Applejack: Once Pinkie's moved Isabela over there, I'll follow up with Frenzied Skirmish! Ah get two attacks. If Ah hit with both of 'em, she's dazed and slowed on top of Pinkie's Compulsion effect. And there we go. Might as well be out of the fight already, given how little of her turn she can use.
DM: Hmmm… If you'll permit me a little creative liberty here: The effect of your dual attacks is actually to knock her off the railing, whereupon… she weakly flies away from the battle. Elusive seems to have a bit of a loyalty problem. Imoen wouldn't wade through fire, Isabela's had quite enough, and Garrett…
Fluttershy: ...Do you want to talk about it?
Garrett was supposed to have a slightly different exit, almost a background gag, but I ended up cropping it out because it appeared a little too early in how the battle flow turned out. Once ChrisTheS noticed this, he came up with an alternate payoff. I like how it worked out.
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In spite of the old...whatever you wanna call it, it seems honor among thieves, even of the same guild is a pipe’s dream.
Tell a story of a time you, a party member, or an enemy has had cohorts/companions/mercenaries/whatever basically just walk out on you for any number of reasons.
The PCs were fighting a pirate and his crew at the docks of a port town. Early in the fight the wizard got off the luckiest shot with an Otto's Irresistible Dance spell on the captain (we're talking 5% success rate!) and then this was followed up by the ranger and monk both scoring crits on their attacks against the captain.
So the captain is now on the floor, bloodied, still twitching as he tries to still get jiggy with it. The pirate crew look at the PCs, look at each other, and then decide to just walk away, leaving the captain to the PCs. :D
During the 3.5 Shadowdale module, a party member and his cohort decided in the middle of a planning session for how to assault a keep that the whole thing was a suicide mission and decided to just leave... ensuring that it would then BECOME a suicide mission if we went through with it.
So next session the GM decided that everything we'd done the previous session hadn't happened.
Incidentally, this is the same player who later, upon being struck by a poisoned needle on the bedroom door of some psycho who kept undead basilisks in his bed, decided to just die and started playing the cohort instead.
I'm still not really impressed by that campaign in general.
Enemy hitting the "**** this" threshold happens a lot in Shadowrun games 'cause the GM is expected to make them start getting second thoughts once enough buddies hit the deck.
I imagine the loyalty problem has less to do with them being thieves and more to do with Elusive/Blueblood being... well, Blueblood. I mean, would YOU feel all that loyal to a stuck-up jerk who clearly has no qualms about throwing his own people under the bus?
In the campaign I ran, I had a team of three that were supposed to be nemeses to the players. I had a unicorn cleric of the goddess of war, an untouchable pegasus monk, and a homicidal pyrokinetic breezie. The breezie was loyal to the cleric, and the monk was loyal to the breezie.
After getting their tails handed to them in a previous encounter, the players caught the monk by herself as she snuck away from her allies to take a bath in a convenient pond in the forest. Rather than kill or capture her, they asked for her life story.
Turns out she was never into this whole world domination thing, and if she could safely get her breezie friend away from the cleric, they'd go live in the woods and not bother anyone. The players promised to help her, and let her go on her way.
Later, they meet the threesome, the breezie throws a fireball, but the monk eats it, saving the players and horrifying her friend. The cleric suddenly finds herself facing the whole team alone and doesn't like her odds, so she teleports out.
The players healed the monk, gave the breezie some friendship advice, and sent them on their way in peace. Those two eventually became permanent background characters in the players' home town. I was so proud of my players for finding a better way that I forgot to be mad about losing my "unbeatable" nemesis team.
Well, for one, I made a demon-squid run away in fear once. As a level 3 'Male Witch' (I called him a Warlock, but the sheet still said 'Witch' since that's the class) in Pathfinder. Short(-ish) version: Our party was trying to get into a castle the 'back' way through a cave, when we stumbled upon a goddess. A goddess that had no place being in a cave like this, and whose disguise I, and at least one other, saw through. The demon-squid ('Advanced Half-Fiend Decapus', so technically only half demon-squid, probably on their father's side, CR 6) is already terrified just from their cursed existance: They have an inherent sense of doom that's bad enough to send them into panic attacks if they roll a natural 1, and that messes with their fear-resistance. So, being a Witch with Headology (bluff/intimidate, I mean) and Knowledge, I spout a line about how I'm a Warlock leaning towards luck-based curses (and does it really want to risk seeing what a DEATH-curse from one of those can do?), while two of my other compatriots are chosen by the gods. We don't want any trouble, and if it kills us things will get much worse. Apparently, the half-demon believes us, as it runs crying deeper into the cave. The party turns right around, and walks out; Best not stick around for when it gets its courage back. Now, I'm pretty sure it was scripted that it'd run away, as it's a high CR and there's room to justify it, but I'd expect a couple rounds of combat first - like a, 'it runs away when the party gets it to X% of health' clause to use a high-CR monster without causing a TPK.
Fluttershy: "When did you first become evil?"
Garret: "It was when I was young. All I wanted for Christmas was a sled but my father refused to buy me one. Why wouldn't he buy me a sled, Fluttershy?"
Fluttersy: "I don't know, Garret."
Garret: "Do you think it was because we lived in Florida?"
Great resolution And Greenhornet, I'm minded of an episode of Class of 3000 where Santa brought Andre ice skates instead of roller skates. In the episode, he realizes his mistake and says "I should have known. It almost never gets icy in Atlanta."
In a way, the loyalty lack is not too surprising, if any of the minions know the background set-up Elusive ran on Rarity... After all, if he could do that to her, think what he could do to them next...
Honestly, from what I know of Garett from the games, just talking stuff out would probably have worked just fine logically as well. I mean the dude gives a whole talking bit about unneccesary death to a fellow thief he knew. convincing him he has nothing to gain from the battle, or just talking to him like Fluttershy did, or was willing to try even, would be enough I think.
So yeah true to the characters, and great movie reference ^_^
I had actually been wondering, "Does Garett go through a lot of crap in his games? This might actually make sense." Though if he's a thief with morals that works as well.
Garrett was supposed to have a slightly different exit, almost a background gag, but I ended up cropping it out because it appeared a little too early in how the battle flow turned out. Once ChrisTheS noticed this, he came up with an alternate payoff. I like how it worked out.