A city is taken over--What now?


3.5/d20/OGL


The pcs' army has taken a city in the name of a princess they are supporting for the crown. I'm trying to catch up--they used magic to undermine the walls and then simply led their forces into it in spite of overwhelming forces coming to relieve it, forced the governor to surrender before they could be attacked and now have captured it.

The question is, what to do now? The enemy general coming to the city's relief has withdrawn--not too far but neither army can really afford to campaign without the harvests coming in. How might the city respond to the pcs' conquest? They essentially command a force of mercenaries and barbarians recruited on behalf of this princess--she only has a sort of honour guard of warriors of her own folk. What I'm thinking of specifically are:

- commerce--does it continue as usual? Might the pcs gain from this?

- encounters between conquered and conquerors--how might these go?

- law and order?

- Thieves' Guild?

- Local Temples? (assuming they are not ones outright hostile to the pcs)

- Local politics? The princess has a claim to this throne, so what kinds of machinations and deals might be made, say with city aristocracy, guildmasters, officials and so on?

Anyway I greatly appreciate any help offered. At times I feel that my enjoyment of my players' proactive creativity is balanced by me trying to catch up.

Liberty's Edge

Insurgency and Exodus. The commoners begin a war of attrition by forming an underground resistance movement to aid the enemy general and sabotage the party's efforts. Claiming they are oppressed by the evil adventurers who are only using their relationship with the princess to seize power for themselves, the commoners send agents to neighboring countries in an effort to garner allies and supplies while their artisans, merchants and laborers abandon the city. Only the secret resistance members remain to spy for their comrades and sow discord and confusion among the ranks of the PC's forces. Soon, the party is left with a hollowed out shell of a city with no loyal workforce save their own mercenary hirelings, many of whom know nothing of commerce or craftsmanship. Neighboring countries refuse to do business with the PC invaders who have brought instability to the region and flooded their borders with refugee camps. The party runs out of money to pay their army and the mercenaries begin to defect to the other side. Eventually, the PCs are left alone with their usurper princess imprisoned in their conquered city and surrounded on all sides. It isn't long before they are dragged bleeding through the streets to the center of town where they are quartered and their limbs are flung from the city walls into the wilderness to be eaten by wild animals and free-range kobolds. The princess, due to her nobility, is imprisoned in the city's tallest tower pending her trial where she will be judged guilty of treason and sentenced to die by guillotine. Crows will pick the flesh from her skull leaving it to bleach in the sun from an iron spike above the city gate.

What were we talking about?


Pathfinder Adventure, Adventure Path, Lost Omens, Starfinder Adventure Path Subscriber

Does the enemy general still have intentions to relieve the city? Possibly he sends teams of independent operatives into the city in order to sabotage the PCs efforts.

Thieves Guild? Maybe they were extremely oppressed by the local government. Now that the PCs have taken the city, the thieves guild comes out of the sewers to offer their services and hopefully work out a more profitable arrangement for their future. Maybe the city is populated with rival thieves guilds each with their own agenda.

Now that the city walls have a large gaping hole smugglers start pouring into the city with contraband.

Commerce? Food shipments to the city have dried up. Has the enemy general blocked the major trade roads heading to the city? Possible riots over the food shortages. Can the PCs supply the city and win the population over. Maybe they discover that a relief column packed with supplies is heading to ye old enemy general. Can the PCs lead a lightning raid and capture the supplies? Worse yet what if the PCs realize that if they attack openly there is a chance that their enemies will destroy the foodstuffs rather than let it fall into their hands. Can the PCs decieve the relief column into thinking that their general was victorious and the supplies are needed at the city? Can the PCs just walk the relief column into the city gates or the gaping hole in the walls before anyone is the wiser?

Local Politics? Perhaps a baron of some sort has a more tenable claim. He's been languishing in prison for years after his rivals ousted him from power. Do his loyal followers try to free him in the chaos of the siege and install him as an alternate power?

The PCs army is made of mercenaries and barbarians..... Are they looking to loot the city? Can the PCs keep the discipline?

What about the walls to the city? They are certainly gonna need to be rebuilt in a hurry if the enemy general decides to take the field against the PCs.

Temples? Perhaps several orders of clerics withdraw from their churches in protest of the attacks refusing to administer to their flocks. Perhaps, as the citizens of the city reel from the sudden defeat, a great orator begins delivering fiery speeches urging the citizens of the city to resist the occupiers. He calls himself a prophet sent to lead the masses in a time of crisis. Do the PCs crack down on the churches? Do they arrive at a public forum to argue their case against this so called prophet and hopefully defraud him? Does the prophet have a secret identity that can be exposed?
Just a few ideas....


MrFish wrote:

The pcs' army has taken a city in the name of a princess they are supporting for the crown. I'm trying to catch up--they used magic to undermine the walls and then simply led their forces into it in spite of overwhelming forces coming to relieve it, forced the governor to surrender before they could be attacked and now have captured it.

The question is, what to do now? The enemy general coming to the city's relief has withdrawn--not too far but neither army can really afford to campaign without the harvests coming in. How might the city respond to the pcs' conquest? They essentially command a force of mercenaries and barbarians recruited on behalf of this princess--she only has a sort of honour guard of warriors of her own folk. What I'm thinking of specifically are:

- commerce--does it continue as usual? Might the pcs gain from this?

- encounters between conquered and conquerors--how might these go?

- law and order?

- Thieves' Guild?

- Local Temples? (assuming they are not ones outright hostile to the pcs)

- Local politics? The princess has a claim to this throne, so what kinds of machinations and deals might be made, say with city aristocracy, guildmasters, officials and so on?

Anyway I greatly appreciate any help offered. At times I feel that my enjoyment of my players' proactive creativity is balanced by me trying to catch up.

The princess, while having a claim to the throne, definitely faces a battery of threats from within. The PC's having forced the govornor of the city - basically,a coup - will face unrest and reactions from the rest of the population. From the existing nobility to the "heroes" within the native populace potentially engaging in "special actions" either in cooperation with the nobility or entirely of their own accord. If the princess' agents (the characters) are not very quick on their feet to establish normalcy as quickly as possible for the locals, problems are inevitable.

They have hired swords in number (both barbarians and mercenaries) to pay, feed, house and maintain discipline of - no small order in a town that has finite stores. The logistics of that fall on the shoulders of the player characters.

Commerce will continue barring action by either the characters or the opposing general.

Said general's strategy will depend on (a) his personal character and operating strategies, and (b) his own logistics. Since it seems he has already withdrawn and it is close to harvesting time, it is probable that he will quit the field, send his militia home to harvest, then wait until after the spring mud has dried before resuming his campaign to liberate the city.

If his logistics permit, it seems the general will want to maintain a "long distance siege" - by annihilating or forcibly relocating the surrounding hamlets, villages and towns and confiscating/relocating their harvests and livestock. Part of this includes posting rotating guard posts along the roads, fords and bridges to maintain conventional communications isolation. Roving patrols - often mounted, depending on terrain - in between the cut off points will serve to reduce exfiltration from the captured city. The combination of communications isolation, shutting down the city's commerce and substantial loss of harvest will demoralize the populace at first, escalating to starvation and disease as the harvest season passes and winter sets in.

However, he very likely has "special assets" of his own that can be infiltrated into the city and deployed in the surrounding areas. Low-level and mid-level adventuring parties - especially any that previously crossed swords with your player characters - are ideal in this regard. This time, the player characters are on the receiving end of "adventurer special operations teams" messing things up. Anything from any adventure that you can think of can happen to your players instead of being instigated by them. From firebrands proselytizing against the 'cruel overlords' among the commoners and middle class experts to divine casters making desperate pacts with 'eldritch things' to arcanists building a literal underground army of the animated dead in various cells beneath the city and more are all possible. In short order - probably within the first day or two - at least one assassination attempt is very likely.

The general's spymaster is likely to be tasked with infiltration, covertly gathering intelligence, establishing a fifth column with dissaffected elements within the city and establishing supply caches as longer-term plans are put into motion. Depending on the ethics/morals of the spymaster, poisons may well be put into play, as well as perhaps diseases, such as dumping corpses into the various water supplies. "Special assets" may also independantly use such tools in their attempts to remove Her Highness from the throne.

Lower-to-mid-level item crafters are sure to be put to work over the late fall, winter and early spring (roughly four or five months' time - call it 150 days) scribing scrolls, brewing potions, crafting big batches of alchemical goodies, churning out sheafs of +1 ammunition and perhaps even such "battlefield" items as ivory elephants, necklaces of fireballs and the usual assortment of wands IF the general's logistics can supply the necessary materials.

The Thieves' Guild may unify in opposition to the party - or fragment as various strong personalties within the guild 'agree to disagree' and undertake various endeavors in support of or opposition to the characters. This of course is HIGHLY dependant upon your party's actions and behavior towards the guild. This could be set up by the guild sending an emissary to present a nominal concern or two of the guild to the 'new rulers'. During that parley the emissary - ideally some one with excellent communication skills such as Bluff, Diplomacy and Sense Motive - while not a high-ranking guild member should certainly be competent enough. Perhaps the guild's "liason" to the various crafting and merchant guilds is tapped for the job - especially if he is not particularly popular within the thieves' guild. While the loss of his head would be regrettable due to his contact network, the guild could also plant a Telepathic Bond or some similar scrying method on him to get as accurate a report of the events surrounding the first parley.

As a complete side note, perhaps an imp or quasit was emancipated during the assault. The emancipation from its former master could result in a tiny little monster with an intimate familiarity with arcane power and an agenda to gather more suckers ... er, minions into the fold...

Dark Archive Owner - Johnny Scott Comics and Games

A few ideas on how I would run this as a DM:

To begin with, there will be a few days of shock, rebuilding, resistance, and confusion as the dust begins to settle. All citizens will initially look at the PCs as conquerors and enemies. How the PCs go about communicating to the population, rebuilding any damage, and dealing with city leaders should be the real determining factor on how the occupation will go for the PCs.

With that in mind, here are some responses to your questions.

MrFish wrote:


- commerce--does it continue as usual? Might the pcs gain from this?

Commerce may continue as usual, depending on how the PCs treat the natives. If they try to rule by force, chances are prices will be increased for the invading force, or shop doors may be closed to them. If the PCs try to forcibly open these shops, more ill will is created, causing a potential revolt or exodus from the captured city.

Knowing my players, a revolt would occur in a matter of weeks. If this does occur, look for shopkeepers and tavern owners to do their best to buy off or influence much of the PCs mercenary force. After all, mercenaries usually work for the highest bidder and if an organized group of townfolk raise enough cash, the PCs could end up facing off against their own forces...

If the PCs help rebuild shops damaged during the invasion, and don't interfere in local trade (this includes the assumption that the PCs can control their mercenary force enough to allow this to happen), the PCs may be treated fairly by the shopkeepers.

In no case do I see the PCs profiting in any way from local commerce - unless they impose a tax of some sort (which will continue to foment ill will). They may treat the citizens well, but it will take a long time before the PCs are looked at as anything other than conquerors.

MrFish wrote:


- encounters between conquered and conquerors--how might these go?

Once again, this depends upon how the PCs treat the population. I would imagine many encounters between the PCs and those they conquer will probably not go well initially, but over time you may see some thawing of that attitude if the PCs take a hands off approach to governing.

However, that may not be the case. Typically, I would go with:

* Shopkeepers raising prices for goods sold to PC forces.
* Taverns raising drink and food prices for PC forces.
* Nobility who back the princess or believe the PCs will prevail in their attempt to assist the princess providing assistance in return for future "favors."
* Nobility against the PCs either being openly hostile toward the PCs, or providing incomplete or false information regarding the state of the town.
* Anyone could be a spy.
* Anyone in power could attempt to buy off the PCs' mercenaries.

I would treat any NPC that believes in the princess' cause to have an initial attitude of indifferent, but could be made helpful with a little convincing.

All other NPCs would begin with an attitude of hostile.

MrFish wrote:


- law and order?

The PCs and their mercenaries are now the law and order for the town. If they use a heavy handed approach, things could quickly devolve into chaos.

If the PCs use a more open-handed approach, and enlist the aid of the existing law enforcement community (providing they can convince them to help), things could remain relatively stable.

Of course, this also assumes the PCs can maintain control over their mercenary forces. Many of their hired swords may not have a lot of respect for law and order, and could cause their own brand of problems. Imagine the issues that could arise if the PCs end up arresting some of their own forces...Not only will there be dissension among the townfolk, but there could be some among the PC forces as well...

MrFish wrote:


- Thieves' Guild?

Opportunity galore. The Thieves' Guild would probably remain neutral during the "occupation". After all, there is money to be made. Mercenary forces become a great resource for selling off stolen property. They also can become targets for con games and pickpockets, as the mercenaries probably spend a lot of their down time drinking and gambling.

I doubt the Thieves' Guild would get involved in the support of either side exclusively, but you may see the Guildmaster send emissaries to both sides to offer "assistance" in an attempt to curry favor from both parties and stack the deck in his favor regardless of who comes out of the siege in power.

MrFish wrote:


- Local Temples? (assuming they are not ones outright hostile to the pcs)

If the PCs leave well enough alone, the Temples will probably go about their business as usual.

Good-aligned temples will continue to help those who need it.

Neutral temples will continue to provide their services to their followers, and sell their services to those who need it.

Evil temples, if the PCs don't do anything to them, will continue to pursue their own goals. In fact, the PC occupation could actually allow these priests to put some plans in motion. The PCs may face one of the biggest challenges to their occupation from one of these temples if they do not keep a close eye on them.

MrFish wrote:

- Local politics? The princess has a claim to this throne, so what kinds of machinations and deals might be made, say with city aristocracy, guildmasters, officials and so on?

This could be a mess for the PCs if they do not know about the alliances within the city, and the potential influence of the major players with forces outside of the city.

Allies of the princess may offer aid openly, if the PCs are honest with them regarding their intentions.

Rivals of the princess, or allies of the current ruler, will do their best to keep outside forces informed of the goings on within the town, and may try to influence the public to act against the PCs and their mercenary forces.

Those on the fence may take a wait and see attitude, in which case the PCs' actions would determine who is won over to their cause, and who is made an enemy.

As for Guildmasters, they will probably try to take a wait and see attitude, as their focus is typically on profit and good working conditions for their members. Unless a guild is specifically tied to one of the city managers or nobles, or they perceive the PCs to be a threat to their quality of life, they will probably not get involved. If they do get involved, look for labor strikes, the cessation of services for PC allies, or even an exodus from the city from any Guild so affected.

The Thieves' Guild, as mentioned earlier, will do what's best for their interests.

Hope this helps!


MrFish wrote:
- encounters between conquered and conquerors--how might these go?

The first thing that popped into my mind when I was reading the question was - since the PC's and the princess' forces are relatively understrength, the enemy general might opt to besiege the town.

If a siege were begun, the town also would not be able to reap the benefits of the harvests while the besieging army could intercept / take whatever it liked.

Forays out of the town might become difficult when the PC's are needed to keep the peace / maintain their tenuous grasp on power.

If the enemy general offers to lift the siege if the townsfolk oust the princess and PC's, this might become a very troublesome affair for the PC's.

And the Princess' honor guard might not appreciate talk of surrender or negotiations with the enemy general.

It's delicious... all the opportunities for storylines. I'd love to be in your shoes, frankly. :)


I apologize in advance for the long post; I’m actually doing two, one to address things mentioned that I particularly liked here, the other to bring up new questions as a result of them.

Turin the Mad
Thank you very much for your ideas about the general’s plans and their effects—I think I’ll pretty much use them as offered. The long range siege is perfect, and fits in with the image I’ve presented of the general as a cool customer.

One thing I do wonder about is the idea of using undead—isn’t there a potential problem of them turning on the population?

Velcro Zipper …that’s vivid. Free range kobolds?

Bloodstained Sunday’s Best I really like the idea of an adventure involving getting food for the city! The enemy supply column works very well. I also like the idea of rival guilds or at least a fight between guildsmen and the pcs having a chance to affect that.

One idea you also gave is of a rival claimant emerging; don’t think the pcs would expect that at all.

Larry Lichman Thanks for all your ideas about this…you’ve given me much to think on. One thing that has occurred to me is to wonder how much the princess’s npc followers know about the city politics. I’ve presented them as being of two types—a garrison of soldiers led by an npc whose life one of the pcs saved, who as much became her bodyguard out of admiration and respect for the pcs as joined in support of her claim—and a group of aristocrats who are one way or another in with her. So it brings up the question which I haven’t really answered before of who in the city would have supported her to begin with?

It occurred to me from this to have a haughty young nobleman named Linos Aristides that the pcs met a couple of games ago (presented as a foppish fellow in very ceremonial looking armour and sword) suddenly become important and useful as he knows ‘simply everybody’ and becomes an npc the pcs have to work with.

Shopkeeper/mercenary and barbarian/thieves guild weave—I guess it comes down to these questions as you ably present them (and as others have alluded)
1. Can the pcs control the army?
2. How do they deal with how merchants, shopkeepers and city craftsmen are treated?
3. Do they take steps to prevent the mercenary and barbarian troops from being taken advantage of while maintaining a decent sense of law and order?

Another important question is how they deal with local law enforcement? I have (in secret) made the commander of the city watch be a decent enough man but ultimately corrupt—as he sees it the Thieves Guild is a means by which he can prevent crime from getting out of hand and will also offer to act as a liason between them to a ruler who might need them as spies, smugglers or what have you. If the pcs simply get rid of him they may lose this resource. (The Thieves Guild has an arrangement with him they’re already happy with.)

I_Use_Ref_Discretion Ties very much in with Turin’s ideas I think, thank you. I think this also ties in with the idea of internal unrest mentioned by others.


Main New Questions

1. If undead or biological warfare of one kind or another are used against the city, couldn't the pcs use that to their advantage propaganda wise, pointing out that the King's people use harsh means against their own while the princess is just and fair?

2. If the pcs make sure that discipline is used among their army but also guarantee bonuses, good pay and billets and try to make sure they are given enough diversion or duty to keep them occupied while that suffice for keeping them in order? Bearing in mind that these are not mere sellswords in a mob but professional companies and barbarians that the pcs have won the loyalty of? (though of course they ARE still mercenaries and barbarians; they have no personal loyalty to the princess and are entirely there because they are being paid or have allegiance to the pcs)

3. Does it make sense that since the princess is staking a claim and not merely laying waste to the land that she would (however warily) accept the allegiance of those of the upper and middle classes who offered it, possibly reaffirming offices in the city and even accepting military service?

4. While the main body of militia of the enemy general might be released to go to their farms I felt it was likely that there would be warrior-aristocracy, mercenaries and others still in active service. Does this also make sense?

5. Since the princess is staking a claim would it also make sense for the people of the city to be watching warily to see if she actually does maintain life as usual or better and if she does them gradually shifting from hostile/indifferent to friendly? (I'm thinking in terms of the pcs accomplishing adventures on the city's behalf, like dealing with threats, making sure food comes in, keeping their troops in line, that kind of thing)


MrFish wrote:
Main New Questions

Man your PCs have the tiger by the tail now!

MrFish wrote:
1. If undead or biological warfare of one kind or another are used against the city, couldn't the pcs use that to their advantage propaganda wise, pointing out that the King's people use harsh means against their own while the princess is just and fair?

I would say that using undead would definitely turn the masses against the PC's nemesis. If I was the PCs, I would hire as many town criers as I could to pound this home to the city denizens. Conversely, if you want to turn up the heat, you could have the general hire his own 'rumormongers' to try and combat the propaganda with lies and imprecations against the PCs.

MrFish wrote:
2. If the pcs make sure that discipline is used among their army but also guarantee bonuses, good pay and billets and try to make sure they are given enough diversion or duty to keep them occupied while that suffice for keeping them in order? Bearing in mind that these are not mere sellswords in a mob but professional companies and barbarians that the pcs have won the loyalty of? (though of course they ARE still mercenaries and barbarians; they have no personal loyalty to the princess and are entirely there because they are being paid or have allegiance to the pcs)

Good pay and billets are a start, but remember that no matter how professional an armed force is, if they aren't campaigning and are quartered amongst civilians, there will be incidents. Tavern keeper's daughters will be assaulted, drunken brawls will erupt and duels occur. Soldiers get bored while in garrison. Discipline will be the prime way to combat this. If soldiers who commit offenses are punished harshly, it should keep the problems to a minimum, but it is a tight rope to walk. To much punishment and morale can fall and discontent flower. The PCs could take a leaf from the Roman Legions and set the idle soldiers to wall and city infrastructure repair, unless the soldiers are the type to scorn such work as 'beneath' them.

MrFish wrote:
3. Does it make sense that since the princess is staking a claim and not merely laying waste to the land that she would (however warily) accept the allegiance of those of the upper and middle classes who offered it, possibly reaffirming offices in the city and even accepting military service?

Absolutely. As Machiavelli once said (and I am paraphrasing from memory here): 'Men mourn patrimonies more sincerely than fathers.' If the princess declares a general amnesty an reaffirms the rights and titles of the nobility/upper class, she will swing them to her side more readily. If she 'clean sweeps' the entire structure out in favor of her own people, there will be a disaffected class of well-connected nobles arrayed against her. Remember that in a medieval setting there is little loyalty to the 'State'. Most loyalty is feudal and personal in nature, and most nobles have a large coterie of supporters who will follow their lead.

MrFish wrote:
4. While the main body of militia of the enemy general might be released to go to their farms I felt it was likely that there would be warrior-aristocracy, mercenaries and others still in active service. Does this also make sense?

It would likely either be the nobility, who have lands and income to support their martial persuits, or professional mercenaries, like the Italian late medieval Condottieri who work under contract for pay. Of course the condottieri become a power base in of themselves, and can become fractious.

MrFish wrote:
5. Since the princess is staking a claim would it also make sense for the people of the city to be watching warily to see if she actually does maintain life as usual or better and if she does them gradually shifting from hostile/indifferent to friendly? (I'm thinking in terms of the pcs accomplishing adventures on the city's behalf, like dealing with threats, making sure food comes in, keeping their troops in line, that kind of thing)

I would assume that the first week after the change in power the city dwellers will take a 'wait and see' approach. Prices for foodstuffs will initially soar, and will remain high if a seige is enacted. If the princess' army can move supplies in, they can keep the prices to a more reasonable level. In times of occupation, people hoard foodstuffs and goods, it's a natural instinct. If the princess maintains a positive change in government, over time she should be able to shift the city's perception of her, especially if she has a legitimate claim to power (this meant a lot in medieval societies, where royalty were considered appointed by God (or in this millieu, gods I assume).


I agree with Patrick Curtin above about maintaining discipline amongst the troops: set the mercenaries to wall-building if that is acceptable; and perhaps use the barbarians as foragers. They may not have the training to serve as construction workers, nor may they think it is a very glorious business. They should be pretty decent at getting sustenance from the land around them, however. Perhaps they can feed the general populace (which they might be hesitant to do and an encounter/adventure could be themed around this), or just themselves to avoid keeping out of the general populace's foodstores (which may be the solution to said adventure).

Regarding undead, yes, that's a massive area for a propoganda battle to be fought over. Descrating the sleeping dead, perhaps even the soldiers who just died in the war, could easily inflame the populace. Either that, or break their spirits. They may just look around and see enemies within the walls, and enemies without, and their morale may simply crumble.

That being said, how smart is this general when it comes to PR wars? If he's willing to use undead, would he be willing to animate them within the city proper? Imagine what the general populace might think if the dead start rising from the graveyards in the city, haunting the streets at night. Either the PCs and their allies are committing unspeakable acts, or their misrule has let unscrupulous villains work unhindered. Taking a note from Oedipus Rex, perhaps they feel the plague of undead is a curse of the gods, who are outraged at the disruption of the natural rule of the city. Firebrands might claim the gods are no longer accepting the souls of the populace because of the usupers, condemning the people to undeath when they should pass beyond this world to find rest. It doesn't matter whether that's true or not, and in this case it would be outright wrong (since the enemy general's agents would be the one creating the undead). The PCs would have to fight the rumors, though; probably by finding the spellcasters using the necromancy, defeating them, and hopefully exposing them in a way which would prove their allegiance to the enemy general, and that the undead were his idea. Perhaps they could be captured alive and promised they can keep their heads if they make a public confession?


MrFish wrote:

Main New Questions

1. If undead or biological warfare of one kind or another are used against the city, couldn't the pcs use that to their advantage propaganda wise, pointing out that the King's people use harsh means against their own while the princess is just and fair?

There is likely to be a propoganda war to win over the masses, as others have pointed out. This could also be something that develops over time as the winter sets in and food becomes scarce. After all, the animated dead - by game rules - don't eat food, just people... The characters would have to offer proof of malfeasance, otherwise it is likely that the populace blames them for the "denial by the Gawds of the souls of the dead to pass on to [insert campaign afterlife stuff here]".

MrFish wrote:
2. If the pcs make sure that discipline is used among their army but also guarantee bonuses, good pay and billets and try to make sure they are given enough diversion or duty to keep them occupied while that suffice for keeping them in order? Bearing in mind that these are not mere sellswords in a mob but professional companies and barbarians that the pcs have won the loyalty of? (though of course they ARE still mercenaries and barbarians; they have no personal loyalty to the princess and are entirely there because they are being paid or have allegiance to the pcs)

The truly professional - rather rare among mercenaries even loosely modeled along historical lines - soldier will grumble and gripe about garrison duty. The officer(s) and NCOs can keep their men in line, although "relief" could offer a potential point of contention that has to be resolved. R&R is going to have to be balanced against duties (both in terms of reconstruction as well as training, drill and practice to keep them in good form, which will be another source of resource drain in terms of practice armor, weapons and ammunition) and maintaining discipline. The barbarians are definitely going to be a real problem, dependent on your spin on their culture and how well they can deal with being walled up for 5 months. Traditionally, "barbarian hordes" return home as soon as possible. If the enemy general is savvy as to who these barbarians are, or has an advisor that is, I would expect he would simply permit them to pass through his lines unmolested for an agreement to not have to combat them again for a year's time. If the barbarians remain as "foragers", I suspect that they stand a good chance of being picked off by the general's scouts (ranger-rogues) as they range further and further afield attempting to garner more fresh game. Keeping to the theme of the "long-distance siege", there are likely to be layers of pickets as those leaving the city roam further afield are monitored. Low-level "scouts" with animal messenger spells - or better, wands! - combined with better-than-barbarian-skills in Perception and Stealth will decimate the barbarians, presenting another challenge to your characters to resolve.

MrFish wrote:
3. Does it make sense that since the princess is staking a claim and not merely laying waste to the land that she would (however warily) accept the allegiance of those of the upper and middle classes who offered it, possibly reaffirming offices in the city and even accepting military service?

You will definitely have to determine how heavily Her Highness leans on the characters for advice. I think you are attempting to line up as much information and many ideas which is great. I suggest letting your proactive players do the idea work, noting what bases they cover (and how well) and what they do not. I suspect that you might have a few things left untouched that can fester over those several months, reaching the breaking point mid-to-late winter.

MrFish wrote:
4. While the main body of militia of the enemy general might be released to go to their farms I felt it was likely that there would be warrior-aristocracy, mercenaries and others still in active service. Does this also make sense?

Absolutely - most likely he has as another pointed out a sizeable "professional core" to his army that are supplemented with large numbers by the militiamen. If he is really sharp, he may make arrangements to send "special advisors" to the various villages and towns his militia are derived from to continue drill and training during the winter months after the harvest. Combined with what to a typical militiaman is a handsome sum of money to undertake such activity without actually having to risk their lives in battle and he may reap the reward of a better-trained and disciplined militia after the spring planting season. One with a much higher morale and esprit-de-corps forged during those months.

MrFish wrote:
5. Since the princess is staking a claim would it also make sense for the people of the city to be watching warily to see if she actually does maintain life as usual or better and if she does them gradually shifting from hostile/indifferent to friendly? (I'm thinking in terms of the pcs accomplishing adventures on the city's behalf, like dealing with threats, making sure food comes in, keeping their troops in line, that kind of thing)

If Her Highness is well advised by the characters over time and with successful resolutions of the challenges during the winter months to the masses' satisfaction they will warm up to her. With the possibility of one or more competing claims to the throne, eminent starvation, guerilla warfare, restless barbarians, resentful commoners and cultists who do Bad Things on the Winter Solstice, your characters have quite a bit to get a handle on before the early spring conflict. If the characters are savvy, as soon as they realize the nature of the siege they'll strike out and capture or kill the general and his advisors, bringing the matter to a close.


Wow, thanks guys for more great ideas. I am yes trying to cover many bases just so I have information, but ultimately the group will of course surprise me as they did in getting to the city and capturing it in the first place. I take that as a compliment to my dming though.

Things to Come

1. What I was picturing for the princess's actions in the next game was that she would hold a court of several days that more or less involved people being given a chance to offer their allegiance and forswear any loyalty to her rival. During this time the ones that she and her npc advisors plus the pcs might feel could be trusted in some way (whatever that amounts to) would be given office. The pcs already understand that they won't get any of these high offices (yet) because they are foreigners. I don't think they want them anyway. The important thing to them is to retain control of the army.

2. The undead thing is so intriguing and I have to admit that I love use of undead in a game especially if it makes some kind of contextual sense. So rather than describe it in 'game' terms (a bunch of undead have been summoned to attack you) instead it will be described by 'prophets' as a curse of the gods. It will be convincing enough that hopefully the pcs won't smell a rat at first. Also I'm thinking that the undead thing should happen before the food shortages get really tight--it will tie in with people from other cities claiming they dare not support the 'accursed' regime.

3. I think the food prices thing is a good clue for a foreshadowing of the effects of the enemy general's siege. This will lead gradually to hunger and complaints of great poverty, possibly rationing unless something is done by the pcs.

4. In the wake of these events a rival claimant or two will appear. They will be backed in some fashion by a temple or something claiming that they can lift the curse, calling for repentance or something of the kind. Might insist on a political marriage as a compromise.

5. Give the pcs two chances to deal with the food problem. one is to steal a supply column from the enemy, the other is to make a deal with another land that will involve a potentially dangerous journey down a river through the wilderness to get to its borders. (the city and the area it controls has timber and minerals of various kinds they could trade for food)

6. Acts that demonstrate dislike or hatred of the princess--graffiti, acts of violence and outspokenness, unexpected brawls or duels.

7. The need to control the mercenaries and barbarians. I like the idea of giving them projects to do and having this draw the pcs in possibly. The idea of encounters between the barbarians and enemy rangers is a cool one. The pcs do btw have a small corps that is similar to this but there are only about thirty of them and they can't be everywhere.

The mercenaries they have are similar to Landsknechts; they are companies made up of pikemen, halberdiers, two handed swordsmen and crossbowmen. There is also a company made up of mounted men at arms and knights.

While the pcs' army are quite loyal to them they have not been tested by a long garrison period like this before; it's been so far testing by hard marching, by battle and by being the besiegers. The pcs have demonstrated that they are powerful, not to be messed with, fair and honest and willing to hang or behead people who cross them. But still...I agree that their authority is likely to be tested.

8. Get the General! I like this idea. Ultimately the pcs must realize that their problems can be solved by cutting off the head, so to speak.


What I'm working on now is what adventure to do first; I've created a sense of atmosphere in the last session and gave the pcs a chance to make some rules involving their troops, also introduced new npcs who are members of the princess' new council and of the current city government.

But now I need to get a fix on what adventure to do first, what to do after and so on; in other words make an adventure path.


Pathfinder Adventure, Adventure Path, Lost Omens, Starfinder Adventure Path Subscriber

Seem like you've worked up a fairly interesting plot. Good luck. Please post how it turns out!


MrFish wrote:

What I'm working on now is what adventure to do first; I've created a sense of atmosphere in the last session and gave the pcs a chance to make some rules involving their troops, also introduced new npcs who are members of the princess' new council and of the current city government.

But now I need to get a fix on what adventure to do first, what to do after and so on; in other words make an adventure path.

You seem to already have a rough time line of "what will happen if the PC's do nothing", so flesh that out, at least in general terms and run with it. Factoring in some idea of the weather patterns will also help. Nothing adds literal icing on the cake if people are attempting to deal with an outbreak of people-narfing undead during the second night of a week-long blizzard, for example. The dead care not about the cold or the snow, they shamble forward, following the scent of woodsmoke and bodies huddled together for warmth...

I like your "wrath of the Gawds" approach with the undead, that will be something your players may not recognize for what it is at first. Maybe in a dusty archive somewhere in town are clues about a cult long thought extinct that has descendants now coming to the fore.

Lastly, given that the realization about 'cutting the head off of the dragon' can potentially be recognized at any point in your campaign, you might want to make a 'sandbox' approach to it. Detail what sticks in your mind for now - especially the general and his 'staff' - and jot any notes that pop to mind in the file for later developement.


Hm....thanks for the further advice. A good point about the general--I'll have to flesh out at least 2 or 3 npcs who might take his place and think on adventures that don't require his involvement. I think it would make sense though that even if he is dead the general troubles might still exist--there would still be a possible rival claimant to the throne, bloodthirsty or cunning followers of the rival or the king, etc.

I think that this is the way I'd like to do the AP.

1. Skip some time while the pcs get things done off camera that would be boring in game; working out discipline and duty for their troops and putting their experience to work and so on.

2. Drop rumors about the evil that will befall should the princess continue to defy the king; meanwhile the grain shortage is more important. An adventure about getting food; enemy supply train is rumored and there is an opportunity to get it. (I may start another thread about that.)

3. Following this I'm going to borrow a line from Leiber and have a clan of wererats acting as river pirates and smugglers trying to waylay attempts at using the river as a supply line. This clan have leadership that pose as grain merchants but are secretly creating a monopoly and also are trying to grow in power generally. Would it add versimilitude to have these as secret allies of the enemy general?

4. After that one the undead plague begins. Prophets wail in the streets, at first it is just a trickle but then becomes an avalanche of the undead. (again, I may start a separate thread once I start working out details)

5. Evidence ultimately comes to the pcs that the general is only pretending to honour the truce but is waging secret war against them. In this adventure they have to brave the no-man's-land outside the reach of their patrols, get to his power base and defeat him. I think though that someone who has a powerful wererat clan and undead at his beck and call is a very dangerous person.

In the midst of all this the following will be red herrings/distractions:

1. Occasional assassination attempts.

2. PR struggles--attacks on the repuation of the princess/pcs/important npcs.

3. Flack from unwise decisions or inaction. (ranging from price wars to riots to famine to plague.)

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