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Assassination of the Prince
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<blockquote data-quote="BENINHB" data-source="post: 5393301" data-attributes="member: 86022"><p>Drow <em><strong>King</strong></em>??</p><p></p><p>Anyway, missions like this can be a lot of fun. In game, get the PC in a room and get them to brain storm ways to make this assassination happen. This will give you info on how they want to tackle the situation. Maybe a Drow NPC is there to help them procure supplies or provide some information about the target. Then let then do some leg work, disguise themselves and scout out the area, a few gather information checks, observe guard schedules and rotations, check out some taverns that the prince/guards/palace staff etc. frequent (drunk lips let secrets slip and tend not to remember to whom)</p><p></p><p>So basically by doing this you are really getting them to build there own encounter. After the session above you should have a good idea of how they want to go about this. All you have to do is put together the board for them to play this out.</p><p></p><p>I had a similar experience in a game i run. the PCs needed to steal some cargo from a heavily secured storehouse. I had them meet there contact at a local tavern on the other side of the harbor from the target. He pulled them down into the cellar and told them he could help them local supplies if they needed and would help them with any info he had. I sat back and let the players talk and took a few notes. From "eaves dropping" on their conversation i knew exactly what they where expecting and what they planned to do. They asked the NPC a few questions and I gave some vague answers or just said he didn't know. The players went and looked at the warehouse, from the outside it was relatively simple and plain and the PCs didn't have any access to scrying or anything like that to see the inside. The Players got a little too nosey and stumbled across some smugglers unloading some cargo from there ship and weren't too keen on leaving witnesses. Combat broke out and then was resolved and the characters returned to HQ to heal and sleep. END SESSION. This gave me a whole week to prepare the warehouse, the guards, traps and wards and everything else based on what i knew about how the PCs were going to go at it. This way i am prepared and their assault can actually go (somewhat) as they planned. I just made the encounter fit what they expected to find and threw in a few well placed curve balls and everything worked out (except for when one of the players nat 1'd a throw with a thunderstone when trying a SWAT style dynamic entry and dropped it at his feet)</p></blockquote><p></p>
[QUOTE="BENINHB, post: 5393301, member: 86022"] Drow [I][B]King[/B][/I]?? Anyway, missions like this can be a lot of fun. In game, get the PC in a room and get them to brain storm ways to make this assassination happen. This will give you info on how they want to tackle the situation. Maybe a Drow NPC is there to help them procure supplies or provide some information about the target. Then let then do some leg work, disguise themselves and scout out the area, a few gather information checks, observe guard schedules and rotations, check out some taverns that the prince/guards/palace staff etc. frequent (drunk lips let secrets slip and tend not to remember to whom) So basically by doing this you are really getting them to build there own encounter. After the session above you should have a good idea of how they want to go about this. All you have to do is put together the board for them to play this out. I had a similar experience in a game i run. the PCs needed to steal some cargo from a heavily secured storehouse. I had them meet there contact at a local tavern on the other side of the harbor from the target. He pulled them down into the cellar and told them he could help them local supplies if they needed and would help them with any info he had. I sat back and let the players talk and took a few notes. From "eaves dropping" on their conversation i knew exactly what they where expecting and what they planned to do. They asked the NPC a few questions and I gave some vague answers or just said he didn't know. The players went and looked at the warehouse, from the outside it was relatively simple and plain and the PCs didn't have any access to scrying or anything like that to see the inside. The Players got a little too nosey and stumbled across some smugglers unloading some cargo from there ship and weren't too keen on leaving witnesses. Combat broke out and then was resolved and the characters returned to HQ to heal and sleep. END SESSION. This gave me a whole week to prepare the warehouse, the guards, traps and wards and everything else based on what i knew about how the PCs were going to go at it. This way i am prepared and their assault can actually go (somewhat) as they planned. I just made the encounter fit what they expected to find and threw in a few well placed curve balls and everything worked out (except for when one of the players nat 1'd a throw with a thunderstone when trying a SWAT style dynamic entry and dropped it at his feet) [/QUOTE]
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