The Warring States of NPF

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Jagos 05-09-2011 12:07 AM

Quote:

Originally Posted by Pip Boy (Post 1125348)
The NPC who gives this quest, Jerod, tells the PCs that the orcs have a person among their number who uses Dark Speech. He encourages the players to avoid allowing any of the orcs the chance to speak, or to use a silence spell or something. Wary PCs will be suspicious of this advice. The Orcs, who aren't kidnappers at all but are sheltering the girl from a necromancer, will attempt to explain to the player characters that the girl wanted to go with them because there was something in town that she feared. The girl herself is under a Curse that makes it impossible for her to speak. The players can find an alternative means of communicating with her or they can remove the curse magically.

If the players take the girl back to Jerod, she is reported missing 2 days later. The guard attempt to arrest the player characters after Jerod spoke up as a witness, saying that the players killed the girl. The players can resist arrest or break out of jail in the night. If they don't, then they go to a trial where Jerod speaks as a witness against them. If any of the player characters was separate from the group when the arrest happened, they are free to aid in breaking out the other players or searching for evidence that Jerod is evil. A search of Jerod's basement reveals a variety of spell components, books on creating undead, and one zombified little girl. This evidence absolves the players if used in the trial.

Obligatory

You can't predict human behavior and they may not care past a certain point. You've got to see how they're going to look at a situation and even throw in a hint or two such as a random spot check on the guy from say, the elf in the party, who may or may not feel that the guy is trustworthy through just gut instinct.

If you want to get other ideas on a campaign, you should also read Young's Mar Tesaro tale, which is a full campaign and some of the pitfalls of what may and may not occur in a campaign.

Meister 05-09-2011 12:28 AM

Quote:

Originally Posted by Pip Boy (Post 1125348)
plot

That sounds pretty good. One point though:
Quote:

Wary PCs will be suspicious of this advice.
is exactly what I meant when I talked about background checks as a matter of course. At face value, it's pretty good advice, and when your players don't think to take it any other way, they go down one branch of the plot through no decision of their own. Some ideas for hints would be:

- include a minor details in Jerod's story that doesn't quite seem to fit
- arriving at the orc dwelling they see the girl more or less happily playing with the orcs rather than be locked up somewhere
- the PCs might know from stories or prior encounters that orcs aren't necessarily evil savages
- easiest method: maybe the guy with the highest passive insight simply gets a funny feeling about the job

Any one of these is worth investigating further to wary PCs without requiring the PCs to actually automatically be wary of anything anyone ever tells them.


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