several sessions ago I put a "wanted" poster in a tavern, with a significant reward offered for the capture of said individual. The players are going to be in an area soon where they may soon pursue this, so I wanted to flesh out the beats of the idea and draw on the knowledge of the collective figuring someone else has done things like this before.
My ideas:
I know which town this individual is in, and of course how he is slightly disguised (non magically)
Wanted posters as they get closer to the town he is in will be marked slightly differently (altered by him as he traveled)
I know why he is "wanted", the crime he is wanted for is "giving access to" (ie sneaking a group in) to a protected area.
I'm not sure if he knew what the group would do once inside.
I showed the results of this action in an "independent one shot" game months ago, set in my game world, so the players themselves have some knowledge of this.
In the town he is currently in, he has been quite helpful to the locals, so I think there can be some room for moral ambiguity/discussion here.
The people he is wanted by are very lawful and he violated one of their main rules.
I was planning on dropping random clues, some conflicting in towns along the way that the party may go through. Not sure which clues would be useful.
How have others run this kind of "bounty hunt" as it were and what are some other ideas to keep in mind?
Thanks!
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"An' things ha' come to a pretty pass, ye ken, if people are going to leave stuff like that aroound where innocent people could accidentally smash the door doon and lever the bars aside and take the big chain off'f the cupboard and pick the lock and drink it!"
I like the idea of making the party feel like the bad guys, even if they aren't.
For example, maybe this guy has convinced most of the people in the town he's living in that he's a good guy. They know what happened, but he convinced them that it was a misunderstanding, he was tricked, etc. He's been very good to them, a good citizen. So most of the town is helping this guy stay disguised. When the party shows up looking for him, the innkeeper will make sure to let him know they're in town, people will send them on wild goose hunts, etc ("That guy? He lives in an old shack out in the swamp, I think.")
But there will be one or two people in town who don't like him. Maybe for personal reasons. For example, the guy has fallen into a relationship with a woman in town. Another guy who's been pining away for her for years wants the wanted guy gone. He can't do anything, because he knows everyone else loves him. So when the players show up, most of the town is quietly working against them finding him. But one guy will help them. It's just that his reasons for helping (which he doesn't reveal, or lies about) are purely selfish.
Stuff like this is great for moral ambiguity. Who is the actual bad guy? If they find out why the one guy is helping, do they care about his motives? If the whole town of 0 levels comes out to stop the party from taking him away--shows up to most likely be slaughtered by the powerful adventurers if they fight--will that matter?
Hi all,
several sessions ago I put a "wanted" poster in a tavern, with a significant reward offered for the capture of said individual. The players are going to be in an area soon where they may soon pursue this, so I wanted to flesh out the beats of the idea and draw on the knowledge of the collective figuring someone else has done things like this before.
My ideas:
How have others run this kind of "bounty hunt" as it were and what are some other ideas to keep in mind?
Thanks!
"An' things ha' come to a pretty pass, ye ken, if people are going to leave stuff like that aroound where innocent people could accidentally smash the door doon and lever the bars aside and take the big chain off'f the cupboard and pick the lock and drink it!"
I like the idea of making the party feel like the bad guys, even if they aren't.
For example, maybe this guy has convinced most of the people in the town he's living in that he's a good guy. They know what happened, but he convinced them that it was a misunderstanding, he was tricked, etc. He's been very good to them, a good citizen. So most of the town is helping this guy stay disguised. When the party shows up looking for him, the innkeeper will make sure to let him know they're in town, people will send them on wild goose hunts, etc ("That guy? He lives in an old shack out in the swamp, I think.")
But there will be one or two people in town who don't like him. Maybe for personal reasons. For example, the guy has fallen into a relationship with a woman in town. Another guy who's been pining away for her for years wants the wanted guy gone. He can't do anything, because he knows everyone else loves him. So when the players show up, most of the town is quietly working against them finding him. But one guy will help them. It's just that his reasons for helping (which he doesn't reveal, or lies about) are purely selfish.
Stuff like this is great for moral ambiguity. Who is the actual bad guy? If they find out why the one guy is helping, do they care about his motives? If the whole town of 0 levels comes out to stop the party from taking him away--shows up to most likely be slaughtered by the powerful adventurers if they fight--will that matter?
Looking for new subclasses, spells, magic items, feats, and races? Opinions welcome :)