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Shenanigans in DeShamod - What To Do?
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<blockquote data-quote="Isida Kep'Tukari" data-source="post: 1359964" data-attributes="member: 4441"><p>Ok, I have a situation in my Arcana Unearthed game. The party recently went to DeShamod for several reasons; to do a ceremony, to donate some books to the library, to go shopping, etc. However, not everyone in my six-member party had something to do. Bad idea.</p><p></p><p>The faen greenbond and the human wolverine totem warrior decided to go to the menagerie. I should note that I made some kind of jesting comment about them starting some mischief and I think the players went a little goofy and took it too far to heart. The two looked around the menagerie, which I described as having large, magically enhanced enclosures that held fairly good approximations of the animal's normal habitat therein.</p><p></p><p>The totem warrior used some of his skills (Handle Animal, etc.) to see if the animals were happy. I said most seemed content, though a hippogryph and a bronze crane would probably be happier with more sky to fly around in (though both had generous enclosures). The two intrepid party members then hatched a plan. </p><p></p><p>Asking the kelptomaniac, crazy spryte unfettered they had picked up several weeks back to help, she promptly stole the keys to the cage doors from one of the wardens. The totem warrior opened the door to the bronze crane and tried to feed it to get it to leave. The bird, being territorial, attacked, though it couldn't do much to him. Then they tried to free the hippogriff, which ran out down the hall. </p><p></p><p>The warden finally heard the noise and came running... right into the greenbond's <em>darkness</em> and <em>obscuring mist</em>. Then the crazy spryte, at the totem warrior's insistance, went and freed some of the larger snakes to provide a distraction. Finally I brought some guards in to put the kibosh on this fiasco, firing stunning crossbow bolts. The greenbond and the wolverine totem warrior's animal companion failed their Fort saves and went to La La land.</p><p></p><p>The totem warrior, however, had a bunch of Hero points and a willingness to burn them to keep awake. Burning two over the course of the next couple of rounds, he tossed a chest full of alchemy stuff at the approaching guards, causing an explosion and a heavy smokescreen. Transforming into a wolverine, he made his escape, dashing across a crowded plaza and growling and snapping at people as he went, causing a panic.</p><p></p><p>Sigh. Now I need these guys to face the consequences of their actions. Both players are excellent roleplayers, and the totem warrior actually gets a fair amount of say in the overall story due to his character's beliefs. I worked in an idea I had around a goal he had for his character, and then have been trying to put plenty of side-quests and situations to play to the other character's strengths.</p><p></p><p>This isn't the first time this guy has done something kind of loopy once they get into a city. He's fine in the wilderness, but because his character doesn't do a lot of shopping I think his character tends to go stir-crazy once they get into town. So he's made up his own little adventures before. But he's never gone so far before. The greenbond got sucked into this because I think that player thought it would be fun. So far they've only been at the level of "misdemenor." This approaches something far more serious.</p><p></p><p>When they catch the totem warrior (and unless he gets some astronomically good rolls, he's going to get caught), both the greenbond and him are going to have to answer to the following charges:</p><p></p><p>1. Releasing dangerous animals</p><p>2. Stealing (the keys)</p><p>3. Endangering rare animals (when the bronze crane attacked the totem warrior)</p><p>4. Resisting arrest</p><p>5. Evading capture</p><p>6. Assault of several citizens (mostly against the totem warrior when he caused the panic in wolverine form)</p><p>7. Attacking the City Watch (throwing the alchemy lab at them)</p><p></p><p>My question is, what should their punishment be? The other four members of the party have places they can go and things they can do, but I think the punishment should be somewhat harsh for these two guys. This was very funny to me, but also astoundingly irresponsible on the characters' part and in very poor judgement. I need to show these guys giant justice. </p><p></p><p>What suggestions does anyone have? The party might not fight for their friends' release, mostly because the guy with the best Diplomacy check is a very proper giant who will <em>not</em> be amused by the fact that the totem warrior attacked the City Watch. There is some inter-party strife, normally just enough to make things interesting, but now this might become a reason for the rest of the party to hang these two joy-riders out to dry. </p><p></p><p>That would be perfectly in character for them to do so, and well within their rights to not associate themselves with criminals. I'm trying to figure out a solution to teach these mischief-makers a lesson and allow them to keep their characters and the party together.</p></blockquote><p></p>
[QUOTE="Isida Kep'Tukari, post: 1359964, member: 4441"] Ok, I have a situation in my Arcana Unearthed game. The party recently went to DeShamod for several reasons; to do a ceremony, to donate some books to the library, to go shopping, etc. However, not everyone in my six-member party had something to do. Bad idea. The faen greenbond and the human wolverine totem warrior decided to go to the menagerie. I should note that I made some kind of jesting comment about them starting some mischief and I think the players went a little goofy and took it too far to heart. The two looked around the menagerie, which I described as having large, magically enhanced enclosures that held fairly good approximations of the animal's normal habitat therein. The totem warrior used some of his skills (Handle Animal, etc.) to see if the animals were happy. I said most seemed content, though a hippogryph and a bronze crane would probably be happier with more sky to fly around in (though both had generous enclosures). The two intrepid party members then hatched a plan. Asking the kelptomaniac, crazy spryte unfettered they had picked up several weeks back to help, she promptly stole the keys to the cage doors from one of the wardens. The totem warrior opened the door to the bronze crane and tried to feed it to get it to leave. The bird, being territorial, attacked, though it couldn't do much to him. Then they tried to free the hippogriff, which ran out down the hall. The warden finally heard the noise and came running... right into the greenbond's [i]darkness[/i] and [i]obscuring mist[/i]. Then the crazy spryte, at the totem warrior's insistance, went and freed some of the larger snakes to provide a distraction. Finally I brought some guards in to put the kibosh on this fiasco, firing stunning crossbow bolts. The greenbond and the wolverine totem warrior's animal companion failed their Fort saves and went to La La land. The totem warrior, however, had a bunch of Hero points and a willingness to burn them to keep awake. Burning two over the course of the next couple of rounds, he tossed a chest full of alchemy stuff at the approaching guards, causing an explosion and a heavy smokescreen. Transforming into a wolverine, he made his escape, dashing across a crowded plaza and growling and snapping at people as he went, causing a panic. Sigh. Now I need these guys to face the consequences of their actions. Both players are excellent roleplayers, and the totem warrior actually gets a fair amount of say in the overall story due to his character's beliefs. I worked in an idea I had around a goal he had for his character, and then have been trying to put plenty of side-quests and situations to play to the other character's strengths. This isn't the first time this guy has done something kind of loopy once they get into a city. He's fine in the wilderness, but because his character doesn't do a lot of shopping I think his character tends to go stir-crazy once they get into town. So he's made up his own little adventures before. But he's never gone so far before. The greenbond got sucked into this because I think that player thought it would be fun. So far they've only been at the level of "misdemenor." This approaches something far more serious. When they catch the totem warrior (and unless he gets some astronomically good rolls, he's going to get caught), both the greenbond and him are going to have to answer to the following charges: 1. Releasing dangerous animals 2. Stealing (the keys) 3. Endangering rare animals (when the bronze crane attacked the totem warrior) 4. Resisting arrest 5. Evading capture 6. Assault of several citizens (mostly against the totem warrior when he caused the panic in wolverine form) 7. Attacking the City Watch (throwing the alchemy lab at them) My question is, what should their punishment be? The other four members of the party have places they can go and things they can do, but I think the punishment should be somewhat harsh for these two guys. This was very funny to me, but also astoundingly irresponsible on the characters' part and in very poor judgement. I need to show these guys giant justice. What suggestions does anyone have? The party might not fight for their friends' release, mostly because the guy with the best Diplomacy check is a very proper giant who will [i]not[/i] be amused by the fact that the totem warrior attacked the City Watch. There is some inter-party strife, normally just enough to make things interesting, but now this might become a reason for the rest of the party to hang these two joy-riders out to dry. That would be perfectly in character for them to do so, and well within their rights to not associate themselves with criminals. I'm trying to figure out a solution to teach these mischief-makers a lesson and allow them to keep their characters and the party together. [/QUOTE]
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