Rogue Shadows
2013-07-23, 01:28 PM
So for the past few months me and my friends have been running Red Hand of Doom, with me DM'ing. It was our first run in basic, unaltered D&D (well, Pathfinder - well, Pathfinder with a lot of homebrew - but the point is we've been doing Star Wars and Spycraft and Vampire for awhile) for years, so I decided to start the players at 1st level, run a bunch of adventures prior to RHoD beginning to level the players up with the occasional sprinklings and suggesting that the Red Hand was rising, and then begin RHoD as appropriate.
I ran a mix of both my own adventures and some official WotC adventures. One of the first adventures my group went on, before we had a Paladin in the group, involved the players helping the kobolds of the Scalehold Mine drive off some goblin tribes that had been displaced by the Red Hand. Later, after the Paladin joined, I ran the DragonDown Grotto series of adventures - with encounters scaled down a bit to account for the PC's lower levels, of course - and this involved Meepo the kobold, etc. The players made a good impression on Meepo (LN). They did not keep the eggs of Bahamut nor Tiamat, but rather gave them to Meepo.
Begins the Red Hand of Doom. The players...well, they made a pretty good showing in Part I, destroying the Skullgorge bridge, killing Ozzyrandion (Koth escaped but was killed later), and evacuating the town rather than fighting the Hand. Part II went...a little differently. They managed to drive off, but not kill, Saarvith and Regiarix. They also completely insulted the Tiri Kitor and made the elves hate them (long story), so the Tiri Kitor are out as Brindol allies.
Now, here the players got a bit creative. The Greenspawn eggs, remembering that Meepo existed, they brought to Meepo; he took one looked at them and opened a portal to Hell via an incantation and threw them back to Tiamat. While there, they brought up the whole Red Hand thing (Meepo doesn't get out much), and asked if Meepo could help. Throwing the players a bone, I decided that Meepo has a lot of pull with the Scalehold kobolds, and he'd see if they'd help Brindol out.
Part III went better than Part II (Ghostlord alliance severed without fighting the Ghostlord, Varanthian dead*, but Ulwai managed to escape), but now we're on Part IV**, and about a hundred kobolds have shown up with Meepo to help with the defense of Brindol. They don't have an airforce the way the Tiri Kitor would, but they've turned the fields directly in front of Brindol basically into a minefield. Gotta love that trapmaking bonus (getting the kobolds on their side was only worth half the Victory Points as the Tiri Kitor, though, and they're only fighting because if the Vale falls, their mine is probably next in line - and if things look grim, they'll flee)
The problem, and one I just realized, is that the majority of the kobolds are Lawful Evil - and the party includes a Paladin. You see the problem here.
Basically...what do I, as the DM, do? Obviously the Paladin is not required to slaughter every evil thing he comes across - but nor does his code allow him to even work with an evil being. On the other hand, I can't help but think back to a 2nd-Edition campaign, The Night Below, where the party could recruit freakin' Mind Flayer help and the campaign informed DM's that any paladins in the group, if they asked their deities for advice on what to do, would be told that in this instance it's okay to work alongside Evil in order to deal with a greater Evil.
This'd be preferred, but at the same time, it feels a wee bit like a cop-out.
Right now what I'm basically thinking is that the Paladin should probably refuse to work directly in concert with the kobolds, but he will still obviously keep fighting to defend Brindol and won't demand they leave/refuse to fight at all/claim that "nobody understands me" and leave to start a Alternative band.
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*this is particularly good as I had re-statted Varanthian to be a Fang dragon
**incidentally, Kharn is already dead - the players attacked the Horde directly looking to skirmish a little, killed a few giants, ran for their lives, got surrounded, then a Samurai in the party challenged Kharn to single combat rather than be captured. Kharn accepted, and two rounds later, he was dead (though the Samurai was hurting as well and really only won 'cause he rolled higher on inititive). Then the players were able to make good their escape, with Kharn's body, back to the walls of Brindol. Right now, Ulwai is leading the Red Hand. So as a quick recap: Koth and Ozzyrandian are dead, Varanthian is dead, Kharn is dead, but Saarvith, Regiarix, Ulwai, and Abithriax are all still alive.
Oh, and Abithriax is now a brass dragon. And Ulwai is a gunslinger. Don't ask why, I just wanted it.
I ran a mix of both my own adventures and some official WotC adventures. One of the first adventures my group went on, before we had a Paladin in the group, involved the players helping the kobolds of the Scalehold Mine drive off some goblin tribes that had been displaced by the Red Hand. Later, after the Paladin joined, I ran the DragonDown Grotto series of adventures - with encounters scaled down a bit to account for the PC's lower levels, of course - and this involved Meepo the kobold, etc. The players made a good impression on Meepo (LN). They did not keep the eggs of Bahamut nor Tiamat, but rather gave them to Meepo.
Begins the Red Hand of Doom. The players...well, they made a pretty good showing in Part I, destroying the Skullgorge bridge, killing Ozzyrandion (Koth escaped but was killed later), and evacuating the town rather than fighting the Hand. Part II went...a little differently. They managed to drive off, but not kill, Saarvith and Regiarix. They also completely insulted the Tiri Kitor and made the elves hate them (long story), so the Tiri Kitor are out as Brindol allies.
Now, here the players got a bit creative. The Greenspawn eggs, remembering that Meepo existed, they brought to Meepo; he took one looked at them and opened a portal to Hell via an incantation and threw them back to Tiamat. While there, they brought up the whole Red Hand thing (Meepo doesn't get out much), and asked if Meepo could help. Throwing the players a bone, I decided that Meepo has a lot of pull with the Scalehold kobolds, and he'd see if they'd help Brindol out.
Part III went better than Part II (Ghostlord alliance severed without fighting the Ghostlord, Varanthian dead*, but Ulwai managed to escape), but now we're on Part IV**, and about a hundred kobolds have shown up with Meepo to help with the defense of Brindol. They don't have an airforce the way the Tiri Kitor would, but they've turned the fields directly in front of Brindol basically into a minefield. Gotta love that trapmaking bonus (getting the kobolds on their side was only worth half the Victory Points as the Tiri Kitor, though, and they're only fighting because if the Vale falls, their mine is probably next in line - and if things look grim, they'll flee)
The problem, and one I just realized, is that the majority of the kobolds are Lawful Evil - and the party includes a Paladin. You see the problem here.
Basically...what do I, as the DM, do? Obviously the Paladin is not required to slaughter every evil thing he comes across - but nor does his code allow him to even work with an evil being. On the other hand, I can't help but think back to a 2nd-Edition campaign, The Night Below, where the party could recruit freakin' Mind Flayer help and the campaign informed DM's that any paladins in the group, if they asked their deities for advice on what to do, would be told that in this instance it's okay to work alongside Evil in order to deal with a greater Evil.
This'd be preferred, but at the same time, it feels a wee bit like a cop-out.
Right now what I'm basically thinking is that the Paladin should probably refuse to work directly in concert with the kobolds, but he will still obviously keep fighting to defend Brindol and won't demand they leave/refuse to fight at all/claim that "nobody understands me" and leave to start a Alternative band.
--------------------
*this is particularly good as I had re-statted Varanthian to be a Fang dragon
**incidentally, Kharn is already dead - the players attacked the Horde directly looking to skirmish a little, killed a few giants, ran for their lives, got surrounded, then a Samurai in the party challenged Kharn to single combat rather than be captured. Kharn accepted, and two rounds later, he was dead (though the Samurai was hurting as well and really only won 'cause he rolled higher on inititive). Then the players were able to make good their escape, with Kharn's body, back to the walls of Brindol. Right now, Ulwai is leading the Red Hand. So as a quick recap: Koth and Ozzyrandian are dead, Varanthian is dead, Kharn is dead, but Saarvith, Regiarix, Ulwai, and Abithriax are all still alive.
Oh, and Abithriax is now a brass dragon. And Ulwai is a gunslinger. Don't ask why, I just wanted it.