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Surprise Lizard Theater presents Tyranny of Dragons!
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<blockquote data-quote="pukunui" data-source="post: 6852075" data-attributes="member: 54629"><p>Interesting changes you made there! I like the bit about the broken ballista and needing to go into town to scavenge for parts. Since I just ran most of the listed scenarios, my group mostly avoided the center of town and so didn't really encounter anyone actively looting anything specific.</p><p></p><p>I also like the addition of the mercenaries getting drunk on some stolen wine. That certainly adds to the atmosphere and shows the PCs that not all of the raiders are necessarily fanatics. Some of them are just in it for the loot.</p><p></p><p>One question though: How come you had them wearing cult robes and masks? The adventure states that no one other than the leaders are dressed in cult regalia to make it look more like just some random bandits attacking. Was that a deliberate change you made, and if so, was it just to make it easier for the PCs to pretend to be cultists themselves?</p><p></p><p>I'd also like to commend Atex's player for his handling of the mill. Even though one of the PCs in my group has the Cult Infiltrator background, he didn't think to do that. While they did spot that the cultists were making a show of setting the mill on fire, they decided to just go back to the governor and tell him that the cultists were trying to set up an ambush. I had the governor state that he still wanted them to free up the mill, and so they asked for assistance. I had the governor provide them with a detachment of four guards*. They then went and sprang the trap. And if it hadn't been for those four guards, they all would've died.</p><p></p><p></p><p></p><p><em>*In retrospect, I probably shouldn't have, but at the time, I felt they'd made a compelling argument, and they'd already done a number of other things to help, so it didn't seem *that* unreasonable a request, even if I could have easily had him say he didn't have any men to spare.</em></p></blockquote><p></p>
[QUOTE="pukunui, post: 6852075, member: 54629"] Interesting changes you made there! I like the bit about the broken ballista and needing to go into town to scavenge for parts. Since I just ran most of the listed scenarios, my group mostly avoided the center of town and so didn't really encounter anyone actively looting anything specific. I also like the addition of the mercenaries getting drunk on some stolen wine. That certainly adds to the atmosphere and shows the PCs that not all of the raiders are necessarily fanatics. Some of them are just in it for the loot. One question though: How come you had them wearing cult robes and masks? The adventure states that no one other than the leaders are dressed in cult regalia to make it look more like just some random bandits attacking. Was that a deliberate change you made, and if so, was it just to make it easier for the PCs to pretend to be cultists themselves? I'd also like to commend Atex's player for his handling of the mill. Even though one of the PCs in my group has the Cult Infiltrator background, he didn't think to do that. While they did spot that the cultists were making a show of setting the mill on fire, they decided to just go back to the governor and tell him that the cultists were trying to set up an ambush. I had the governor state that he still wanted them to free up the mill, and so they asked for assistance. I had the governor provide them with a detachment of four guards*. They then went and sprang the trap. And if it hadn't been for those four guards, they all would've died. [I]*In retrospect, I probably shouldn't have, but at the time, I felt they'd made a compelling argument, and they'd already done a number of other things to help, so it didn't seem *that* unreasonable a request, even if I could have easily had him say he didn't have any men to spare.[/I] [/QUOTE]
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