I have a slow-moving (glacial, really) email campaign, so sometimes I like to ponder the actions of the bad guys. My goal is realism -- what would the bad guys actually do.
The current question I'm pondering is whether the Bad Guys should cut their losses, or continue a plot that's gone rather than badly off-track. So I'm wondering what other DM's think. Apologies for the long set up, but I think it's fun.
The setting is my personal version of Greyhawk, and the rules are 3.5e, though I don't think either is critical to the question.
The Bad Guys are devil and Hextor (LE god of war) worshipping members of the Horned Society, an evil country run by humans (and some monsters) with goblinoid and human troops. The Horned Society was betrayed and conquered by the arch-baddie of the Greyhawk setting, Iuz ("The Old One"), a CE demigod of human(-ish) origins with mostly orcish troops.
IMC, the Horned Society wasn't destroyed -- it's become an underground force of fanatics fighting Iuz and trying to find a homeland for themselves. The survivors often work clandestinely as mercenaries to make ends meet.
The campaign revolves around the country of Bissel, which has been invaded by a neighboring country called Ket. Iuz is not so secretly supporting Ket, as a distraction because Bissel is friendly with some of Iuz's major enemies.
Some Horned Society refugees have been working as mercenaries and their leaders decided to seize a town in Bissel as their homeland. (I'm using the old module "The Speaker in Dreams" as a baseline for this scenario, with significant campaign-specific modifications.)
The leader of this particular plot is a Mind Flayer and hierarch (secret committee leader of the Horned Society). His plan was:
-- Corrupt the major domo of the town's castle. Done.
-- Be invited as a visitor to the castle, and dominate the baron. Done.
-- Have Horned Society thugs infiltrate the town as a new thieves' guild. Done.
-- Have a sorcerer train some followers as a secret society in the town. Done.
-- Have wererat associates take over the Bell Tower in the town, a lookout point and the "alarm system" for summoning the town militia, by infecting the bell keeper. Done.
-- Have a lot of Horned Society foot soldiers (mostly Warrior 2's) infiltrate the town as mercenary guards for merchants traveling to the major fair to be held there. Done.
-- Start trouble in the market district the day before the fair, so the Captain of the Guard investigates. Kidnap him and kill him. Done.
-- Start chaos in the town during the fair. Release Owlbears and send Wererats with Dire Rats into the crowd to kill a bunch of Commoners at random. Then while the Guards are dealing with that, start a fire in a different part of the city to really overtax them. Draw the Guards out of the castle as much as possible. Done.
-- Seize the castle, by flying invisible forces -- 2 Erinyes Devils and several Ogre Mages -- shooting the remaining Guards and opening the gates. Coordinated by the Bell Tower, the infiltrating mercenaries make their way to the castle, don Guards uniforms, and clean up the blood. Done. PC's didn't notice a thing, what with the monsters killing civilians and the arson conflagration.
-- Have the fake Guards go pick up the clerics and druids in town. Tell them their help is needed for an emergency at the castle.
This is where things went wrong. The PC's cleric had separated from the party and was talking to the leader of his church in town, when the fake Guards came to get her. The two of them went to the castle. The bad guys tried to capture them, but failed, the PC cleric alerted the rest of the party with a Sending spell while trapped (he got away by teleport to the other end of the continent and can't get back until tomorrow, long story).
The rest of the PC's have since:
1) Tracked down the wererats to the Bell Tower and decisively defeated them and some gargoyles there.
2) Gone to the most powerful cleric in town and kept him from being abducted. With his help and the Bell Tower, summoned the town militia.
3) Led an assault on the castle, PC's in front, with militia and patriots from the merchant guard mercenaries. The bad guy thieves and sorcerers, more gargoyles, and summoned monsters tried to rout the militia, but the PC's just destroyed them, and the militia casualties were fairly light.
4) The PC's monk snuck into the main tower of the castle to search for the Baron, and saw the Mind Flayer. The Mind Flayer killed the baron to prevent his rescue, and tried to capture the monk, but failed.
5) The PC's assaulted the tower, bashing in the door, and the Mind Flayer and his main followers (evil clerics) fled with those invisible flyer monsters from the top, while the foot soldiers battled it out to the last man (nearly) in a holding action.
So I'm quite sure what will happen with the captured Horned Society men (via Monk action and a Sleep spell). They will not talk. Their bushido like code will not allow it. Intimidate rules be damned, they answer to the actual Devil and know they will be before him soon. Plus, fighting Iuz and living as mercenaries, they are just tough as nails.
But what does the Mind Flayer do?
The rest of this plan was to attack the main temple (Temple of Pelor) in the town at midnight, do a human sacrifice of all the captured clerics and druids, and open a vortex to Hell, to bring in summoned devils and other hellish creatures, then his fake guards (with monster backing if needed) open the town gates and let in the bad guys who are camped in the wilderness a few miles away and marching into the night -- a mercenary goblinoid force of:
-- a Barghest leader + 4 other Barghests as officers
-- at tribe of hobgoblin warriors (250 Warrior 1, 20 Fighter 1, Subchief Fighter 3)
-- 20 bugbears (CR2)
-- 150 goblins, 50 wargs (CR2), and 5 krenshars (CR1)
-- 20 ogres (CR3)
-- 10 ettins (CR6)
-- 8 trolls (CR5)
-- 2 stone giants (CR8)
With that force in control of the town, the Mind Flayer would raise the Horned Society flag and declare a new homeland for their scattered bands to flock to.
So, if you are playing the Mind Flayer, do you that send that goblin mercenary army that's expecting an open gate to fight the militia at the gates, while you fly in with those invisible friends to attack the temple and try to open the vortex (if he sacrifices his own cleric followers, he has enough to do it!)? Advantage: Sounds pretty metal to kamikaze his goblin army against the defended walls as a distraction and sacrifice his own followers! Might even work, except the PC's have been kicking him around all day already, and seem to be one step ahead of him now.
Or do you decide "curses, foiled again" and retreat to the mountains to cause trouble another day? Advantage: Give up when you're behind. If you don't know when to cut your losses, you wouldn't have survived Iuz's onslaught and life on the run. The "A-Team" would get out of dodge when the brass showed up, so shouldn't he also know when he's beaten, so he can also stay on the lam?
I think a WISE and devious evil mastermind (which is what I'm trying to portray) would live to fight another day.
FYI, I don't really care about what's more "fun" or balanced, I'm just going to realistic/tough intellectual challenge for the characters. That's what they like about how I run the game -- NPC's that seem real and complex plots they weave. Also, at this point after a long, long day of fighting the players (OK, getting a little metagamey) are tired of this scenario.
Thanks if you read this far!
What would you do?
The current question I'm pondering is whether the Bad Guys should cut their losses, or continue a plot that's gone rather than badly off-track. So I'm wondering what other DM's think. Apologies for the long set up, but I think it's fun.
The setting is my personal version of Greyhawk, and the rules are 3.5e, though I don't think either is critical to the question.
The Bad Guys are devil and Hextor (LE god of war) worshipping members of the Horned Society, an evil country run by humans (and some monsters) with goblinoid and human troops. The Horned Society was betrayed and conquered by the arch-baddie of the Greyhawk setting, Iuz ("The Old One"), a CE demigod of human(-ish) origins with mostly orcish troops.
IMC, the Horned Society wasn't destroyed -- it's become an underground force of fanatics fighting Iuz and trying to find a homeland for themselves. The survivors often work clandestinely as mercenaries to make ends meet.
The campaign revolves around the country of Bissel, which has been invaded by a neighboring country called Ket. Iuz is not so secretly supporting Ket, as a distraction because Bissel is friendly with some of Iuz's major enemies.
Some Horned Society refugees have been working as mercenaries and their leaders decided to seize a town in Bissel as their homeland. (I'm using the old module "The Speaker in Dreams" as a baseline for this scenario, with significant campaign-specific modifications.)
The leader of this particular plot is a Mind Flayer and hierarch (secret committee leader of the Horned Society). His plan was:
-- Corrupt the major domo of the town's castle. Done.
-- Be invited as a visitor to the castle, and dominate the baron. Done.
-- Have Horned Society thugs infiltrate the town as a new thieves' guild. Done.
-- Have a sorcerer train some followers as a secret society in the town. Done.
-- Have wererat associates take over the Bell Tower in the town, a lookout point and the "alarm system" for summoning the town militia, by infecting the bell keeper. Done.
-- Have a lot of Horned Society foot soldiers (mostly Warrior 2's) infiltrate the town as mercenary guards for merchants traveling to the major fair to be held there. Done.
-- Start trouble in the market district the day before the fair, so the Captain of the Guard investigates. Kidnap him and kill him. Done.
-- Start chaos in the town during the fair. Release Owlbears and send Wererats with Dire Rats into the crowd to kill a bunch of Commoners at random. Then while the Guards are dealing with that, start a fire in a different part of the city to really overtax them. Draw the Guards out of the castle as much as possible. Done.
-- Seize the castle, by flying invisible forces -- 2 Erinyes Devils and several Ogre Mages -- shooting the remaining Guards and opening the gates. Coordinated by the Bell Tower, the infiltrating mercenaries make their way to the castle, don Guards uniforms, and clean up the blood. Done. PC's didn't notice a thing, what with the monsters killing civilians and the arson conflagration.

-- Have the fake Guards go pick up the clerics and druids in town. Tell them their help is needed for an emergency at the castle.
This is where things went wrong. The PC's cleric had separated from the party and was talking to the leader of his church in town, when the fake Guards came to get her. The two of them went to the castle. The bad guys tried to capture them, but failed, the PC cleric alerted the rest of the party with a Sending spell while trapped (he got away by teleport to the other end of the continent and can't get back until tomorrow, long story).
The rest of the PC's have since:
1) Tracked down the wererats to the Bell Tower and decisively defeated them and some gargoyles there.
2) Gone to the most powerful cleric in town and kept him from being abducted. With his help and the Bell Tower, summoned the town militia.
3) Led an assault on the castle, PC's in front, with militia and patriots from the merchant guard mercenaries. The bad guy thieves and sorcerers, more gargoyles, and summoned monsters tried to rout the militia, but the PC's just destroyed them, and the militia casualties were fairly light.
4) The PC's monk snuck into the main tower of the castle to search for the Baron, and saw the Mind Flayer. The Mind Flayer killed the baron to prevent his rescue, and tried to capture the monk, but failed.
5) The PC's assaulted the tower, bashing in the door, and the Mind Flayer and his main followers (evil clerics) fled with those invisible flyer monsters from the top, while the foot soldiers battled it out to the last man (nearly) in a holding action.
So I'm quite sure what will happen with the captured Horned Society men (via Monk action and a Sleep spell). They will not talk. Their bushido like code will not allow it. Intimidate rules be damned, they answer to the actual Devil and know they will be before him soon. Plus, fighting Iuz and living as mercenaries, they are just tough as nails.
But what does the Mind Flayer do?
The rest of this plan was to attack the main temple (Temple of Pelor) in the town at midnight, do a human sacrifice of all the captured clerics and druids, and open a vortex to Hell, to bring in summoned devils and other hellish creatures, then his fake guards (with monster backing if needed) open the town gates and let in the bad guys who are camped in the wilderness a few miles away and marching into the night -- a mercenary goblinoid force of:
-- a Barghest leader + 4 other Barghests as officers
-- at tribe of hobgoblin warriors (250 Warrior 1, 20 Fighter 1, Subchief Fighter 3)
-- 20 bugbears (CR2)
-- 150 goblins, 50 wargs (CR2), and 5 krenshars (CR1)
-- 20 ogres (CR3)
-- 10 ettins (CR6)
-- 8 trolls (CR5)
-- 2 stone giants (CR8)
With that force in control of the town, the Mind Flayer would raise the Horned Society flag and declare a new homeland for their scattered bands to flock to.
So, if you are playing the Mind Flayer, do you that send that goblin mercenary army that's expecting an open gate to fight the militia at the gates, while you fly in with those invisible friends to attack the temple and try to open the vortex (if he sacrifices his own cleric followers, he has enough to do it!)? Advantage: Sounds pretty metal to kamikaze his goblin army against the defended walls as a distraction and sacrifice his own followers! Might even work, except the PC's have been kicking him around all day already, and seem to be one step ahead of him now.
Or do you decide "curses, foiled again" and retreat to the mountains to cause trouble another day? Advantage: Give up when you're behind. If you don't know when to cut your losses, you wouldn't have survived Iuz's onslaught and life on the run. The "A-Team" would get out of dodge when the brass showed up, so shouldn't he also know when he's beaten, so he can also stay on the lam?

I think a WISE and devious evil mastermind (which is what I'm trying to portray) would live to fight another day.
FYI, I don't really care about what's more "fun" or balanced, I'm just going to realistic/tough intellectual challenge for the characters. That's what they like about how I run the game -- NPC's that seem real and complex plots they weave. Also, at this point after a long, long day of fighting the players (OK, getting a little metagamey) are tired of this scenario.
Thanks if you read this far!
What would you do?
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