Uninvited Audience
Overview:
This is a fun mix between a social and combat encounter. The PCs have arrived with evidence against a plot or a particularly powerful person in the council. Upon arriving immediately that member calls for the guards tell them to kill the PCs. The PCs have to plead their case while defending themselves from the encroaching guard.
Initial Description:
You march into the council chambers, clutching the evidence you've found. You look nervously as the guards seem to be eyeing you as you walk in. As soon as you enter the grand chambers, before you or the king can get a word in councilman/councilwoman (insert your villain here) shouts "Guards strike them down! There will be no quarter for you liars!". Roll Initiative.
Enemies:
Enemies:
Solider's - Just following orders, but will kill the PCs.
Knight's - Just following orders, but will kill the PCs.
Displeased Council Member - Does not want the evidence to come to light. Will argue against the PC and may take up arms if very desperate.
NPCs:
King - Trusts the council member, but will believe evidence and listen to reason.
Council Member - Obviously does not want the king to listen to them. Will try and refute claims the party makes.
Objectives:
Main:
Prove It! - Convince the King of the Council Members Treason
Side Objectives:y
Keep Away! - If the speaker gets hit, attacks or is engaged with an enemy it confers a -5 modifier to any skill used for convincing or talking (It's hard to speak thoughtfully and clearly when a sword is swinging at you)
Map:
Overview:
The important features of the map are the location of the King's Throne and the hallways. Their location should be opposite allowing other PCs to get in-between the incoming enemies and whoever is speaking.
Key:
Brown Semi-Circle - Councils Chairs
Gold Square - King's Throne
Green Numbers - Hallways/Spawn Points
Special Mechanics:
Defend but do not attack! - If the PC's exhibit aggressive behavior (Murdering guards (not knocking them out) , attacking council members or the king) they will loose one point of success.
YOU CAN'T HANDLE THE TRUTH! - The PC's have to convince the king of the betrayal of the council member. Each piece of concrete evidence they bring adds 2 points. Each successful persuasion (Check depends on the argument Solid DC 15, Far Fetched DC 25) check adds 1 point. Each PC can only make one check a turn (taking up their action for the turn). If deception is used it can be successful, but a failure will subtract 1 from the current total. If the PCs hit 10 then the King calls the guard off. The councilman does not oppose them in a mechanical way, but if the PCs fail the roll you can use him to explain why.
The Guards! - Roll a d4 each turn. 1d6 Soldiers spawn in that hallway. If a 4 is rolled roll again, ignoring 4s, and place a single knight in that corresponding hallway.
Extras:
How We Used it - We haven't yet! We will report how it went when we've used it. In the meantime tell us about how it went in your game in the comments.
Easy Re-skins - The king and the council could be replaced with any other important person. It also fits well into any time period easily enough.
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