I'm about to start a campaign for Rime of the Frost Maiden, set in Ten-Towns. I've thought of a way to introduce two of the characters - basically, the local yobs decide that they want to test their mettle against the dragonborn, the Paladin gets involved to protect the DB, the town guard turn up and put them in a cell. Hopefully, they'll form a friendship and move forward.
Now, I need the situation to be bad enough that they get put in the cell temporarily, but one that another character could bail them out of (either completely legitimately, via bribe, or some other method) such that they don't become outlaws or some such. Alternatively, they could just be kept in there for a short period and then released as SOP. Regardless, they still need to be able to be in the town etc without attracting the ire of the authorities at the end of it.
I'm imagining that if it was just a brawl, the town guard would just break it up and let everyone go. What would have to happen for them to be thrown in the cell, but fall short of rendering them outlaws? Perhaps if one of them mistakenly punched one of the guards trying to break it up?
Or if you have better ideas in how to introduce them, let me know!
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If you're not willing or able to to discuss in good faith, then don't be surprised if I don't respond, there are better things in life for me to do than humour you. This signature is that response.
Perhaps if one of them mistakenly punched one of the guards trying to break it up?
I like this one. It follows that famous bit of literary advice that goes "keep it simple, stupid" or the rule of KISS. They'll take it personally, maybe even bump up the bail fund or require a favour for their release (before their release, not after, the guard's still nursing their bloodied nose, after all).
An alternative idea is that the disastrous duo have annoyed someone of great import (or size and strength), and that they'll be put in the cell for their own safety, because this irritable person is going to kick off if the two aren't dragged away by the guards and kept in some form of protective custody. They'd rather take their chances with the troublemakers than the big bloke they've had dealings - and bloodied noses - with before. Give them an ironic name like Mr. Jolly, which the party'll remember and can get their revenge on later should they survive. That'd be a nice comedic finale for the adventure, methinks.
Whatever you decide to do, I hope you and your party have a good time with it!
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Zero is the most important number in D&D: Session Zero sets the boundaries and the tone; Rule Zero dictates the Dungeon Master (DM) is the final arbiter; and Zero D&D is better than Bad D&D.
"Let us speak plainly now, and in earnest, for words mean little without the weight of conviction."
I don't know everything about Frostmaiden, but the players need to be on the same side as the Ten-Towns government, right? Maybe you could put the focus on one real jerk of an NPC, who knows he can strongarm the guards into locking up the PCs. "Do you know who my father is" sort of thing. That way the guards aren't the bad guys in the scenario.
Drunk & disorderly conduct could likely end them up in jail for the night to sober up. Two nights if they got on the worng foot with the guards.
That said, I probably just narrate the fight and start the actual gameplay when the PC are already in the jailcell. Otherwise they'll probably just murder the thugs...
Drunk & disorderly conduct could likely end them up in jail for the night to sober up. Two nights if they got on the worng foot with the guards.
That said, I probably just narrate the fight and start the actual gameplay when the PC are already in the jailcell. Otherwise they'll probably just murder the thugs...
That's what worries me: players often default to murder, especially when they're insulted. And that's a crime they shouldn't get bailed out for. Maybe use it to your advantage: if they pull out their weapons, the guards immediately descend and put them under arrest? (And if they attempt to murder the guards, well, that's a deserved TPK.)
I don't know everything about Frostmaiden, but the players need to be on the same side as the Ten-Towns government, right? Maybe you could put the focus on one real jerk of an NPC, who knows he can strongarm the guards into locking up the PCs. "Do you know who my father is" sort of thing. That way the guards aren't the bad guys in the scenario.
You're correct, I need them to be on reasonably good terms with the authorities. Well, as with all things in D&D, need is perhaps the wrong word, but it would be beneficial for me if they were.
I'll have a think to see if I can get the Malfoy character to work.
Drunk & disorderly conduct could likely end them up in jail for the night to sober up. Two nights if they got on the worng foot with the guards.
That said, I probably just narrate the fight and start the actual gameplay when the PC are already in the jailcell. Otherwise they'll probably just murder the thugs...
Unfortunately, the players are LDS and knowing the players, I doubt they'd ever have a character choose to get drunk.
As for roleplaying/narrating it, I'm torn. I'd like them to play it out, but yeah, I'm concerned that the dragonborn in particular will escalate things just becayse ge could and end up messing up things with the authorities. Not end of the world, but not the greatest start either. On the other hand, if I narrate it, would the players be less invested in the story? As mentioned, I could railroaf it, tons of militia pouring in who knock them unconscious pretty quickly...
If you're not willing or able to to discuss in good faith, then don't be surprised if I don't respond, there are better things in life for me to do than humour you. This signature is that response.
I don't know everything about Frostmaiden, but the players need to be on the same side as the Ten-Towns government, right? Maybe you could put the focus on one real jerk of an NPC, who knows he can strongarm the guards into locking up the PCs. "Do you know who my father is" sort of thing. That way the guards aren't the bad guys in the scenario.
You're correct, I need them to be on reasonably good terms with the authorities. Well, as with all things in D&D, need is perhaps the wrong word, but it would be beneficial for me if they were.
I'll have a think to see if I can get the Malfoy character to work.
Drunk & disorderly conduct could likely end them up in jail for the night to sober up. Two nights if they got on the worng foot with the guards.
That said, I probably just narrate the fight and start the actual gameplay when the PC are already in the jailcell. Otherwise they'll probably just murder the thugs...
Unfortunately, the players are LDS and knowing the players, I doubt they'd ever have a character choose to get drunk.
As for roleplaying/narrating it, I'm torn. I'd like them to play it out, but yeah, I'm concerned that the dragonborn in particular will escalate things just becayse ge could and end up messing up things with the authorities. Not end of the world, but not the greatest start either. On the other hand, if I narrate it, would the players be less invested in the story? As mentioned, I could railroaf it, tons of militia pouring in who knock them unconscious pretty quickly...
They have characters that wouldn't drink but they would murder town guards just doing their jobs? :D
Jokes aside, doesn't really matter if the characters claim not to be drunk. If they're out brawling in the streets the guard can just decide to jail them for that anyways.
They could have picked something up, something unattended, and not realized it actually belonged to someone and left it in their room. Then the third person returns it, so they’re freed.
Or punched a local VIP. A rich merchant who has pull with the guards or can bribe them himself to rough you up a little, unless you givr them a better offer.
Have you considered asking the players to imagine reasons why they’d be in Ten Towns and why they might have a reason to be acquainted with or have the motivation to work with the other party members? What you propose is not only a tired trope, there’s a good chance it’ll play out in a way you don’t anticipate. When a novice DM tried to capture our group of characters as a catalyst for his home brew one shot, we ended up fighting them off for quite some time, resulting in a rather comical and video game-like battle of wave after wave of increasingly difficult baddies until the dude, exasperated, finally admitted this wasn’t even part of the adventure and he just needed us to all be unconscious, for the love of god. As well, I think it’s generally far more rewarding to enlist your players to tell you about their characters than it is for any DM to tell them about their characters. It sounds like your players would not have their characters behave in such a fashion that would provoke an arrest so why you are dictating that they be arrested simply to advance your machinations?
I suggest you encourage the players tell you about their characters. Use that information to craft a suitable introduction for them rather than shoe-horning them into your grand vision. This helps them feel involved as architects of the game with a modicum of control over their destinies instead of being a slightly participatory audience on a pre-determined path with characters stuck doing things that are not really representative of who they are because the DM needs it to go that way.
As Born of fire said this is really something to discuss with the players first, you may also want to discuss the difference between player morales/behavior and character morales/behavior with them not just assume that since the players are LDS the characters effectively are too.this could just as easily be their chance to break out of that mold in the roleplay.
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Wisea$$ DM and Player since 1979.
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I'm about to start a campaign for Rime of the Frost Maiden, set in Ten-Towns. I've thought of a way to introduce two of the characters - basically, the local yobs decide that they want to test their mettle against the dragonborn, the Paladin gets involved to protect the DB, the town guard turn up and put them in a cell. Hopefully, they'll form a friendship and move forward.
Now, I need the situation to be bad enough that they get put in the cell temporarily, but one that another character could bail them out of (either completely legitimately, via bribe, or some other method) such that they don't become outlaws or some such. Alternatively, they could just be kept in there for a short period and then released as SOP. Regardless, they still need to be able to be in the town etc without attracting the ire of the authorities at the end of it.
I'm imagining that if it was just a brawl, the town guard would just break it up and let everyone go. What would have to happen for them to be thrown in the cell, but fall short of rendering them outlaws? Perhaps if one of them mistakenly punched one of the guards trying to break it up?
Or if you have better ideas in how to introduce them, let me know!
If you're not willing or able to to discuss in good faith, then don't be surprised if I don't respond, there are better things in life for me to do than humour you. This signature is that response.
I like this one. It follows that famous bit of literary advice that goes "keep it simple, stupid" or the rule of KISS. They'll take it personally, maybe even bump up the bail fund or require a favour for their release (before their release, not after, the guard's still nursing their bloodied nose, after all).
An alternative idea is that the disastrous duo have annoyed someone of great import (or size and strength), and that they'll be put in the cell for their own safety, because this irritable person is going to kick off if the two aren't dragged away by the guards and kept in some form of protective custody. They'd rather take their chances with the troublemakers than the big bloke they've had dealings - and bloodied noses - with before. Give them an ironic name like Mr. Jolly, which the party'll remember and can get their revenge on later should they survive. That'd be a nice comedic finale for the adventure, methinks.
Whatever you decide to do, I hope you and your party have a good time with it!
Zero is the most important number in D&D: Session Zero sets the boundaries and the tone; Rule Zero dictates the Dungeon Master (DM) is the final arbiter; and Zero D&D is better than Bad D&D.
"Let us speak plainly now, and in earnest, for words mean little without the weight of conviction."
- The Assemblage of Houses, World of Warcraft
I don't know everything about Frostmaiden, but the players need to be on the same side as the Ten-Towns government, right? Maybe you could put the focus on one real jerk of an NPC, who knows he can strongarm the guards into locking up the PCs. "Do you know who my father is" sort of thing. That way the guards aren't the bad guys in the scenario.
If they have the correct personalities for it, they could have just wound up in jail for the night after some carousing.
Find your own truth, choose your enemies carefully, and never deal with a dragon.
"Canon" is what's factual to D&D lore. "Cannon" is what you're going to be shot with if you keep getting the word wrong.
Drunk & disorderly conduct could likely end them up in jail for the night to sober up. Two nights if they got on the worng foot with the guards.
That said, I probably just narrate the fight and start the actual gameplay when the PC are already in the jailcell. Otherwise they'll probably just murder the thugs...
That's what worries me: players often default to murder, especially when they're insulted. And that's a crime they shouldn't get bailed out for. Maybe use it to your advantage: if they pull out their weapons, the guards immediately descend and put them under arrest? (And if they attempt to murder the guards, well, that's a deserved TPK.)
Wizard (Gandalf) of the Tolkien Club
You're correct, I need them to be on reasonably good terms with the authorities. Well, as with all things in D&D, need is perhaps the wrong word, but it would be beneficial for me if they were.
I'll have a think to see if I can get the Malfoy character to work.
Unfortunately, the players are LDS and knowing the players, I doubt they'd ever have a character choose to get drunk.
As for roleplaying/narrating it, I'm torn. I'd like them to play it out, but yeah, I'm concerned that the dragonborn in particular will escalate things just becayse ge could and end up messing up things with the authorities. Not end of the world, but not the greatest start either. On the other hand, if I narrate it, would the players be less invested in the story? As mentioned, I could railroaf it, tons of militia pouring in who knock them unconscious pretty quickly...
If you're not willing or able to to discuss in good faith, then don't be surprised if I don't respond, there are better things in life for me to do than humour you. This signature is that response.
They have characters that wouldn't drink but they would murder town guards just doing their jobs? :D
Jokes aside, doesn't really matter if the characters claim not to be drunk. If they're out brawling in the streets the guard can just decide to jail them for that anyways.
They could have picked something up, something unattended, and not realized it actually belonged to someone and left it in their room. Then the third person returns it, so they’re freed.
Or punched a local VIP. A rich merchant who has pull with the guards or can bribe them himself to rough you up a little, unless you givr them a better offer.
Have you considered asking the players to imagine reasons why they’d be in Ten Towns and why they might have a reason to be acquainted with or have the motivation to work with the other party members? What you propose is not only a tired trope, there’s a good chance it’ll play out in a way you don’t anticipate. When a novice DM tried to capture our group of characters as a catalyst for his home brew one shot, we ended up fighting them off for quite some time, resulting in a rather comical and video game-like battle of wave after wave of increasingly difficult baddies until the dude, exasperated, finally admitted this wasn’t even part of the adventure and he just needed us to all be unconscious, for the love of god. As well, I think it’s generally far more rewarding to enlist your players to tell you about their characters than it is for any DM to tell them about their characters. It sounds like your players would not have their characters behave in such a fashion that would provoke an arrest so why you are dictating that they be arrested simply to advance your machinations?
I suggest you encourage the players tell you about their characters. Use that information to craft a suitable introduction for them rather than shoe-horning them into your grand vision. This helps them feel involved as architects of the game with a modicum of control over their destinies instead of being a slightly participatory audience on a pre-determined path with characters stuck doing things that are not really representative of who they are because the DM needs it to go that way.
As Born of fire said this is really something to discuss with the players first, you may also want to discuss the difference between player morales/behavior and character morales/behavior with them not just assume that since the players are LDS the characters effectively are too.this could just as easily be their chance to break out of that mold in the roleplay.
Wisea$$ DM and Player since 1979.