The Green Hermit
Hero
This one was a little awkward, because we lost one of our players since the last session. I had this entire scenario figured out, where they found his dead body in a ditch, but instead, people hardly looked and the wagon train just moved on. Lol!
We ended earlier than planned, because the game took an unexpected twist. The "No Room at the Inn" random event landed at the same exact time as Tiamat's Festival of Vengeance -- when we are in a wagon train full of cultists! Due to poor dice rolls combined with player reactions, some of the cultists broke the windows in at the inn overnight, and then slit the throats of the customers who had rented the entire thing out. When the innkeeper came out in the morning, demanding that the train remain in place until the local constable came in, everybody grumbled and stayed put . . . until nightfall, when all 5 cultist wagons took off. (Undetected, because of poor dice, once again.)
Now, along with having to wait until the constable shows up in a day or so, the players have to decide whether they are going to ditch their guard contracts to follow the cultists (the true mission), go with them until the nearest town (where new guards can be hired), or just continue on to Waterdeep and hope they can pick up the trail again. (One of them IS green.)
I am going to have to prepare for all three possibilities before next time. A big change from reaching Daggerford today and then making it to Waterdeep (and finally being done with this stretch of caravan) next session, like I had originally planned.
We ended earlier than planned, because the game took an unexpected twist. The "No Room at the Inn" random event landed at the same exact time as Tiamat's Festival of Vengeance -- when we are in a wagon train full of cultists! Due to poor dice rolls combined with player reactions, some of the cultists broke the windows in at the inn overnight, and then slit the throats of the customers who had rented the entire thing out. When the innkeeper came out in the morning, demanding that the train remain in place until the local constable came in, everybody grumbled and stayed put . . . until nightfall, when all 5 cultist wagons took off. (Undetected, because of poor dice, once again.)
Now, along with having to wait until the constable shows up in a day or so, the players have to decide whether they are going to ditch their guard contracts to follow the cultists (the true mission), go with them until the nearest town (where new guards can be hired), or just continue on to Waterdeep and hope they can pick up the trail again. (One of them IS green.)
I am going to have to prepare for all three possibilities before next time. A big change from reaching Daggerford today and then making it to Waterdeep (and finally being done with this stretch of caravan) next session, like I had originally planned.