Re: Post-apocalyptic defenses, brainstorming anyone?
pfarland, I've done something similar once before with a different group. They stopped off at the same village (it was a fantasy RPG) at least a dozen times throughout the campaign.. But those 'd*** orks' the townsfolk kept complaining about were 'beneath them'. They never went and took care of it. Every time they went through there were numerous complaints from townspeople, and about 8 game nights worth of foreshadowing (spaced periodically throughout about a year). Things were progressively getting a little worse, they were hitting farms on the outskirts. Still the PCs couldn't be bothered to waste their time. Bigger problems to take care of and whatnot. One day they came into the village, expecting their normal heroes welcome (despite the ork problem they did take out several other nasties)... But the village was gone. Sacked. Burned to the ground, and their (being the townsfolk) remains were graphically described among the wreckage and hanging from their own town walls.
Them's the breaks. Shoulda done something about them 'd*** orks' instead of deciding 'they haven't been a big problem so far, the guards can handle it'.
They went on a warpath so to speak. The PCs, I mean. They stormed the area where they suspected the orks to be, but they had moved on six months ago. Nothing but small reminders that they were ever there, including a dropped earring from one of the PCs' on-and-off romantic interest...
A bit dark, but dark is good. Consequences usually aren't sunshine and rainbows.
This message was last edited by the user at 03:58, Sat 16 Aug 2014.