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So my players have just finished HMM and the body count is three dead with one of them raised. The raised Rogue is having an almost psycotic breakdown and the Priest, who thinks he is a fighter, took the Keep, and the Leadership feat.
The Black Arrows, the three that are left, have all scattered. Vale to the Shoanti, Jarkardos with his step-daughter, and Kaven went to Magnimar to start his life over after realizing his mistakes. ( I am sure I spelled someones name wrong so forgive me.)
Add to this mess they all need to go back to Sandpoint to bury the Sorcerer, as he was raised in town and was engaged to marry Shayliss Vinder. The Fighter was laid to rest with his People, the Shoanti, by the Druid. ( I used the ideas of American Indians and the Himilayas. The Dead are wrapped and laid out on a raised platform and Scavangers and the Elements take their course.)
The poor Rogue is also wanted in Sandpoint so she is dreading returning. (Though she was asked by Hemlock to infiltrait the Scarzni and find out who is incharge of the Sandpoint family.) She also is dreading telling the Vinders of her adopted brother's death. (The Sorcerer and Rogue are both half-elf Orphans.)
So in the end a few of these characters have become very depressed or even worse vengeful. Add to it the Priest was told by Magnimar he can have the Keep but he will not be collecting taxes from Turtleback Ferry, as he hasn't been given Lordship of the land.
So am I being to evil or should I drive the dagger deeper in to their kidneys?

Blue_eyed_paladin |

Spoiler for GMs.
Let them have some joy in life- perhaps the cathedral in Sandpoint holds a bake-sale to raise funds for a Raising of their hero (the sorcerer) (as long as they don't overcook things and end up with some burnt offerings).
Let them get attached to things and feel comfortable so that they're more likely to want to protect them when they're threatened (like when the Giants invade, or when they find out Karzoug is coming back to rule the world)... don't give them token wives/children and then have them all taken captive, make them feel like they are able to protect these people against a hostile world (with an average CR much higher than their level).

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Spoiler for GMs.
** spoiler omitted **
Trust me I am trying not to screw them too much, but they tend to bring it upon themselves. (Like the party publicly belitting the Preiest for the death of the oringinal fighter, as he could have healed him but choose not to, thus adjusting hids leadership score.) by It is either that or the fact everytime they do something that is positive the adventure itself takes it away from them. (The Rogue was actually falling for Master Foxglove before he went ghoul.)
With this in mind I am going to try to give the party some happiness before Fortress, even though there is only on member alive, the rogue, who has any connection to Sandpoint.