But it is possible to cure players who have this affliction. The trick is to create quests which have a strong balance of roleplaying and combat.
#1. The Rescue Mission.
The shieldsmith's daughter has been kidnapped by *INSERT MONSTERS HERE* and he wants the PCs to rescue her. He offers to give them a magical shield as payment.
Roleplaying - Find ways to add extra roleplaying in here, not just with the smith's daughter, but also the villagers and even the monsters that they were sent to kill.
Bonus - The local mayor / burgomaster / lord / sheriff / whatever also agrees to pay the PCs X amount of gold coins for each villager the PCs also rescue. So if they say 50 gp, and there is 20 villagers that is 1000 gp.
Effect - The PCs are being encouraged to kill the baddies so they are still satisfying that need to kill stuff, but they need to rescue the smith's daughter and the villagers. The more they save, the more rewards they get.
Added Bonus - Depending on how well the party behaves you should reward them accordingly with the magical shield. If they do poorly, the shield is only +1. If they do reasonably well or quite well, reward them with either a +2 or +3 shield.
#2. The Mystery of the Thief.
So murder mysteries are not a solution as Murder Hobos can still just murder everyone. The goal here is actually much more complex since the PCs have to not only talk to witnesses, they need to identify suspects, find clues that lead them to other witnesses or suspects, interrogate them and find a way to convince the thief to tell the PCs where the stolen item is.
So here goes...
The actual thief is a pixie with 1 hp and they have stolen a valuable key that opens a magical vault, and the key itself is protected from scrying and other forms of magical detection. It is also small and easily hidden. The pixie really only wants something that is in the vault, a vial of pixie dust, but to find that out the PCs need to actually talk to the pixie and make a deal. The pixie will agree to the deal, but warns the PCs that if they betray the agreement that they will suffer the Pixie's Curse (which causes all rolls of 2 to be an automatic failure, just like rolling 1s - and a Pixie's Curse can only be removed by another fairy casting Remove Curse).
Beyond that just make a few witnesses who saw the key floating in midair, a few false leads that go to the stableboy or maid who each have a motive to steal the key, but each of them have alibis and other witnesses who saw them elsewhere. Eventually one witness should tell the PCs that they heard noises in the attic, causing them to investigate and they find the pixie hiding in the attic.
For combat you should also include a fight with some local drunks just for fun, and try to make it slapstick so that even the fight has a comedic / roleplaying element. Murdering the drunks in front of witnesses would be bad...
Bonus - The lord or lady or innkeep (whomever makes sense for wherever this is taking place) may have offered to store the PCs valuables in the magical vault for them, giving the PCs extra reason to recover the key. The same person should also allude that someone (not the pixie) has been stealing things of late but he hasn't been able to prove it yet, thus motivating them to store their things. If they don't store their things in the vault, they get stolen (the butler did it).
Added Fun - Design the layout of the map to look like the map from the boardgame Clue. Or better yet, just use a Clue board.
Effect - This is a roleplaying intense adventure that relies on sleuthing, forcing the PCs to not murder everyone. Trying to engage in combat with the 1 hp pixie just kills the pixie, and the party then NEVER finds the key.
#3. The Night of Endless Nightmares.
The PCs arrive in an abandoned village but are unable to fall asleep. Worse, a dense fog surrounds the village, which causes them to get lost in the fog and when they do walk out of the fog they are back in the village.
As the night progresses they continue to be unable to sleep as they keep hearing strange noises. When they investigate they find one of the following:
- A horde of juju zombies. Don't get bit, they turn you into a zombie too! Ghouls or ghasts also work well.
- The wandering shade of a person who was hideously murdered, who tries to lead the PCs to a clue to end the curse. The shades may or may not speak in riddles...
- A person who is still alive, but traumatized. They might be unable to speak, they might speak but only in snippets, or they might ramble nonsense that emphasizes all the horrible things they saw without a lot of details. With some extra roleplaying however the alive person might give clues as to what happened to the village, but have no idea where the medallion pieces are.
The PCs need to find 5 pieces of a silver medallion, use a Mending spell on it, and then return it to a place in a cursed temple to end the curse. In the meantime however it is the goal of the DM to keep the PCs alive and force them to try and find the 5 shades who will lead them to the silver medallions. Some of the shades will require certain tasks to be completed before they reveal the location of the medallion piece.
Effect - The PCs can only leave this village by removing the curse. Finding the shades is easy, roleplaying is really the only task they need to do. The zombies/ghasts/ghouls are really only there to provide some brief combat - and an opportunity to temporarily turn PCs into undead.
The Finale - Once the curse is lifted, everything goes back to normal. Any PCs who were undead realize it was just a nightmare. The villagers are all alive, but are traumatized from the effects of the nightmare. It is as if nothing had happened now that the medallion has been restored to the cursed temple. (Taking the silver medallion will cause it to shatter and restart the curse again.)
#4. The Crossbow Duel at High Noon.
A NPC becomes slighted by a PCs "Murder Hobo" behaviour and challenges him or her to a duel at High Noon the following day. Other NPCs should immediately start gambling on who might win, chatter should ensue, and the fight is clearly delayed. The PC should feel discouraged to just attack immediately because of the amount of lead up to the fight. Even if they do attack immediately, other NPCs should pull them apart and insist that the fight happen tomorrow.
Following the rules of a duel, the PC and NPC both need a seconder. (The seconder fights if the duelist is somehow unable to fight.) The local sheriff or magistrate etc serves as the judge. A local cleric or druid is asked to serve as the healer.
The rules of the duel are until first blood. Once first blood is dealt, the duel is over. So the goal here isn't to kill the opponent, it is to be the first person to draw blood. Thus rolling initiative and being the first person to shoot will be very tight. Roll d4s for initiative instead. The smaller initiative dice for duels gives the faster person a distinct advantage.
The NPC duelist has at least a 18 Dexterity (and depending on the edition you are playing) extra feats that boost their initiative speed.
On the day of the duel each duelist is provided with a crossbow (light crossbow or hand crossbow). They will each walk ten paces, and then turn and fire when asked by the judge.
During the duel the NPC will taunt the PC and engage in roleplaying, trying to psyche out his opponent. The PC will need to roll multiple saves or Sense Motive checks etc to avoid penalties to either initiative or attack roll. The PC will also be given an opportunity to psyche out the NPC too.
In the lead up to the duel and after the duel, there should be an air of excitement in the town. Almost like it is a festival. These should be purely roleplaying opportunities as the NPCs (and possibly PCs) gamble on the results of the duel.
The PCs could even deliberately bet against their friend and have him throw the fight. (Which could be funny if the NPC duelist also bet against himself...)
While the duel is integral to the plot, it should only last 1 round. Or a few rounds if both duelists are trying to lose on purpose.
Effect - This quest teaches the PCs it is possible to interact with the NPCs without murdering all of them. Even the opponent should not be murdered, as once first blood has been given the NPC should give a speech admitting defeat or praising the PC for their bravery despite defeat.
Other Things That Should Happen To Murder Hobos
If the Murder Hobos in your game refuse to be rehabilitated, here is how you need to deal with the problem.
#1. Alignment Shifts + Associated Consequences. eg. Clerics losing access to spells from their god.
#2. NPC investigators with access to Speak-with-Dead and similar magicks will determine who the murderers are, sparking further investigations.
#3. Bounties on the PCs who become known as Villains, causing good heroes to seek them out for the bounty.
#4. NPCs recognize the PCs as Villains and refuse to help them.
#5. Villains begin approaching the PCs to hire them to do evil deeds, because their reputation has become so bad.
#6. Villains betray the Murder Hobos and hand them over to the good guys in exchange for a pardon and the bounty.
#7. When the Murder Hobos kill innocents, make the combat boring and whatever they find to be commonplace and boring. Don't even bother with attack rolls. Just let them murder them outright so that they don't even get to roll dice.
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