MaximusArael020
Explorer
Hi, all!
I'm trying my hand at a homebrew story for the first time, and I need a little advice.
A character in the party that I control is being kidnapped for actions he took before the party formed. He is being taken to Waterdeep, where he was part of a Thieves' Guild. He had screwed over some members of the guild, fled, changed his name, and is now adventuring with the other players.
Thing is, I would love the head of the thieves' guild to also be a member of the Lords of Waterdeep (5-member ruling council whose identity is hidden by magical helms from everyone and themselves). The party can find the kidnapped character through several means, but they all end up with them being in the guild's hideout, horribly outnumbered. The leader says he'll make them a deal. The kidnapped characters debt will be paid if they can reveal the identity of a specific member of the council (they go by Nicknames in public) and kill them. Of course the players don't have to kill that member, there can be any number of solutions (make a deal with that member, impersonate them, etc). I'm leaving a lot up to them.
However, I'm having trouble conceiving of how they might find out the identity of this particular person. Following them after a public appearance (normally high-importance trials) sure, but there would be safeguards against something so mundane. The party will be level 5-6 by then.
Any suggestions on leaving hints as to their identity? Means to unmask them baring a all-out fight in the chamber? My plan is to have them be the head of one of the other guilds in the city, like the merchant's guild.
Thanks for any advice!
I'm trying my hand at a homebrew story for the first time, and I need a little advice.
A character in the party that I control is being kidnapped for actions he took before the party formed. He is being taken to Waterdeep, where he was part of a Thieves' Guild. He had screwed over some members of the guild, fled, changed his name, and is now adventuring with the other players.
Thing is, I would love the head of the thieves' guild to also be a member of the Lords of Waterdeep (5-member ruling council whose identity is hidden by magical helms from everyone and themselves). The party can find the kidnapped character through several means, but they all end up with them being in the guild's hideout, horribly outnumbered. The leader says he'll make them a deal. The kidnapped characters debt will be paid if they can reveal the identity of a specific member of the council (they go by Nicknames in public) and kill them. Of course the players don't have to kill that member, there can be any number of solutions (make a deal with that member, impersonate them, etc). I'm leaving a lot up to them.
However, I'm having trouble conceiving of how they might find out the identity of this particular person. Following them after a public appearance (normally high-importance trials) sure, but there would be safeguards against something so mundane. The party will be level 5-6 by then.
Any suggestions on leaving hints as to their identity? Means to unmask them baring a all-out fight in the chamber? My plan is to have them be the head of one of the other guilds in the city, like the merchant's guild.
Thanks for any advice!