devastator
First Post
So I'll start off with a super quick run down of the campaign, so you have a quick idea of what is going on:
Adventurers have been summoned through space and time into the future, where demons summoned through a mystical gate have laid waste to mankind. Adventurer's are promptly ordered to "fix it." Throughout the world small communities of humanoids still live in hiding. The Adventurer's have uncovered the location of three hideouts.
Current problem:
I just introduced the adventurer's to the new BBEG, through rather sneaky means. The lizardfolk in the world are well educated survivalists and nomadic creatures... who have made a deal with the demons, who really aren't interested in munching on anything but humans and their pink counterparts (part of why they were summoned).
The BBEG, a lizardfolk, currently controls a nearby castle, and is in charge of a semi-large army of demons.
The adventurers just met said lizardfolk and a few of his cousin bodyguards while traveling through the forest. The lizardfolk, being a smart guy, tricks the group into befriending him, and they unwittingly reveal the location of all three human communities. They ask him for his help besiegeing the castle once they round up an army from the castles.
He sneakily agrees, and they agree on a rendevous point.
Now, it seems I have a few options, all of which result in the adventurer's getting owned in more or less a resounding fashion.
1. The lizardfolk meet the group at the rendevous point with a bigger army, and following a dramatic BBEG reveal trounce them ambush style.
2. The lizardfolk meets the group with a smaller army, and slowly has the humans picked off on the way to the castle until they finally arrive to find the castle "empty" and a dramatic BBEG reveal occurs within the castle walls, "where no one can escape".
3. The lizardfolk sends his own army to go clean up the communities after the adventurer's leave each one, resulting in a massacre of the only mortal civilians left in this part of the world. (He then either follows up with option #1 or #2)
4. I time warp the group to the past or even further in the future and give them a small mini-quest which may possibly reveal the lizardfolk's treachery.
Yeah, I'm unfortunetely stumped. I want my players to have fun with this part of the campaign, but I don't want their plan to completely backfire when all the defenseless civies they leave behind get obliterated. Anyone have cool ideas?
Adventurers have been summoned through space and time into the future, where demons summoned through a mystical gate have laid waste to mankind. Adventurer's are promptly ordered to "fix it." Throughout the world small communities of humanoids still live in hiding. The Adventurer's have uncovered the location of three hideouts.
Current problem:
I just introduced the adventurer's to the new BBEG, through rather sneaky means. The lizardfolk in the world are well educated survivalists and nomadic creatures... who have made a deal with the demons, who really aren't interested in munching on anything but humans and their pink counterparts (part of why they were summoned).
The BBEG, a lizardfolk, currently controls a nearby castle, and is in charge of a semi-large army of demons.
The adventurers just met said lizardfolk and a few of his cousin bodyguards while traveling through the forest. The lizardfolk, being a smart guy, tricks the group into befriending him, and they unwittingly reveal the location of all three human communities. They ask him for his help besiegeing the castle once they round up an army from the castles.
He sneakily agrees, and they agree on a rendevous point.
Now, it seems I have a few options, all of which result in the adventurer's getting owned in more or less a resounding fashion.
1. The lizardfolk meet the group at the rendevous point with a bigger army, and following a dramatic BBEG reveal trounce them ambush style.
2. The lizardfolk meets the group with a smaller army, and slowly has the humans picked off on the way to the castle until they finally arrive to find the castle "empty" and a dramatic BBEG reveal occurs within the castle walls, "where no one can escape".
3. The lizardfolk sends his own army to go clean up the communities after the adventurer's leave each one, resulting in a massacre of the only mortal civilians left in this part of the world. (He then either follows up with option #1 or #2)
4. I time warp the group to the past or even further in the future and give them a small mini-quest which may possibly reveal the lizardfolk's treachery.
Yeah, I'm unfortunetely stumped. I want my players to have fun with this part of the campaign, but I don't want their plan to completely backfire when all the defenseless civies they leave behind get obliterated. Anyone have cool ideas?