|Mike Shel Contributor|
Despite my best efforts as Lady Devy, the players insisted on going straight to Hunclay's tower. I had Deputies Hodde and Mulle show up and try to persuade them they did not have the authority to enter until they heard back from the next of kin.
All characters reluctantly agreed to leave except for one half-orc fighter that refused to go. The deputies then started questioning him about his motives. He became belligerent and I had the deputies say he was under arrest for trespassing. The player then chose to run off "into the woods somewhere outside of town."
I decided that by coincidence he ran to the flooded quarry right into the kobold guards at area B1. The rest of the party told the deputies they would track down fighter and arrived just in time to help in the battle.
Now they are all outside the kobold caves anyway. Problem solved.
It takes a clever GM to get some players back on track (I can hear you: "YOU MEAN THE RAILROAD TRACK!"). Nicely done. Of course, the folks of Belhaim may not warm to them as they might have if they had headed out to the kobold warrens at the request of the baroness. How are you going to handle things when the PCs get back to town with their fugitive colleague?