DM's Delema: To kill or not to kill

asdel

First Post
SPOILER: My Cormyr Burning players probably ought not read this thread.

I am facing a crisis: the logic of my game situation has placed my party in a very bad position, and I think they're likely to all die if I don't intervene. They are out numbered and being hunted by a superior foe which can trace their movements magically and is more mobile. They can't run. They can't hide. They can't stand and fight. A total party kill seems likely at this point.

Last session, I'd extended an break to them. One of the enemies offered to turn coat and fight with the PCs if the Ranger would return to their evil realms. It is a morally complex offer from an obviously unreliable enemy. Only the ranger is privy to this offer, and he is on the verge of declining the offer.

So, what do I do? I feel I’ve extended them a chance at survival, by making a moral sacrifice. This is great drama, here. If I weaken the upcoming fight, I drain all drama out of the decision, because the PCs know that no matter what they chose, I’ll present them with the right challenge. If I don’t weaken the encounter, I add a lot of value to the drama of the decision, but perhaps at the cost of a total party kill and a campaign-ending blood-bath.

I’d love any advice!

BACKGROUND:

Party is a well balanced mix of 8th-10th level characters, 7 total.

The PCs have infiltrated into a secret evil shadow-man base, and activated a steam engine to open some doors. Once they did, they released a massive stone golem. This foe was beyond them, and they fled. In fact, I'd expected them to easily out maneuver the very slow golem or crush it with the great steam-drive doors. After a brush with hand-to-hand with a 36HD golem, however, the PCs routed.

Under the golem’s level, in the lower level, I'd planned a tiered defense, with two groups shadowmen + a single boss shadowman. Each group and the boss would be CR13, or approximately the right strength for my group, if the PCs fight them in series. But now, the shadow-men know their secret base has been discovered. They are going to group up and hunt down the PCs.

Meanwhile, above ground, another group of shadow-men and loosely allied dark fey (Sidhe, unabashedly stolen for the Tales of Wyre story hour) have attacked and wiped out the base the PCs were operating from, a camp of Church Knights from a psuedo-Roman Catholic Church. The attackers, in the guise of the PCs, killed thirty sleeping bothers of the inquisition, but carefully left enough witnesses to implicate the PCs. In game, this is a case of the shadow-men turning their enemies against each other. Meta-game, I am setting up a fight with the inquisition vs. the PCs.

This is where where we ended two sessions ago. In my mind, the shadowmen are going to go after the PCs. The PCs know the location if not the purpose of the secret base, and the PCs must be destroyed or contained so the secret base’s location is not revealed yet. The boss and half the shadow men from the dungeon, the two shadowmen from above, and the fey should band together and wipe out the PCs. They can track the PCs magically (how, I will not divulge, because I hope my players can figure out on their own) and they can Shadow Travel, so they are much, much faster than the PCs. I see an obvious total party kill, so I intervened between game sessions.

I created an out for my PCs: the fey leader, a displaced self-appointed queen and the shadowman Boss (a half-demon) are or were lovers. The Shadowman boss, being driven by his lustful demononic ancestery, took too keen an interest in a female PC as he and the fey queen scryed on the PCs. This lead to a lovers’ spat and a rift between the shadowmen and the mercurial fey.

Next, the shadowman boss ordered a clumsy attack to kidnap this female NPC. This is actually the first time the PCs have seen the shadow men, and the first time I’ve used them, so I forget several of their defensive abilities. The PCs killed two and one escaped and foiled the kidnapping. As GM, I forgot a few key defensive abilities of the shadow men, so I might have given my players a false sense of confidence. This was intended to key the PCs that the shadowmen are interested in this woman in particular.

Next, the Fey Queen approached the PCs under a flag of truce. She singles out the party ranger, an hansom elf. (And that was the extent of her/my reasoning.) However, this elf is rather morally upright, especially when compared to the rest of the party.

She admits freely to killing the inquisitors, and framing the PCs. But she makes this offer: if the ranger will agree to return with her to the Faerie Realms as her Consort/subordinate, she’ll betray the shadow-men. She states in no uncertain terms the the PCs will die if they face the combined stength of the her forces and those of the shadow men. Her motives are to snub her ex demonic lover and seek allies to reclaim her lands.

Now, our ranger and the rest of the party for that matter, is simply refusing to make the moral bend to work with the fey princess. This is some simply awesome role-playing, with the ranger and the fey struggling for moral advantage, and I think it is going to lead to the PCs refusing to agree to her demands, and her pride (bruised already, at the shadowman-boss’s rejection) preventing compromise.

SO WHAT NEXT?

I expect my PCs will not agree to the fey queen’s demands. If I carry though with this next adventure as I expect, I think they’ll likely die.

I am struggling here. I feel I have given them a reasonable avenue of escape, although at a high moral cost. They have chosen the moral high road, knowing it will cost them. Perhaps they don’t know just how dearly it will cost them.

So I am stuck: I could tune the fight to make it the correct challenge level, tough but with victory likely. But should I? Logically, based on what is in play in the game, I shouldn’t. If I make it ‘just right’ then I’ve cheapened the moral price the ranger is going to make.

I’d love to hear anyone’s suggestions.
 

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Is there a way the party could hide? Do they know how? Could you allow them to stumble on a hiding place?

Maybe the fey princess could let something slip during their negotiations, even if they fail. If she were to say something as blunt as "you don't know how to hide, you can't run, and you can't fight." would start the PC's thinking on HOW to hide.

Or maybe they could meet some other ally. Is there anyone from their past who could step in and buy their rescue? Or is there any motive for the shadowmen to capture the party rather than kill them outright?

It seems to me that both the Shadow man and the fey princess might enjoy capturing at least some of the PCs.

Gilladian
 

Look for another option.
If I were playing in this game, right now I'd be thinking about double-crossing the queen.
Maybe take her hostage, and use her to hold back the attack from her forces, and maybe her lover's too?
Or force her to show us how to flee to the faerie realms, then see if we can escape from there.
Charm the queen to do what we want.
Bust our some Bluff and Diplomacy and improve the queens attitude to the point she will help these noble heroes because she likes us so much.

See where the players take it. Be open to their ideas. They might come up with an out.
 

Given what the PCs now know, they should be leaving messages everywhere to let everyone else know what's going on and where the secret complex is. As for them taking the moral high ground, they're in cahoots with the inquisition. (See sig.)
 

And what would the Problem be, if they contact the church knights/inquisition(since such kinds of magic should be known, aren`t unusual, they would check that normaly) and let them check with truth spells etc.
 

Here's my take on it:

I see a few mistakes on your end of things, which put the PCs in a bad way.

1) You created a defensive structure with an "out", but the "out" was obvious only to you. While the whole "we can't kill it by attacking it!" thing is cool in video games, where there are OBVIOUSLY only so many choices, in a game like D&D, nobody is really going to consider that squishing the unassailable construct of doom is the way to go. They could very well corner themselves trying to maneuver it into a doorway and watch it bust the steam door all to pieces and continue on to smooshing them to pulp. So catching it in the door is counter-intuitive. In a video game, the fact that the only other background element that's both animated and interactive tends to clue people in that they can use it to smoosh the construct.

So they're forced downstairs.

Now 2) ... the encounters downstairs were "scripted" to be tough-but-doable ... when scripted. But then you decided to run them "un-scripted" with logical behaviors, meaning that the PCs no longer have any chance of success against them. Both of those were your choice. You could have "scripted" those encounters to be "quite easy" if the PCs were smart enough to get through the complex without alerting anyone, and able to take them one at a time. Instead you made each a "good fight" and now, together, they're too much. In Return to the Temple of Elemental Evil, there were situations in which sections of the Crater Ridge Mines might become aware of the characters, but the characters were ALSO offered a way to go the other way around and gather more levels and power before they swung back to deal with the now-overwhelming foe ... but these PCs are stuck between a giant hunting party of your making and an unkillable construct ... of your making. They can't go get more XP by cleaning up constructs upstairs, and they can't reset the shadowmen.

So you've so-far created two situations where YOU have placed enemies in their way that they have no hope of defeating. I see that as bad adventure design. No offense, but I'm calling it as I see it. While it may seem cool and realistic to put into play a group the PCs can't destroy, unless you gave them an out (and once YOU think is too obvious) you've really done nothing more than screw them.

3) You forgot to use the abilities of one of the foes in the encounter that the PCs' met them in. Now the only experiences the players have with that enemy does not account for everything they can do. So while YOU know the situation is impossible, they DON'T and have no logical reason to re-evaluate themselves.

Now ... 4) you've "created" an out, one which revolves not around clever problem solving but around RPing. Then you chose the character with the strong moral sense and offered him a "come with me and be my love" situation with the evil queen. I.E. you've offered him something that has to obviously smell of: "I get to take the moral high ground, sweet" and, effectively, ANOTHER unwinnable situation for the PCs. The character has to do something against his nature, I.E. "lose" in order to make use of the out.

In my time GMing I've learned that you have to offer multiple methods for doing things, because what YOU think is obvious or at least doable may seem like nothing of the sort to the people on the other side of the screen. If there's one way to do something, invariably the PCs will choose to ignore that option entirely and the game either stops or slows down to a crawl as they flounder around doing everything BUT what you expected. Also, you can't put in situations where non-standard thinking is the "only" way to handle something. If you do, there needs to be a "Duh!" card somewhere in the building. A stupid note left by an engineer in a desk that says: "The door mechanisms are too strong, one of the iron golems got stuck in the south passage and was destroyed by the door when it closed. We should lower the pressure with bleed valves." or something of the sort. Stuff that, to you, as the designer, seems like it's too stupid-obvious to be worth your time. Sometimes it will be. Sometimes it'll be the only way the party will survive.

So I would suggest lowering the threat level of the major encounter to something the players can handle. Probably you should remove any abilities you forgot in the initial encounter, and re-tool CR based on that. You should have the evil queen approach one of the PCs that's of a less-moral fiber and, maybe, offer to let them go if they'll turn over the Hot Elf Pr0n PC to her, or kill her, or at least get the little minx away from her boyfriend so he'll take her back. Something a little more doable than asking the paladin-wannabe to run off to unseelie-fairy-land to shack up with Queen Maab. You can also stick a note about the danger the doors pose to the constructs somewhere downstairs, letting the players possibly choose to run back upstairs and crush a construct to get to safety, regroup, and decide what to do about the whole thing.

--fje
 

Heapthaumaturgist offers some good insights. Here are a few more possibilities:

1. There's no problem that can't be solved by killing things and taking their stuff.
The PCs could find a scroll of teleport (written at a high enough level to take the whole party if you don't want to be a rat bastard DM :) on the body of one of the villains in a scouting party. That offers them a way out. Alternatively, shadow-walk or gate would work too though the offensive potential of gate would probably offer too simple a way out).

2. That thing can't stay active forever!
The improved stone golem could be set to return to its position and deactivate after a set time period. After all, whoever designed it probably didn't want triggering the alarm to make the base permanently un-usable. Deactivating the golem gives the PCs some room to run.

3. Who said anything about being a willing consort?
The faerie queen offers the other PCs a way out if they turn over the handsome elf to her. He doesn't have to agree to it....

4. Elminster and Drizzt show up to rescue the PCs. Hey, you did say this was Cormyr and Cormyr is Forgotten Realms after all :)
 

HeapThaumaturgist said:
In my time GMing I've learned that you have to offer multiple methods for doing things, because what YOU think is obvious or at least doable may seem like nothing of the sort to the people on the other side of the screen. If there's one way to do something, invariably the PCs will choose to ignore that option entirely and the game either stops or slows down to a crawl as they flounder around doing everything BUT what you expected.
Quoted for emphasis.
 

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