ForceUser
Explorer
On Saturday I ran my campaign, which is standard D&D fare with a strong focus on Magical Medieval Society: Western Europe and Ravenloft material. The Paladin in the party is an aasimar, and while not a member of the church heirarchy, he dutifully follows the tenets of the faith.
The player group had been investigating a recent mysterious event: the disappearance of an entire hamlets' worth of adults, with the children left behind unharmed. A goodly local abbot, hearing of the strange event, took the children to his abbey until the players could uncover the truth of the parents' whereabouts.
What they found shocked and disturbed them: the children, under some evil influence, had sacrificed their parents in an infernal rite. In truth, the children had long ago made a deal with a fiend - in exchange for periodic sacrifices, the fiend granted them immortal childhood and certain unholy powers, including the ability to dominate the minds of adults. Using these powers, they would then insinuate themselves into a community, make the adults meet their every demand, and then upon bleeding their benefactors dry, sacrifice them to their dark patron.
Like I said, it's influenced by Ravenloft.
The party, upon piecing together most of this information through clues, raced to the abbey to warn the monks of their charges' nature. When they arrived, they quickly deduced that the children had dominated the abbot,who had begun to divert church money to supporting the children in lavishness. Not knowing what else to do, the party sent a message to the one church official they knew who might be able to help: a certain cardinal from their home region. Upon receiving the message, the cardinal (a 9th-level cleric) at once replied with a sending that implored the player characters to keep both abbot and children at the abbey until the cardinal could arrive to deal with the problem. Furthermore, he informed the party that the abbot had refused to reply to a sending himself. Armed with this knowledge, the party readied themselves to contain the problem, if they could.
Shortly after the cardinal's message, the players discovered that the abbot was preparing to leave the abbey with the children. They delayed his efforts and confronted him with the matter, exposing his mental domination to the other monks. The abbot, who was a frail old man and not at all possessed of magical powers (a 3rd-level expert), was easily contained. The children proved to be much more difficult to entrap.
Upon discovering that the gig was up, the children rallied to escape the now-prison of an abbey, and when confronted by the party, attempted to dominate the paladin. He shrugged off the icy fingers of control, and then began to hack down the evil children. Although possessed of formidable mental powers, they were in all physical respects mortal children, and easily bested in physical combat. Throughout their long lives they succeeded with guile, subterfuge, and mental domination.
When the paladin smote evil on the first child (a wan blond girl who appeared to be no more than four years old), I warned him that his paladinhood was in danger. The group barbarian, of all people, was subduing them, and the party wizard shouted at the paladin to do likewise. The goal, after all, had been to keep them contained until the cardinal's arrival, not to slaughter them for their crimes. Instead, the paladin hacked down another child, this one a young boy apparently no more than eight.
At that point, gameplay screeched to a halt and an argument ensued regarding whether or not the paladin was violating his code. My sense was that, as the only person in the party who was truly of the faith - and doubly blessed by the gods, being both aasimar and paladin - the onus was on the paladin to ensure that the children were alive to face the cardinal. Also, no matter how you slice it, I believe that a paladin should be undeniably hesitant to hew down children, no matter how old and vile they prrobably are. The paladin's player argued that he had violated nothing, because he knew they were evil, had commited truly heinous acts, and had attempted to dominate him to boot. From his perspective, he was well within his rights to destroy them.
Most of the player agreed with him. One of them agreed with me. Because it was a sticky moral situation that had already degenerated into bickering, and because I was not absolutely convinced that I was right (it was more of a gut feeling...), I let it slide. But I think that, of all the characters, the paladin should be the one who holds himself to a higher standard, and who should enforce the will of the church (represented in this matter by the explicit orders from the cardinal to keep the children there until he arrived). In these things I feel the paladin failed, and I believe that I should have removed his holy powers, at least until he atoned. The crazy alienist wizard should not have a better grasp of such things than the paladin.
What do you think?
The player group had been investigating a recent mysterious event: the disappearance of an entire hamlets' worth of adults, with the children left behind unharmed. A goodly local abbot, hearing of the strange event, took the children to his abbey until the players could uncover the truth of the parents' whereabouts.
What they found shocked and disturbed them: the children, under some evil influence, had sacrificed their parents in an infernal rite. In truth, the children had long ago made a deal with a fiend - in exchange for periodic sacrifices, the fiend granted them immortal childhood and certain unholy powers, including the ability to dominate the minds of adults. Using these powers, they would then insinuate themselves into a community, make the adults meet their every demand, and then upon bleeding their benefactors dry, sacrifice them to their dark patron.
Like I said, it's influenced by Ravenloft.
The party, upon piecing together most of this information through clues, raced to the abbey to warn the monks of their charges' nature. When they arrived, they quickly deduced that the children had dominated the abbot,who had begun to divert church money to supporting the children in lavishness. Not knowing what else to do, the party sent a message to the one church official they knew who might be able to help: a certain cardinal from their home region. Upon receiving the message, the cardinal (a 9th-level cleric) at once replied with a sending that implored the player characters to keep both abbot and children at the abbey until the cardinal could arrive to deal with the problem. Furthermore, he informed the party that the abbot had refused to reply to a sending himself. Armed with this knowledge, the party readied themselves to contain the problem, if they could.
Shortly after the cardinal's message, the players discovered that the abbot was preparing to leave the abbey with the children. They delayed his efforts and confronted him with the matter, exposing his mental domination to the other monks. The abbot, who was a frail old man and not at all possessed of magical powers (a 3rd-level expert), was easily contained. The children proved to be much more difficult to entrap.
Upon discovering that the gig was up, the children rallied to escape the now-prison of an abbey, and when confronted by the party, attempted to dominate the paladin. He shrugged off the icy fingers of control, and then began to hack down the evil children. Although possessed of formidable mental powers, they were in all physical respects mortal children, and easily bested in physical combat. Throughout their long lives they succeeded with guile, subterfuge, and mental domination.
When the paladin smote evil on the first child (a wan blond girl who appeared to be no more than four years old), I warned him that his paladinhood was in danger. The group barbarian, of all people, was subduing them, and the party wizard shouted at the paladin to do likewise. The goal, after all, had been to keep them contained until the cardinal's arrival, not to slaughter them for their crimes. Instead, the paladin hacked down another child, this one a young boy apparently no more than eight.
At that point, gameplay screeched to a halt and an argument ensued regarding whether or not the paladin was violating his code. My sense was that, as the only person in the party who was truly of the faith - and doubly blessed by the gods, being both aasimar and paladin - the onus was on the paladin to ensure that the children were alive to face the cardinal. Also, no matter how you slice it, I believe that a paladin should be undeniably hesitant to hew down children, no matter how old and vile they prrobably are. The paladin's player argued that he had violated nothing, because he knew they were evil, had commited truly heinous acts, and had attempted to dominate him to boot. From his perspective, he was well within his rights to destroy them.
Most of the player agreed with him. One of them agreed with me. Because it was a sticky moral situation that had already degenerated into bickering, and because I was not absolutely convinced that I was right (it was more of a gut feeling...), I let it slide. But I think that, of all the characters, the paladin should be the one who holds himself to a higher standard, and who should enforce the will of the church (represented in this matter by the explicit orders from the cardinal to keep the children there until he arrived). In these things I feel the paladin failed, and I believe that I should have removed his holy powers, at least until he atoned. The crazy alienist wizard should not have a better grasp of such things than the paladin.
What do you think?