Need help with module in back of EBS [Archive] - Wizards Community

Post/Author/DateTimePost
Sceadeau

10-22-04, 11:27 PM
Hello all,

I'm running two groups of people "simultaneously" through that adventure. The main group (barbarian, artificer, monk, rogue) is going to be running through the module itself...however this other group (bard, druid) will be coming in at a later time (due to scheduling conflicts) and I need some way to tie them all together...hopefully at the point the first team meet's Saber.

About the other two...the bard is a wanna be spy, although the only feat he has toward that end is Urban Tracking. He is part of the "artisan and entertainer's guild." Whichever house that is.

The druid is a fresh off the boat (new player too) elf from Aeranel, with baboon in tow. I've set up a scene where they notice a pick pocketing (on themselves), chase the warforged rogue around a bit, and find a note on him saying something.

The something I haven't come up with yet, nor the next thing for them to do.

Any help would be appreciated.
ryntak

10-23-04, 12:20 PM
Perhaps the note could say something like "That foolish woman of Cannith West has sent them into the sewers of Sharn (referring to the other group), and they are now closing in on our prize. Find them and remove them from this game! Saber will be waiting for you there".

The pickpocketing of the two other characters was simply 'happenstance' to bring them into the game and plot. This could have the affect of allowing loyalty to the group to start building, even before they've met the rest of the group. Also, assuming they catch up to the larger group prior either meeting saber, if they tell the larger group of this note, it adds suspense, as they are all now looking closely around evey corner for this "Saber" and friends......
Demonologist

10-23-04, 08:36 PM
Perhaps the note could say something like "That foolish woman of Cannith West has sent them into the sewers of Sharn (referring to the other group), and they are now closing in on our prize. Find them and remove them from this game! Saber will be waiting for you there".


I'm not sure this is enough. I mean, so they get pickpocketed, is that really enough to **** them off so deeply that they chase all of the other "pickpockets" around a sewer to eradicate them?

How about:
-The note says something like:
"A small group of adventurers have killed Cutter and taken Bonal's Journal from her. Find and kill them, and retrieve the journal for the Lord of Blades. These weakfleshed beings cannot find the schema!"
-This will give reason for a warfoged to steal from people- he sees two capable adventurers and assumes it is them who killed Cutter. Really, why else would a follower of the Lord of Blades stoop as low as to pickpocket?
The MMIII has a warforged scout, he would make a great pickpocket. And when the PC's catch him in the act two shifters join his side.
-The strange alliance of Warforged and Shifters, is enough to draw the attention of any party.
-From here they ask questions around town. Gather info check DC(whatever) will tell them of the lord of blades followers killing Bonal Geldem, and that a small group of Adventurers - who were seen at the scene of the crime - were sent by a house cannith nobel to the sewers.
-A gnome man running a small merchant cart hears of the questions of the smaller group and tells them of the schema's importance.
He then shows them a way into the sewer, somewhere beneath a tavern at a tower. For 100sp they will be let down.
-The take a similar - but faster - route the other party took ending up at one of the other two tunnels of the map where Saber is fought (Use the Northern most tunnel). And they arrive just as the battle with Saber is being fought (but against 6 PC's, Saber is less effective, raise his HP and give him a shifter ally).
-After the battle have the PC's chat, and the second party will tell the first of how they got there, and - since it is faster - they will leave through the North tunnel and arrive in the same tavern.
-Noticing the wounds (or just the dirt/smell if they are in good health) they are given a large room to rest in. All of them, together

Hope this helps, if you need my help with any of the NPC's or with the design of the tavern/new tunnels, just message me.
Peace.