criticalfumble
Explorer
Hi everyone - I'm currently taking a group through RoT, and this next session is sort of transitional in nature. There are a few loose ends and storylines that might need wrapping up. Looking for a few suggestions. Here are some pertinent details:
I see a few problems here:
My thoughts about how to solve them, so far:
Any thoughts? I want to have the NPC cleric's exit make sense with the storyline and be memorable. He's been with the party through 11 levels of adventuring, and been a colorful, counterbalancing character during that time. I want the campaign from this point forward to be fun, but I also want to make sure things don't get wildly out of balance. Things are already a little bit like that, as some of the harder encounters in the AP are not as hard as maybe they should be.
Anyway, I welcome any inputs or suggestions.
Thanks!
- A few sessions ago, the group completed the Sea of Moving Ice episode. They rescued Maccath and were returning south when they chose to murder the entire crew of the Frostskimmer (they're 14, don't ask).
- They eventually returned Maccath to Luskan (she demanded to return there and not to Waterdeep), and there they heard about the hook for the Frozen Castle adventure (pulled from RoT, but available on DMs Guild). They headed up north again, befriended the crazy wizard Allac and his Yeti friends, ultimately getting away with the castle with Allac and the Yetis as crew members. They're headed south to Waterdeep in the castle as things stand now.
- As a practical matter outside the storyline, two friends have joined the group, taking the number of players to six. I had been playing an NPC party member (a cleric of Torm who is a bit of a goody-two-shoes), who now needs a reason to exit the party. He's no longer needed, as one of the new characters has healing, and six players will be a bit much with regard to balance.
I see a few problems here:
- As I said, I need to get the NPC cleric out of the mix.
- I'm OK with the party having the castle, but having Allac and the crew of ~25 Yetis seems a bit much, power-wise.
- I feel like there should be some consequences (maybe fun ones) for what the party did to the crew of the Frostskimmer. Some of them are good-aligned, or neutral.
My thoughts about how to solve them, so far:
- I think the NPC cleric is probably so thoroughly disgusted with the party's actions on the Frostskimmer that he decides to leave the party now that they're headed back to civilization.
- Maybe the Yetis don't like the warm weather in the south, so they and Allac decide it's not for them and return north, forcing the party to source a more conventional crew in Waterdeep.
- I'm toying with what seems like a rather outlandish, but possibly fun consequence for the party's cold blooded murder of the crew of the Frostskimmer. Perhaps Lerustah Half-face (the captain) comes back as a Revenant. Maybe he even encountered a Storm Giant in his watery grave during his transformation, and the giant was moved by his cause, returning with him to seek vengeance on the party in a showdown on the cloud castle, either before or after Allac and the Yetis depart. Perhaps the NPC cleric departs or dies during that encounter.
Any thoughts? I want to have the NPC cleric's exit make sense with the storyline and be memorable. He's been with the party through 11 levels of adventuring, and been a colorful, counterbalancing character during that time. I want the campaign from this point forward to be fun, but I also want to make sure things don't get wildly out of balance. Things are already a little bit like that, as some of the harder encounters in the AP are not as hard as maybe they should be.
Anyway, I welcome any inputs or suggestions.
Thanks!