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General Tabletop Discussion
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Adventure running: when the PCs skip a step, what to do?
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<blockquote data-quote="Ancalagon" data-source="post: 7387552" data-attributes="member: 23"><p>Thank you everyone for your replies. Unfortunately some of them ... don't work... because you don't know everything about the adventure (the OP would have been enormous!) but I really appreciate the effort.</p><p></p><p>Notably the outer gates of the complex open for 28 days every 27 years, so a "return" is not really possible. The PCs know about the rods and it will be quite clear (once they vanquish the big evil guy) that the 3 are needed. They are still looking, they just don't know they went by it. </p><p></p><p></p><p></p><p>Indeed! The PCs have done quite well despite this- they know about Nigel and Madreus, they know they need the 3 crystal rods and already have one... but the adventure doesn't tell the PCs where the 2nd one is! The only way to find out is stumble upon it, or maybe force Madreus to tell you. That's... pretty slim.</p><p></p><p> They are story types and the adventure is not the entire campaign. Madreus's goal is actually different, he wants to shift the gate too, but not to a safe "nowhere" spot, but to underwater - his true patrons are the Krakens, who seek to open a gate deep inside the mountains to bypass the Yellow City. Until he's 100% sure he can pull it off (and he's *very close*, days away) though, he's happy just using the mad power of the Far Realm to his own ends in the meantime.</p><p></p><p>Killing Madreus will stop the Kraken invasion, but the Vast Gate will still be open, its corrupting influence bringing blight and madness to the area (arguably better than Kraken invading...), thus will be a "partial failure" for the PCs.</p><p></p><p>I am sorely tempted at this point to have the second Rod be in the Inner Sanctum (which has about 20 rooms) instead of the maze-like Twisted Cavern. It makes more sense, and would take less time to back track...</p></blockquote><p></p>
[QUOTE="Ancalagon, post: 7387552, member: 23"] Thank you everyone for your replies. Unfortunately some of them ... don't work... because you don't know everything about the adventure (the OP would have been enormous!) but I really appreciate the effort. Notably the outer gates of the complex open for 28 days every 27 years, so a "return" is not really possible. The PCs know about the rods and it will be quite clear (once they vanquish the big evil guy) that the 3 are needed. They are still looking, they just don't know they went by it. Indeed! The PCs have done quite well despite this- they know about Nigel and Madreus, they know they need the 3 crystal rods and already have one... but the adventure doesn't tell the PCs where the 2nd one is! The only way to find out is stumble upon it, or maybe force Madreus to tell you. That's... pretty slim. They are story types and the adventure is not the entire campaign. Madreus's goal is actually different, he wants to shift the gate too, but not to a safe "nowhere" spot, but to underwater - his true patrons are the Krakens, who seek to open a gate deep inside the mountains to bypass the Yellow City. Until he's 100% sure he can pull it off (and he's *very close*, days away) though, he's happy just using the mad power of the Far Realm to his own ends in the meantime. Killing Madreus will stop the Kraken invasion, but the Vast Gate will still be open, its corrupting influence bringing blight and madness to the area (arguably better than Kraken invading...), thus will be a "partial failure" for the PCs. I am sorely tempted at this point to have the second Rod be in the Inner Sanctum (which has about 20 rooms) instead of the maze-like Twisted Cavern. It makes more sense, and would take less time to back track... [/QUOTE]
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