A Paladin's Problem [Archive] - Wizards Community

Post/Author/DateTimePost
PolarBlizzard

06-17-04, 02:02 PM
First the background:
The party has me(the paladin), a fairy rogue, a half-orc fighter, a psionic warrior, and a cleric/mage
The party is in the empire's capital city which is about to be layed waste by three massive armies that are approaching from different directions. The party entered the city in hopes of unmasking the person who was posing as the emporer (and thus made several decrees that caused the enemy armies to march) in order to destroy the empire (and the entire human race for that matter). While in the process of unmasking the false emporer(who was working with two powerful dragons) was devoured (by one of the dragons!). The paladin (being at least some sort of military minded person) was put in charge of the city defenses until a new emporer can be put on the throne (he gained a bit of respect because he stood up to the dragon and and fought it until he was knocked unconscious and the dragon departed - "wow you survived a fight with a dragon of the magnitude? You can lead us anyday!" was pretty much the low down)

Shortly after all of this it was discovered that there was a magical key to unlock the properties of an item that is in the parties possession. It is possible (but not know for sure) that this item could be used to create a diversion and slow the approaching armies down long enough to get the new emporer on the throne and remove the decrees that caused the armies to start marching against the empire. The generals of the enemy forces might be willing to sit down and talk of peace if this were to happen.

Okay now the question:
The Paladin has been put in charge of the defense of the city and has a high level cohort that is helping him out. Having discovered the information above about the key that could slow the armies' approach, would the Paladin leave the Cohort in charge and join the party as they go after the key that MIGHT give the city a fighting chance? Or, would he wish the party luck and continue trying the organize the city forces in an attempt at holding the armies off until the emporer thing can be resolved?
ehrin

06-17-04, 02:23 PM
He's a hero. He goes after the key.
meabolex

06-17-04, 02:24 PM
Players always do better adventuring. At least that's what I've seen (:

Leave the cohort in charge and go save the world.
Eck

06-17-04, 05:34 PM
I disagree. The Paladin was placed in charge of the city's defense so it is his duty to stay back. Have the Paladin send his cohort with the players, then he can RP as the cohort for the duration of the key-hunt. That way the player won't feel left out and his paladin is doing the right thing.

- Eck
Mantel_DeMenglamaar

06-17-04, 05:43 PM
I concur. Paladins are about duty and responsibility in that ethic. They aren't Chaotic Good. They aren't going to go galavanting off because they think they have a better idea.

Also, the Paladin is going to be more interested in defending the countless innocents in the city, then in galavanting off for his own personal benefit. Paladins have short, wonderous lives, and in that regard are like the samurai of Japan. However, Paladins do nothing for their own personal honor, for them it is about duty, responsibility, love of their fellow people, and so on.

The paladin will stay to defend the city, trying to engineer its defense, and if necessary, single-handedly trying to hold back the army while the civilians need to escape.

The paladin, if his int and wisdom are anywhere above 10 though, won't go for a single-combat routine. He's got a city, walls, defenses and the like. He's not going to have the arrogance of trading all that defense for a single dramatic ploy, thats liable to backfire horrendously.

He's got a city. Dragons or no, those aren't easy to secure.
Sir Neil

06-17-04, 08:31 PM
Either leading or questing would be fine. The deciding factor is which would be more effective defending the city, the paladin or the cohort. If the cohort is a primary caster or a bard, I'd let it stay and handle crowd control, since it would be far more effective defending the city than Alhandra.

If the cohort is any other class, I'd probably leave the city in Alhandra's hands and send the cohort questing.
shift244

06-17-04, 08:56 PM
Originally posted by Eck
I disagree. The Paladin was placed in charge of the city's defense so it is his duty to stay back. Have the Paladin send his cohort with the players, then he can RP as the cohort for the duration of the key-hunt. That way the player won't feel left out and his paladin is doing the right thing.

- Eck i second this post. if the paladin leaves to quest for the key, he would be leaving responsibilities of thousands of lives charged to him. big no no.
Thorak

06-17-04, 09:22 PM
I had my paladin go through a similar, but much downgraded, experience last session. We knew the village the party has been adventuring around was going to be hit by 30-ish orcs with some ogres and knightly types sprinkled throughout. The general consensus was to hide the women and children, and rally the men in guerilla tactics in the village streets. A good plan, one that worked quite well, we had some casualties but not as many as I'd expected, considering we were outnumbered and outpowered, comparing the villagers and the enemy orcs one-to-one.

However, this didn't sit well with my paladin. The women and children were cached in the basement of the abandoned church just outside the village. Easy enough to hide, there were building materials all over from the recent repair effort. But, my character couldn't just abandon those women and children to the fates. Despite the party's plans, he took up a post in the church, along with 3 of the other villagers who felt similarly (out of about 20 able to fight).

And, (un)luckily, the enemy either knew where we'd hidden them and were looking for sacrificial victims, or there was something else hidden in the church that even we don't know about (the party still has no idea why the events that are happening are going on. We know roughly what is happening, but none of the reasons or background to it). Regardless, a good third of their forces, including two of the three ogres and all three of the knightly types, attacked the church. It seems as if the attack on the village was mostly a distraction. Either way, one ogre got distracted by the village when they took some shots at him when he took out their scouts on the river crossing below the church, and got pulled away. Everything else hit the church. My three helpers made a valiant effort, but were dispatched within two rounds, giving a good account of themselves. My paladin managed to hold the ogre and rest of the orcs off long enough for the rest of the party to finish off the 'main' attack in the village, and hear the commotion at the church and come running. They got there just as the knightly types arrived, and as a group we finished them.

My long-winded point; sometimes sticking behind to do your duty and what you think is 'right' ends up saving the party's bacon in the end, and if your DM is a good DM he'll whip some interesting stuff up for you to deal with regardless. Or if he really wants you to go along, he'll find a way to do so; giving the paladin a minor magical item keyed to a similar one held by his cohort, that his cohort can ask him questions through, for instance. That way, the paladin can go on the quest, while still being available to deal with the issues back in town, if the cohort can't handle them.
Eidrog

06-18-04, 08:03 PM
Do whatever's the most fun and enjoyable! :)

If you leave your cohort in charge no biggie, I can think of countless fantasy novels where the kings says:

"Good bye, I'm gonna go adventuring! My lackey will be looking after things fer me!"

But also keep in mind what your character would do! If he feels too guilty leaving everyone in the hands of his lackey, then kick the lackey out and say:

"MY KINGDOM! Me go protect, you go get key!"

And leave it at that. :)

D&D is about having fun! Make sure that's what's going on!

Eidrog
Edward

06-18-04, 08:50 PM
Can the cohort do the job. The paladin has the skill (hopefully) and more importantly the respect and admiration of the town. If he tells them “sorry. Got to get key. My lackey is in charge now” then the populus may feal betrayed and resist (at least subconsciously) the cohort. If the cohort is seen in as high regard as the paladin then he could do the job.

Personally I would stay anyway. I would also keep my right hand man with me (I need somebody I know I can rely on and know his capabilities. I would send messengers to the other armies (preferably bringing magical communications equipment) and discuss the reasons for there attacking how long it will take to have the laws repealed the fact that it is really only a formality now, get the cities ruling council, council of advisors, merchant guild leaders whatever exists to back you up (there going to loose the war so they probably will). With so some good diplomacy and a little luck the party should be back with the key in time to attend the coronation, as will the leaders of the three armies.

The only down side is that they may try to coronate you.

Edward
roguebfl

06-19-04, 12:46 AM
a Key point in the desation, how importat is the side quest to defending the city? is it insurance or is the city one hope?

the Paladin is charged with defending the City, Not with being a pritty face.

if the Cohort is caplble of leadin the wall defence then its now difranct the a General assigne a lutent to lead an aspect of the defence while the General does the task he is best suited for.
Edward

06-19-04, 03:29 AM
Very true. I would take my cause manly for eth unexpected value and to throw the GMs plan in a spin. But I have some very good GMs that cope well when you do things like that.

Edward
Zendu

06-19-04, 05:34 AM
Whatever you do, your trying for the best of a town, so your in the clear as far as paladin's rules. If you think you can get the key and come back, surely thats more imporatnt than shuffeling your feat around at home! Take some blueprints with you and draw up defences while your on watch.
Eidrog

06-19-04, 05:44 AM
I say go out and have fun! Otherwise. . .

Back in the kingdom.

Paladin: Ah yes, I am protecting the town. . . ooooh boy. . . nothing I can do until my team gets back. . . *whistles.* Cohort! How are the defenses holding?

Cohort: Well, umm. . . nothing's happening. . . the enemy army is still marching towards us and umm. . . hmmm. . .

Paladin: Yes my Cohort? What is it?

Cohort: Gee, I was wondering if maybe I could join your friends? Waiting around here's kinda boring, don't chya think?

Paladin: Ah shut up. Go make me a sandwich.

:D

Eidrog
Skaboozh

06-19-04, 02:50 PM
I'd go get the key. Depending on how large the town is, have a meeting with all/some of the people and explain to them the situation. Tell them your cohort will oversee the defenses as you journey out in an attempt to turn the tide of the upcoming battle. Let them know that your cohort will alert you if the town is in danger, and if alerted, you and your trusty mount will drop everything and race back to the city.

Then go get the key. As quickly as you can. Round up some horses or other higher powered mounts if you are higher level for the rest of the party so you can travel quickly. Load up on healing potions so you don't have to rest unless absolutely necessary, and go nuts.
PolarBlizzard

06-19-04, 03:11 PM
The town is actually the capital of the entire empire (a very large city indeed). When the party was told about the "key" to unlock the power of the magical item it was said that it "might" assist in holding off (or maybe stopping) the approaching army.

I think that because there was nothing deffinate said that it WOULD help that the paladin and his cohort are going to stay behind and make preparation for defending the city.

Paladin: Ah yes, I am protecting the town. . . ooooh boy. . . nothing I can do until my team gets back. . . *whistles.* Cohort! How are the defenses holding?

I can't say that this is ever going to happen (although it was funny to read!). The three armies are approaching from three different direction (on one side good dragons and fey/elves - on the other side evil dragons and goblinoids etc...then from beneath we get drow dark dwarves and a few other dragon types). I think I need to resurrect that stupid elf and kill him again (but that might not be good for a paladin to do:D )
I have less than one week (game time) to come up with an army, get the defenses up (at least there are a lot of magic users here!), put an emporer on the throne, have the emporer retract the decrees that made the armies march, get the leaders of the armies to agree to a meeting, and negotiate a treaty between all of the races of the world.

I don't think either the paladin or the cohort are going to get bored!
Thorak

06-19-04, 05:41 PM
If you've got a good DM, he'll split the campaign and make sure your Paladin is kept busy. Or at least be open to you requesting that he split the campaign, because you're going to be pro-active in your actions, not simply wait for the enemies armies to show up. Then, develop fiendish defensive plans. You've got a fortified city, I assume, and some time to wait. Hurry and see what you can accomplish; if you have a moat, then putting a nice layer of pitch on the surface, or getting big barrels of something thin and floating like naptha along the walls, makes for a really, really nasty surprise mid-siege, as their armies cross the moat to raise ladders. Wait till they've started a decent assault, and you can roast a goodly amount of soldiers with ease. Tear the snot out of the ground around the city, get any farmers with plows out there to tear it up. It won't stop the enemy, but it'll slow them down a bit. If this magical item is powerful enough, all you need to do is delay the enemy long enough for the rest of the party to get back. Do a good job and your PC, not the party, will get the bulk of the credit; tales will be told of his valiant and glorius, but doomed, defence of the city until rescue came in the form of magical aid. Their quest might be an add-on, but it'll be a secondary story to your defense.

Not that I'm trying to downplay their importance or say their quest will be less fun. But they don't have witnesses to their efforts, while your paladin has the whole capital city to see his deeds.
Nightingale 7

06-19-04, 07:35 PM
Well,Aragorn chose the quest,and it worked out fine in the end,right?(And YES,Aragorn took Pal levels after he embraced his destiny as king of Gondor.)