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What to do in this situation
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<blockquote data-quote="Senko" data-source="post: 5403067" data-attributes="member: 37719"><p>Well you've already made your first mistake getting involved without any reason more than curiosity. In future always remember to PLAN</p><p></p><p>Payment in advance.</p><p>Learn as much as possible about what your getting into.</p><p>Arrange escape routes and support in case of a double cross yours or theirs.</p><p>Never oppose the established order without a good reason e.g. a direct threat to yourself, your friends or your family or instructions from higher ups e.g as part of an invasion plan or putting down a corrupt noble on behalf of the Emperess.</p><p></p><p>Now you've already made a number of mistakes as mentioned . . .</p><p></p><p>1) You should have turned around and walked away from the sounds of combat unless you had a reason to investigate such as being hired by the town to keep order in which case you know which side you need to way in on. Armed peasants assaulting the duly appointed guards sounds like a breach of order to me.</p><p></p><p>2) If you felt that you did need to know more say in order to determine whether to leave town or merely move further away you should have sent the rogue/theif/ninja/assasin/sneaky sod in to quietly observe what's occuring and then report back hopefully without being seen.</p><p></p><p>You want to avoid making things worse so recommended actions (several have already been pointed out but I'll restate them here) are . . .</p><p></p><p>1) History/Local checks to determine what kind of culture/situation the local town has going on.</p><p>2) Spot checks to determine are the guards and peasants armed and equipped as you'd expect or does it not match up. If there's a local uniform are all the guards wearing it, if this isn't a warrior society are all the peasants carrying swords/spears/maces/etc.</p><p>3) Sense motive checks to determine if either of the pleas for help ring false.</p><p>4) Memory checks are any of the people involved familiar to party members e.g. the town farrier or a guard who was on the gate when you came in.</p><p></p><p></p><p>Further advice would depend on your party composition. If you don't mind what does your party consist of, why are you in town and is there any particular reason why you stuck your noses in when you weren't being paid to do so?</p></blockquote><p></p>
[QUOTE="Senko, post: 5403067, member: 37719"] Well you've already made your first mistake getting involved without any reason more than curiosity. In future always remember to PLAN Payment in advance. Learn as much as possible about what your getting into. Arrange escape routes and support in case of a double cross yours or theirs. Never oppose the established order without a good reason e.g. a direct threat to yourself, your friends or your family or instructions from higher ups e.g as part of an invasion plan or putting down a corrupt noble on behalf of the Emperess. Now you've already made a number of mistakes as mentioned . . . 1) You should have turned around and walked away from the sounds of combat unless you had a reason to investigate such as being hired by the town to keep order in which case you know which side you need to way in on. Armed peasants assaulting the duly appointed guards sounds like a breach of order to me. 2) If you felt that you did need to know more say in order to determine whether to leave town or merely move further away you should have sent the rogue/theif/ninja/assasin/sneaky sod in to quietly observe what's occuring and then report back hopefully without being seen. You want to avoid making things worse so recommended actions (several have already been pointed out but I'll restate them here) are . . . 1) History/Local checks to determine what kind of culture/situation the local town has going on. 2) Spot checks to determine are the guards and peasants armed and equipped as you'd expect or does it not match up. If there's a local uniform are all the guards wearing it, if this isn't a warrior society are all the peasants carrying swords/spears/maces/etc. 3) Sense motive checks to determine if either of the pleas for help ring false. 4) Memory checks are any of the people involved familiar to party members e.g. the town farrier or a guard who was on the gate when you came in. Further advice would depend on your party composition. If you don't mind what does your party consist of, why are you in town and is there any particular reason why you stuck your noses in when you weren't being paid to do so? [/QUOTE]
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