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<blockquote data-quote="DEFCON 1" data-source="post: 7107108" data-attributes="member: 7006"><p>Fair enough! If you're okay with the group not having yet gone to the castle (under the expectation that they will be going there after acquiring the Sunsword)... then you don't need to force it. But at the same time... I do think this is one of those situations where having something "weird" happen would make for a much more interesting event than just having bad guys show up. Having the mists move in on the group as they sleep is one way to do it. If that doesn't float your boat, then there are plenty of other brainstorms to be made. Maybe things like...</p><p></p><p>- The party sleeps overnight (including any watchman who tried to stay on guard) and when they wake up, the Vistani camp and all its inhabitants are gone. Disappeared.</p><p></p><p>- The party goes to sleep overnight and when they wake up in what they think is the morning, it's actually sunset. They also have not received the benefits of a Long Rest. They find they either try to sleep there at the Tser Pool encampment again (in which case after they wake up the second time they find the sun setting once more, this "Groundhog Day" of no Long Rests reoccurring)... or they give up and leave the encampment, having to find someplace else to sleep.</p><p></p><p>- As the party sleeps, the member on watch notices a body floating past the encampment face down in the Tser Pool. Shortly after another one floats by, then another. And another. Then two more. And another five more. These dead bodies keep floating by, and if they go out and pull them to shore, they find them to be Vallaki townsfolk of some indeterminate time. If they go north along the river, they eventually find that a long line of people are throwing themselves from the Tser Bridge down the 1000' into the river to their deaths. Whether this is actually happening or just a ghostly recurrence of some other time is up to you.</p><p></p><p>- The party goes to sleep in the camp, and while they sleep the water level of the lake begins to rise way too fast, eventually flooding the Tser Pool encampment (like what happened to Berez all those years ago.) The group needs to pack back up and get out of there before it floods. To make it even more harrowing, perhaps have the Vistani also not expect the flooding, and the party has to decide whether to help them, (plus the Vistani's horses, wagons and such) also get up and out of the lake's shores before all their stuff gets submerged. And if you wanted to throw in a couple water ghouls to make it even more difficult, it probably couldn't hurt.</p><p></p><p>- If you reaaaaaaaaaallllly want to F with your players (depending on how close you all are and whether they'd be okay with you F-ing with them for the sake of fun and story)... prior to them going to sleep, Madam Eva comes out to them around the campfire with a special ornate wooden box and asks them if they would like a special card reading? So special that she cannot guarantee their safety with what happens, but that untold reward might be in their future. If they say yes, she opens up a box and pulls out a deck of cards and asks them how many they wish to draw (at which point you pull out a realy deck of cards and have the player(s) draw what they asked for). Only for them to discover that they aren't pulling from a tarroka deck, but that this special deck is a Deck of Many Things (and then what happens, happens. LOL)</p><p></p><p>These are just some ideas to bandy about. The way I look at it, there are a couple times throughout the adventure where something "weird" happens for no reason (one of the Crossroads hanging victims looks like a party member, a ghostly battle happens outside of Berez, a city appears on the horizon at Yester Hill) that pretty much gives a DM free reign to throw out their own weird stuff as well. And if this is indeed the first "non-safe" rest your group is trying to take... then having something weird happen just might make it really memorable.</p></blockquote><p></p>
[QUOTE="DEFCON 1, post: 7107108, member: 7006"] Fair enough! If you're okay with the group not having yet gone to the castle (under the expectation that they will be going there after acquiring the Sunsword)... then you don't need to force it. But at the same time... I do think this is one of those situations where having something "weird" happen would make for a much more interesting event than just having bad guys show up. Having the mists move in on the group as they sleep is one way to do it. If that doesn't float your boat, then there are plenty of other brainstorms to be made. Maybe things like... - The party sleeps overnight (including any watchman who tried to stay on guard) and when they wake up, the Vistani camp and all its inhabitants are gone. Disappeared. - The party goes to sleep overnight and when they wake up in what they think is the morning, it's actually sunset. They also have not received the benefits of a Long Rest. They find they either try to sleep there at the Tser Pool encampment again (in which case after they wake up the second time they find the sun setting once more, this "Groundhog Day" of no Long Rests reoccurring)... or they give up and leave the encampment, having to find someplace else to sleep. - As the party sleeps, the member on watch notices a body floating past the encampment face down in the Tser Pool. Shortly after another one floats by, then another. And another. Then two more. And another five more. These dead bodies keep floating by, and if they go out and pull them to shore, they find them to be Vallaki townsfolk of some indeterminate time. If they go north along the river, they eventually find that a long line of people are throwing themselves from the Tser Bridge down the 1000' into the river to their deaths. Whether this is actually happening or just a ghostly recurrence of some other time is up to you. - The party goes to sleep in the camp, and while they sleep the water level of the lake begins to rise way too fast, eventually flooding the Tser Pool encampment (like what happened to Berez all those years ago.) The group needs to pack back up and get out of there before it floods. To make it even more harrowing, perhaps have the Vistani also not expect the flooding, and the party has to decide whether to help them, (plus the Vistani's horses, wagons and such) also get up and out of the lake's shores before all their stuff gets submerged. And if you wanted to throw in a couple water ghouls to make it even more difficult, it probably couldn't hurt. - If you reaaaaaaaaaallllly want to F with your players (depending on how close you all are and whether they'd be okay with you F-ing with them for the sake of fun and story)... prior to them going to sleep, Madam Eva comes out to them around the campfire with a special ornate wooden box and asks them if they would like a special card reading? So special that she cannot guarantee their safety with what happens, but that untold reward might be in their future. If they say yes, she opens up a box and pulls out a deck of cards and asks them how many they wish to draw (at which point you pull out a realy deck of cards and have the player(s) draw what they asked for). Only for them to discover that they aren't pulling from a tarroka deck, but that this special deck is a Deck of Many Things (and then what happens, happens. LOL) These are just some ideas to bandy about. The way I look at it, there are a couple times throughout the adventure where something "weird" happens for no reason (one of the Crossroads hanging victims looks like a party member, a ghostly battle happens outside of Berez, a city appears on the horizon at Yester Hill) that pretty much gives a DM free reign to throw out their own weird stuff as well. And if this is indeed the first "non-safe" rest your group is trying to take... then having something weird happen just might make it really memorable. [/QUOTE]
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