Help... players took unexpected route on starting this adventure path


Hell's Vengeance


We just started this adventure path today and my players kind of threw a spanner in the works.

Spoiler:

My players decided to just go to the tannery (in the very first bit), without woman hiring them whose name I've forgotten, during the day to 'negotiate a contract' with the owner. The rogue suddenly pulled a crossbow out and aimed it at the guy's face, made him tell where all his money and key was, then killed him. The players, on seeing exactly how much money there was, decided to keep the money for themselves, went to the NPC lady and told her (using successful bluff checks) they found him dead and money stolen. I didn't think she would see much point in taking them to see the Devil upstairs, so...

I'm really stuck on where to go from here :/


Without them actually following the plot as presented in the slightest there is no point on running the campaign as presented, but you can continue through slight modifications.

You can easily get them back by having Cimri & Fex (via Razelago) see the ambition on their actions and want that type under them (though if they are going to go into business for themselves this early and this hard, I don't see them doing this AP as presented).

Fex and Razalago can easily keep tabs on the situation through magical means. Especially Razalago.

Also, you may want to out of game explain that this AP is written with the expectation that the characters are loyal agents of Thrune, they will have plenty of chances to go off later, but if they plan on having their characters gain station in the game, they may need to play ball.

Acquisitives

Pathfinder Adventure Path, Lost Omens, Starfinder Roleplaying Game Subscriber

yup. use Razalago.

and yup, tell them that running around like murder hobos isn't going to work in a structured AP.


I could be reading into this more than is warranted:
If they are going to break sequence this hard immediately you may want to not run full Adventure Paths with them. Especially if they complain that you are railroading them.

Acquisitives

Pathfinder Adventure Path, Lost Omens, Starfinder Roleplaying Game Subscriber
KujakuDM wrote:

I could be reading into this more than is warranted:

If they are going to break sequence this hard immediately you may want to not run full Adventure Paths with them. Especially if they complain that you are railroading them.

or they might just have gotten the idea that an 'evil' AP means running around doing crazy stupid evil stuff.

this isn't that AP. you are not playing Natural Born Killers.

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