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Enhancing "Hoard of the Dragon Queen" (Practical stuff to try at your table!)
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<blockquote data-quote="pukunui" data-source="post: 6696445" data-attributes="member: 54629"><p>Something else about which I'm unsure is how the PCs are going to recognize the cultists when they come to Blackgate to purchase wagons and such. The reason is that my group did not mingle with the cultists in the camp during Episode 2. Only one PC went into the camp under cover of darkness to rescue Leosin. So I'm not sure that any of the PCs *would* recognize any of the cultists from the camp. Nor would they be likely to recognize any of the cultists from the raid on Greenest, since that took place in the dark of night as well.</p><p></p><p>On top of that, the text on page 33 states that <em>"Nothing identifies the cult's wagons as anything but typical merchants hauling northbound freight."</em> Which makes me think that the PCs *shouldn't* be able to identify the cultists when they first show up. But if they don't - or can't - identify them, how do they know when it's time to leave?</p><p></p><p>I wonder if maybe I should take the vignettes from the caravan trip that I like and sprinkle them into the trip from Greenest to Elturel, and from Elturel to Baldur's Gate instead, and then skip the actual trip from Baldur's Gate to Waterdeep. Maybe they can just take a boat or even get access to a teleportation circle. Steve and Wolfgang's reasoning for including the caravan trip was to give the players a "tour of the Realms" before they go about saving it, but to be honest - the part of the Realms they're getting a tour of is pretty empty. It's not like they're going through Cormyr and the Dalelands or through the Silver Marches or somewhere a bit more iconic. They're mostly just going through shapeless wilderness.</p><p></p><p></p><p>EDIT: On a side note, I was also thinking about how Elturgard's second sun helps keep undead at bay and how it would be more fun to show the players that rather than just tell them. I'm imaging a sort of LOTR-style "flight to the ford" scene, where the PCs are chased by undead until they get within Elturgard's borders and discover that the light stops the undead from following them.</p><p></p><p>I'm not sure how feasible that would be, though.</p></blockquote><p></p>
[QUOTE="pukunui, post: 6696445, member: 54629"] Something else about which I'm unsure is how the PCs are going to recognize the cultists when they come to Blackgate to purchase wagons and such. The reason is that my group did not mingle with the cultists in the camp during Episode 2. Only one PC went into the camp under cover of darkness to rescue Leosin. So I'm not sure that any of the PCs *would* recognize any of the cultists from the camp. Nor would they be likely to recognize any of the cultists from the raid on Greenest, since that took place in the dark of night as well. On top of that, the text on page 33 states that [I]"Nothing identifies the cult's wagons as anything but typical merchants hauling northbound freight."[/I] Which makes me think that the PCs *shouldn't* be able to identify the cultists when they first show up. But if they don't - or can't - identify them, how do they know when it's time to leave? I wonder if maybe I should take the vignettes from the caravan trip that I like and sprinkle them into the trip from Greenest to Elturel, and from Elturel to Baldur's Gate instead, and then skip the actual trip from Baldur's Gate to Waterdeep. Maybe they can just take a boat or even get access to a teleportation circle. Steve and Wolfgang's reasoning for including the caravan trip was to give the players a "tour of the Realms" before they go about saving it, but to be honest - the part of the Realms they're getting a tour of is pretty empty. It's not like they're going through Cormyr and the Dalelands or through the Silver Marches or somewhere a bit more iconic. They're mostly just going through shapeless wilderness. EDIT: On a side note, I was also thinking about how Elturgard's second sun helps keep undead at bay and how it would be more fun to show the players that rather than just tell them. I'm imaging a sort of LOTR-style "flight to the ford" scene, where the PCs are chased by undead until they get within Elturgard's borders and discover that the light stops the undead from following them. I'm not sure how feasible that would be, though. [/QUOTE]
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