Alright so bit of a backstory before I ask for guidance.(also because I enjoyed this plot sequence and want to share)
My campaign was investigating a large ring of thieves in town. Our players consist of a changeling bard, aasimar ranger, half elf rogue, and me, a tiefling druid. Now we get down to this sewer where our rogue reads the thieves cant along the walls and picks the locks to get us all into this rogue guild of thieves in the city's sewer system. We see in the corner some NPCs talking and making what looks like plans for another heist. We all go over and everyone in my party except me decides to join them in HELPING with the heist. My reasoning for going against the party: I am playing an acolyte tiefling who strongly worships the unearthed arcana demon Mephistopheles. The demon my PC worships is a strong rival with another demon lord, Mammon, as he betrayed him at one point. Mammon is the demon of greed. Therefore I, following the enemy of Mammon, am inherently against any form of greed, which very much includes theft. (I am explaining all this because I know I'm going to get questions asking how everyone but the tiefling went evil all of a sudden and how I abused my chaotic neutral and whatnot, so my apologies for the long intro).
Anywho. Me, going against the party, decided that I should go and alert the town guard. But one problem: I don't know which building they're going to rob.
However, I happened to have 3 quarts of glowing spider blood and invisibility potions with me. My DM permitted me to mix them and have the blood turn invisible for a short amount of time. So I coated the outside of their sewer entrance with the glowing spider blood, and they didn't notice because it was daytime when they left, and that by the time the got in the building the blood was too faint to leave many more trails. So, long story short they stepped in blood, the guards figured out where they were going and I, as a druid, shifted into a spider so I could quietly sneak in and out and disclose my group's exact location.
Once my group fled back towards the hideout in the sewers, the were awaited by some of the thieves who had escaped, and were told to leave the sewer promptly. Thanks to the glowing footsteps, the guards found their entrance hideout and 4 guards and me are currently standing in an alley where the sewer is hidden, surrounding all of the rest of my party.
They seem to be very willing to fight, but when we get to our next session they will end up in jail either way(regardless of my high deception roll stating that they were simply 'infiltrating to get info').
Ok, here's where I need advice. What do I do while all of my party is in jail?? I don't wanna do something that will get me leveled up too differently than them, nor do I want to simply make no progress until they leave. Any suggestions?
The rest of my party is in jail right now. In the next session I'm planning on hiring a lawyer and then pursuing any connections we have with the nobles in town. If you can find character witnesses who already know you're investigating the thieves' ring, they can vouch for your party and get them out faster.
What available options there are will depend on a number of things, primarily your party's relations with the local guard, any local nobility, etc as Kyrei points out. If individuals of power and influence are able to reach out to the local guard and confirm the party's good intent, that could be the end of their incarceration right there.
However, another thing to consider is.... will the party be trying to infiltrate the rogue guild further? Getting locked up with the actual thieves may not be such a bad thing, and could give you leads on the rogue thieves guild's mastermind as Tim suggests. This may ultimately have been the intent of the other players in joining in on the heist (though from your description that may not be the case...), so while getting caught isn't quite what was planned, it could still serve that end.
LOL! Wait, you just narked out your entire team? You stitched them up and handed them to the cops?! What you do next session depends on the answer to this question: Do they KNOW you did this?
If they know, next session, you prepare to be shanked.
If they don't know, next session you stage a breakout and tell them that you found the guy who sold them out and shanked him already (you may need to shank an innocent third party for this, but your unquestionable commitment to Mephistopheles should mean you're okay with lying).
Given you're an evil alignment, why is your character with these others?
If there is a good reason to be with these others, why did you betray them in the first place?
If there is no reason your character needs these others, why break them out of jail at all? Just go on your merry way.
Either way, I don't see how you can go on gaming with this group. Characters aside, the players will always remember you went rogue and did your own thing to the detriment of the rest of the players.
Maybe its just the way you roll at your table since the DM allowed you to pull several implausible actions but sounds like you are boasting about screwing the party over for flimsy reasons, as a player not sure I would waste time playing with you but if your group enjoys that expect them to do the same to you. In character they would be extremely unlikely to forgive betrayal out of no where, and never likely to work with you again, so you character should probably put as much distance between you as they can. I hope that your assessment is wrong and they turn the tables on you, big bluff check to convince the guards that its all your doing or just kill you and escape.
Seeing as you betrayed the party, the best thing for you to do is roll a new character. When they get out they are likely to kill you, and will refuse to work with you again if they spare your life.
Regardless of what your character would do, you as a player need to come up with a reason that your character wants to work with these other characters and they want to work with you. Otherwise you end up with hurt feelings and solo games. If the character you created is working directly against the party, then it is the wrong character to be playing with that party.
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Alright so bit of a backstory before I ask for guidance.(also because I enjoyed this plot sequence and want to share)
My campaign was investigating a large ring of thieves in town. Our players consist of a changeling bard, aasimar ranger, half elf rogue, and me, a tiefling druid. Now we get down to this sewer where our rogue reads the thieves cant along the walls and picks the locks to get us all into this rogue guild of thieves in the city's sewer system. We see in the corner some NPCs talking and making what looks like plans for another heist. We all go over and everyone in my party except me decides to join them in HELPING with the heist. My reasoning for going against the party: I am playing an acolyte tiefling who strongly worships the unearthed arcana demon Mephistopheles. The demon my PC worships is a strong rival with another demon lord, Mammon, as he betrayed him at one point. Mammon is the demon of greed. Therefore I, following the enemy of Mammon, am inherently against any form of greed, which very much includes theft. (I am explaining all this because I know I'm going to get questions asking how everyone but the tiefling went evil all of a sudden and how I abused my chaotic neutral and whatnot, so my apologies for the long intro).
Anywho. Me, going against the party, decided that I should go and alert the town guard. But one problem: I don't know which building they're going to rob.
However, I happened to have 3 quarts of glowing spider blood and invisibility potions with me. My DM permitted me to mix them and have the blood turn invisible for a short amount of time. So I coated the outside of their sewer entrance with the glowing spider blood, and they didn't notice because it was daytime when they left, and that by the time the got in the building the blood was too faint to leave many more trails. So, long story short they stepped in blood, the guards figured out where they were going and I, as a druid, shifted into a spider so I could quietly sneak in and out and disclose my group's exact location.
Once my group fled back towards the hideout in the sewers, the were awaited by some of the thieves who had escaped, and were told to leave the sewer promptly. Thanks to the glowing footsteps, the guards found their entrance hideout and 4 guards and me are currently standing in an alley where the sewer is hidden, surrounding all of the rest of my party.
They seem to be very willing to fight, but when we get to our next session they will end up in jail either way(regardless of my high deception roll stating that they were simply 'infiltrating to get info').
Ok, here's where I need advice. What do I do while all of my party is in jail?? I don't wanna do something that will get me leveled up too differently than them, nor do I want to simply make no progress until they leave. Any suggestions?
Thanks for reading!
Keep investigating. There’s a master thief somewhere running the guild. Find him.
Professional computer geek
The rest of my party is in jail right now. In the next session I'm planning on hiring a lawyer and then pursuing any connections we have with the nobles in town. If you can find character witnesses who already know you're investigating the thieves' ring, they can vouch for your party and get them out faster.
What available options there are will depend on a number of things, primarily your party's relations with the local guard, any local nobility, etc as Kyrei points out. If individuals of power and influence are able to reach out to the local guard and confirm the party's good intent, that could be the end of their incarceration right there.
However, another thing to consider is.... will the party be trying to infiltrate the rogue guild further? Getting locked up with the actual thieves may not be such a bad thing, and could give you leads on the rogue thieves guild's mastermind as Tim suggests. This may ultimately have been the intent of the other players in joining in on the heist (though from your description that may not be the case...), so while getting caught isn't quite what was planned, it could still serve that end.
LOL! Wait, you just narked out your entire team? You stitched them up and handed them to the cops?! What you do next session depends on the answer to this question: Do they KNOW you did this?
If they know, next session, you prepare to be shanked.
If they don't know, next session you stage a breakout and tell them that you found the guy who sold them out and shanked him already (you may need to shank an innocent third party for this, but your unquestionable commitment to Mephistopheles should mean you're okay with lying).
I personally don't understand.
Given you're an evil alignment, why is your character with these others?
Either way, I don't see how you can go on gaming with this group. Characters aside, the players will always remember you went rogue and did your own thing to the detriment of the rest of the players.
Maybe its just the way you roll at your table since the DM allowed you to pull several implausible actions but sounds like you are boasting about screwing the party over for flimsy reasons, as a player not sure I would waste time playing with you but if your group enjoys that expect them to do the same to you. In character they would be extremely unlikely to forgive betrayal out of no where, and never likely to work with you again, so you character should probably put as much distance between you as they can. I hope that your assessment is wrong and they turn the tables on you, big bluff check to convince the guards that its all your doing or just kill you and escape.
Seeing as you betrayed the party, the best thing for you to do is roll a new character. When they get out they are likely to kill you, and will refuse to work with you again if they spare your life.
Regardless of what your character would do, you as a player need to come up with a reason that your character wants to work with these other characters and they want to work with you. Otherwise you end up with hurt feelings and solo games. If the character you created is working directly against the party, then it is the wrong character to be playing with that party.