Campaign Recap: The Rise and Fall of My Players' Crime Syndicate!
Campaign Recap: The Rise and Fall of My Players' Crime Syndicate
As the DM of my group's weekly D&D campaign, I've seen my players get up to all sorts of antics over the past year. But their latest exploits really took things to a new level - they went from humble adventurers to the rulers of an underground criminal empire!
It all started when the party found themselves in the coastal city of Waterdeep after a successful dungeon delve. Needing funds for their next quest, they hatched a plan to start smuggling contraband into the city. With some persuasion rolls and deception checks, they recruited local thieves and smugglers to expand their operation.
Before long, they had their hands in all sorts of illegal rackets around Waterdeep - protection money, underground fighting rings, fencing stolen goods. Roleplaying corrupt city officials and seedy criminals was a blast. I'm sure the other patrons at the tavern thought we were plotting real crimes!
Their criminal syndicate, dubbed the "Sea Ravens," soon controlled much of the black market in Waterdeep. Money and influence were pouring in. But the PCs got overconfident, drawing the attention of the city guard. What followed was a rip-roaring climactic finale as they evaded capture during a nerve-wracking high-speed chase and rooftop brawl through the city streets.
In the end, the players' greed and ambitions were their undoing. While they escaped with their freedom, the Sea Ravens' criminal enterprise met its well-deserved demise. It was a fun little side-story that shook things up - who knew my players had such a knack for organized crime?!
Highlights
- The players really got into their criminal characters, coming up with rival gangs, shady black market contacts and corrupted city officials on their payroll. I was impressed by their creativity.
- One PC in particular, a rogue named Valerio, became the de facto boss of the Sea Ravens. His player would hold "meetings" each session to delegate smuggling jobs and collect tribute from their operations.
- Pulling off large-scale heists like hijacking a merchant ship loaded with contraband was a highlight. The players worked as a coordinated team using their character abilities.
- Money started flowing so fast, they blew much of it on lavish bribes, gambling and other distractions. This diluted their focus on keeping operations secure.
- Rival factions they had muscled out started retaliating with assassins and sowing chaos within the syndicate's ranks. Greed made the PCs complacent.
- When the city guard finally mobilized a crackdown, the players barely escaped with their equipment after a frantic chase across the city rooftops and docks.
- In the aftermath, their organization fell apart as underlings turned on each other in the power vacuum. It was a bittersweet end to their criminal reign.
Overall, the storyline was a great exercise in collaborative storytelling that pulled the group out of their typical heroic roles. The players really took ownership of their blossoming racket - for better or worse!
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