You can navigate a character point-by-point using a web of waypoints. Basically when a character reaches a certain coordinate it's told to turn a specific direction and walk forward towards the next point.
You'll be mapping out an Escape route using a common event. Like this:
You make a conditonal branch with a script call:
[$game_map.events[@event_id].x,$game_map.events[@event_id].y] == [
X,
Y]
The red X & Y will be the waypoint coordinate. In the map editor(in event mode) placing the cursor on a tile will display the x and y coordinate in the corner of the screen; thats what you'll be using.
Then you just add a set move route for this event: Turn whatever direction you want and step forward. It's important that you have "repeat action" and "skip if cannot move" selected so the character doesn't just stop.
It looks like a lot of work but it's really easy to layout.
The Beauty of this is because the route is a common event any event can follow it independently and simultaneously anywhere on the map. There's no one starting point, only an end destination. The character's event page will need to be parallel process, with a random movement. If you placed your waypoints strategically it'll only take a few step before the character steps on a waypoint and sets off. The movement can be interrupted by switching to another event page, so add whatever extra conditions you need to the the escape route
I'm sure this could be developed further to use a variable destination. So events could navigate to any point in a maze like map.
Actually waylines would be more effective instead of waypoints.