The characters in my gaming group are about to follow a lead taking them outside Baldur's Gate to the keep of a renowned paladin killed in battle. Said half-elf made numerous enemies over his career as a paladin, including a band of rogues. There's bad blood between the paladin and the rogues. They learned the paladin's fate and take the opportunity to raid his keep. The characters catch wind and make haste.
And that's where I'm at. I have the paladin's keep mapped out, but I can't settle on a few wilderness locations where the characters engage the rogues.
Okay. I've figured out those Wilderness areas. Here's a map https://imgur.com/a/rV3G4Wu of Wilderness Encounter 1: The Bend.
The trail here bends through a wooded area about five miles north of Baldur's Gate. Baldurians who trade with the keep call the trail the Holy March.
This is the player's map so it doesn't have the DM marks on it, but basically a ranking member of the rogue's guild has split his band into three groups. Each sub leader wields a short sword and four daggers. He is accompanied by two rogues who wield crossbows and short swords. Once the characters pass the prearranged spot marked with stones, they have to defend against ranged weapons from behind tree cover.
The characters are currently Level 2 and should be well on their way to Level 3 if not into Level 4 by the time they approach the paladin's keep, which by the time they arrive is being looted. Party size is 5. Decent class spread. No tank, but a few of the players have TableTop experience; they tend to strategize. Rarely do they rush into battle.
Nice. I wanted to throw you an idea for another wilderness encounter:
What if one of the enemy "sub leaders" you mentioned earlier thinks he can convince the players to help him oust the current rogue leader for control of the syndicate. The leader of this group (I'll call her Tara for clarity) announces that they wish to parley. If the player characters are willing to talk to Tara then a social encounter could ensue--this is what Tara wants:
-The current leader of the rogues captured alive and brought to her. -One single artifact of value from the Paladin's keep. -Death of the rogues kept to a minimum. She wants people to lead when she takes control after all.
In exchange she's willing to offer:
-The Paladin's keep will go untouched. Anything that was inside will be returned save for the one artifact of value she requested. -The bounty award that is on the rogue leader's head. Probably a decent sum of gold for turning in a wanted criminal to the authorities. -A future favor. Having a group of rogues to call on in a desperate time could be really useful.
Obviously it's ultimately up to the players to negotiate the terms of this, but it could make for an interesting social encounter to break up the previous combat encounter and the fight that will likely ensue once at the Paladin's keep.
I like how you think Lightspeed... and quit casting invisibility on yourself! Did you read my notes or something.
Almost everything you outlined is exactly what I have planned during Wilderness Encounter 2: Parlay at Unicorn River. "Tara" Is the younger sister of the syndicate's leader; in fact all the leaders are related. That detail is a crucial element of the adventure. She thinks her oldest brother is too full of hate and vengeance. The old ways, the ways their parents conducted business, is what got them ousted from Baldur's Gate. Plus, their parents were Bhaalites.
Tara wants to take the syndicate in a different direction. If anyone in the family can do it, it's her. The other leaders want vengeance, in some form or another.
The characters in my gaming group are about to follow a lead taking them outside Baldur's Gate to the keep of a renowned paladin killed in battle. Said half-elf made numerous enemies over his career as a paladin, including a band of rogues. There's bad blood between the paladin and the rogues. They learned the paladin's fate and take the opportunity to raid his keep. The characters catch wind and make haste.
And that's where I'm at. I have the paladin's keep mapped out, but I can't settle on a few wilderness locations where the characters engage the rogues.
Any suggestions? Danke.
Okay. I've figured out those Wilderness areas. Here's a map https://imgur.com/a/rV3G4Wu of Wilderness Encounter 1: The Bend.
The trail here bends through a wooded area about five miles north of Baldur's Gate. Baldurians who trade with the keep call the trail the Holy March.
This is the player's map so it doesn't have the DM marks on it, but basically a ranking member of the rogue's guild has split his band into three groups. Each sub leader wields a short sword and four daggers. He is accompanied by two rogues who wield crossbows and short swords. Once the characters pass the prearranged spot marked with stones, they have to defend against ranged weapons from behind tree cover.
Should be an interesting encounter.
Sounds neat! What level and how many party members are there?
Edit: Also, if you like colorized maps, 2-Minute Print & Play maps are great! This map here looks quite similar to the one you drew. :)
The characters are currently Level 2 and should be well on their way to Level 3 if not into Level 4 by the time they approach the paladin's keep, which by the time they arrive is being looted. Party size is 5. Decent class spread. No tank, but a few of the players have TableTop experience; they tend to strategize. Rarely do they rush into battle.
Nice. I wanted to throw you an idea for another wilderness encounter:
What if one of the enemy "sub leaders" you mentioned earlier thinks he can convince the players to help him oust the current rogue leader for control of the syndicate. The leader of this group (I'll call her Tara for clarity) announces that they wish to parley. If the player characters are willing to talk to Tara then a social encounter could ensue--this is what Tara wants:
-The current leader of the rogues captured alive and brought to her.
-One single artifact of value from the Paladin's keep.
-Death of the rogues kept to a minimum. She wants people to lead when she takes control after all.
In exchange she's willing to offer:
-The Paladin's keep will go untouched. Anything that was inside will be returned save for the one artifact of value she requested.
-The bounty award that is on the rogue leader's head. Probably a decent sum of gold for turning in a wanted criminal to the authorities.
-A future favor. Having a group of rogues to call on in a desperate time could be really useful.
Obviously it's ultimately up to the players to negotiate the terms of this, but it could make for an interesting social encounter to break up the previous combat encounter and the fight that will likely ensue once at the Paladin's keep.
I like how you think Lightspeed... and quit casting invisibility on yourself! Did you read my notes or something.
Almost everything you outlined is exactly what I have planned during Wilderness Encounter 2: Parlay at Unicorn River. "Tara" Is the younger sister of the syndicate's leader; in fact all the leaders are related. That detail is a crucial element of the adventure. She thinks her oldest brother is too full of hate and vengeance. The old ways, the ways their parents conducted business, is what got them ousted from Baldur's Gate. Plus, their parents were Bhaalites.
Tara wants to take the syndicate in a different direction. If anyone in the family can do it, it's her. The other leaders want vengeance, in some form or another.