Negotiating with the kuo toa?


Shackled City Adventure Path


Those crazy players... who ever knows what they're going to do? They started with a flaming-sphere-first-ask-questions-later attitude, then switched gears to watch poor Jared get eaten by Gottrod. Just to confound me, they peacefully hopped in the kuo toa ferryman's canoe and opened negotiations at the entrance to Bhal Hamatugn. What do I do with this?

The easiest options are 1) to put the adventure back on the rails by having the kuo toa shut up and just shoot or 2) have them disarm and be brought before Xenith. 1 is boring -- I want to reward the players for role-playing reasonably well. 2 would most likely be an auto-TPK.

Here is what I came up with, but I'd like to hear your suggestions.

1) Have them leave and come back the next day. This gives the kuo toa a chance to consult with their leader and gives the party a chance to rest.
2) Bring them to the central worship room. A cleric suppresses the statue's planar ally effect. He charges them with slaying Dhorlott if they wish to see Xenith. The kuo toa have decided that they don't entirely trust the dragon. The fingerlings have started nibbling. And, obviously, they don't feel up to the task of defeating the dragon themselves.
3) The players defeat the fingerlings and Dhorlott. I probably will adjust his stats a bit.
4) They emerge to find dozens of kuo toa awaiting them. If they look ragged, the kuo toa attack them to provide great sacrifices to the Sea Mother. I'll position the kuo toa so the players have an avenue of escape. They'll then have to fight their way back in, though if they do enough damage, the kuo toa will let them reopen negotiations. If they emerge from Dhorlott's lair, looking strong, then they are brought before Xenith.
5) Either way, they get to Xenith. They must subdue him and get away with him. The difference from the adventure as written is that there might still be a lot of kuo toa around to hamper their escape.

I probably will pare down elements of Bhal Hamatugn that aren't related to this, e.g. that assassin kuo toa.


I like the idea that they get screwed over at the end. However, you don't want them to feel like negotiation is never a viable option. Sometimes it should work, I think.

My group will be hitting Bhal Hammatugn next session.


Pathfinder Adventure Path Subscriber

My party knew a fair bit about Zenith, and used negotiation to get across on the boat. However, they were plenty nervous, and had itchy trigger fingers. When they got inside the entrance, and more guards showed up - who weren't hostile, but were belligerant - the party attacked.

However, if they had continued to negotiate, I would have had the Kuo-Toa take them all the way to Zenith. Then they would have had a fight with Zenith and just a few Kuo-Toa guards (to make it interesting). The high priest would have remained behind.

Aushanna would have appeared, at the statue, after the party was in with Zenith. Not knowing what was going on, she would have taken a few rounds to find out, only teleporting in to Zenith's room just in time to keep the fight "interesting"...

I don't like stifling diplomacy. It seemed to me that the Kuo-Toa revere Zenith. If the party could come up with enough bits to string the K-T along, and make them think that they were there to help Zenith out, then the K-T would take them to Zenith in the hopes of getting more religious insight from him.

Possibly the party could even have diplomacied Aushanna and Zenith...

Anyway, that's not how it happened for us...


scottsch wrote:
Here is what I came up with, but I'd like to hear your suggestions.

That looks pretty good. Like others in this thread, I do believe that diplomacy should have some benefits. (My players - again, like others here - had itchy trigger fingers and fought. They were beaten many times, badly.

The only thing I'd look carefully at is:

scottsch wrote:
They emerge to find dozens of kuo toa awaiting them. If they look ragged, the kuo toa attack them to provide great sacrifices to the Sea Mother. I'll position the kuo toa so the players have an avenue of escape.

This would (read: did) wipe out my PCs... for some reason, they really struggled with Dhorlot (but beat Gottrod handily). Only you know your players, but this is the one place where it's good to analyze possible results...


My group got to Bhal-Manatugn last night and chose to go the negotiation route. The drow rogue/sorcerer spoke undercommon and was able to communicate with the KT. She had also cast comprehend languages as they were approaching the ferry and thus was able to understand all of the KT speech. The two barbarians were itching for a fight and the paladin, who stated she was going to run detect evil continuously, didn't care for simply talking either.

After some outstanding diplomacy rolls the group got an audience with Zenith. I made him a gestalt character, like the party, so he was a fighter/paladin and dwarven defender/blackguard. I played him like a belligerent a&!!$%# the whole time who kept insulting everyone and pushing them around. The party nearly came to blows with him several times but managed to keep themselves in check.

After even more outstanding diplomacy rolls the evil rogue was able to play to Zenith's inner bastard and convince him to return if for no other reason than to kill his father. So he shouted some orders to the KT to ready themselves for war as they would be marching on the surface. He would send message within a week. The party understood everything he said.

They then walked out as the KT mustered to march. On the way back, by way of the kopru ruins, the party realized that Zenith was leaving trail markers and they were being followed by a squad of KT.

So they handed Zenith off to "Celeste" and "Davked". I am running Celeste as a polymorphed Thifirane so when the party warned her that Zenith was evil and planned to kill Davked she pretended to care and then teleported them all away.

So the party left a band of KT in the underdark preparing to march on the surface. The party wants to raise a war band and return to take out Bhal-Hamatugn before the KT can march. I'm thinking I might let them do that before I launch them into the next chapter.


Thanks for all the tips!

Arnwyn wrote:


scottsch wrote:
They emerge to find dozens of kuo toa awaiting them. If they look ragged, the kuo toa attack them to provide great sacrifices to the Sea Mother. I'll position the kuo toa so the players have an avenue of escape.
This would (read: did) wipe out my PCs... for some reason, they really struggled with Dhorlot (but beat Gottrod handily). Only you know your players, but this is the one place where it's good to analyze possible results...

I already knocked a HD off of Dhorlott. The party is missing its two biggest damage-dealers this week, so... hm... I suppose Dhorlott is still wounded from his battle with Gottrod.

Community / Forums / Archive / Paizo / Books & Magazines / Dungeon Magazine / Shackled City Adventure Path / Negotiating with the kuo toa? All Messageboards

Want to post a reply? Sign in.
Recent threads in Shackled City Adventure Path