[Gosh I hate the timeout on this site, third time I write this message!]
SPOILER ALERT! PLAYERS STOP READING NOW!
I will be running a Bann too Many at last with my group of three players, adding a new one (probably a rogue).
I intend to make some changes to increase the dramatic aspect of it, and would welcome you guy's comments, especially if you already ran the adventure:
* With my set 2 in hand I intend to increase the level of Blacktail somewhat and give him some more efficient / scary spells (such as Horror, Repulsion field, maybe blood magic?) to give him a better exit if he is revealed (Which I would prefer) and make the players look twice at the Apostate PC (who did his coming out at last session). Any advice, specific spells?
* What about making Blacktail a shapeshifter with a mind control artefact, have any considered this?
* I intend to make one PC know Trumhall from childhood, so that his infamy seems doubly strange and more dramatic. I was even thinking of the new Rogue who would be hoping to use / profit from his old friend a bit after hearing he became a Bann, but maybe I have an even sneakier plan for that PC (below). Any loophole I overlooked?
* I may make the new rogue PC actually intially on his way to join Waldric, and just jump onto opportunities with the PCs as they come... Maybe should make Waldric know him for extra drama... I think the other players, although mostly new to roleplaying should be ok in principle, and the player in question would probably like it an maybe even over do it... But would it just be too many treacherous stuff piled up for new players to the RPG? Would the potentially treachery of the new Rogue PC be too dangerous for the survival of the group?




