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Howling Void AL module (spoilers)
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<blockquote data-quote="Alphastream" data-source="post: 6830989" data-attributes="member: 11365"><p>I'm really sorry that it played out that way! As the author, I'm responsible for anything I didn't write that still ends up in the adventure. Just about everything that happens before you enter the air node is something that was added in development. I have to own that, because I clearly didn't make the intro feel right for developers. My objective when I wrote it was to get you straight into the air node so you could have maximum fun. The intro was really just an explanation of exactly why you are here, clarity on what you need to do, now go! I didn't write that well enough, so a Part One was added. </p><p></p><p>The changes unfortunately turn the start into a mystery of "why is there this air node and what is the cult doing". I don't think that initial mystery/confusion makes the adventure better. However, the DM is provided with very clear sections entitled "Goals of the Cult of the Howling Void" and the first two encounters in the air node are the same for all parties and include NPCs who tell you what you must do (stop the storm ritual that will summon hordes of elemental evil to destroy Mulmaster, Cult is going around to different sites to gather the following things for the ritual and then they will go to the center, monks are being corrupted and their energy used to power the ritual, do what you can to gather parts or help monks until you have to go to the ritual). </p><p></p><p>I accept all responsibility for the finished work. But, I think the DM may not have been very prepared because the information on goals should be really clear and there are many places where the information can be given to the PCs.</p><p></p><p>One other thing lost in the development pass was information to the DM encouraging sharing with the party that they will be unlikely to visit all the places. That sets expectations better, letting the party know that they get to choose, but won't visit every location. I do encourage DMs who run this adventure to share this information in the very first air node encounter.</p><p></p><p>The good news: the next AL adventure you will see from me is much simpler in approach! <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Alphastream, post: 6830989, member: 11365"] I'm really sorry that it played out that way! As the author, I'm responsible for anything I didn't write that still ends up in the adventure. Just about everything that happens before you enter the air node is something that was added in development. I have to own that, because I clearly didn't make the intro feel right for developers. My objective when I wrote it was to get you straight into the air node so you could have maximum fun. The intro was really just an explanation of exactly why you are here, clarity on what you need to do, now go! I didn't write that well enough, so a Part One was added. The changes unfortunately turn the start into a mystery of "why is there this air node and what is the cult doing". I don't think that initial mystery/confusion makes the adventure better. However, the DM is provided with very clear sections entitled "Goals of the Cult of the Howling Void" and the first two encounters in the air node are the same for all parties and include NPCs who tell you what you must do (stop the storm ritual that will summon hordes of elemental evil to destroy Mulmaster, Cult is going around to different sites to gather the following things for the ritual and then they will go to the center, monks are being corrupted and their energy used to power the ritual, do what you can to gather parts or help monks until you have to go to the ritual). I accept all responsibility for the finished work. But, I think the DM may not have been very prepared because the information on goals should be really clear and there are many places where the information can be given to the PCs. One other thing lost in the development pass was information to the DM encouraging sharing with the party that they will be unlikely to visit all the places. That sets expectations better, letting the party know that they get to choose, but won't visit every location. I do encourage DMs who run this adventure to share this information in the very first air node encounter. The good news: the next AL adventure you will see from me is much simpler in approach! :-) [/QUOTE]
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