The general not-split-up-too-much principle was part of my own motivation, specifically to not leave one PC (Alyx) alone (or Ansalia alone after 'dropping off' Alyx.) Generally I'd consider a 2/2/2 split to be less 'split up' than 1/3/2.<br/><br/>Even if there weren't any hostilities from the monks (or from things that happen to attack them during that time) and we knew a priori that Alyx alone would negotiate as well as Alyx+Ansalia, the amount of time the negotiations took might be such that it's quicker for Ansalia to just be there with Alyx rather than drop her off and then later make a 2nd trip to the monastery to pick her up again - especially not knowing when to make said return trip (unless they have Sending etc.), and given that Ansalia might not know where to go exactly to rendezvous with the others.<br/><br/>I'm not familiar with Alyx's race or classes so, like Ansalia said IC, I don't know other PCs' methods and speeds of transport.<br/><br/>Also, having two negotiators somehow seemed useful, like a bad-cop good-cop thing, particularly with their opposed alignments. (Or mechanically speaking, the inability to retry Diplomacy sometimes. Incidentally, Alyx' Dip mod is 4 above Ansalia's and her Bluff mod is 2 higher - same ranks and Cha, but judging from Alyx's class names I'm guessing they have some bonuses)<br/><br/>Also, as there are many Evil* PCs, they may not trust each other to do solo negotiations without stacking them in their own favor, eh? Whereas groups of 2+ tend to be far more 'honest' because of prisoners' dilemma.<br/><br/>* I realize it's politically incorrect to actually reference alignment, and the custom setting text makes it clear it's supposed to be particularly flexible here, but people are playing most of their PCs in a way that is the germane point anyway: they seem like self-interested and mistrustful parties, not a Fellowship of the Ring type group - which is actually far more realistic, if the real life human condition is any judge.