Roll20 uses cookies to improve your experience on our site. Cookies enable you to enjoy certain features, social sharing functionality, and tailor message and display ads to your interests on our site and others. They also help us understand how our site is being used. By continuing to use our site, you consent to our use of cookies. Update your cookie preferences .
×
Create a free account
This post has been closed. You can still view previous posts, but you can't post any new replies.

Input Requested: a d&d story. (TLPR: Too Long, Please Read)

Okay, so I'm looking for all the angles that a player might take. Don't worry about the mechanics of d&d, just try to think of different options. Assume the party is made of four people, playing the four standard classes (Fighter, Thief, Cleric, Mage). Like a choose your own adventure book. Except that your goal is to think of a choice the book didn't offer. Okay: Elder Sirrus of the Fanum temple issued a call for the destruction of an ancient, and dangerous vampire by the name of Caedis. After months of following his movements and actions over the past century, you found his lair in the mountains to the north of a small village called Umbra. For weeks you scoured the mountains for his lair, to no avail. Until one night you realize that he'd been following you since you entered the mountains! Waiting until nightfall, you managed to turn the tables on him and he fled from you. Hot on his trail, you found not only his lair but his coffin as well. Smashing it to pieces, you've been chasing him through the same system of caves since yesterday night. For you know that if you can manage to bring him down now, he'll be destroyed for good. As you round the corner, you see the primordial menace turn to face you, mud-cake talons poised to strike. Not only have you managed to corner him, but the northwestern wall is emitting small rays of sunlight into the otherwise dark chamber. A surprisingly large river runs through the western portion of the cave. Between you, the river, and the sun, the vampire's final death appears inevitable. When he turns to face you, rather than charging, he begins to emit some form of hissing. After a minute of tense watchfulness in which no giant bats attack you from behind, you realize that the vampire is attempting to communicate with you. "SSsss SSssSS, SSsss CssSSc. SSsssSs..." is all you can make of his words. A second of silence goes by in which he appears to be trying to remember something. Then he manages to choke out a few broken words in the common tongue. "There is danger. Villagers… danger. Cannot, sleep. Now." The vampire charges you, and you strike him down together in perfect synchronicity. The body of the vampire appears to be erased from existence before your eyes. His threadbare rags fall the floor, completely unsupported. Back at the vampire's ruined coffin, you find a small armory of well made weapons. Though many have been ruined by the damp cave environment, or simply destroyed by time, some of the weapons appear to be in good repair. The fighter finds a sword. The wrappings on its grip appear to have rotted away, but it is otherwise in very good shape. The thief finds a bow, and quite a few arrows. The cleric finds a morningstar that appears almost new. The mage finds a strip of leather, attached to some fine rope. Within a few minutes, he's targeting smaller and smaller pieces of wood from farther and farther away. Using the apparatus to launch stones. You also find a decently sized pile of gold coins, bearing emblems that you're sure you recognize from the history books. A small pile of shining jewelry catches your eye. A silver ring, and two silver necklaces appear to make up the entirety of the pile. The cleric finds a gold necklace that appears to have been tossed into a corner and forgotten. Despite your fatigue, your exultation makes the prospect of staying in this cave any longer entirely unbearable. You feel the need for the company of civilized beings, and your first night of real sleep in months. So you set off back the way you came. Southward, with the sun high overhead. Making your way out of the mountains without incident, you begin the trek back to the village of Umbra. Despite the fact that you have talked to almost no one else since your quest began, all the stories you've heard a dozen times feel like something new as you chatter to each other with no real meaning to convey. As the sun begins to set, and the sky to darken, your party falls silent under the wave of noise from nature at night. To the east, you hear what sounds like a pack of wolves fighting amongst themselves. You hurry down the road, eager to avoid whatever might be making that noise. Finally under the cover of full darkness, you re-enter the village of Umbra. As you walk toward the inn that you noticed on your last trip through, you see a light go out in one of three houses located directly along the road. The residents of the other houses aren't quite as discreet however, they pull back their curtains to watch you openly. The sign above the inn shows an extravagantly dressed man in silhouette, mid-leap in some kind of frantic dance. The innkeeper's wife tells you at least a dozen times how fortunate you are to have come on a night when the inn had vacancies. Even so, you're forced to share rooms. And take rooms on opposing ends of the building. The barroom is full, despite the lateness of the hour. Though lacking any real knowledge of the area, you can't tell who's a local and who's a traveler. So you spend half the night hearing wildly embellished tales of faraway lands and improbable (yet exciting) adventures. And you spend the other half hearing about which neighbor's cow gave birth last year. Finally, through varying levels of inebriation you manage to find your way into what you're reasonably sure is your bed. You awaken to complete and utter silence. When you sit up, you realize how late it must have gotten. The sky is far too bright for your customary "sleeping in" time of 7am. Sliding out of bed, you carefully maneuver around your compatriot sleeping on the floor. You wander out of your room in your underwear, and make your way to the outhouse. Determined to completely ignore anyone's opinion on the matter. No one offers any. You slip back into your bed, deciding that if the innkeeper is soft-hearted enough not to throw you out, you'll sleep as long as you possibly can. You roll onto your side facing the wall, close your eyes, and realize that the inn is completely deserted. Pulling back your sleeping friend's blanket, you see nothing but a nest of comfort. Your cleric has disappeared as well. You pull on your armor as quickly as chunks of metal can possibly be applied to the human body, and grab your dagger. If there's trouble in the hallway, a dagger's better for such close quarters. When you reach the bar room, you find two of your friends wandering out of the opposite hallway in their underwear. After a few humorous misunderstandings about breakfast, you accompany them back to their room to arm themselves. Bursting into every room, dagger at the ready, you find only unmade beds and a few scattered belongings. When finally, you satisfy yourself with every room's relative safety, you begin to hear the sounds of movement from somewhere inside the inn. Your remaining friends burst out of their room, armed and covered in protective layers. A fully dressed man is standing across the bar room from you, in the hallway of your room! Nothing about him seems remarkable or distinctive, but you definitely do not remember him from last night. (You don't think you remember him, anyway.) His clothes vary from shades of brown to shades of green, and his long hair is one of the more brown shades. He is holding his head, as though to mitigate the pain of a head wound. But when he spots your party across the room, his hands lower and he freezes in place. He neither runs away, nor charges you. The stranger appears to be waiting for your move. What do you do?
Possible things some people might try: Surrender immediately, swearing your fealty to him as your new master. Offer him a drink. Offer him Breakfast. Have the heaviest armored guy charge and try to get him out the window before he can react. Seduce him. Open fire with everything you have before anyone speaks, and murderize him into a bloody mist. roll a nat 20 on a sense motive check to learn all about what he's doing. roll a nat 20 on a diplomacy check to make him tell you all about what he's doing. beat the hell out of him non-lethally until he relents and tells you what he knows. Point at the shortest party member, and say "He's out. You're in. Welcome Aboard!" Offer him your finest wench. Sacrifice the least-armored PC in front of him, then grovel at his feet. Scream enough to make his headache worse. Pretend he's not there and discuss with eachother where to go or what to do next. have the rogue try to pickpocket him. have the cleric try to pickpocket him. Depending on level and capability, cast some spell on him that would make his headache worse or incapacitate him. Cure his headache. Just straight up, no actions or words, just put a cure spell on him. have the wizard cast ghost-sound to make a pleasurably moaning woman's voice come from the room he just came out of. ...or the room a PC just came out of. Use the spell to make it sound like there are people downstairs. Abandon your self-control and let anarchy take over. Ask if he's ok, make friendly like you're gonna try to help him, then sucker-punch him in the gut repeatedly while pickpocketing him. i'm about out of ideas, but these are all things I'd at least consider.
Steve S. said: Possible things some people might try: Ask if he's ok, make friendly like you're gonna try to help him, then sucker-punch him in the gut repeatedly while pickpocketing him. LOL. That is priceless, made all the reading worthwhile :)
1386222593
Paul S.
Sheet Author
API Scripter
What Steve S said. Me thinks most folk would try the talk option first. Some groups might say screw it and attack. Not likely. Some might ignore him and go looking through empty rooms for whatever they can stuff in their bags of holding.
All good options. Now I can be more prepared.
Taken from " Don't Prep the Plot ": DON’T PLAN SPECIFIC CONTINGENCIES : Whatever approach you take, the key aspect is that you’ll usually be laying out what would happen if the PCs don’t get involved. If you get some ideas about contingency plans, go ahead and jot them down, but don’t waste too much time on them. I say “waste your time” because that’s exactly what most contingency planning is. The basic structure of contingency planning is: If the PCs interfere at point X, then the bad guys do X2. If the PCs interfere at point Y, then the bad guys do Y2. If the PCs interfere at point Z, then the bad guys do Z2. Of course, if the PCs don’t interfere at point X, then all the time you spent prepping contingency X2 is completely wasted. Even more importantly, if the PCs do interfere at point X then point Y and point Z will generally be fundamentally altered or even cease to exist — so all the prep work that went into Y2 and Z2 is also wasted. This is where situation-based prep usually gets maligned for requiring more work: People think they need to try to prepare themselves for every conceivable action the PCs might take. But, in point of fact, that’s not situation-based prep. That’s plot-based prep juiced up on Choose Your Own Adventure steroids. It’s the type of prep you would need to do if you were programming a computer game. But you’re not programming a computer game. You’re prepping a scenario for a roleplaying game. When the PCs choose to do X or Y or Z (or A or B or C), you don’t need a pre-programmed reaction. You’re sitting right there at the table with them. You can just react.
1386257418
Paul S.
Sheet Author
API Scripter
Agree with HJ on this. I tend to run sandbox campaigns with little to no structure. This gives both the DM (me) and the characters max flexibility. However - if you are doing a plot point campaign - don't worry about every contingency - just wing it if the PCs don't go the way you expect. This is what random tables are made for.
Still, I see nothing wrong with what the OP is asking for. Never hurts to bounce something off fresh minds, they may see angles you hadn't considered. While there's no need to overly-prepare, being caught flat-flooted also has its drawbacks.