visiting the rest to gain a key. One way to do this is to kill Prisoner 2938.
Get a guard to appear and provide the group with a challenge.
They can then set off upstairs to try and find a key.
Scenario 4: Has anyone got a crowbar?
Setting:After narrowly escaping recapture, they find themselves in a room full of equipment...
Location:Evidence locker rooms, a prison somewhere in Dunos, Parragon.
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Player
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Mission
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Players
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Get equipment back
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Prisoner 5794
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Help players
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Prisoner 666
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Protect your precious lockers.
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GM
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Get players to retrieve their equipment.
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Upon arrival in the locker room all seems eerily calm and tidy. They begin to search the cupboards nearest them but find nothing more than cleaning materials. As they round the corner into the main storage area a voice cries out, "I'm the King of the Castle and your all dirty rascals. Die scum!"
Prisoner 666 should protect the lockers and make it hard for the player to retrive their equipment an search other lockers.
The player need to search to find the lockers with their numbers on.
If they search some of the other lockers for equipment, try using the random equipment generator.
Scenario 5: Don't they employ Janiters?
Setting:They have recovered their equipment and are now trying to find the wardens office.
Location:Administration, a prison somewhere in Dunos, Parragon.
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Player
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Mission
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Players
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Find the wardens office.
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Gumbo (Guard)
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Prevent access to Wardens Office.
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GM
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Get players to go to the Wardens office.
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At the entrance to the Administration block there is a large map of Dunos.
On it they can locate where they are and where the Imperial Fire Saloon is, the place they need to get to once they escape.
The guard should do all he can to prevent them entering the Wardens office.
Once they get the key from the Wardens office (by searching it), they can escape.