So here's the story all about how my party managed to split up in 4 different directions.
The party was investigating a wizard tower and were not able to complete a puzzle. They came up with several plans; using the Tortle to make a Wreckingball, using explosive alchemical ingredients, setting fire to it. Great plans, obviously. They then took a magically enchanted alchemy book out of its room which sprung a trap that puts a barrier over the door, effectivly trapping the players in the tower. the party decided to keep pounding on the barrier until it faltered. in the mean time the wizard's alarm spell went off which resulted in him coming home early with his wife.. right as the door broke down.. there they stood.. The party then proceeded to tackle and grapple them. the wizard managed to cast hold person and wall of force on its turn, once again trapping the players in the tower. This is when shit hit the fan.
They set the bed of their daughter on fire. Smoke filled the room and fire soon crept over the wooden boards. they then went to the basement to set fire there. Great plan ofcourse. The wizard called the guards and told the players to give up and surrender. I admit, that was my rookie mistake..
One of the players surrenders.. the wall of force comes down.. The rogue teleported out with his teleport dagger, the druid became a mouse and left. the player that surrendered in chains.. This left the half orc and the tortle.. who proceeded to attack the guards. Their plan is to ask the tortle's warlock patron for help next session.
How in Perlor's name do i even go about this. Requesting help from fellow DM's. leave your suggestions down below<3
That escalated quickly – and you've already identified the biggest mistake. Whenever you put your players into a position where their only choice is to surrender, they won't. In fact, they'll actively resist it, even if they know their character has no way of winning, and will likely die. Players do not like to relinquish their agency – they will always try to battle their way out of a capture situation. In their mind, capture is the same as death, even if you're using it to set up a plot hook or dramatic moment.
But regardless, it happened, the party has split, and we need to get the band back together.
Firstly, I'd prepare for your half orc and tortle to fight to the death. While sure, one player has surrendered and been chained up, he'll not relinquish his agency, and will likely try and fight his captors. You need to prepare to decide whether the players can fight off the captors, or if this is the end of their adventure. I wouldn't try and get them to be captured, or set up a 'well the other players can rescue them' situation.
I'd have the guards be an easy enough fight, and the wizard teleport away, cursing the very day the characters dared cross him. The players can escape the burning tower, and come together with those that escaped. Mission failed, but at least they're alive.
Of course, this doesn't mean the players get away without repercussion. They failed to find what they were looking for. They brought the ire of the local guard upon them. Burned down a wizard's tower, getting a reputation as murderous arsonists And you've set up a recurring nemesis in a vengeful wizard.
You are in a pickle, you let this whole thing escalate into chaos, and now your players are in the wind, I'd say it was a grand night!
The trick here is to use your players' choices and use them as ways to get them back together.
The first thing I'd do is play with the fact that they attacked the home of a Wizard and his wife, they're not going to sit idle. There are spells they can use to find and track the culprits, especially since there was time for combat and they're now "known" to the wizard. They can use scrying, augury, if something is missing locate object, and many of the other Divination spells to find the party. From there the guards are alerted, the wizard sets out to capture them, and now they're wanted and chased.
This leads to each of the individual party members being picked up one by one, in ways that fit what's going on: The player who surrendered is going to be incarcerated, he willingly gave himself up. The rogue could easily be met by a local thieves' guild and hired to do a job or simply captured for being so brazen as to upset the entire town making their life more difficult. The Orc and Tortle, it's hard to combat a wizard, his wife, and a bunch of guards, have them overwhelmed and subdued. On the off chance they manage to escape, just keep going with it.
They contact the patron, it's going to cost, it'll cost even more if it goes against the patron's ideals.
As always, just spit-balling ideas here, hopefully it helps kick some ideas loose.
I will most likey end up having the tortle and half-orc fight the guards off. they might die, but they also already made about 3 different characters in preperation for something like this. If they survive, great. the Wizard will indeed try and hunt them down. The Rogue and druid will meet up and we'll see what they want to do. The one that surrendered will be put into custody of a friend of his that is looking for people to go on an adventure to stop the Soulmongerer.
Introduce a thieves guild who were staking out the tower. During the commotion one team goes in and grabs loot. Another assist the party with smoke bombs to obscure them and a bruiser who assist the turtle and fighter knocking out the guards with sneak attacks and Carrie's off the captured party member. Better if they can remain hidden doing so shifting blame to the party.
Afterwards you can set up a quest since the party owes them a favor. Evenn though the blame is on them, so the thieves guild gets two bonuses out of this.
So here's the story all about how my party managed to split up in 4 different directions.
The party was investigating a wizard tower and were not able to complete a puzzle. They came up with several plans; using the Tortle to make a Wreckingball, using explosive alchemical ingredients, setting fire to it. Great plans, obviously. They then took a magically enchanted alchemy book out of its room which sprung a trap that puts a barrier over the door, effectivly trapping the players in the tower. the party decided to keep pounding on the barrier until it faltered. in the mean time the wizard's alarm spell went off which resulted in him coming home early with his wife.. right as the door broke down.. there they stood.. The party then proceeded to tackle and grapple them. the wizard managed to cast hold person and wall of force on its turn, once again trapping the players in the tower. This is when shit hit the fan.
They set the bed of their daughter on fire.
Smoke filled the room and fire soon crept over the wooden boards. they then went to the basement to set fire there. Great plan ofcourse.
The wizard called the guards and told the players to give up and surrender. I admit, that was my rookie mistake..
One of the players surrenders.. the wall of force comes down..
The rogue teleported out with his teleport dagger, the druid became a mouse and left. the player that surrendered in chains..
This left the half orc and the tortle.. who proceeded to attack the guards. Their plan is to ask the tortle's warlock patron for help next session.
How in Perlor's name do i even go about this. Requesting help from fellow DM's. leave your suggestions down below<3
That escalated quickly – and you've already identified the biggest mistake. Whenever you put your players into a position where their only choice is to surrender, they won't. In fact, they'll actively resist it, even if they know their character has no way of winning, and will likely die. Players do not like to relinquish their agency – they will always try to battle their way out of a capture situation. In their mind, capture is the same as death, even if you're using it to set up a plot hook or dramatic moment.
But regardless, it happened, the party has split, and we need to get the band back together.
Firstly, I'd prepare for your half orc and tortle to fight to the death. While sure, one player has surrendered and been chained up, he'll not relinquish his agency, and will likely try and fight his captors. You need to prepare to decide whether the players can fight off the captors, or if this is the end of their adventure. I wouldn't try and get them to be captured, or set up a 'well the other players can rescue them' situation.
I'd have the guards be an easy enough fight, and the wizard teleport away, cursing the very day the characters dared cross him. The players can escape the burning tower, and come together with those that escaped. Mission failed, but at least they're alive.
Of course, this doesn't mean the players get away without repercussion. They failed to find what they were looking for. They brought the ire of the local guard upon them. Burned down a wizard's tower, getting a reputation as murderous arsonists And you've set up a recurring nemesis in a vengeful wizard.
You are in a pickle, you let this whole thing escalate into chaos, and now your players are in the wind, I'd say it was a grand night!
The trick here is to use your players' choices and use them as ways to get them back together.
The first thing I'd do is play with the fact that they attacked the home of a Wizard and his wife, they're not going to sit idle. There are spells they can use to find and track the culprits, especially since there was time for combat and they're now "known" to the wizard. They can use scrying, augury, if something is missing locate object, and many of the other Divination spells to find the party. From there the guards are alerted, the wizard sets out to capture them, and now they're wanted and chased.
This leads to each of the individual party members being picked up one by one, in ways that fit what's going on:
The player who surrendered is going to be incarcerated, he willingly gave himself up.
The rogue could easily be met by a local thieves' guild and hired to do a job or simply captured for being so brazen as to upset the entire town making their life more difficult.
The Orc and Tortle, it's hard to combat a wizard, his wife, and a bunch of guards, have them overwhelmed and subdued. On the off chance they manage to escape, just keep going with it.
They contact the patron, it's going to cost, it'll cost even more if it goes against the patron's ideals.
As always, just spit-balling ideas here, hopefully it helps kick some ideas loose.
Thanks for the Ideas!
I will most likey end up having the tortle and half-orc fight the guards off. they might die, but they also already made about 3 different characters in preperation for something like this. If they survive, great. the Wizard will indeed try and hunt them down.
The Rogue and druid will meet up and we'll see what they want to do.
The one that surrendered will be put into custody of a friend of his that is looking for people to go on an adventure to stop the Soulmongerer.
again, thanks for taking the time to react here.
Much love,
Accel
Introduce a thieves guild who were staking out the tower. During the commotion one team goes in and grabs loot. Another assist the party with smoke bombs to obscure them and a bruiser who assist the turtle and fighter knocking out the guards with sneak attacks and Carrie's off the captured party member. Better if they can remain hidden doing so shifting blame to the party.
Afterwards you can set up a quest since the party owes them a favor. Evenn though the blame is on them, so the thieves guild gets two bonuses out of this.