DnD: Roll for Initiative!
In our first session, the party rogue started an unexpected combat by biting a horse in the neck. This, understandably, put the rest of the party on edge towards them.
Hitting level two, the second session comes up and the party spots a treasure trove being guarded by some undead that seem above the party's capabilities to handle, so they come up with a plan - the sorcerer, ranger, and fighter go to their maximum range and start kiting the group away, while the rogue sneaks around to claim it.
What they didn't know was my plan to introduce a rival adventuring party of a mage, noble, and scout, to give them friendly competition and motivation to build up their reputation.
Through some good luck on his part, the rogue maintained stealth and noticed this party of three people who had been scouting out the same treasure, seeming like they're about to take this opportunity to move in.
Now I had planned for a fair few interactions, but I never expected the rogue to not only dive into a 1v3, but get lucky and win. He immediately downed the mage from the shadows, then bloodied the noble. The noble held his ground, claiming that he would protect his companions, as the scout fed their potion of healing to the mage and tried to run away. It was at this point the rogue realized he had gone too far, but decided they had to be silenced so they couldn't sully his reputation.
In the meantime, the rest of the party, 200ft away, had done great work dispatching the undead, and suddenly see three new people running away, one bloodied and one running with a barely alive robed man clinging to them. They assume the worst, that some undead they hadn't noticed jumped these people and yell for them to flee towards them, with promises of covering fire.
Panicking, the rogue player manages to shoot the mage dead, as the scout screams and drops the corpse of his friend. Fearing the action economy and needing more attacks, he dives into melee with the noble and downs him immediately. The now traumatized scout, seeing his two companions die infront of him, dashes to the rest of the party, crying out and begging for help.
It finally clicks for mostly-good aligned party, and they rush towards the rogue betrayed and upset. I expected explanations and some intra-party conflict, but instead the player announced the retirement of his rogue, two sessions into the game, as he describes him running off into the darkness, screaming that he did nothing wrong. Immediately, before anyone can process that we lost a character, the player asks me if he can take over as the surviving NPC for his new PC.
Cue the table being shocked and laughing their asses off, as the reality sets in that not only did they flesh out a character backstory live, but created a villain that is definitely going to reappear later in the campaign. The rest of the party will be waiting for a long rest to hit 3, but our new scout rogue is ready to go.
NPCs in Town
delving the dungeon
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