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Community
General Tabletop Discussion
*Dungeons & Dragons
Enhancing "Curse of Strahd" (and DDAL adventures)
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<blockquote data-quote="jayoungr" data-source="post: 7995182" data-attributes="member: 6702445"><p>My group just left Van Richten's Tower with the Tome of Strahd and is now on their way to Krezk. Once they figured out how to control the guardian armor, they decided to take it with them. Any suggestions on how to handle that? It's not like they NEED another tank--they already have a near-unhittable paladin and two fighters (it's a large group). So the armor is expendable, if there's some cool way for it to go out.</p><p></p><p>Also, I tossed in a random encounter with druids and minions, from the random table in the book. I just meant it to be a time-filler and provide some combat in an otherwise all-roleplay session, but the party decided to keep the druids alive and question them. We're going to start off the next session (Saturday) with that. I'm sure the druids are part of the Yester Hill group, but to be honest, I didn't bother to come up with a reason why they attacked the party. I thought maybe they wanted to feed the PCs' blood to Wintersplinter, but I'm a little worried that if I hint too heavily at Yester Hill, the PCs will abandon everything to go straight there, and I think the adventure will flow better if they visit the Wizard of Wines first. Any suggestions?</p><p></p><p>(ETA after running the session: I did end up using the "feed your blood to the tree" explanation after all. I had forgotten that the path to Yester Hill leads past the Wizard of Wines unless the PCs are foolhardy enough to leave the road and go directly through the forest, so there's not much worry about them skipping the winery after all.)</p></blockquote><p></p>
[QUOTE="jayoungr, post: 7995182, member: 6702445"] My group just left Van Richten's Tower with the Tome of Strahd and is now on their way to Krezk. Once they figured out how to control the guardian armor, they decided to take it with them. Any suggestions on how to handle that? It's not like they NEED another tank--they already have a near-unhittable paladin and two fighters (it's a large group). So the armor is expendable, if there's some cool way for it to go out. Also, I tossed in a random encounter with druids and minions, from the random table in the book. I just meant it to be a time-filler and provide some combat in an otherwise all-roleplay session, but the party decided to keep the druids alive and question them. We're going to start off the next session (Saturday) with that. I'm sure the druids are part of the Yester Hill group, but to be honest, I didn't bother to come up with a reason why they attacked the party. I thought maybe they wanted to feed the PCs' blood to Wintersplinter, but I'm a little worried that if I hint too heavily at Yester Hill, the PCs will abandon everything to go straight there, and I think the adventure will flow better if they visit the Wizard of Wines first. Any suggestions? (ETA after running the session: I did end up using the "feed your blood to the tree" explanation after all. I had forgotten that the path to Yester Hill leads past the Wizard of Wines unless the PCs are foolhardy enough to leave the road and go directly through the forest, so there's not much worry about them skipping the winery after all.) [/QUOTE]
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Community
General Tabletop Discussion
*Dungeons & Dragons
Enhancing "Curse of Strahd" (and DDAL adventures)
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