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The Prisoner
\pagebreak # The Prisoner ### Overview The prisoner is set in a remote prison in the middle of a dense forest, your players can decide what they have done to end up imprisoned here, and whether they actually committed the crime they have been accused of. The parties job is to escape the prison alive, can they make it out in one piece? ### Introduction The party wakes up inside a dirty prison cell, with thin bedrolls for sleeping and a bucket in the corner of the room. The floor, ceiling and walls are all made of old stone that looks to have been built a very long time ago. The iron bars at the front of the cell are too narrow for any creature to fit through.
Whoever has the highest passive perception will be able to recall slight details of the prison from when they entered, you can describe the following:
**It’s a small fortified stronghold situated just off the mainland. You know there are 2 guards on the gate and 2 more archers watch over them from above. In the courtyard between the gate and the prison-hold itself is 3 more guards and the constable. 2 guards escorted you in and there’s definitely a dog given a water bowl sitting outside of the cell you find yourselves in. Most importantly there's a wooden tank contraption with arms patrolling the courtyard**
The players can do whatever they want but here are some handy checks: **Perception: DC 12** There's a dogs bowl on the floor outside of your cell, could it be called over? Perhaps eavesdropping on the guards conversation will give you its name. **Investigation: DC 15** The bricks on the back wall aren’t as stable as they seem. It could lead to a collapse but it could also be a means of escape. **History: DC 10** This hold has been here for a very long time, possibly centuries given the structurally weak wall and soot around you. The iron bars are rusted in places. ### Escaping the cell
Outside the party's cell, but just out of view, there are a **2** guards all going through the group's possessions which are laid out on a circular table. The guards have a passive perception of 10 so if the party makes any loud noises (for example from trying to break through the back wall), they must succeed on a **DC 12** **stealth check** or a single guard will approach the cell to investigate. ___ > ## Prison Guard >*Medium Humanoid, Chaotic Neutral* > ___ > - **Armor Class** 16 (Chain Shirt, Shield) > - **Hit Points** 32 > - **Speed** 30 ft >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|16 (+3)|11 (+0)|14 (+2)|11 (+0)|11 (+0)|15 (+2)| >___ > - **Saving Throws** CON +4, WIS +2 > - **Skills** Perception +2 > - **Senses** Passive Perception 12 > - **Languages** Common > - **Challenge** 1 (200 XP) > ___ > > ### Actions > ***Multiattack.*** The Prison Guard makes two attacks per turn. > > ***Greatsword.*** *Melee Weapon Attack:* +5 to hit, Reach 5ft, one target. *Hit:* 10 (2d6+3) Slashing damage. > > ***Heavy Crossbow.*** *Ranged Weapon Attack:* +2 to hit, range 100/400 ft., one target. Hit: 5 (1d10) piercing damage.
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### Investigating the prison **Ground floor:**
**1.** The dog has the key to the prison cell attached to its collar.
**2.** Breaking the wall will make adventurers roll for stealth check to go unnoticed for sound of bricks falling. Once outside they realise they are at the back of the circling courtyard and a guard here has fallen asleep whilst urinating. Do they take his uniform? Do they kill him or let him sleep? Crows watch intently from above the hold.
**3.** In the other cell sleeps a naked half giant sentenced for public indecency. He is strong enough to break bars but is too lazy, **persuasion DC 15** may be of use.
**4.** The parties inventory is on the table.
**First floor:**
**1.** This floor is the constable's office where there are 2 extra rooms within this one and a door to the outside wall. They can also find a plan to steal gold from a passing banking carriage. It states it’ll have 2 guards on the front and one on the back. Has 150gp’s on board. The carriage guard also have a key to the other cell with the half giant in as they are collecting him. But beware, the constable will use crows to send for help if startled.
**2.** There’s a room full of sketched ladies' feet and a mannequin with no feet.
**3.** In the final room there’s a cannon aiming out of the window with 4 cannonballs and 3 sticks of dynamite beside it. Could it be used to escape?
**Cellar:** A single room with empty crates in it but there's a medium human sized hole that is being used as a toilet. This hole leads to the guards quarters in the courtyard that can be used for stealthy tactics.
**Guards quarters:** A large tent in the courtyard that has an immovable rod found under a bedroll. ### Escape or Fight It is completely up to the players to decided whether they stay and fight or try and escape. The end goal is up to them. However, to summarise the one shot: Find a way out, take action, bring in the banking carriage once they're close to leaving the courtyard to ensure a nice twist and to allow players opportunity to roleplay or combat further.
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___ > ## Half Giant >*Large Humanoid, Chaotic Neutral* > ___ > - **Armor Class** 15 (Natural armour) > - **Hit Points** 85 > - **Speed** 30 ft >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|21 (+5)|12 (+1)|17 (+3)|8 (-1)|13 (+1)|9 (-1)| >___ > - **Skills** Athletics +7, Perception +3, Survival +3 > - **Senses** Passive Perception 13, Darkvision 60ft > - **Languages** Common, Giant > - **Challenge** 4 (1,100 XP) > ___ > > ### Actions > ***Multiattack.*** The half-giant makes two melee attacks or ranged attacks.. > > ***Fist.*** *Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage. > > ***Large Sling.*** *Ranged Weapon Attack:* +3 to hit, range 30/120 ft., one target. Hit: 8 (2d6 + 1) bludgeoning damage. > > > ### Lowering the level difficulty As with everything we discuss on the podcast, being able to change things up as the play progresses is important to a fun time had by all! so... if level 5 is too much, switch out the guards for level 1 guards using the 5e stat block or how about orcs to mix it up a bit if they're a level 3 party? a quick google will get you the stat blocks you desire. A personal favourite is changing the dog to a mimic as the party try to escape. Yeah, I'm horrible. - Con ___ > ## Tank Contraption >*Large Monstrosity, Chaotic Neutral* > ___ > - **Armor Class** 20 (Wooden Heavy Armour) > - **Hit Points** 150 > - **Speed** 60 ft >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|28 (+9)|14 (+2)|24 (+6)|12 (+1)|11 (0)|11 (0)| >___ > - **Saving Throws** CON +12, STR +15 > - **Skills** Proficiency bonus +6 > ___ > > ### Actions > ***Multiattack.*** The Tank Contraption makes two attacks per turn. > > ***Crushgrab.*** *Melee Weapon Attack:* The tank can grapple one person per attack using its mechanical arms at a distance of 10ft. +5 to hit, to succeed, players must succeed a DC18 Acrobatics check or be swallowed by the tank and imprisoned inside the contraption. > > ### Additional feature > ***Weakness*** The Tank Contraption has an open back end that allows for a guard to control it. Taking out the driver will disable the vehicle, leaving it to be used by a daring player. Investigation DC 15 to succeed in driving vehicle.
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How To Play Dnd
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#### One shot by Connor Kinsey #### Document by Lewis McCaffery