How should I apply the following plot hook

Lord Zardoz

Explorer
Near the beginning of my campaign, about a year ago, I managed to apply a plot hook. I am now in position to apply it. But there is a problem, which will shortly become apparent.

When running the Sunless Citidel, the players ended up in a fight where they essentially got TPK'd. This was not an unforseen difficulty. I am a very tactical DM, and I am not so good at keeping low level players alive. I chose to exploit this. I had the players show up before Hiddukel, the god of Lies, Greed, and Betrayal. I offered them a choice, they could be returned to life, but they would basically owe Hiddukel a favor, which could be called in at any time. The players agreed, and play resumed.

Now, I know what the favor that Hiddukel will want them to carry out is. The problem is that the group has since had one of the original players leave (moved / changed jobs), and the new player joined well after that deal was struck. His character does not really owe Hiddukel much of anything. He is not the one who struck a deal with an evil god and put his soul 'in hock' as collateral.

I do have the means to work something out given the backstory info I have for the character in question, but it is still something that his character will basically have to agree to, and there is no guarantee that he will do so. I am not sure I like my own idea very much, so here I am fishing for a better one.

Now, what do you suggest I do in game to get a more or less Good character to go along with a request handed to him and his friends in person by the god of Lies, Greed, and Betrayal?

Extra Details:
- This is a narrative problem, not a table problem.
- The player in question was never told about the original deal with Hiddukel. The whole thing ought to be a pretty fun surprise.

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Last edited:

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Lord Zardoz said:
How should I apply the following plot hook



Sledgehammer.


Honestly, though, you can really only run one game at a time and the players need to appreciate that. Be honest and let the new guy know that you are aware of the position he is in, and the compromise the player is making to allow you to keep this plot going, so you will be sure to throw him a bone later for his efforts now.
 

Lord Zardoz said:
Near the beginning of my campaign, about a year ago, I managed to apply a plot hook. I am now in position to apply it. But there is a problem, which will shortly become apparent.

When running the Sunless Citidel, the players ended up in a fight where they essentially got TPK'd. This was not an unforseen difficulty. I am a very tactical DM, and I am not so good at keeping low level players alive. I chose to exploit this. I had the players show up before Hiddukel, the god of Lies, Greed, and Betrayal. I offered them a choice, they could be returned to life, but they would basically owe Hiddukel a favor, which could be called in at any time. The players agreed, and play resumed.

Now, I know what the favor that Hiddukel will want them to carry out is. The problem is that the group has since had one of the original players leave (moved / changed jobs), and the new player joined well after that deal was struck. His character does not really owe Hiddukel much of anything. He is not the one who struck a deal with an evil god and put his soul 'in hock' as collateral.

I do have the means to work something out given the backstory info I have for the character in question, but it is still something that his character will basically have to agree to, and there is no guarantee that he will do so. I am not sure I like my own idea very much, so here I am fishing for a better one.

Now, what do you suggest I do in game to get a more or less Good character to go along with a request handed to him and his friends in person by the god of Lies, Greed, and Betrayal?

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Wow,this same thing just happened to me. I think that your new player has two choices.
1)Play the old character and finish the favor...
or 2)Agree as a fellow friend and companion to help the others with their quest.

The new player's charcter should not be made to agree with the Betrayer's favor/goals, but can opt to stay with his companions in an effort to make them safe.

The optimal point in DnD is that no man is an island. You need your friends just to survive in such a harsh world. I mean really, can you imagine this world, right now, and then drop in a few hundred thousand CR 5 to 30 baddies into it.... You would have to stick by your family and friends.

My player realized this and willingly went on the mission to help his comrades... you would do the same.

Aluvial
 

Aluvial said:
Wow,this same thing just happened to me. I think that your new player has two choices.
1)Play the old character and finish the favor...
or 2)Agree as a fellow friend and companion to help the others with their quest.

Running the old character is not an option, since the replacement character has been active in the game for the past 7 months.

Mark said:
Sledgehammer

Oh, the plot will go forward. I would just prefer to have some pretext to force the guy to co-operate. Relying on the bonds of friendship just wont quite cut it.

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Lord Zardoz said:
Oh, the plot will go forward. I would just prefer to have some pretext to force the guy to co-operate. Relying on the bonds of friendship just wont quite cut it.

Well if he wants to play instead of sitting there watching as they play (or just staying home that night), then I assume he'll go with whatever is needed. Practically speaking, for him, its either play along or don't play. That's not a diplomatic way of putting it, but that's the reality of the situation. Would the player not play along and expect a solo game for himself or something? Generally, IME, people show up to game, even if certain allowances have to be made.
 

Oh, I am sure he wants to play. if I have to i can deal with it in that context. H ewill go along with it.

To be clear, this is not a Table Level problem. This is a Narrative problem.

I want a plausible in game way to get someone who might not choose so, to be obligated to perform a task for an evil god.

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ThirdWizard said:
Well if he wants to play instead of sitting there watching as they play (or just staying home that night), then I assume he'll go with whatever is needed. Practically speaking, for him, its either play along or don't play. That's not a diplomatic way of putting it, but that's the reality of the situation. Would the player not play along and expect a solo game for himself or something? Generally, IME, people show up to game, even if certain allowances have to be made.


Agreed. There's a certain amount of expectation of party cohesion that has to be there. If he flat out refuses to go along with whatever the hook is then, the other players can try to convince him to go along or he can refuse and sit on his rear end playing with his dice. Not all plot hooks involve every player. Quite often, a plot hook might only involve one player, the others go along cause its a group game, thats the way of it.
 

Mark said:
Sledgehammer.


Honestly, though, you can really only run one game at a time and the players need to appreciate that. Be honest and let the new guy know that you are aware of the position he is in, and the compromise the player is making to allow you to keep this plot going, so you will be sure to throw him a bone later for his efforts now.

Essato.

What's missing from Mark's communication is the notion that you talk to the player outside the game to set this up before the finale.
 

Lord Zardoz said:
I want a plausible in game way to get someone who might not choose so, to be obligated to perform a task for an evil god.

Threaten family?
Offer a bribe?
Trick him into thinking he needs to do this for the cause of Good? (Make it clear that he has a chance to betray the God of Lies.)

It's hard to say without knowing more about the situation.
 

LostSoul said:
Threaten family?
Offer a bribe?
Trick him into thinking he needs to do this for the cause of Good? (Make it clear that he has a chance to betray the God of Lies.)

It's hard to say without knowing more about the situation.

How would you manipulate one of your players into doing something they ordinarily would not choose to do, on short notice?

The only backstory leverage I have on the character is that he is looking for his father. I could have Hiddukel tell him that his father is in peril, and that Hiddukel is willing to intervene on his fathers behalf. This might work, but I would like alternate ideas.

Anyway, what more would you like to know about the situation?

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