![]() The Eladrin and Half-elf brother and sister that ran the place revealed to the party that they were Harpers. The party, still recovering from last week’s fight at the House of a Thousand Faces, needed to make a decision regarding Charl before they took their extended rest. In the details below and in our weekly podcast we’re going to follow the adventure of the second group. The second group ended up with a Goliath Fighter (Battlerager), Kalashtar Paladin, Gnome Bladesinger, Tiefling Battlemind, Human Wizard (enchanter). The first group ended up with a Warforged Druid (PHB2 build), Tiefling Warlock, Human Bard, Eladrin Cleric (Valenae per-gen), Fargrim (pre-gen). In the end both parties survived and neither run-through took more than an hour. The first group had two leaders and the second party had none. This made for two very different and unbalanced parties. However, since this was a hasty decision the only real consideration was who could stay for the late game. Normally when you break a large group into two smaller parties like this you pay attention to who’s playing what character and try to ensure balanced groups with all the roles represented. However, I’ve asked the coordinator at the FLGS to try to get another copy of the adventure so that we can enlist the assistance of a second DM for the rest of the season. Since the encounter was likely going to be a quick one anyway I was fine with this compromise. The solution we came up with was dividing the players into two groups and running the encounter twice in a row. I had absolutely no desire to run one massive table nor did I want to turn anyone away. ![]() This week we had one DM (me) and 10 players. We were now ready to begin chapter 3 in which the party would attempt to infiltrate the Dead Rat’s hideout, the location provided by Charl the Halfling at the end of last week’s adventure. Once I filled in these gaps for the players they were back on board and had the information and motivation that they were lacking last week. From there they should be able to engage the Sons of Alagondar and eventually the Lost Heir himself. The heroes have been directed to find the Dead Rats. Whether they’ve secretly infiltrated the organization or have joined them openly is not clear yet. The problem is that the Dead Rats, a mercenary organization that uses violence to accomplish its goals, seems to be working with the Sons of Alagondar. This in itself is not necessarily a bad thing. Now the Sons of Alagondar have fallen in line with the Lost Heir and are willing to follow his lead no matter where it takes them. The rebel group The Sons of Alagondar were disorganized and effectively useless as a force for implementing change before the Lost Heir arrive. They are looking for proof of the Lost Heir’s true motives, intentions, and origin and if they can get the Lost Heir to meet with Lord Neverember so much the better. They have accepted a substantial commission from Lord Neverember to investigate the Lost Heir. ![]() The PCs are trying to remain as neutral as possible in the conflict. ![]()
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