In-game problem solving
Jan. 18th, 2013 06:10 pmI could post about how job-hunting is terrifying, and so is trying to make sure I have/will have done everything needed to graduate by the appropriate deadlines, or about how I have forty students in my class and the next largest section only has 30, but instead I'm going to pretend like life is all frivolity and happy butterflies and ask for advice about D&D.
So, through a series of less-questionable decisions than last time (at least the ones I was responsible for), half of the party seems to have found itself in a situation where it needs to rescue the other half and maybe some NPCs from mostly unknown conditions in the middle of a pretty much unfriendly country.
The rescuers: Ath, human rogue 1/paladin 4, and Rino, half-elf scout 5(? If he's multi-classed I don't know about it). Known collectively as "Team 7 strength". Also Sombra, Emgeri's greyhound animal companion.
The rescuees: Emgeri, human fighter 1/ranger 4; Perk, over-excited tiny person cleric/bard 5 (I don't know what the proportions are); Henry, human NPC performer previously seen as my nano protagonist; and Rusty, human NPC somehow associated to Perk and Henry's band of travelling minstrels.
They're listed about in the order we care about getting them out of there -- we don't want to leave anyone behind, but we barely know the NPCs at all, so we're not about to get killed saving them from a fate that's better than death.
The situation: On our way to the Elven Ends of the Earth, we were forced* to travel through Orkinya, aka No-Magic Land. It seems to be a theocracy of sorts, as uncooperatively monotheistic as it's possible to be in D&D ("all the other gods are evil"), big on avoiding sin (and it seems sin = just about everything), and any magic that's not from their god is EVIL. (And only certain people are allowed to do their god-magic.) And they don't travel much at all, so any strangers will stick out like crazy.
They somehow detect any use of magic in their territory, and send out elite squads to arrest the people responsible. And maybe innocent bystanders as well. We're still not entirely sure what happened when they captured us. (Out of character, we know it's because Rino's thunderstone, while nonmagical, sounded a lot like magic.)
So we were captured, and thrown into a dungeon. Oddly, they didn't take any of our stuff. Ath concluded that they must've wanted us to escape, but he didn't see what else we could do . . .
So we escaped. Only the party got very separated while doing so, and Emgeri never showed up at the rendezvous outside the city. We can only assume he got recaptured . . .
Perk showed up at the rendezvous with Henry and Rusty by sheer coincidence, since she didn't know about it, but she showed up trailing Orkinyan guards who recaptured Henry and Rusty, and she decided to go back after them without telling anyone . . .
The resources: Three or more people who escaped Orkinyan prison by pretending to convert to the Orkinyan religion, who are happy to tell us everything they know. Any reasonably available non-magic items (we're at a town outside the border and could purchase things), or magic items although they'd probably just get us in trouble. The random stuff we're carrying.
Ath's plans tend to involve lots of lying. He just can't figure out what lie to use. Rino's tend to involve explosions.
. . . Anyone have any brilliant ideas?
*To be fair, we could have taken a boat, but Emgeri gets seasick, and we could've gone north, but that would've been perilously close to a town Ath was banished from . . .
So, through a series of less-questionable decisions than last time (at least the ones I was responsible for), half of the party seems to have found itself in a situation where it needs to rescue the other half and maybe some NPCs from mostly unknown conditions in the middle of a pretty much unfriendly country.
The rescuers: Ath, human rogue 1/paladin 4, and Rino, half-elf scout 5(? If he's multi-classed I don't know about it). Known collectively as "Team 7 strength". Also Sombra, Emgeri's greyhound animal companion.
The rescuees: Emgeri, human fighter 1/ranger 4; Perk, over-excited tiny person cleric/bard 5 (I don't know what the proportions are); Henry, human NPC performer previously seen as my nano protagonist; and Rusty, human NPC somehow associated to Perk and Henry's band of travelling minstrels.
They're listed about in the order we care about getting them out of there -- we don't want to leave anyone behind, but we barely know the NPCs at all, so we're not about to get killed saving them from a fate that's better than death.
The situation: On our way to the Elven Ends of the Earth, we were forced* to travel through Orkinya, aka No-Magic Land. It seems to be a theocracy of sorts, as uncooperatively monotheistic as it's possible to be in D&D ("all the other gods are evil"), big on avoiding sin (and it seems sin = just about everything), and any magic that's not from their god is EVIL. (And only certain people are allowed to do their god-magic.) And they don't travel much at all, so any strangers will stick out like crazy.
They somehow detect any use of magic in their territory, and send out elite squads to arrest the people responsible. And maybe innocent bystanders as well. We're still not entirely sure what happened when they captured us. (Out of character, we know it's because Rino's thunderstone, while nonmagical, sounded a lot like magic.)
So we were captured, and thrown into a dungeon. Oddly, they didn't take any of our stuff. Ath concluded that they must've wanted us to escape, but he didn't see what else we could do . . .
So we escaped. Only the party got very separated while doing so, and Emgeri never showed up at the rendezvous outside the city. We can only assume he got recaptured . . .
Perk showed up at the rendezvous with Henry and Rusty by sheer coincidence, since she didn't know about it, but she showed up trailing Orkinyan guards who recaptured Henry and Rusty, and she decided to go back after them without telling anyone . . .
The resources: Three or more people who escaped Orkinyan prison by pretending to convert to the Orkinyan religion, who are happy to tell us everything they know. Any reasonably available non-magic items (we're at a town outside the border and could purchase things), or magic items although they'd probably just get us in trouble. The random stuff we're carrying.
Ath's plans tend to involve lots of lying. He just can't figure out what lie to use. Rino's tend to involve explosions.
. . . Anyone have any brilliant ideas?
*To be fair, we could have taken a boat, but Emgeri gets seasick, and we could've gone north, but that would've been perilously close to a town Ath was banished from . . .