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Nevar
2007-07-24, 11:34 AM
Have a roleplaying encounter in my campaign in which a small town's mayor/ lawmaker was just killed while the party was guarding the temple while the towns cleric was preparing an 'item' for transport. However the past couple of nights the town has been attacked by wolves and half man have beasts (Werewolves). The trick is that the party spots the mayor fall over from behind a building into view and coming up to investigate they find the body with a knife in his back as well as clawmarks on his body. One villager the local beekeeper/ candlemaker comes up upon the party and calls out that they killed the mayor.
Keynotes: - the beekeeper is actually a werewolf packmember with a disguise/ illusion on him. And he is the one who killed the Mayor.
- The Cleric can not be disturbed while performing the ritual
- The party will consist of a Ranger, Cleric of Oghma, Wizard, Sorcerer, Paladin all lvl 3 except the ranger who will be lvl 1 or 2. Most likely 2.
- at least half the town is on patrole arround the town on edge from another attack.

Here's the question. How do I make this a good roleplaying encounter for the party to solve. Things to overcome:
- Attacker did not come from outside the town.
- clues about who it can be without being too obvious.
- End Scene will start with a battle with party and in town 'traitor' followed by large attack of wolves werewolves in which town cleric is killed as well as most of the town one or more players getting the curse and a 6 day trek to the closest town loudwater (Forgotten Realms setting)

Skyserpent
2007-07-24, 11:48 AM
Well, simply put, the best way to hide a real clue is to push it in with false ones. Like Rich's texture essay, you might have the bar smell faintly of hair or wet dog after a rainstorm, despite lack of animals, while simultaneously placing a wet, suspicious, but innocent individual in the bar as well. If they examine the suspicious one they'll likely figure out he's not the one who's a werewolf and that might imply someone else in the bar. The Barkeep might have a new injury after one of the attacks that the party fights off. However he was not mentioned among the guards defending the town. Don't point this out specifically unless the party asks, since that'd be too obvious but make it clear he was not injured before and no one ever saw him injured until afterwards.

Now: The attacker not being foreign is pretty easy, the dagger that killed the Mayor ought to be clearly worn from use, and also of a style unique to the local Blacksmith, maybe with his signature hilt or something. It's unlikely that whoever had this weapon was from out of town and it might have them find the blacksmith to find out where the knife came from. He might only be able to discern that he sold it a long time ago, or he might give them the Barkeep off the bat. (I prefer the former)

Cursing a party member is usually a bad idea and pretty clear railroading if one of them HAS to get it... How about a unique poison the enemies developed that works like Lycanthropy but without all the crazy problems of the template itself.

A Good way for them to start the final battle might be having them figure out that it's the barkeep, running to find him and discovering that he's made a run for it! They chase him to the edge of town when they find out he wasn't running, he was getting into position to launch a signal, perhaps by breaking a sunrod at the edge of town, to call in his Werewolf/wolf pals.

Ensuing battle in the city streets, party members have to contend with the crazy barkeep while keeping townspeople safe from the Lycans. This can cause the party to split up (Which might be a bad thing as it can bog down gameplay) Alternatively, the party could guard the town's main gate as the Lycan's descend upon them, in a 300 style confrontation...

anything I missed?

Nevar
2007-07-24, 11:55 AM
well for the curse I'm just saying it's likely to happen not that it's going to happen if it happens I have a sidequest prepared for that.

The Dagger designe is a good idea I like that.

However I would like the encounter to include some further investigating kind of following the breadcrumbs. One idea I just came up with is finding the owner of the knife by going to blacksmith and then going owner to owner I suppose.

anyone else have any other ideas?

AKA_Bait
2007-07-24, 12:50 PM
Sure, as he suggested throw in some other breadcrumbs that don't lead anyplace. Like:

Phineus: The old Mayor who was recently ousted out of office by the new, young, flashy and charming (and now deceased) new Mayor. He may or may not bear a grudge, depending upon what you want.

Lola: Mistress of the local brothel who the Mayor was trying to shut down. Probably dislikes the mayor or could secretly have an arraingment with him where he's not actually going to throw them out in excange for 'trade' but they need to make it look that way to appease the community.

Just give motives for some other people in town to have snuffed him out also. It's likley, if your PC's arent' too quick on the uptake that it might take them a while to think about asking the blacksmith.

You can also make the getting of the knife more roundabout. Such as blacksmith made it for a guy who died like 5 years ago. That fellows son sold off most of his stuff, including the dagger to the beekeeper. This way they need to go find the old fellow's (let's call him Frank) son after the blacksmith to find out who owned the dagger.

Nevar
2007-07-24, 02:17 PM
Here is my adventure as it stands what do you all think?


Howls in the night

Adventure background: This is a continuation of the last adventure. The Golden Wizard has been set loose. His next mark is to attack and retrieve his staff of necromantic power. Known as the 1000 bone staff its power amplified the Lich’s power beyond most other’s capabilities. It has been kept at a village several miles north of the city of Loudwater. However still being week he has ordered his werewolf Lt. to retrieve his staff. Of which the party must defend the town from. The lycanthrops already know the party is arriving and have set up a welcoming party. At the same time the cleric and the golden wizard are manipulating the sisters and learning how to break the spell binding the hags.

What the PC’s know: The PC’s know that the staff is a kept secret in this town. They are armed with a scroll sealed with the seal of the clerics from the desecrated temple. They should be expecting trouble along the way. They are not sure who it is was that helped the Lich escape that was chained up.

What the PC’s don’t know: There is a lycanthrope that has infiltrated the village and will betray the PC’s at a critical moment.

Adventure Synopsis: After getting into town they warn the cleric that the Lich is coming for his staff handing him the scroll if he still has it. The werewolf in the first encounter will try to take the scroll and escape with it. In which case the cleric asks the party to help protect the temple in which the staff is secured. He also will tell them of the binding spell put on the staff by 3 sisters in Loudwater. The party will be accused of killing the town mayor/lawman. However they should be able to talk their way out of it and investigate who really killed him. After a short investigation the party will uncover and be forced to fight the culprit and discover here is a werewolf in disguise taking the visage of a local. During the fight while the party is distracted the town will come under attack and the staff will be stolen. Giving the party a choice go back to Loudwater, with most likely cursed villagers, or go after the werewolf. Hopefully party will go back to Loudwater but backup adventure must be prepared.

Encounter 1: combat encounter – DM: roll 1d20 odds night attack evens day attack
Day attack: The Werewolf and 2 wolves set up an ambush point along the path. The Werewolf is first armed with a long bow and sends in the 2 wolves to trip the close combat fighters as he shoots the casters. If fight going too easy 2 more wolves jump in as reserve.
• DC 17 to spot ambush
Night attack: Standard night attack. The person on watch makes a DC 18 Spot or listen check. If spotted Init as normal. Otherwise one shot from long bow. Werewolf shoots and scoots. DC 15 to spot. Once in CC changes shape to hybrid form

Encounter 2: Role-playing encounter – You enter the outskirts of town. From this distance you can tell a building has burned as it’s smoldering ashes still rise with smoke. (If the party approaches) Several men all armed with makeshift weapons approach with stern looks on their faces. One man steps in front

“Leave here foul beasts with your tail between your legs or perhaps the beating you got last night wasn’t enough.”
The men are hostile but can be talked down to being unfriendly with successful diplomacy. Once understanding that the party are not the wolves they are fearful of some of the men slightly lower their guard but still keep a watchful eye out.

The man leading the pack of men is the town lawman Derek Foresight. Last night wolves attacked along with half men half wolf aberrations. With the help of the town Cleric Mark Lighthammer they were able to fend them off. Only one building next to the town temple was burned. The temple is the largest building in town which is a bit unusual.

After introductions the party is off to meet the cleric Mark Lighthammer.
Temple: You enter a large single room temple. At one end is an alter dedicated to Kelemvor. The temple is simply made with large logs roughly cut and plaster showing between the logs. Braziers used during the winter line the walkway in the centre aisle. Only two Stained class windows one behind the alter and one above the doorway give light to this room. Near the alter stands an elderly man effortlessly carrying a large maul on his should turns to the group. His mouth mutters for a brief moment before his eyes lose the hardness in them and his mouth opens to a smile welcoming the visitors.
• Mark Lighthammer cast a detect alignment spell on the visitors just to make sure they were not spies. And his smile makes all the mean noticeably ease up.
• After the Cleric reads the sealed letter from party his mood turns sour. He asks the party for protection while transporting the item mentioned in the letter to the town of loudwater before moving it again to a safer location. Needing the day to prepare he says that he believe the town may be attacked again.

Encounter 3: Role-playing encounter – The party will probably be on guard during the night. The Cleric Mark Lighthammer saying that he can not be disturbed while performing the ritual to prepare the item for transport. From inside the temple you can hear whispers of death and the grinding and snapping of bones. Along with the chanting of the cleric inside. About 1 hour after sundown the town Lawman Derek Foresight is seen leaning against a building corner before he falls over a dagger sticking out of his back along with several claw marks raking his body. As the party surrounds him a villager happens upon them (Charlie Noonlit – Beekeeper, candle maker) And calls out to the town blaming them for killing the lawman/mayor.

DC 20 diplomacy to convince the crowd they are not who killed him
- Spot check notes that the local blacksmiths mark is on the dagger
- Talking with the blacksmith reveils that the dagger was sold to a woman in town
o Notes that the woman asked for a new dagger 2 days ago
- The woman states that the dagger was sold to the beekeeper after his broke she is currently waiting for a new one.
- On the way to the beekeeper Spot DC 20 notes blood on the ground. Following the blood Track DC 15 goes to a large hive buzzing with angry bees (Bee swarm) opening the hive reveals the dead beekeeper, Heal check DC 15 reveals that the body had been dead for aprox 1 week.
- Red herrings
o Gather information checks:
 12: Mayor had recently jailed person for drunken behavior and forbade him to drink anymore holds a high grudge.
• Investigating further finds out that the man is secretly thankful that the mayor helped him get over his sons death
 14: Person was seen lurking about near the mayor
• Turns out that the person lurking near the neighbor was nothing more then suspicions of a townsfolk getting paranoid.
- if PC’s are unable to investigate knife Blacksmith will come up and notify PC’s of the knife’s origin setting them(hopefully) on the path to the beekeeper.

Encounter 4: Combat encounter – Knowing pretty well that the killer is the beekeeper at least and if they found the body they will most likely know the beekeeper is not the beekeeper. He will be found outside and will run into the fields signaling the part of the pack waiting near the woods 2-3 rounds before they come into combat. He will also knock over hives sending up swarms of bees uncontrolled they attack whatever is closest. At the end of the battle a villager will run up shouting that the village is under attack. During the battle at around round 4-5 PC’s can make spot checks DC 18 -1 every round afterwards to notice smoke coming from the town.

Encounter 5: Challenge encounter – See adventure removing the curse anytime a PC contracts the curse of lycanthropy but only if the cleric has been killed. If the cleric isn’t dead and he isn’t occupied he can remove the curse.

Encounter 6: Role-playing encounter – PC’s return to town to find it in shambles many people dead in the streets hearing a roar they run towards the temple. To find the Cleric being struck down effortlessly by a werewolf lord. Behind the Cleric is a box with Runes lined up and down the box glowing red blue and grey. Grabbing the box the Lord shouts to his remaining pack kill them all leave no survivors and runs off. The PC’s can approach the Cleric but he is beyond dead. On him they find a scroll with information that will send the party escorting the last of the villagers to the temple.
Challenges transporting villagers
- Some villagers have the curse
- Some of the pack may still be attacking at random.

Dementrius
2007-07-24, 09:05 PM
Nice.

After encounter 1 and 2 (and a possible successful Knowledge [WTF are werewolves] check), the PCs are likely to be concerned about their lack of silvered weapons.

Perhaps you should put in a sidenote that if they can get the blacksmith's attitude to "friendly" (through diplomacy / charm), he will offer to sell them a silvered weapon. If they can make him "helpful", have him offer to loan them the weapon for the duration of the menace - "I was saving this to defend m'self from them beasties, but it'll do more good to yers*".

*Blacksmith accent may vary

Encounter 5 can be sprung on the PCs (railroading - all aboard!) by you rolling their saving throws for them. Everyone who has been bitten will want a remove curse, even if they made their save, just in case.

Nevar
2007-07-25, 09:56 AM
Nice.

After encounter 1 and 2 (and a possible successful Knowledge [WTF are werewolves] check), the PCs are likely to be concerned about their lack of silvered weapons.

Perhaps you should put in a sidenote that if they can get the blacksmith's attitude to "friendly" (through diplomacy / charm), he will offer to sell them a silvered weapon. If they can make him "helpful", have him offer to loan them the weapon for the duration of the menace - "I was saving this to defend m'self from them beasties, but it'll do more good to yers*".

*Blacksmith accent may vary

Encounter 5 can be sprung on the PCs (railroading - all aboard!) by you rolling their saving throws for them. Everyone who has been bitten will want a remove curse, even if they made their save, just in case.

Ya know I didn't even think about the party wanting silver weapons. I think after attack one when they get to the town I'll have the cleric provide them with blessed silver items to have the blacksmith coat thier weapons with.

Matthew
2007-07-27, 12:09 AM
I seem to recall that Silver Weapons have to be made of Silver and not just coated with it. Not sure where that's from, though, maybe not 3e.

Tor the Fallen
2007-07-27, 12:22 AM
I seem to recall that Silver Weapons have to be made of Silver and not just coated with it. Not sure where that's from, though, maybe not 3e.

Quicksilver is an easy around.


Also- how far did the mayor fall? Depending on the height, it'd be pretty obvious that he fell, and the people in the street would have had a hard time getting down so quickly. Also, the claw marks would be hard to explain. Furthermore, investigation of the mayor's office would likely reveal wolf sign/struggle. This all points to werewolf penetration.

So now we do "The Thing" test, as in John Carpenter's The Thing. All suspects stand around, with everyone's weapon out, ready to massacre whoevers the werewolf. The actual test works thusly:

Two blades. One silver, one iron. Everyone first cuts themself with the iron blade. Those who aren't cut by the iron then are told to cut themself with the silver. If they bleed, they better do some explaining. If they can even bring themself to handle silver.