| DocFaustus |
This weekend my players and I going to be playing our second session of The Bullywug Gambit. They're a little way into the the battles with the savage pirates in Kraken's cove and they aren't in the best of shape. Three of the four characters are diseased already and morale is running a bit low.
They're toying with the idea of taking the Sea Wyvern (which they haven't explored at all yet) to go back to town and return in a two or three days with more healing supplies to keep them going. I can't fault them for wanting to play it safe, but I feel that such a plan would through off the encounter with Harliss and the discovert of the plan to attack Vanderboren manor. After all, in two or three days time, Harliss would probably either have found a way out of the caves and fled for parts unknown or would finally have fallen in battle with the remaining savage pirates. I'd like to keep the players in Kraken's cove for a little while longer, but I don't want to simply railroad them.
Here's what I came up with. Put a few low level crewmen loyal to Harliss, freaked out but otherwise undiseased, on the Sea Wyvern. If my players go onto the ship to take it back to town, I'll have them put up a little resistence and eventually agree to turn the ship over to my players in they agree to go back into the caves to rescue Harliss.
So what does everyone think? Would my players leaving for a few days indeed throw off later events for the campaign? Are my plans to keep them in the cove worth trying? Any other suggestions of how to handle the situation?
Thanks for any comments or advice...