Book 1: Hells Prison Escape
So what is this story about then?
I’m making a series of adventures in a homebrew world that’s based on the existing materials and my own imagination. This should invite both new and existing GMs to build on what they know, but have a worthy adventure that has some BBE, plot twists, maps, connecting storylines, hooks, but also connects NPCs and intertwines them with a PC backstory.
You don't need anything besides the SRD. You don't have to read the adventure back-to-back twice and take notes along the way. Every chapter has a quick-to-run, there are GM Remember this notes, math regarding encounters to help up- and downscale, place to write down initiative/HP/AC, etc. during an encounter. Villains how-to-rp with fears and desires. Advice from other GMs how to run and other player their experience. "how to include PC character creation choices like race/class/background?"
What does it have?
Nearly 20 hours of playtime for your players, getting from level 3-6 and more than 300 pages to help you run the adventure. You get nearly everything a (new) GM needs to run this adventure, including: a table of corruption points, 5 foreshadowing BBE that your PCs could show an interest to, Ketza Kingdom Lore, Current layer in Hell and Vineswallow Island lore, GM notes, GM how to run, and maps, hooks and NPC stats. Excel sheet with the prison routine. Monster tactics, including up-/downscaling, required tables, etc.
Your PCs get a chance to explore a prison escape. Focusing on the 3 pillars of D&D: exploration to figure out what your PCs could use in their escape, social encounters to form alliances and combat during the Pit Fights. From entrance, to planning to escaping. Coming across fully fleshed out 5 big baddies (including artwork), with 4 different deities, and 5 different factions.There are monsters, items, loot, a devil-deal to take a class level in Warlock, etc. Not to mention the possibility for your PCs to come across some moral dilemmas.
The adventure that it you’ll be embarking on is about a prison escape from Hell. An area where usually the humanoids show up that have taken a bad turn, or a bad deal (out of desperation). They could have gotten here through whatever hook or backstory provided or your PCs could have come up with. However, leaving Hell needs to have a voluntary blood sacrifice from good aligned humanoids (your PCs perhaps?). And in Hell there aren't that many out there, so why not have a deal with the devil to get out with some Souls to collect, while they open a portal for the devils that has been closed for thousands of year with the help of another deity. Right, don't forget to capture that face of your players! (and share it of course)
Current Situation - Act 1: Exploration:
Welcome to Vineswallow Island and into Hell
Making their way over water, through the jungle of Vineswallow Island into Hell. Where your PCs are being tricked into Hell, go voluntarily or end up there after a TPK. Making quite an entrance, then get ushered into different chores. The 'fun' starts, your PCs are stripped of their precious items and armour, they could retrieve it or find another way to get it back of course.
"Meeting all sorts of NPCs (with artwork, goals and desires), who will they form an alliance with? Include in their escape? Get betrayed?"
Then the players are becoming a bit more familiar with the routine in Hell. So they're ready for Act 2.
Act 2 - Further Involvement, Planning and Backstory:
11 Different key-locations inside the prison
Seems like a lot to juggle as a GM, but every location has its own chapter to flick through if needed. And quite the space for your PCs to find whatever they could need to help their grand escape!
Whether it's smuggling their own armour, items and weapons from the Armoury, stealing food from the kitchen inside the Training Room or dealing with the Arch-Devil Luciris if they didn't succeed... It's time to plan, level up, form alliances and start heating up those dice in your favour.
"Meet a guest of the owner of the prison? Sure why not? What could go wrong?"
Meeting some other BBE your PCs could take an interest in and potentially set up a different story-arc. I mean, how else are we going to include the carefully crafted backstories and characters of your players? Letting them excel in their character strengths, and weave in their backstories with the other NPCs, items, or BBE. Have fun!
Act 3 - Conclusion and Execution:
Roll for it
Ok, so sessions of planning, online chatting about it, exciting memes, music is playing. It's time to execute, execute, execute! Will your PCs succeed in their grand plan and proudly head out to the oceans surrounding the Vineswallow Island? Will they have a sour taste? A moment of disbelief before relief?
"Feel free to share with each other what kind of tricks your PCs came up with to get the Hell out of there."
Seriously though, the Devils are interested in letting them succeed, why wouldn't the GM be?
Act 4 - Aftermath:
So they escaped! Give them a head-start before they continue to run away with a skill challenge? Could they save the island from an army invasion? So many questions, and new hooks towards the Talis Province. Yeah, you guessed it, that's Book 2!
Brooke Whitney - DriveThruRPG
This is a massive resource packed with a gripping premise, interesting new mechanics, unique factions, and epic villains. Color coding info to make it easily accessible while running the game is a fantastic idea, and you've provided a ton of guidance for GMs to work off of. Excellent work!
I'm a big fan of out-of-the-box adventure design that intends to help GMs run a game easily. It's a hard enough job already! :)
We'll definitely be looking forward to more titles from you on DriveThruRPG.
Po - Player of the Adventure
So, you messed up and now you're in Hell. What now? We're going to escape and we're killing as many devils as we can.
Escape from Hell's Prison gives a comprehensive overview of an escape adventure against evil and smart antagonists. It's soon apparent that simply brute-forcing your way out is not an option. That doesn't mean that the Barbarian Orc with -10 intelligence is useless, far from it. Battles are frequent and varied, allowing the DM to input nearly anything he wants to whilst having a plethora of monsters and preset situations to choose from. But the more patient, smarter characters are able to shine as they try to unravel the secrets of Hell and plot their escape.
The adventure is sprawling and can be complicated. Note taking for party members is advised. There are battles, plots, but also moral dilemma's and twists along the way. This book provides the DM with a solid and comprehensive framework that can be easily followed, but leaves room for the fiery imagination.
GdG - Player of the Adventure
This campaign was a lot of fun! There is so much content, we kept getting sidetracked and then there were so much consequences. This world is build carefully and everything is connected.
Good for the casual playthrough but also with so much depth to get sucked into! I was always looking forward to the next session and looking back at the previous one with joy.
In my own playthrough, it was great fun discovering the secrets and slowly piecing together the puzzle, with the occasional cathartic battle in between. No spoilers for the ending, but that was a bit evil.