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D&D AL Play reports: Princes of the Apocalypse, sessions 1-23
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<blockquote data-quote="Rabbitbait" data-source="post: 6688115" data-attributes="member: 60100"><p>I just let my players wander in, get in trouble and run away. But it did make them a bit overcautious. I personally don't mind side adventures coming in as long as the players realise that there may be other consequences to the actions they take.</p><p></p><p>I hope my players aren't reading this, but the King of Breeland (my version is set in Eberron) is about to summon the heroes after they led a small army to destroy the Feathergale Knights and the Temple of Howling Hatred. They will get all sorts of honours, but will realise that the king (who has a certain level of paranoia) is now arresting the families and close connections of the Feathergale Knights in Breeland.</p><p></p><p>What will the adventurers do about that? Especially since they are now aware that there is a problem with the rising of elemental evil. And most of the families of the Feathergale Knights are noble families. How will they react to the deaths of their children and being rounded up like common criminals. Crikey.</p><p></p><p>I feel like my game is about to completely go off track from the written adventure, but things happen and I feel I need to follow what the consequences would naturally be.</p><p></p><p>So in your case, I'd be deciding whether the delegates die (or are completely brainwashed) if the adventurers delay. There doesn't seem to be any reason (in-game) that they need to survive.</p></blockquote><p></p>
[QUOTE="Rabbitbait, post: 6688115, member: 60100"] I just let my players wander in, get in trouble and run away. But it did make them a bit overcautious. I personally don't mind side adventures coming in as long as the players realise that there may be other consequences to the actions they take. I hope my players aren't reading this, but the King of Breeland (my version is set in Eberron) is about to summon the heroes after they led a small army to destroy the Feathergale Knights and the Temple of Howling Hatred. They will get all sorts of honours, but will realise that the king (who has a certain level of paranoia) is now arresting the families and close connections of the Feathergale Knights in Breeland. What will the adventurers do about that? Especially since they are now aware that there is a problem with the rising of elemental evil. And most of the families of the Feathergale Knights are noble families. How will they react to the deaths of their children and being rounded up like common criminals. Crikey. I feel like my game is about to completely go off track from the written adventure, but things happen and I feel I need to follow what the consequences would naturally be. So in your case, I'd be deciding whether the delegates die (or are completely brainwashed) if the adventurers delay. There doesn't seem to be any reason (in-game) that they need to survive. [/QUOTE]
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D&D AL Play reports: Princes of the Apocalypse, sessions 1-23
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