| Antoine7 |
My players beat Filge last night, they brought him to negatives and stabilized him (he's still at -3 at the moment).
My problem is this: My players want to turn him in to the cult of Wee Jas because they told them about the Land's graves. But they still haven't interrogated him and they don't seem like they wish to do it! They found the worn, but some wnat to give that to the cult of Wee Jas too!!!!
What should I do? They are about to completly go besides the main story.
James Jacobs
Creative Director
|
My players beat Filge last night, they brought him to negatives and stabilized him (he's still at -3 at the moment).
My problem is this: My players want to turn him in to the cult of Wee Jas because they told them about the Land's graves. But they still haven't interrogated him and they don't seem like they wish to do it! They found the worn, but some wnat to give that to the cult of Wee Jas too!!!!
What should I do? They are about to completly go besides the main story.
Simple; let them. There's no reason that the cult of Wee Jas can't replace Allustan as the primary contact for your group in the campaign. They'd likely be just as opposed to Kyuss (if not moreso) as Allustan, after all. You'll need to do a little bit more work developing characters in the Wee Jas cult, of course, but in the end there shouldn't be a problem at all, especially if the PCs grow fond of one of the leaders of the cult who can stand in for Allustan.
If they don't interrogate them, you can stage a scene where a Wee Jas cleric does so in front of the party. You can also simply have the cult contact the PCs with any information they found from Filge via a letter or whatever, reporting to them what you need them to know.