I've managed to I think paint myself into a corner quite a bit. For those of you with a good dose of patience, thank you for reading this all, I know it's long.
The situation before last night:
After a few starter adventures, I had a Ratcatcher, Priestess of Morr, Dwarven Slayer & Elven Swordmaster as a party. The dwarven slayer was former bodyguard of the Priestess of Morr, that almost got killed in a previous adventure and was determined to bring her back home, and then go get himself properly killed. Home, in this case, was Brother Grabbe, her instructor. The priestess had been sent out by visions of Morr for the last 2 years.
The party have the expected trouble to get into the city, arriving by boat. They stay the night at the inn and the ratcatcher finds a paying job to locate Florian Wechsler since he is short on cash. He asks around and eventually hears of a band of beastmen that are led by a powerful wargor. He asks the party for help, giving full details of what he's learned. The dwarven slayer then decides he'll go duel this wargor to redeem himself.
Cue an improbable and headstrong trek up north, basically ignoring the Holz' and their neighbors completely where the ratcatcher tries to dissuade the dwarven slayer and even trip him up to stop the slayer from his suicide mission, until the latter knocks him out cold.
The swordmaster & priestess of Morr drag his body back to town, while the dwarven slayer manages to kill Izka solo & himself with it (Undieing ferocity is brutal)
Last night:
The swordmaster could not make it IRL, which is OK. He's got a deep wound and 3 Toughness. As a tank, he's somewhat out for the moment anyway, I gave him 3 heal-checks from the good doctor at Stromdorf during this session. The priestess of Morr left the party to go to Brother Grabbe as planned (player switched to another character -> Agent of the Von Jungfreud family, actually the son of Lord Von Jungfreud). The Slayer is effectively dead. Player changes to a bounty hunter with a passion for red smiles, that's recently worked for the Von Jungfreud's.
Prepared to run the 3rd episode with the Baumer farm. The priestess went alone, and basically got undeadified as well. Knowing the player, this would seriously horrify her. Since she's a fan of scary movies from time to time, I figured it a nice touch when you ditch a character.
Start of the session, the Ratcatcher is morose and drinks himself into a stupor, gets himself into trouble with local guards. Brought before the captain of the guard. The bountyhunter is witness of the incident, and tags along with the guards to provide a statement at the barracks.
The Agent is at the barracks, to get briefed by captain of the guard of the situation of impending food shortage and to be introduced to Ackerland. Agent recognises the bounty hunter from some days ago, Captain recognises Ratcatcher because of his attempt to retrieve Florian Wechsler only the day before. The agent & Ackerland agree to leave on the morning. Captain suggests looking for hired help after the briefing, and turns to the 2 players that are waiting for the statement.
The bountyhunter agrees to help for a significant sum of money (he overheard the briefing and flat-out asks a payment of 50% of the total sum that Ackerland can pay). The ratcatcher says he wants to think it over and will come back in an hour.
So far I'm thinking I managed to do an OK job of trying to tie these 2 totally new parties together storywise. Little do I know my night is about to start getting worse
The bountyhunter does not return. The Agent simply figures he will go out to the 3 inns in town and look for somebody to help. He finds the bountyhunter in the second Inn he enters, and approaches him. The bountyhunter is already getting drunk again, in a surly mood and gives no answers except the "leave me alone, I don't want to, not interested, ..."
So the agent moves on. I simply let this go, thinking OK, he's roleplaying his grief, great. I add a few fortune points to the party sheet (even though officially they don't have a party-sheet yet)
- After a lot of discussion, the ratcatcher finally agrees to help, but they don't decide on a specific date
- In the morning, he won't come down from his room after drinking alot again
- trying to rouse him from his bed, meets with a lot of grumbling and when opening his door, he sets his ratdog on them, or threatens people with his crossbow
- when the maid comes on to clean the room, he's eventually forced out of the room, and simply steps out and claims an unoccupied room
- the guard is called because this second room is not payed for and he refuses to pay the fee
- he finally gets sent back downstairs and starts complaining left and right
- when the agent reminds him of his promise, he starts in with the fact that a date was not set and eventually takes up his "don't want to, not interested, leave me alone, ..." again
At this point I'm considering leaving him to his own devices, but since that would leave him out of the action completely and spoil the rest of his evening, I ignore it and soldier on.
The agent thinks that perhaps asking the assistance of his former friend, the priestess might help. He heads over to the Garden of Morr, but is stranded at the river, with the ferry on the other side. He returns to the town alone.
The agent has no other option than to promise Ackerland he will join him as soon as possible, and that he will arrange his own transportation. Ackerland agrees and leaves town alone. The agent feels cheated and figures he might try a little blackmail. He orders the bountyhunter (again, money is involved) to kidnap the dog, and plans to use this as a bargaining chip with the ratcatcher.
After a good half day of tailing him, eventually the bountyhunter manages to capture the dog at night by luring him away with food. (The drunk ratcatcher's not been paying his dog any attention at all, nor feeding him). The agent has a servant take the dog to a far edge of town in an abandoned house, and awaits morning.
At this time, around the table, the player IRL is starting to grumble about his dog as well, so I decide to switch it over to the Lazarus scenario without the formal briefing by Adler, (so the undead attack at night). The bountyhunter knows of the ratcatcher's earlier connection to the priestess and decides this would make a better argument to have the ratcatcher cooperate. (Good that he picked up on that himself, I didn't need to use any intuition checks or anything
)
The dog is retrieved and placed in the ratcatcher's room without waking him up.
When the ratcatcher eventually wakes and comes downstairs, even this situation does nothing to persuade the player or his character to help. Apparently grieving about one character's death makes you immune to other plights...
I finally give up and have him sit it out in the bar while the others are sent out to retrieve Brother Grabbe. Wanting to speed things up (the Agent knows about the issue with the ferry), I have Waltrout accompany them and he actually swims over, doing wonders for his body odour.
They eventually manage to get inside the garden through the opening that Waltrout would use, and spot the priestess of Morr entering the mausoleum.
When they try to run for her, the agent is tripped by a hand bursting from the soil beneath and grabbing her leg. As she yells out, the bountyhunter turns around and watches zombies rise. He sees several others rise as well, and figures he likes his own skin too much to stick around.
4 zombies are blocking the way out, but he manages to pull of a stunt to do a running flip onto the shoulders of the middle one and from there dive right into the foxhole entrance. Seeing this, the agent runs after him, and bullrushes the already severely unbalanced zombie to the side. With only a minor scratch , some fatigue and alot of stress, they both bolt, leaving poor Waltrout in hysteria. They don't look back as his wailing screams are cut short. The agent earns the "Yellow Streak" insanity.
The both of them arrive in town, explain the situation to Captain Kessler and tell him they're leaving town. He begs them to wait a few hours while he consults with mayor Adler.
Current situation:
- Foaldeath is trying to reunite the horde again, and keep the sacrifices going
- Ackerland has made it clear that they are losing alot of produce & cattle. Within a week they'll be ruined, and food will start to run dangerously low in town within the next couple of days if nothing is done
- The undead have risen in the garden, and both active party-members are scared to death of even setting foot inside again
- I've got a player in the gropu that I would like to strangle with a cordless mouse, that's managed to cost me an entire evening with pointless stubbornness. (I've got no problem with a scenario going off track, if there's a point to it, but he's not even mentioned the death of the slayer as the reason for his behaviour)
Now I'm asking myself if I should simply let them suffer the consequences of their actions, or not. At the start of the session, the death of the slayer was actually somewhat productive, since it meant that Izka was taken out, severely delaying the threat of the warband. This makes 2 players that actively contributed to the scenario.
After the session however, they've now got 3 deadlines/timers against them, and 1 partymember that seems content to sit on the sidelines and do nothing.
I know that a good GM will allow players to have a sandbox, but they've turned it into quicksand with not a vine or branch in sight. Does anybody see a good way to get this on the right track?
PS. I realise the Agent in this summary gets called he/she frequently, but the character is cross-dressing as a male, seems Lord Von Jungfreud couldn't bear the idea that his only child be a girl. You can imagine the number of times we get it wrong at the table...