My players have made a plane to get into the Blue Blades club where the owner Napha (aka the bad guy) is the owner. The players proceeded to make a grand entrance to the club, doing the whole Aladdin prince Ali bit. Thy failed not because the deception was bad but because one of the players is a princess of a fairy kingdom which Napha had helped steel her away during a KU, however she escaped with the help of one player in section 1. Napha did not know any of that but he know that she needed to die or be captured and be put back into exile. So that she can't make her way back to her kingdom. So, he had some guards bring them to a room and try to kill the other 5 players but thy managed to escape down a hole in the floor. The players finished off the last clockwork guard and got away. Thy ended up falling down the hole into some old catacombs/ ruins and wondered into Drigur’s nest. Killing the Drigur thy searched the area and found a few directions to go. 1. thy found a chained-up door that had an awful smell to it, once thy made it into the room thy found a hole in the south wall collapsed in and a tunnel going down full of water leading into darkness. 2. Thy found later a hallway that led into a weapons room and continued with another door. Later finding out it was being guarded by a few hobgoblins which 3 of the players tried to get away without being seen but did not make it out so thy will be fighting them next session. 4. two other players split off and found a secret wall which leaded them to long hallway and a staircase at the end. At the top of the stairs thy there is some puzzles and ultimately lead back to Napha's place.
The reason the players are looking for Napa is because he has been kidnaping kids and other people and erasing their memories so that he can provide people to build an arm to over through the land. The party has saved 3 people from this mess and thy are with them in the party as players. The other two are the princess and the one who saved her. Thy have sacked Napha's transport base where thy learned this information about him.
So, my questions are; should I do that, or should I just let them escape and regroup. should I get them back involved with Napha and how/ why? Mainly where do I go from here.
Let your PCs figure out what happens. If they are clever and escape or bold and attack right after the events described above, be prepared either way. If they escape, Napha knows stealing children is dangerous and people react harshly to it. So it is entirely possible agents are among the people the PCs might go to. A day or so after, ambush them. Remember, Nspha is playing for keeps!
Depending on level/class, I can imagine a few sleep and web spells to recapture the characters. If they are still fighting, a few archers harassing them will get their hearts pumping.
To catch you up on where we are at in the game.
My players have made a plane to get into the Blue Blades club where the owner Napha (aka the bad guy) is the owner. The players proceeded to make a grand entrance to the club, doing the whole Aladdin prince Ali bit. Thy failed not because the deception was bad but because one of the players is a princess of a fairy kingdom which Napha had helped steel her away during a KU, however she escaped with the help of one player in section 1. Napha did not know any of that but he know that she needed to die or be captured and be put back into exile. So that she can't make her way back to her kingdom. So, he had some guards bring them to a room and try to kill the other 5 players but thy managed to escape down a hole in the floor. The players finished off the last clockwork guard and got away. Thy ended up falling down the hole into some old catacombs/ ruins and wondered into Drigur’s nest. Killing the Drigur thy searched the area and found a few directions to go. 1. thy found a chained-up door that had an awful smell to it, once thy made it into the room thy found a hole in the south wall collapsed in and a tunnel going down full of water leading into darkness. 2. Thy found later a hallway that led into a weapons room and continued with another door. Later finding out it was being guarded by a few hobgoblins which 3 of the players tried to get away without being seen but did not make it out so thy will be fighting them next session. 4. two other players split off and found a secret wall which leaded them to long hallway and a staircase at the end. At the top of the stairs thy there is some puzzles and ultimately lead back to Napha's place.
The reason the players are looking for Napa is because he has been kidnaping kids and other people and erasing their memories so that he can provide people to build an arm to over through the land. The party has saved 3 people from this mess and thy are with them in the party as players. The other two are the princess and the one who saved her. Thy have sacked Napha's transport base where thy learned this information about him.
So, my questions are; should I do that, or should I just let them escape and regroup. should I get them back involved with Napha and how/ why? Mainly where do I go from here.
Any feedback would help.
Let your PCs figure out what happens. If they are clever and escape or bold and attack right after the events described above, be prepared either way. If they escape, Napha knows stealing children is dangerous and people react harshly to it. So it is entirely possible agents are among the people the PCs might go to. A day or so after, ambush them. Remember, Nspha is playing for keeps!
Depending on level/class, I can imagine a few sleep and web spells to recapture the characters. If they are still fighting, a few archers harassing them will get their hearts pumping.
At that point, let the campaign being!
Thanks that is really helpful.