Plot Device


Pathfinder First Edition General Discussion

Grand Lodge

Pathfinder Starfinder Roleplaying Game Subscriber

I'm doing the legwork on starting up a new home brew game. I've got like 10 adventure ideas in the main story arc already. But there is an in-game mechanic that I need to sort out and am looking for ideas or experiences with similar approaches. Details between the tags.

Spoiler:

The PCs are supposed to start the game at 1st level as captured slaves. The slavers captured the various PCs to help a summoner who is going to use the party to do some dirty (dangerous) work for him. However, I believe if approached correctly they should be able to be geased into doing the work for the most part without having to worry about constant escape attempts etc. I was thinking about slapping something like a geased wrist or ankle cuff on them and then making it seem kind of reasonable that they would help the summoner out cause they don't really know he's up to totally evil stuff. Then they would be 'easy' to lead around by the slavers from dungeon crawl to dungeon crawl. At some point the PCs will escape the grip of the slavers, but at that point they will have come to understand the stakes of what is going on and will proceed to the rest of the locations on their own.

Will Geas work like this for me medium term? Any better alternatives? Other kind of feedback on this approach?

Thanks!


I wouldn't recommend that method. I don't think a lot of players would enjoy being forced around magically. What I would do is give them a demonstration of their fate should they attempt an escape.

Spoiler:
What I would do is build an NPC with a class level or two, "accidentally" show it to the players ( Or just plain show them the sheet.), and have a guard one-shot his as the poor NPC is slaughtered trying to escape. Spook them into obedience.

Grand Lodge

Pathfinder Starfinder Roleplaying Game Subscriber
Kevin-Éric Bouchard wrote:

I wouldn't recommend that method. I don't think a lot of players would enjoy being forced around magically. What I would do is give them a demonstration of their fate should they attempt an escape.

** spoiler omitted **

"Fear will keep the local systems in line."

Spoiler:

I thought about this approach also, but the thing that I don't like about it is that it requires constant reinforcement. The PCs are going to be always on the lookout for ways to escape. I'm hoping to do it well in the sense that the PCs don't even realize the 1st hook is in the summoner's interest as much as it's in their interest. Basically I'm looking for a decent mechanic (should I need) to keep them on the rails for the first 2 sessions. By the 3rd session it should be well established enough that they realize why they need to stop this guy.

Liberty's Edge

I suggest trusting the players of your unarmed, nakid victims to follow your bread crumbs for at least a session or two. Opening with a geas will make them want to kill your gandalf; Obviously he's the big bad, otherwise he wouldn't geas us!.

Grand Lodge

Pathfinder Starfinder Roleplaying Game Subscriber
BobChuck wrote:
I suggest trusting the players of your unarmed, nakid victims to follow your bread crumbs for at least a session or two. Opening with a geas will make them want to kill your gandalf; Obviously he's the big bad, otherwise he wouldn't geas us!.

Spoiler:

That is in part why I wanted to geas the cuff. They wouldn't directly know the summoner was pulling the strings, they'd just be pissed at the slavers.

I am sort of leaning this way, as I'm pretty sure the players are going to follow the trail without much prompting, but as I am planning to play with some players who are not known to me I was looking for a fall back options :)


Actually, I'd do this :

My Solution:

Have the player's start being captured by slavers. Then have the BBEG rescue them. Have him explain the slavers took part of their soul (have them remember some magic ritual taking place, since the BBEG paid the slavers to do this to back up his story). Have him give them 'protectors' that will keep the slavers from being able to scry on them using the bit of their soul. If they help the BBEG then he will be able to bring down the slavers and get their bits of soul back.

What's really happening is the BBEG is giving them slave shackles, not protectors. The slave shackles make them believe. You just tell them they sense good from him, if they cast detect evil, they don't sense him (the shackle is fooling their senses, so they think the spell didn't detect him even though it did). Have NPC's tell them the guy is bad, but when you do, make it sound like you're lying (that's what they'd perceive). Eventually, give them some clues that not all is what it seems.


mdt wrote:

Actually, I'd do this :

** spoiler omitted **

I like this idea best as to what i've seen. When the players find out they will be more upset that they were fooled, then at heavy handed dm tactics.

The Exchange

mdt wrote:
Actually, I'd do this

I think this would be your best bet. My second choice would be something like:

Spoiler:
The method of having an NPC 1-shot a character that the players know is pretty tough would work a lot better if the PCs are also very aware of the BBEG's skill at scrying.

Make it very clear that if they do try to run, they will not be able to escape, and when caught, they won't survive. It's hard to prevent scrying for a few levels, hopefully giving your BBEG enough time to force them to do whatever he needs them to do. If they try to escape anyway, the first time it happens, the BBEG and his henchmen show up very quickly to squash them. From then on, he's much more cautious with them and warns them that they will be killed should they attempt it again.

If you make it pretty obvious that they're better of doing his dirty work and getting stronger until they can defeat him or are powerful enough to evade his magic, they should be content.

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