This encounter is intended for any number of players of any level using the Dungeons & Dragons 5th Edition ruleset
Most gaming groups who run last year’s nostalgia inducing Murder in Baldur’s Gate will pick a faction and support their side throughout the adventure’s many and various short quests.
Of course, my group decides to get themselves thrown in prison as a ruse to earn the confidence of the crime faction in order to serve as a vice squad for the authorities. This is why it is hard to write RPG modules – how are you supposed to anticipate this madness?!
The result, ultimately, is that I accrued a few short encounters that you can throw into any prison scenario – whether you are in Baldur’s Gate or elsewhere in the multiverse. It’s not a full on encounter, but a string of “incidents” that can be used to spice up your game.
•An older prisoner is coughing and sputtering, but who isn’t in this damp and dreary place? A DC 15 Medicine check reveals that this prisoner has caught “the damp” and will die within a few days if not treated. Convincing the guards that he isn’t just faking the illness requires a DC 10 Persuasion check (with Advantage, if some medical jargon is applied to the entreaty). Once the prisoner is well and back in his cell, he will be grateful and reward the heroes in some way (handing them a spare shiv, warning of some impending plot against them, or cutting them in on a prison break, etc.)
•An upper level of the prison is home to the more affluent incarcerated. A nobleman named Rexus Bormul has become the defacto “lord” of the cellblock. Technically speaking he could walk right out of here (either legally or illegally) but prefers the immense power he has over the prison to the relative power he has outside it. From his poshly appointed cell he entertains guests and chats jovially with the guards and wardens, bribing them so thoroughly that they may as well be his henchmen.
Rexus calls the PCs up to his spacious cell block for wine, food and entertainment. After attempting to woo them, he requests their assistance in some matter – perhaps delivering a letter once they make it “outside,” breaking up an escape attempt, murdering a fellow inmate, or simply spying for him. It is up to you whether Rexus is a genuine ally, a scheming villain, a friend of an enemy, or an enemy of an enemy.
•A scrawny halfling inmate palms a valuable or contraband possession from one of his fellow convicts – one who has been threatening the tiny criminal. The thief plants this personal treasure on one of the PCs, hoping that in the ensuing scuffle, the party will be able to solve this problem for him.
•One select nights, a corrupt warden holds prisoner brawls in the late evening. He allows guards, and maybe even inmates to net on one another in bare-knuckle brawls (fought until unconscious). This is highly illegal, and no doubt he PCs will be pulled into the matches. They may be asked to take a fall in a fight, may curry favor with their keepers by winning fights and earning a particular guard a lot of money, or they might try and rat out the whole operation to the day warden.
Perhaps the fights even take on a more sinister turn as knives, or even desperate wild dogs are pulled in off the streets to fight inmates for “entertainment.”
•A hero with a particularly valuable skill (a bard who performs, a crafter, a learned sage, etc.) is taken from the general population cell to a private chamber where a warden, or ranking guard asks their help in a special project. This might confer the party some boon, earn the ire of their fellow convicts, offer a chance for escape, or even present an opportunity for an advantageous romance.
•An odd, squirrelly inmate reveals that he was a mage the whole time, hiding his abilities for months (or even years!) in order to facilitate a riot or prison escape plan. The PCs might learn this ahead of time with an Arcana DC 15 check by finding impromptu spell notes carved amongst the hash marks that litter the wet stone walls.
•Being below sea level, this section of the prison has a small pond in the ruined part of the tower. Escape would be impossible through the sturdy iron grate, but small fish do manage to swim in and out. Inmates are welcome to try and catch their own meals by hand (eaten raw, or cooked by sympathetic guards), or this paltry place to while away the hours might be the scene of a struggle as one convict attempts to drown another. Or perhaps impromptu lock-picks can be crafted out of the bones of some unlucky fish?
•That dead rat has been there in the corner for weeks, and the guards refuse to remove it! In truth, the very slowly decaying corpse is serving as a dead-drop for the passing of notes; perhaps between prisoners, guards, or someone on the outside. Tiny notes are rolled up and slid into the varmint’s rotting maw.
Features of the Area
1. Stairs up
2. Guard Station
4. Double locked entry portcullis
5. West general population cell block (Barred walls and locked doors, includes simple cots and sewage holes for bodily waste) DEX DC 15 to Lockpick
6. East general population cell block (Barred walls and locked doors, includes simple cots and sewage holes for bodily waste) DEX DC 15 to Lockpick
7. Mess hall
8. Kitchen (Locked, guards only. Only dull knives present)
9. Underground pond (entry to the lake barred by an iron grille)