[16 / 3 / ?]
Quoted By: >>43292125 >>43292220 >>43292648 >>43293177 >>43293814
Hey /tg/. I have a one-shot coming up Wednesday and want to make sure I can be prepared for player shenanigans.
The premise is that the party gets assaulted by a group of thugs and has some blood samples stolen, and interrogating the thugs makes one confess that the town's Abbot, pic related, put them up to it. The players will be infiltrating his temple to steal some evidence on the guy.
Key points of evidence are the warchest in the Abbot's office (containing treasure and documents proving he pawned the bloodsamples to an evil wizard), a small box in the temple's tower (containing samples) that gets picked up by a talkative gargoyle courier, the medical hall that contains a secret compartment where the blood-extracting devices are hidden.
The abbot is spending the night in the temple's basement, converting the remaining thugs to his clergy and turning a few into mummies. Fortunately the basement is soundproof and actually locked from the outside. The grounds and interior are patrolled by more mummies, and a token amount of acolytes.
I need to know
> What ways can I expect the players to attempt an infiltration?
> How can I dissuade players from just killing the Abbot himself? Surrounding him with 26 guards and 8 mummies may not be enough.
> What kind of interesting rooms and doodads might be in a temple?
The premise is that the party gets assaulted by a group of thugs and has some blood samples stolen, and interrogating the thugs makes one confess that the town's Abbot, pic related, put them up to it. The players will be infiltrating his temple to steal some evidence on the guy.
Key points of evidence are the warchest in the Abbot's office (containing treasure and documents proving he pawned the bloodsamples to an evil wizard), a small box in the temple's tower (containing samples) that gets picked up by a talkative gargoyle courier, the medical hall that contains a secret compartment where the blood-extracting devices are hidden.
The abbot is spending the night in the temple's basement, converting the remaining thugs to his clergy and turning a few into mummies. Fortunately the basement is soundproof and actually locked from the outside. The grounds and interior are patrolled by more mummies, and a token amount of acolytes.
I need to know
> What ways can I expect the players to attempt an infiltration?
> How can I dissuade players from just killing the Abbot himself? Surrounding him with 26 guards and 8 mummies may not be enough.
> What kind of interesting rooms and doodads might be in a temple?
