Eh... cute idea, but I don't know many players that would feel any sort of remorse. Afterall, the wizard had converted them to monsters, who then attacked the players. I serious doubt any player would feel serious guilt about killing them, especially without a known cure. Go to Comment
Nicely done. I had it figured out as soon as the small little monsters attacked the town, but I think that with a little bit of work, this could go off without a hitch. However I think that the kids should only present enough of a chalenge for the adventurers to have a hard time capturing them, just in case the adventurers figure it out. I know that if I were playing, and I had figured it out, my player (assuming he was good) would never have injured the children any more than he had to.
The best part is, is that this kind of adventure is win win. If the adventurers kill the kids, then they have evil plot twist to keep them remembering this adventure for a long time to come. If they figure it out early and manage to save the kids, then the difficulty of having to subdue and capture them all will make everybody feel warm and fuzzy inside, and they will still remember the adventure because they went the extra mile.
Ditto here, simple TV/movie "shocking twist" but still one that no one ever seems to use - excellently done and I agree the mama and dada warcries should be included, its much more unsettling that way, and also agree the one that may free the PCs is somehow disabled or brain damaged etc - lastly the idea about the kids WANTING to be monsters is the final brilliant touch to make this quite a memorable scenario. Go to Comment
Ideas just explode for this one. Need to get the group together just for this!!
My guys may figure out the kids are the monsters not too far into it if the 'boiling cauldron' comes out too early. I would throw them in cells and really have a few of the children in cells around them to make it seem like they are all there. Have all the 'experiments' happening in another room where the characters can here the children's screams. Perhaps a dead body or two come out and/or then some of the deformed beasts or something.
Add this perhaps with a slave trader type plot where the characters are searching for some other kidnapped children and it leads them to this town. Then the fact that children dissappear from this town will all add up to a lot of children that will better justify the fact that there are a lot of these monster things.
If some children are saved, maybe even revived through the boiling cauldron somehow, they should be transformed back. Even if it works, some monstrous marks may stay behind...
-Why does my child have orange skin?
-increase any racial tensions already available
-openly question the heroes abilities and well-meaning
... Go to Comment
There's nothing like a good ethical conflict to really screw a player's day. I love it. I'm nice and don't like to have my players accedentially kill kids, so I might provide them with and out to recognize this earlier, like they get attacked on the way to the tower and the monsters "war cries" sound like mommy and dada. But that kind of escape really only puts them in a difficult position, because they they would have to try to subdue and capture every single creature they fight. Difficult as that may be, at least the characters would be on ethically sound ground.
Given that the kids apparently must be brainwashed or mind controlled some how (I don't see them wanting to go back to their homes and bring their freinds and siblings in for touture and disfigurment likely) I don't think one of them would help the players out by opening their cage. Something must have gone wrong with any thing that helps them, for example a mentally challenged kid, one too old to be used, one very new so the "treatment" hasn't fully taken effect.
The whole plot is great and leaves them a much bigger task than they thought they would have no matter how they approach it. Go to Comment
Rock 'n' Roll! That's one great plot I'll be sure to use. The great thing is the deviousness of the plot. It starts out as as standard "bash-the-evil-wizard-and-free-the-children-and-collect-the-reward" but the twist will really hit the adventurers hard. Go to Comment
Well, they may not feel guilty, but it does have the effect of making them think twice next time before killing indescriminately, especially if the assailants prove to be no match for the PCs. Also, while they may not be upset by this revelation, the parents of the dead children certainly will, and I doubt they'll be too happy with PCs once they find this out.
One more twist ... the children are happy in their new state - they can be creatures of fairy-tale after all, and some of them can fly, and the transformation is not painful...they WANT to bring their fellows the same joy! So, not only the players are killing the kids, but they also are acting against their will, and the kids are but defending their choice.
The wizard is just a befuddled old man who is following the wishes of the kids...literally.
The main idea of this plot is excellent and the idea-expanding comments is Strolen's Citadel at it's very best. The plot write up could use some polishing but that's about it. The concept is also one of those you will remember because of the simplicity of it. So any session night you might have run dry of material, use this. Go to Comment
One morning, the sun does not rise. It seems that a great darkness has settled across the kingdom - at first, it is merely an inconvenience, but as time passes and plants begin to sicken and die, some action must be taken. As the deluded King plans the sacrifice of fifty tender virgins in the name of the Sun God, rumours spread of an ancient barrow uncovered in the hills...