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109 - If the campaign is not using redemption rules, kill them before they can grow to be a threat to your settlements. In a world where alignment is absolute (as it is in Golarion), they are born evil and will stay evil. Nothing can stray that course if redemption is not in play (or some homebrew version of it). In this type of world, Goblins are likely to be seen as a dangerous form of pest species like rats or snakes. People kill them without thought and may even use techniques like gassing their lairs or poisoning foods to keep their numbers down.
And which book was this stated in? If that was true in Golarion, then Sarenrae's redemption aspect is basically useless.
And I think Icyshadow knows all of this already and is just trolling.
All I know is that there are a lot of people who have sat at the DM's side of the table and failed to do anything else except make players hate such scenarios. If the mere mention of possibly using that same situation and making it actually fun for the players counts as trolling, then I sadly wouldn't know what to tell you folks. It simply hasn't been the kind of thing that has turned out that way in the tables I've played in, so the only conclusion I can come to is that whoever you played with were less than adequate at doing their thing, assuming they played characters of Good alignment.
89. Thank the DM for giving me something else than mere blocks of HP that I need to cut down for EXP. Then try raising the goblins and hoping for the best.
Seriously, so many murderhobos here want to kick / punch / slap the DM for this scenario. It just seems to show that people don't care for the RP in a Tabletop RPG.
Okay, now I have the time and energy to write again!
Thousand Screams Recap:
So, a good year or so had passed since the defeat of Vordakai, and the heroes have been checking over how their lands have been doing. Kiriv is now a father, and Sage has adopted Tatiana and Euphemia. The threat posed by Nyrissa (and possibly Nyarlathotep) seemed imminent, but nothing was happening.
That is, until the 1st day of Calistril, the blooms began. Fending off the vortex and the elementals dwelling within it, they soon set about scouts to all four corners of their land as they found out that there is more to come. Thanks to these precautions, they caught wind of the mandragora infestation soon after, and disposed of it with some help of the kobold commandos, who brought quite a few fiery bombs along. Once the Horned Hunter showed up, the group was kind of fed up with Nyrissa's machinations, and Sage used his Diplomacy to an audience with the nymph queen, though she was prepared to unleash all of her realm's most powerful denizens at the group if they tried to strike at her.
Anyway, once they came face to face with Nyrissa herself, they questioned her desire to be an Eldest once more, as well as her intentions of giving a gift to the very deities that banished her, tore her soul apart AND made a weapon of it to kill her. While she was still confused about how to respond (and finding it difficult due to her lack of empathy), Ciaran and Sage devised a very risky plan; they'll plunge Briar into her, and force the shard of her soul back to her. Given she was a powerful nymph once, they assumed the recovery of her soul would bring her inner good back (and I figured Nyrissa was once Chaotic Good), and they won the Initiative roll. I then told them to roll a Caster Level check while I also rolled for Nyrissa. Sage rolled 15, Ciaran rolled a 20. The blade impaled the nymph, and a torrent of energy knocked the two heroes back while she fell to the ground, Briar close by in sword form with the blade sticking to the ground. She soon got up, amazed by the feeling of her soul restored.
Unfortunately for the heroes, this breaking of the prophecy that had foretold of Nyrissa's demise caught the attention of Nyarlathotep, who wasn't willing to let such a clever trick earn them an easy way out. He decides to steal away all the viler creatures of the realm and let them loose upon the Greenbelt Duchy, giving them a reminder of those unforeseen consequences and then vanishing away, banished by Nyrissa who asks to be given some time to recover as her mind was still unstable despite her recovery. She sends the heroes back to their capital, where reports flood from all over the realm. Frost giants are wreaking havoc in the mountains near Varnhold, a hag is attacking the boggards, people are being turned to stone in the forests, a massive black dragon has been sighted near Pitax, and so forth. The session ended with the heroes preparing accordingly to each given threat, hoping that once these things have been taken care of, they can rule the land they have owned for three years in peace.
I was honestly surprised to see that the mostly Neutral group of heroes doing such a selfless act, and one that could have backfired on them rather horribly at that. Then again, Sage has had a long history of his soul being tormented, so that might have factored into the decision to help Nyrissa out instead of killing her. Ciaran is an ally of the fey in general, so he had no reason to be kill her either. Kiriv and Oruda went along with it as well, mostly because the other two didn't tell them of this plan of theirs.
So, here is the recap for the Kingmaker session. We've only got Sound of a Thousand Screams left to go through.
The party had found the entrance to Vordakai's lair beneath Fort Drelev, where he's conducting a ritual that will open a portal between the Material Plane and Abaddon. Said spell is empowered by a variety of magic items (Briar being most prominent) and being close to completion as the players approached. After dealing with some local monsters with either diplomacy or violence, they descended to the underground base and soon found themselves confroning Lord Drelev the Graveknight, who had turned Imeckus Stroon into an undead minion without removing his intelligence. The players break the former wizard free from Drelev's control, and soon defeat the overconfident Graveknight, taking his armor with them so they can dispose of it later. Stroon's undead form dissipated as it chose to destroy itself.
Before they could move on, the room went dark with odd shadows and faces appearing on the walls. Sage's tampering with the forces of the Dark Tapestry had gotten Nyarlathotep's attention, and the deity briefly appeared to do a number on the party's sanity while also giving them a cryptic warning about some unforeseen consequences their actions have thus far had. Thankfully they survived said chat without going insane, but they did have to take a moment to recover before moving on to confronting Vordakai.
After that, they approached the ritual room, where they swiftly destroyed the undead mages empowering the portal with an Undeath to Death spell before leaping at Vordakai himself. Sage cast Halt Undead on the lich, who with my horrid luck rolled a 1 on the save. Due to a mistake in reading the spell description (we all thought it would paralyze him for a set of rounds with no chance to break free), they made quick work of the ancient cyclopean monster as Sage grabbed Briar and beat him to death with it in a fit of rage since Vordakai had hurt his two apprentices. It was a tad anticlimactic for a boss fight, but I loved how pleased they seemed to finally get rid of the villain. The lich's familiar Horagnamon was spared however, and the heroes also destroyed the phylactery (which had reactivated as Vordakai had more than 11 levels in this encounter) for good measure.
But they were not done there. To make sure he'll never come back, Sage offered the lich's soul to Abraxas in exchange for his own freedom from the demon lord's torment. Considering the trade-off, an agent of the fiend sent word, and gave Sage an affirmative answer. Ciaran, Kiriv, Oruda and Sage walked out from the castle as heroes, and figured they could rename Fort Drelev to Vordakai's Fall. Sage tried to ask Armag to join their nation, but the barbarian declined, choosing to lead his tribe to raid through Numeria with Ovinrbaane in hand. One of the local dragons was also tricked into going there, presumably with the idea that it would run into the warlord and get killed. At the end of the day, Oruda left off to meditate in the forest, Sage went back home with his apprentices (whom he has decided adopt) and decided to write about all this to his sister in Absalom, Kiriv went to spend some time with his wife, and Ciaran disappeared into the woods for a time with Briar in his hands.
The players were fine with me putting them to level 15 as they would have otherwise been underleveled for the finale. All in all it was a fun session, and I hope the players agree with that.
Artemis Moonstar wrote:
Yeah, the bolded part sums it up nicely.
I don't talk of it often since most people still consider that weird.
Then again, I once admitted all of this at a bar while drunk, and my friends didn't run off on me.
Hahah, you make it sound like what me and Mikaze like is a bad thing.
I play the way I like, you play the way you like. And to answer those questions...
- People consider Rogues weak because they kind of are.
- The Caster / Martial disparity is true, and the truth hurts.
- Did your Paladin just fall? I don't know, check it with your DM. No use asking us about it since we can't decide those things.
Another pet peeve that came to mind was people who insist that enemies have to be "always evil", whether it be orcs, drow or some other being. If I wanted brainless hack and slash, I'd go play video games. I'd be doubly pissed if I played the party's diplomat yet was forced to swing a sword every time the party encountered something that is even slightly different. I'm not condemning people for choosing to have every humanoid that isn't from the core book be super evil, so long as they don't try to claim that I am wrong for not doing things the same way.
That said, I won't make Diplomacy automatically succeed as DM either.
Growing up to be what, a bitter teenager?
It's less mature to consider everything horrid than learning that the world can be both ugly and beautiful.
True maturity comes from wisdom and experience with the world and the people in it, for all the good and the bad that comes from it.
Looking at only one side of the coin, you'd think it's a one-sided object. That's how I see maturity at the core. Then again, I've become convinced that maturity is a subjective term.
Thymus Vulgaris wrote:
Cheers to James Jacobs for that!