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Help! There's a watery hole in my plot!
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<blockquote data-quote="Bob the Wonder Dog" data-source="post: 5073289" data-attributes="member: 87725"><p>I have this devious plan of starting an adventure by having all the PCs do horrible, horrible things. Without the players knowledge.</p><p></p><p>Problem is, for this devious plan I need them to toss creatures into the sea. For a good reason. And I can't think of one.</p><p></p><p>Help?</p><p></p><p>I probably need to elaborate on this.</p><p></p><p>First, I'm going to use "sortof" DnD3 rules. Monsters should be roughly like in the MM, but they can do what I say they can do. That sort of thing.</p><p></p><p>So. A very powerful aboleth-like creature is swimming along a coast. It wants to establish a small outpost, so it needs some more slaves. Also it's probably hungry. It finds a small community along the coast and wants the humans around there. Some just for food, some brought alive (unconscious or damaged is fine) to the shore for conversion to underwater slaves.</p><p></p><p>As it can't do much on land, it picks a small group of creatures (the PCs) working/wandering the beach to act as its agents and, using eerie aboleth powers, screws with their minds.</p><p></p><p>Here the players enter and get told the adventure is something like they have been sent from their village to eradicate a small community of Evil (kobolds, orcs, feral gnomes - some roughly human-shaped evil creatures) that is threatening the lives and safety of them and their families. The players then plan and execute an attack on the Evil village, the characters unwittingly killing and maiming their own kin. And, for some reason that eludes me, drag the dead and dying Evil creatures to the sea...</p><p></p><p>Later, a powerful team of troubleshooters, having tracked the slimy villain, come to fight the aboleth and its slaves. The players will only then (hopefully) realize what their characters have done and recoil in horror. Especially when they see their former family members, now turned to hideous slimy slaves, shamble from the murky waters desperately trying to protect their new fishy master.</p><p></p><p>The PC's then get a good long time in prison to recuperate from any temporary insanity before they get banished from the lands for their crimes and venture forth into the unknown sharing the deep, dark secret of their horrible deeds.</p><p></p><p>That's the plan, anyway.</p><p></p><p>Problem is, I can't figure out why they should toss Badguys into the sea. As that is the reason a horribly powerful aboleth needs them, I can't figure out a way around this.</p><p></p><p>These are experienced players which I know very well. I'll be explaining that monsters and such will be different in my setting, but "orcs will regenerate unless doused in seawater!" will probably not fly. So I need different monsters or some other clever reasoning.</p><p></p><p>It all hinges on the players believing what the I (AKA the aboleth) tell them.</p><p></p><p>I've never been the GM before, so <em>some</em> strangeness will be chalked up to crappy planning/GMing on my part. This is the only time I get to use the "It's my first time!" excuse with this lot, so I want to make it work for me. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>Can anyone help me with my plot hole? Either a logical reason to drag (low level) dead, restrained or unconscious badguys to the sea, or some adjustment to my plot. Whatever badguys they think they're killing off needs to be something I can convincingly introduce as irredeemably evil, so the players will accept killing (probably more like slaughtering in their sleep) several whole families of them.</p><p></p><p>(While typing that last part I figured out that the aboleth might make a slimy zombie slave instead of slimy living slave out of little sister, so it's not strictly required to bring it live people. Still a zombie can't do the "You did thisss! Mommy, dad, even little Bobby! You doomed usssss!" as well as a living slime-slave when it shambles slimily from the water toward a PC that just made his save against aboleth mind-messing and can see the Horrible Truth.)</p></blockquote><p></p>
[QUOTE="Bob the Wonder Dog, post: 5073289, member: 87725"] I have this devious plan of starting an adventure by having all the PCs do horrible, horrible things. Without the players knowledge. Problem is, for this devious plan I need them to toss creatures into the sea. For a good reason. And I can't think of one. Help? I probably need to elaborate on this. First, I'm going to use "sortof" DnD3 rules. Monsters should be roughly like in the MM, but they can do what I say they can do. That sort of thing. So. A very powerful aboleth-like creature is swimming along a coast. It wants to establish a small outpost, so it needs some more slaves. Also it's probably hungry. It finds a small community along the coast and wants the humans around there. Some just for food, some brought alive (unconscious or damaged is fine) to the shore for conversion to underwater slaves. As it can't do much on land, it picks a small group of creatures (the PCs) working/wandering the beach to act as its agents and, using eerie aboleth powers, screws with their minds. Here the players enter and get told the adventure is something like they have been sent from their village to eradicate a small community of Evil (kobolds, orcs, feral gnomes - some roughly human-shaped evil creatures) that is threatening the lives and safety of them and their families. The players then plan and execute an attack on the Evil village, the characters unwittingly killing and maiming their own kin. And, for some reason that eludes me, drag the dead and dying Evil creatures to the sea... Later, a powerful team of troubleshooters, having tracked the slimy villain, come to fight the aboleth and its slaves. The players will only then (hopefully) realize what their characters have done and recoil in horror. Especially when they see their former family members, now turned to hideous slimy slaves, shamble from the murky waters desperately trying to protect their new fishy master. The PC's then get a good long time in prison to recuperate from any temporary insanity before they get banished from the lands for their crimes and venture forth into the unknown sharing the deep, dark secret of their horrible deeds. That's the plan, anyway. Problem is, I can't figure out why they should toss Badguys into the sea. As that is the reason a horribly powerful aboleth needs them, I can't figure out a way around this. These are experienced players which I know very well. I'll be explaining that monsters and such will be different in my setting, but "orcs will regenerate unless doused in seawater!" will probably not fly. So I need different monsters or some other clever reasoning. It all hinges on the players believing what the I (AKA the aboleth) tell them. I've never been the GM before, so [I]some[/I] strangeness will be chalked up to crappy planning/GMing on my part. This is the only time I get to use the "It's my first time!" excuse with this lot, so I want to make it work for me. ;) Can anyone help me with my plot hole? Either a logical reason to drag (low level) dead, restrained or unconscious badguys to the sea, or some adjustment to my plot. Whatever badguys they think they're killing off needs to be something I can convincingly introduce as irredeemably evil, so the players will accept killing (probably more like slaughtering in their sleep) several whole families of them. (While typing that last part I figured out that the aboleth might make a slimy zombie slave instead of slimy living slave out of little sister, so it's not strictly required to bring it live people. Still a zombie can't do the "You did thisss! Mommy, dad, even little Bobby! You doomed usssss!" as well as a living slime-slave when it shambles slimily from the water toward a PC that just made his save against aboleth mind-messing and can see the Horrible Truth.) [/QUOTE]
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