OK all you DMs out there. I'm a newb DM and I have a question. I'm running SKT and the group is about to learn of the harper port circles. One of the party members is a zhent (secretly) and I have a distinct impression that he will tell his superiors of the port circle network. he;'s a bit of a selfish party effer and generally thinks of only himself and does not care about the party.
To me, the port network is too big of an asset to let pass and they'd try to take it for themselves. Am i right on this or am i off base as to what the zhents might do with the info? I would have the zhents try to take the network by force, but the Harpers hold them off. the harpers then shut down the port network to all non-Harpers. basically freezing the party out of ability to travel great distances.
Any thoughts? I'm trying to game this out and this is where my mind goes. Any other ideas would be welcome.
If your Zhent player does pass the info along, give him some kind of reward (money, a magic item, whatever you think he'd like most) up front. If you don't want the party cut off from the network, either have the Zhents just keeping an eye on it and possibly making future plans to take it at another time or just let the Zhents take it from the Harpers but let the party keep their acess to it since a memeber of their party is the Zhent who tipped them off to the network in the first place. If you do want to cut them off, then just go with what you said, whichever group ends up controlling the network cutting off the party for their own reasons.
This seems a nice idea, which can develop into a completely new adventure.
I say go for it, but here my thoughts about the Zhents: the Teleportation Network is indeed invaluable for the Harpers. Taking it from them, it might be a too daring move for the Zhent. Maybe they'd prefer to infiltrate the Network and use it under the Harpers' nose.
I would also say go for it, even letting the Zhents try and succeed at taking it over. The players get an airship later and might not ever use the network after that...so its not that crucial to maintain, practically speaking.
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OK all you DMs out there. I'm a newb DM and I have a question. I'm running SKT and the group is about to learn of the harper port circles. One of the party members is a zhent (secretly) and I have a distinct impression that he will tell his superiors of the port circle network. he;'s a bit of a selfish party effer and generally thinks of only himself and does not care about the party.
To me, the port network is too big of an asset to let pass and they'd try to take it for themselves. Am i right on this or am i off base as to what the zhents might do with the info? I would have the zhents try to take the network by force, but the Harpers hold them off. the harpers then shut down the port network to all non-Harpers. basically freezing the party out of ability to travel great distances.
Any thoughts? I'm trying to game this out and this is where my mind goes. Any other ideas would be welcome.
thx
If your Zhent player does pass the info along, give him some kind of reward (money, a magic item, whatever you think he'd like most) up front. If you don't want the party cut off from the network, either have the Zhents just keeping an eye on it and possibly making future plans to take it at another time or just let the Zhents take it from the Harpers but let the party keep their acess to it since a memeber of their party is the Zhent who tipped them off to the network in the first place. If you do want to cut them off, then just go with what you said, whichever group ends up controlling the network cutting off the party for their own reasons.
This seems a nice idea, which can develop into a completely new adventure.
I say go for it, but here my thoughts about the Zhents: the Teleportation Network is indeed invaluable for the Harpers. Taking it from them, it might be a too daring move for the Zhent. Maybe they'd prefer to infiltrate the Network and use it under the Harpers' nose.
I would also say go for it, even letting the Zhents try and succeed at taking it over. The players get an airship later and might not ever use the network after that...so its not that crucial to maintain, practically speaking.