Question for those who ran Siege of Black Tarn Hall
Posted: Mon May 16, 2016 7:25 pm
First off, major spoilers upcoming so don't read if you are playing this!
So, my group is in the middle of this adventure. They encountered the "thing" in the woods, and now have to decide what do do next. What they went with was to send one character to Rhosgobel to alert Radaghast while the others stay behind to defend the town. Now this makes perfect sense from the story perspective. The problem is that the adventure assumes that the party is traveling with Saruman for the final confrontation. This creates a small dilemma for me. The 2 ideas I have come up with are:
Have the party fight orks back in Black Tarn while the lone adventurer deals with the final confrontation. This has the problem with the big final fight being done by the "face" of the party while the fighters are away. Only having 1 or two combatants doesn't really make for a good ending while Saruman drives away the darkness.
or
Have Saruman pop up in town, grab the rest of the party for help with the Mewlips. This is better from an adventure structure, but makes less sense from a narrative point of view.
Aaaaaaand, while typing this I came up with the solution. Saruman would insist on having more than one person to deal with the marsh-men while he handles the threat. So option two is suddenly obvious to me.
So, there. The only reason I am still posting this is to demonstrate the true value of working through a problem, for there come solutions. So now you know.
And knowing is half the battle.
So, my group is in the middle of this adventure. They encountered the "thing" in the woods, and now have to decide what do do next. What they went with was to send one character to Rhosgobel to alert Radaghast while the others stay behind to defend the town. Now this makes perfect sense from the story perspective. The problem is that the adventure assumes that the party is traveling with Saruman for the final confrontation. This creates a small dilemma for me. The 2 ideas I have come up with are:
Have the party fight orks back in Black Tarn while the lone adventurer deals with the final confrontation. This has the problem with the big final fight being done by the "face" of the party while the fighters are away. Only having 1 or two combatants doesn't really make for a good ending while Saruman drives away the darkness.
or
Have Saruman pop up in town, grab the rest of the party for help with the Mewlips. This is better from an adventure structure, but makes less sense from a narrative point of view.
Aaaaaaand, while typing this I came up with the solution. Saruman would insist on having more than one person to deal with the marsh-men while he handles the threat. So option two is suddenly obvious to me.
So, there. The only reason I am still posting this is to demonstrate the true value of working through a problem, for there come solutions. So now you know.
And knowing is half the battle.