Problem with evil non-combatants


Advice

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The Exchange

the valiant heros slay the horde of (goblin/kobold/orc/whatever) bad guys and now are stuck with the tribes' women and children... what do you do?
I'm working on this in an adventure I'm doing now. I need some type of fix here. Maybe a monster like a goblin that doesn't have non-combatants? does anyone know one?


If the character base is neutral, then just leave them to fend for themselves. Orc females can be just as ferocious as their male counterparts. They can plunder and provide for their young as easily as males. Same with Kobolds and Goblins.

If they're good, then I'm not really sure. Spare them or attempt to provide aid. If they attack, then defend yourselves as needed.

If they're evil, kill, rape, and slaughter would be in order I guess (unless lawful evil).

Liberty's Edge

Have the women and kids / non combatants simply not be there. Maybe the humanoids present are an advance force, securing the ruins before the rest of the tribe arrive. Maybe they are a breakaway group. Maybe a disease or famine has run through their settlement and all the weaker (non combatant) members have succumbed. Maybe this group is so bad ass that every single tribe member is armed and dangerous. Kids grow up fast or not at all.

The Exchange

I like to make my adventure background kind of work. and the Bestiary lists Kobolds tribe as being 31–300 plus 35% noncombatants. The area they are in is very in-accessable, the kobolds are going to be a real surprize, and short of having them teleported in years ago (something I'm thinking of using right now), I'm not sure how to do this.
In PFSOP the characters can't be evil, and some will be good. this is a given.
So, if I use 33 Kobolds I should have something like 11 noncombatants [young and maybe old (unless they kill the old folks) I guess, as I had originally thought they were young and females - guess I was being sexist].
Ah, maybe sell them into slavery? (rolls eyes)


You CAN say that for your game the non-combatants aren't "innocents" like Human/elf/dwarf/halfling women and children are. You can decide that for your game they are spawn, born evil, inhuman, and so it is morally OK to exterminate them just as you'd exterminate rats or giant spiders, or a demon.

On the other hand, if you want to say that ARE "innocents", then let the PCs save them just like as if they were halfling women and children enslaved by the evil combatants, and have the women thank the PCs or freeing them from the cruel domination, and they look forward to raising their children in peace someplace where they won't cause any trouble.

Pick either, if you don't want to get bogged down with moral dillemmas, just pick one and tell the players that's how the world is here, and be done with it.

Liberty's Edge

somewhere it was, i read or heard that goblin kids are all about killing off the others to survive. I've always thought that if i run a campaign i would use "monkey swarm" as the goblin nursery.

Silver Crusade

Tell your players upfront whether or not you have your "monster" races be Always Chaotic Evil all the way to the children with no hope of change. Many players really do not enjoy having genocide and baby-killing forced on their characters as a "proper" course of action, and having it sprung on them just leads to misery.

Taking Asphesteros' two examples for example, I wouldn't want to play in the first one at all. The second though, I would actually enjoy being in.

The Exchange

Aw, Nosig, why'd you have to bring this classic yelling-match topic back to life? I just know there'll be name-calling.

My advice, at least when we're dealing with creatures that have the capacity to turn away from evil, is to let your PCs know that they'll get no XP for killing these creatures (which do not present a challenge, right?) but they will get XP if they figure out some means of making them harmless to others. Whether this means forcing them to re-settle too far away to easily raid civilized lands: placing them in the custody of NPCs who will both protect them from outside harm and attempt to instill some morals in them: or using a good Bluff check and some impressive mumbo-jumbo to convince them that they've all got a mark of justice on them... well, the more creative the solution, the greater the XP award. The PCs might surprise you with their own creative solutions. Kind of the point of offering it.

(And all you nay-sayers; I'm well aware that forced resettlement, imprisonment, forced conversion and deceit are not 'moral'. But they do strike me as less offensive than avoidable and unpleasant butchery.)

Lantern Lodge

azhureheart wrote:
If the character base is neutral, then just leave them to fend for themselves. Orc females can be just as ferocious as their male counterparts. They can plunder and provide for their young as easily as males. Same with Kobolds and Goblins.

So what do you do if you end up fighting Female Orcs that are plundering villages because they have to feed their babies/young?

If you kill the female Orcs, the poor babies die of hunger... so what do you do?

...Or what if they female orcs are just normal humans driven to raid and plunder to feed their families?

My mind hurts...


nosig wrote:

the valiant heros slay the horde of (goblin/kobold/orc/whatever) bad guys and now are stuck with the tribes' women and children... what do you do?

Grab 100' of chain and find a deep well?

The Exchange

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Since I've already answered from a "moralizing GM" perspective, I'll now answer in a misogynistic, slave-owning Greek Myth style!

1. Declare that all the tribe's women are now your slaves.
2. Order them to make you dinner.
3. Wander off, conveniently not observing them as they prepare the food.
4. Insist that they eat first.
5. React in horror as most of the women keel over from poison.
6. Accuse any who didn't eat of poisoning the meal, and kill them in rightous indignation.
7. Rejoice! The problem of what to do with them has been averted!


Why are you there fighting them? Are you raiding? Most traditional adventuring fits into the classic pattern of raiding. If so, the protocol when doing a raid isn't total extermination, unless at least one of you or the raided party is on everyone's KOS list. Instead, your protocol is to hammer them until what's left surrenders and coughs up the treasure/whatever political consideration that motivated the raids in the first place. Another possibility is you could be actively warring---fighting the enemies of mankind is the usual noble rhetoric for such. In that case, you smite them until the rest flee, in a low-tech form of ethnic cleansing, so that your borders can march forward or a buffer zone against their raiding can be established (orcs and the like do raid, and will raid other orcs and the like if that's what they're adjacent to). Usually tribes will bug out or surrender long before you have to fight women or children.
Of course if one of you is KOS, it becomes an Old Testament-style war of extermination---Amalek and the Amorites.


KOS?


kyrt-ryder wrote:
KOS?

Kill On Sight.

The Exchange

I was playing around with the thought of doing an adventure set in the Pathfinder world setting. So it has to fit in "Core".

If I set it in my home game game I use Harn Goblins - their young are kind of like maggots, and are raised in decomposing organic matter (compost).

The adventure I have sketched out has a "tribe" of kobolds in ruins that the Society will be researching - so I guess re-settleing them might be possible. Or I can always do the Jonestown thing - have the kobold king kill them after his warriors are defeated (to prevent the characters from capturing them).


Melissa Litwin wrote:
kyrt-ryder wrote:
KOS?
Kill On Sight.

Yes, usually one human culture, sometimes two per game is KOS (usually the ones that love large-scale human sacrifice). About 1/3 of orc tribes are KOS. Most ogres, nearly all trolls are on the KOS list. Most drow cultures, nearly all kua-toa and mind flayers.

KOS groups generally don't play by any of the rules of 'civilized' (term used VERY loosely) tribes. They recognize no distinction between combatants and non-combatants and will extremely rarely exchange prisoners/slaves etc. Nobody wants to surrender to them and everyone pretty much accepts that they can't live under the same sky with them.


nosig wrote:
the valiant heros slay the horde of (goblin/kobold/orc/whatever) bad guys and now are stuck with the tribes' women and children... what do you do?

If the PCs are good? Either nothing or, if these are human lands, find a way to resettle them elsewhere. Finding a way to arrange for a surrender can also help, if there's even 1% chance that the tribe will honor if it has a choice.

Killing people who haven't raised a hand against you and can't defend themselves is not something a good character should do, especially as goblins, orks and the like aren't necessarily evil.


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nosig wrote:

I was playing around with the thought of doing an adventure set in the Pathfinder world setting. So it has to fit in "Core".

If I set it in my home game game I use Harn Goblins - their young are kind of like maggots, and are raised in decomposing organic matter (compost).

The adventure I have sketched out has a "tribe" of kobolds in ruins that the Society will be researching - so I guess re-settleing them might be possible. Or I can always do the Jonestown thing - have the kobold king kill them after his warriors are defeated (to prevent the characters from capturing them).

So that I am clear, the Kobolds have made the ruins their home, but The Society wants them for itself and sends the PCs in to clear them out. The PCs being overly moral thugs for hire have a "no kids" policy, and now you think there might be a moral dilemma? I am a little confused, if you are the DM why do you need advice? Present the problem as you see it, and then let them figure out what they want to do. The DM is the problem creator not the problem solver, that is the PCs job. Obviously you should not present problems with no solutions, but this problem has plenty of solutions.

I think your dilemma should go back event farther then the whole women and children thing, I think good PCs would have issue busting down someones door and killing them for no real reason. Personally if it was me, I would just start by saying "The Pathfinder would like to hire you to secure these ruins", then see what they do, maybe they will try to relocate all of the kobolds, maybe they will break in and smash the place up, and have to deal with those consequences, maybe they will tell the Pathfinder society no, and have to now protect the kobolds from the next set of adventures hired to do it.

Personally the games I play in are not descriptive enough determine if the orcs/kobolds/goblins we are fighting are male or female, and it is sort of assumed it does not matter. I also usually do not put children in the scenarios unless I specifically am testing to see what the PCs do. But then that is the point, to find out how the PCs are going to react, not worry about what they might do.


Timothy Hanson wrote:

So that I am clear, the Kobolds have made the ruins their home, but The Society wants them for itself and sends the PCs in to clear them out. The PCs being overly moral thugs for hire have a "no kids" policy, and now you think there might be a moral dilemma? I am a little confused, if you are the DM why do you need advice? Present the problem as you see it, and then let them figure out what they want to do. The DM is the problem creator not the problem solver, that is the PCs job. Obviously you should not present problems with no solutions, but this problem has plenty of solutions.

I think your dilemma should go back event farther then the whole women and children thing, I think good PCs would have issue busting down someones door and killing them for no real reason. Personally if it was me, I would just start by saying "The Pathfinder would like to hire you to secure these ruins", then see what they do, maybe they will try to relocate all of the kobolds, maybe they will break in and smash the place up, and have to deal with those consequences, maybe they will tell the Pathfinder society no, and have to now protect the kobolds from the next set of adventures hired to do it.

Yeah, I've got to agree with this. Clearing the ruins of animal-type monsters or undead or some-such non-intelligent or clearly evil creatures would not be a problem. Driving out a tribe of humanoids who'd moved in and were attacking nearby settlements, also not a problem.

Going in and slaughtering or driving out a tribe of intelligent creatures who've been minding their own business? Definitely not good. Possibly evil.

Dark Archive

If the party has a cleric, have him convert them. Gotta get some mileage out of that diplomacy class skill, after all, do some proselytizing / evangelizing.

Otherwise, kill them all, drive them off, recruit them to work the mines, haul them away to sell into slavery, cook and eat them, send them ahead of you to check for traps, whatever suits your fancy.

Just don't turn them into undead, 'cause that's evil.


Set wrote:


Otherwise, kill them all, drive them off, recruit them to work the mines, haul them away to sell into slavery, cook and eat them, send them ahead of you to check for traps, whatever suits your fancy.

Just don't turn them into undead, 'cause that's evil.

+1 Set, very well said :)


nosig wrote:

the valiant heros slay the horde of (goblin/kobold/orc/whatever) bad guys and now are stuck with the tribes' women and children... what do you do?

I'm working on this in an adventure I'm doing now. I need some type of fix here. Maybe a monster like a goblin that doesn't have non-combatants? does anyone know one?

There is no such thing as evil non-combatants.

If they were neutral non-combatants, I could see leeway, but evil... no. Evil is plague that seeps through the drainer of justice. One must erradicate it at its core or it will just come back like weeds of the foulest plants. Don't worry, they will thank you for saving them from being capable of evil acts.
Remember, every evil living creature empowers evil gods by worship, killing them means less evil god power. So that is a good act.

The Exchange

As for your second question - i.e. is there an alternative to goblins that will eliminate the moral dilemma - I'm still thinking on it. Almost all creature types have children - the only exceptions I can think of being oozes, constructs, undead, most outsiders, and vermin (nobody cares if you kill a grub). Can't think of anything in those categories that would be A) intelligent and B) childless, except for the soulbound doll (Bestiary 2.) But sooner or later, you'll want or need to use humanoids and have to decide what your ruling as GM is. It's not terribly hard to avoid the question for an entire campaign, but you'd have to dance around the problem and it may be simpler just to decide on an answer and share it with your players.


Aren't the females and children of most of these always evil races usually just as vicious as the males? I mean for Kobolds it hardly makes a difference which gender you have, I don't see why female gnolls, goblins and orcs wouldnt have just as much murder on their minds as the males.
Well okay the children might say a little too much, but from what i've heard of goblin parenting, those little ones should be determined to kill pretty early on. If not, they should be brought somewhere where they could be actually raised to be non-evil.

The Exchange

I don't want to lay to much of the adventure out, as some of my players also read these, but here is the jist of it.

adventure spoiler:
The "ruins" is a castle inhabited by a family of Giants that the characters/society are in talks with to gain access to "Dig" site. Relations are good and there should be no problem (depending on Diplomacy role play), when the giants have a sudden emergency.
The baby giant has been attacked and injured by a kobold (who got squashed by the baby). It now comes out that the Giants have had a pest problem for a while (years) and now things are in a real pinch. Momma giant tells Daddy giant to "just fix it!" and he turns to the characters. So ... if they can't root out the vermin, he'll dig up the tunnels where they are and clear them out himself (distroying Dig site). I ran this before in 3.0 and it was a great time - but in my home game I was able to use Harn Gargons for the kobold - and thier young are maggots (and dangerous if you get in the sewer where they swim). It's a lot of fun with the kobolds using things they have "lifted" from the giants over the years (a kobold fighter using a barbeque Fork for a Trident, short swords that are silverware knives, etc. I play the kobolds as real mean little b*%$%$ds and after a while the players get to really hate them - but I don't want to give a twist ending with the moral issue.

so I fall back to the issue, I like to make my adventure background kind of work. I'm playing/running in the Pathfinder setting and the Bestiary lists a Kobold tribe as being 31–300 plus 35% noncombatants. What do you do with the 35% noncombatants? or is there a creature sort of the same that doesn't have noncombatants listed in the Beatiary write up?


Pathfinder Adventure Path, Rulebook, Starfinder Roleplaying Game Subscriber

While this isn't intended to be the be all of the discussion, I remember reading a similar discussion on one of the websites that had archived some of Gary Gygax's q&a sessions. He indicated that it would be the moral imperative of (and I believe he was speaking to a question about a LG paladin) the PCs to kill all the creatures as they were evil and could not be redeemed as they were, in their very nature, evil and would later grow up to be killers of innocents. I think some of the discussion also went on to delineate the choice of being good/evil we have and the embodiment of evil that creatures in the D&D world are?

You might want to check out the movie _Pandorum_ which has an interesting example of "innocent" children of man-eating creatures and what they might be capable of doing.


The background gives a little more leeway. The kobolds are a threat (or at least a nuisance) to other inhabitants of the area. I think that is enough justification to clear them out.

As for children and other non-combatants, perhaps once enough of the tribe or of its leaders have been killed the remnants will pack up and flee? You don't have to exterminate them, just get them to stop bothering the giants. You can also leave open a more diplomatic approach, where the PCs persuade them to leave earlier. Once they've proved they can beat the kobolds, of course.

The Exchange

Invoking Gygax? "Dirty pool, old man: I like it!"

One counterpoint, though: unless this was one of his last 'Up on a Soapbox' articles from 2000 onward - he was speaking of a world in which monsters had HD, PCs had levels and never* the twain shall meet. 1st and 2nd editions also had very stringent alignments (hey kids... did you know that once upon a time, alignments had their own languages? It's true, I swear!) and heavy penalties for straying from your alignment. That's all circumstantial, mind you, but it does suggest that the "absolute nature" of alignments was a bit more extreme in the systems he wrote.

*Except for kuo-toa and drow.


Use that moral hesitation to your storytelling advantage. Have the women and children hiding in the last area visited by the invading heroes and have a lone kobold/goblinoid witch sacrificing them as the heroes enter. "Better they die by my hand than yours Longshanks! With their blood I curse you!" You get the idea. Let that image fester in their minds and then develop the nature (if any) of the curse placed upon them for their crimes against the clan. The players imagination will do most of the work for you.

Sovereign Court

What is wrong with these goblin women? No wonder their tribe is so pathetic if they can't take arms themselves.

You should have th elderly, sickly and the young remaining. Male and female have the same stats in Pathfinder.

The Exchange

GeraintElberion wrote:

What is wrong with these goblin women? No wonder their tribe is so pathetic if they can't take arms themselves.

You should have th elderly, sickly and the young remaining. Male and female have the same stats in Pathfinder.

the "women and children" was a mistake on my part, sorry. It is listed as Non-combatants - as in individuals that don't fight - and I in my old fashioned non-PC person changed this to be "women & children". Guess it would be just "young kobolds unable to fight".

The Exchange

Don't forget the kobolds with peg-legs, decrepit grannies, otherwise-healthy kobolds recovering from a bad batch of stew, and kobolds who suffer from delusions of bugs! Nearsighted kobolds, egg tenders, and newly-hatched, Disney-eyed little kobolds!

The Exchange

nah, this is a Spartan Kobold society,... (lol) - but yeah, you get the idea. Though maybe I'll stick my players with Kobold kids to raise. Can you fix this with a Remove Curse?

Shadow Lodge

Oh dear.

The Exchange

Parenthood? No, parenthood is an incurable condition even in D&D.


The whole idea that female kobolds (et cetera) are noncombatants is sexist. It's just as unacceptable as the ageist attitudes against the young and old. Give combat stats to everything. Apply simple templates where applicable (such as the young template for the children). Make sure that kobold mothers have the ferocity extraordinary ability that triggers when their hatchlings are attacked.

Silver Crusade

Make sure your players know if killing evil creatures who are innocent is an evil act. Then let them figure it out. The only reason they shouldn't know is if they've been living under a rock.

Last I checked, most cultural eradication had a religious rationalization. Let's review what the paladin's concept is based on?

Liberty's Edge

James Jacobs and Jason Bulmahn are not going to come around to your house and take away your Pathfinder books if you don’t include 35% non combatants.


You need to ask yourself: What kind of world do I want?

In one, you have the ol' fashioned alignments. Creatures are always evil and are born that way. Baby goblins will try to choke you if you give me a bottle of milk. The world is black and white. There are good and evil....err 9 alignments and that's that. Neutral you can let slide if they behave themselves but evil MUST be destroyed no matter how cute it is.

In the second, you have a more sophisticated and modern view. There is no good or evil, just conflicting cultural norms. Evil is a relative term. Maybe they are just misunderstand and the "heroes" are the villains to them? What you have to to do is design a "skill challenge" or role-playing type of adventure where the PCs bring the human and goblin villages together to come to a mutual understanding and respect of each other.

The third way is a mixture of the two. Evil is evil and good is good, but anything or anybody can become good or evil. In this view, ideas, not beings, are inherently good or evil. Evil alignments mean they believe in the evil ideals. A goblin child chooses to follow good or evil as he matures, just like a human child does. It has elements of both of the two approaches above. To me, this is the unofficial current viewpoint in the Pathfinder/D&D games now. In this case, you want to "re-educate" the goblins so they adopt the human culture, or at least the parts of it that are less willing to go raiding.


Mothman wrote:
James Jacobs and Jason Bulmahn are not going to come around to your house and take away your Pathfinder books if you don’t include 35% non combatants.

We can't know that.

Liberty's Edge

KaeYoss wrote:
Mothman wrote:
James Jacobs and Jason Bulmahn are not going to come around to your house and take away your Pathfinder books if you don’t include 35% non combatants.
We can't know that.

Of course they won’t!

Spoiler:
They’ll send ninjas.


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The simplest answer is this; Okay so the Goblins, or whatever, presumably are causing problems in the local area; their killing local crops, occasionally killing local farmers, raiding caravans, carrying off the occasional kid as a slave or whatever; simply put this can not be allowed to stand.

Well you have a few options, but i think the simplest one is to have the 'Goblin' tribe act naturally and organically. They resist the intruders, fight them, but as it becomes apparent they are getting slaughtered they retreat to regroup, or retreat entirely. One thing I've noticed very often that people seem to do is make 'monsters' all zombie-like in their dedication to killing. In truth most beings will prefer to live, and large portions of a goblin tribe are going to be the same. Hell, an easy scene is to have the PC's fighting the Goblins, till one Goblin stabs another in the back and tries to get the tribe to follow him in getting the hell out of there; there are worse ways to become Tribal Chieftain.

Good PC's shouldn't commit genocide in general, and in general, shouldn't need to. The problem is the goblin tribe attacking locals and so forth; resolve that problem and 'killing every last one of them' is either psychotic, or endemic of 'video-game' type thought.

Some-one else pointed out that granting XP not for killing the non-combatants, but for ensuring they live, or leave the area or whatever, is also effective. Unless that is the type of game you want, success and reward should not always be a measure fo the number of bodies in your wake.

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