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Advice requested for Return to the Temple of Elemental Evil
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<blockquote data-quote="Majoru Oakheart" data-source="post: 6181927" data-attributes="member: 5143"><p>When I ran it, it really was a sequence of one battle after another. My players were perfectly happy with that so I didn't really make any changes.</p><p></p><p>The only real problems we ran into was after the Moathouse when the PCs had pretty much determined that the goal of the cult was to bring back Tharizdun. I gave people a couple of history rolls and they got most of the background that the TOEE was defeated in a large battle mounted by Furyondy and Verbobonc.</p><p></p><p>So, the PCs figured that they'd go to Furyondy and ask them for help since they were willing to mobilize an entire army to defeat the temple last time. The only way for the adventure to continue on track was for me to make everyone they talked to treat the entire thing as a joke, demand real proof and deny any proof the PCs came up with.</p><p></p><p>The PCs didn't really give up for a while until I finally had to step back and say "Look, nobody here will take you seriously, even after 3 days of begging anyone who will listen. The word is that the TOEE was defeated and doesn't exist anymore."</p><p></p><p>As for the Mines, I found there was very little reason for the PCs to do anything but fight. It's possible that they could try some intrigue and convince one side to attack another...but given the information the PCs have when they get here, it's extremely unlikely. I mean, what they know is that there's a huge base of the cult in a mountain and that they are likely trying to bring back Tharizdun which will destroy the world.</p><p></p><p>My real issue during this part of the adventure is that it degraded pretty quickly into attacking the doors, walking into one of the temples...killing as many people as possible and then running away and spending 2 days to a week resting before going back.</p><p></p><p>I had to run the battle of the guards at the door again and again as new guards were rehired by the temple and killed over and over again. The temples themselves were in way too much disarray to help each other or create an organized defense. I got the impression from the adventures that the guards at the door worked directly for the people in the Fanes, however.</p><p></p><p>My other issue during this time is that it caused the prime example of the 15MAD. They walked in, defeated 2 encounters then ran. I tried to create some urgency in the adventure by pointing out if they didn't move quick enough that it meant the end of the world. However, that didn't appear to work on them at all. They asked the same question: "Do we know how long this ritual will take?" I kept saying "No, you don't, it could be any day now" and they responded with "Oh...DAYS...well, then we won't worry about how long it will take."</p></blockquote><p></p>
[QUOTE="Majoru Oakheart, post: 6181927, member: 5143"] When I ran it, it really was a sequence of one battle after another. My players were perfectly happy with that so I didn't really make any changes. The only real problems we ran into was after the Moathouse when the PCs had pretty much determined that the goal of the cult was to bring back Tharizdun. I gave people a couple of history rolls and they got most of the background that the TOEE was defeated in a large battle mounted by Furyondy and Verbobonc. So, the PCs figured that they'd go to Furyondy and ask them for help since they were willing to mobilize an entire army to defeat the temple last time. The only way for the adventure to continue on track was for me to make everyone they talked to treat the entire thing as a joke, demand real proof and deny any proof the PCs came up with. The PCs didn't really give up for a while until I finally had to step back and say "Look, nobody here will take you seriously, even after 3 days of begging anyone who will listen. The word is that the TOEE was defeated and doesn't exist anymore." As for the Mines, I found there was very little reason for the PCs to do anything but fight. It's possible that they could try some intrigue and convince one side to attack another...but given the information the PCs have when they get here, it's extremely unlikely. I mean, what they know is that there's a huge base of the cult in a mountain and that they are likely trying to bring back Tharizdun which will destroy the world. My real issue during this part of the adventure is that it degraded pretty quickly into attacking the doors, walking into one of the temples...killing as many people as possible and then running away and spending 2 days to a week resting before going back. I had to run the battle of the guards at the door again and again as new guards were rehired by the temple and killed over and over again. The temples themselves were in way too much disarray to help each other or create an organized defense. I got the impression from the adventures that the guards at the door worked directly for the people in the Fanes, however. My other issue during this time is that it caused the prime example of the 15MAD. They walked in, defeated 2 encounters then ran. I tried to create some urgency in the adventure by pointing out if they didn't move quick enough that it meant the end of the world. However, that didn't appear to work on them at all. They asked the same question: "Do we know how long this ritual will take?" I kept saying "No, you don't, it could be any day now" and they responded with "Oh...DAYS...well, then we won't worry about how long it will take." [/QUOTE]
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