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CI2 Jailbreak

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Julio Leal
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0% found this document useful (0 votes)
50 views2 pages

CI2 Jailbreak

Uploaded by

Julio Leal
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Capital

Intrigue 2 Jailbreak
Requirements: None
Goal : Kill all City Guards or all characters must escape through an exit a
Introduction :
The teachings of the Oak tell of the time humans
emerged from the darkness of their caves and took 01
shelter under the White Oak, building their first city 1
in its protective gaze. Finding prosperity with the
Oak’s guidance, humanity vowed never to return to
the sunless underground. c
The Mouth of Antiquity is a symbol of this vow. It is
the entrance into the face of the Imperial Mountains,
an opening into the network of caverns that used c
to be humanity’s home. But the caverns have been
expanded and rebuilt into an underground fortress
— a prison into which the worst criminals of the
city are cast. c
This is where you find yourself now. Having been
relieved of the ill-fated dagger, along with the rest
of your arms and armor, you now sit together in a
dank cell, awaiting your trial. Not knowing how long
it may take for your trial to come, you settle into your
circumstance, eating a bowl of foul gruel provided
by the jailer.
c c
It seems, however, someone else has other plans for
you. You hear toward the back of the cell the sound
of small pebbles falling against the stone floor. You
strain your eyes in the dark to see the silouhettes of
two men in black clothes moving toward you. Behind d
them, you see a rope leading up toward a small hole
in the ceiling. One of them throws a card at your feet,
2
and you pick it up as you stand. It shows an image of Goal Maps :
a skull with a sword run through it.
B2b
“The Sin-Ra wants you dead,” one of them hisses in A1a
the otherworldly cadence of a Harrower. You shrink Goal A2a
back against the iron bars of your cell. You have no L1a
weapons, but still, you refuse to die in this place. Goal L2b
3 B3b
G1b
Goal

Harrower City Giant Treasure


Infester Guard Viper Tile (x5)

Stone Nest (x2) Table (x2)


Pillar (x1)
a
a
Bookcase (x4) Wall Section (x6) b a a

4
Capital Intrigue 2: Jailbreak
Special Rules : 2 Conclusion B :
Until a character loots one of the “Goal” You feel sick from the poison and your
treasure tiles, all of their attacks and You open the door to find a small storeroom numerous bleeding wounds. You limp down
summons’ attacks are capped at 2, after any full of equipment. Hopefully you can find the corridor and hear more hissing from
attack bonuses are applied (but before attack
your belongings here and escape. You can behind you. More snakes emerge from the
modifier cards and defense bonuses are either go back through the guards, or you nests and they look angry.
applied), and the character cannot use items.
also notice a small hole in the back wall where
a few bricks were removed. This is probably You quicken your pace and the hissing
If a character is on hex b , they may spend where the Harrowers flew in from. Perhaps recedes. The guards will eventually discover
movement points to climb up the rope. Any you could use it as an escape if you make the your escape, but hopefully the vipers
movement with “Jump” is considered to hole bigger. will slow them down just as much. If the
have +1 Move when climbing the rope. These Harrowers were able to find a way in through
movement points can accumulate across Special Rules : this tunnel, you are hopeful you’ll be able to
multiple actions or turns so long as the The wall 3 can be destroyed. It has Cx8 find a way out. You continue down into the
character does not move off of hex b . Once hit points. When destroyed place a 1-hex dark.
5 movement points are spent, the character corridor tile over it and read 3 .
immediately moves to 1 . Reward :
If you kill all City Guards, read Conclusion A.
1 each
1
3
You squeeze through the hole in the ceiling
and emerge one floor above, in the shadows You breathe a sigh of relief as the mortar
of a large open room full of guards. Without finally crumbles away, creating a hole large
any of your gear, your best hope is to sneak enough to fit through. That relief, however,
past them toward the door on the far wall. is short-lived when you begin to hear faint
hisses in the dark. Peering through the hole,
Special Rules : your torchlight gleams against a writhing
Add MUDDLE to the attacks of all City mass of snakes. You’ve stumbled upon a
Guards. All City Guards start off unalerted. vipers’ nest, and freedom is on the other side.
Unalerted guards do not focus on enemies
or act out the actions written on their ability Special Rules :
cards, but instead patrol the room in a fixed Escape occurs when all characters are either
pattern on their given initiative. Guards c standing on an exit a or have become
will move counter-clockwise around the exhausted while standing on an exit a .
obstacle(s) that shares the same c label If any character becomes exhausted while
with them. Guard d will move counter- not standing on an exit a , escape is not
clockwise around the perimiter of the L tiles. possible. If you do escape, read Conclusion B.
If the initiative on their ability card is below
50, they each move 4 hexes. Otherwise, they Conclusion A :
move 3 hexes. If a guard were to stop on a A quiet rolls over the room as the last of the
hex occupied by another guard, he moves 1 guards falls to your attacks. You wait in the
additional hex. If he were to move into a hex silence, straining your ears to make sure no
with an enemy, he stops in the previous hex. others were alerted to your escape.

At the end of every figure’s turn, check if any After a few long minutes, you spring into
guards become alerted. For each guard, count action. Using the guards’ armor, you should
the minimum number of hexes he would need be able to disguise enough of your number
to move to be adjacent to an enemy, subtract to bluff your way out of the prison. You hide
2 if that enemy is in line-of-sight, and add the bodies as best you can and then make for
any stealth value the enemy has. If the total is the exit.
2 or less, the guard becomes alerted. Alerted
guards behave normally. Reward :
1 each
Characters have a default stealth value of
0, but can increase this while in this room
by performing any attack without a target.
However much damage would be inflicted
is the character’s stealth value until they
perform a Move ability. Summons cannot
gain a stealth value. If any ability is performed
against a City Guard while they are on the L
tiles, all guards are immediately alerted. Treasure 01: Protective Charm (Item 52)
5

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