I have always liked the original description for HP advancement. It showed the players exp for taking damage. Learning to turn or flinch at the right time so the stab only grazed or atleast missed vitals. Plus learning to push through minor wounds that would debilitate someone who has never been hit before. And I don't remember where but in many systems I have found caveats to the rules that state just because the dice show you can fall 2000 feet and survive some times common sense needs to prevail
This may not help with your choices but remember that being Lawful does not mean that you need to respect or believe in all lawful authority. Just that you will adhere to the Lawful authority you recognize these would be the laws and the authorities that are recognized by your order as you are a Paladin this is what allows them to be used as soldiers for the cause
Not really on topic but I find it humorous that over time and various rpg formats "Neutral" has been watered down and is now stated by many to be an easy alignment. When originally it was the hardest as playing a true neutral is striking a balance between all forces and is almost in human.
As to this thread I see the actions as definitely Lawful as to whether they are good or Evil is hard to say with out more detail I personally see her as Good. A dedication to protect both her immediate community and the Nation at large
As a long time rpg player who is new to PFS I appreciate this list but have to admit to not being entirely sold on it yet.
I have always found it perfectly reasonable for the pc's to use knowledge gained from previous encounters with no need to roll. As long as they actually know the info without pulling out a reference guide. The difficult part is ensuring that they are only using knowledge that their character has gained and not knowledge the player has gained
In the past I have alway's dealt with this through "House rules". In which the player had to give a logical explanation as to how and where the gear was carried. And usually found that players would lead towards a realistic role play and prune their own carry list down as long as they had to be able to give the how on a semi regular basis
First. Good for you some of my most memorable play was this sort of Homebrew.
Second. Build slowly. No reason to have the far side of the continent mapped if your players are not going to get there this session.
Third. As to the amount of NPC's have your main ones ready. I have always found that I could get away with a cheat sheet for the rest. Name and a few notes that can be expanded later if needed.
Fourth. As for the encounters remember the versatility of facing humanoids they can be geared to any level.
Fifth. Remember that players will surprise you so be prepared to take your world in directions you may not have anticapated
And have fun
If you decide you are ok continuing play with them it sounds like they are ready for the Town to Hire a party of adventures to come hunt them or the hellnights send groups after them. I have always found that this type of play (if accepted by the GM) is best handled by showing them the consequences.
And as they are acting in the exact way a Bandit organization would treat them as such.
Party of adventures to hunt them
True surrender does not mean free from punishment but as the OP stated in the kingdom they are in Death is not the lawful sentence which is what puts him in this situation. So by the rules of the land he is currently serving the execution would be illegal. And as the Paladin excepted the surrender it would now constitute murder.
The easiest way to decide is for yourself. None of us played this but you where there the fact that you have to ask leads me to believe something in the story line left you questioning the act.
This seems to fall directly into the "Lawful" part of your alignment.
I don't know if this will help or make matters worse.
I am currently out of ideas to fix burn out as so many have been mentioned.
And Headfirst I have to agree for many years all the players I knew refused miniatures and mats enjoying keeping the game imagination based
Well Someone let the game designers know that all the games we have been playing for decades are full of useless fluff. Like magical enhancements to have weapons return or quivers re fill, not to mention all those useless bags of holding. And no reason to put towns or markets in the game. Just throw some gold over your shoulder and poof everything you want is right there
Infusing new blood into your gaming group. I have noticed that constant gaming with the same group can dull the game as you start to know the players responses before they do. Or possibly find a new group entirely but this is probably difficult in the age of video games.
Take a break. I was in the same boat when a geographical relocation forced an extended break on me and know I can't wait to return to gaming