pukunui
Legend
I asked Steve about that. He said it was meant to be three. The earlier "five" is just a typo.I had three cult wagons in the caravan.
I also asked him about the number of dragon masks needed to make the big one. This was his answer: "In HotDQ, we weren't allowed to let PCs capture any masks, which was a dramatic problem. By RoT, Wizards came around to our thinking, sort of, but it was too late. The whole adventure is built around the idea that all 5 masks are needed to kick off the ritual."
Yeah. My issue is that I can't think of any good reason why Selebon wouldn't tell them where the mysterious buyer in the palanquin wanted the wagons to be delivered. I'm thinking that I'll have him tell the PCs that the wagons were delivered to a warehouse on the outskirts of Blackgate. But by the time the PCs get there, the cultists will have already packed up the wagons and headed for the caravan assembly grounds. Instead, the PCs will find Mondath and some cult assassins waiting for them ...I'm sure you can go either way depending on what preparations your party makes. My party completely blew chapter 2 and never infiltrated the cultists' camp near Greenest, so it made sense that they didn't recognize anyone in the wagon train. But I've also listened to a podcast where the DM just told the group at the start of the journey that they'd figured out who the cultists were. Both ways worked fine.
I think that makes a lot of sense. Making it so the party knows about some of the wagons but not all of them might just give you the best of both worlds.
As an aside, I've run so many sidequests in Baldur's Gate now that my PCs are going to be 5th level by the time they leave the city. I'll have to make sure the encounters they have on the road aren't all too easy as a result. The No Room at the Inn encounter should be interesting. I could potentially use one actual assassin, and maybe replace the others with veterans or something. (I was considering using Steve's young green slaads idea, but I'm not so sure now.)
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