Denalz
Explorer
Session #2 Update
So this time my players were less shy and I felt that if they struggled with participation it was more because they just aren't used to thinking about things outside of combat and conversations directed straight at them. I think this will come with time. I used accents and voices this time around and while I was a bit embarrassed at first, I think my players appreciated the effort.
Where the Story Went
So my players had absolutely no issue with my NPC "Akira" acting as their guide. She led them out of the village and to a river where they traveled uneventfully in canoes until they were a few hours hike away from the hag's house (her name is "Auntie"). Right when they arrived on the river bank they were attacked by a pack of five baboons. At first I was worried that they were going to be strong but thanks to the wizard accidentally misusing one of his abilities, they were easily dispatched (we realized the mistake after the game and no one seemed to mind).
They were about an hour away from the hovel and nearing sunset when Akira instructed them to gather flowers which were useful for healing. The paladin stood guard and a panther cub fell from the tree tops onto his head. They were then attacked by the cub's parents (I know panthers don't raise young in pairs bu.... encounter balance, lol). Due to my own misunderstanding of the "Pounce" attack the group had a very difficult time destroying them and ironically the two tanks on the team suffered the most damage. Overall they seemed to have fun... except for the paladin who spent most of the fight with his face in the dirt.
Due to the setting sun the party rushed to Auntie's home (without time to heal) which sat on a tiny river island. Crossing the river bridge they allowed Akira to enter the underground/tree home first. Auntie is revealed to be an ancient Tongu hag living in filth but blissfully unaware of the squalor. After the group is convinced that Auntie has information about the Yuan-Ti that will be useful to them, they are met with her heinous proposition that Akira hand over the child she is pregnant with as a price. The group is surprised to hear this and quickly ask for another option. Auntie then tells them that instead they may harvest blossoms from the island's sacred "Mother Tree" for her potions, and then they are to burn the tree down. This sends the party into a heated argument as the ranger and druid refuse to consider this and the Paladin (party leader) is adamantly against handing over Akira.
Auntie, enjoying the discord, stirs the pot further by suggesting that she would in fact be doing Akira a favor by taking the child as it has been sired by her younger sister's fiance. This sends an emotional Akira from the house. The paladin follows her and asks her to consider whether giving up the child to save her people would be better than burning down their sacred tree. Akira refuses to choose and when he states that the party will choose for her if she doesn't speak up, she postures for a fight. He asks Akira if she has any idea where the Yuan-ti are and she states that she can only knows where they used to be... long ago. (I awarded the paladin inspiration dice for this extra role play initiative. I explained to the other players other circumstances in which they could earn inspiration.) The paladin then returns and announces to the group that they will find another way to defeat the Yuan-ti apart from the hag's help. The others agree.
Upon hearing this, the hag expresses her rage and then transforms into a parroted harpy of sorts. The party, finally learning to coordinate their attacks a bit, dealt nearly half the creature's HP in damage before she even had a chance to really respond. Instead of fighting she moved to grab Akira and flee the house (easy since Akira was standing in the door anyway). Thanks to some good rolls, the party killed her in only three rounds. The whole fight seemed rather anti-climactic to me but my players all said it was their favorite fight so far. Fine by me, lol.
They ended up looting a poison ritual dagger, a healing potion, a poisoners kit, and a scroll with the two spells that I gave Auntie. Not sure if this was a good loot cache but it was my first try. The ranger put the poisoner's kit to use that same night though his first attempt to craft something failed. They spent the night outside the hovel on the island.
The next morning the party set off toward the ancient home of the Yuan-ti. While traveling they came to a swampy area and saw movement in the distance. What they see is a group of five bullywugs standing in the swamp speaking with a cloaked humanoid. The druid and wizard took off to investigate and when they failed stealth checks, the druid transformed into a wolf, trying to blend in, and the wizard sent an illusion in the opposite direction.
The paladin and ranger also start to move in and suddenly they have three bullywugs behind them and Akira (who stayed behind) has one behind her. The initial bullywugs and cloaked figure turns to see what the racket is and the party suddenly realizes they are in the presence of a Yuan-ti.
This is where our session ended. It wasn't supposed to but one of our players had a homeowner's emergency.
Advice Needed
Okay, so this is the part where I ask for help. Had the players obtained information from the Hag, they would have learned that the Yuan-ti are currently based out of the Temple at Kriel (the same place Akira is taking them to now). The basic story I have worked out is that after nearly being destroyed as a race on this island, the few remaining Yuan-ti have been in a deep slumber. A year ago a great earthquake woke the Yuan-ti and they found among their number that an Anathema has been born (yes I know these are incredibly rare, but bear with me). They have taken these events as a sign that their god (Not sure if I should use Dendar, Merrshaulk, or Sseth) is bidding them to rise once again and take over the world. Since then they have been abducting Tongu people in increasing frequency for the Anathema to make serpentine-grafted slaves of them. They are seeking to increase their numbers and workforce so that they can eventually exit the island and begin their initially diplomatic bid for world domination. Though they prefer to avoid brute force, they must make an exception with the Tongu as they are trying to gain some traction in the very early stages of this plan.
I'm hoping to convey to my players that the easiest way to stop this is to destroy the Anathema and let the rest of the Yuan-ti scatter and fall back into hibernation. Of course, this would include freeing what Tongu captives they can, particularly Akira's sister. My big question is, how do I do this?
Right now the group have happened upon a Yuan-ti pureblood who is attempting to enlist some sort of help from the bullywugs (I could also use a suggestion on what type of help). As I assumed, my players have already told me in post game conversation that they plan on capturing and interrogating the pure-blood. I think I can make this happen easily enough so long as the group is diplomatic enough not to piss off the bullywugs and are successful in capturing the pure-blood. I assume I will make the bullywugs distrustful of the Yuan-ti's bids for friendship and indifferent toward my PC's. Maybe they could sort of say to both my party and to the Yuan-ti, "Whatever issue you have with each other... just take it off our land"? And this would leave the PC's open to attack the diplomat.
Also, after this scene and before the group reaches the temple, I plan on having Akira kidnapped by the Yuan-ti in order to remove her from play in the final act. Gives the group a chance to be heroic rescuers of a character they've spent time with and also makes sure that she doesn't steal the spotlight at the end. But maybe I should keep her around just in-case I need her to sort of spoon feed an essential element about the temple to the group? Might be handy in a pinch.
Direct Questions
#1 What could the Yuan-ti want from the bullywugs?
#2 What and how much information should the party reasonably get from the Yuan-ti diplomat?
#3 Should I have the diplomat escape before or after the PC's interrogate her?
#4 What should I have going on at the Temple at Kriel when the PC's get there?
#5 How difficult should I make it to find the Anathema?
#6 Would you guys have more guards or make the temple more trap heavy?
#7 Would you remove Akira from the third act or keep her in the party?
#8 Should I make the final act a sort of "sneak in and go straight for the kill" sort of climax or rather more of an "uh-oh, you've been captured and taken straight to the place you were trying to sneak into, let's see you get yourselves out of this one"?
As always, thank you all for your amazing support on this forum!
So this time my players were less shy and I felt that if they struggled with participation it was more because they just aren't used to thinking about things outside of combat and conversations directed straight at them. I think this will come with time. I used accents and voices this time around and while I was a bit embarrassed at first, I think my players appreciated the effort.
Where the Story Went
So my players had absolutely no issue with my NPC "Akira" acting as their guide. She led them out of the village and to a river where they traveled uneventfully in canoes until they were a few hours hike away from the hag's house (her name is "Auntie"). Right when they arrived on the river bank they were attacked by a pack of five baboons. At first I was worried that they were going to be strong but thanks to the wizard accidentally misusing one of his abilities, they were easily dispatched (we realized the mistake after the game and no one seemed to mind).
They were about an hour away from the hovel and nearing sunset when Akira instructed them to gather flowers which were useful for healing. The paladin stood guard and a panther cub fell from the tree tops onto his head. They were then attacked by the cub's parents (I know panthers don't raise young in pairs bu.... encounter balance, lol). Due to my own misunderstanding of the "Pounce" attack the group had a very difficult time destroying them and ironically the two tanks on the team suffered the most damage. Overall they seemed to have fun... except for the paladin who spent most of the fight with his face in the dirt.
Due to the setting sun the party rushed to Auntie's home (without time to heal) which sat on a tiny river island. Crossing the river bridge they allowed Akira to enter the underground/tree home first. Auntie is revealed to be an ancient Tongu hag living in filth but blissfully unaware of the squalor. After the group is convinced that Auntie has information about the Yuan-Ti that will be useful to them, they are met with her heinous proposition that Akira hand over the child she is pregnant with as a price. The group is surprised to hear this and quickly ask for another option. Auntie then tells them that instead they may harvest blossoms from the island's sacred "Mother Tree" for her potions, and then they are to burn the tree down. This sends the party into a heated argument as the ranger and druid refuse to consider this and the Paladin (party leader) is adamantly against handing over Akira.
Auntie, enjoying the discord, stirs the pot further by suggesting that she would in fact be doing Akira a favor by taking the child as it has been sired by her younger sister's fiance. This sends an emotional Akira from the house. The paladin follows her and asks her to consider whether giving up the child to save her people would be better than burning down their sacred tree. Akira refuses to choose and when he states that the party will choose for her if she doesn't speak up, she postures for a fight. He asks Akira if she has any idea where the Yuan-ti are and she states that she can only knows where they used to be... long ago. (I awarded the paladin inspiration dice for this extra role play initiative. I explained to the other players other circumstances in which they could earn inspiration.) The paladin then returns and announces to the group that they will find another way to defeat the Yuan-ti apart from the hag's help. The others agree.
Upon hearing this, the hag expresses her rage and then transforms into a parroted harpy of sorts. The party, finally learning to coordinate their attacks a bit, dealt nearly half the creature's HP in damage before she even had a chance to really respond. Instead of fighting she moved to grab Akira and flee the house (easy since Akira was standing in the door anyway). Thanks to some good rolls, the party killed her in only three rounds. The whole fight seemed rather anti-climactic to me but my players all said it was their favorite fight so far. Fine by me, lol.
They ended up looting a poison ritual dagger, a healing potion, a poisoners kit, and a scroll with the two spells that I gave Auntie. Not sure if this was a good loot cache but it was my first try. The ranger put the poisoner's kit to use that same night though his first attempt to craft something failed. They spent the night outside the hovel on the island.
The next morning the party set off toward the ancient home of the Yuan-ti. While traveling they came to a swampy area and saw movement in the distance. What they see is a group of five bullywugs standing in the swamp speaking with a cloaked humanoid. The druid and wizard took off to investigate and when they failed stealth checks, the druid transformed into a wolf, trying to blend in, and the wizard sent an illusion in the opposite direction.
The paladin and ranger also start to move in and suddenly they have three bullywugs behind them and Akira (who stayed behind) has one behind her. The initial bullywugs and cloaked figure turns to see what the racket is and the party suddenly realizes they are in the presence of a Yuan-ti.
This is where our session ended. It wasn't supposed to but one of our players had a homeowner's emergency.
Advice Needed
Okay, so this is the part where I ask for help. Had the players obtained information from the Hag, they would have learned that the Yuan-ti are currently based out of the Temple at Kriel (the same place Akira is taking them to now). The basic story I have worked out is that after nearly being destroyed as a race on this island, the few remaining Yuan-ti have been in a deep slumber. A year ago a great earthquake woke the Yuan-ti and they found among their number that an Anathema has been born (yes I know these are incredibly rare, but bear with me). They have taken these events as a sign that their god (Not sure if I should use Dendar, Merrshaulk, or Sseth) is bidding them to rise once again and take over the world. Since then they have been abducting Tongu people in increasing frequency for the Anathema to make serpentine-grafted slaves of them. They are seeking to increase their numbers and workforce so that they can eventually exit the island and begin their initially diplomatic bid for world domination. Though they prefer to avoid brute force, they must make an exception with the Tongu as they are trying to gain some traction in the very early stages of this plan.
I'm hoping to convey to my players that the easiest way to stop this is to destroy the Anathema and let the rest of the Yuan-ti scatter and fall back into hibernation. Of course, this would include freeing what Tongu captives they can, particularly Akira's sister. My big question is, how do I do this?
Right now the group have happened upon a Yuan-ti pureblood who is attempting to enlist some sort of help from the bullywugs (I could also use a suggestion on what type of help). As I assumed, my players have already told me in post game conversation that they plan on capturing and interrogating the pure-blood. I think I can make this happen easily enough so long as the group is diplomatic enough not to piss off the bullywugs and are successful in capturing the pure-blood. I assume I will make the bullywugs distrustful of the Yuan-ti's bids for friendship and indifferent toward my PC's. Maybe they could sort of say to both my party and to the Yuan-ti, "Whatever issue you have with each other... just take it off our land"? And this would leave the PC's open to attack the diplomat.
Also, after this scene and before the group reaches the temple, I plan on having Akira kidnapped by the Yuan-ti in order to remove her from play in the final act. Gives the group a chance to be heroic rescuers of a character they've spent time with and also makes sure that she doesn't steal the spotlight at the end. But maybe I should keep her around just in-case I need her to sort of spoon feed an essential element about the temple to the group? Might be handy in a pinch.
Direct Questions
#1 What could the Yuan-ti want from the bullywugs?
#2 What and how much information should the party reasonably get from the Yuan-ti diplomat?
#3 Should I have the diplomat escape before or after the PC's interrogate her?
#4 What should I have going on at the Temple at Kriel when the PC's get there?
#5 How difficult should I make it to find the Anathema?
#6 Would you guys have more guards or make the temple more trap heavy?
#7 Would you remove Akira from the third act or keep her in the party?
#8 Should I make the final act a sort of "sneak in and go straight for the kill" sort of climax or rather more of an "uh-oh, you've been captured and taken straight to the place you were trying to sneak into, let's see you get yourselves out of this one"?
As always, thank you all for your amazing support on this forum!
