JAIL BREAK
by Marcus Salo
INTRODUCTION
Scenario for WarpQuest.
Click here for the WarpQuest Core Rules.
Each player takes the role of a prisoner in Dick J. Pitt
Correctional Facility Medium Security Prison looking to escape
through a tunnel the prisoner is digging from his cell to
freedom and then driving to Mexico.
VARIANT RULES
There are two Modules. Both modules are 30 spaces long. Between
the Modules, the player rolls for a Getaway Car.
There is no Artifact, the goal is to get to Mexico (space 80)
before getting caught or killed.
The journey on the board is a one way trip.
Spaces on the board represent time not distance in the first
module, distacne in the second.
Each player starts with 6 skills.
If you fail the challenge you return to space #1 unless the card
says something different.
If you win the challenge, advance.
The player with the most cards in the most challenge types wins.
If you win a “fight” with an opponent, the opponent must go back
six spaces.
SKILL TABLE
1D6 Skill
1 Cunning
2 Smooth Talking
3 Steeling
4 Fighting
5 Shooting (if you have a gun)
6 Driving
7 Toughness
8 Agility
9 Charisma (to gain respect)
10 Stealth
Module 1: The Prison
Card Name: Notes:
1. Prison Thugs, Ricky & Lee inthe Cafeteria Charisma x2 or Fighting x2
2. Collapsing Tunnel Agility x2
3. Brutal Guard Mike Procton Toughness x2
4. Race Riot Cunning x2
(if succesfull, you can dig your tunnel twice as fast, because the
guards are calming down the Riot, advance 1d6 spaces)
5. Kitchen Duty Steeling x2
(if succesfull, you steel a spoon and dig with double speed, advance
1d6 spaces)
6. New Inmate Paulie With Cash Cunning x2 or Fighting x2
(if succesfull, you get the cash and by a knife,
fighting +1)
6. The Aryan Gang Leader has a crush on you Fighting x2
7. Old Boxing Coach as Inmate Smooth talking x2
(if succesfull, you get boxing lessions, Fighting +1)
8. Cell Raid Cunning x2
(if unsuccesfull, you tunnel is found, goto space #1)
9. Change of Escape with the Laundry Truck Agility & Stealth
(if succesfull, goto space #31)
10. Sarah Molina, the Female Social Worker Smooth Talking x2
(if succesfull, you get a library priviledge, a good place to
hide the removed earth, advance 1d6 spaces)
11. Fighting in the Shower Room Charisma x2
(if succesfull, you can keep yourself out of the fight, advance 1d6 spaces)
12. Cell Mate Martin gets a LSD flash back Fighting x2
13. Prison Pastor Rev. McGinnes Smooth Talking & Cunning
(if succesfull, you get a prayer book inside of which you can smuggle the digged
earth out of your cell, advance 1d6 spaces)
14. Warden J.W.Douglass Wants to Have a Chat Charisma & Smooth Talking
15. Undercover Cop Cunning x2
16. Drug Lord Al Wants You to Pay Your Debts Smooth Talking x2
17. Fat Mike Says He Loves You Fighting x2
18. Fat Mike Sends JJ.Sleez to Beat You Up Fighting x2
19. Missunderstanding in the Gym with Jésus Charisma x2
20. Tyrone Doesn't Like You Fighting x2
21. Leonard Says He Knows What You Are Up To Cunning x2
22. Thin Leo Wants You to Beat Sleezy Allan Fighting x2
(if succesfull, Thin Leo arranges a gun to you as soon you get out)
23. Laundry Duty Stealth x2
(if succesfull, you smuggle out lots of earth from the tunnel)
24. Drug Lord Al Wants His Money Back Smooth Talking x2
25. Drug Lord Al Is Upset About the Money Smooth Talking x2
26. Fire in the Cell Block Agility & Toughness
SPACE #30
You got out! Now you have to find yourself a set of wheels.
Roll on the Getaway Car Table:
1d6 Notes:
1 '76 Mustang Driving +1
2 '95 RedCorvette Driving +2, Stealth -2
3 '91 Lincoln Towncar
4 '89 Toyota Camry Driving -1
5 '94 Dodge Ram 4x4
6 '93 Ford 18-Wheeler Driving -1
Now you hit the road. It's 600 miles to Mexico, you have a full
tank of gas, half a packet of cigarets, it's dark and you are
wearing sun glasses. It would be wise to drive straight to the
boarder but you decide to stop to at every chance to get drunk
on the way.
Module 2: The Road
Card Name Notes:
1. You find a gun under the driver's seat No challenge,
now you have a gun.
2. Cute Hippie Hitch Hiker Girl Smooth Talking x2
(if succesfull, you have great time with the girl, advance
1d6, if unsucessfull, nothing happenes)
3. You Decide to Rob a Grocery Store Charisma x2
(if succesfull, advance 1d6)
4. You Rob a Store but the owner has a gun Shooting x2 or Agility x2
(if unsuccesfull, the Gas Station Owner shoots your brain out and you die)
5. Police Road Block Stealh & Cunning
6. Lone Highway Patrol Man Cunning x2 or Shooting x2
7. Road Side Café with Tough Truckers Fighting x2
8. '76 Mustand Parked in front of a McDonald's Stealing x2
(if succesfull, you can (you don't have to) take this car, if
unsuccesfull, nothing happenes)
9. Roadside Café with a Bunch of Bikers Charisma x2 or Fighting x2
10. Harley Davidson parked in front of a bar Stealing x2
(if succesfull, you can (you don't have to) take this bike (Driving
+1), if unsuccesfull, nothing happenes)
11. High Way Patrol Car Spots You Driving x2
12. Local Sheriff Spots You Driving By Driving x2
13. Drug Lord Al's Friends Find You in a Bar Fighting x2
14. Bear in the Air, A Cop Helicopter Driving x2
15. You Decide to Pay a Visit to an Old Lover Smooth Talking x2
(if succesfull, she hides you till the Police stops searching you, advance 1d6)
16. You Pay a Visit to a Local Arms Dealer Smooth Talking x2
(if succesfull, you get a gun)
17. Inmate Jésus' Brother Sells You a Gun No Challenge
you have a gun now.
18. You Decide to Rob a Small Town Bank Shooting x2
19. Cute Girl on the Side Walk Smooth Talking x2
(if succesfull, the girl hides you for a week. Advance 1d6)
20. Boozed Up College Students in a Bar Fighting x2
21. US Marshall Service Agents Chasing You Driving x2
22. A US Marshall Spots You in A Bar Agility x2
(if succesfull, you manage to escape though a window)
23. FBI Agents Spot You on Side Walk Agility x2
(if succesfull, you manage to escape over a fence)
24. Some Local Boys Want to Whoop Your Ass Fighting x2
25. Road Block Cunning & Stealth
26. Bar Fight Fighting x2
When you reach space #60, you are safe in Mexico. Now you have
to keep a low profile and take it easy not to get caught. Of
course you won't do it and you are caught within a week and
returned to your cell in Dick J. Pitt Correctional Facility.