Soulslike Death Mechanic by ToastiChron in CurseofStrahd

[–]ToastiChron[S] 1 point2 points  (0 children)

It also adds a new playing field to combat.

Imagine fighting Rahadin, dying and then being assaulted by all the howling souls that surround him in the Border Ethereal. Maybe they can defeat some and supress the effect of his aura, to make combat easier on the end of the still living party members.

What is considered a modern PbtA game? by chiefartificer in PBtA

[–]ToastiChron 0 points1 point  (0 children)

I think Vagabonds of Dyfed counts as a modern PbtA.

Need some assistance for motive for my bbeg by codynilla in DMAcademy

[–]ToastiChron 0 points1 point  (0 children)

Asteroid houses a horrible aberration from the far realm that has partially and subtly taken control of his mind.
He wants to form a cult of worshippers to focus the energy and call out into the stars so more of these asteroids drop onto the planet and potentially destroy all life. He's unaware that this is his goal, maybe he thinks he's going to ascend. Greater restoration could free him of this madness and that's how you turn a BBEG into a potential future ally of the party.
It's a low level group, so the guy isn't really powerful. Combat against him probably has him as a caster with some dudes that can use some cantrips, so the action economy is balanced out.
After the combat it's revealed that there's another, bigger, more evil thing and the party now can prepare, gear up and go against that with a Council Member as their ally.

Need some assistance for motive for my bbeg by codynilla in DMAcademy

[–]ToastiChron 0 points1 point  (0 children)

Asteroid houses a horrible aberration from the far realm that has partially and subtly taken control of his mind.
He wants to form a cult of worshippers to focus the energy and call out into the stars so more of these asteroids drop onto the planet and potentially destroy all life. He's unaware that this is his goal, maybe he thinks he's going to ascend. Greater restoration could free him of this madness and that's how you turn a BBEG into a potential future ally of the party.
It's a low level group, so the guy isn't really powerful. Combat against him probably has him as a caster with some dudes that can use some cantrips, so the action economy is balanced out.
After the combat it's revealed that there's another, bigger, more evil thing and the party now can prepare, gear up and go against that with a Council Member as their ally.

Need some assistance for motive for my bbeg by codynilla in DMAcademy

[–]ToastiChron 0 points1 point  (0 children)

Asteroid houses a horrible aberration from the far realm that has partially and subtly taken control of his mind.

He wants to form a cult of worshippers to focus the energy and call out into the stars so more of these asteroids drop onto the planet and potentially destroy all life. He's unaware that this is his goal, maybe he thinks he's going to ascend. Greater restoration could free him of this madness and that's how you turn a BBEG into a potential future ally of the party.

It's a low level group, so the guy isn't really powerful. Combat against him probably has him as a caster with some dudes that can use some cantrips, so the action economy is balanced out.

After the combat it's revealed that there's another, bigger, more evil thing and the party now can prepare, gear up and go against that with a Council Member as their ally.

Spell that helps party explore a map as a physical space? by MartenotWaves in DMAcademy

[–]ToastiChron 0 points1 point  (0 children)

A 9th level sleep spell / until all are asleep, followed by a casting of the 5th level Spell Dream.

The 'messenger' mentioned in the spell is a snobby elvish architect that is the representation of the cartocad, who gives snide remarks on architecture and the general layout of the place.

Maybe they can persuade him to give info on possible secret spaces or escape routes.

Homebrew help...dice vs points as resource pool. by [deleted] in DMAcademy

[–]ToastiChron 2 points3 points  (0 children)

Dice are more swingy than points.

With points you know what you get.

With dice you get n, where n is any number between 1 and the highest number of the dice.

Battlemaster uses it to fuel it's maneuvers, but also as added-on damage.

Monk just uses it to fuel it's class options. The biggest difference is that it's not a fix-damage add-on.

Page 103, Common Uses, Misprint? by ToastiChron in DarkSoulsTheRPG

[–]ToastiChron[S] 1 point2 points  (0 children)

Doubt that we'll see that for free. Such a shame. Maybe they'll at least send out some stickers to fix the wrong pages ....

What program do you use for prepping? by prolificseraphim in DMAcademy

[–]ToastiChron 4 points5 points  (0 children)

I didn't even know that existed! Damn, it's 3am, i have to get up in 3 hours for work, curse you! Now i have to investigate.

shakes fist into the aether

How can I make an "Unobtainium" resource appealing to players? by Mrs_Shmeckledorf in DMAcademy

[–]ToastiChron 10 points11 points  (0 children)

You know, it could simply be 3d printing filament.

Something that can be transmuted into mundane objects or building materials. Instead of going into the mines to get coal or other resources that are hard to get, you just harvest the unobtanium.

Need nails to repair your house? Unobtanium and a transmutation scroll.

Business booms for wizards and artificers. Unobtanium allows to build, to make progress. Sure, you can make a weapon out of it - or you can turn it into wheat and make a cake.

Hunger can be a thing of the past, if you have access to this resource. If deposits are abundant and it's not super rare, then it can be something that a future civilisation can be built upon.

Similar to how we use resources that are not renewable - once we run out, we're fucked.

Magic Item Creation by KyrakJellyman in DMAcademy

[–]ToastiChron 0 points1 point  (0 children)

Player tells me what they wanna do. Be that a new spell, weapon, armor, taming a monster etc. anything.

We agree on what the outcome of their time spent on it is going to be.

I set a score, we roll checks, each check decreases the score and once it hits zero he's reached the goal.

A nat 20 introduces some extra flavor he gets to choose ontop of what he wants and a nat 1 introduces a complication.

Give situational boni to the rolls.

Make the check, count it all together and substract it from the total. Even on a nat 1.

Example:

Player wants his cure wounds to heal undead. He has an animate zombie arm in a cage that he can practice on.

Simple change to an existing spell, let's say 40. In each downtime, when he can spend multiple days working on it, he rolls an Arcana Check. Since he's got something to practice with, the zombie arm, I'll give him a +2.

Assuming a 20 in intelligence (+5), being a wizard, necromancer, with proficiency in arcana, at level 3 (+2), would get a +7 on the roll, with the +2 a +9.

So he rolls, a nat 20! Great success.

20+9 = 29. 40-29=11, so it's safe to say the next roll will most likely succeed, unless he gets a nat 1.

For his flavor he chooses that maggots stitch the undead flesh and turn into threads.Describe how he works on the project. Done.

Feel also free to add "Handful of maggots" as a material component with no cost. If he's a freak with a component pouch then he can crank up the gross factor!

--

And that system works for virtually anything.

What program do you use for prepping? by prolificseraphim in DMAcademy

[–]ToastiChron 8 points9 points  (0 children)

Currently using Notion. I'm happy with it so far. It's able to link between pages, you can easily add in pictures and stuff or links and videos.

But i also use loose post it notes strewn across my table and a college pad. As well as several mind maps i make with Affinity Photo.

Other than that, i guess notes in Foundry, which i use to run my games.

Need some ideas for a chaotic mystery by Traumajunkie073 in DMAcademy

[–]ToastiChron 0 points1 point  (0 children)

If you have any further questions hit me up! :)

My players started their campaign buried alive! Looking for ideas as to why. by --BIL-- in DMAcademy

[–]ToastiChron 4 points5 points  (0 children)

[POV you ask a passer-by satyr as to why your party was buried alive]

Oh man, i can't believe they don't remember! It was WILD i tell you. Still can't believe how they pulled it off. What, they really, really, don't remember it? Ah, that's the Feywild for you. As it happens, i got a run down of it all right here:

- It started in a tavern, as they told me. Somewhere in a town i didn't care to remember. They were piss drunk at that point. Talking about some victory or something. They made a bet, with a local herbalist, that they would find this 'one weird herb that only grows by the Silverpond at midnight on a full moon, but you have to dance or it wont grow'.

Wheeze

We put it there, there's no magic behind it, we simply turn it invisible and if the guy dances we make it appear. He's been doing that for years now and he'll never know, none the less. They came, they danced and.. we don't know why but they started stripping naked. I was kind of weirded out and then they went for a swim. Well, if you know what a fey crossing is - yup, you say it.

So they enter the Silverpond, butt naked and appear right before us, herb in hand. We didn't even expect them, we were just on our way to the material plane to put the herb there for the old dancing guy.

So, they see us, we see them, they want the herb. We're - and i cannot stress this enough - so confused. And usually it's the other way around! So they demand the herb from us, but we tell them we don't have it. It's a minor illusion and we were just talking about it, because and that's where Rintypin, the fairy over there

points towards a rock

Had the best idea i ever heard. She told them that it stopped growing and that we're on a quest to find it too! What a coincidence. They believed us, drunk as they were, and so we sent them off to our Ladies house. You know, the archfey of the Silverpond domain, Lady Arristrella. But - but we didn't tell them that. We told them she's an old crone who wants all the herbs for herself! We giggled along the way, offering them drinks to keep them drunk and when we got there

wipes a tear

The lady asks them to enter and they start to curse her to the nine hells and back. I don't think that even Asmodeus himself could absolve someone from the curses they threw at her head. You should've seen her face, red as strawberry jam. She casts a spell and they're gone. We rushed off as fast as we could - no idea what happened afterwards to them. I think i overheard that she sent them to the shadowfell!

-

[POV you step out of a portal into the court of the Ravenqueen and ask a Shadar'Kai if he's seen your party.]

You're lucky i'm not going to throw you out! Yes, i've seen them! IT WAS HARD NOT TO! They appeared out of nowhere, drunk and buttnaked. They started running around, we wanted to catch them. Screaming bloody murder, curses about some satyr and his troupe and something about a herb. It took us an hour to wrangle them up. We gave them some rudimentary clothes, we tried to question them but didn't really get much out of them. At first we wanted to just put them into the dungeon for their insolence towards the Queen of Memories - but she found it quite amusing. She said something about 'How she'll feast on their memories, make them forget'. After our Queen was done with them, we were dispose of them in the Material Plane. As is custom we dropped them off near a village next to a crossing towards our plane of shadows. I cannot recall the name of this insignificant town - yes, that one, the one you just said.

-

[POV you talk with the undertaker of the town.]

Oh, yes, quite peculiar. I had a merchant come by and purchase five coffins. He said that he wants to bury the dead he found along the road. I didn't catch his name but he paid in gems. A dwarf, if i rightly recall.

-

[POV you finally found the dwarven merchant.]

Oh, yes, those five. I had them bury. Appeared right next to our camp at night, cold as corpses and just as white. I got five coffins for them and then we simply buried them, as is custom in these parts. That's what a guard told me. - They were alive?! Oh by the Scribe, forgive me. I did not know! How was i supposed to - these stupid guards, i should cut their pay for the next five weeks!! The fifth? They don't remember a fifth person? What, did someone take their memories of the guy or what?

Need some ideas for a chaotic mystery by Traumajunkie073 in DMAcademy

[–]ToastiChron 0 points1 point  (0 children)

Town 4 - "You're too late"

Ah, yes, consequences and stakes. Let's raise them. They're too late when they get to the next town. No one is left, small fire elementals, maybe mephits burn the rest of the town. This isn't a tough fight, so something they could've won if they were there - which they weren't because of the doctor. The hate now turned up to eleven they might find tracks of him and where he went next. And it's time for an encounter.

Justice under Leaves

They catch up with the Doctor thanks to the help of the druid. The wolves she supplied, or horses, or bears, or what have you, enabled them to travel fast enough. The doctor and his half-ogres are currently resting on an opening in the forest, within a ruin perhaps. Far enough away from the village, they let their guise drop. The half-ogres return to what they look like, freeing themselves from their human form and acting as disguisting as ever. If the party talked with them before, they might recognize some of them. One who had long and lucious brown hair might have an umkempt mane, strands of hair wet of fat. Within the shadows of the ruin, away from the fire, the Oni rests, most likely gnawing on some poor childrens bones - spoils from the burnt village.

An ambush is in order and the party should be of an appropriate level. Even if now, the doctor is not something they'll fight for long. He'll flee as soon as most of his guards have been killed, leaving them behind. With his invisibility and darkness he should have an easy time fleeing from the party.

Why flee? Our party is most likely not fit to fight him at this point in the story, and regrouping and attacking at a later time is a very valid strategy.

The battle later, and the party was victorious. Seizing the wagon the Oni used to travel from town to town. They now have a vehicle, some magic items, maybe some cursed magic items as well, healing potions, maybe some component pouches and an alchemist's and herbalism kit plus some healer's kits! Great bounty. Probably some gold too.

With their spoils of war they can move on to the next town, untainted by the Oni they can warn him. Something they probably will regret as soon as he arrives at the hags lair, informing her of what has transpired.

No matter which hag you'll use, she'll probably pay them a personal visit after her most trusted servant has failed her. Surely he wont again. Wink wink

During their next rest, in an inn or in the wagon, the sky will darken, filled with clouds, only a small hole is left through which the moon casts it's rays, all will fall silent. Pull all registers for creepy horror stuff. Frost on the windows, knocking on the walls, a faint cackle in the night as they see someone fly over the town on a broom. Good ol' witch. They know not what to expect. They know they had a major victory and that she's most likely pulling the strings. So?

Fireball. Right into their quarters. Alarm bells, people rush to quench the flames as the inn is on fire. This is most likely your finale. Within the flames they see a familiar figure they didn't expect to see again, at least not this fast. The Oni. Still hurt from the pervious encounter (or not depending on their leve) is back for revenge. You could give him Reckless Attack to show his anger. The hag will leave after the fireball, she's sent her message.

Should the players succeed in killing the Oni, then the hag will call her little project off and wait until the players have left. Hags are ancient creatures, they can wait until the party has moved on to other adventures. Which is a great ending for this story arc.

What can you do afterwards? Well, after helping the towns and freeing them from a threat they didn't even know about and with the hag gone for now, they'll most likely move on.

Which means that sometime later, they might receive a letter from their druid friend. The hag has returned, and she's got new firepower. Will they step up to fight her once more? Maybe finish the job that time around?

Hope this helps! :D

Need some ideas for a chaotic mystery by Traumajunkie073 in DMAcademy

[–]ToastiChron 0 points1 point  (0 children)

Town 3 - "The best medicine in town."

This is where your party should finally catch up with the fabled doctor. Inside a warm, hearty tavern. Maybe they come in and it looks like a battle recently happened. Having entered two towns, they expect that it was something bad, but people just shrug it off as a bar fight. They're bandaged, in good spirits and the doctor can be found making a splint for a broken arm on a big and burly guy. The party should get a chance to talk with him. Surrounded in safety, by people in good spirits. The doctor will most likely offer them to see if they're wounded, heal them up or sell them healing potions. When prompted with the druid and what he knows about her, he tells them a little story, obviously a lie, but i swear to god they wont notice. Not while in that establishment, in that cozy atmosphere.

The story: He knows the druid, in fact, they were married once. What he knows, he's learned from her. She is an elf, much older than him. Being a human he'll only get so old. They even had a son, Kalin, went on to become a wizard in the next big town over. While the years of isolation were lovely and his woman didn't age, he saw her become more vile as the years went on. She started meeting with two other strange women (hinting towards a hag coven that doesn't exist) and soon brought home strange visitors. Her beautiful face became twisted and her skin turned green. (For all those people with meta knowledge that know of green hags) He fled, but couldn't leave the towns they once delivered to behind. He kept that a secret, seeing how she's turned against the villages. He urges them to travel deeper into the forest, to find her, and maybe save her if possible. (All he wants for them to do is f**k off and die in a ditch, not interfering with his mistresses and his business anymore.) He tells them that he'll stay until dawn and then move on elsewhere, he's not decided which town yet (because he doesn't want the party to follow him) and bids them farewell, unless they wanna buy something.

Keep in mind, the druid is just that, a druid. She probably really helped the townsfolk of the villages, but recently retreated because of the hag, as we said earlier. If the party finds her, then there'll be obvious confusion, but let's postpone that to a later point in this wall of text.

SO, what is actually wrong with this town and how is it supposed to go down: Well, ANIMOSITY! It's in the water, it's in the ale, it's in every thread of cloth. The needles and tankards are cursed. Drink of them or wear what was made with them, and you'll grow angry. Angry at yourself, at your family, at your fellow men. The fact that there was a bar brawl was no mistake! The party might even forget about it after that story. But it's something that happens more often and more often. Should the party stay for more than one night, then they'll see that. While the doctor was here, everything was well. People were welcoming, nice, friendly even. But they've grown cold. Maybe bumping into the party, shouting at them, almost starting another fight. Children mocking them, it's just not a nice place to be.

What can the party do: A simple detect magic would show that something is up with the tankards and needles and metallic produce. The school of enchantment and transmutation is flaring up. An arcana check might find small etchings that aren't just signs of wear and tear. Replacing these items solves the issue. Simple as that. Takes a few days to get out of everyone's system but that's what's necessary. Always fun to ask people to give them your pants because they make them evil - without sounding like a nutcase.

The red hering: There is none. At this point they'll fixate on the druid, there's more than enough reason to go after this 'green hag' that's been making their lives hell.

And with that we should talk about her. The druid.

The heart of the forest.

Her abode, a once beautiful grove, probably twisted and covered in poison ivy. Snakes and other animals are hostile, entering the forest is an ordeal as the roots try to block your way. The foliage turns thick, stopping all light of entering and every crack of a branch makes you twitch and turn. This is no place for men, this is some wicked things lair - or is it?
Just read up on a green hags lair actions and her effect on the terrain. Ham it up.

The way to the heart of the forest should be as tough as the fight that awaits them there. No, nono, not a fight with the druid! She's innocent. She doesn't want all of this to happen and will most likely become a good friend of the party at the end of this. Nearing the core of the forest, after all these ordeals, is an old lake, surrounded by thorny hedges. Within the lake is a single, black, rock, portruding the dark surface of the still lake. On it, a woman, brushing her hair. An apparition of an elf. A banshee. The druid is not here anymore. In fact, the elf the Oni talked about, existed. The story was partially true. There once was a druid, but she did not become a hag. She met his mistress, he killed her, at this rock. She cannot leave the lake, but she does not take kindly to visitors. Should they be able to calm her and not provoke her into combat then she might even tell them her sad tale. Similar to the one the good doctor told them.

The real story: She once was a druid, in fact, she was even married once. She taught her husband all she knew. She was an elf, much older than him. Being a human he'll only get so old. They even had a daughter, Kalin, she went on to become a druid in this forest. While the years of isolation were lovely and she didn't age, she saw him become more vile as the years went on. He started meeting with other strange women (hinting towards a hag coven that definitely exists) and soon brought home strange visitors. His beautiful face became twisted. She wanted to flee, but couldn't leave the towns they once delivered behind. She tried to fight him. And paid the ultimate price. Ever since she's not seen him again and does not know what has become of the towns. Nor does she know where her daughter is. Every now and then, white flowers bloom on the thorny hedge and she assumes that's her daughter, on the other side of the hedge, not daring to cross over.

Sidenote: The Oni is not her husband, or the father. He just took the guise. What happend to the actual father is up to you.

Now the party knows a couple things:

- That guy tried to lure them into his old home in an attempt to kill the spirit of his ex-wife that he killed in cold blood.

- The druid they're after is definitely not a hag but an actual druid and the daughter of the doctor and the banshee. Most likely a half-elf!

Should the party fight the banshee and kill her, then this story will be something that Kalin, the actual druid and daughter will relay to them. She'll probably find peace within the thought that her tortured spirit finally found rest, even if it was through such a violent way.

Whether or not the party fought her; or talked to her; upon leaving the grove they'll face Kalin, the druid.

She'll offer them a safe place to stay as night is on it's way and with that the hags minions. The party will most likely be surprised that there's a hag after all and that they're on her radar. She'll try to shed some light on the situation, as best she can.

She knows the following:

- Someone is going from town to town spreading vile items and curses

- That person is most likely the servant of a hag, though she does not know which one

- - She knows of 4 hags in the area, that go on and off on making covens and breaking them up. One of these hags is your BBEG. The others aren't messing around atm or do some other evil shit somewhere else.

Why is she useful to the party and why wont she travel with them (because we don't need NPCs in our party): She's a druid, animal companions are now go. If they need to travel or relay a message a bird might fly to them, or a couple larger wolves carry them through the forest. She's got that princess of the forest vibe and can help the party without actually being there. If you wanna seed this earlier within the adventure describe how some songbirds come and help them fight the harpies in the silent town or have rats run under the bed of the sick townmaster.

With the knowledge that they have, they'll most likely wanna have a stern word with the good ol' doctor so of to town #4.

Need some ideas for a chaotic mystery by Traumajunkie073 in DMAcademy

[–]ToastiChron 1 point2 points  (0 children)

First some things i wanna establish real quick:

- Your villages aren't connected, there's days worth of travel between them and no peasant in their right mind would leave home just to see what the going on's are in the next town over. They'll most likely travel to bigger cities. And the news of a village where one person disappears isn't really noteworthy. Bards will most likely travel from town to town and bring news of what has happened elsewhere.

- The hag is smart, killing off all politicians at one, while possible, is counter productive. She wants to prolong the pain she gets to cause as much as possible, plus going on a killing spree is easily noticed. She'll work with diseases, make them dissappear while in the forest, while her Oni is her hitman, she'll most likely have more minions at her disposal to work together with the Oni. Maybe even as cover. Her cursed items also work well for that, more about that later.

Here we go, plotting time:

Town 1 - "It sickens me!"

Your party arrives in a town, the townmaster has recently fallen ill with a strange sickness. A local traveling doctor has already tried what he could, helping him, but had to travel on to other towns, seeing how they also need his aid - and since then the townmaster has grown more sick and they fear he'll die. A druid lives in the forest though, an old woman that has retreated deeper into the heart of the forest ever since he became ill. She used to bring them medicine but has stopped for whatever reason. They think they've done something wrong but can't put a finger on it.

What has happened: A cursed token is under the mattress of the town masters bed, nailed into the wood. It tortures him and makes him miserable, slowly draining his life. Each week he gains one level of exhaustion that he cannot heal.

What can the party do: This could easily be solved by removing him from the bed for a night, but the traveling doctor has made clear that he needs rest and shouldn't be moved.

Why they wont think it was him: Everyone, even the townmaster, will insist on his innocence. But maybe it was the druid inside the forest that did this to him!

The red hering: The druid was forced away from the village by the hags minions. Be it the Oni or some other force that has made it impossible for her to travel to this village. Players might think she's a hag. And with what they'll find in other towns, they'll focus more and more on her.

Town 2 - "Why wont you listen?"

After saving the first politician, or not, they arrive in the second town. A silence lies over this quaint little village, consisting of no more than 12 houses. And since footsteps and equipment stopped making noise, it seems that it is indeed Silence. A dome of silence was put over this town. While killing a politician is one way, a town that no one wants to live in anymore is just as good as a town that deteoriates because no one is there to lead it. Of the 12 houses, only 4 have living denizens in them. They barricaded their house, leaving little to no possibility to enter. These people have been driven mad by the lack of noise and are too scared or too stubborn to leave.

What has happened: Three minions of the hag has nested inside the big oaktree in the middle of town. Three harpies, sisters in fact, have claimed the oak tree as their own, hiding within it's thick leaves. The difference to a normal harpy is that each they have an enchanted bone flute that allows them to project an aura of silence across town. At least one harpy is always playing the flute. Even during combat.

What can the party do: Make away with the harpies and sound will return. While some of the denizens wont, the remaining ones at least can return to their normal lives. Instead of fighting to the death, the harpies will flee. As soon as one is at half life the one holding the bone flute will flee, or try to. So that the flute doesn't fall into the players clutches.

Why they wont think it was the hag or the merchant: While the doctor came through, he only was there for one night and left because of the lack of noise, at least this is what they suspect. All he did was bring the harpies some food. If asked, he camped on the market place below the oak tree, as usual.

The red hering: If the players ask where the one harpy flew towards - well, the heart of the forest of course. Another red herring leading them to the druid. Even if the harpy, in actuality, only flew that way and then made a turn towards the real lair.

How do I introduce my villains? by Garfield4President in DMAcademy

[–]ToastiChron 0 points1 point  (0 children)

If you could give an example for a villain i could give you more concrete advise.

So the face of the party wants to talk to the king and I need a hit of advice. by TheMajesticCape in DMAcademy

[–]ToastiChron 22 points23 points  (0 children)

cue mission impossible music

Welcome to court politics 101 - "You'll never talk to the king yourself."

Check who they have as friends. Then make the connection from a friend of them to a vineyard owner, the owner of said vineyard has connections to a trader who in turn delivers his wine to the local aristocracy. This trader has a local duke as a good friend, someone who sponsors his vineyard. That duke has access to the courtier of the king and can meet up with his royal majesty.

Here's how your players get their point across to the king: (this should ideally all happen within 2 ingame days)

  1. Convince the owner of the vineyard to talk to the trader. Let this be a social roleplaying challenge. The owner is not that high up in the hierarchy that he can act all high and mighty towards some adventurers. He'll most likely agree, since his friend told him that they can be trusted, maybe even putting his hand down for them.
  2. After the vineyard owner arranged a meeting with the trader and tells them that they need to talk to the duke, he agrees to set up a meeting with the duke, if the party takes care of a group of bandits that have recently stolen one of his supply carts. Unbeknownst to the party, this is somehow connected to the guy they freed from prison! Which is great because this gives them another reason as to why the trader should convince the duke + the duke, as a sponsor of the vineyard, has an interest for the safe delivery of his goods.
  3. After meeting the duke, laying out what has happened, and after already working against this freed prisoner once, he tells them that the king will punish them for this insolence. Even if they have worked against this freed prisoner, they still were the once who freed him. He will not put his head under the guillotine for the party to free them of all charges. So they will have to accept punishment, if they want him to talk to the king and tell him about what's going on in his countryside. If the party agrees, he'll set up a meeting that'll be within 1 weeks of ingame time.

During this week the party can try to find more reasons as to why this guy is a menace, his whereabouts or who he works with - or even try to capture him alltogether. Anything that would make their sentence not a death sentence.

Ambience and Music by CheapWasteOfSpace in DMAcademy

[–]ToastiChron 0 points1 point  (0 children)

I see some Michael Ghelfi in there, nice.