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"What's my motivation?" or weirdness in the Sunless Citadel...
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<blockquote data-quote="Arravis" data-source="post: 601058" data-attributes="member: 327"><p>I'll start off by saying that I've been DM'ng for a while and that I rarely run modules. I've actually run only three in my 20 years of DM'ng. It's not that I have anything against them, my players never do what they're supposed to anyway and I always have more fun just making up my own adventures. I also tend to DM monsters and plots with a bit of a realistic twist. The monsters aren't all evil and dungeons have to have a self-sufficient economy, etc. So, now that I've put that out there....</p><p></p><p>A friend of mine has decided to run a generic D&D campaign (we ussually play Forgotten Realms or our own setting), ie: 3rd ed Greyhawk. Anyway, he wasn't sure how to start since he's new DM, so I recommended we get a module to cut back the amount of work he's got to do and to help him with DM'ng. We picked up the Sunless Citadel, a 1st level adventure from WoTC. He read through it hastily and we played a few sessions this weekend.</p><p></p><p>There are only two players, so it's a small group. My character is a Paladin who recently lost his master and the other character is a Wizard, who's a newly graduated student from a local arcane academy (run by Murlynd, of Murlynd's magic spoon fame <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>Anyway... we're asked by the local constable to help them with a goblin problem and to find a group of adventurers who went before us to deal with the goblin problem. I was told that the goblins, once a year, come town and sell a magic apple that heals all disease and illness in whomever imbues it. I didn't see a problem with this, I actually thought it was rather nice of the goblins to do so... but they went on to explain that the goblins charge alot for this apple and don't particularly like it when the villagers try to grow their own magic apples. I tried to explain that other villagers don't have kind goblins selling magical apples, and that's it's really a luxury item, and that they don't have to buy the apple... but that didn't seem to go over well. </p><p></p><p>Additionally, it seems that a group of adventurers from the village went to the local den of evil, the Sunless Citadel (presumably where the goblins live as well). They have, of course, not returned. I kept asking why they went... I mean, the HMO goblins weren't hurting anyone... No one seemed to give me a clear answer why you would risk and presumably loose 5 healthy citizens over magic apples. It just didn't make much sense to my character who kept scratching his head at this. </p><p></p><p>So, without giving out any spoilers (since we haven't finished the adventure and have just arrived to the Sunless Citadel itself), does anyone have any comments on this? Have you come across this issue in modules or in RP'ing in general before?</p></blockquote><p></p>
[QUOTE="Arravis, post: 601058, member: 327"] I'll start off by saying that I've been DM'ng for a while and that I rarely run modules. I've actually run only three in my 20 years of DM'ng. It's not that I have anything against them, my players never do what they're supposed to anyway and I always have more fun just making up my own adventures. I also tend to DM monsters and plots with a bit of a realistic twist. The monsters aren't all evil and dungeons have to have a self-sufficient economy, etc. So, now that I've put that out there.... A friend of mine has decided to run a generic D&D campaign (we ussually play Forgotten Realms or our own setting), ie: 3rd ed Greyhawk. Anyway, he wasn't sure how to start since he's new DM, so I recommended we get a module to cut back the amount of work he's got to do and to help him with DM'ng. We picked up the Sunless Citadel, a 1st level adventure from WoTC. He read through it hastily and we played a few sessions this weekend. There are only two players, so it's a small group. My character is a Paladin who recently lost his master and the other character is a Wizard, who's a newly graduated student from a local arcane academy (run by Murlynd, of Murlynd's magic spoon fame ;)). Anyway... we're asked by the local constable to help them with a goblin problem and to find a group of adventurers who went before us to deal with the goblin problem. I was told that the goblins, once a year, come town and sell a magic apple that heals all disease and illness in whomever imbues it. I didn't see a problem with this, I actually thought it was rather nice of the goblins to do so... but they went on to explain that the goblins charge alot for this apple and don't particularly like it when the villagers try to grow their own magic apples. I tried to explain that other villagers don't have kind goblins selling magical apples, and that's it's really a luxury item, and that they don't have to buy the apple... but that didn't seem to go over well. Additionally, it seems that a group of adventurers from the village went to the local den of evil, the Sunless Citadel (presumably where the goblins live as well). They have, of course, not returned. I kept asking why they went... I mean, the HMO goblins weren't hurting anyone... No one seemed to give me a clear answer why you would risk and presumably loose 5 healthy citizens over magic apples. It just didn't make much sense to my character who kept scratching his head at this. So, without giving out any spoilers (since we haven't finished the adventure and have just arrived to the Sunless Citadel itself), does anyone have any comments on this? Have you come across this issue in modules or in RP'ing in general before? [/QUOTE]
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