Prison Break: Ironforged - player edition
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
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. |

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