Wow... My Heroes


Adventures


Or maybe I should call this 'Some days it just doesn't pay to DM'.

Running Crown of the Kobold King -

'The crown of the kobold king will be anointed in blood.'

'Five children from the town of Falcon’s Hollow have gone missing, dragged off into ruins underneath a cursed dwarven monastery. Soon they will be sacrificed to the crown, all to the glory of the twisted King of the Kobolds. If they are to be saved from this gruesome fate, brave heroes must follow their trail to the monastery and plumb the depths of its trap-laden and monster-infested halls.'

Now I have to preface this with my group has been in roll-playing mode for a while. I'm a 'new' DM in the rotation. In addition to the normal NPC interaction issues and long-term implications, alignment issues seem to have risen to the top.

Minor Spoiler -

Spoiler:
The party has just rescued two of the children in the Mess Hall. After healing, they weren't moving fast enough (there are 3 others still out there, one nearby) for Kimi Eavewalker, the leader/protector of the group of kids. She began to push forward. The NG Cleric of Torag grabbed her, and tried to reason. She pulled away, becoming agitated. He decked her, knocking her cold. The bard she escaped with whacks the cleric with the butt of a short spear saying 'That wasn't necessary', and stoops to help Kimi. The cleric threatens death to the bard for whacking him. Meanwhile her slow-witted charge Mikra freaks and tries to run away, into the darkness. He is restrained by another cleric; a NG worshipper of Desna. He fights and claws, especially after being threatened with death, but can't break free.

After the Paladin of Sarenrae aids Kimi, she tries to reason with the kids. They weren't exactly in a listening mode at this point. Kimi approaches the cleric holding Mikra, grabbing a short spear on the way. The bard tries to stop her. She threatens the cleric to release her friend. He threatens back. Death threats, nothing short.

Kinda makes it more difficult to run this, as the kids refuse to leave the others behind.

The situation got diffused but my head is reeling at the implications. The cleric of Torag apologized for his over-reaction, so fine. The cleric of Desna is totally unrepentant.

Desna isn't pleased.

Dark Archive

Emperor7 wrote:

Or maybe I should call this 'Some days it just doesn't pay to DM'.

Running Crown of the Kobold King -

'The crown of the kobold king will be anointed in blood.'

'Five children from the town of Falcon’s Hollow have gone missing, dragged off into ruins underneath a cursed dwarven monastery. Soon they will be sacrificed to the crown, all to the glory of the twisted King of the Kobolds. If they are to be saved from this gruesome fate, brave heroes must follow their trail to the monastery and plumb the depths of its trap-laden and monster-infested halls.'

Now I have to preface this with my group has been in roll-playing mode for a while. I'm a 'new' DM in the rotation. In addition to the normal NPC interaction issues and long-term implications, alignment issues seem to have risen to the top.

Minor Spoiler - [spoiler]The party has just rescued two of the children in the Mess Hall. After healing, they weren't moving fast enough (there are 3 others still out there, one nearby) for Kimi Eavewalker, the leader/protector of the group of kids. She began to push forward. The NG Cleric of Torag grabbed her, and tried to reason. She pulled away, becoming agitated. He decked her, knocking her cold. The bard she escaped with whacks the cleric with the butt of a short spear saying 'That wasn't necessary', and stoops to help Kimi. The cleric threatens death to the bard for whacking him. Meanwhile her slow-witted charge Mikra freaks and tries to run away, into the darkness. He is restrained by another cleric; a NG worshipper of Desna. He fights and claws, especially after being threatened with death, but can't break free.

After the Paladin of Sarenrae aids Kimi, she tries to reason with the kids. They weren't exactly in a listening mode at this point. Kimi approaches the cleric holding Mikra, grabbing a short spear on the way. The bard tries to stop her. She threatens the cleric to release her friend. He threatens back. Death threats, nothing short.

Kinda makes it more difficult to...

Wow I would be cruel and start denying spells until they atone for their callous manners. I guess I am lucky that my group usually have a good idea when to be proactive and not nitpicking.

My sympathies for you.


Thx. Yeah, it's time for a vision.

'I am most displeased. You are not evil, nor am I. In atonement you shall protect and cherish these children, even laying down your life if you must. Deny this and you will lose my favor.'

If I nuke him right from the get-go he'll really become a problem at the table.

On top of this, despite my specific warnings, a couple of the speelcasters have blown thru most of their spells. They haven't even made it to the 2nd level. And time is against them.

Sovereign Court

Emperor7 wrote:
On top of this, despite my specific warnings, a couple of the speelcasters have blown thru most of their spells. They haven't even made it to the 2nd level. And time is against them.

As a general piece of advice.

Don't make them try to do the whole adventure in one go. It will end in failure, and a probable TPK.

Just look at what they have to face! Even if they avoid all extraneous rooms and dodge a few battles it is still near impossible for a party of the identified level to reach the Kobold King with enough HP and spells to deal with him.

I let my party discover, after rescuing the kids on the first level, that the sacrifice would not be until the full-moon (which I placed on the next night). This let them rest for a night before tackling the lower levels.
And they still only just scraped through.
Even though I let them level-up that night.
How many of your PCs are human? He targets the humans first. Against them he has +9 to hit and does 3d6+13 damage.

It wasn't the most hardcore bunch of PCs ever created but it is still an incredibly hard adventure when the timer is ticking that much.

I might make the players lousy behaviour into a major character moment; "Clearly your character has not spent a lot of time around children. You're going to have to write me a nice back-story explaining that strange secluded childhood. And you're going to RP your discovery of civilised behaviour over the next few sessions."

"Oh, and I suspend XP (that is, you don't earn any) for as long as a character is playing far outside of their alignment..."


GeraintElberion wrote:
Emperor7 wrote:
On top of this, despite my specific warnings, a couple of the speelcasters have blown thru most of their spells. They haven't even made it to the 2nd level. And time is against them.

As a general piece of advice.

Don't make them try to do the whole adventure in one go. It will end in failure, and a probable TPK.

Just look at what they have to face! Even if they avoid all extraneous rooms and dodge a few battles it is still near impossible for a party of the identified level to reach the Kobold King with enough HP and spells to deal with him.

I let my party discover, after rescuing the kids on the first level, that the sacrifice would not be until the full-moon (which I placed on the next night). This let them rest for a night before tackling the lower levels.
And they still only just scraped through.
Even though I let them level-up that night.
How many of your PCs are human? He targets the humans first. Against them he has +9 to hit and does 3d6+13 damage.

It wasn't the most hardcore bunch of PCs ever created but it is still an incredibly hard adventure when the timer is ticking that much.

I might make the players lousy behaviour into a major character moment; "Clearly your character has not spent a lot of time around children. You're going to have to write me a nice back-story explaining that strange secluded childhood. And you're going to RP your discovery of civilised behaviour over the next few sessions."

"Oh, and I suspend XP (that is, you don't earn any) for as long as a character is playing far outside of their alignment..."

Thx for the input. This is a group of 6 3rd-level gestalts, but I did bump up the adventure a bit. Maybe too much, but I don't think so. They should be able to handle it. They're bowling thru this like a bull in a china shop, and have missed out a couple of opportunities for info. Eg. dialogue with kids and bard - 'What do you know? What did you see (while you were running for your life with guards close behind)?' Some spell usage has just been silly. (Their one scroll of lightning against 3 1st level kobold fighters and a 3rd level adept.) But it's only a couple of the players. The others are playing smarter.

I'll look for a way to inject a breather after they collect Jurim.

I don't know if I'll succeed in breaking the group of the 'NPCs are cattle and only good for what they can do for me' mentality. Neutrals and Evils I can see having this POV.

1/2 the party is human, but they try to avoid front line fighting.

This is mostly a matter of a bad play/players bumming me out. But it is only 1/2 of the group.

thx again.


OK, here's what I'm gonna do -

Spoiler:
Vision for the cleric -

Your vision dims. It’s as if you were going blind.

Your hands are bound tightly. They lost feeling long ago. The taste of blood is fresh in your dry mouth. Your side is on fire where the little demons hit you with the butt of their spear. The cries of your friends tell you they are still alive. Your own cries join the chorus. When will this march end? I'm so thirsty and tired. You stumble and one of the demons hisses as it drags you up. Its claws rip into your flesh. After long hours you stop. Finally.

No, it is not blindness; it is just the lack of light in the caves. Two demons enter a cage holding a bound halfling. They hold their spears leveled at his chest, and hiss at him in some strange tongue. ‘Move and you die right now’ you somehow understand. You didn't think it posssible but you grow more afraid.

Two more of the demons carry a large burden. It is the still form of your protector, Kimi. She fought hard, but it was not enough. She could have escaped, but that was never her way. They dump her into the cage. Her groan tells you she is still alive, and you weep for joy. Quickly you and your friends are shoved roughly into the same cage. All of you are dirty, bloody, and weeping. Hollin doesn’t speak. His cries are silent. He looks but doesn’t see. They don’t release your bonds. When they exit the cage, the halfling rushes to you.

Your attention is drawn to a nearby cage. It has only one occupant. The half-elf is gagged. His wrists are bound tightly together, with the hands further wrapped. Like mittens. One of his eyes is swollen shut. He throws himself against the bars and screams muffled cries.

The demons laugh. One speaks in broken Common, ‘In two days time, when the moon is full, your blood will anoint the king’s crown.’ They begin to celebrate, throwing refuse at you and taunting you with their tiny spears.

The vision fades. Yours returns. You see a butterfly and hear its voice,

‘I am most displeased. You call yourself my voice on your world yet you dishonor my Name. I am not evil. A good person is devoted to helping others.

…Or do you seek to mislead me?

In atonement you shall protect and cherish these children, even laying down your own life if you must.

Deny this and you will lose my favor.

RPG Superstar 2011 Top 32

Emperor7 wrote:
OK, here's what I'm gonna do -

Whoa ... awesome :) If that doesn't shake 'em up, nuttin' will. Bravo!


Who's up for looting the bodies of the kids?


CourtFool wrote:
Who's up for looting the bodies of the kids?

I know a couple of guys who are...

Scarab Sages

Use the numeric alignment system from the Book of Hallowed might,

If he's neutral good a standard number would be "C or L1-2G3-4." The lowest number you can have and still be considered good for the purposes of spells is 3.

If you're from 3 to 6 alignment specific spells work normally,

If you're 2 or 1 you have 1/2 effect and 7+ is double effect. If memory serves correctly.

Neutral is non-existant, neutral is chaotic/lawful/good/evil in small amounts (1-2) There is no true neutral

Examples

Batman: C4G6
Asmodeus L9E9
Cthulhu C9E9
Jack the Ripper C1E7
True Neutral Druid C1G1

Your NG cleric C2G4

But, after his actions, he would have lost a point of Good, bringing him dangerously close to becoming a spell-less cleric.

I like the system, it helps bring some definition to an abstract system of morality. In the book it gives examples of different levels. Example Chaotic 7 might destroy things just because. (2e example...CN guy betting everything on a dice roll C7!! you know Chaotic Crazy!!!)

Trying to run that adventure with a group of evil characters....SUCKS!!!

The evil barbarian wanted to enslave Kimmy...and enslaved the blue kobold mistress...They didn't care about the kids only the reward for bringing back the lumber baron's son...(which I had to create as an evil motivator.) I don't recommend it.


Xaaon of Xen'Drik wrote:

Use the numeric alignment system from the Book of Hallowed might,

Trying to run that adventure with a group of evil characters....SUCKS!!!

The evil barbarian wanted to enslave Kimmy...and enslaved the blue kobold mistress...They didn't care about the kids only the reward for bringing back the lumber baron's son...(which I had to create as an evil motivator.) I don't recommend it.

Thx for the input.

Table talk-wise they sure sound similar to this. Then they have trouble dialing it back when I attempt to get them to ROLE-play.

The BoHM system might work but I can just hear the arguments anytime they see me making a note. And there have been previous issues with this particular cleric/player.

Actually, I think the reason I'm paying so much attention to all actions is the RoTR campaign and keeping track of sin points. I really need to ferret out if they want a campaign with an actual story or just a continuous dungeon crawl.


Emperor7 wrote:
I really need to ferret out if they want a campaign with an actual story or just a continuous dungeon crawl.

I feel your pain.


Emperor7 wrote:
CourtFool wrote:
Who's up for looting the bodies of the kids?
I know a couple of guys who are...

He said looting

Dark Archive

CourtFool wrote:
Who's up for looting the bodies of the kids?

They're kids, they ain't got nothing of value. However, I can hook you up with a necromancer that'll give you a good price on the bodies.


David Fryer wrote:
They're kids, they ain't got nothing of value.

(censored for sarcastic quip)

Silver Crusade

Emperor7 wrote:

The cleric of Desna is totally unrepentant.

Desna isn't pleased.

I would imagine, considering that kid is going to be having nightmares for the rest of his life.

Liberty's Edge

Mikaze wrote:
Emperor7 wrote:

The cleric of Desna is totally unrepentant.

Desna isn't pleased.

I would imagine, considering that kid is going to be having nightmares for the rest of his life.

Which lead to him becoming a serial killer. Better off just to cut him out of the equation.


Cato Novus wrote:
Which lead to him becoming a serial killer. Better off just to cut him out of the equation.

As I recall, doesn't this eventually happen to one of the kids the heroes rescue in Crown of the Kobold King?


Eric Hinkle wrote:
Cato Novus wrote:
Which lead to him becoming a serial killer. Better off just to cut him out of the equation.
As I recall, doesn't this eventually happen to one of the kids the heroes rescue in Crown of the Kobold King?

Correct, but not the kid who was terrorized by the PC.

I doubt I'm going to do any of the follow up ideas. The group doesn't seem to want to be burdened with responsibility. :(


Emperor7 wrote:
Eric Hinkle wrote:
Cato Novus wrote:
Which lead to him becoming a serial killer. Better off just to cut him out of the equation.
As I recall, doesn't this eventually happen to one of the kids the heroes rescue in Crown of the Kobold King?

Correct, but not the kid who was terrorized by the PC.

I doubt I'm going to do any of the follow up ideas. The group doesn't seem to want to be burdened with responsibility. :(

Are they any fun, gamewise?


GRU wrote:
Emperor7 wrote:
Eric Hinkle wrote:
Cato Novus wrote:
Which lead to him becoming a serial killer. Better off just to cut him out of the equation.
As I recall, doesn't this eventually happen to one of the kids the heroes rescue in Crown of the Kobold King?

Correct, but not the kid who was terrorized by the PC.

I doubt I'm going to do any of the follow up ideas. The group doesn't seem to want to be burdened with responsibility. :(

Are they any fun, gamewise?

6 players. 1, we wonder why he's there. I think it's to get out of the house, but that's as far as his attention level goes. Regardless of game. 2, likes to have a secret and do secret stuff. 3, sleeps too much and likes to interrupt game flow. 4-6 are long-time gamer friends are are a lot of fun, stay awake, and enjoyable role-players (once they shake the dust off a bit.) Our games have been heavy Roll-Playing, so the switch to Role has been slow.

All are fun outside of game setting.

The problem night is fixable and limited, thankfully. I'm just not sure what they want out of the game, and if that meshes with me.


OK, so things didn't go as well as I hoped.

The player reacted badly. :( He 'disagrees' with Desna's POV. And it 'won't matter after this adventure'. Asking him to clarify and he says he intends to change diety/religion. I cautioned him, and recommended he take some time to think about it, else Desna would pull his her support (spells, channeling) right then and there. He seems to be trying to hide his intentions from her, even when praying for his daily spells.

This sounds like a DM vs. player conflict, rules be damned. Alignment means nothing. Dieties don't have personalities, and NPCs don't either. This guy apparently wants a dungeon crawl.

I think he just can't handle being told he was wrong.

On top of this another player is cropping up to be a problem, wanting to be LE in a good group, but not running true to LE. He's being contrary in all of our games, for all of our GMs.

Time for a group discussion. I hate people conflicts.

Any love out there for a DM whose down on his luck? Hey buddy, can you spare a role player?


I usually don't stress alignment much and just let it follow the actions of the PCs, I don't tell the PCs how to act. If the player doesn't want to play a good character I'd not try to make him, not make it hard to change gods. If it's a problem between player and DM, then that should be solved directly, not through play.


Fuchs wrote:
I usually don't stress alignment much and just let it follow the actions of the PCs, I don't tell the PCs how to act. If the player doesn't want to play a good character I'd not try to make him, not make it hard to change gods. If it's a problem between player and DM, then that should be solved directly, not through play.

Have you read the background on this problem? A NG cleric of Desna threatening to kill a frightened mentally-impaired NPC, then the other NPCs who tried to stop him?

At least that's the game side of the problem. The people side really didn't become apparent until last night, when I tried to keep the game conflict in-game with an in-game resolution and failed.

The people side is getting an agreement on what the players want the game to be. I can run any type, but it's nice to know. Of course getting them all to agree on one type might be tough.


GRU: Okay, that doesn't work- and you're right 'bout the DM vs. Player thing. I think you should talk to this guy about what he wants from gaming.
what he want's might not be compatiable with your game and it's better get in the clear about that (IF that turns out to be the case) and stop gaming together, than getting into fights.

Maybe he should play another character, more in line with, what he actually plays?

There's also an issue with attitude- this is a cooperative game, doesn't he realise that?

GRU


GRU wrote:

GRU: Okay, that doesn't work- and you're right 'bout the DM vs. Player thing. I think you should talk to this guy about what he wants from gaming.

what he want's might not be compatiable with your game and it's better get in the clear about that (IF that turns out to be the case) and stop gaming together, than getting into fights.

Maybe he should play another character, more in line with, what he actually plays?

There's also an issue with attitude- this is a cooperative game, doesn't he realise that?

GRU

I have no problem with him building a new character. I think that's where he's heading himself.

Attitude? I was genuinely surprised, but I've seen instances with other people (in-game and out) where he has trouble being 'wrong' about something, only grudgingly backing down when a printed answer is put in front of him. A subjective ruling/opinion doesn't stand much of a chance.

We run several games with several GMs, and one guy (not this one) is turning into an antagonist/spoiler in all of them. Generally, mucking up stuff in all of them. This guy seems to follow that sometimes. Maybe it's too boring for him. Not sure.

Our large group has been marginalizing the one guy in all of the games because of his troublesome play. Not sure if this second guy has placed himself in the same position due to lack of attention.

Multiple problems, multiple fronts. Just 'glad' it's happening to the other GMs in our rotation too. At least it's not just me.


Emperor7 wrote:
The people side is getting an agreement on what the players want the game to be.

It sounds more like you need to meet and get agreement on who the players are to be.


Yes, I read up. I meant that if a player plays his character as an evil SOB then I am not telling him "But you can't do that, your character is good!", I'd just mark his character down as an evil SOB, and have the world react accordingly.

If the player would not agree with the reaction of the world ("That's not evil!"), then we'd have to talk, which seems to be the case here. Or not, if the player already wants to change deities.

More specifically, in this case, and barring any other issues, I'd simply allow the player to retroactively change his character's deity to something more in line with his actions.


Majuba wrote:
Emperor7 wrote:
The people side is getting an agreement on what the players want the game to be.
It sounds more like you need to meet and get agreement on who the players are to be.

Darn good point. I say it discussions, but need to keep that on the front burner.


Fuchs wrote:

Yes, I read up. I meant that if a player plays his character as an evil SOB then I am not telling him "But you can't do that, your character is good!", I'd just mark his character down as an evil SOB, and have the world react accordingly.

If the player would not agree with the reaction of the world ("That's not evil!"), then we'd have to talk, which seems to be the case here. Or not, if the player already wants to change deities.

More specifically, in this case, and barring any other issues, I'd simply allow the player to retroactively change his character's deity to something more in line with his actions.

I'm in agreement here. Thx.

Follow Up -

Just spoke to the player. His POV - He grudgingly chose a cleric, thinking the party needed the healing. He feels singled out, though he knows it isn't true. His 'vision' was stronger message because his actions were stronger. He thinks alignments are a 'noble but wasted effort'. Then he went into 'I roll worse than everyone else'.

So we're going to put together another character. Neutral, free-living. (diety-free) He likes the game but the party dynamics are affecting him. I think we can move forward, but I'm not sure how much the other issues will impact things.

I wonder if our issues are 'heightened' because we're a bunch of long-time players? Set expectations, grumpy old men, fatigue after work, etc. On the flip side, one of our hit-or-miss guys last night really enjoyed the session and can't wait until the next.


Well, so this issue seems solved for the time being. What made him think that the group needed a cleric/healing? Did you set up any guidelines? Or is it a case of anticipatory obedience?

Alignments as a wasted effort - that can be a viable POV, but if somebody plays in a D&D group, he better check beforehand how important they are. They are part of the RAW, so knowing how the DM handles them is important.

Were you able to get clear what kind of campaign the players want and is it compatible to your wishes? (I would not allow an evil character in a good group, for example - they tend to be too disruptive IME.)

Long time players tend to have certain expectations for a game and tend to be quite vocal if their expectations are not met. So I think the age makes a difference. And if you spend your precious leisure time for a game, it would better be good to be worth bothering. That leads to higher conflict potential in older groups.

Stefan


Yes, he anticipated the need. I made it clear in today's discussion that I could/would help if I saw a healing shortfall.

Funny that you mentioned evils in a good group. A different player has taken on the role of contrarian. When I discussed alignment last night he said his was LE, making him the only evil. This is going to be another problem. But of course he's not following LE either. Ahh, what fun.

Liberty's Edge

Emperor7 wrote:
When I discussed alignment last night he said his was LE, making him the only evil. This is going to be another problem. But of course he's not following LE either.

On the bright side, LE is the most group-friendly of the evil alignments, if it's played properly. A LE being should be willing to work with others, so long as it furthers his own accumulation of power. They often seek a position of leadership or control in the party.


In my first campaign we had a LE evil character in the party, though we did not know it (neither Players nor characters) for most of the campaign (it wasn't hidden, it was plainly marked on the sheet, it just never came up and no one spotted it). My character, a bard and member of the Harpers, considered that character the most dependable ally when it came to doing good deeds, and the character was played lawful evil. But if the rest of the supposedly good characters came up with plans such as "oh, a village is threatened by bandits? I think we should infiltrate the bandits and destroy them from within. To gain their confidence, I propose to plunder the village!" the standards were not very high to begin with...


Let me put it this way:

I ran a Bard 9/Rogue 1/Fighter 1 with a Pseudodragon Dragon Shaman 1 and two Warrior 2 mooks through this adventure. They sweet-talked the kobolds into joining them. I let Kimi and the others stay behind on the first level guarded and safe, because the Bard has an ungodly Diplomacy score.

And there was a TPK.

The hook makes this a very, very difficult adventure. If you boosted the creatures at all in this module and kept the hook the same, you're going to regret it.

The Exchange

Emperor7 wrote:
Fuchs wrote:

Yes, I read up. I meant that if a player plays his character as an evil SOB then I am not telling him "But you can't do that, your character is good!", I'd just mark his character down as an evil SOB, and have the world react accordingly.

If the player would not agree with the reaction of the world ("That's not evil!"), then we'd have to talk, which seems to be the case here. Or not, if the player already wants to change deities.

More specifically, in this case, and barring any other issues, I'd simply allow the player to retroactively change his character's deity to something more in line with his actions.

I'm in agreement here. Thx.

Follow Up -

Just spoke to the player. His POV - He grudgingly chose a cleric, thinking the party needed the healing. He feels singled out, though he knows it isn't true. His 'vision' was stronger message because his actions were stronger. He thinks alignments are a 'noble but wasted effort'. Then he went into 'I roll worse than everyone else'.

So we're going to put together another character. Neutral, free-living. (diety-free) He likes the game but the party dynamics are affecting him. I think we can move forward, but I'm not sure how much the other issues will impact things.

I wonder if our issues are 'heightened' because we're a bunch of long-time players? Set expectations, grumpy old men, fatigue after work, etc. On the flip side, one of our hit-or-miss guys last night really enjoyed the session and can't wait until the next.

So let me get this straight, you have 6 Gestalt PCs and one felt that he had to take the bullet to be a cleric?!? I would expect at least 3 mixes of divine spellcasters in a 6 PC Gestalt game, something like a Barb/druid, a Ranger/cleric, a cleric/fighter, or something like that. WTF, the whole group just decided to ignore a major role and leave one person to shoulder the burden?!? That's just sucky. Especially with essentially 12 classes in the group.

Also I wonder about allowing Gestalt characters and trying to discourage 'Roll-playing'. Not that the two are mutually exclusive, but the gestalt rules seem to promote a certain Power-level/Optimization mentality.
I loved the vision idea, though.
Perhaps a retcon session would work allowing some of the PCs (that wish to) to rebuild their characters with an eye more towards party balance and even distribution of necessary roles so no one feels shoe-horned into an unwanted roll.


Xuttah wrote:
On the bright side, LE is the most group-friendly of the evil alignments, if it's played properly. A LE being should be willing to work with others, so long as it furthers his own accumulation of power. They often seek a position of leadership or control in the party.

I can only wish. Keeping this guy active in the games is tough. All the games we play. I think he comes to our Tues night sessions just to get out of the house. ;)


roguerouge wrote:

Let me put it this way:

I ran a Bard 9/Rogue 1/Fighter 1 with a Pseudodragon Dragon Shaman 1 and two Warrior 2 mooks through this adventure. They sweet-talked the kobolds into joining them. I let Kimi and the others stay behind on the first level guarded and safe, because the Bard has an ungodly Diplomacy score.

And there was a TPK.

The hook makes this a very, very difficult adventure. If you boosted the creatures at all in this module and kept the hook the same, you're going to regret it.

I've also modified the adventure to make it survivable, per the earlier ideas shared with me. The party is doing OK, but challenged, so I think I have the right balance. Tactically, they work great together. Still, I'm going to find a way to leave the children behind 'cause they party's not enjoying the stress of guarding them.

[snark]Diplomacy? What's that? [/snark] The party views everything AND EVERYONE as just another obstacle/automaton. NPCs should be whitewashed, and always stay firmly in the background. Making a boring, extended dungeon crawl. Roll, over role. :(

That's what I'm trying to change. And failing.

Liberty's Edge

Emperor7 wrote:


That's what I'm trying to change. And failing.

Sounds like you have bigger problems to deal with than just the adventure. Best to talk to you players about this before you burst a gasket.

Sovereign Court

If your characters save the day it might be worthwhile/interesting to have a "no dice day" in town. Just RP the childrens' return, the various responses from the parents and the vibe of the whole town.

There are options for flirtation, fawning gratitude, reluctant thanks, and a whole panolpy of emotions for the players to deal with.

..and then when one of the parents challenges them in the street: "You threatened to kill my boy! He's young and scared and far from home; and you threatened to kill my boy! He won't leave the house now. I told him you were heroes: He said there weren't any heroes, just scaly monsters and human monsters."

If they hate that (and it can be mostly adulation and free beers) then you've got a bunch of rollplayers, sorry.


Xuttah wrote:
Emperor7 wrote:


That's what I'm trying to change. And failing.
Sounds like you have bigger problems to deal with than just the adventure. Best to talk to you players about this before you burst a gasket.

Yep, started the discussions last night. Of course the group is split about what they want. Now, if I could just figure a way to run for the half I like...[evil gears turning] MWAHAHAHA...

Sounds like a Saturday session. Two of the blah players can't make it on Saturdays. Too bad for them that Saturdays are free vorpal longsword days at the mall, and magic items are half-off... ;)

Liberty's Edge

Emperor7 wrote:


Yep, started the discussions last night. Of course the group is split about what they want. Now, if I could just figure a way to run for the half I like...[evil gears turning] MWAHAHAHA...

Sounds like a Saturday session. Two of the blah players can't make it on Saturdays. Too bad for them that Saturdays are free vorpal longsword days at the mall, and magic items are half-off... ;)

You could reward role play with xp or character traits (for really really good story rewards, that is).


GeraintElberion wrote:

If your characters save the day it might be worthwhile/interesting to have a "no dice day" in town. Just RP the childrens' return, the various responses from the parents and the vibe of the whole town.

There are options for flirtation, fawning gratitude, reluctant thanks, and a whole panolpy of emotions for the players to deal with.

..and then when one of the parents challenges them in the street: "You threatened to kill my boy! He's young and scared and far from home; and you threatened to kill my boy! He won't leave the house now. I told him you were heroes: He said there weren't any heroes, just scaly monsters and human monsters."

If they hate that (and it can be mostly adulation and free beers) then you've got a bunch of rollplayers, sorry.

We spent a couple hours roleplaying in town after they saved the town in Hallow's Last Hope. They loved they fawning, but were ready to attack any of the town bullies that diminished their heroics. The good role players in the group liked the segment. The problem children remained problems.

Tuesday will be roll-playing, the occasional Saturday will be role-playing. I guess I can live with that. This is a huge paradigm shift for our group. As you may note, we've been in a rut for quite some time. I'm introducing/rekindling and old way of thinking - role. Hopefully, we can grow - or find our roots again.


Xuttah wrote:
Emperor7 wrote:


Yep, started the discussions last night. Of course the group is split about what they want. Now, if I could just figure a way to run for the half I like...[evil gears turning] MWAHAHAHA...

Sounds like a Saturday session. Two of the blah players can't make it on Saturdays. Too bad for them that Saturdays are free vorpal longsword days at the mall, and magic items are half-off... ;)

You could reward role play with xp or character traits (for really really good story rewards, that is).

In sync with you there. Reward good behavior, not good rolling...

Silver Crusade

Xuttah wrote:


On the bright side, LE is the most group-friendly of the evil alignments, if it's played properly.

I'm not much for alignment profiling(poor poor Chaotic Neutral), but hot damn if this wasn't the truth the one time I played an evil character. My professionalism and generally not s$@!ing where I eat actually got me the chaotic evil party member's job. And we actually got stuff done with no fuss.

"Be polite. Be Efficient. Have a plan to kill everyone you meet." was the order of the day.


Unexpected conseqence from the player/character conflicts. Another player has been running a paladin, and the character actions of a couple have made him decide to replace his paladin. So it looks like I shall put together a splinter group, where both he and I (hopefully a few others) can enjoy some roleplaying.

Paizo Employee Chief Technical Officer

[moved to Modules forum]

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