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[Plot] Serving Yugoloth Mercs (my players OUT!)
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<blockquote data-quote="Zad" data-source="post: 1424630" data-attributes="member: 90"><p>The possibilities...my mind is reeling with them <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /></p><p> </p><p>Ok, first some general stuff. I have no idea of the make-up or alignment of the party. But I would be prepared for some real wild behavior depending on those factors. Are they willing to be serving a fiendish entity for a month? Will they be looking for ways to break the contract or fulfill the letter but not the spirit of the contract? Could add up for some interesting stuff.</p><p> </p><p>If you want to keep the party "on the tracks" so to speak, then minimize their reasons to want to break the contract. This is easist to do by making sure their missions are things they might do anyway. Demon sends you to slay the forces of good: problem. Demon sends you to slay rival demons: hey, better deal, hence PC's less inclined to look for loopholes.</p><p> </p><p>Given they're on-the-clock, I'd be ready for some feet-dragging unless they're well movitvated <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /></p><p> </p><p>Mission 1: </p><p> </p><p>1. In the sideline, the merchant could also insist to keep the other side of the sale - i.e. he keeps the money and the drugs. </p><p> </p><p>2. If the party is really scheming, they could recruit the bebbilith/driders into the plot in exchange for their lives/payment.</p><p> </p><p>Mission 2: </p><p> </p><p>Sigil - the number of whacky things that can happen are extreme. You can really give the players a great adventure here, not in terms of combat, but in terms of overloading their senses and really great interactions with the locals. Wizardru will probably have some good suggestions here. As a player I found Sigil to be a really wild experience - just trying to understand the town and touts and local slang was a wild trip. It's also a great chance for skill-based characters to shine. I suggest you really play this one up, and have something accidental happen to them. with so much going on, it's very easy for the group to get sucked into something that wasn't their doing but they're in the middle of regardless.</p><p> </p><p>Endgame:</p><p> </p><p>My guess: the key to this is to get the party obsessed on the mission such that they forget their bigger purpose. The old adage "When you're up to your armpits in alligators, you forget that your original purpose was to drain the swamp." You should get the players to trust the demons by this point, heck even reward them some. Make their servitude comfortable so they aren't inclined to question the motives of their master. Build the complexity of the mission slowly so that they forget that their real purpose is to live to finish the contract.</p></blockquote><p></p>
[QUOTE="Zad, post: 1424630, member: 90"] The possibilities...my mind is reeling with them ;) Ok, first some general stuff. I have no idea of the make-up or alignment of the party. But I would be prepared for some real wild behavior depending on those factors. Are they willing to be serving a fiendish entity for a month? Will they be looking for ways to break the contract or fulfill the letter but not the spirit of the contract? Could add up for some interesting stuff. If you want to keep the party "on the tracks" so to speak, then minimize their reasons to want to break the contract. This is easist to do by making sure their missions are things they might do anyway. Demon sends you to slay the forces of good: problem. Demon sends you to slay rival demons: hey, better deal, hence PC's less inclined to look for loopholes. Given they're on-the-clock, I'd be ready for some feet-dragging unless they're well movitvated ;) Mission 1: 1. In the sideline, the merchant could also insist to keep the other side of the sale - i.e. he keeps the money and the drugs. 2. If the party is really scheming, they could recruit the bebbilith/driders into the plot in exchange for their lives/payment. Mission 2: Sigil - the number of whacky things that can happen are extreme. You can really give the players a great adventure here, not in terms of combat, but in terms of overloading their senses and really great interactions with the locals. Wizardru will probably have some good suggestions here. As a player I found Sigil to be a really wild experience - just trying to understand the town and touts and local slang was a wild trip. It's also a great chance for skill-based characters to shine. I suggest you really play this one up, and have something accidental happen to them. with so much going on, it's very easy for the group to get sucked into something that wasn't their doing but they're in the middle of regardless. Endgame: My guess: the key to this is to get the party obsessed on the mission such that they forget their bigger purpose. The old adage "When you're up to your armpits in alligators, you forget that your original purpose was to drain the swamp." You should get the players to trust the demons by this point, heck even reward them some. Make their servitude comfortable so they aren't inclined to question the motives of their master. Build the complexity of the mission slowly so that they forget that their real purpose is to live to finish the contract. [/QUOTE]
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