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where you're going to die in CoS (spoilers)
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<blockquote data-quote="Koren" data-source="post: 6870042" data-attributes="member: 6802236"><p>I'm doing the same thing with the Death House kids so may have the exact same problem. The more I think about the hag coven, the more I think even changing them to green hags isn't going to do much to fix the encounter. I think I'm going to potentially solve the early TPK problem by having the party encounter the hags on the road (in disguise) while they're traveling to the windmill or Vallaki (if they go there first). Nice neutral ground, and even a coven of hags isn't going to be outright aggressive against an unknown, untested adventuring party that outnumbers them two to one. No sign of children's bones or </p><p></p><p>The hags will be on their way to visit one of the other power groups (either Baba Lysaga or the Druids) for reasons unknown, and if one or more members of the party manage to stealthily trail them, they can learn a little bit about some of the other things going on in Barovia. Of course, if they're caught, getting turned into a frog and left to survive in the wilderness for an hour is about the right level of punishment for spying on a trio of old ladies (and should provide enough warning that they are likely a major threat.</p><p></p><p>If the characters mention the deed or windmill, then the hags play up the whole "destitute old ladies trying to make a living off their pastries" thing. Rose, if she's with my group, will say she doesn't mind letting the old ladies stay there (they'd likely die of old age before the kids are old enough to do anything with the place). Thorn in my game is Rose's mute twin sister, so she won't have any input, but I may have Rose imply that it's Thorn's idea (up the creep factor a bit). It delays the inevitable confrontation, and when I run the Dream Pastries event at later at a more level-appropriate time, and the whole plot is revealed, the characters can wonder how many more innocents might have died because they let the hags stay there.</p><p></p><p>Alternately, replace some of the spells on the coven list with higher level illusions and assume that before Morgantha opens the door, she lays down some covering glamours over the worst of the evidence. The kids in cages are blackbirds, the bones and stuff is hidden, etc. It's more in flavor for a Hansel & Gretel-like plot thread, and should add some depth to what's really a little side-trek if the party has suspicions something's wrong but needs to investigate deeper before having justification to go all righteous vengeance on the hags.</p></blockquote><p></p>
[QUOTE="Koren, post: 6870042, member: 6802236"] I'm doing the same thing with the Death House kids so may have the exact same problem. The more I think about the hag coven, the more I think even changing them to green hags isn't going to do much to fix the encounter. I think I'm going to potentially solve the early TPK problem by having the party encounter the hags on the road (in disguise) while they're traveling to the windmill or Vallaki (if they go there first). Nice neutral ground, and even a coven of hags isn't going to be outright aggressive against an unknown, untested adventuring party that outnumbers them two to one. No sign of children's bones or The hags will be on their way to visit one of the other power groups (either Baba Lysaga or the Druids) for reasons unknown, and if one or more members of the party manage to stealthily trail them, they can learn a little bit about some of the other things going on in Barovia. Of course, if they're caught, getting turned into a frog and left to survive in the wilderness for an hour is about the right level of punishment for spying on a trio of old ladies (and should provide enough warning that they are likely a major threat. If the characters mention the deed or windmill, then the hags play up the whole "destitute old ladies trying to make a living off their pastries" thing. Rose, if she's with my group, will say she doesn't mind letting the old ladies stay there (they'd likely die of old age before the kids are old enough to do anything with the place). Thorn in my game is Rose's mute twin sister, so she won't have any input, but I may have Rose imply that it's Thorn's idea (up the creep factor a bit). It delays the inevitable confrontation, and when I run the Dream Pastries event at later at a more level-appropriate time, and the whole plot is revealed, the characters can wonder how many more innocents might have died because they let the hags stay there. Alternately, replace some of the spells on the coven list with higher level illusions and assume that before Morgantha opens the door, she lays down some covering glamours over the worst of the evidence. The kids in cages are blackbirds, the bones and stuff is hidden, etc. It's more in flavor for a Hansel & Gretel-like plot thread, and should add some depth to what's really a little side-trek if the party has suspicions something's wrong but needs to investigate deeper before having justification to go all righteous vengeance on the hags. [/QUOTE]
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