All PC dead, what to do?

Thomas Percy said:
Everyone failed Listen to hear "sneak to sleeping PC" check only.

The point is there should have been more listen checks. Lots more. A 4th level rogue can easily slay a helpless target. But killing someone is a messy business, and its likely that at least one of the three will hear the rogue's activities.
 

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Thomas Percy said:
I think You're wrong, but it doesn't matters because the killer has Open Lock +10 and the DC was 10.

The DC for a cheap lock is 20; for an average lock it is 25. If the rogue had to face a DC of 10, taking 20 would be pointless.
 

Thomas Percy said:
There were three PCs.
Everyone has a room for one person only (as in module).
Everyone failed Listen to hear "sneak to sleeping PC" check only.

Why no chance to hear the lock being picked or the doors being opened? It seems like it was set up to be a TPK. What was the NPC's move silent bonus?
 
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(Psi)SeveredHead said:
You can't take 20 if there's a penalty for failure, like someone waking up. The rogue couldn't get into the room.

Ya he could. Characters don't automatically wake up on a failed lock pick roll. :cool:
 

I wouldn't have a heap of listen checks, I'd much rather have fewer checks but of more importance. 2 checks each, 1 for the lock and another for the sneaking. I doubt that the people in other rooms would even get checks, depends on the ambient sounds, i.e. socializing downstairs/late night street traffic/owl etc. The module probably takes this into account anyhoo.

The point as I see it is that the players seem to have been playing 7th level characters as if they were much lower level where they have less history and less enemies.

If the characters that got slaughtered were freshly made then I'd let it stand and get everyone to roll up. If they were veteren pcs then they were proberly overdue the tpk.
 

Crothian said:
Why no chance to hear the lock being picked or the doors being opened? It seems like it was set up to be a TPK. What was the NPC's move silent bonus?
Endur said:
The point is there should have been more listen checks. Lots more. A 4th level rogue can easily slay a helpless target. But killing someone is a messy business, and its likely that at least one of the three will hear the rogue's activities.
I saw it like that:

She smears the lock and the hinges with oil, then silently opens the lock.
Then she waits and listens, the target is still sleeping.
If yes (eg. he's snoring), she comes into the room <- in this moment I made opposite checks for PC Listen and her Move Silently.
Then she set shes short sword to the eye of sleeping victim and made coup de grace.

I think I made a mistake, because of made not enough Listen checks.

FreeTheSlaves said:
The point as I see it is that the players seem to have been playing 7th level characters as if they were much lower level where they have less history and less enemies.

If the characters that got slaughtered were freshly made then I'd let it stand and get everyone to roll up. If they were veteren pcs then they were proberly overdue the tpk.
All my players are veterans with circa 5 years of playing rpg. Their characters survived 31 game sessions to this day.

So. we are confused, and don't know what to do.
 
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Thomas Percy said:
I think I made a mistake, because of made not enough Listen checks.

I would have had the oil give her a circumstance bonus to the move silent checks, not make them automatically successful.

Also, not everyone snores so I would have her do a listen check say DC 15 or 20 to see if she can determine character is asleep.

Depending on the tone and theme of the campaign you can undo it with the "It was only a dream" or something like that. If you want something really different you can continue with the characters through the afterlife.
 

Maybe she'd have to work against time, i.e. no taking 10 or 20? I'm thinking that maybe the odd person walking the hallway to or from their room may cause her to hurry up.

Maybe I'd have a 5% cumulative chance for someone coming by for each 5 mins - assuming she picked the quietest time of the night to strike.

All my players are veterans with circa 5 years of playing rpg. Their characters survived 31 game sessions to this day.

So. we are confused, and don't know what to do.
Now that you mention that I think I know what went on here.

You and your mates have a style where the underhanded blow is restrained but this module has a more brutal approach. I think in that case you should have moderated the module to your style you enjoy.

So as a solution I'd wipe that session entirely and play it again more to your style - like giving a heap more chances to detect the assassin before/during & after.
 
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Ask the players what they would like to do.

Most players, in my experience, hate do-overs. They will accept them, but they tend to disrupt the flow of the game. If the DM (and players) learn from the mistake and not repeat it then it is usually fine.


YOu can either do a do-over.

Roll up new PCs and have them be somehow connected to the "dead" ones - so a "revenge" incentive exists.

Roll up new PCs and throw out the module.
 

FreeTheSlaves said:
You and your mates have a style where the underhanded blow is restrained but this module has a more brutal approach. I think in that case you should have moderated the module to your style you enjoy.
The point isn't all PC are dead - it's acceptable for me and them in the climax, eg. fighting The Gorgon or other Manshoon,
but they died at hands of little cowardly ruffian from Coeranys' thorp - she's sidekick of sidekick.
So it's not like D&D :(.

irdeggman said:
Ask the players what they would like to do.
I will do it, but I'm asking you (Enworlders) to have some suggested solutions ready.
 
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