Trouble with logic in Blood of Orlanth

Khamulcalle

Mongoose
Hi guys!

When the players have saved Orlgard they can travel to Deoruls farm. Here they can find tracks that leads to the south...

here is the dilemma:

Why did they not follow the tracks from the battle in the forest? Those would be easier to follow in the snow (yes I know it says that its raining but Deorufs beard is "rimmed with frost" and to me that means below zero Celsius 32 F) and the footprints are in the forest thus they should be more protected by the trees than the prints at the farmstead cause of the howling winds. And those tracks should lead back to the place where the battle where with Orlgard and his men, and from there to tracks are lost???!!! right??? so how does this work out?

When they are off to the witch they should navigate by the stars, right? but is it not a fearsome storm outside? should it not be cloudy and snowing outside? To me that sounds damn hard to navigate by the stars?

I dont think I have never seen a campaign with so poor NPC background stories as this one. There are tons of stats but nothing about their personality, their drives, nothing...

Another question: Why did they raid the Deorul farm? why? Their goal was the Blood bowl, right? okay they did not hane any horses, so why not sneak and try to steal horses if they really wanted to. Not marsch with torches in their hands. Why did they not wait until Orlgard left the shrine to steal the bowl?

here is one more: When they find the tracks leading south from Deoruls farm Orlgard order the PC's to follow them, but hey??? is it not winter and very cold? I for sure would not wanna set off on a race in the middle of winter without any equipment and proper gear and provision, would you? My Players would never accept that. They would just look at me and think DOH!!! you kidding right???...no.....geeez!!! :(

There must be a little more logic or the Players will lose interest. This works with new RP's but with vets of 20 years roleplaying they will see this right through.

Why dont the players know about this clan shrine? They are part of the howling wolf clan. Is it just for the Orlanths Martyrs? If they finds out that the clan has a secret shrine that just a little group of the clan knows about would this not bring conflicts to the rest?

It sounds like I dont like this product, but I sure do, I just find stuff in it that I do think can have some more logic.

But I am stunned that there are not a much better NPC chapter, than the one with just their stats...very strange, now I have to find bits and pieces all over the place.

Maybe I missed something but please tell me if so... :)

/K :)
 
NPC Descriptions are in the text of the adventure. Most of the NPCs only show up for a scene or two, so it's easier to describe them in situ as opposed to having a separate section for every NPC.

Howling Wolf characters might know there's a secret shrine in the mountains, but it's only for cult members. I don't see why it would cause conflict - every cult has its secrets, and other members of the clan would follow different Orlanthi cults.

The sequence of events at the shrine are as follows:
1. Jezat leaves the Eyrie and gathers his band of outlaws.
2. Orlgard and his honour guard leave the village, head north to the shrine.
3. The storm hits.
4. Jezat and his men follow Orlgard to the shrine. They grab the Bowl of Blood. Orlgard gives chase.
5. Jezat orders some of his men to kill Orlgard, or at least slow him down.
6. Jezat and the others head onto Deorul's Hold and steal horses. They could have been stealthy about this, but remember, they're outlaws. They want to loot and pillage.
7. Jezat flees from Deorul's hold.
8. Deorul's son reaches the clan fort, sounds the alarm. The adventure begins.
9. The rearguard outlaws run into Orlgard's men.
10. PCs save Orlgard from the outlaws.
11. Storm conveniently blows out, stars can be seen.
12. PCs visit witch/find tracks south.
 
Personally I had my players steered towards the witch and kept the storm blowing. Because the opening scenes are a bit weak in terms of motivation I added background context that the PCs wouldn't find out unless they pushed for it. Back when he was a young man hoping to become chieftain he went to the witch looking for support. She said that yes he could become chieftain and if he did he "would kill a dragon" and outlive all his sons but when his clan's blood is drunk by a sorcerer and the wolf howls too late he must send "those in front of him to me."

Being a young man all he heard was about killing a dragon and living a long time. Now at this point when he has buried all his sons and the bowl has been stolen and the wyter wasn't able to protect it he half remembers the prophecy. He isn't going to explain it but instead pretty much orders those in front of him (the PCs) to head to the witch.

That was my re-interpretation.
 
Khamulcalle said:
That is really good, to go with strong emotions + desperation. Great call.
Did your guys go for all the three questions?
Yes they did though partly that's because the witch was someone they had met previously. Although they don't realise it, they are still suffering the ramifications of the third question.
 
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