In Between Sessions

Teador the (LG) Paladin has Ssword (LE). There’s a side plot option where Ssword can be persuaded to be less of a yuan-ti supremacist tyrant in his attitude, which will carry over
Spoiler: foreshadowed, but a spoiler
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When he turns out to be a shard of the dead god Sseth. You know where this is going.


I made the comment to Teador’s player that his character could tell their their ethics and values were not aligned. He said he didn’t think he’d be able to do very well role-playing out persuasive conversations and arguments. I respect that, and so instead we’re going to do a series of opposed Persuasion checks for various aspects of Ssword’s morality. Ssword is just an intelligent sword right now, so he can be persuaded to change at least some of his views.

However, he’s arguing morality in his dreams with a reasonably strong entity with mental scores equal to or greater than his (vs. Ssword, his Cha is greater, his Int is substantially lower, his Wis is slightly lower). I’d like to make it not just a one-sided thing. I am currently planning to do a "best 2 out of 3 rolls" resolution mechanic for the arguments, probably opposed Persuasion checks, although other skills (Religion, History, Insight) could be substituted in.

If he crit-fails (lose by more than 10) on both of his losing rolls on an argument, then TEADOR converts to Ssword’s views on a topic.

Aspects up for debate:
1) Yuan-ti supremacy: Ssword/Sseth should advance the yuan-ti primarily, who are better and worth more than other beings. (evil)
2) Tyranny: Rule with an iron fist and conquest is the best form of government. Those who don’t fall in line should be crushed. (evil + law)
3) No redemption: Enemies must be wiped out. The Aaracokra who served Huitzopochitl must all be killed. Deliberately phrased to avoid tripping on “vengeance paladin”. (evil)
4) The ends justify the means: Any action is okay if it leads to victory. (Evil; possibly chaotic)
5) Utility: Altruism is foolish and not worthwhile. Only help those who are useful. (Evil)
6) Order: An orderly people with firm laws and codes is stronger than one with more “freedom.” A few people may be harmed by this, but it’s worth it. (Law)

Teador’s player agrees, and we handle the first two arguments as though they happened while in the Ssacred library.
#1: Vs. Tyranny: The best form of government is one that allows it's people free to be individuals and rule by conquest aside from the absence of morality it breeds nothing but revolution and hatred.
He rolls a pair of 26s, while Ssword rolls an 8 and a 22 (d20+4 for non-proficient – I will add a proficiency bonus with the next power-up).
His argument against tyranny as an inferior, conflict-causing form of government is successful.

#2 Vs. Yuan-ti supremacy: No race in reality is greater than one or another, each have their own strengths and weaknesses.
Ssword rolls 14, 15, and 8. Teador rolls 23, 20, and 14. Success!


Session 26: 5/28/2022
Saqwam’s player is out, and his dad subs in for his first time playing D&D since 8th grade. Welcome to running a 17th level Warlock you haven’t had time to get familiar with!

We start by resuming the battle with a single Quetzal that was teased last session with it at 180’ away. Ratel gets highest on initiative, and uses that 20. Quetzals have 195hp and it takes about 70 points of damage from the crit + poison. It flies closer to the party on its turn, and tries something, I don’t recall what, but it didn’t work. The quetzal ends failing saves against Earthbind (from Teador) and then a Psychic Lance from Rivkah the bard, and being incapacitated early in round 2, leaving its final ~60hp to be battered down by two Ssword stabs, 2 monk arrows, 4 eldritch blasts, and then Rivkah would get to go again before the Quetzal could take an action. It dies, they loot the body for feathers and a couple of fangs as trophies, and the party heads west.

The comment from last session pays off, as I roll for a random encounter as they enter the next hex. I roll on the encounter table and get 1d3 quetzals again, so I reroll it and get the exact same result. Then the d3 turns out to be a 3, so the party spots 3 Quetzals having just spotted them.

The fight takes 3 or 4 rounds and the rest of the session, and a lot of damage is done as the Quetzals each have legendary actions (but not resistances) and can use Chaos Bolt for their LAs. One quetzal gets hit early and then spends most of the fight under Greater Invisibility; another eats a lot of early damage from, among other things, a failed save against Finger of Death from Saqwam, and then turns itself invisible (greater) and flies off.
The party kills the other two, but not before eating a pair of Prismatic Sprays from the other two Quetzals (damage, no lasting effects). The Invisible one ends up grabbing Rivkah with its tail and flying up. Rivkah almost tries casting Teleport to get to the jungle floor (I’m a nice DM and explain what Teleporting to a place you’ve only seen casually can entail). Teador flies up on his fast griffon and, working with Ratel (archery) they end up killing the Quetzal; Rivkah falls 80’ to the floor, leaving her in the 20s or 30s in HP. The other Quetzal went down to a mix of Ratel’s poison arrows, archery from Teador’s summoned Celestial (5th level), some Eldritch Blasts from Saqwam, and a Bigby’s Striking Fist from Saqwam that stayed around for a few rounds.
At this point, the party is fairly battered and depleted, and one Quetzal – a smart and fast creature serving their enemies – has gotten away. They decide to head west 1 hour and bunker down for a long rest, using Ratel’s 29 on Survival to try to conceal their presence….

DM note: There’s a party of 4 Aaracokra Elites (basically PC chassis but simplified and with some high level abilities) that I could send after them, but I’m also getting tired of yet more jungle fights. On the other hand, I could say they found a small cave and are slightly boxed in.
The Elites are, at this point, most definitely an adventuring party hunting the PCs, and they do have access to Teleport as well as information about where the party is reported to be.

I’ll figure out what I want to roll and see if they find the party. They will also be unofficially added to encounter tables for that hex for a couple of in-game days. It’s too bad the party isn’t searching the hex, as there’s an illusion covering a stone slab in the hex. Under the slab is a Death Tyrant (I’d buff it for a solo fight) and a Staff of Power. I may have the Elites find it if they don’t meet the party, and then their Twinning sorcerer will be even stronger…

I may be able to pressure them into departing the hex via Teleport and trying their plans by some other means, as the recon for them is definitely ratcheting up.