Ironforged: Prison Break
System: DnD 5.5 (2024 rules edition; DND-OGL) with some minor tweaks
Theme: Steampunk
Conflict: Ally needs to be broken out of prison.
Level: 3
Number of player(s): 3 to 6 players
Alignment: non-Lawful
Starting equipment: Standard kit (non-magical weapon (can be a snaplock pistol or snaplock musket), shield, (studded leather, chain shirt, chain mail) armor, standard pack, 50 gp)
Character options: All species, all classes (custom steampunk classes available on demand) and backgrounds available in the Free rules/Player's Handbook 2024.
Attribute Scores: Standard array or Point Buy
Hit Points: Average fixed
Origin Feat: Take an Origin Feat or swap with a General Feat
World background information: Welcome to Morea - an introduction
DNDBeyond character creation: https://www.dndbeyond.com/campaigns/join/68049713008929369
The world in a nutshell
Morea is a mixed world with a variety of elements:
- Post-apocalyptic
- Low magic areas
- No Gods 400 years ago, a great calamity called the Scarring ravaged the world and killed most of its people. During this event the Gods themselves disappeared.
On one of the continents, a mighty Empire has risen from the ashes using science and technology to create great cities of steel, concrete and smoke.
Another great force in the world is the magical kingdom founded by the last of the Elves mixing their blood with humans. They try to re-establish magic as the leading force.
In the frozen wastes live the clans of the north. They hate magic with a passion and will kill any magic user on sight.
Introduction
The crew is hiding out in an abandoned warehouse in the Iron Quarter, down in the basement where they made a makeshift barracks. Maybe they are criminals on the run from the constabulary, pro-magic terrorists, revolutionaries fighting for workers rights, or something else altogether. Their last mission went awry leaving them to lick their wounds in this safe-house... but there is a problem. A big one. One of the crew has been captured by the constables and has valuable knowledge about their identities and location... Eventually they will crack and sing their song. The investigators are not shy about applying pressure with sharp tools and their fists. They'll have to get them out... Or silence them forever.
Organisations:
The Imperial ArmyThe modern army of the Empire of Mori with a sophisticated command structure made up from Military Academy Officers. The bulk of the army is made up from conscripts pressed into service, criminals or indentured soldiers. They use flintlock firearms, tech weapons, robots, Warsuits and vehicles. They wear black uniforms and yellow caps.
Mori Constabulary
The police force of the city serving to enforce its laws and fight crime in the streets. From the regular constables that drag criminals off the streets to the investigators they are largely a force of the law but corruption infest their ranks. They wear dark blue uniforms with hard hats wielding stun batons, pistols and scattershots filled with pepper powder, will try to incapacitate and capture instead of killing.
The Gangs of the Rookery
In the slums of the city of Mori there's a loose alliance of criminal gangs. They exists in the shadows of abandoned structures, dark alleys or rat filled tenements. Each gang is led by a boss who follow the code of the streets.
Rangers of the Deep Woods
An organisation of saboteurs, assassins and eco-terrorists that want to shut down factories and disrupt trade to the deep woods. They're fighters for nature mostly composed of rangers, rogues and druids with a large number of wood elves in their numbers.
The Eldar Shadows
A group of magical terrorists who violently oppose anything technological. They destroy factories and military resources of the Empire. It's rumored they're connected to the Kingdom of Theressia.
Society of Innovation
A fellowship of scientists, scholars, historians, engineers and technologists with the objective of furthering science, research and knowledge of the world. They explore the unknown parts of the world, craft new inventions and conduct experiments.
Pick an event from 'A Plan Gone Awry' or 1d6 from the table below:
Past Events
Nr | Event | Description |
---|---|---|
1 | Heist | Breaking into the First Bank went terribly wrong. Sneaking in went okay but the plans we bought from the broker didn't mention the new alarms. We ran but they caught one of us before we got clear. |
2 | Sabotage | We planted a bomb in the textile factory. It detonated but we ran into bad luck.. Some constables were just around the corner and what was a simple mission turned into a chase through the Iron Quarter with one of us captured. |
3 | Blackmail | We confronted the crooked councilman with compromising information. We were shocked at him pulling a gun and offing himself and we could only run from the mansion. But one of us got caught by a footman before we got clear. |
4 | Strike | Leading the workers from the factory we inspired them to strike. However the rich owners greased some palms and brought the constables down on our heads and we were forced to run but they took one of us. |
5 | Protest | We went to the Imperial Palace to fight for our rights. The nobles were not amused and the constables and imperial guards started beating us. When we got away we noticed one of us was missing. |
6 | Conscription | The army officers are ransacking the Rookery for bodies to serve in the war. They picked us up from the streets but we managed to make a break for it. However, one of us got caught. |
Setting the scene: START with explaining the 'A Plan Gone Awry' event and finish it with party sitting in the dark barracks needing to speak to Saemus to create a plan to break out or eliminate the crew member. Act 1 will take the most time and you can spend an hour to figure out what to do and go talk with Abrizzio at the end. Recommended is to involve one player to take the lead.
Maybe you are friendly with this crew member and you wish to break him out or you just want to make sure he's silent forever. Either way, you must get to him in the Ironforged Prison, a large black structure made from iron and concrete. Getting in will be difficult.. No, impossible. You will need to find your handler Saemus Gerricks and come up with a plan. Possible names of the lost crew member:
- Colin Brassheart, human, Rogue, Criminal
A witty Rogue who has run with your crew for a couple of years. - Evy Saerath, elf, Wizard, Spy
A former noble from the Kingdom serving as a spy and saboteur. - Grokko, goblin, Fighter, Worker
A simple fellow, not too bright, but with a heart of gold.
Plot points
With a suggested maximum time for planning a 4 hour session.Act 1: Coming up with a Plan (max. 1,5 hours)
Act 2: Infiltrating the Ironforged Prison (max. 0,5 hours)
Act 3: Finding the cell (max. 1 hour)
Act 4: Prison Break! (max. 1 hour)
ACT 1: Coming up with a Plan
Scene 1.1 - Licking our Wounds
The players start in the hideout the day after the 'Plan Gone Awry' event and the mood is dark after botching their mission, having to run back to the hideout with one of their crew in the hands of the constabulary. Best is to try and get one of the players to take the lead and rally the others. If they don't know what to do then introduce Saemus and pull them into a planning session.
Setting the scene: IN the gloom of the basement with only a single electric light, you look at each other, unhurt but ruffled and taken aback. The lack of the crew you had to leave behind is oppressive. You pick yourselves up and are reminded that have to get to them or the constables will be here soon. Its time to find Saemus and see what you can do to get them out... Or silence them before they spill your name.Saemus Gerricks - Your fixer and an expert planner. He is a wiry middle-aged man of short height, unassuming in his brown coat with a balding head. He speaks with an accent of the Eastern territories.
Scene 1.2 - Making a Plan
The players meet with Saemus and discuss how to get the captured crew out. Encourage them as Saemus to come up with ideas but jump in when the players are confused or taking too long.
The way I sees it you got three options: sneak it, talk your way in or fight your way in. Although I suppose you could also get arrested. Sneaking will require getting plans of the structure and finding a way in. I got a contact that can set you up but it won't be cheap. Talking will require convincing the guards that you belong there. Fighting... Well, its your funeral.
- Sneaking - will lead you to the Merchant's Circle and a shady merchant who has some plans of the structure. They can intimidate, kill or buy him off. They can do a little task for him in collecting a debt from a local gang.
- Talking - they have two options: get guard uniforms and talk their way into the structure. Pose as inspectors from the Imperial Court on a surprise inspection. They need to go the Merchant's Circle to acquire the appropriate uniforms.
- Fighting - Straight up attacking the guards at the gate will be suicidal. They can attempt to scale the walls and attack a smaller number of guards. Optionally you can direct them to the Merchant's Circle to buy climbing equipment.
Scene 1.3 - The Smuggler's Alley
Setting the scene: You set off with grim determination knowing that you have a hard day ahead of you. Walking down the streets of the Iron Quarters during the morning hours you don't encounter many people. The factories are already billowing black smoke with all the workers inside. You keep going until you reach the opulent streets of the Merchant's Ring, the houses richly decorated and shops with all sorts of goods. Turning a corner you start navigating the dark narrow streets of the Smuggler's Alley until you reach a decrepit little shop with a rotten sign that reads 'Abrizzio's Emporium'.
Regardless, they travel to the Merchant's Ring just outside the Iron Quarter. Meeting with an enigmatic human man by the name of Abrizzio, who runs a general store in Smuggler's Alley, a place known for its connection to the underworld.
Welcome, friends! Welcome to Abrizzio's Emporium! We have sundries, food, exotic spices and wonders from as away as the jungles of Olmerrec!
After a short conversation they can obtain the plans to the prison the outer structure which reveals a hidden entrance through the sewers.
- Pay 100 gp for the plans or the uniforms. Contested Persuasion 1d20+4 roll to lower the price to 75 gold
- Contested Persuasion/Intimidation/Deception roll 1d20+4 and has to be at least 5 points higher than the NPC to get it for free. Otherwise he offers the goods at a discount and insists on the regular price if its a failure.
- Investigation Check DC13 > Stealth Check DC12 > Sleight of Hand Check DC15 to steal the plans/uniforms.
- Kill him and steal the plans/uniforms.
Act 2: Infiltrating the Ironforged Prison
Sneaking
If they have the plans then they know there's an easier way in via the storm drains. Sneak past the guards (Stealth Check DC15) or take them out. Enter the storm drain and make your way to the hatch leading into the prison. The hatch is locked and needs a Thieves Tools Check DC17 or a Strength Check DC 20 to break the lock. They enter the prison in a storage room.
Talking
Go to the guards wearing the disguises and convince them with Contested Deception or Persuasion checks that you belong there. Go into the complex with a couple of guards who will give them a tour of the facility. Their will be some moments where they can take them out quietly or convince them to take you to the interrogation rooms.
Fighting
Frontal assault of the gates is almost impossible to win against 12 guards, a Riotsuit mech and some of them firing from up the wall. Going through the back and scaling the wall with Athletics or Acrobatics check DC15 they will face fewer guards but they must hurry as the entire complex gets put on high alert. The head into the back entrance into the kitchens and must rush through the complex fighting police robots and guards.
Act 3: Finding the cell
Setting the scene: FINALLY you made it inside the prison. Now you'll have to find the crew member and you have no idea how the interior is structured.
Sneaking: This looks like a storage room long abandoned, moldy sacks of grain in the corner and broken barrels and crates stacked on top of each other. A thick layer of dust covers everything. There's a door on the other side of the room.
Talking: The guards are taking you on a tour of the facility and the inmates are yelling and chanting from all levels of the prison. You have no idea where your friend is being held and see no maps or directions. The guards are chatting and joking about the various inmates and facilities so you smile and encourage them to continue. They're leading you to a staircase in the back to go to the next level. A dark and secluded staircase...
Fighting: You fought your way inside and you hear the loud alarm blaring all over the facility. The inmates are screaming and hooting with some of them asking you to break them out! Ok now what? You have no idea where your friend is being held and you see no directions anyway. There's the sound of boots on the iron floor approaching from afar... Whatever you're going to do you have to do it quickly before your overwhelmed!
The interrogation cells are located in the center of the complex on the third floor. By questioning a guard or inmate or using Investigation checks DC13 to find the floor, DC15 to find the exact location, they can find the location of the prisoner. They have to unlock his shackles with a Thieves Tools Check DC15, Strength Check DC18 or take a key from a guard. He is being guarded by two prison guards, if they're alerted one of them will run to sound the alarm.
Prison Guards:They use the Police Constable stat block but most don't use pistols or scattershots. Every floor has a Police Automaton patrolling the cells.
Alarm: If the players check for traps on an Investigation Check DC15 they can find the alarm mechanism. With a Dexterity or Thieves Tools Check DC15 they can disable the mechanism. If they attack it they will destroy it automatically and 1d6 and on a 5 or 6 the alarm will go off.
The Master Control: On a Perception or Investigation Check DC15 they can find a lever that will release all the prisoners on the current floor. This creates a lot of chaos which the party can use to proceed with the guards occupied with capturing the released inmates.
Act 4: Breakout!
They have to rush to one of the exits while being chased by the guards. If the facility hasn't been on high alert yet it will be or is about to go. Rushing to the exit with or without their crew member to either scale the walls or sneak or use subterfuge to get out of the gates. Once out they make their way back to the hideout to debrief.
Released Crew: They are weakened and are unable to fight.
The Prison Guards: At this point the prison will be on high alert and the guards will chase the party.
The Master Control: If they haven't already they can pull the master control to release all the inmates on the floor.
Appendix 1: Important Characters
Saemus Gerricks - Your fixer and an expert planner. He is a wiry middle-aged man of short height, unassuming in his brown coat with a balding head. He speaks with an accent of the Eastern territories.
Abrizzio Fontan - A shady shopkeeper in Smuggler's Alley. He has a bright smile showing a golden tooth, slicked back oiled black hair that's starting to grey at the edges. He's a good negotiator and likes to haggle. Secretly, he deals in illicit goods from Olmerrec especially the Devil's Nectar drug.
Seras the Knife - An inmate locked in the cells of the Ironforged Prison. She is crass and dangerous but will proposition the party to lead them to their friend if they let her out. Will suggest to go to the master control and release all prisoners to spread chaos, if done she will run for the exit with the other inmates.
Burt and Wurt - Two guards that lead the party through the compound on a tour of the facility. They will chat and joke about the inmates with small acts of cruelty. They use the Police Constable statblock but don't have access to a pistol or scattershot.
Appendix 2: Stat blocks
Homebrew
MOD | SAVE | ||
---|---|---|---|
STR | 14 | +2 | +4 |
DEX | 16 | +3 | +5 |
CON | 12 | +1 | +1 |
MOD | SAVE | ||
INT | 10 | +0 | +0 |
WIS | 12 | +1 | +1 |
CHA | 8 | -1 | -1 |
Traits
Police Authority. Wears the uniform of the Constabulary and makes Intimidation Checks with Advantage.
Actions
Make one attack from below, choose a pistol or scattershot for the creature:
Stun Baton. 1d20+4 , on hit 1d6+2 bludgeoning damage, Constitution Saving Throw DC12 or be stunned. The creature can retry the save at the start of it's next turn.
Snaplock pistol. 1d20+3 , on hit 1d10+3 piercing/bludgeoning damage, Fatal shot on critical 1d12+15
Scattershot. pepper powder: 15ft cone, Constitution Save DC13, blinded until the end of the creatures next turn.
Handcuffs.: When a character is incapacitated they can handcuff them by using an Action. It disables all attacks and checks requiring the use of their hands and they're Restrained by the Constable. To break out they need the key or another character makes a Thieves tools check DC15 or they can do it themselves for DC25. Dex checks can unlock on DC30. Strength check DC20 to break them.
Bonus Actions
Reload. Reload a firearm.
MOD | SAVE | ||
---|---|---|---|
STR | 18 | +4 | +6 |
DEX | 14 | +2 | +2 |
CON | 18 | +4 | +6 |
MOD | SAVE | ||
INT | 5 | -3 | -3 |
WIS | 10 | +0 | +0 |
CHA | 2 | -4 | -4 |
Traits
Robotic. The Automaton doesn't need to eat, drink, breathe or sleep. It does need to be charged once per week.
Actions
Claw. 1d20+6 , on hit 1d8+4 slashing damage, Strength Saving Throw DC16, on failure the creature is Restrained. It must succeed an Athletics or Acrobatics Check DC16 to break free or a successful Shove attack. Electric Zap. 1d20+6 , on hit 2d4+4 lightning damage, the creature makes a Constitution Saving Throw DC16, on failure the creature is Stunned until the end of their next turn.
Reactions
Self destruct. Overload it's battery and self-destruct on the start of it's next turn. 3d8+2 Force damage, Dex Save DC13 for half damage.
Homebrew
A steam-powered suit made from reinforced steel plating with a tempered glass dome so the rider can see out. Standing 10 ft. (3,2 meters) tall and wide it clunks around with surprising speed and dexterity. It has weapons mounted on it's arms.
It's piloted by a small or medium creature. It uses the Intelligence, Wisdom and Charisma of the rider.
MOD | SAVE | ||
---|---|---|---|
STR | 20 | +5 | +9 |
DEX | 12 | +1 | +1 |
CON | 20 | +5 | +9 |
MOD | SAVE | ||
INT | 10 | +0 | +0 |
WIS | 10 | +0 | +0 |
CHA | 10 | +0 | +0 |
Traits
Sensor. The suits instruments increase the passive perception of the rider with +7 and grants 60 ft. blind sight and 200 ft. dark vision.
Search light. It has a flashlight mounted on it's shoulder that shines a 20 ft. cone of bright light.
Radio (short range). It can communicate with other radios within a 1 mile radius.
Heavy armor plating. The Warsuits heavy armor grants a Damage Threshold 5.
Reactive armor. set it as a free action on the start of the creatures turn:
- 1d8 and subtract this number from all damage
- Reroll Saving Throws and take the higher result even when you have advantage
- +2 AC
Jump pack. (3 charges) Triple it's jump range to 30 ft horizontal or 25 ft vertical.
Insulated Atmosphere. As long as the cockpit it intact the rider cannot be targeted directly. The cockpit starts to crack when it has 1/3 (50 hp) of it's hit points left. The cockpit can be targeted and has 30hp and AC25.
Actions
Multi attack. It makes 2 attacks from below:
Electro stunner.Range 60ft, 1d20+9 , on hit 1d12+8 Electrical damage, Constitution Saving Throw DC16, on failure the creature is Stunned for 3 rounds. It can re-roll the saving throw at the start of it's turn.
Net gun. Range 120/300 ft, 1d20+9 , on hit the target creature is Restrained and cannot move until it succeeds an Athletics or Acrobatics Check DC16 or cuts through the net with a sharp instrument doing at least 10 points of damage.
Slam. 1d20+8 , on hit 1d12+8 bludgeoning damage, STR Save DC17 or get pushed 10 ft. away.
Kick. 1d20+8 , on hit 1d8+8 bludgeoning damage, STR Save DC17 or get knocked prone and pushed 10 ft. away.
Bonus Actions
Anti-Magic burst. (1 charge) Dispels all magical effects in a 15 ft. sphere and disables Spellcasting for 1 round. Uses a charge.
Mount/Dismount. Enter or exit the Warsuit.
Reactions
Emergency eject. Violently eject the pilot who exits 10 ft. to the back of the Warsuit and gets knocked Prone. The pilot takes 1d6 Bludgeoning damage.
Comments