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General Tabletop Discussion
*Dungeons & Dragons
Convince me to keep reading Princes of the Apocalypse (*significant* spoilers. Also my players keep out)
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<blockquote data-quote="HobbitFan" data-source="post: 6580988" data-attributes="member: 6776322"><p>Brehobit, I'd advise reading all the way through the adventure and then trying to think of things with both your DM and Players hats on, so to speak. </p><p>I think there's a lot to like in this adventure BUT it's largely a sandbox and so requires alot of DM work to run smoothly.</p><p></p><p>Here's some stuff I'm trroubleshooting/expanding:</p><p>1. Give NPCs at Red Larch character and depth so that the players care about them. Very important. </p><p>2. Introduce faction NPcs so that players know they have aid if needed and that other frinedly groups ar at play in region too. Also brainstorm on how the faction and faction leaders will react to what the bad guys are doing...</p><p>3. Introudce more red herrings so that its not quite so co-incidental that the sites the party investigates ALSO happen to be fronts for cult activity. The players initially should be investigating weird rumors and hunting down missing NPCs THEN discovering the cult angle. Becuase its a snadbox presentation of this can get a bit confused so its a good thing to keep in mind. </p><p>4. Figure out what the Elder Elemental Eye is and what its is trying to do. The adventure doesn't say so you will have to. Its kinda immaterial because the Elemntal Cults are the real bad guys but its still kinda frustrating. </p><p>5. the Adventurers (the module says they were called the Knights of the Silver Horn) that fought the Elemntal Cults back in the day and built the castles now known as the Haunted Keeps. come up with who these guys were and what they did back in the day. You just have to remember that all this was back @900 DR and that the present date is 1491 DR. It might be cool to have 1 of your PCs be related to a member of the that old adventures group or related to one of their dependents...</p><p>6. I'd think seriously about moving some of the cults so that all 4 aren't all in the same megadungeon. Vary up the locations so that the players aren't coming back to the same dungeon session after session. Flavor and variety is a good thing. </p><p>7. If in the end the Players fight one of the elemental Princes on their plane, come up with cool ideas for what their Palace on their plane will lookk and play like. The game holds it up as a possibility when fighting them but doesn't give any detail. Plan for it in case it does. Remember that the weapon of each Prophet is key to closing the Elemental portals the Princes may come through. This is vital information that the players have to figure out/be given. </p><p>8. Introudce ways for the players to deduce/descover/uncover cult background and history. As written, players will be getting this from the Dragon in chapter 6 or from coversations with cult members themelves or invetgaitng cult areas. You need to have an alternate means of presenting this material. How will the Pcs figure out history of the dwarf ruins, the haunted keeps or the cult backstory? One way would be in the books of the dwarf sage Bruldenthar which they encounter as clues throughout the adventure wnd who they can finally rescue. Also I'd think about rewriting the cult attack on the delegation so that it was more targeted and that the faction NPCs were going to a meeting discussing the cult threat. </p><p></p><p>Lots more to think about but that's it for now...</p></blockquote><p></p>
[QUOTE="HobbitFan, post: 6580988, member: 6776322"] Brehobit, I'd advise reading all the way through the adventure and then trying to think of things with both your DM and Players hats on, so to speak. I think there's a lot to like in this adventure BUT it's largely a sandbox and so requires alot of DM work to run smoothly. Here's some stuff I'm trroubleshooting/expanding: 1. Give NPCs at Red Larch character and depth so that the players care about them. Very important. 2. Introduce faction NPcs so that players know they have aid if needed and that other frinedly groups ar at play in region too. Also brainstorm on how the faction and faction leaders will react to what the bad guys are doing... 3. Introudce more red herrings so that its not quite so co-incidental that the sites the party investigates ALSO happen to be fronts for cult activity. The players initially should be investigating weird rumors and hunting down missing NPCs THEN discovering the cult angle. Becuase its a snadbox presentation of this can get a bit confused so its a good thing to keep in mind. 4. Figure out what the Elder Elemental Eye is and what its is trying to do. The adventure doesn't say so you will have to. Its kinda immaterial because the Elemntal Cults are the real bad guys but its still kinda frustrating. 5. the Adventurers (the module says they were called the Knights of the Silver Horn) that fought the Elemntal Cults back in the day and built the castles now known as the Haunted Keeps. come up with who these guys were and what they did back in the day. You just have to remember that all this was back @900 DR and that the present date is 1491 DR. It might be cool to have 1 of your PCs be related to a member of the that old adventures group or related to one of their dependents... 6. I'd think seriously about moving some of the cults so that all 4 aren't all in the same megadungeon. Vary up the locations so that the players aren't coming back to the same dungeon session after session. Flavor and variety is a good thing. 7. If in the end the Players fight one of the elemental Princes on their plane, come up with cool ideas for what their Palace on their plane will lookk and play like. The game holds it up as a possibility when fighting them but doesn't give any detail. Plan for it in case it does. Remember that the weapon of each Prophet is key to closing the Elemental portals the Princes may come through. This is vital information that the players have to figure out/be given. 8. Introudce ways for the players to deduce/descover/uncover cult background and history. As written, players will be getting this from the Dragon in chapter 6 or from coversations with cult members themelves or invetgaitng cult areas. You need to have an alternate means of presenting this material. How will the Pcs figure out history of the dwarf ruins, the haunted keeps or the cult backstory? One way would be in the books of the dwarf sage Bruldenthar which they encounter as clues throughout the adventure wnd who they can finally rescue. Also I'd think about rewriting the cult attack on the delegation so that it was more targeted and that the faction NPCs were going to a meeting discussing the cult threat. Lots more to think about but that's it for now... [/QUOTE]
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Convince me to keep reading Princes of the Apocalypse (*significant* spoilers. Also my players keep out)
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