Ghosts of Dragonspear Castle - Party made a complicated decision

Post/Author/DateTimePost
#1

Arkon262

Oct 30, 2014 19:50:43

So last week my intrepid band of players made a proverbial deal with the devil.  During the session they had finally made their way in Thos Fyrunen's lair, with the baby dragon following along.  Long story short, the Rakshasa (disguised as Maechen) who had previously gotten the party out of a few jams, revealed her true colors when things began going south in the battle with Vethka and siezed the opportunity to smash the altar and grab the water key. (I messed up in that the elemental spawned in after the key was taken, although it really spiced things up for the party.)

 

After a series of really bad rolls, and some really bad luck the party was faced with the real possibility of having to fight the adult dragon, and so the fighter of the group blurted out that the party would become servants of Thos Fyurnen in what I can only assume was meant to be a bluff, hoping to throw the dragon off guard long enough for the party to escape.  I tried to roll with it, figuring the party would never go for it, by having Thos Fyurnen demand that the party prove their loyalty by wiping Cromm's Hold from the face of the earth, and that the fighter would need to immediatly show his devotion by donning the cursed (unknown to the fighter) armor which transfored the fighter into a lizardman.

 

The party took the deal and at the end of the session they were approaching the gates of Cromm's Hold.  With all that said, my question is any suggestions on how to play out this next session.  Cromm's Hold is not integral to the story (although geographically it is key in keeping the denizens of the swamp at bay and away from Daggerford), but Sir Isteval is integral.  Thos Fyrunen warned the party that he would be watching them to make sure it wasn't a double cross.  Having Thos Fyurnen attack and possibly be defeated by the higher level NPCs at the hold helping the party seems like it would be really cheap and be a disservice to the might of an adult dragon, but there is no way a party of 4th level players would be able to take him alone.

#2

Timborama

Oct 31, 2014 6:13:18

Most of this depends on where the PLAYERS take the story from here (at least, what their intentions are). If they double-cross the dragon, he's not in his lair when they return (he is watching them, remember). Simple.

 

If they carry out crippling Cromm's Hold? So be it, as the PCs did a dirty deed to survive (and may gain some ill repute because of this!)

#3

Theros

Oct 31, 2014 9:27:52

A party of level 4 characters can take out an adult dragon. Especially if it's not flying.

 

I'd run with game as is and see where the players want to take it. I'd give them an option on running out on their deal tho. Maybe traveling to someone to remove the lizardman curse or something.

#4

Arkon262

Oct 31, 2014 14:12:41

I would be shocked if the dragon didn't destroy the party to be honest...it is a CR14 I believe.  If it rolls well on it's breath weapon it can knock everyone but the fighter out even on successful saves I believe.  I am certaintly wanting to let the players drive the story, but was more looking for ways to prepare for the directions they might take and how I could react without brute forcing something.  Thos Fyurnen is evil, he has lost three of his eggs and his mate is due back soon, I don't think he would take the double cross all that well.  Given the nature of my players, they are all good aligned, I just don't see them actually trying to destroy Cromm's Hold, although Baronesse Wynn is lawful evil, so if the Paladin in the party detected that perhaps they could justify taking out the leadership of the hold...

#5

MonsterEnvy

Oct 31, 2014 18:50:55

Arkon262 wrote:
#6

SilentSin

Nov 01, 2014 1:52:14

I have found that its a good idea to force the players to decide whether or not they are bluffing. If they are, then they should make a deception check against insight and if not, maybe persuasion vs. insight. Then hold the players to their decision to whatever degree you deem reasonable. They can always change their minds later if the situation changes, but they should be forced to role play whatever decision they made.

#7

Arkon262

Nov 01, 2014 2:32:33

MonsterEnvy wrote:
#8

Arkon262

Nov 01, 2014 9:26:49

So any suggestions on large scale battles?  I am now considering that if the party decides to double cross Thoss Fyurnen, that he and a swarm of lizardfolk will come pouring out of the swamps, forcing the party and the members of Cromm's Hold to defend themselves.  I just finished building Sir Isteval in Roll20, trying to determine what sort of stats Baroness Wynn Cromm would have and then a retinue of soldiers.

#9

Timborama

Nov 03, 2014 6:57:12

To save bookkeeping and time, the Large Scale battles should be narratively driven, and in the background. Unless you have a lot of time ahead of time and want to "play it out" with dice rolls BEFORE the session occurs and the PCs can note things happening round-by-round (I've done this before to great success!). But if you don't have the time, just have a the story drive the fight, potentially giving the PCs the chance to alter that

#10

Noon

Nov 03, 2014 16:50:24

Don't try and figure things 'the party would never go for' next time.

 

Don't try and guide the story that way. Or any way, really.

 

What makes gameplay or movies or books dramatic is where people go for things you would never expect them to go for.