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Dragonlance Adventure & Prelude Details Revealed
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<blockquote data-quote="Burnside" data-source="post: 8838364" data-attributes="member: 6910340"><p>Not sure how spoiler-y to get here.</p><p></p><p>[SPOILER="Spoilers for preludes"]The cleric one is really thin; like, there's basically a dream with an atmosphere of war, then you go to a nearby ruined temple and find a holy symbol. There's almost nothing to it. I would say that apart from using the basic idea of "follower of a god has a vision quest", there's just not much there to even "re-work". It's literally like, "You see an ancient statue of your god. They ask you to be their follower. You're level 2 now." Re-work I guess in this case would mean "make SOMETHING of it." It seems like an obvious opportunity to foreshadow something - Takhisis, Soth, draconians, flying citadel, dragonlance, etc. - or even the other PCs that this player hasn't met yet ("these people will aid you in your quest.") Also I think the character should overcome a challenge symbolic of their faith's ethos.</p><p></p><p>The premise of the Mages of High Sorcery one is fine - it's kinda like a non-lethal pre-test for those who might eventually take the actual Test of High Sorcery. It's just that the test is mechanically bad (invisible maze). DM should just make a more interesting test - ideally, a more personal one (everything to do with the Test of High Sorcery ought to be personal imo). Again, I would confront the aspirant mage with an aberration that demonstrates the fate of those conquered by their own art - there is already precedence for this with the Live Ones.[/SPOILER]</p></blockquote><p></p>
[QUOTE="Burnside, post: 8838364, member: 6910340"] Not sure how spoiler-y to get here. [SPOILER="Spoilers for preludes"]The cleric one is really thin; like, there's basically a dream with an atmosphere of war, then you go to a nearby ruined temple and find a holy symbol. There's almost nothing to it. I would say that apart from using the basic idea of "follower of a god has a vision quest", there's just not much there to even "re-work". It's literally like, "You see an ancient statue of your god. They ask you to be their follower. You're level 2 now." Re-work I guess in this case would mean "make SOMETHING of it." It seems like an obvious opportunity to foreshadow something - Takhisis, Soth, draconians, flying citadel, dragonlance, etc. - or even the other PCs that this player hasn't met yet ("these people will aid you in your quest.") Also I think the character should overcome a challenge symbolic of their faith's ethos. The premise of the Mages of High Sorcery one is fine - it's kinda like a non-lethal pre-test for those who might eventually take the actual Test of High Sorcery. It's just that the test is mechanically bad (invisible maze). DM should just make a more interesting test - ideally, a more personal one (everything to do with the Test of High Sorcery ought to be personal imo). Again, I would confront the aspirant mage with an aberration that demonstrates the fate of those conquered by their own art - there is already precedence for this with the Live Ones.[/SPOILER] [/QUOTE]
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