How to modify a monster to be a reasonable challenge for a level 1 party?

I was preparing a one-shot adventure for my friends. It will include a fight with a weakened mind flayer and a giant heart which will be the boss of the adventure. The heart will summon gory minions (could be anything, must be suited to the gory theme).

How do I modify the mindflayer to be a reasonable challenge for a level 1 party and what official monster is the closest to a giant pulsing hearth (mabe gibbering mouther?) might still be workable. The party will include four first level player characters consisting of the folk hero fighter, cleric, wizard and a rouge from starter set character sheets. Thanks 🙂

Can other party members wield a warlock’s pact weapon?

Lets say the group’s Great Weapon Fighter and Bladelock have their weapons confiscated. Can the Warlock call his pact weapon and, assuming it is the type of weapon the Fighter uses mostly, give it to the Fighter for the Fighter to use in combat?

The rules say the pact weapon disappears if it is more than 5 feet away from the summoner for more than 1 minute. During this time can the Fighter use it?

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Paladin was charmed and convinced the rest of the party to accept a quest from an evil character,

So it’s my first time DMing, and I’m running a group of 7 first time players through Lost Mines of Phandelver (Sort of scaled it so it’s still difficult). I’ve gotten them to the point where they run into the Redbrand leader, the mage Glasstaff. He attempted to talk to them but our fighter shot him in the foot, so he teleported behind them and while they fought the nothic he snuck up and charmed our Paladin, the verbal part of the spell was a plea that he was just trying to defend himself and that he only wants to talk. So, while charmed, the Paladin used his turn to convince the rest of the party with a sort of persuasion check that maybe Glasstaff was right, they had been the instigators in every situation with the Redbrands so maybe they were in the wrong. After all, the only information they were going on was from Sildar Hallwinter, and they were always suspicious of him. They should at least hear Glasstaff out.

So after they’ve all stopped fighting, they heal and start talking to Glasstaff. I had been roleplaying him pretty smarmy, calling them guests and acting like he’s really happy they’re here. He said it’s unfortunate that all of his men were killed, but they only did it because they had been deceived by Gundren Rockseeker and the leaders of Phandalin. He lied and said they had been ambushing caravans along the road meant for Neverwinter, where the whole party is from, and they were low class bandits disguised as a quaint town. The Wave Echo Cave thing was just a ploy to get more greedy adventurers to come to the area so they could rob them. All lies, but the party believed him.

I just wanted to give you some background to why they would accept this quest: Glasstaff wants them to purge the town of corruption by assassinating the leaders of Phandalin, namely the townmaster Harbin Wester (who was rude to them) and Toblen Stonehill (who refused to give them a room because of how many there were), and they’ll get three times the amount Gundren was promising to pay. They took a long rest and Glasstaff made them eggs for breakfast (he’s very cunning, they love eggs), so the Paladin is no longer charmed.

So my question is: how do I help the paladin properly roleplay this, and if he goes through with it what does that mean for his Oath? He took the Oath of the Ancients, if that means anything. He isn’t very charismatic, so the morally grey party may not be too quick to accept his second change of mind even with persuasion, he got seriously lucky on the first throw. I’m getting more comfortable with doing things on the fly so I don’t care about railroading, like getting them back to finding out who the Spider is.

Handling of 3rd party OAuth2 tokens

after some extensive research I still don’t know how to properly implement the following case. I think this question answers something similar, but I’m not 100% sure (Should client have access to 3rd party API access token?).

Let’s say I have my resource server (my-api.com), my identity provider and authorization server (my-idp.com) and have an client app (native or browser) (com.my-app).

The standard use-case is implemented with the authorization grant flow.

I now have a new use-case, where I need to request data from a 3rd party resource server (other-api.com). The 3rd party has an identity provider as well and offers OAuth 2.0 authorization and OpenID authentication flows. Resource owners of the 3rd party need to give their consent to my application so I can request their data and further use it in my application.

My questions are the following:

Is the on-behalf-flow what I need? It seems to be for two APIs which I control, not for 3rd party APIs.


How do I handle the 3rd party access, refresh and id token to make requests on-behalf of the resource owner?

  1. I could store the 3rd party tokens in my-api.com and append it to every request I do to request data for my user?
  2. I could store the 3rd party tokens in my-idp.com next to my user information?
  3. I could send the 3rd party tokens to com.my-app which would result in two tokens for each party. This seems to be awkward.

I would go for option 2 and would extend the functionality of my-idp.com. Is this a valid approach? My API my-api.com would then fetch the 3rd party tokens before it does requests on-behalf of my user.

Thanks.

Was there a published adventure that dooms the party if they fail a knowledge check?

I’ve recently seen a very strong claim made about knowledge skills:

“If someone didn’t take Knowledge: Nobility and Royalty and they can’t identify hearldry, then you can wind up getting ****ed. This can actually happen in a published adventure by the way.”

It’s possible that this was only referring to a minor issue like not being able to progress a conversation, but was there ever a published adventure that locks the party in to a bad ending if they fail a check on an uncommon Knowledge skill (e.g. Knowledge: Nobility and Royalty)?

Do summoned creatures, such as with Summon Lesser Demons, give experience points to the party?

I’ve looked at various conversations on here, Reddit, and other forums, but I can’t seem to find any official ruling on this topic, so I figured I’d ask here and see if anyone knows of any.

There are other summoning spells, but in this instance I’m specifically referring to the Xanathar’s Guide To Everything spell Summon Lesser Demons. The demons are not under the caster’s control, have their own initiative and attack any non-demon in reach until they are either killed or the spell ends/is ended.

As an example, in our last session the wizard summoned 4 dretches to help in combat. One of the enemies killed one of the dretches, then, with no other enemies left, the party attacked the dretches, killing 2 of them. The wizard then ended the spell, getting rid of the fourth. Should the party be awarded for killing those 2 dretches?

RAW, it seems that if it’s not a creature under your control that will attack you and the spell doesn’t say anything to the contrary, they should be awarded XP for killing them. Of course, this immediately led to the party joking about XP farming. It’d have diminishing returns, but is still a loophole that I’d rather not leave open. (I know, DM fiat, I’m just wondering if there is any RAW or even RAI that would prevent it without me making a ‘house rule’ ruling on it.)

Ways to bring the party back together

I’m part of an open-world campaign that continues after the events of SKT (we finished and still wanted to play with our characters). Lately, it’s like our dm is running 3-4 campaigns at the same time because we are all currently doing separate stuff. Some of the players, myself included, want to bring the party back together because its boring to not play for an hour while other people are doing their things. Our dm specifically said that he is not going to try to bring the party back together, no matter how annoying it is, and that it is up to us to meet up. That brings me to the question. How can I convince the players who want to do their own thing to come back to the party?

D&D – My own Party are ruining the game for me. What should I do?

I play a ranger who lost an eye in battle therefore having a disadvantage.

Me and my party of 6 friends went inside a tavern to rest just before we went on our main quest together. In the tavern we decided to have a few drinks – I blacked out. Most players in the party decided to steal from me, taking a valuable egg (which I earned), all of my gold.

I understand this is part of the game but when there are 4 dice rolls against my 1 then what can I do!? It just isn’t fun: What is the point of playing?
I tried to ask what happened in the following morning but the other players just tipped off the bartender.

It is complete Meta-gaming.

I could try and get revenge by killing the players in a stealth manner but if this is just going to keep happening I may as-well just leave in game. What could I do if most people are just going to keep on stealing what I earn and making the game not fun to play?