D&D General My party wants to defuse a war by arranging a marriage. Where's the gameplay?

TL;DR - how do I make "arranging a marriage" into an adventure for a D&D party? Love is ineffable, but political marriages don't need love. So what sub-goals should the party need to achieve to make the marriage work?

---

In a Bronze Age Mesopotamia-esque setting where stone tablets have magical powers (think the Ten Commandments or Hammurabi's Code, but nearby them you must obey them), the party is opposing Kalumum, the priest-queen ruler of a mighty city called No-Ostalin. She has an artifact-level stone called a Testament that is graven with the words of a god. It lets her do a miracle once per day (but only within some limited spheres of influence). She is growing increasingly tyrannical, and is trying to bring the river valley's second largest city (Eshkital) under her control.

The party has three months before Queen Kalumum gets a second Testament, which will double her power. The second Testament was lost a century ago in a distant valley after a great disaster, and it weighs several tons. When the rainy season fills the rivers, her servants will load it on a barge and convey it to her city. She was trying to do this secretly, however, because the river's course takes it right past Eshkital, and she doesn't want them to know it or try to get their hands on the stone before it reaches No-Ostalin.

Since the second Testament is from a different divine source, it grants access to different sorts of miracles. Right now Queen Kalumum can use her miracles to create law tablets that affect reality in a radius around them, but the new Testament would let her control beasts and create life (including fearsome monsters).

The party originally went to the second city (Eshkital) to try to find allies to plan a heist. The thought was to hijack the barge and steal the Testament. But then the problem of any great heist arose: what do you do with your prize once you have it? The queen getting the Testament would let her pressure Eshkital to join her. Stealing it would surely provoke a war between the two cities.

The stones are allegedly indestructible, so you can't just break the thing. They thought maybe just keep sailing the barge all the way out to sea and dump the Testament in the deep. (To my surprise, nobody said, "Well why don't we use the power for ourselves?")

But last session the party met an influential member of Eshkital's government, who is a cousin of the queen's royal family but also opposed to the queen and loyal to Eshkital. That guy has some kids, and the queen has a son and a daughter - all adults and able to be married off. And so now the party thinks the best course forward is to try to arrange a marriage between that guy's son and the queen's daughter. They can then have the new Testament in Eshkital, and try to build a balance of cooperative power, instead of one city being subservient to the other.

I think that's neat and all but, like, how do I turn that into a D&D game?

What will probably happen, honestly, is that the party will want to meet the prospective groom from Eshkital, and then bring him to where the daughter is right now, to get them to meet to make sure they don't hate each other. (Right now the queen and her daughter are traveling to one of the few sources of large trees in the region. The daughter wants to take a small town there and establish a temple for her to oversee. She expects her brother the prince to inherit control of No-Ostalin, and she wants her own place to rule but not to look like she's actually contesting his authority. The queen is going to give the town her blessing and perform a couple miracles to accelerate its development.)

I figure the party will try, the daughter is maybe amenable, but then the party is still going to plan to heist the Testament. They'll want to have the Eshkitaler groom to propose to the princess first, and to maybe tempt the princess with the power of her own Testament, and somehow persuade her that her mom needs to be stopped. Then we can have some initial battles as Queen Kalumum retaliates, but then the daughter can do a miracle or something to cow the No-Ostalin army. And maybe the queen refuses to yield, so the party has to fight her (or she pretends to yield, then tries to kill everyone at the wedding, and we've got a fight there).

But before all that, how do I make a D&D adventure out of 'introduce a guy to a girl'? Any ideas?

The party is a shapeshifter acolyte of a nature god (ranger), a cat-person swindling merchant (fighter), the queen's former illegitimate lover who wants to stop her descent to tyranny without killing her (barbarian), a githyanki nomad whose tribe believes the testaments are going to cause a cataclysm (rogue), and a magical scholar who wants to use the stones as a power source (alchemist).
 

log in or register to remove this ad

Road trip! Just traveling from one city to the next, prince in tow, could be an adventure in and of itself. Maybe a god conspires to keep the prince away from the princess or maybe wacky hijinks that may or may not be related occurr.
 

Might be a mistake due to consent issues.

Maybe have to two destined to be elope for a bit or they're both power hungry and keen.
 


How about just letting the arranged marriage idea work, with both sides agreeing. Then have some quests focused on wedding drama. Just throwing out some basic ideas.

- A good, old fashioned fetch quest for a special dowry (or whatever more progressive alternative you want to invent for a dowry).

- Someone (political enemies or thieves) stole the ceremonial scepter or other maguffin traditionally used in royal weddings, and retrieving it is critical for the masses to recognize the marriage as legitimate.

- Helping procure wine, food, and other opulence for the ceremony makes a good bonus side quest to keep any number of people happy (especially distant relatives that may have their own future plot hooks). This could be either social or violent if bandits get involved.

- Someone at the wedding is an assassin, and the PCs have to figure out who.

- A local cult is going to raise a Cthulhu on the wedding day, the party has to stop them.
 


TL;DR - how do I make "arranging a marriage" into an adventure for a D&D party? Love is ineffable, but political marriages don't need love. So what sub-goals should the party need to achieve to make the marriage work?

---

In a Bronze Age Mesopotamia-esque setting where stone tablets have magical powers (think the Ten Commandments or Hammurabi's Code, but nearby them you must obey them), the party is opposing Kalumum, the priest-queen ruler of a mighty city called No-Ostalin. She has an artifact-level stone called a Testament that is graven with the words of a god. It lets her do a miracle once per day (but only within some limited spheres of influence). She is growing increasingly tyrannical, and is trying to bring the river valley's second largest city (Eshkital) under her control.
Only the 10 Commandments weren't magical. I try to avoid referencing real world religions (some might get offended).
The party has three months before Queen Kalumum gets a second Testament, which will double her power. The second Testament was lost a century ago in a distant valley after a great disaster, and it weighs several tons. When the rainy season fills the rivers, her servants will load it on a barge and convey it to her city. She was trying to do this secretly, however, because the river's course takes it right past Eshkital, and she doesn't want them to know it or try to get their hands on the stone before it reaches No-Ostalin.
Why doesn't she just go to the artifact, rather than moving it? If she's the ruler why would she need to sneak around her own domain? Doesn't make sense.
Since the second Testament is from a different divine source, it grants access to different sorts of miracles. Right now Queen Kalumum can use her miracles to create law tablets that affect reality in a radius around them, but the new Testament would let her control beasts and create life (including fearsome monsters).

The party originally went to the second city (Eshkital) to try to find allies to plan a heist. The thought was to hijack the barge and steal the Testament. But then the problem of any great heist arose: what do you do with your prize once you have it? The queen getting the Testament would let her pressure Eshkital to join her. Stealing it would surely provoke a war between the two cities.
When was that a problem of heists? Most thieves know exactly what they'll do with stolen goods.
The stones are allegedly indestructible, so you can't just break the thing. They thought maybe just keep sailing the barge all the way out to sea and dump the Testament in the deep. (To my surprise, nobody said, "Well why don't we use the power for ourselves?")

But last session the party met an influential member of Eshkital's government, who is a cousin of the queen's royal family but also opposed to the queen and loyal to Eshkital. That guy has some kids, and the queen has a son and a daughter - all adults and able to be married off. And so now the party thinks the best course forward is to try to arrange a marriage between that guy's son and the queen's daughter. They can then have the new Testament in Eshkital, and try to build a balance of cooperative power, instead of one city being subservient to the other.
I'm curious about a culture where powerful rulers allow complete strangers to walk in and tell them who their children should marry. How did the party get that kind of influence? How does a marriage stop the queen from using her artifacts to bully the other government?
I think that's neat and all but, like, how do I turn that into a D&D game?

What will probably happen, honestly, is that the party will want to meet the prospective groom from Eshkital, and then bring him to where the daughter is right now, to get them to meet to make sure they don't hate each other. (Right now the queen and her daughter are traveling to one of the few sources of large trees in the region. The daughter wants to take a small town there and establish a temple for her to oversee. She expects her brother the prince to inherit control of No-Ostalin, and she wants her own place to rule but not to look like she's actually contesting his authority. The queen is going to give the town her blessing and perform a couple miracles to accelerate its development.)

I figure the party will try, the daughter is maybe amenable, but then the party is still going to plan to heist the Testament. They'll want to have the Eshkitaler groom to propose to the princess first, and to maybe tempt the princess with the power of her own Testament, and somehow persuade her that her mom needs to be stopped. Then we can have some initial battles as Queen Kalumum retaliates, but then the daughter can do a miracle or something to cow the No-Ostalin army. And maybe the queen refuses to yield, so the party has to fight her (or she pretends to yield, then tries to kill everyone at the wedding, and we've got a fight there).

But before all that, how do I make a D&D adventure out of 'introduce a guy to a girl'? Any ideas?

The party is a shapeshifter acolyte of a nature god (ranger), a cat-person swindling merchant (fighter), the queen's former illegitimate lover who wants to stop her descent to tyranny without killing her (barbarian), a githyanki nomad whose tribe believes the testaments are going to cause a cataclysm (rogue), and a magical scholar who wants to use the stones as a power source (alchemist).
Who is actively opposing the party? They seem to be attempting to influence political events, which normally creates political enemies. There has to be some powerful person or group who wouldn't want the party poking their nose where it doesn't belong. Shakespeare was the king of this kind of intrigue.
 

Runaway bride/groom

Romantic entanglement with a PC

Bride/groom is a PC, and would be expected to give up up adventuuring

Hostile parties want to prevent peace so kidnap the bride/groom/officiating cleric

Hostile parties bribe or coerce the PCs to sabotage the wedding

A prophecy foretells doom if the wedding goes ahead

The bride/groom is secretly a vampire or other monster

One of the PCs is an exact double of the bride/groom.

Read The Prisoner of Zenda for research.
 
Last edited:


[1] Hostile parties want to prevent peace so attempt to assassinate the groom during the journey to the meet-up.
[2] After the PC defeat the assassin, the groom reveals to the characters that he is in love with someone else but that he is doing this all in an attempt to save his family. Hopefully this weighs heavily on the PCs, may be used later.
[3]Plan a Skill Challenge or Social Combat Encounter as part of the Negotiations with the Queen.

Preparation
Dig into NPC and PC Traits, Ideals, Bonds, Flaws (TIBF). Have them printed out before you for ease when you need to refresh your mind.
Think about rebuttals from the Queen's side.
Furthermore, the Queen requests a bride price as part of the Negotiations (could be a quest).

Time
Each round is x minutes not 6 seconds long.

Combat & Abilities
Intelligence
1. Persuasion, argue logic (functions like a contested attack roll).
Maybe the Queen can entertain a maximum of 2 arguments every combat round and any more are wasted or she picks the 2 easiest ones to defend against.

Wisdom
1. Insight (action), reveals an opponents Truth (TBIF).
Gaining a TBIF allows you to use it in a later round to make a Persuasion roll with ADV against Queen's persuasion. So it is contested with an ever-changing DC. Each TBIF can only be used once.
2. Insight (reaction), see through BS. Contested against Deception (action).

Charisma
1. Deception (action) BS your way to score a point - attack roll. Contests against Insight (reaction)
2. Deception (reaction) to hide your Truth (TBIF). This is contested against an Insight (action) roll.

BBEG with Minions
The Queen is there with her advisors (military advisor, high cleric).
They could "attack" and "react" so it is not a solo boss encounter.

The Barbarian's Hindrance
The Barbarian naturally has disadvantage on his Persuasion check due to history, but his Insight (knowing her Truth due to their relationship) gives him advantage so it balances out. He cannot get more Insight, as he knows it all already.

Motives & Help/Assist action
Use the rest of the PCs backstories/motives with these Commandments to hurt or improve their position, depending on the argument. Allow the Help action (to give advantage on an ally) who is making the Persuasion check.

Conditions & Saving Throws
Introduce a distraction, an alluring servant girl, that captures the attention of those who fail their Wisdom saving throw.
Perhaps a low-key bribe "stuns" the swindling merchant for a round.
A threat via a shift in posture by the military advisor enforces "fear" effect (i.e. not more arguments or Help actions) until their save is made.

Short Rest
After a certain point (time or otherwise) you could have the PCs request for a break in the Negotiations (costs and action or a success maybe).
A Short Rest (1+ hours), allowing the PCs to regroup and regain composure (they may each select between gain Inspiration or resistance/immunity to a distraction, intimidation...etc)

Determine Successes and Failure State of Negotiations
You will determine how many successes are necessary to win over the Queen and how many failures will end the Negotiations.

Auto-Success
Do not be afraid to allow some arguments to win on merit without a roll.

Most Important
Be upfront on the mechanics for this encounter with what options are available to the PCs.
It should be 100% player-facing.
 
Last edited:

Remove ads

Top