| Brekki |
I'm near the end of the first adventure ... and my "goodie goodie" players failed utterly in their battle against Filge. They activated the skull-alarm, so he knew they were there.
In the following battle the group couldn't get past/through the zombies on the stairs. So when one of the players went down I had Filge order Gertia to carry the fallen character's body to him. ... Armed with a dangerous spell (all spellcraft checks failed haha), he demanded them to stop fighting. They did ... and the battle stopped.
They traded the partymember for his spellbook and left the tower, learning almost nothing about the mine and what's happening.
But then the fun starts
1. they run to the Wee Jas clergy at the graveyard, knowing they're not to happy about necromancy
2. they run to the Sherrif, DEMANDING him going in immediately to "set things straight"
This is what has happened so far.
- Deputy Jamis has stalled them with all sorts of questions, while having a constable search for the sherrif
- An acolyte of Wee Jas has followed a PC to the Sherrif's Office
- Filge's familiar has followed the PC's, so Filge knows what's happening (I changed his birdskull amulet to give sight through his familiar's eyes for a limited time/day).
This is what I'm thinking of doing:
- Filge will have the zombies destroy themselves, and deny everything:
-- the bodies are for research, Smenk can quickly get him a forged document for buying bodies (such should be possible in the free city of greyhawk)
-- the attacking bodies were just animated objects, not anything else (he knows magic will have faded by now, and proving will be impossible)
-- Filge will accuse the PC's for breaking & entering (which they did, and sort off confessed to the deputy
Any ideas on this ?