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Post by dmdante on Jan 22, 2016 17:07:02 GMT
All in all the night was a success. As the days were put into their bags, smiles were on everyone's faces when we said goodbye.
However, I know I rushed the night a little bit, leaving out some sections of the module (for later use) in order to get my players at least one battle before the night drew to a close.
They stumbled upon a lone man, walking away from them on a mountain road, wearing dirty leather armor. As they hid, they rolled an apple towards the man, and released the pig they had previously aquired for the purposes of pack ape bait.
The man extant at his luck scooped up the pig and yelled into the woods on the side of the road, "We're eating well tonight!"
Following the man they found a bandit camp 13 strong. Which outnumbered their 5.
This is where it gets interesting. They decided that the best course of action, what to cause a distraction to split the bandits up so they can deal with them in smaller groups. Not a bad idea.
Their distraction of choice? None other than lighting the forest near the camp ablaze, creating a forest fire.
Only after the fire was irreversibly set did the notice one of their companions could cast sleep. They then proceed to put all the bandits to sleep from the other side of the fire. Take the bandits horses. Tie up the leaders (for posible bounties), slit the throats of the remaining bandits, and loot as many as they could before the forest fire reached the tents.
That's where the night ended. So I know know that my group will demolish a forest for a tactile advantage.
As a side note. While not in the module, the next game they will have to deal with some very angry dryads, who demand reperations. I just haven't decided what yet.
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Post by joatmoniac on Jan 22, 2016 20:32:43 GMT
Haha, that is the murder hobo/video game mentality to the extreme. It depends on what kind if game you want to run, but it sounds ds like you are already initiating in game consequences for their actions. The other could be the town near the fire not allowing the to stay there as the damage caused by the fire has cost the town greatly. It is of course a fine line to walk, and you hopefully know what the group can take, but there us the risk of continued escalation on each side of the screen. Which you would want to avoid if possible, but then again if that's what your group would like that's a possibility, haha.
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Post by dmdante on Jan 22, 2016 22:28:57 GMT
The other thing I was thinking was the module says that the bandits where there to keep an eye on the keep. It doesn't elaborate. So the possibility of a larger bandit party that placed them there is possible. Could be an interesting thing to bring up during the camp leaders "interrogation."
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Post by ino on Jan 23, 2016 1:56:25 GMT
Are u playing 3.5 or 5th? In 3.5, a splinterwaif is what some believe is created when u kill a dryad and/or her trees. They has great abilities to stalk the party, call brambles to attack from wooden surfaces, and like to turn dead bodies into thorny bushes. I set up an encounter where the number of bushes kept becoming more and more prevalent around an old ghost town, and digging into their roots revealed belongings or destroyed armor. Got kinda creepy once u realized what the bushes were. Great for setting a tone. And cuz u took away the trees she lovingly tended to as a dryad, splinterwaifs like to take children...
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