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Convince me to keep reading Princes of the Apocalypse (*significant* spoilers. Also my players keep out)
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<blockquote data-quote="Cadriel" data-source="post: 6581116" data-attributes="member: 4295"><p>It's worth going back and re-reading the adventure setup in the introductory chapters again. The gist of the adventure is straightforward, as are its stakes; I don't mean to be offensive here, but I think if you miss that section some big ideas can get lost.</p><p></p><p>First, note that the Dessarin Valley was originally in the supplement "The Savage Frontier." It's meant to be barely tamed wilderness, and with the Uthgardt there are active barbarian tribes still here. This is the logic of the monsters: they are in a barely civilized area. The higher incidence of monsters is noticed; read the whole introduction to the Red Larch chapter, the people there are all but panicking over how unsafe the town has gotten.</p><p></p><p>Second, the goal of the cults is to summon the Elemental Princes and unleash them. That's a really nice, coherent goal, that the PCs can foil or not. If they fail, the PCs are probably dead, and that's the end of that unless you want to go run another campaign of "rebuild the shattered North." If they succeed, the cult is defeated and the Elder Elemental Eye's plan is undermined. Knowing its grand metaphysical plan isn't in the scope of the adventure.</p><p></p><p>Third, I do think it can benefit from some tweaking so not quite everything is related to the main plot. The material in Red Larch is a shade on the nose, and the side quests don't go off topic enough. I have FR5 The Savage Frontier and may do some not-so-related side material of my own for keeping things lively.</p><p></p><p>I'm planning to start running it next week with the Trouble in Red Larch material, which I think is a solid tribute to Hommlet.</p></blockquote><p></p>
[QUOTE="Cadriel, post: 6581116, member: 4295"] It's worth going back and re-reading the adventure setup in the introductory chapters again. The gist of the adventure is straightforward, as are its stakes; I don't mean to be offensive here, but I think if you miss that section some big ideas can get lost. First, note that the Dessarin Valley was originally in the supplement "The Savage Frontier." It's meant to be barely tamed wilderness, and with the Uthgardt there are active barbarian tribes still here. This is the logic of the monsters: they are in a barely civilized area. The higher incidence of monsters is noticed; read the whole introduction to the Red Larch chapter, the people there are all but panicking over how unsafe the town has gotten. Second, the goal of the cults is to summon the Elemental Princes and unleash them. That's a really nice, coherent goal, that the PCs can foil or not. If they fail, the PCs are probably dead, and that's the end of that unless you want to go run another campaign of "rebuild the shattered North." If they succeed, the cult is defeated and the Elder Elemental Eye's plan is undermined. Knowing its grand metaphysical plan isn't in the scope of the adventure. Third, I do think it can benefit from some tweaking so not quite everything is related to the main plot. The material in Red Larch is a shade on the nose, and the side quests don't go off topic enough. I have FR5 The Savage Frontier and may do some not-so-related side material of my own for keeping things lively. I'm planning to start running it next week with the Trouble in Red Larch material, which I think is a solid tribute to Hommlet. [/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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