Bad DMing brings plot to screeching halt...

Byrons_Ghost

First Post
Ok- I'm right in the middle of running a murder mystery type adventure where most of the PCs are high-level wizards. The scenario occurs at a noble's estate during a weekend wedding. They've so far been ignoring most of the mayhem around them (attempted poisonings, missing family members, etc) because they've been getting distracted by these dream visions they're having. No problems there, the dreams were also a main plot and were supposed to offset the happenings in the "real" world.

Essentially, the Prince of the family has been possessed, while the Princess has been replaces by a disguised succubus (foe from PC's past). The PC's just got a very large clue as to what was going on when they tracked down one of the missing noblemen to a devil-infested cave. The devils were guarding the nobleman (dead) and the real Princess.

Returning to the estate and resting for a night, the villains learn of what has been happening through their Infernal allies. They decide to step things up, and activate magical defenses in the castle to prevent anyone from leaving. They then kill another family member, announce that "someone" is a murderer, and tell the guests that everyone is confined to quarters until things get straightened out.

I meant for this to be a good chance for the PCs to sneak out and poke around, looking for clues while everyone else was tied up or busy. Instead, they got quite paranoid, and we ended on them all sitting in the same room waiting to blast anything they saw. Granted, one of the reasons that the villains broke everyone up like this was to make them easier to deal with, so the PCs were good to spot that. But not they're too afraid to do anything at all.

I'm wondering if anyone has any ideas for getting the party back on track, aside from NPC intervention or having the cleric's good smack her across the back of the head. I could have them hear screams from down the hall or something (most of the PCs are good, and the ones that aren't will at least go along to help), but then I'm guessing that they'll just save whomever and go back to their room. Right now I'm thinking of drawing them out with some sort of victim, and then leaving sufficient clues to get them to start exploring the place under lock-down. Any other ideas would be appreciated.
 

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It sounds to me like the PC's need a reason to solve the mystery before it gets out of hand. Make it clear what the consequences will be if the murderer is not stopped, and make sure that the consequences will be a BAD THING (tm).

A good way to introduce this is your suggested scream down the hall, leading to a crime scene that has fairly obvious clues pointing toward an end goal. Perhaps the PC's can intervene in time to save the victim, who can give some sketchy information - just enough. Then the PC's can go about their sleuthing trying to divulge the perpetrator so that they can prevent him/her from reaching the end goal.
 

screaming, pc's race over, blood on floor no body.

missing people= looking for them= finding out what is trully happening.

Might want to state that the boddy was dragged a bit before being carried and that the blood on the floor is not enough to consider the person dead, just hurt.

Could end up in a sacrifice of some sort for the succubus to bring in her boy friend. lol
 

Give them what they want

First, let me say I feel your pain. Dealing with less proactive player/character combinations can be tough.

To start, their course of action makes a lot of sense. I'd play to it. At first, nothing will happen. If they aren't curious, then let events roll.

If a few people die during the night, everyone left will get more suspicious. Now if the PC's were attacked, sure they'd blow it to shreds. But why did they survive when other people didn't? Imagine if there wasn't a body, just some injuries and blood. Isn't that getting suspicious? Leave some evidence shoing the PC's are the cause of the death, and have someone conjecture a plausable motive.

Now, not only are the PC's scared for their lives, everyone's going to be suspecting them. Make it appearent that if they don't do something, they'll be harried by the villians and by the wedding guests until they break. After all, if they don't take the fight to the enemies, they're pretty much at their mercy.

With my players, I'd make sure that investigation becomes an act of self preservation. After all, a little danger's preferable to a date with murder charges.

Hope that helped.
 

The scream down the hall is a good way to get the players to leave the room. Once they get there, have them find a blood trail that goes from the ground up the wall, and onto the ceiling, and back outside the room to freak the players out a bit.

They could follow the blood trail all across the castle, and discover clues along the way, and eventually the bloodtrail ends in their room.

I dont know what the plot of the campaign is, i just thought this might be a good idea to use :p
 

Thanks for the suggestions, all. Played the last session on Saturday. I actually didn't have to worry about it, since in the week between games the players figured out what was really going on- ie that the villains were just rounding everyone up to buy time to find something they were looking for in the castle.

So that's that campaign. My next quandry- making the transition from high-level magic to low-level fighter-focused campaign. And not killing all the PCs in the first session. :D
 

Plan B

The PC's are afraid of leaving the room because they dont want the monster to get them. No problem, just do something so that the players become more intrested in seeking revenge then being safe. Here is my advice to that end.

1) Cast Fire trap on their door.
2) Have someone knock on their door.

If that does not suit you, you can have the PC's implicated in the murders. When they open it, someone who looks exactly like one of the other PC's smiles and runs away. The spell or potion required to do this can be retroactivly provided if doing so serves the plot.

END COMMUNICATION
 

Idea

Well if you want it to be really interesting have the mansion or castle what every they are in speak to them through hauntings and whispers. Perhaps the soul of one of the dead family members is presented in the room beckoning them to follow. Its an idea that is creepy and not the usual blood spatters on the ground following.

Morticon
 

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