Situation: The players are all level one. We have done one session. Four members of the party, but one of the players couldn't make it to session one and will be introduced next time. Party consists of a wizard, bard, warlock, and rogue. The warlock ended up committing a few crimes (kidnapping, theft, damage to property, jail breaking, and more theft) and the wizard and bard worked together to capture and imprison him. I know this sounds bad but everyone actually role-played it very well and we all had fun so don't worry about that. The landscape is an incredibly haunted wooded region with a large, cursed river that runs through its center.
We ended the session with the warlock fleeing the town on a stolen horse while the rest of the party fought the original monster they were supposed to be hunting down. I've talked to the players about where we should go from here because one of the characters is seen as a villain by the other characters. I need them all to join up as a party eventually and to motivate them along that path I told them that once they join together they will all level up.
Which brings me to the main point of this here thread. We all liked the idea of having the wizard and bard be hired by the town to hunt down the warlock. Does having the players bounty hunt another player sound too crazy or do y'all think it can be done?
Here's how I think I would make it work. I would draw up two maps of the region. One would be detailed and valuable while the other would be more vague and possibly flawed. The players will then roll history or survival checks to see how well they know this area and if they get a high roll, they get access to the good map, a low roll restricts them to the bad map. The maps would be divided up into different sectors with different boons and threats. For example, one sector might have good access to fresh water and food but there is a higher population of people living there who might spot the runaway. I would then have each player text me privately which sector they go into so that the hunters and the hunted don't actually know where the other is. If they end up in the same sector, the checks to find each other are a lot easier. If they are in different sectors then the hunted gains ground between them.
Everyone will be going in the same direction because they know the warlock is trying to get to a certain town. In one of the first sectors, the rogue will be waiting and whoever picks his sector will get to find him and befriend that player first. I will also sprinkle environmental effects and such to present more challenges.
If the hunters catch up with the hunted, then they will have an encounter where they will probably try to capture him. It didn't go well for the warlock last time. If the warlock escapes he will make it to a haunted ghost town full of Skulks. He will be trapped there until the party catches up and there they will have to work together to survive the town and hopefully have a heart to heart conversation and everyone will be friends.
So what do y'all think? Anything I should consider? Tips on how to make it work better or more fun? Possible concerns or flaws in my plan?
Sorry, I know it's lengthy but thanks to anyone who has read this far and comments.
Appreciator of all things Weird, Wondrous, and/or Yummy
In the Autumn Country, days end quickly, the gloaming hours linger, and the midnights pile one upon the other till the air is thick and flows like twilight syrup.
Maybe once they come together, maybe come up with a compelling reason for the party not to collect the bounty. For example, a greater threat that the warlock found out about while running away, or a way to expose the area that put a bounty on the warlock's head as evil/corrupt.
Pokemon Master, Hero of Hyrule, Jedi Knight, Minecrafter, Celestial Being Beyond Comprehension, Bounty Hunter, Salmon Runner, Nail Wielder, Yarn Yoshi Enjoyer, Animal Lover, Math Rock Roller, Nerd King in all Aspects.
(And, of course, Dragon Tamer. It is in the name, after all)
What if they eventually catch the one they are chasing, only to discover the greater threat - so they decide to table the bounty issue until a later date, until after the greater threat is dealt with. Perhaps once that happens, they return to collect the bounty, but the wanted character gets pardoned because of their actions in saving the area from that greater threat (assuming the other characters speak up on their behalf).
You could also just let your players comes up with a solution, and suport whatever reasonable plan they come up with.
Situation: The players are all level one. We have done one session. Four members of the party, but one of the players couldn't make it to session one and will be introduced next time. Party consists of a wizard, bard, warlock, and rogue. The warlock ended up committing a few crimes (kidnapping, theft, damage to property, jail breaking, and more theft) and the wizard and bard worked together to capture and imprison him. I know this sounds bad but everyone actually role-played it very well and we all had fun so don't worry about that. The landscape is an incredibly haunted wooded region with a large, cursed river that runs through its center.
We ended the session with the warlock fleeing the town on a stolen horse while the rest of the party fought the original monster they were supposed to be hunting down. I've talked to the players about where we should go from here because one of the characters is seen as a villain by the other characters. I need them all to join up as a party eventually and to motivate them along that path I told them that once they join together they will all level up.
Which brings me to the main point of this here thread. We all liked the idea of having the wizard and bard be hired by the town to hunt down the warlock. Does having the players bounty hunt another player sound too crazy or do y'all think it can be done?
Here's how I think I would make it work. I would draw up two maps of the region. One would be detailed and valuable while the other would be more vague and possibly flawed. The players will then roll history or survival checks to see how well they know this area and if they get a high roll, they get access to the good map, a low roll restricts them to the bad map. The maps would be divided up into different sectors with different boons and threats. For example, one sector might have good access to fresh water and food but there is a higher population of people living there who might spot the runaway. I would then have each player text me privately which sector they go into so that the hunters and the hunted don't actually know where the other is. If they end up in the same sector, the checks to find each other are a lot easier. If they are in different sectors then the hunted gains ground between them.
Everyone will be going in the same direction because they know the warlock is trying to get to a certain town. In one of the first sectors, the rogue will be waiting and whoever picks his sector will get to find him and befriend that player first. I will also sprinkle environmental effects and such to present more challenges.
If the hunters catch up with the hunted, then they will have an encounter where they will probably try to capture him. It didn't go well for the warlock last time. If the warlock escapes he will make it to a haunted ghost town full of Skulks. He will be trapped there until the party catches up and there they will have to work together to survive the town and hopefully have a heart to heart conversation and everyone will be friends.
So what do y'all think? Anything I should consider? Tips on how to make it work better or more fun? Possible concerns or flaws in my plan?
Sorry, I know it's lengthy but thanks to anyone who has read this far and comments.
Maybe once they come together, maybe come up with a compelling reason for the party not to collect the bounty. For example, a greater threat that the warlock found out about while running away, or a way to expose the area that put a bounty on the warlock's head as evil/corrupt.
Sounds like a pretty fun story!
Pokemon Master, Hero of Hyrule, Jedi Knight, Minecrafter, Celestial Being Beyond Comprehension, Bounty Hunter, Salmon Runner, Nail Wielder, Yarn Yoshi Enjoyer, Animal Lover, Math Rock Roller, Nerd King in all Aspects.
(And, of course, Dragon Tamer. It is in the name, after all)
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Adding to that...
What if they eventually catch the one they are chasing, only to discover the greater threat - so they decide to table the bounty issue until a later date, until after the greater threat is dealt with. Perhaps once that happens, they return to collect the bounty, but the wanted character gets pardoned because of their actions in saving the area from that greater threat (assuming the other characters speak up on their behalf).
You could also just let your players comes up with a solution, and suport whatever reasonable plan they come up with.
Playing D&D since 1982
Have played every version of the game since Basic (Red Box Set), except that abomination sometimes called 4e.