Well, no matter how good you think you are as a Game Master, you're going to run into some inter-party conflict. In a way, I hate inter-party conflict, because it can lead to bruised feelings or game dissolution. I'm pleased to say that didn't happen
When we last left the party, they were being told in no uncertain terms they would revisit via teleporting the Pools of Portation at dawn and clean up the damage they did. The problem? There were at the least 16 Darrakian (read: evil Necromantic Overlord lackeys) troops sitting around waiting for them, along with one dude with the capacity to tear them up with fireballs.
The players managed to garner a pretty good list of supplies, including the equivalent of some smoke bombs and powerful healing herbs, and went back at it, taking along a single, profane guardsman who seemed to have a healthy dislike of everyone (they picked him over the hypochondriac or overweight dude with the polearm).
The Pools of Portation were set up in the middle of a grove, so that jumping into a pool ended up with the player in another pool in the grove. The players used this teleportation effect wonderfully, using their smokescreens, good movement, some key Sonic Bursts, and the druid's Vines O' Entanglement to kneecap the baddies pretty early on. This fight definitely went better than last time.
At the end of the fight, Antigus the Druid prevailed upon one of the remaining fighters to surrender. He did, throwing his sword down in disgust. Immediately after this, our mercurial Jack-of-All-Trades Leyton threw Alchemist's Fire on the now-prisoner.
Cue the Star Trek Fight Music.
Antigus and the rest of the party did not care for this at all, and in some amazing rolls, managed to overbear and grapple Leyton, who was the strongest member of the group. Antigus got thrown off, then our mage Vas ran in for a tackle. Nalgin the Cleric pointed a wand at him, and Friar Charles tried desperately to save the life of the prisoner.
Nalgin roped his feet, but Leyton still fought. Finally, Vas used his d30 supercharge for a kick to the head (subdual). Leyton finally went limp.
How to deal with this? The party was torn on the best course of action. On one hand, Leyton had been a help in the past, and not having him weakened them. On the other hand, the party had a Friar and Cleric. Could they ignore the sort of act he had committed?
Well, it turns out one of the Pools did not lead to another pool in the grove. They weren't sure where it went, but it wasn't anywhere nearby, apparently. The guardsman had decided he had had enough and was walking back to Morsten, some 60 miles away, to spend his newfound loot. The party was considered exploring the pool, a decision accelerated when then the party members began to jump into the pool and disppear.
Finally, the decision was made to cut the unconscious Leyton free, leave him his items, but leave him nonetheless, basically separating him from the party.
After this, I discussed what had happened with Leyton's player. Obviously, he could wake up and try to find them (for good or ill), or go on his own way for a number of reasons. I think what the player decided on will be an interesting course. I don't feel comfortable revealing all of what went down, since we have other players reading this, but they'll find out when we play again in two weeks. Players sometimes make decisions that turn out to be unpalatable to the rest of the group. The secret isn't to try to shoehorn a resolution, I think; it's to face facts, make sure everyone leaves it on the gaming table, and press on with the game.
All in all, a challenging session, but one we got through. I think the campaign is in a good spot next week, where things should get very interesting. Of course, player action drives everything, so we'll see.