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Cauldron Born Questions
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<blockquote data-quote="gideonpepys" data-source="post: 6210955" data-attributes="member: 79141"><p>These might be very stupid questions, but I'm confused about a couple of things in <em>Cauldron Born</em>:</p><p></p><p>During the Ekossigan thread, there is a huge amount of material about the goings on in the Cloudwood. Several pages in we get to the episode where Unit B and Brakken witness an angry mob (which, it is suggested, should take place on the 11th - perhaps as early as the 9th but no sooner). But I am slightly at a loss as to why the players - Unit A, that is - would be in the Cloudwood investigating these matters <em>prior </em>to Unit B's discovery, and if they do happen along there (having arranged to meet Gale) and are already involved in chasing down gremlins, etc, what Unit B's involvement adds to this thread. In other words, shouldn't the Unit B episode happen earlier or not at all? And if Asrabey's request to meet Gale is intended to lead them there first, why does that not begin the whole thread? My confusion stems from the fact that the whole thread begins with 'Casing the Cloudwood' and I feel like I must have missed something, because I don't know why the players would choose to do that given how much they have on their plates, unless either Gale or Unit B have drawn them there.</p><p></p><p>My next question concerns the eschatologist cult. When the players investigate Soknik's repairs, they find evidence that would enable them to head off both the next two sections of the adventure: the Malice Beast section (by intercepting the ship) and the Train Hijack. Or at least, I'm assuming they can stop the hijack (by flooding the station and subrail system with officers, for example). It doesn't say as much in the adventure, but they have the date and time of the operation, and I would have thought enough manpower to prevent it. What I'm wondering is (a) why the adventure doesn't detail how the players can go about stopping the hijack, and how the terrorists respond if they do; and (b) why I as a DM would <em>want </em>the players to stop either or both of these exciting events, as they will be fun, while stopping them would not. It's not as if the players had to work to find the evidence at Soknik's Repairs! It is pretty much handed to them on a plate.</p><p></p><p>I'm not getting a great deal of sleep this days, which may account for my confusion, and certainly accounts for the rambling nature of this post. But some help before Tuesday, when my campaign resumes, would be appreciated.</p></blockquote><p></p>
[QUOTE="gideonpepys, post: 6210955, member: 79141"] These might be very stupid questions, but I'm confused about a couple of things in [I]Cauldron Born[/I]: During the Ekossigan thread, there is a huge amount of material about the goings on in the Cloudwood. Several pages in we get to the episode where Unit B and Brakken witness an angry mob (which, it is suggested, should take place on the 11th - perhaps as early as the 9th but no sooner). But I am slightly at a loss as to why the players - Unit A, that is - would be in the Cloudwood investigating these matters [I]prior [/I]to Unit B's discovery, and if they do happen along there (having arranged to meet Gale) and are already involved in chasing down gremlins, etc, what Unit B's involvement adds to this thread. In other words, shouldn't the Unit B episode happen earlier or not at all? And if Asrabey's request to meet Gale is intended to lead them there first, why does that not begin the whole thread? My confusion stems from the fact that the whole thread begins with 'Casing the Cloudwood' and I feel like I must have missed something, because I don't know why the players would choose to do that given how much they have on their plates, unless either Gale or Unit B have drawn them there. My next question concerns the eschatologist cult. When the players investigate Soknik's repairs, they find evidence that would enable them to head off both the next two sections of the adventure: the Malice Beast section (by intercepting the ship) and the Train Hijack. Or at least, I'm assuming they can stop the hijack (by flooding the station and subrail system with officers, for example). It doesn't say as much in the adventure, but they have the date and time of the operation, and I would have thought enough manpower to prevent it. What I'm wondering is (a) why the adventure doesn't detail how the players can go about stopping the hijack, and how the terrorists respond if they do; and (b) why I as a DM would [I]want [/I]the players to stop either or both of these exciting events, as they will be fun, while stopping them would not. It's not as if the players had to work to find the evidence at Soknik's Repairs! It is pretty much handed to them on a plate. I'm not getting a great deal of sleep this days, which may account for my confusion, and certainly accounts for the rambling nature of this post. But some help before Tuesday, when my campaign resumes, would be appreciated. [/QUOTE]
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