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grimbold
Human
(8/10/03 11:20 pm)
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Actions of Jaroo
I have the following problem:

My party has so far cleared out the Moathouse, cleared out Maridosen and Chatrilon and the cultists in the mill but has failed to uncover Jaroo.

Jaroo even helped an imprisoned cleric from the wagon-detachment (the one from Rastor) escape.

Now, my players are exploring Nulb and the Temple, still using Hommlet as a base.

What would Jaroo do? Would there be some form of reinforcements etc. from the Temple of All-Consumtion after the escaped cleric has made his way back there?

Trithereon
Verrik
(8/11/03 6:33 am)
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Re: Actions of Jaroo

There's a lot of play here. Jaroo's motivation is not clearly defined in the adventure. What are the doppleganger's motivations? His own, or something deeper? He may be a cultist, a convert to the Dark God. On the other hand, he may be a mercenary or a mole from another evil religion.

The sky's the limit.

However, he's not likely too high into the hierarchy of the Outer Fane (like Dunrat is) and therefore it has the same problems that any cultists have with the CRM. Imagine being that sole "unnamed" wagon-detatchment cleric returning to the CRM.

After a long, maybe dangerous, journey through the wilds Kron Hills there are a bunch of crazy people, and monsters, to deal with in the CRM before you get to the Outer Fane. That cleric, or Jaroo, may not survive the journey. Even if they did reach the Outer Fane they may not then survive the wrath of Hedrack.

Of course Hedrack may then send out a strike force to intercept the infidels who have stolen the Dark God's artifacts, or sit a team in Rastor to watch for them. The last thing Hedrack needs is a group of meddlesome adventurers running around when he's busy trying to find the Champion.

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