How to prompt Interlude Three (KOTS)?

Murdochi

First Post
I was just wondering as to how best coerce/threaten/persuade the players to return to Winterhaven after exploring the first level of SK. After all, there's nothing stopping them from just going down to the Hobgoblin Guard Room. I know you don't get any useful information from the Elf Spy, but if the players don't return, then surely Winterhaven gets the snot kicked out of it by the undead horde, as per the "Safe Assumptions?" panel on page 60?

Or have I missed something completely obvious (more likely?)

Thanking you in advance - (and cackling with delight at the email that leisuregames have just dispatched my 4e book set!)
 

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If the PCs try to take an extended rest in the keep, have a trio of hobgoblins kick in the door about hour 2. They should get the hint.
 

Spoilers below:

[sblock]How about the Lord (his name escapes me right now) asks them for regular updates, and encourages them to report back on a daily basis? Emphasise that it isn't too far to the Keep and that they could trek back and forth fairly easily, and it should be easy to set up. I hope.

That interlude is such a good little fight that I really wan to make sure I run it![/sblock]
 

Hehe Rechan - was thinking that (almost like Baldur's Gate!)

Tallarn - not a bad idea at all, thank you! I'll be running the time zone as GMT (Gamesmaster's Time!) so however long it takes them to clear the whole level out, that'll take them up to "You start to feel weary from the day's action and adventure, and your waterskin/knapsack are almost empty... Perhaps you had best report back to Lord Padraig!"

It's a shame there wasn't actually a physical lock or some sort of proper sturdy barricade/door going down to level 2, otherwise that'd physically stop them from going any further. Slightly railroady though, I know...

But yeah, it does seem like a pretty awesome fight, and one important to the story line.
 

Murdochi said:
I was just wondering as to how best coerce/threaten/persuade the players to return to Winterhaven after exploring the first level of SK. After all, there's nothing stopping them from just going down to the Hobgoblin Guard Room. I know you don't get any useful information from the Elf Spy, but if the players don't return, then surely Winterhaven gets the snot kicked out of it by the undead horde, as per the "Safe Assumptions?" panel on page 60?

Or have I missed something completely obvious (more likely?)

Thanking you in advance - (and cackling with delight at the email that leisuregames have just dispatched my 4e book set!)
How about this: the priestess, when she learns that the PCs are heading to the Keep, asks them to report back to her immediately if they run into undead creatures in any significant quantity. If there are undead in the Keep, she needs to be warned so she can focus on the town's defenses against them, and probably check on the town's cemetary.

Ideally, as the PCs face the
undead in the rune section
, they'll feel the need to return to Winterhaven to warn the proestess. She then tells them that Nerath volunteered to check the Cemetary and hasn't returned yet. If they could just take a quick detour there before heading back to the Keep (it's close), she'd be very grateful (since the PCs probably already earned XP for finding a missing adventurer, they might think this is a side-quest).

Proceed with the Interlude.
 

I really didn't think it'd be a problem. They'll have a decent amount of gold before they hit level 2. "Remind" them that a merchant caravan is coming through tomorrow, which might have a larger selection of purchases than the couple of random level 1 items the one shop might have. If nothing else, replenishing healing potions. :)
 


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