Lord Zardoz
Explorer
Background:
My players have just been manipulated into killing an ambassador (and brother of the ruler) from a neutral kingdom. My players were under the impression that they were instead killing enemies of the kingdom they have been working for. The people who tricked the players have already sent one of their men out to the neutral kingdom who is posing as a survivor of the 'terrible treachery'. The goal of the villians is to kick off a multi-front war and also to set up the players as being wanted criminals in both kingdoms (they already have an agent within the kingdom the players work for that sent them on this mission).
My players have decided to try to intercept the runner before it reports on the attack to the Neutral kingdom in an effort to clear their name. Here are the factors that are in play.
1) The hostile group has access to magic and a small number of agents in the area.
2) The runner has a head start.
3) There is significant hobgoblin activity in the area.
4) The kingdom the players work for has a earned reputation for wanting to conquer their neighbors, so any soldiers of the Neutral Kingdom the players are chasing the runner into will be inclined to attack them.
I have a rough idea of what I want to do already. I want to keep all players involved rather than having one player make most checks. I want early failures to either make future rolls more difficult, or consume healing surges and other resources that the players probably do not want to lose. I want to put a clock on the players limiting to total number of checks they can make. I expect to allow the players a chance to redeem a failure if they can make a follow up check (at the cost of a check they might have wanted to use for something else). I also want to break the challenge down into sub parts.
What I am trying to work out is what kind of sub parts I can break the challenge into. In general, I want a failure at a sub part of the challenge to result in a combat.
I will post in this thread once I have laid out what I have in mind.
END COMMUNICATION
My players have just been manipulated into killing an ambassador (and brother of the ruler) from a neutral kingdom. My players were under the impression that they were instead killing enemies of the kingdom they have been working for. The people who tricked the players have already sent one of their men out to the neutral kingdom who is posing as a survivor of the 'terrible treachery'. The goal of the villians is to kick off a multi-front war and also to set up the players as being wanted criminals in both kingdoms (they already have an agent within the kingdom the players work for that sent them on this mission).
My players have decided to try to intercept the runner before it reports on the attack to the Neutral kingdom in an effort to clear their name. Here are the factors that are in play.
1) The hostile group has access to magic and a small number of agents in the area.
2) The runner has a head start.
3) There is significant hobgoblin activity in the area.
4) The kingdom the players work for has a earned reputation for wanting to conquer their neighbors, so any soldiers of the Neutral Kingdom the players are chasing the runner into will be inclined to attack them.
I have a rough idea of what I want to do already. I want to keep all players involved rather than having one player make most checks. I want early failures to either make future rolls more difficult, or consume healing surges and other resources that the players probably do not want to lose. I want to put a clock on the players limiting to total number of checks they can make. I expect to allow the players a chance to redeem a failure if they can make a follow up check (at the cost of a check they might have wanted to use for something else). I also want to break the challenge down into sub parts.
What I am trying to work out is what kind of sub parts I can break the challenge into. In general, I want a failure at a sub part of the challenge to result in a combat.
I will post in this thread once I have laid out what I have in mind.
END COMMUNICATION