Should I talk to the DM about a murder hobo that’s derailing the campaign?

I’m in high school and very new to dungeons and dragons so I have no experience with this. I joined a new group recently made up of 3 mildly experienced players and a relatively new DM.

Our DM decided to try Mines of Phandelver but it got horribly derailed. It was going good until I missed one meeting and one of the other PC’s decided to go murder hobo, burn down the Inn in the first town, and use oil to try and kill as many civillians as possible. After this, the DM missed two meeting without telling anyone (with all the players showing up). After he came back, he made it so that the entire party appeared as criminals despite no one else doing anything. He’s also not pulling his punches trying to kill the murder hobo through combat.

The DM isn’t saying anything about this but I’m worried that it’s going to get out of control. Should I try to talk to the DM or PC about this or should I let it play out?

Need a simulation of a lost recording related to a murder mystery game realted to the murder on former UN secretary [closed]

I’m a scout leader in Sweden and I’m preparing a murder mystery for my scouts. We prepare simulated tasks for them so that they gain more intel so that they can solve the mystery of the death of Dag Hammarskjöld. The war pilot who presumably shot Dag Hammarskjölds plane down recorded some words after he had done it, but the recording is lost, so I need someone to recreate it. These are the spoken words:

“I see a transport plane coming low,” “All the lights are on. I’m going to go down to make a run on it. Yes, it’s the Transair DC6. It’s the plane. I’ve hit it. There are flames. It’s going down. It’s crashing.”

The recording must be old-sounding and slightly diffuse (this takes place in the 60s). It is spoken in English, but it would be really nice with a belgian/flemish accent on it. French or german accents works too. Thank you!

Managing New Player “Murder Hobos”

So I am running a LMoP game for a group of new players, and everyone is having a great time. We are all very new to it all though – it’s my first time running a PW Campaign as a DM, (only had a few one-off games before now), but I do have plenty of player experience – and the Players are all new to it as well.

We’re two sessions in, and it has been quickly established that one player is a pretty full-on Murder Hobo. While the player is new, and the enemies have all been pretty much one-hit kills (all goblins), (and let’s face it, we’ve all been guilty of the occasional blood-thirsty trip); this player has gone off the deep end a little.

The player is running a pre-genned* Halfling Rogue with a Shortsword and Shortbow, and so far has managed to take down nearly half of the enemies they have come across, single-handedly. They’ve got a taste fro blood and it’s affecting their gameplay.

Admittedly, they are a True Neutral Criminal, with the “loyalty to my friends, not any ideals. Everyone else can take a trip on the River Styx” Character Ideal. This could be a “My Guy Syndrome” situation (I do doubt it however, none of the players have really gotten into character – simply made choices based on their abilities); but it’s becoming a problem, regardless.

Not only are they not avoiding combat (the only reason they haven’t been one-hit KO’d is due to poor dice rolls), instead charging into melee with nary a second thought; they have suggested any and all characters they interact with, should be killed. The reasons being “because it’s easier”. A sort of “No muss; no fuss” approach.

This has included:

  • A goblin, that survived an initial combat to provide information about the Goblin hideout.
  • The plot-central NPC, held captive by the goblins.
  • The same Goblin that was captured prior, after being tied up, and already admitting to “changing his ways”; that had also been declared to have fallen unconscious due to being tied up, upside down for several hours.
  • Other PCs (only a first thought on whether or not PvP was allowed, and I have stated that PvP is not allowed).

What I have tried so far is:

  • Reminded the player that they are the small, sneaky one, with little HP. They excel at stealth and in combat, should do their best to sneak attack as much as possible – if the situation calls for it.
  • Roleplayed the conversation between players as part of the PCs conversations; so the NPCs are aware of the back and forth:

    Rogue: “We should just kill him. He’s obviously working for the Goblins.”

    NPC: “I can hear you.” He reaches for a sword laying on the ground. He is clearly wounded and in need of rest after being tormented and tortured by the goblins, but he is obviously concerned for his own safety by your frivolity at the idea of killing him.

  • Even roleplayed the scenario where they killed the captured and unconscious Goblin; which led to a group exploding with protest at the player (not me, who made the decision), leading to a vote to confiscate the Rogues weapons, only to return them when required (heading into dangerous territory or at the beginning of a fight – I will allow a free action to return the weapons at the beginning of a fight).

That is where he have left it until the next session. Currently, while it is frustrating me a little bit as the DM; the rest of the group is clearly getting agitated by it – hence the last situation.

I also don’t want the player to fall into this “Murder Hobo” lifestyle as it could lead to bigger issues down the track. Starting off with simple and weak enemies have allowed this to happen with little resistance. Later on down the track, with larger and more threatening enemies, this PC will likely struggle.

Is there any way that I could/should be handling this better?

*This is the pre-genned characters we are using – we are using the Starter Set.

How do you use D&D Next monster statistics (e.g. in “Murder in Baldur’s Gate”) with 5e?

I would like to test 5e and have acquired the “Murder in Baldur’s Gate” adventure.

Now I find that the monster statistics in the adventure are “D&D Next”, the playtesting version of 5e. There are no classes for any NPC, just “Actions”, “Traits” and a Level for Encounter Building.

So: How do I use such statistics with 5e? Is there a conversion tool for “D&D Next” to 5e or am I missing something critical?

What exactly is called a “murder hobo”?

I’ve been here reading Q&A for some month now, and I already saw some concerning murder hobo (or sometimes called murderous cretins).

As I’m french, I tried to directly translate it, but it gave something I guess not that accurately linked to the concern the Q&A have.

From what I have read until now, a “murder hobo” is a player who is killing everything in sight if he can and don’t care about the actual fact of killing.

Is there anything more about the term “murderous hobo” ? Is there something more deep or complex that can influence something else ?

How to deal with a Murder Hobo Paladin?

Our party has a Lawful Neutral Oathbreaker Paladin that has been very much a murder hobo from the beginning. We have been able to keep him in check in most cases but in our recent session he went off on his own and went full murder hobo.

We encountered a hag in the woods but she never attacked us and let us all go. When we got to the next town he went off on his own to ask about it. They said that she protected the town and was allowed to stay in the woods. He decided this made them all evil by association and stabbed a clerk and threatened all of their lives. Due to the number of guards called against him he backed off but had fully intended on killing everyone in that building.

He managed to escape on horseback and rejoin the party without any of our characters knowing. We all expressed our displeasure with him about his actions out of character but he argued that he was playing in character and refused to see our side.

What should we do about this? Our DM is debating changing his alignment and possible consequences later but is unsure what to do.

What pacing problems for the DM does Murder in Baldur’s Gate pose when running the adventure?

This question is directed at DM/GMs who have run the adventure Murder in Baldur’s Gate.

I am prepping to run this adventure, and it seems that this module’s ten phase / three faction plot structure makes for a variety of player and DM decision points and interaction with arbitrary sized groups of NPCs.

My objective is to do pre-emptive decision point preparation so that encounter size, pace, timing and CR all fit the plot. I’d like to use lessons learned from those who have run this adventure by identifying those points that most often slowed play down. (Once identified, mitigation can be applied).

I intend to run this in D&D 5e, but experience with pacing issues and their resolution in a 4e or 3.5 context should be highly relevant and are acceptable as answers.

If, as a DM, you ran this module/adventure during or after the playtest:

What pacing/adventure flow problems did you encounter as a DM when running the adventure, and how did you resolve them?

How can I prevent players from using Persuasion or Deception to weasel their way out of a murder?


Background

My players accepted a quest to basically be drug mules, delivering illicit goods to a faraway town. While alone with the NPC giving the assignment, they decided to kill him and take the shipment of illicit goods for themselves. The NPC they killed was part of a large tribe of ruthless orcs, and they knew this when they decided to kill him. They had encountered the tribe before, and were on speaking terms with them.

They buried the body, but what they don’t know is that the orc had told his friends that he was making a deal and that if anything happened to him, the PCs would be to blame.

The problem

I want the players to realize that killing random people without precedent has repercussions. If they see the group of orcs again, the orcs will want their blood.

What I want to avoid: getting out of this with no consequences.

I don’t think that any persuasion roll, or deception roll, would be good enough to dissuade a large group of orcs from wanting to tear them limb from limb. But I also don’t want the players to feel like they’re being railroaded.

I’m not trying to avoid a battle with the orcs. I’d rather that had to battle with the orcs than be able to lie about having killed one of their tribesmen unprovoked.

What I need help with

I am unsure of how to deal with the orcs not being open to reason with the players without it feeling “cheap,” in that they can’t use deception or persuasion (ability checks) against the orcs to avoid the angry orcs who want their vengeance.

What a good answer will help me do

It seems fair to have the orcs be too angry to reason with next time they see them. How do I use the game to reflect that?

How can I prevent the party from being able to bluff or persuade the orcs without the loss of player agency?

Is there a game system with good mechanics for a PvP murder mystery?

My players have expressed interest in a PvP murder mystery, where one of them is secretly the murderer. At first I was enthusiastic, but there are several problems I don’t know how to get round, and I was wondering if there was a good game system for this already. I have no preference or requirements in terms of setting or genre.

NPC1 wishes to frame NPC2 via disguise self for murder of NPC3, without my players having an easy way to uncover it [on hold]

I don’t want to just make the DC 50, it feels cheap. I don’t want to use simulacrum for the same reason.

I’d like it to be something that’s not out of reach of my players.

Here’s what I have:

Both houses are protected from scrying (NPC2 and NPC3 are politically important).

Uses Nystul’s Magic Aura to prevent scrying parties from seeing/detecting the disguise self.

Uses disguise self on a loyal third party, disguising him as NPC2, he then moves from NPC2’s house to NPC3’s house being seen by a few people one of whom see’s him go in carrying a lidded bowl, without obviously noticing the observers.

The victim is found dead from a powerful poison the next day, investigation via a scrying and reports of witnesses put him at the scene carrying the bowl that is known to have contained the poison.

He is promptly arrested, party finds out from heralds (they are currently out of the region.), party was friends with NPC2 and go forth in attempt to find the truth.

I plan to reveal this deception to the party later on, in a controlled manor, starting their hunt for evidence.

What holes are there in this plan? What spell/rule/etc could cause this whole thing to come tumbling down like a house of cards and do you know a better way to execute this?

Thanks.