Con_Brio1993
2011-12-07, 08:54 PM
So my DM started the campaign with a couple fetch quests for a dwarf that the party voluntarily did for money. It turns out the dwarf hiring us was involved in some illicit deals, and we were all thrown in jail because of our current relationship with him.
We were told by one of the friendlier guards that we'd basically have what would amount to a kangaroo court trial, because the city's justice system is corrupt. Thankfully the DM activated his plot device, and the rebel force broke us out and thrust us into a life of indentured servitude.
So now we are doing fetch quests for the rebel force, bringing them their macguffins.
Now ingame these people are not trustworthy. They won't tell us why they need them, and the DM has outright stated that they didn't come off as trustworthy.
Out of game I'm pretty sure this is one of those things where the heroes are unknowingly working for the BBEGs, and bringing them the various macguffins needed to rule the world.
Our first mission involved getting some mind control wand, and I (ingame) decided that we couldn't trust them with something so powerful, and that we should not return it to them. The cleric said we couldn't trust them either, but he gave them his word (Lawful Stupid!) so he had to. Grapple checks ensued, and the cleric snapped the wand in half out of frustration. We then returned the broken wand to the rebel force, and they implied that they could easily fix it.
So now we are on another fetch quest, and this time I want to make sure I get rid of one of the macguffins (some gem that opens portals) doesn't get into their hands. I plan on having my character grab hold of it, and throw it into the ocean/off a cliff/whatever.
Well, I'm a bit conflicted. One one hand, I'm knowingly derailing the DM's campaign (unless he is using reverse psychology and expects us to screw the rebel force over). On the other hand, my character is smart enough to not give them the macguffins.
So what say you? Would derailing the campaign be justified in this scenario, or should I just have my character suck it up and begrudgingly hand them these plot trinkets?
We were told by one of the friendlier guards that we'd basically have what would amount to a kangaroo court trial, because the city's justice system is corrupt. Thankfully the DM activated his plot device, and the rebel force broke us out and thrust us into a life of indentured servitude.
So now we are doing fetch quests for the rebel force, bringing them their macguffins.
Now ingame these people are not trustworthy. They won't tell us why they need them, and the DM has outright stated that they didn't come off as trustworthy.
Out of game I'm pretty sure this is one of those things where the heroes are unknowingly working for the BBEGs, and bringing them the various macguffins needed to rule the world.
Our first mission involved getting some mind control wand, and I (ingame) decided that we couldn't trust them with something so powerful, and that we should not return it to them. The cleric said we couldn't trust them either, but he gave them his word (Lawful Stupid!) so he had to. Grapple checks ensued, and the cleric snapped the wand in half out of frustration. We then returned the broken wand to the rebel force, and they implied that they could easily fix it.
So now we are on another fetch quest, and this time I want to make sure I get rid of one of the macguffins (some gem that opens portals) doesn't get into their hands. I plan on having my character grab hold of it, and throw it into the ocean/off a cliff/whatever.
Well, I'm a bit conflicted. One one hand, I'm knowingly derailing the DM's campaign (unless he is using reverse psychology and expects us to screw the rebel force over). On the other hand, my character is smart enough to not give them the macguffins.
So what say you? Would derailing the campaign be justified in this scenario, or should I just have my character suck it up and begrudgingly hand them these plot trinkets?