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View Full Version : I dug my campagin into a hole, gimmie a ladder!



jordan.k93
2014-01-21, 01:07 PM
Alright so, quite along plot line involving six sessions, has come to an incredibly boring end.

Basically, there was some under ruling plot of some evil noble character, who decided to try and take over a town using some hobgoblins that the party inadvertently killed and saved the town from being attacked and feared into accepting the nobles rule.

The party figured it out, there was alot of fun along the way, however session six they arrive in town and decide to investigate who exactly this guy is (all according to plan) and where he lives and how to go about arresting, killing or bringing him to justice.

Here's the ****ery of the situation.

The party decide that he's way too powerful in the city to obviously engage him in court or face him directly as they fear his corruption would mean they'd never make it out of his estate alive. This I didn't expect, up until now they've been really "I don't give a ****" in your face sort of party.

Now after the entire session spent investigating they eventually sent the noble born ranger to meet the noble house's Lord (The villain is the son) to see how evil everyone is. To cut a long story short, the PC hinted at their evidence and then swiftly left.

The players then were visited in a tavern by some henchmen, who were trying to intimidate the players into leaving and NOW the players decide to be assertive and derisive and swords are drawn and arrows are let loose.

How do I resolve this?

hymer
2014-01-21, 01:26 PM
Maybe talk with the players. Find out what they intend to do. If they won't confront the baddies, they shoud probably leave, so you need to start making a new arc. Make sure to include the town later, though. Maybe they want to go back when they feel stronger.

Edit: If they choose to stay but without confronting the baddies directly, you can start an arc where they start or become part of an underground resistance movement.

jordan.k93
2014-01-21, 01:30 PM
We'll more where do I go from here:


"The players then were visited in a tavern by some henchmen, who were trying to intimidate the players into leaving and NOW the players decide to be assertive and derisive and swords are drawn and arrows are let loose."

Didn't even roll to hit on the arrows before we wrapped up the session, the players don't know where the archers as they failed spot checks, and then we left it at that.

TheStranger
2014-01-21, 01:36 PM
I'm not sure I see a problem, other than the need to revise your plan a bit. So the PCs kill the henchmen; now they're wanted for murder. So they go on the run and come up with a plan to clear their names. Or, since they're guilty, come up with a plan to get a pardon. Either way, it sounds like a fun extension of the plot line.

As for how to clear their names, bringing the noble to justice would probably do it. A good pile of evidence against the noble would tend to support a self-defense claim (or otherwise sweep that incident under the rug). So really, it's the same scenario you planned for, except that the noble knows they know and will actively try to stop them.

hymer
2014-01-21, 01:37 PM
There will be a fight. Three basic options:

1: The PCs win. Find out what they want to do after the fight.
2: The PCs get away. Find out what they want to do after the fight.
3: The PCs get killed. Campaign over.

If you really want them to go kill the baddies, have them win this fight handily, and imply that the evil base is now barely defended (telling them with Profession: Soldier or other checks may make them feel knowledgeable). Still, asking them what they want to do is still a good idea.

Airk
2014-01-21, 01:45 PM
Yeah, I'm not really seeing the problem here. Either:

A) The PCs win; They are now on the Evil Lord's radar as "the guys who killed and/or beat up and/or humiliated his henchmen" and he is NOT going to let that stand! Showdown! Imminent!
B) The PCs flee; Now they've probably got a grudge against the Evil Lord since he ran them out of town.
C) The PCs lose; Odds are they're either now dead (boooring), in the dungeon (potentially exciting) or left in the gutter. If they're dead, welp, time to roll up some new characters. If they're imprisoned, it's prison breakout time. If they're just left in the gutter, probably go to B.

You don't need a ladder, you need, like, a stepstool at best.

lytokk
2014-01-21, 01:51 PM
PC's become aided in the fight by some members of the underground resistance, or a rival noble house, who quickly whisk them away to their headquarters. Now they have an ally, and the fight against the evil noble seems less daunting.

Tombo
2014-01-21, 02:08 PM
Never underestimate the constabulary.

Just as the first sword is been drawn have the door bang open a group of well armed, competent looking watchmen step in shouting "what's all this then? Sword play in our tavern. We'll have none of that!"

The henchmen are ordered out whilst the party is taken to the local lock-up.

Turns out the watch has also noticed the growing power of the corrupt noble and are looking for a way to deal with it. As far as the henchmen are concerned, and have likely reported to their boss, the rozzers have locked the trouble-making adventurers up in the town jail when in truth the Watch commander (I dare you to call him Vimes) is briefing the team on the nobles powers and resources (to the best of his knowledge anyway) and providing them with a few bit of kit they might need (nothing to powerful, extra ammo, low level scrolls that sort of thing).

The next morning the adventurers are publicly driven out of town and are been escorted out of the district/county having been told not to show their faces again. Of course they've been provided with a map showing a safe house close to the nobles estate.

homersolo
2014-01-21, 02:57 PM
Another option.... have them do well in the fight and then get offered jobs for the Big Bad Evil Guy's henchmen, thereby getting an in for the bigger arc.

Erberor
2014-01-21, 09:15 PM
I think you are in a very good place to make the plot head in several interesting directions, depending partly on your decisions, and a fair amount on the decisions of the PC's


Just as the first sword is been drawn have the door bang open a group of well armed, competent looking watchmen step in shouting "what's all this then? Sword play in our tavern. We'll have none of that!"

The henchmen are ordered out whilst the party is taken to the local lock-up.

Turns out the watch has also noticed the growing power of the corrupt noble and are looking for a way to deal with it...*snip*

I really like this idea, and I would go so far as to have some of the watchmen accompany them in the battle. Of course, there is the problem of members of the guard attacking the BBEG, which could be averted by having them instead send a retired vet (who would have more combat experience and thus be more helpful).

also, you could tie in the possibility of the local watch being under this noble's power as well, dropping a few hints (Having the secret house by the BBEG's estate with an extremely convenient tunnel leading to an unwatched area of the manor seems a little too perfect...)


(I dare you to call him Vimes)

I'm writing this one down for later use. Always keep a list of names handy :smallbiggrin: