Second time through the adventure with a new group, having a blast so far!
Here's the current situation - party has met up with 'Rictavio' and he has revealed his identity as they told him about card reading. They've also met up with the mad mage (Mordenkainen) and helped restore him to sanity.
This has obviously caught Strahd's attention, and he appeared to offer them a choice - allow them to leave Barovia and return home. He already fought the mage once per the adventure and is of course supremely confident he could take him again. As the party is only 3rd level he thinks they are entertaining but is not scared of them at all. He doesn't know who Rictavio is at this point. I decided he was more messing with them and trying to create division to see who he could exploit in the future by offering them way out.
Living up to their role as heroes, the party stuck together and ignored his offer to leave. Now I have some problems! I have a few ideas but they seem heavy handed, and I want to keep on player agency.
Issue one - Mordenkainen isn't joining the party, and all of a sudden they have NPC archmage in the group! I have to get him out of there but need convincing reason.
Issue two - Rictavio as well has got to go, not become NPC party member. Got enough on my plate without playing him too! I was thinking after current encounter he can insist on heading to his tower to meet up with Ezmerelda (?) and leave the group to do ... I don't know what.
When we last left the group, Strahd was astride Beucephalus surrounded by minions close by. He had opened portal to Waterdeep to see if they would run or start to fight amongst themselves. They group said no.
I don't want a pointless fight with winter wolves etc so want Strahd to just leave at this point - he needs to think about his next move. There's nothing to be gained with fighting for him right now, although he could send all the pooches against the party and leave.
The group is bound for Kreszk, and knows the abbey is there and that one of their goals from the card reading is there.
Any tips / suggestions appreciated - what can happen next?
I think he'd send the wolves against the party no matter what.
NPC's.... Personally I know they can be helpful to the party, but this also depends on party size. Party of 6? They aren't really needed. Party of 4?... might be needed, will certainly be useful. Would be easy for Rictavio to go "investigate something" and disappear. Keep him in reserve if the party needs help, RP him letting the party lure Strahd out. Could use same with Ez.
I had a party of 6 go through... ended up with 3 npc's (not Rictavio), a shield guardian, and an alchemical homunculus. Strahd lasted 1.5 rounds.
Second time through the adventure with a new group, having a blast so far!
Here's the current situation - party has met up with 'Rictavio' and he has revealed his identity as they told him about card reading. They've also met up with the mad mage (Mordenkainen) and helped restore him to sanity.
This has obviously caught Strahd's attention, and he appeared to offer them a choice - allow them to leave Barovia and return home. He already fought the mage once per the adventure and is of course supremely confident he could take him again. As the party is only 3rd level he thinks they are entertaining but is not scared of them at all. He doesn't know who Rictavio is at this point. I decided he was more messing with them and trying to create division to see who he could exploit in the future by offering them way out.
Living up to their role as heroes, the party stuck together and ignored his offer to leave. Now I have some problems! I have a few ideas but they seem heavy handed, and I want to keep on player agency.
Issue one - Mordenkainen isn't joining the party, and all of a sudden they have NPC archmage in the group! I have to get him out of there but need convincing reason.
Issue two - Rictavio as well has got to go, not become NPC party member. Got enough on my plate without playing him too! I was thinking after current encounter he can insist on heading to his tower to meet up with Ezmerelda (?) and leave the group to do ... I don't know what.
When we last left the group, Strahd was astride Beucephalus surrounded by minions close by. He had opened portal to Waterdeep to see if they would run or start to fight amongst themselves. They group said no.
I don't want a pointless fight with winter wolves etc so want Strahd to just leave at this point - he needs to think about his next move. There's nothing to be gained with fighting for him right now, although he could send all the pooches against the party and leave.
The group is bound for Kreszk, and knows the abbey is there and that one of their goals from the card reading is there.
Any tips / suggestions appreciated - what can happen next?
I think he'd send the wolves against the party no matter what.
NPC's.... Personally I know they can be helpful to the party, but this also depends on party size. Party of 6? They aren't really needed. Party of 4?... might be needed, will certainly be useful. Would be easy for Rictavio to go "investigate something" and disappear. Keep him in reserve if the party needs help, RP him letting the party lure Strahd out. Could use same with Ez.
I had a party of 6 go through... ended up with 3 npc's (not Rictavio), a shield guardian, and an alchemical homunculus. Strahd lasted 1.5 rounds.