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D&D Expeditions: DDEX3-2 Shackles of Blood (spoilers)
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<blockquote data-quote="Nevvur" data-source="post: 6740644" data-attributes="member: 6783882"><p>I ran this last week. I had heard about the numerous complaints, and made some pretty heavy changes to the story arc presented in the module. These changes might be beyond the scope of an AL DM's rights to alter a module, but you know what? Everyone loved it. I've been running Expeditions almost every Thursday since February, and got more positive feedback that session than any other.</p><p></p><p>The major changes:</p><p></p><p>[sblock] </p><p></p><p>During their investigation at the Tinfellow valley, one of the players notices a flash of light from a nearby copse of trees. It strikes his eyes again. Someone is trying to get his attention. They go to investigate, and Deriel reveals herself. She says she recognizes them based on a description provided by her lover, Arizz. She knows where the halflings are, but if they want her help, she'll need theirs.</p><p></p><p>The players consented. She revealed that Arizz was was taken captive by the Red Plumes. They were brutal with him, particularly the half-orc Breex. She wants vengeance. She gives them directions to the Red Plume camp and instructions to kill them, and to rendezvous at a predetermined location after they're done, while she is busy preparing for the next phase, where they will rescue the halflings. My table was already prejudiced against the RPs, so there wasn't any argument on this. If your table isn't so sure about attacking them, Deriel may suggest the RPs are acting far outside their jurisdiction, and have been killing/abducting demihumans. In any case, the PCs get a chance to ambush the camp, gaining a surprise round, and making that encounter easy enough. Breex will attempt to escape early in the fight, using Dimension Door if necessary. I played him as more of a coward than the module suggests. There's no horn to call for backup in the camp.</p><p></p><p>Upon returning to Deriel, she reveals the halflings and Arizz were taken to the arena. She says the safest way to get to the arena is to allow themselves to be captured. She says she won't be remiss if they bloody the RPs a little in the process of being taken. I gave her a cloak of invisibility, and she said she will hide herself atop the caged wagon the RPs use, and facilitate their escape once inside the arena. The players put up a good fight, but allowed themselves to be captured. However, inside the arena, the guards posted around them prevent her from releasing them. She is able to sneak her magic rapier into their equipment before the fight, though.</p><p></p><p>They do the arena fight, including Breex. Once he's down, one of the entries to the arena opens, with Deriel in the doorway. She yells for the characters to come. She's found Arizz and the halflings, and they make good their escape through the sewers, and eventually out of Hillsfar, with the aid of Deriel's friend, a demihuman sympathizer. Move to the conclusion.</p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="Nevvur, post: 6740644, member: 6783882"] I ran this last week. I had heard about the numerous complaints, and made some pretty heavy changes to the story arc presented in the module. These changes might be beyond the scope of an AL DM's rights to alter a module, but you know what? Everyone loved it. I've been running Expeditions almost every Thursday since February, and got more positive feedback that session than any other. The major changes: [sblock] During their investigation at the Tinfellow valley, one of the players notices a flash of light from a nearby copse of trees. It strikes his eyes again. Someone is trying to get his attention. They go to investigate, and Deriel reveals herself. She says she recognizes them based on a description provided by her lover, Arizz. She knows where the halflings are, but if they want her help, she'll need theirs. The players consented. She revealed that Arizz was was taken captive by the Red Plumes. They were brutal with him, particularly the half-orc Breex. She wants vengeance. She gives them directions to the Red Plume camp and instructions to kill them, and to rendezvous at a predetermined location after they're done, while she is busy preparing for the next phase, where they will rescue the halflings. My table was already prejudiced against the RPs, so there wasn't any argument on this. If your table isn't so sure about attacking them, Deriel may suggest the RPs are acting far outside their jurisdiction, and have been killing/abducting demihumans. In any case, the PCs get a chance to ambush the camp, gaining a surprise round, and making that encounter easy enough. Breex will attempt to escape early in the fight, using Dimension Door if necessary. I played him as more of a coward than the module suggests. There's no horn to call for backup in the camp. Upon returning to Deriel, she reveals the halflings and Arizz were taken to the arena. She says the safest way to get to the arena is to allow themselves to be captured. She says she won't be remiss if they bloody the RPs a little in the process of being taken. I gave her a cloak of invisibility, and she said she will hide herself atop the caged wagon the RPs use, and facilitate their escape once inside the arena. The players put up a good fight, but allowed themselves to be captured. However, inside the arena, the guards posted around them prevent her from releasing them. She is able to sneak her magic rapier into their equipment before the fight, though. They do the arena fight, including Breex. Once he's down, one of the entries to the arena opens, with Deriel in the doorway. She yells for the characters to come. She's found Arizz and the halflings, and they make good their escape through the sewers, and eventually out of Hillsfar, with the aid of Deriel's friend, a demihuman sympathizer. Move to the conclusion. [/sblock] [/QUOTE]
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