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Inexperience DM, need help steering my campaign back in the right direction...
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<blockquote data-quote="Kibo" data-source="post: 407552" data-attributes="member: 5451"><p><strong>Your PC's are like dogs</strong></p><p></p><p>If it runs, they will chase it, if it chases them they will run.</p><p></p><p>All you need is someone with some speed and a scooby snack.</p><p></p><p>You could create an NPC who at the behest of your villian, via a geas or other manipulation, or just good old fashioned greed/fear, sought a very powerful key like artifact from the assasins guild (who were convienently unaware of its power and purpose). Perhaps the NPC doesn't even know much beyond that this artifact could be the key to his immortality, and you could rely on a string of coincidental coincidences to lead the parties together. (Perhaps the 'keys' doing ala the ring of power).</p><p></p><p>The NPC, though quite clever and evasive, having wormed his way into the guild to retrive the artifact, can't quite get out with the goods on his own. So he'll help the PC's help him under the guise of low effort metagaming. (You can't just throw a hook in the water and reel in fish, you've got to put something you know they want to eat on the hook right?) The NPC in his arrogance might gloat about how he's going to obtain some wonderous item that will solve all his problems. Or through just plain old carelessness leave a clue (the beauty of this is, they don't have to pick it up, it'll look like foreshadowing later as they don't tend to follow clues, and in this case it wouldn't actually be nessecary), hell, your NPC could just talk in his sleep.</p><p></p><p>The time comes where the PC's are facing down with the guild, and the NPC says he'll be the man on the inside and help. Instead when it's time to throw down, he makes his escape. You're PC's will have some tough interesting choices. Divide their forces, with a big battle, that would be unwise. Fight and chase, and fail to do either particularly well, even if they don't want a fight, it's a little late now that the guild brothers are looking to avenge their friends, and send a larger message to others who would test them. After all they can deal with the traitor later, tracking people down and killing them is their profession. Or they can beat down the small guild and track their 'friend' down later. If they just say "aww screw it," then among the personal effects the NPC left behind was a journal of his discoveries, and philosophical musings on the power he might one day awake to.</p><p></p><p>But if he runs I bet they'll chase him. If he has boots of speed, a ring of free action, endurance, running, expiditious retreat, and the ability to ride, and steal a horse, good luck running him down. Looks like they'll have to take a page from the assasins guild play book.</p></blockquote><p></p>
[QUOTE="Kibo, post: 407552, member: 5451"] [b]Your PC's are like dogs[/b] If it runs, they will chase it, if it chases them they will run. All you need is someone with some speed and a scooby snack. You could create an NPC who at the behest of your villian, via a geas or other manipulation, or just good old fashioned greed/fear, sought a very powerful key like artifact from the assasins guild (who were convienently unaware of its power and purpose). Perhaps the NPC doesn't even know much beyond that this artifact could be the key to his immortality, and you could rely on a string of coincidental coincidences to lead the parties together. (Perhaps the 'keys' doing ala the ring of power). The NPC, though quite clever and evasive, having wormed his way into the guild to retrive the artifact, can't quite get out with the goods on his own. So he'll help the PC's help him under the guise of low effort metagaming. (You can't just throw a hook in the water and reel in fish, you've got to put something you know they want to eat on the hook right?) The NPC in his arrogance might gloat about how he's going to obtain some wonderous item that will solve all his problems. Or through just plain old carelessness leave a clue (the beauty of this is, they don't have to pick it up, it'll look like foreshadowing later as they don't tend to follow clues, and in this case it wouldn't actually be nessecary), hell, your NPC could just talk in his sleep. The time comes where the PC's are facing down with the guild, and the NPC says he'll be the man on the inside and help. Instead when it's time to throw down, he makes his escape. You're PC's will have some tough interesting choices. Divide their forces, with a big battle, that would be unwise. Fight and chase, and fail to do either particularly well, even if they don't want a fight, it's a little late now that the guild brothers are looking to avenge their friends, and send a larger message to others who would test them. After all they can deal with the traitor later, tracking people down and killing them is their profession. Or they can beat down the small guild and track their 'friend' down later. If they just say "aww screw it," then among the personal effects the NPC left behind was a journal of his discoveries, and philosophical musings on the power he might one day awake to. But if he runs I bet they'll chase him. If he has boots of speed, a ring of free action, endurance, running, expiditious retreat, and the ability to ride, and steal a horse, good luck running him down. Looks like they'll have to take a page from the assasins guild play book. [/QUOTE]
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Inexperience DM, need help steering my campaign back in the right direction...
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