Trit One-Ear
Explorer
Again, I come to these boards for help developing some exciting plot points and adventures. Here's the situation:
In my next session, my heroes will learn their supposed kind benefactor, a powerful duke actually has ties to dark cult infiltrating the city. How strong these ties are is unclear. I have planned enough material and story if the players confront the duke directly, or fail to disguise their intentions... but what if they play along? As things stand, they're in his good graces, and in good position to learn more about this cult, its members, and the real threat they face before showing their hand. While I don't have story material for this as plotted out... I hope this is the route my players take.
So, say they return from their current errand for the duke, and play ignorant to anything being amiss. Here's where I see things going:
The city is currently short-handed on guards, due to an increase in the activity of some gnolls and hobgoblins in the countryside. The Duke has dispatched many of the town guard to deal with this threat. His new advisors (two of which are secretly high-level cultists, one actually a Succubus and the true villain of this adventure) claim to be battling the cultist influence, but are actually eliminating threats to the cult's ascension to power.
I see two easy options; have the duke send the players out of the city to eliminate the gnoll/hobgoblin threat (which is also connected to cultists in a strange way)
-or-
Have the duke give the players errands and tasks to run in his name within the city.
I'm leaning towards the second option, as it will give the players more time to interact with their enemies directly, building personal connections with both traitors and loyalists alike.
Long story short, I'm curious if you have any ideas what kind of tasks (both legitimate for the city's safety, and those secretly for the cult's advantage) they could be assigned to span a few good sessions. Anything's fair game!
Trit
In my next session, my heroes will learn their supposed kind benefactor, a powerful duke actually has ties to dark cult infiltrating the city. How strong these ties are is unclear. I have planned enough material and story if the players confront the duke directly, or fail to disguise their intentions... but what if they play along? As things stand, they're in his good graces, and in good position to learn more about this cult, its members, and the real threat they face before showing their hand. While I don't have story material for this as plotted out... I hope this is the route my players take.
So, say they return from their current errand for the duke, and play ignorant to anything being amiss. Here's where I see things going:
The city is currently short-handed on guards, due to an increase in the activity of some gnolls and hobgoblins in the countryside. The Duke has dispatched many of the town guard to deal with this threat. His new advisors (two of which are secretly high-level cultists, one actually a Succubus and the true villain of this adventure) claim to be battling the cultist influence, but are actually eliminating threats to the cult's ascension to power.
I see two easy options; have the duke send the players out of the city to eliminate the gnoll/hobgoblin threat (which is also connected to cultists in a strange way)
-or-
Have the duke give the players errands and tasks to run in his name within the city.
I'm leaning towards the second option, as it will give the players more time to interact with their enemies directly, building personal connections with both traitors and loyalists alike.
Long story short, I'm curious if you have any ideas what kind of tasks (both legitimate for the city's safety, and those secretly for the cult's advantage) they could be assigned to span a few good sessions. Anything's fair game!
Trit