In one my campaigns I'm DMing the party has joined a group of rebels in there quest to topple a powerful empire, in the first city, which is a grassy area I'm about to start a BIG raid, which a lot of the major campaign events are raids, it's on the cities garrison, now, I've got several plans, but the problem is getting the right way to motivate the party, and maybe set some things up, the garrison is a big two story building where around 1000-1500 troops are held, it has powerful mounted Batistas on the top, a forest to it's back (has a native tribe that may be persuaded to join the party), and an under ground tunnel system (secret), now the problem is to NOT just have my party blow it up outright since a while back I gave them bombs, a lot of bombs, so, I need a reason for them to go in and get something done or something along those lines instead of just blowing it up, any ideas
Perhaps have the rebel leadership come up with some plans and give the party the choice of which one they want to take part in. They need someone to infiltrate the city and take out the wall guards at the right moment. They need a group to watch the main road and intercept any small forces coming in or out. They've heard rumour of secret tunnels and they need a group to search the temple of whatever to find the entrance. Stuff like that. The party is free to go off script, but you feel free to make them feel the negative consequences of stupidity. A rebel force is not usually the stronger army, so anything that leads to open combat will want to be avoided. Likewise they will want to win the hearts of the people of the town, so blowing half of it up or burning it down is counter productive. Let the party join the rebel planning session and see what they come up with, but you play as the rebel leader and cancel or amend any plans that aren't workable for the story.
usually, the reason one would not outright blow something up is if there is something valuable and flammable that you do not want to blow up. e.g. a prisoner, valuable documents such as codes and maps or other things written on paper. I can imagine any number of those things being present there that the rebels might want or need.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
In one my campaigns I'm DMing the party has joined a group of rebels in there quest to topple a powerful empire, in the first city, which is a grassy area I'm about to start a BIG raid, which a lot of the major campaign events are raids, it's on the cities garrison, now, I've got several plans, but the problem is getting the right way to motivate the party, and maybe set some things up, the garrison is a big two story building where around 1000-1500 troops are held, it has powerful mounted Batistas on the top, a forest to it's back (has a native tribe that may be persuaded to join the party), and an under ground tunnel system (secret), now the problem is to NOT just have my party blow it up outright since a while back I gave them bombs, a lot of bombs, so, I need a reason for them to go in and get something done or something along those lines instead of just blowing it up, any ideas
Marvarax and Sora (Dragonborn) The retired fighter and WIP scholar - Glory
Brythel(Dwarf), The dwarf with a gun - survival at sea
Jaylin(Human), Paladin of Lathander's Ancient ways - The Seven Saints (Azura Claw)
Urselles(Goblin), Cleric of Eldath- The Wizard's challenge
Viclas Tyrin(Half Elf), Student of the Elven arts- Indrafatmoko's Defiance in Phlan
Perhaps have the rebel leadership come up with some plans and give the party the choice of which one they want to take part in. They need someone to infiltrate the city and take out the wall guards at the right moment. They need a group to watch the main road and intercept any small forces coming in or out. They've heard rumour of secret tunnels and they need a group to search the temple of whatever to find the entrance. Stuff like that. The party is free to go off script, but you feel free to make them feel the negative consequences of stupidity. A rebel force is not usually the stronger army, so anything that leads to open combat will want to be avoided. Likewise they will want to win the hearts of the people of the town, so blowing half of it up or burning it down is counter productive. Let the party join the rebel planning session and see what they come up with, but you play as the rebel leader and cancel or amend any plans that aren't workable for the story.
A smart warrior, faced with a foe that could likely destroy him, takes hostages. The more, and the more valuable, the better.
"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
Tooltips (Help/aid)
That might be a problem, *flash back to previous time they blew up a shop they previously raided WITHOUT a disguise*
Marvarax and Sora (Dragonborn) The retired fighter and WIP scholar - Glory
Brythel(Dwarf), The dwarf with a gun - survival at sea
Jaylin(Human), Paladin of Lathander's Ancient ways - The Seven Saints (Azura Claw)
Urselles(Goblin), Cleric of Eldath- The Wizard's challenge
Viclas Tyrin(Half Elf), Student of the Elven arts- Indrafatmoko's Defiance in Phlan
usually, the reason one would not outright blow something up is if there is something valuable and flammable that you do not want to blow up. e.g. a prisoner, valuable documents such as codes and maps or other things written on paper. I can imagine any number of those things being present there that the rebels might want or need.