Trit One-Ear
Explorer
Begin The Great Wall of Text
After an accidental hiatus, my players are finally making big steps towards discovering some key information in my campaign. Which means I need to decide wha information to give them, and figure out where they might go next!
As I've written about here before, ey have been investigating cultist activity in the city of Lesdon. They have strong reason to suspect the Duke (a supposed ally of theirs) or one of his top advisors have ties to the devil-worshiping cult, The Cult of the Twisted Horn. After uncovering some notes from an investigation ex-Mystic Advisor Gustav Willhelm had been pursuing earlier, they discovered the entrance to a cultist lair in the city sewers. As they fight their way through cultists, duergar and cambion, they come closer to learning exactly how wide a web the cult has woven.
In truth, the Duke himself is innocent. He has, however, been bewitched by a sucubus summoned by the cult. After convincing the Duke to remove Gustav from his position, she has taken over as Mystic and Religious Advisor to the Duke. Using her sway over him, and her new clout, she has accused many members of the city guard, military, and city council of "cultist sympathies", meanwhile replacing them with her real cultist allies.
The heroes are about to come upon the summoning used to summon our lovely sucubus, and using an item that can read magical residue, will gain a pretty good idea that -something- big was summoned here. Notes kept by the high-ranking cultists will tell them that this devil is posing as one of the Duke's advisors.
The question becomes:chow much more do I tell them? This information is not meant to spur the heroes to openly confront the Duke and his She-Devil, (I'm not sure I should even tell them it's a sucubus behind it all). My hope is for them to begin gathering their allies in the city to aid them against what essentially has become a corrupt ruling power. With the city guard mostly made up of cultist agents at this point, they're essentially starting a rebellion. If they choose to.
Possible directions/contacts:
The heroes already have friends in the underworld. Convincing the head of the Thieves Guild may take a little effort, but should be doable.
They ex-captain of the guard escaped the city before he could be "dealt with" by the cult. He has been replaced, but is currently hiding out amongst the various farms and towns surrounding Lesdon, gathering a militia of sorts to try and take back the city. The heroes could definitely use his help. But know nothing about him at this point (other that he escaped).
The heroes already know one noble/scholar who has given them support and information. Seeking more would lead them to the library, or possibly one of the many churches in Lesdon (they are fighting devils after all).
Do you see any other sensible courses they could take?
Also, how to get them to these points? My players like to be led a little, not left completely without clues or guidance. One thought I had was to include a list of "potential threats" amongst the cultist's papers. Heroes could treat it as a list of potential allies. Other ideas were the classic NPC advising, or forcing them into a situation in which they'd have to meet/ally with these other figures.
Wall o' text done. Please, any of you who have read this far, any and all advice is welcome. Where would your impulse as a player tell you to look next?
Trit
After an accidental hiatus, my players are finally making big steps towards discovering some key information in my campaign. Which means I need to decide wha information to give them, and figure out where they might go next!
As I've written about here before, ey have been investigating cultist activity in the city of Lesdon. They have strong reason to suspect the Duke (a supposed ally of theirs) or one of his top advisors have ties to the devil-worshiping cult, The Cult of the Twisted Horn. After uncovering some notes from an investigation ex-Mystic Advisor Gustav Willhelm had been pursuing earlier, they discovered the entrance to a cultist lair in the city sewers. As they fight their way through cultists, duergar and cambion, they come closer to learning exactly how wide a web the cult has woven.
In truth, the Duke himself is innocent. He has, however, been bewitched by a sucubus summoned by the cult. After convincing the Duke to remove Gustav from his position, she has taken over as Mystic and Religious Advisor to the Duke. Using her sway over him, and her new clout, she has accused many members of the city guard, military, and city council of "cultist sympathies", meanwhile replacing them with her real cultist allies.
The heroes are about to come upon the summoning used to summon our lovely sucubus, and using an item that can read magical residue, will gain a pretty good idea that -something- big was summoned here. Notes kept by the high-ranking cultists will tell them that this devil is posing as one of the Duke's advisors.
The question becomes:chow much more do I tell them? This information is not meant to spur the heroes to openly confront the Duke and his She-Devil, (I'm not sure I should even tell them it's a sucubus behind it all). My hope is for them to begin gathering their allies in the city to aid them against what essentially has become a corrupt ruling power. With the city guard mostly made up of cultist agents at this point, they're essentially starting a rebellion. If they choose to.
Possible directions/contacts:
The heroes already have friends in the underworld. Convincing the head of the Thieves Guild may take a little effort, but should be doable.
They ex-captain of the guard escaped the city before he could be "dealt with" by the cult. He has been replaced, but is currently hiding out amongst the various farms and towns surrounding Lesdon, gathering a militia of sorts to try and take back the city. The heroes could definitely use his help. But know nothing about him at this point (other that he escaped).
The heroes already know one noble/scholar who has given them support and information. Seeking more would lead them to the library, or possibly one of the many churches in Lesdon (they are fighting devils after all).
Do you see any other sensible courses they could take?
Also, how to get them to these points? My players like to be led a little, not left completely without clues or guidance. One thought I had was to include a list of "potential threats" amongst the cultist's papers. Heroes could treat it as a list of potential allies. Other ideas were the classic NPC advising, or forcing them into a situation in which they'd have to meet/ally with these other figures.
Wall o' text done. Please, any of you who have read this far, any and all advice is welcome. Where would your impulse as a player tell you to look next?
Trit