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Post by dungeonmastersteve on Aug 6, 2017 20:39:21 GMT
I am seeking a good way to end our next sesssion on a cliffhanger. First, a bit of background. We are playing an Evil campaign nominally set on the Sword Coast of the Forgotten Realms (haven't met up with anything established there yet, I've created a set of homebrew towns to raid near Baldur's Gate). The players are subservient (for now) to a wizard they believe is a necromancer (actually an enchanter with necromancers in his employ) as he seeks to build up a new society from almost nothing. He is using his undead to bolster his economy so he can buy far superior living troops (not that the characters know that yet). Right now, he has them clearing out a set of mines for him to exploit. This brings us to the current predicament. I have just learned that three or four out of my five players will be out of town for nearly a month. There is one more session before they leave. I want to create a good cliffhanger so they will be anxious about - and therefore remember - where the campaign left off. They are near thr end of clearing out the first mine. There are mostly random encounters they've had thus far. They have reached a three-way fork in the tunnel and cleared one fork. Since our sessions tend to be two hours or so, I am thinking have a simple encounter down fork number two, then have fork number 3 turn into the gullet of a giant purple worm or something. My question to you is thus. Is this a good way to create a memorable cliffhanger? Are there better alternatives? Do you have advice on the delivery? Thank you in advance for any advice!
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Post by DM Lord Neptune on Aug 6, 2017 23:34:31 GMT
Is this the first time they have played evil characters? If so, maybe it'd be time to introduce the "heroes" down tunnel three. Maybe have an obvious trap (low DC perception, so a passive check would find it), and when they are investigating this trap or disabling it, have a secondary, but much higher DC perception to find it, trap go off that captures the PCs. Then, you could leave the session on the good guys approaching the party, talking about the bounty they will get from turning them in. Maybe even have one nonchalantly state that the reward did state dead or alive, technically. That might leave them a little panicked, depending on their level and classes.
But, this is just my thoughts. I really never did an evil campaign before.
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Post by dungeonmastersteve on Aug 7, 2017 1:21:11 GMT
Yes, this is the first time they have played evil characters. That is a great idea, much more memorable. Thank you!
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crestsphinx
Commoner
Well that's new
Posts: 4
Favorite D&D Class: Barbarian
Favorite D&D Race: Human
Gender: Fluid
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Post by crestsphinx on Aug 7, 2017 10:58:53 GMT
To add on top of DM Lord Neptune. Have a hero monologue. (We know heroes want to hear themselves talk way more). Near the end of the monologue have the hero blatantly lie and say that there is a traitor amongst the group that gave away their position. Have the session end right there at the accusation. If your group is good at avoiding meta gaming then they will have to wait until next session to find out who betrayed them. However this could cause in fighting. Especially in an evil campaign, which can be a hassle. So tread lightly And good luck
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