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ShortQuests -- individual adventure modules! An all-new collection of digest-sized D&D adventures designed to plug in to your game.
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<blockquote data-quote="Yuan-Ti" data-source="post: 232095" data-attributes="member: 4483"><p>Well, if the town is going to try to lynch the paladin, then you are right, there is going to be trouble. If they try to arrest him, the paladin--properly played--should be willing to go to trial. On the one hand will be a number of villagers saying "we saw him do it" and on the other the PCs "he was with us." </p><p></p><p>But this is where magic comes in. A local priest ought to be able to use some kind of divination spell to confirm the paladin and the other players are telling the truth. </p><p></p><p>Now, if you want to be really devious, try this: </p><p>Have an NPC join the party and adventure with them for the earliest part of the campaign (he can be someone who has info they need and then sticks around to help out). Make him likeable. When they get to this town, he is the one everyone saw kill some townspeople. Go through the trial bit and have the local priest step forward (or at the suggestion of the PCs) and use his magic to determine if they are speaking the truth. And then have him announce that the NPC is lying! At this point the PCs have to make a tough decision--do they kill a bunch of townspeople or let the NPC die. Regardless, they are likely to poke around to find out why the priest lied (since they know the NPC was with them). Have them find the priest's body after some investigation... turns out your major villain also killed the local priest, took his place, and made damn certain that NPC was going to get hanged for the crime. </p><p></p><p>Spur of the moment, but I hope it helps.</p></blockquote><p></p>
[QUOTE="Yuan-Ti, post: 232095, member: 4483"] Well, if the town is going to try to lynch the paladin, then you are right, there is going to be trouble. If they try to arrest him, the paladin--properly played--should be willing to go to trial. On the one hand will be a number of villagers saying "we saw him do it" and on the other the PCs "he was with us." But this is where magic comes in. A local priest ought to be able to use some kind of divination spell to confirm the paladin and the other players are telling the truth. Now, if you want to be really devious, try this: Have an NPC join the party and adventure with them for the earliest part of the campaign (he can be someone who has info they need and then sticks around to help out). Make him likeable. When they get to this town, he is the one everyone saw kill some townspeople. Go through the trial bit and have the local priest step forward (or at the suggestion of the PCs) and use his magic to determine if they are speaking the truth. And then have him announce that the NPC is lying! At this point the PCs have to make a tough decision--do they kill a bunch of townspeople or let the NPC die. Regardless, they are likely to poke around to find out why the priest lied (since they know the NPC was with them). Have them find the priest's body after some investigation... turns out your major villain also killed the local priest, took his place, and made damn certain that NPC was going to get hanged for the crime. Spur of the moment, but I hope it helps. [/QUOTE]
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