How might investigating a prison break be accomplished?

I can’t think of a way to concisely fit my entire question in the title, but here goes.

I’m currently running Dark Heresy 2e for my group, as my second time GMing a game (the first time was short-lived, and hardly counts). They’ve successfully tracked down and captured a recidivist who recently escaped from a prison world, but I intend for them to investigate that prison world next and find that not only was she broken out by an outside force, but that the party in question was hired by a rival Inquisitor with a grudge against the group’s employing Inquisitor.

The planet in question is not yet fleshed out, so the answers to the following questions might help me accomplish that.

With background out of the way, here are the questions:

  1. How might someone break a small group of prisoners out of a penal colony and get them off-world? I want to make it believable that the person who broke them out was a professional, but also make it not too hard to figure out for a group with a couple rookie RPG players at low level. My brain is kind-of bricking right now; I can’t think of something interesting that isn’t too easy or has already been done.

  2. How can I drop hints that it is this rival Inquisitor without making it plainly obvious, so that the party can’t simply take the evidence to a tribunal and have him arrested? Ideally, they find tangential evidence, enough that their Inquisitor is sure that it’s him, but not enough to have a trial, so that it’s up to the party to chase him down.

Any additional advice you could offer is also appreciated.

In Roll for Shoes Prison Module, how much hp should each character have?

The "Prison Module" module by Mongoose systems (given out free in 2020) offers a variant rule for Roll For Shoes involving wounds and scars: you take a wound when you are attacked, hit by a trap, or fail a dangerous action, and if you take a second wound in the same place, it becomes a scar that cannot be healed anymore. It says that if you take as many scars as you have HP, you die. However, I cannot find in the module anywhere how much HP you have. Should I just have them roll a d6? Do I set an HP level based on their class? Or what was the intent here?

Does the illusion described in the spell mental prison extend to the space above the target creature?

The spell text reads:

you make the area immediately around the target’s space appear dangerous in some way. (XGtE, pg. 161)

And the spell’s 10d10 damage triggers when,

the target is moved out of the illusion…or reaches any part of its body through it.

It seems this can be interpreted to mean the illusion appears on all sides around the target and not necessarily above the target. Can a creature with immunity to restrained and a flying speed avoid the 10d10 damage by flying up and out of the illusion?

Would dimension door trigger or bypass mental prison?

After failing the saving throw for mental prison, the target is subjected, among other things, to this:

If the target is moved out of the illusion, makes a melee attack through it, or reaches any part of its body through it, the target takes 10d10 psychic damage, and the spell ends. (XGtE 161)

If, while under this effect, the target casts dimension door, what would happen? Would it count as being “moved out of the illusion” by the spell? Would the illusion, being in their head, follow them? Would this be different if someone else casts dimension door on them?

How to get the villain in prison – on another plane?

Let’s just say I have acquired an Emissary of Barachiel contact, and built a prison on our base plane that can’t be broken out of while he gets to talk to the prisoner unhindered (and use the class’ features to turn them lawful good over time).

That’s all well and good, but sometimes you can’t just haul the villain back the moment you beat them. Maybe there’s more work to be done.

I am looking for ways to land the villain accurately in the prison without going there, or keeping them on my person safely, easily and indefinitely until I can take them there. I can only use items to do it, as the party shifts and my character isn’t a caster nor has room for PrCs.

How can I create a maximum security prison, as a player character?

We have been playing an epic level campaign for about three years time and amassed a considerable amount of loot, to the point where we plan to create some kind of magical stronghold. Many of our enemies are high level mages and clerics of Lolth that could be worth more alive than dead. My plan is thus to create a maximum security prison that also serve as a source of magic energy, since we are at the point where gold is plenty but xp is not.

My plan is thus: A prison shielded from etheral, teleportation and physical entrance. Using stronghold builders guide book the prison will be a single room cell with continous effect of mind fog and feeble mind, the walls will be force and in the center of the room will be a symbol of pain to keep prisoners and intruders pacified. I plan on using the nipple clamps of exquisite pain and symbol of pain trick together with a self-resetting trap that casts distill ambrosia on every occupant once per day. The prisoners will be held in check with shackles of silence. What I lack right now is a method to keep them confined in permanent bubbles of force, and fed. The plan is that once a prisoner is put into the prison, there will be no contact with any one until the day of their release, each cell is suposed to be a self-contained unit keeping the occupant fed and waterd and in a state of blissful stupor, while at the same time milking them of ambrosia to fuel further magical creations.

My question is thus, how do I solve the problem of separete self contained force bubble cells and keeping the prisoners fed and unable to use spell like abilities, extrordinary at-will abilities and psionics?