| Exeter |
Just preparing SoS and I am not quite sure how to play the Zon-Kuthon gang.
I assume that my group will accept the help of Laori and Sial, but that's where my indecision starts: Should I keep the Kuthonists by the group? Or should they stay back and sweep in time to time? First option would be the more realistic, I guess. But the guys have already Trinia with them and two more NPCs might be too much - especially in battle. And if the two sadists explore Scarwall on their one and only come to help when needed it's too much deus ex machina.
I somehow tend to this last option, though, but as I said, I am not really decided, yet. So I am interested in how you coped with the situation. Thanks for sharing your experience!
| Xenomorph 27 |
It was too much NPC management for me with Sial, the Kyton, and Laori going to Scarwall. There is alot of focus needed with running the multitude levels of possible encounters and keeping track of the spirit anchors. The castle layout will possibly have you running all over. If you must have the NPC's, use them as a sweep in and out from time to time if the group is on the verge of death. You will want your full attention on the encounters.
I had my group take control of the npc's for more playtime during the initative order.
| Haijing |
Having ran this campaign to the end my players did not trust the Zon-Kuthon gang at all. However, Laori (a cute babe?) I portrayed as a friendy and fun-loving character who wanted to help the PCs (the opposite for Sial). Laori helped them to defeat the emperor in old Korvosa and turned up later a reluctant ally of Sial (Sense Motive is good here).
When they reached Scarwall I had the zon-kuthonites arrive before they reached the castle. By portaying Sial as a nasty bastard most PC groups will not allow him to join them. That way you get to have the zon-kuthonites arrive when they are least ready for it or conversely, when they most need it. In my case they attacked the party after a nasty fight vs the dragon in the courtyard. They struggled to win and managed it, although Laori escaped (and turned up later to wrest the crown from the queen before the players very eyes!)
Mikaze
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For us, this was an issue the players mostly solved themselves since they took a liking to Laori for the most part and not so much with Sial. That eventually led to the party welcoming the former to tag along as support(also provided some exposition/history options along the way) while the latter and his kyton mostly stayed back at camp in his tower for the most part as emergency support/research. The extra healings and restorations were pretty valuable to have both in and out of Scarwall.
Have to admit, having them ALL go in alongside the party would have been a bit of a headache with six players and one cohort.
Having the Kuthonites be a secondary support party doing independant exploration and room clearing would probably run smoothly, though you may want them to regroup with the players enough so that they can interact enough to get the Ally/Enemy gears moving.
| DMFTodd |
I had them come in & out. For me, Laori and Sial hated each other and wouldn't travel together with the party. That gives you a reason to bring them in & out - which ever one the party sides with, the other one is always causing trouble that the other has to go deal with: For example, if they befriend Laori, Sial tattle tales to the counsel and Laori has to go answer for it. Or Sial has to leave them in Scarwall to go deal with the group of zombies Laori is marching across the bridge.
| Sethious |
I have quite the group of npcs with the group as well. Sial, Asyra, Laori, Trinia, and a kobold cohort (ran seven swords of sin and someone Leadershipped the kobold in the dungeon). I had an argument break out between the Zon-Kuthonites as they approached Scarwall. The party for the most part took Laori's side, and thus Sial decided to "Scout" the castle with Asyra and took the air route. The party fought Lashton on the bridge and saw Sial and Asyra fighting the gargoyles on the rooftops (they windwalked over). Then with all the loot that was in the first few rooms, they set the kobold and Trinia out in the cleared out orc fort to watch all their loot and hold onto the harrow deck Zelara resides in. So, with all that happening, Laori is the lone npc with the party. So either use the deck, or the conflict between to Zon-kuthonites to move a few npcs away from the original party subtly and you should be alright.
| Sethious |
Yeah interesting twist for my party in there. Big spoilers, but this is a DM board so I wouldn't read further unless you are one :p. They literally beelined straight to the star tower, only dealing with Bellasham (via dispelling his link to the chained spirit) before they hit it. Had Sial catch up to them as they were speaking with Illvarok about whole zon-kuthon star tower business. The zon-kuthonites had another escalating argument, that turned into blows this time. The ranger of the group struck at sial, critting twice, and outright killed him in one round of combat. Laori did not want to accept, which angered Illvarok. the party pushed Laori down the well, and most followed with the exception of said ranger, and our halfling rogue, who is on good terms with Laori (a game of sap the halfling was spawned form this, which is a whole 'nother story). Ranger jumped down the well, Illvarok grabbed the halfling,knocked her out, and held her hostage. Laori air walked back out of the well fuming, and accepted the position on the request that her halfling friend be freed.
All in all it was quite a tense situation, and now theres a possible side-quest later for trying to free Laori from her new duties post Crown of Fangs.