tylermalan
First Post
I’m the DM, and prior to this game starting I told all four players that this campaign is at least partially horror-themed. I tell them that though there will be combat, I emphasize role playing, and getting experience will depend on how much the PCs attempt to play their chosen role. I even send them an article I got from Game Musketeers about teamwork in the party.
So what do they do? They make the worst. Party. Ever.
All of them are level 3:
Half-Orc Barbarian 1/Cleric 2
Human Bard 1/Sorcerer 2 (what was he thinking?)
Human Fighter 2/Sorcerer 1
Human Paladin 3
I won’t even mention the horrible backstories.
So, they’re guarding a building that is being used by a group of volunteer adventurers (much like themselves) to interrogate witnesses to an assassination, at night. They hear screams coming from inside, but don’t make it in time. They come to a room with a 10 ft. by 10 ft. hole in the center of the floor, wood splintered into the room, which is covered in blood and severed body parts, and some of the weapons haven’t even been drawn, hands on the hilts of swords that didn’t quite make it. All of the death dealing happened in a matter of a few rounds, and was done in that time. The hole leads down into the sewer, so whatever came through it broke through stone and wood, and is big enough to make a ten foot hole.
Dangerous, anyone?
THEY GO DOWN INTO THE SEWER! What?! The leader of volunteer security shows up, and in a rushed decision nominates the PCs to investigate the assassination since the others are dead. Instead of following up on the sketch of a symbol drawn by an investigator before they were all killed that was found inside the room AFTER a successful Bardic Knowledge check, instead of asking the leader of volunteer security for advice when he OFFERED, instead of asking around town for any information, they go into the sewer.
I thought I made it clear that this thing is dangerous, but apparently not.
Ok, so, metagaming, this thing in the sewer is a Phaerlin Giant from Monsters of Faerun with the Hooded Pupil temple from Libris Mortis added to it. They are all level 3, this thing is CR 4. I wanted a dangerous, scary opponent to hound them throughout the game, but I wanted them to know where it probably was (the sewer) so that when they got powerful enough and tired of the attacks, they could go get it, or try. On that note, I was going for freedom. The whole “the world exists aside from the PCs, who simply live in it and can affect it” was what I was going for. If they never do, it attacks them during the big climactic fight near the end.
Instead, they all died. Oh, and they went into the sewer without the paladin because the paladin wanted to go shopping for supplies, and the others didn’t want to wait. My thoughts? Are you kidding?
They all rolled new characters, with more cohesion.
So I ask you, was I unfair?
So what do they do? They make the worst. Party. Ever.
All of them are level 3:
Half-Orc Barbarian 1/Cleric 2
Human Bard 1/Sorcerer 2 (what was he thinking?)
Human Fighter 2/Sorcerer 1
Human Paladin 3
I won’t even mention the horrible backstories.
So, they’re guarding a building that is being used by a group of volunteer adventurers (much like themselves) to interrogate witnesses to an assassination, at night. They hear screams coming from inside, but don’t make it in time. They come to a room with a 10 ft. by 10 ft. hole in the center of the floor, wood splintered into the room, which is covered in blood and severed body parts, and some of the weapons haven’t even been drawn, hands on the hilts of swords that didn’t quite make it. All of the death dealing happened in a matter of a few rounds, and was done in that time. The hole leads down into the sewer, so whatever came through it broke through stone and wood, and is big enough to make a ten foot hole.
Dangerous, anyone?
THEY GO DOWN INTO THE SEWER! What?! The leader of volunteer security shows up, and in a rushed decision nominates the PCs to investigate the assassination since the others are dead. Instead of following up on the sketch of a symbol drawn by an investigator before they were all killed that was found inside the room AFTER a successful Bardic Knowledge check, instead of asking the leader of volunteer security for advice when he OFFERED, instead of asking around town for any information, they go into the sewer.
I thought I made it clear that this thing is dangerous, but apparently not.
Ok, so, metagaming, this thing in the sewer is a Phaerlin Giant from Monsters of Faerun with the Hooded Pupil temple from Libris Mortis added to it. They are all level 3, this thing is CR 4. I wanted a dangerous, scary opponent to hound them throughout the game, but I wanted them to know where it probably was (the sewer) so that when they got powerful enough and tired of the attacks, they could go get it, or try. On that note, I was going for freedom. The whole “the world exists aside from the PCs, who simply live in it and can affect it” was what I was going for. If they never do, it attacks them during the big climactic fight near the end.
Instead, they all died. Oh, and they went into the sewer without the paladin because the paladin wanted to go shopping for supplies, and the others didn’t want to wait. My thoughts? Are you kidding?
They all rolled new characters, with more cohesion.
So I ask you, was I unfair?