| Post/Author/DateTime | Post |
|---|---|
| ksbsnowowl11-09-04, 04:01 PM | I'm preparing the first adventure in a campaign for a party of two Gestalt characters (there will also be a DMPC to help out). The players are 1st level, one is a Fighter // Sorcerer, and the other is a 3.5 Ranger // Cleric of Thor going the archery path (my game is 3.0, but I allow a slightly modified 3.5 ranger). The DMPC is a Bard // Barbarian. The basic set up is that an empire has conquered the southern reaches of a barbaric society and has built a wall to defend its holdings (similar to Hadrian's Wall in Britain). The PC's are from the barbaric culture, and the adventure will begin when a warrior returns from a raid to the imperial side bringing news that the brother of one of the PC's was captured in an ambush. The PC's will have to backtrack to the encampment where the hostages are being held, before the hostages are transported to a fortress for questioning and exocution. The basic plan I have in mind is for the PC's to scout out the situation, and somehow gain info on when and how the hostages will be moved, so that they have a reasonable chance of success. I want to provide several different routes to that goal, so the PC's have different choices and opportunities as to how they will achieve thier goal. So far I've thought up two possibilities, both of which could develop into lasting contacts for future adventures. The first is a fellow cleric of Thor that is located in the encampment where the hostages are initially being held. It is possible that the PC cleric could convince the NPC to help, as he (theoretically) only wants to free his brother. The second is a 5th level druid from the empire. Druids don't really care for the empire, but at the same time, this druid doesn't want to be openly associated with 'barbarian raiders,' as a warrent for his arrest would impinge upon his ability to freely roam his homelands within the empire. Thus, the Druid could wildshape to scout for info for the PC's but he would otherwise remain uninvolved (thus, there are no fears of the PC's gaining such a powerful battle ally, which would cheapen their accomplishments). Basically, what I need help with is coming up with one or two more ideas as to ways the PC's could learn of the prisoner transport, and build relations with a future contact/ally. |
| grimfaery11-09-04, 04:18 PM | Have there be someone inside the kingdom who is sympathetic to the party and he will slip them information when they need it. He may or may not want them to know who he is given that he could be high up in the ruling hierarchy. Or he may be manipulating the party into doing some dirty work for him but they won’t see that until it is already to late. You might want to create an underground resistance in the main part of the kingdom, which has spread to the new sections as well. They are unhappy for some reason and they wish to topple the king/emperor/queen/whatever. Maybe the contact can be someone who seems quits benign like an innkeeper. He has access to tons of information given that he hears stuff from the people that stay at his inn. He might give them information because he has a vendetta with the kingdom or he just doesn’t know when to keep his mouth shut. He might also be out to make money by selling what he knows to the right people. What if the party befriends a lowly foot soldier that is more than willing to give them information because he sees them as good friends? The party may be sincere in returning the feeling or they might just be using him. Hope I helped! |
| Cymraegmorgan11-09-04, 04:29 PM | The Fishmonger's Guild. On the face of it, a hard-working seemingly poor minor guild. But they have Presence, ease of communication, wide net of contacts throughout empire through government contracts and aiding smugglers. If the prisoners are travel at any point by boat, the Fishmongers will know. They can provide safehouses and access to other contacts, provide a getaway drakkar. |
| ksbsnowowl11-09-04, 04:55 PM | Perhaps I didn't emphasize my reference to Britain enough. This is going to be a far outpost of the empire. Perhaps there will be a small guild presence (or something of the sort) in the southern ports of this pennisula (which is similar to the Norway/Sweden pennisula), but the area near the wall and the remaining barbarian lands is almost entirely military. The only civilians near the wall will be the families of the soldiers stationed there (I consider the ferriers/blacksmiths/craftsmen associated with the military to be a part of the military), and they will be located in the main fortress of the wall (I suppose you could call it a town.) So, guilds and inns aren't going to be a very viable option in this area. The ideas thus far are good; they just don't fit this area of the setting. What I'm looking for is more along the lines of an individual or very small group that could help. I dunno, maybe I'm being too picky. |
| ksbsnowowl11-10-04, 12:31 PM | Any other thoughts? |
| ksbsnowowl11-11-04, 01:24 AM | I must say that I'm really surprized at the lack of ideas; I've generally considered this board to be quite helpful in the past. |
| ThatDarnCat11-11-04, 02:31 AM | Any other thoughts?The circumference of the earth is 24,860 miles. Oh, you meant on this idea... Bartenders have always been a source of information. Soldiers talk, bartenders listen. Merchants talk, bartenders listen. The only problem is that bartenders also talk. And any officer in the occupying army would gladly pay a little to find out that somefur has been asking very specific questions about prisoners. So you could use a bartender as both a lead and a foil for the PCs. Or the bartender could be simpathetic and pass on false information to the army. Just a thought. |
| Primal11-11-04, 03:13 AM | [QUOTE=ThatDarnCat] So you could use a bartender as both a lead and a foil for the PCs. Or the bartender could be simpathetic and pass on false information to the army. QUOTE] The bartender could also pass false information to both sides.That could provide the additional challenge of findind out which contact is more reliable. :) |
| Nova_blade11-11-04, 03:27 AM | The only civilians near the wall will be the families of the soldiers stationed there (I consider the ferriers/blacksmiths/craftsmen associated with the military to be a part of the military), and they will be located in the main fortress of the wall (I suppose you could call it a town.) So, guilds and inns aren't going to be a very viable option in this area. I don't see why you wouldn't have any taverns though, after all, it must get kinda boring being on watch all the time... not much else to do in your free time aside from polish your armor, and head down to the local pub for a drink. |
| Greldinard11-11-04, 05:05 AM | The enemy camp might have some slaves for the dirty work. One of them is a boy from the same tribe as the players, captured some time ago. |
| ksbsnowowl11-11-04, 09:25 AM | The bartender could also pass false information to both sides.That could provide the additional challenge of findind out which contact is more reliable.The enemy camp might have some slaves for the dirty work. One of them is a boy from the same tribe as the players, captured some time ago.Now these ideas I like! Thank you very much. More ideas are always welcome, but you guys just sparked some good possibilities in my head. Again, thank you! |
| EatFlan11-11-04, 09:30 AM | the CIA tends to build contacts and informants within the lowest rungs of an organization first. Those that can either be lulled away through monetary gain or better yet differences in ideology. The cleaning maid (feeemale and probably subjugated or looked down apon) who has to go everyone, clean everyones trash. Is basically ignored, you know you look around to see who's listening but there is only you - your buddy - and the cleaning maid ALL CLEAR! she could dig through the trash, find reports and plans of action. she could listen in on meetings etc. perhaps she once was of moderate station but married or slept w/a 'barbarian' and lost it all. those types would be more than happy to do what they can to strike back. |