Thistleknot
First Post
I want to say thank you to everyone who replied. I appreciated all your comments.
I have always stuck to the game rules while running this game. I don't fudge die rolls, and I don't tend to make the NPC's capable of anything more than the players are. And I would certianly want the players to possibly be able to figure out how how he did it. But since they are all around 8-9th level, I don't want it to be easy. I feel that I would lose credibility as a DM if I just rule 0'ed this, since many of my players are DM's as well and they don't break the rules for their villains. And since my plot involves another DM creation (the spell being disguised), having several of these sorts of "deus ex machina" devices for once character tends to lower plot credibility as well. The NPC's are from the same world as the players and should be subject to the same rules, right? And having a nice, in the rules way to explain how he did this makes it easier for the players to put it all together if they think about it enough, which should lead them deeper into this conspiracy.
The PC's are supposed to believe that this spell is a Zone of Truth, when in fact it is a spell from the God of Lies in my campaign(I would like those affected to voluntarily fail their saves). This spell causes people to lie to questions that are addressed directly to them by their name. The affected people know they are lying when they answer. I was planning on affecting only a few members of the party, and have them figure out why they were being framed. I felt this adventure should be accomplished with party resources only, and I couldn't credibly remove the clerics from the area, because they are in a large town with a large, prominent temple. So I came up with this plot hook.
I hope that clears things up. Thank you all for your time and well thought out comments. =)
I have always stuck to the game rules while running this game. I don't fudge die rolls, and I don't tend to make the NPC's capable of anything more than the players are. And I would certianly want the players to possibly be able to figure out how how he did it. But since they are all around 8-9th level, I don't want it to be easy. I feel that I would lose credibility as a DM if I just rule 0'ed this, since many of my players are DM's as well and they don't break the rules for their villains. And since my plot involves another DM creation (the spell being disguised), having several of these sorts of "deus ex machina" devices for once character tends to lower plot credibility as well. The NPC's are from the same world as the players and should be subject to the same rules, right? And having a nice, in the rules way to explain how he did this makes it easier for the players to put it all together if they think about it enough, which should lead them deeper into this conspiracy.
The PC's are supposed to believe that this spell is a Zone of Truth, when in fact it is a spell from the God of Lies in my campaign(I would like those affected to voluntarily fail their saves). This spell causes people to lie to questions that are addressed directly to them by their name. The affected people know they are lying when they answer. I was planning on affecting only a few members of the party, and have them figure out why they were being framed. I felt this adventure should be accomplished with party resources only, and I couldn't credibly remove the clerics from the area, because they are in a large town with a large, prominent temple. So I came up with this plot hook.
I hope that clears things up. Thank you all for your time and well thought out comments. =)