| Post/Author/DateTime | Post |
|---|---|
| The Law04-04-06, 05:10 AM | SEVENET party: stay out. This post contains details about your upcoming adventure. Hi guys, I'd like some advice on how I can stretch the Cloud's Destiny voyage into a bit of a cat-and-mouse game. One of my players is a Phiarlan bard, and I'd like to encourage her to do the whole 'spy' thing. She's getting a bit dispondent because the other players feature much more than she does (a bard is a bit dodgy in combat) so I'd like to set up a situation where she can truly shine. She's very keen, but she's also very new to D&D so she's not quite sure how she can use illusions, disguise self, bluff, etc. for these types of situations. I intend to have Areyndee, a House Thuranni Agent, as a spy in the Embassy encounter. She and the band members attack Lucan, but also turn on the party when they notice our Phiarlan bard (and recognize her as an opposing agent). She'll wear a hat of disguise (which she used to gain entry into the Embassy), which the bard will prolly take. This is the bard's first hint at the use of disguise self... Soon thereafter the players will be on Cloud's Destiny, and I'd like to not just 'rush' the voayge. They will know that Grilsha and Lucan are aboard the Destiny, so they'll probably try and find them. I'd like the bard to play a prominent role in this cat-and-mouse game, using her hat of disguise, bluffing, illusions, and other spy things to get Grilsha out of hiding (not Lucan). Keep in mind that all the players are very new to the game (they've done Forgotten Forge and Shadows of the Last War) so although I don't need to spell things out for them, it must not be too obscure for them to figure out as they're still quite inexperienced. Any advice on how I can let it play out? |
| ChaoticGood04-04-06, 11:46 PM | First things first, make it clear that the captain abides no fighting amongst the passengers. You may even want to have the crew confiscate weapons upon boarding, just as they were confiscated at the masquerade. This will force non-combat solutions to the fore. Next, allow them to discover Grilsha's bunk. Perhaps they see her entering a certain room, but can't get there before she has closed and locked the door. She won't open up for anyone but the porter who brings her meals. Hmm, I wonder how we can get her to open the door? Or perhaps she leaves once each night to check on her brother and get some air on deck. She is sure to be guarded by a crew member or two; only someone whom her guard recognizes as a superior can get close enough to talk to her. Hmm, I wonder how we can get a chance to speak with her about her brother? Finally, the PCs could discover that the captain has master keys to all the bunks in his quarters, but the first mate knows better than to let anyone but the captain enter the room. How, oh how, might we convince the first mate to let us near those keys? OK, I'm spent. No more free ideas for you tonight, grasshopper. :D |
| The Law04-05-06, 12:34 AM | Thanks for those suggestions ChaoticGood, I'll definitely use them. Any other suggestions for cool things along that line on the airship? |