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All PC dead, what to do?
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<blockquote data-quote="Imagicka" data-source="post: 3184722" data-attributes="member: 4621"><p>Greetings...</p><p></p><p>Well, there are a few ways to view his...</p><p></p><p><strong>1) </strong> You can assume that the DM made some mistake.  -- Which I seriously doubt; it sounds like the entire thing was above board.  Perhaps too few listen rolls were involved.  But still, no use crying over spilt blood now.</p><p></p><p><strong>2) </strong> Your NPC got lucky.  -- Hey, it happens.  That's why they invented fudging... mmm... fudge! </p><p></p><p>Hey, it's a chance to run Ghostwalk! </p><p></p><p>Tactics such as smearing oil on the locks and hinges is something that I usually roll an INT check for.  To see if the NPC remembered to do it.  Because sometimes I like to give my players a bit of a chance if they aren't smart enough to protect themselves during the evening.  -- Lord knows that my characters always do the <em>beer-bottle on the door handle</em> trick whenever he's staying anywhere he can't lay trip-wires all around the campsite. -- Only then, I'd have the oil give a +2 circumstance bonus.  </p><p></p><p>As for the killing blow, when it comes to an eye-shot.  I'd probably roll something like a CON or a FORT save against a particular DC.  Because I would think that someone who's just been stabbed in the eye would at least get the chance to wake up screaming, only to find themself dying... Did she take any precaution to silence her victims? </p><p></p><p>But considering your party was 7th level, they should have known better.  <em>So, let me get this straight... your a party of 7th level adventurers who've gone into an inn, knowing full well that you have enemies, and you didn't care that there was no security at the inn, and you didn't bother to set watch, or traps or anything else? -- Don't whine to me because pissant thief snuck into your room and taught you all a very harsh lesson about the need to plan.</em></p><p></p><p>As for what you do from here on out... well... what do you want to do?  What do your players want to do?</p><p></p><p>Do they want to reroll characters, and hunt down their killers?  Do they want to consider it divine intervention, and have it all dreamed away? </p><p></p><p>I agree with Gold Roger that said that every bad situation in the game can be turned into a plothook.  If it was my game, I might be considering divine intervention... a god made you collectively dream all this.  Or run an afterlife short-sidetracking adventure... Or someone rich and powerful had the party raised, and are now indebted to that person.... Or perhaps in your world, the powers that be... the government... the crown... the wizard's guild... the church... whoever raised the party for their own nafarious purposes.  </p><p></p><p>Well, question is... is she more fearful than she is greedy?  Is it worth trying to sneak one or two objects out of the city with her?  Is she going to try and hide the items and come back for them later?  Is she going to try and find a fence in the city?  </p><p></p><p>If I were the killer, the first thing I'd be doing is taking everything small and valuable from the PCs.  Anything magical?  Well, if I had the means to be able to determine what is valuable because it's magical, I would also be concerned with some way to smuggle things.  Bags of Holding... or spells to be able to disguise my booty.  Failing that, I would be hiding it somewhere in the city so I can come back for it later, or looking for a fence.  If it's REALLY valuable, I would be hiding them in multiple locations.  After a job such as that, as soon as I got away from the location, I would stash the stash... and then send a coded message to my boss, asking <em>'Is that good enough?'</em> or something equally pithy.  Then I would see if there is a way to get out of the city.  Have they caught on to the crime yet? -- If the alarm hasn't been raised (and I don't think it would be because they don't know who commited the crime, otherwise they would be looking for me)... then I would think it was safe enough to leave the city with one or two items.  Once I know I could leave, I'd turn right around and go back for the rest of the stuff, telling the gate-guard that you had forgotten something.  Or bribe him to let you through the gate a little quicker next time.  Being the greedy little thief that I am. </p><p></p><p>Oh yeah.  If I could get out of the inn with all that stuff.  I would.  If I couldn't, I'd be grabbing the weapons for sure.  </p><p></p><p>Well, how much classic fantasy literature do you know where the heroes were killed senselessly, because the writer rolled poorly with their dice? Or threw in a random encouter just for the heck of it? How hard is it for the players to say, [i["Every campsite we make, I lay traps around the camp."[/i] or <em>"I get the wizard to cast alarm on the door, if he hasn't already."</em>, and letting the DM know that you attempt to do this every time you camp. Or if the GM allows, say <em>"These are our standing orders for everytime we camp… here's our standard marching order… here's what we do every night, and every morning."</em></p><p></p><p>Private Room in the Inn for the Night: 2gp </p><p>Bottle of Oil: 1sp</p><p>Lock Picking Tools: 30gp</p><p>Swort Sword: 10gp</p><p>The Look on the Players' Faces when their 7th level Party has been Totally Smoked by a 4th lvl Rogue: <em>Priceless!</em></p></blockquote><p></p>
[QUOTE="Imagicka, post: 3184722, member: 4621"] Greetings... Well, there are a few ways to view his... [B]1) [/B] You can assume that the DM made some mistake. -- Which I seriously doubt; it sounds like the entire thing was above board. Perhaps too few listen rolls were involved. But still, no use crying over spilt blood now. [B]2) [/B] Your NPC got lucky. -- Hey, it happens. That's why they invented fudging... mmm... fudge! Hey, it's a chance to run Ghostwalk! Tactics such as smearing oil on the locks and hinges is something that I usually roll an INT check for. To see if the NPC remembered to do it. Because sometimes I like to give my players a bit of a chance if they aren't smart enough to protect themselves during the evening. -- Lord knows that my characters always do the [i]beer-bottle on the door handle[/i] trick whenever he's staying anywhere he can't lay trip-wires all around the campsite. -- Only then, I'd have the oil give a +2 circumstance bonus. As for the killing blow, when it comes to an eye-shot. I'd probably roll something like a CON or a FORT save against a particular DC. Because I would think that someone who's just been stabbed in the eye would at least get the chance to wake up screaming, only to find themself dying... Did she take any precaution to silence her victims? But considering your party was 7th level, they should have known better. [i]So, let me get this straight... your a party of 7th level adventurers who've gone into an inn, knowing full well that you have enemies, and you didn't care that there was no security at the inn, and you didn't bother to set watch, or traps or anything else? -- Don't whine to me because pissant thief snuck into your room and taught you all a very harsh lesson about the need to plan.[/i] As for what you do from here on out... well... what do you want to do? What do your players want to do? Do they want to reroll characters, and hunt down their killers? Do they want to consider it divine intervention, and have it all dreamed away? I agree with Gold Roger that said that every bad situation in the game can be turned into a plothook. If it was my game, I might be considering divine intervention... a god made you collectively dream all this. Or run an afterlife short-sidetracking adventure... Or someone rich and powerful had the party raised, and are now indebted to that person.... Or perhaps in your world, the powers that be... the government... the crown... the wizard's guild... the church... whoever raised the party for their own nafarious purposes. Well, question is... is she more fearful than she is greedy? Is it worth trying to sneak one or two objects out of the city with her? Is she going to try and hide the items and come back for them later? Is she going to try and find a fence in the city? If I were the killer, the first thing I'd be doing is taking everything small and valuable from the PCs. Anything magical? Well, if I had the means to be able to determine what is valuable because it's magical, I would also be concerned with some way to smuggle things. Bags of Holding... or spells to be able to disguise my booty. Failing that, I would be hiding it somewhere in the city so I can come back for it later, or looking for a fence. If it's REALLY valuable, I would be hiding them in multiple locations. After a job such as that, as soon as I got away from the location, I would stash the stash... and then send a coded message to my boss, asking [i]'Is that good enough?'[/i] or something equally pithy. Then I would see if there is a way to get out of the city. Have they caught on to the crime yet? -- If the alarm hasn't been raised (and I don't think it would be because they don't know who commited the crime, otherwise they would be looking for me)... then I would think it was safe enough to leave the city with one or two items. Once I know I could leave, I'd turn right around and go back for the rest of the stuff, telling the gate-guard that you had forgotten something. Or bribe him to let you through the gate a little quicker next time. Being the greedy little thief that I am. Oh yeah. If I could get out of the inn with all that stuff. I would. If I couldn't, I'd be grabbing the weapons for sure. Well, how much classic fantasy literature do you know where the heroes were killed senselessly, because the writer rolled poorly with their dice? Or threw in a random encouter just for the heck of it? How hard is it for the players to say, [i["Every campsite we make, I lay traps around the camp."[/i] or [i]"I get the wizard to cast alarm on the door, if he hasn't already."[/i], and letting the DM know that you attempt to do this every time you camp. Or if the GM allows, say [i]"These are our standing orders for everytime we camp… here's our standard marching order… here's what we do every night, and every morning."[/i] Private Room in the Inn for the Night: 2gp Bottle of Oil: 1sp Lock Picking Tools: 30gp Swort Sword: 10gp The Look on the Players' Faces when their 7th level Party has been Totally Smoked by a 4th lvl Rogue: [i]Priceless![/i] [/QUOTE]
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