Session Preparation
Managing attendance is the eternal struggle of the adult gamer. This session, only three of our four players could make it. At our table, we have a standing rule: if a player is absent while we are in the middle of a dungeon, someone else pilots their character. It ensures the party’s resources remain available and momentum isn't lost. However, it’s always a tense balancing act—nobody wants to lose their character or waste precious gear while they aren't there to defend it.
How do you handle absent players in your campaign? Do you bench the character, or does the group take control? Let me know in the comments—I’m curious to hear your table’s philosophy on this.
| Prepping the Garlstone Mines map |
What Happened at the Table
We picked up in Milborne, where the party was still riding the wave of their recent victory at Broken Spire Keep. Word of their heroism had spread; eight or nine days after their arrival and Nyssa’s (Jalenneth’s) disappearance, they are beginning to be viewed as local saviors.
The group traveled to Thurmaster to consult Thaster, hoping to identify some loot and glean information. They also made a detour to Parlfray Keep to report the cleansing of the ancestral home. Lord Parlfray’s reaction was one of deep shame—he acknowledged the deed but made it clear he and his family would never return to the defiled keep. I made sure to play up the connection with his son, Lyntern. I portray him as a sheltered, timid young man desperate to escape his father's shadow. Despite the party’s established rapport with him, I couldn't convince the players to bring him along as a hireling this time, but maintaining these NPC relationships remains a priority for a living world.
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| Giant albino eel encounter |
We also introduced a new character: Droki, a Specialty Priest of Clangeddin Silverbeard. To hook him immediately, I included a mysterious, magical dwarven battle axe in the loot from the previous session. Thaster couldn't fully identify it, only confirming it was magical and currently "dormant." This creates immediate player buy-in—it’s not just a stat block; it’s a story hook waiting to be solved.
| Prepping giant eel encounter |
The tension spiked when we learned the young priest, Samheis, had been kidnapped. The party headed north, following the tunnel system from the Keep until they found the entrance to Garlstone Mines. Beryglus (our rogue) attempted a stealthy entry but failed his move silently roll. An ambush ensued. The group managed to win the fight, but as they pushed into the final room, disaster struck. Beryglus tried to scout ahead, failed his roll, and was hit with a Hold Person spell from the priestess.
| Giant eel encounter mini printed by Miniatyrbutikken |
DM Reflection
When Beryglus was paralyzed, I faced a DM dilemma: Do I have the NPCs execute him immediately, or do I use him for leverage? I took the player aside so the other players wouldn't know the exact outcome, and I weighed the options.
I chose tension over tragedy. It made tactical sense for the NPCs—who were entrenched in their headquarters—to realize these intruders were a genuine threat. Taking a hostage gave them a bargaining chip. I had them bind Beryglus and put Ramor (the red-haired warrior the group has been hunting) with a boot on Beryglus’s stomach. The classic "drop your weapons or he dies" line played out. It was a risky move, but the players' panic and subsequent tactical coordination to save their friend made for a memorable scene. The players came out victorious, but badly hurt and on deaths door. They manged to take the priestess Shilek prisoner
| Combat encounter with Shilek, Imrin, Ramor and the skeletons |
Lessons Learned
NPC Motivation is Key: Always ask yourself: "What do the villains gain?" Killing a PC is easy, but using them for leverage creates a dramatic scene that players remember far longer than a simple death.
The Power of Mystery: Never give players all the answers. Keeping Droki’s axe "dormant" creates a sense of long-term investment. Let the players solve the mystery over time.
World-Building: Even when the adventure is module-based, keep NPCs like Lyntern or Samheis relevant. Mention their current lives or struggles to the players. It makes the world feel like it exists outside of the PCs' immediate vision.
Player Decisions & Surprises
Tactical Brilliance: Droki’s use of Silence (15' radius) right before storming the cave was a perfect tactical choice. It effectively shut down the enemy's ability to cast spells, hear them arrive or even if it forced them into a melee brawl.
The Hostage Stand-off: I was genuinely impressed that the group chose to push forward and negotiate rather than surrendering or retreating. Cedric and Elmrin’s frontline presence held the line, and Beryglus’s quick thinking with his ropes allowed him to escape just as the fight turned chaotic.
Consequences & Forward Impact
The party successfully defeated the bandits and captured the priestess. We ended the session right as they are preparing to interrogate her. I need to prepare thoroughly for next session—an interrogation scene requires sharp dialogue and clear NPC goals. If they play it right, they might find information to show the the path; if they get too aggressive, they might lose their lead.
What is your best advice for running a tense interrogation scene? Let me know in the comments below!
Running Night Below Session 6 (AD&D 2e): Clearing Broken Spire Keep & Returning to Milborn


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