I was running Scourge of the Sword Coast for that group. They met their end in the duergar-overtaken dwarf hold. My new campaign for that group is an episodic homebrew one.Where did the original party meet there end?
Yeah, I've read the 4e FRCG entry. I'm inclined to ignore the oppressive aspects, especially since HotDQ makes no mention of it, and it doesn't seem like it would be a place where a fun-loving paladin who likes drinking (eg. Ontharr Frume) would be particularly welcome.Baldur's Gate would probably be the better choice then Elturel since there is so much recent information published about it. Elturel, from what I remember in 4E, was pretty much an uber-paladin stronghold. There were some hints of big brother style oppression, but for the most part it was pretty undefined.
That's a possibility too. I'm not sure how personal I want to make it. It's possible I'll just let her use her status as a patriar to open otherwise closed doors (as per the noble background feature) and such. It'll certainly allow the PCs to wander around the Upper City at night, for one thing.Having a fallen noble in the party could be a pretty good hook to get them back into the Tyranny of Dragons story line. Maybe her family has been indited in aiding and abetting the dragon cult? She gets back home to see the place surrounded by the Flaming Fist and has to prove her family's innocence, or maybe find out for herself how far the rabbit hole goes?
Something else about which I'm unsure is how the PCs are going to recognize the cultists when they come to Blackgate to purchase wagons and such. The reason is that my group did not mingle with the cultists in the camp during Episode 2. Only one PC went into the camp under cover of darkness to rescue Leosin. So I'm not sure that any of the PCs *would* recognize any of the cultists from the camp. Nor would they be likely to recognize any of the cultists from the raid on Greenest, since that took place in the dark of night as well.
EDIT: On a side note, I was also thinking about how Elturgard's second sun helps keep undead at bay and how it would be more fun to show the players that rather than just tell them. I'm imaging a sort of LOTR-style "flight to the ford" scene, where the PCs are chased by undead until they get within Elturgard's borders and discover that the light stops the undead from following them.
I'm not sure how feasible that would be, though.
That certainly won't be hard to do, considering that DDEX1-1 is from the Tyranny of Dragons AL season.You could slip some references from the cult into one of the other adventures.
Indeed. That's why I'm not sure how feasible an idea it is.It's always a gamble when you want the PCs to run from anything with out them muttering 'rail road' under their breath.
Yes, that could do. Perhaps I could have Leosin ride with them from Greenest, rather than leave ahead of them. Still ... I'm not sure what kind of undead I'd use or why. I could have a bunch of wraiths attack them randomly, I suppose.Having an NPC that's already aware of the Sun's effects on the undead could help a little. As they are beset by the undead, they yell, "We just need to make it over the next hill! The Gift of Aumanatar will protect us!" Hopefully, your players will take the hint.
My group had the same situation (they completely blew it when we ran through chapter 2, and Leosin had to escape on his own). Here's how I ran it:Something else about which I'm unsure is how the PCs are going to recognize the cultists when they come to Blackgate to purchase wagons and such. The reason is that my group did not mingle with the cultists in the camp during Episode 2. Only one PC went into the camp under cover of darkness to rescue Leosin. So I'm not sure that any of the PCs *would* recognize any of the cultists from the camp. Nor would they be likely to recognize any of the cultists from the raid on Greenest, since that took place in the dark of night as well.
The caravan trip was a real highlight of HotDQ for my group. A great deal of roleplaying happened during that part, and they made NPC friends and enemies that continued well past the journey itself. I think the fact that they were "cooped up" with the same group for an extended length of time was a major factor in this, as it gave them the chance to really get to know those NPCs in depth. So I urge you not to write it off just because it doesn't sound too exciting on paper. I think it plays better than it reads. That said, it includes a lot of incidents, so there's no reason you couldn't move some of them to an earlier part of the story.I wonder if maybe I should take the vignettes from the caravan trip that I like and sprinkle them into the trip from Greenest to Elturel, and from Elturel to Baldur's Gate instead, and then skip the actual trip from Baldur's Gate to Waterdeep. Maybe they can just take a boat or even get access to a teleportation circle.
Indeed. I'm going to let them do a bit of exploring on their own and also run one or two self-contained mini-adventures.The thing about Baldur's Gate is that the PCs aren't likely to go back there for the entire rest of Tyranny of Dragons, so whatever happens there has to be self-contained.
This too.Whatever you do there, I recommend letting the PCs meet some of the NPCs who will later be on the caravan (if you run the caravan trip). You can start establishing bonds, and it allows them to meet the NPCs in small groups.
I've seen that before. I don't think I'll do that simply because I don't think it makes sense in the context of my campaign.1. I borrowed Mike Shea's suggestion of having an encounter with the cultists in between chapter 3 and chapter 4. He suggested having it happen between the bandit camp and Greenest, but I didn't read his entry until my group was already in Elturel; so I had them encounter a barge that had run aground on a sandbank on the river instead. They found the letter from Rezmir in the leader's pack.
Who is Aravax Foxtraveler?2. In Baldur's Gate, they visited Aravax Foxtraveler's place of business posing as cultists and got him to tell them how the treasure was traveling north. This was important because up till then, they didn't know whether it was going by land or by sea. (They had found a map in Frulam Mondath's office with an arrow going west from Greenest and pointing up the coast, so they already knew it was going north, but he could also have confirmed that for them if they didn't know.)
Yeah, that makes sense. I might also have that Selebon guy make mention of the fact that someone hidden in a palanquin (but with a husky female voice) placed an order for three wagons and paid in cash. I got that from a play-by-post I found. That could be a good clue. I don't think I want the PCs to actually see Rezmir's palanquin themselves - like the adventure suggests - because I think they'd be inclined to get a bit trigger-happy. It's a common enough theme to have the BBEG always be one tantalizing step ahead of the protagonists right until the very end, after all.3. I said there was only one caravan per tenday going north to Waterdeep; it takes that long to assemble enough wagons to make it defensible.
I decided I'd go ahead with it after all.The caravan trip was a real highlight of HotDQ for my group. A great deal of roleplaying happened during that part, and they made NPC friends and enemies that continued well past the journey itself. I think the fact that they were "cooped up" with the same group for an extended length of time was a major factor in this, as it gave them the chance to really get to know those NPCs in depth. So I urge you not to write it off just because it doesn't sound too exciting on paper. I think it plays better than it reads. That said, it includes a lot of incidents, so there's no reason you couldn't move some of them to an earlier part of the story.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.