Banesfinger RPG Superstar 2015 Top 16 |
I have a small group (3) that just started this Adventure Path.
They were very excited about starting a "city" campaign, so they built all their PCs to be sneaky (rogues, urban rangers, etc).
At the Old Fishery, they waited until dark, "borrowed" a row boat and cased the lower area. They snuck in and attacked Lamm by surprise.
At All the World's Meats, they also waited until dark and cased the shop (recording guard schedules, etc). Through a lucky gather information check, they found out how to approach the Cow Hammer Boys for a "job". They gave them extra gold to "silence" someone (evilly, they sent the cow hammer boys after a now-dead Lamm).
That night, while the 4 renegade guards left to do the 'job', they snuck in to the shop, and found Verik by surprize, easily defeating him in close combat.
- Yes, this group got lucky on several rolls (Disable Device to get past the shop's locks, Stealth rolls, etc). But their tactics are very sound.
Do I reward this smart play? E.g. give them XP for the renegade guards they 'sent away'.
Blue_Hill |
If you are using XP then of course. You shouldn't "punish" your players because they were creative. In game rewards would be also very cool, makes players feel that this kind of playing is as appropriate (if not even better!) as fighting every enemy they face.
I'm thinking how to reward my CotCT players as they haven't killed any human/demihuman oppinent they have faced. Derros and other "monsters" (like otyughs) have died by their hand but I like what I'm seeing so rewards would be cool. I'll share them when I have designed something.. ^^
Banesfinger RPG Superstar 2015 Top 16 |
I'm thinking how to reward my CotCT players as they haven't killed any human/demihuman oppinent they have faced. Derros and other "monsters" (like otyughs) have died by their hand but I like what I'm seeing so rewards would be cool. I'll share them when I have designed something.. ^^
Perhaps bonus action/hero points (if you use that option from the Advanced Players Guide)?
Brutesquad07 |
Depending on how my parties have dealt with creatures that they haven't killed, but obviously defeated, I have given them the XP or part of the XP they would have earned if they had defeated the creatures in combat. You don't get the exp later if you then kill the creature (you already got it no double dipping). YMMV but it works well. Rewards the players for thinking on their feet helps those Goody goody types they can't have experience point loss thrown in their face and makes us all happy.
Banesfinger RPG Superstar 2015 Top 16 |
Well, I guess it was inevitable:
The sneaky rogue in the party wants to join Devargo Barvasi (king of spiders). Especially after he found out Devargo was hiring.
Page 38, C7: "...Devargo is evaluating six thugs and cutpurses for recruitment into his enforcers."
I know this player would love for his rogue to get involved in (any) thieves' guild.
During the Eel's End encounter - the rogue PC happily played 'Knivesies' (and won) to impress Devargo. They got the info they needed without violence/incident.
How should I handle this? Would joining the thieves' guild (aka: King of Spiders) cause problems later in the Adventure Path?
(As suggested by other threads, it is important to keep the players invested in Korvosa, and joining (any) guild seems like a great way to do that).
magnuskn |
Well, I guess it was inevitable:
The sneaky rogue in the party wants to join Devargo Barvasi (king of spiders). Especially after he found out Devargo was hiring.
Page 38, C7: "...Devargo is evaluating six thugs and cutpurses for recruitment into his enforcers."
I know this player would love for his rogue to get involved in (any) thieves' guild.
During the Eel's End encounter - the rogue PC happily played 'Knivesies' (and won) to impress Devargo. They got the info they needed without violence/incident.
How should I handle this? Would joining the thieves' guild (aka: King of Spiders) cause problems later in the Adventure Path?
(As suggested by other threads, it is important to keep the players invested in Korvosa, and joining (any) guild seems like a great way to do that).
What is his alignment? Barvasi is an evil sadist, who regularly feeds people to his pet Ettercap and tortures Majenko for kicks. You must gauge yourself if the PC will stand for that and how he will deal with it ( or Barvasi with him ) if he gets active against his new boss.
Also, keep in mind that after Seven Days to the Grave Old Korvosa is quarantined and it's not Barvasi calling the shots over there... it's either the Emperor of Old Korvosa or the Arkonas. As of Crown of Fangs, Barvasi has been eaten by his own Ettercap.
Lastly, Barvasi doesn't maintain a "guild". The only real ( and legal to boot ) thieves guild in Korvosa is the Cerulean Society. The PC would just be a thug for Barvasi, comparable to the Cow Hammer Boys. Only with less autonomy.
Brutesquad07 |
I would allow him to work for Barvasi, I had a "rogue with connections" PC in each of my two runnings of CotCT and neither thought to explore a connection with Barvasi (or if they thought of it they didn't bother with it). I kind of hoped they would, but it didn't happen. There are several things that you can do with such a connection. It will give the PC some "Underworld" connections, what those are useful for are really up to you.
Things that I thought of that such a connection would help with:
1 Black Market connections. Either for fencing tougher bits of treasure or purchasing things that might not normally be easily found, especially Shiver...
2 Foreshadowing the Arkona's. Perhaps the PC could be present when the Cerulean Society presses Barvasi for some favor. Have the "diplomat" explain that his "Lord" requires X or wishes Y of Devargo and the PC could see him squirm but acquiesce. Drop hints that he thinks the Lord is Arkona...things like that. Depends on how much RP time you want and maybe how much Lone RP time you have...
3 A small amount of squeezing the Rogue PC. Put the thumb screws in action to learn some valuable info about the character, for the Player as well as yourself. (Be careful with this one. You could easily push the Player or the Character out of the group)
4 Provides the Character with some valuable lessons (ie bonusses to Knowledge Local and Diplomacy in the right places)
DM_aka_Dudemeister |
Another option is to let the PC work for Devargo, but perhaps leave the option open to take over Barvasi's operation.
My players in my first CotCT game destroyed Barvasi and all of his minions in a massive free for all. Seeing a power vacuum, and holding the deed to Eel's End, the PCs decided to start running businesses from there. They drove out the Casino (the owners refused to acquiesce to new management), took responsibility for seeing to the safety and health of the pros (paying for a cleric to check the girls out once a month and paying for remove disease).
Sorry got side-tracked. Letting him work for Barvasi is a good idea, especially if you can work it so that he can get a shot at "taking over the business".