| Konax |
So the last two sessions have been around the seven's sawmill. My PC's through their great wisdom kicked down the door and split the party upon trying to investigate the sawmill. This resulted in a couple of the PC's being ambushed on the upper levels (D5) when separated. As things went on the group cleared the cultists but where low on health and nearly got wiped out by Justice Ironbriair's negative energy channels leaving just the fighter remaining. Who decided to heal the cleric who with a spark of inspiration cast fireball...The result being the sawmill burnt down, one PC and her animal companion failed to make it out.
Now with no leads to go on to find Xanesha, the party plans to fight in the coliseum I built for some much needed funds since they haven't been doing to well on looting. So now I am in need of some idea's and advice on how to lead the campaign forward.
The current standings is with all the evidence burned down and the death of justice ironbriar. And in addition the a captain of the guard who was largely involved in the skinsaw cult investigation who went missing after introducing the party to magnimar, justice ironbriar, and learning of the details about Aldern Foxglove from the PC's. The city will be a bit confused by the mystery of it all in addition with the murders coming to a halt.
So the city hires a highly acclaimed inquisitor to look into the situation. After sometime Xanesha takes the this chance to charm the inquisitor into framing the PC's behind the murder of justice Ironbriar and The Captain, which won't be too difficult given there is more evidence against them, than for them since it was all destroyed in the fire at the sawmill. PC's get imprisoned and sentenced to the gallows and leading to a prison break scenario to prove themselves innocent.
The main issue being is that I need give them a lead, one being the inquisitor who is being charmed. Should they figure out that they are charmed and break it, that would be a significant development. But I need another way they can find a lead, if they are having trouble figuring it out.
Some idea's I currently have in Xanesha tracking them down once they break out and trying to lure one of them away to her den using her charm. I could send the golem after them as the book suggests, but I don't see how that will produce leads, just more urgency.
I am kinda a bit stumped to be honest, I am still fairly new to DMing so please if you have any suggestions I would highly appreciate it.
Thanks in advance.
| Latrecis |
A couple ideas:
1. Another member of the guard, a partner (lover?) of the slain Captain approaches the party. They had been working together in complete secrecy because they suspected someone very, very high in the government was behind the murders. She was following a lead on a suspect (Ironbriar) while the Captain worked with the pc's - outsiders who they had reason to trust more than their own fellow guards. She arrived at the sawmill just in time so see it go up in flames. She may or may not know the pc's are behind the fire but either way she blames Ironbriar. She needs help breaking into his home/estate to find evidence. There the pc's can find his journal, maybe some skinsaw gear/religious trappings, etc. (Just because the AP says the journal was in the mill doesn't mean it has to be in your version.)
2. A few days after the fire, a surviving skinsaw cultist approaches the pc's (maybe he survived the fire and escaped in the confusion or he just wasn't there) - he has something he wants to sell: Ironbriar's journal. He wants out of town and needs some cash to start over somewhere else. If the pc's want to know where he's going - Vyre, a city near Kintargo in Cheliax with established Norgorber worship.
By the way both of these could be used without going through the trial, convict pc's of a crime they didn't commit (or did in self-defense) break out of prison, etc. process.
| Allyx |
While intriguing, the whole arrested/sentanced/imprisoned/break out plot would involve a considerable length of time to roleplay for not much benefit, better to save it for a group who can't seem to stay on the right side of the law.
I prefer option 1 in the post above as a way to get the party back on track, Ironbriar would certainly have a seal for the Brothers of the Seven at his abode, and the journal could easilly be there too along with the Bo7's copy of the deeds for Foxglove Manor.
As for finding Xanesha, she has a habit of charming lovers around the city, using them then discarding them when she's done, a good Diplomacy check to gather info could find individuals who have seen her travelling to/from the Underbridge district, upon further investigation have them hear the rhyme about the Scarecrow from frightened local children, then perhaps the PC's spot the Scarecrow going to/from the Clock tower.
| Latrecis |
While intriguing, the whole arrested/sentanced/imprisoned/break out plot would involve a considerable length of time to roleplay for not much benefit, better to save it for a group who can't seem to stay on the right side of the law.
Hogpiling a bit but I would second that motion.
Arresting and convicting the pc's of a crime is a drastic turn in the campaign. And might significantly impact the player/pc's willingness to continue. There are 4 books left (you're not yet even 1/3 of the way through!) and most of the motivation for continuing becomes more and more altruistic as the AP proceeds. Sure you can get filthy rich but you can do that any number of ways and now the people of Sandpoint and Magnimar and Turtleback Ferry and Varisia itself, need some heroes. Hard to be a champion for people that put you in jail for stopping a cult of homicidal maniacs.