ForceUser
Explorer
Last night an interesting moral situation cropped up in my campaign, and my players' response to it surprised me. I've decided to recreate the scenario here, and ask what decision other members of the community would have made, given the following information.
The campaign world is my own homebrew, which borrows heavily from Eberron Campaign Setting and A Magical Medieval Society: Western Europe. The group of six is generally good-aligned, with a couple of neutrals. With the exception of the paladin and favored soul character classes, I follow the more-relaxed Eberron approach with regard to alignments. Currently the group consists of
Deacon Jebeddo Nacklethorpe, a 6th-level NG male gnome cloistered cleric of Garl and leader of the party during the current adventure. He is a dutiful clergyman.
Xaephod Snarwookins the Fantabulous, a 6th-level CN male gnome illusionist, a greedy, self-centered narcissist with two goals in life: to become fabulously wealthy and powerful.
Mrs. Snarwookins, a 6th-level N female gnome evoker, Xaephod's impish wife and confidant.
Louis, a 6th-level CG aelfborn bard. With satyr blood in his mostly-human veins, Louis revels in his hedonistic pursuits, and it is the promise of fame and adventure that keeps him on the road.
Tharon, a 6th-level NG human psychic warrior from a distant land. Tharon's determination to do the right thing tends to keep Louis more honest than he'd prefer.
Rurik the Trollborn, a 5th-level CG half-ogre fighter who can't seem to get rid of Frostmourne, a CE sword forged by frost giants for some dark purpose. Rurik is fairly unintelligent, but he generally tries to do the right and honorable thing.
In the campaign, Deacon Nacklethorpe has been tasked by the Temple of Garl with traveling to the icy north, to a place full of savage northmen, powerful giants, and massive fjords and glaciers, to find an ancient gnomish city buried under the ice. The mission is daunting and fraught with danger on all sides--there appears to be a certain faction within gnomish society that does not want the mission to succeed. Deacon Nacklethorpe has already weathered numerous delays and an assassination attempt. Undeterred, the party finally found a reputable guide willing to brave the dangers, and set out through the northern wilderness toward the glacial lands beyond. This is a challenging journey, because everything is their enemy: time, the environment, the local monsters, even the human residents--wild barbarians called vitlings, who are said to kill foreigners on sight.
They soon entered the lands of the Cold Ones, whom they believe to be some sort of undead, possibly vampires, who prey upon the living. While following their ranger guide and hoping to soon leave the Cold Ones lands' behind them, the party crosses paths with a young human boy, no older than eight, who is desperately fleeing for his life from a winter wolf. Heroes that they are, the party instantly springs into action, and savagely dispatches the wolf within seconds. The boy, it turns out, is a young vitling, offered up to a pack of winter wolves as a sacrifice. In return for the occasional firstborn child, the wolves apparently protect the villagers from the depredations of the Cold Ones--a pact forged between the vitlings and the Winter King, leader of the wolves.
The boy is injured, frost-bitten, barefoot in the snow. Deacon Nacklethorpe heals him as the party asks their questions. Are there a lot of these wolves? Yes--perhaps as many as one per adult man in the village. And you're vitlings? Yes. Will the wolves be upset that we killed one of their pack? Yes--they will soon track you down and slay you. Do you want to journey with us, they ask?
No, the boy replies miserably, if I am not sacrificed to the wolves, they will turn upon my village, or abandon it to the Cold Ones. This is my duty to my family.
The party takes stock of the situation, and makes a decision.
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Freeze frame. Before I announce what they did, let me ask you, given the information you know about the PCs, the world, and the mission, what would you have done here? I'm very curious to know.
The campaign world is my own homebrew, which borrows heavily from Eberron Campaign Setting and A Magical Medieval Society: Western Europe. The group of six is generally good-aligned, with a couple of neutrals. With the exception of the paladin and favored soul character classes, I follow the more-relaxed Eberron approach with regard to alignments. Currently the group consists of
Deacon Jebeddo Nacklethorpe, a 6th-level NG male gnome cloistered cleric of Garl and leader of the party during the current adventure. He is a dutiful clergyman.
Xaephod Snarwookins the Fantabulous, a 6th-level CN male gnome illusionist, a greedy, self-centered narcissist with two goals in life: to become fabulously wealthy and powerful.
Mrs. Snarwookins, a 6th-level N female gnome evoker, Xaephod's impish wife and confidant.
Louis, a 6th-level CG aelfborn bard. With satyr blood in his mostly-human veins, Louis revels in his hedonistic pursuits, and it is the promise of fame and adventure that keeps him on the road.
Tharon, a 6th-level NG human psychic warrior from a distant land. Tharon's determination to do the right thing tends to keep Louis more honest than he'd prefer.
Rurik the Trollborn, a 5th-level CG half-ogre fighter who can't seem to get rid of Frostmourne, a CE sword forged by frost giants for some dark purpose. Rurik is fairly unintelligent, but he generally tries to do the right and honorable thing.
In the campaign, Deacon Nacklethorpe has been tasked by the Temple of Garl with traveling to the icy north, to a place full of savage northmen, powerful giants, and massive fjords and glaciers, to find an ancient gnomish city buried under the ice. The mission is daunting and fraught with danger on all sides--there appears to be a certain faction within gnomish society that does not want the mission to succeed. Deacon Nacklethorpe has already weathered numerous delays and an assassination attempt. Undeterred, the party finally found a reputable guide willing to brave the dangers, and set out through the northern wilderness toward the glacial lands beyond. This is a challenging journey, because everything is their enemy: time, the environment, the local monsters, even the human residents--wild barbarians called vitlings, who are said to kill foreigners on sight.
They soon entered the lands of the Cold Ones, whom they believe to be some sort of undead, possibly vampires, who prey upon the living. While following their ranger guide and hoping to soon leave the Cold Ones lands' behind them, the party crosses paths with a young human boy, no older than eight, who is desperately fleeing for his life from a winter wolf. Heroes that they are, the party instantly springs into action, and savagely dispatches the wolf within seconds. The boy, it turns out, is a young vitling, offered up to a pack of winter wolves as a sacrifice. In return for the occasional firstborn child, the wolves apparently protect the villagers from the depredations of the Cold Ones--a pact forged between the vitlings and the Winter King, leader of the wolves.
The boy is injured, frost-bitten, barefoot in the snow. Deacon Nacklethorpe heals him as the party asks their questions. Are there a lot of these wolves? Yes--perhaps as many as one per adult man in the village. And you're vitlings? Yes. Will the wolves be upset that we killed one of their pack? Yes--they will soon track you down and slay you. Do you want to journey with us, they ask?
No, the boy replies miserably, if I am not sacrificed to the wolves, they will turn upon my village, or abandon it to the Cold Ones. This is my duty to my family.
The party takes stock of the situation, and makes a decision.
--------------
Freeze frame. Before I announce what they did, let me ask you, given the information you know about the PCs, the world, and the mission, what would you have done here? I'm very curious to know.