D&D 5E Need help subtly letting the player know they've dropped the ball

1) Leosin is being interrogated and his captors are shouting at him and using his name.

2) He is on his own, tied up in whichever tent they first enter.

3) The first prisoners they release say "Leosin? You mean the elf monk? He's tied to a post somewhere outside."

I think I've decided not to help them on this one, as if you've read the thread I linked in the first post, they were pretty horrible to a person they captured so karma and all that kinda dictates i should be a bit mean to them at some point.

Roll with it. They free the prisoners only to realize the one the need isn't with them. They need to re-infiltrate the base and find the right one. I had my party bump into a few drunk Cultists ("HAIL TIAMAT!") and they might have some more info with some questions.

Personally, I always take joy in watching the party flounder through their own fault. To encourage them to think beyond immediate aims, I will often disclose they missed something in the previous session by their inaction (IE a +1 bow, gold, etc) with the understanding that they can't go back and look for it.

I like that idea (hence the 'I am Spartacus' idea i had) but i didn't know if there were any better outlandish ones i could do instead. Also the group got drunk with the bandits on the first night in the camp and invented the kobold toss as a new drinking sport, creating several leagues based on how drunk you are and what your race is... turns out the kobolds themselves managed the best scores...
 

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When we played this all the prisoners seemed to be in one area of the camp. We had spent a day scouting things out and infiltrating the camp (well, the druid did at least). So we rescued all the prisoners we found. I guess if they do that they can ask which one Leosin is. Up to you if they won't tell before all being freed. Sounds like a good plan
 
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I was thinking this but i think they'd enjoy just dealing with the problem they've given themselves...

To me, this is a detail that could reasonably have been provided during the opening scene. Quest-givers are exposition dumps - they're there to give the necessary context for the players to act. So when I DM, I endeavor to make sure I give them the information they need in as pithy and memorable a way as possible. Thus I would just chalk up your particular situation to "I should have told the players this, but didn't..." and give up the goods at the start of next session.

(Of course, I try not to have quest-givers at all, but that's a different story.)
 

If you want to mess with the pc's(who doesn't aimiright,amiright?) I would place another npc there who knows all about Leosin but wants to be rescued himself! The party goes to all the trouble to rescue him and deliver him to the king to be told...That's not him!

Make the guy a scoundrel who is helpful and knows things. A great resource for the party.....eventually.

now the party has to go back in but the enemy is now ready and on high alert!


Messing with the pc's is awesome fun as long as it is indeed FUN. Fun for EVERYONE!
 

If you want to mess with the pc's(who doesn't aimiright,amiright?) I would place another npc there who knows all about Leosin but wants to be rescued himself! The party goes to all the trouble to rescue him and deliver him to the king to be told...That's not him!

Make the guy a scoundrel who is helpful and knows things. A great resource for the party.....eventually.

now the party has to go back in but the enemy is now ready and on high alert!


Messing with the pc's is awesome fun as long as it is indeed FUN. Fun for EVERYONE!

Hah! I like this idea!

Lord Nighthill in my campaign isn't a particularly good guy, as I've sort of run him as a spy master for an underground conclave that rivals the cult of the dragon (As I stated before I'm running this campaign heavily modified). The imposter could be an assassin which could really make things interesting...

thoughts?
 

Seriously, if the people asking for Leosins rescue didn't think to describe him to the agents doing the rescue... It's Nighthill who dropped the ball.
 


So they like when the campaign jumps off the rails and becomes a comedy of errors? I've been part of groups like that, and the best ones were when the DM let it play out and cause the situation to escalate into some big, perilous, high energy scene that came to an awesome (and sometimes successful) conclusion.

Definitely go with the "I'm Spartacus!" thing, or have any slaves they ask direct them to their leader, who advocates for their rescue in exchange for the information. If they go with it, and rescue the lot, the elected representative could be Leosin, or he could have been hiding among the slaves to ensure their rescue.
 

Have another prisoner claim to be Leosin. Then on the way back when he finds out where they are headed, he doesn't want to continue (he is wanted).
 

A quick heads up about this particular section. My Leosin told the PCs he wanted to be there because he was trying to gather info. My party said, um ok and left him there and let him rescue himself a few days later. I half expected them to hide out for a day or two to help, but no they just left him and went to town, passing by hungover cultists.

I was dumbfounded for a brief period. Easy enough to fix, Leosin is capable of rescuing himself (at least to my recollection), just be aware that may happen.
 

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