Locutus Zero
First Post
I am running an adventure based on the Harkenwold adventure in the DM's Kit.
In the next session the players will fight the big bad guy for the first time. This encounter will mark the end of a battle where his troops were marching against the PCs and the townspeople. The idea is the bad guy needs to be established, but then escape so he can be killed as the big climax in the his keep in the next session.
Well, the players have really built up this battle, and I feel like if I end it with "and then he runs away. Good job, you guys won the battle.", it'll feel cheap. I need some way for that fight with the big boss to give them some advantage. Something like learning a secret way into the keep or.. something. My best idea so far is that one of the big bad guy's captains is in the encounter, but he hides instead of fighting and eventually agrees to give them info on the keep if they spare his life.
The only problem with that idea is that the players spent the first session or two of this adventure capturing people and trying to get info out of them, and it always ended with a fight about should we kill him or not, and I think the whole capturing people thing has gotten tedious to the players. Some of them will want to bleed every last detail out of the guy and some will want to move on.
So, any ideas about how to handle that captain quickly, or any other way I can make the encounter move the plot along and not feel like a big tease would be appreciated.
In the next session the players will fight the big bad guy for the first time. This encounter will mark the end of a battle where his troops were marching against the PCs and the townspeople. The idea is the bad guy needs to be established, but then escape so he can be killed as the big climax in the his keep in the next session.
Well, the players have really built up this battle, and I feel like if I end it with "and then he runs away. Good job, you guys won the battle.", it'll feel cheap. I need some way for that fight with the big boss to give them some advantage. Something like learning a secret way into the keep or.. something. My best idea so far is that one of the big bad guy's captains is in the encounter, but he hides instead of fighting and eventually agrees to give them info on the keep if they spare his life.
The only problem with that idea is that the players spent the first session or two of this adventure capturing people and trying to get info out of them, and it always ended with a fight about should we kill him or not, and I think the whole capturing people thing has gotten tedious to the players. Some of them will want to bleed every last detail out of the guy and some will want to move on.
So, any ideas about how to handle that captain quickly, or any other way I can make the encounter move the plot along and not feel like a big tease would be appreciated.