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12 months ago ::
Jun 26, 2012 - 11:20PM
#1
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The players in my game destroyed a book they found in a secret chamber in a defiled temple of Moradin with a rogue gateway to The Far Realm withing.
The book was just going to give info making the rest of the dungeon easier, but I want something dastardly to happy since they destroyed it without even inspecting it. All they did was was determin whether it was good or evil using the paladins divine knowledge.
What do you think I should do since they didn't even bother to check out the book before destroying it outright?
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12 months ago ::
Jun 26, 2012 - 11:44PM
#2
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Date Joined:
Mar 26, 2011
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The players in my game destroyed a book they found in a secret chamber in a defiled temple of Moradin with a rogue gateway to The Far Realm withing.
The book was just going to give info making the rest of the dungeon easier, but I want something dastardly to happy since they destroyed it without even inspecting it. All they did was was determin whether it was good or evil using the paladins divine knowledge.
What do you think I should do since they didn't even bother to check out the book before destroying it outright?
My first instinct would be to continue the dungeon with them at a disadvantage... but I get the feeling they have no idea it was a mistake and they'll not know things are more difficult as a result.
Perhaps you could set up a meeting with a prisoner who could clue them in? Finding a wizard's notes regarding his research into the book? An enemy who could be captured and questioned about the rest of the dungeon?
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12 months ago ::
Jun 26, 2012 - 11:59PM
#3
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I think you should do nothing and get on with the adventure with no changes.
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12 months ago ::
Jun 27, 2012 - 7:15AM
#4
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Yeah, I don't think you can punish them for something they didn't think was a choice. Destroying a book that is "evil" seems like a good decision to make. Were the potential consequences made known to them beforehand? You told them it was evil but was there any indication that it might also be useful in a way that wouldn't also be evil?
I mean, opening an "evil book" just seems like a really bad idea. Like, Dungeoneering 101. It's just asking to release the form of the Destroyer or something.
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12 months ago ::
Jun 27, 2012 - 7:33AM
#5
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Date Joined:
Sep 20, 2010
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Hindsight being 20/20, it would have helped if you had planted a seed that they were going to need the book. Like a blocked section of the dungeon with a code or a lock on it that they couldn't figure out. Then, when they find the book, they might have stopped and said "wait, maybe there is something in the book that could help us with that door over there."
If you want the PCs to do something you have to give them a good reason to do it, and you also have to be prepared that they won't. So lessoned learned. Move on and try to prepare for it next time.
Afterall, you probably knew ahead of time that you were going to plant this book. So next time you will again and you'll have the chance to plant seeds of it's importance, whatever it is.
Sleeping with interns on Colonial 1
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12 months ago ::
Jun 27, 2012 - 8:39AM
#6
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Date Joined:
Oct 24, 2001
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I think you should do nothing and get on with the adventure with no changes.
Ditto.
If they had inspected the book more closely, I would have perhaps had something bad happen (it was evil). But destroying evil is the *right* thing to do from a stereotypically "good" perspective. Don't punish them for that.
Here are the PHB essentia, in my opinion: - Three Basic Rules (p 11)
- Power Types and Usage (p 54)
- Skills (p178-179)
- Feats (p 192)
- Rest and Recovery (p 263)
- All of Chapter 9 [Combat] (p 264-295)
A player needs to read the sections for building his or her character -- race, class, powers, feats, equipment, etc. But those are PC-specific. The above list is for everyone, regardless of the race or class or build or concept they are playing.
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12 months ago ::
Jun 27, 2012 - 10:48AM
#7
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Date Joined:
May 14, 2010
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If they knew the book was evil, and just stuck it in a fire or something, you could have evil smoke pour forth and release the evil to plague them at another time. The smoke rises and darts out of the room. Later in the module, have the smoke collect while they are fighting, and then form into a monster. Every time they beat the monster, it just forms into smoke and leaves again. This will make the players want to plan for it. Add some anticipation.
Don't forget to have a way for the players to find out how to destroy the smoke once and for all.
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12 months ago ::
Jun 27, 2012 - 10:54AM
#8
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I think you should do nothing and get on with the adventure with no changes.
This. They're already being 'punished' for not having the extra information that the book was going to provide.
Another day, another three or four entries to my Ignore List.
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12 months ago ::
Jun 27, 2012 - 11:39AM
#9
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There was an old Shadowrun adventure I went through as a player. We got hauled into the weird fairy/astral planes. In one adventure, there was a gun on a pedastal. Before the munchkin gun beast could do anything, the wizard said "This doesn't belong here" and used an acid spray on it. That was the only gun in that section of the adventure. Sure, it was harder without it, but the GM actually rewarded the player for not munchkining with extra XP, because it was totally within character.
The players, without the info in the book, will have a harder time. They may even run into another fight or two, and gain additional XP. Let them go, sit back, and enjoy the ride. Skill challenges are going to be tougher for them... Maybe they don't know about a trap or two ahead of time. Tough.
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For some reason, none of my friends were surprised by this...
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12 months ago ::
Jun 27, 2012 - 11:47AM
#10
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Date Joined:
Sep 20, 2010
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Maybe the creepy, evil book plays the-cat-came-back with them and appears in the wizard's backpack after an extended rest.
Sleeping with interns on Colonial 1
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