I'm approaching my wits end here. My AoW party came together in one of those coincidences and all had their own reasons for going into the Whispering Cairn. Now partway through 3FoE, I'm having trouble trying to build some team spirit to encourage them to stay together as a party. (Note this is not a player problem, this is all character-based)
What we have is:
- Rogue: A changeling from the Free City, came to Diamond Lake to stay a couple of steps ahead of the law, looking basically for profit and challenge. She's most likely to stay in the party.
- Sorceror: Pupil of Allustan and performer at the Emporium, looking to build capital to get the hell out of dodge. Gets on pretty well with the rogue, so may not be a problem.
- Druid: Told to investigate 'green worms and undead' by Nogwier, he is a loner and spends more time talking to his wolf than the party. Only went into Dourstone Mine because of direct threats from Balabar Smenk.
- Fighter: boyfriend of Constance Grace. Smenk has kidnapped Grace's son and is threatening unfortunate accidents if the fighter doesn't clear Smenk's relationship with the Ebon Triad up. Fighter is possessed of a certain 'sod you' frame of mind and tends to the belligerent. Also fairly rudimentary as regards the stranger ends of the world; the rest of the party haven't yet revealed the fact that the rogue is a changeling to him for fear of his reaction.
So as soon as they defeat the Triad, I foresee both Druid and Fighter having absolutely no reason to stay with the party. Does anyone have any ideas, or should I fudge a couple of damage rolls from the Faceless One and kill them? (too easy, I know).