ShinkenViolet
First Post
I've been running the Jade Regent adventure path for my friends over the past couple of months. We are currently on book 2. Part of the adventure revolves around them having to go to a guildhall to gather information on any of the unusual stuff happening lately, and they were supposed to make a DC 30 Diplomacy check to get the information they needed.
There are a bunch of modifiers in a table on the page, a few minuses, but mostly pluses, and they managed to get one of the pluses, and it said each person is only supposed to do one check. No one got it, and one of my players decided to punch the guy they were talking to. I had them just get escorted out of the guild hall by the guards if they agreed to just leave without making more trouble, and they did that. None of them really want to assault the place at night, three of the four are Lawful and our only Chaotic character doesn't really do stealth, so he only has a +5 total in it.
The problem I am now having is thinking of a way to get the plot to move forward without being overly pushy or railroady, so that they still have fun. I put most of the blame on them not achieving all of the different modifiers for the Diplomacy check on everyone being super tired, something I did not know until we had all already gathered. I put it to a vote, asking my players if they just wanted to say this session never happened, or if they wanted to just roll with what had happened.
There are a bunch of modifiers in a table on the page, a few minuses, but mostly pluses, and they managed to get one of the pluses, and it said each person is only supposed to do one check. No one got it, and one of my players decided to punch the guy they were talking to. I had them just get escorted out of the guild hall by the guards if they agreed to just leave without making more trouble, and they did that. None of them really want to assault the place at night, three of the four are Lawful and our only Chaotic character doesn't really do stealth, so he only has a +5 total in it.
The problem I am now having is thinking of a way to get the plot to move forward without being overly pushy or railroady, so that they still have fun. I put most of the blame on them not achieving all of the different modifiers for the Diplomacy check on everyone being super tired, something I did not know until we had all already gathered. I put it to a vote, asking my players if they just wanted to say this session never happened, or if they wanted to just roll with what had happened.