Nyarlathotep
Explorer
Morning all!
I'm about to try something I've never had much luck with before... an adventure in town with some political intrigue. Since this is not my area of expertise, I come to you seeking any help or advice that you can offer.
The Party:
The party consists of 4 characters (28 point buy build and none are particular combat brutes)
Aedan, Half-Elf Fighter 2/Bard 2
Cara, Human Ranger 4 (with a wolf Animal Companion)
Talfin, Elf Wizard 4
Blackraven, Elf Fighter 3/Rogue 1
WARNING: IF YOU'RE A PLAYER IN MY CAMPAIGN PROCEED NO FURTHER!
The Situation:
A sage that the group had been consulting had been kidnapped by a "trade ambassador" from another nation. The PCs managed to track him down and capture the ambassador (who was possessed by an incorporeal fiend - from BoVD). They returned to town, but on the way one of the characters killed the ambassador while he was possessed, with a short sword to the guts. When they returned, they blamed the dead ambassador on a goblin attack and the sage (who didn't really see the execution) backed them up. They basically got away with it.
Now however, the nation that lost it's ambassador is sending a group to investigate the death. Unfortunately for the PCs, this nation has some plans for expansion and will want to use this as an opportunity to further their own ambitions. What I have planned is the following:
1) The ambassador's party arrives in town, is greeted by the existing rulers of the town and put up in their keep while they engage in their investigation.
2) While at the keep the ambassador will want to question the PCs as to what happened, wanting to implicate them in the death of the previous ambassador.
3) When the ambassador & his cohorts conclude their investigation, they'll leave but several members of the group will secretly remain behind. There are two "groups" who will stay behind. One is tasked with sabotaging what they can in the town and keep, the other is tasked with killing the sage and the PCs in retaliation.
4) Following the attack the PCs will be tasked with chasing down and capturing the ambassador and returning him to face justice.
The problem:
I need a way (and a series of encounters) to involve the group so that it doesn't seem like I'm just reading a huge narative to the group. Obviously at point 2, 3 & 4 there is some direct interaction for the PCs, I'd like some suggestions on things to involve the group when the new ambassador/inquisitor arrives and the days leading up to their being questioned.
Any suggestions or help you can offer would be greatly appreciated!
I'm about to try something I've never had much luck with before... an adventure in town with some political intrigue. Since this is not my area of expertise, I come to you seeking any help or advice that you can offer.
The Party:
The party consists of 4 characters (28 point buy build and none are particular combat brutes)
Aedan, Half-Elf Fighter 2/Bard 2
Cara, Human Ranger 4 (with a wolf Animal Companion)
Talfin, Elf Wizard 4
Blackraven, Elf Fighter 3/Rogue 1
WARNING: IF YOU'RE A PLAYER IN MY CAMPAIGN PROCEED NO FURTHER!
The Situation:
A sage that the group had been consulting had been kidnapped by a "trade ambassador" from another nation. The PCs managed to track him down and capture the ambassador (who was possessed by an incorporeal fiend - from BoVD). They returned to town, but on the way one of the characters killed the ambassador while he was possessed, with a short sword to the guts. When they returned, they blamed the dead ambassador on a goblin attack and the sage (who didn't really see the execution) backed them up. They basically got away with it.
Now however, the nation that lost it's ambassador is sending a group to investigate the death. Unfortunately for the PCs, this nation has some plans for expansion and will want to use this as an opportunity to further their own ambitions. What I have planned is the following:
1) The ambassador's party arrives in town, is greeted by the existing rulers of the town and put up in their keep while they engage in their investigation.
2) While at the keep the ambassador will want to question the PCs as to what happened, wanting to implicate them in the death of the previous ambassador.
3) When the ambassador & his cohorts conclude their investigation, they'll leave but several members of the group will secretly remain behind. There are two "groups" who will stay behind. One is tasked with sabotaging what they can in the town and keep, the other is tasked with killing the sage and the PCs in retaliation.
4) Following the attack the PCs will be tasked with chasing down and capturing the ambassador and returning him to face justice.
The problem:
I need a way (and a series of encounters) to involve the group so that it doesn't seem like I'm just reading a huge narative to the group. Obviously at point 2, 3 & 4 there is some direct interaction for the PCs, I'd like some suggestions on things to involve the group when the new ambassador/inquisitor arrives and the days leading up to their being questioned.
Any suggestions or help you can offer would be greatly appreciated!