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Enhancing "Princes of the Apocalypse" (Practical stuff to try at your table!)
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<blockquote data-quote="Rabbitbait" data-source="post: 6674471" data-attributes="member: 60100"><p>I totally agree with all of this. I didn't include any of the hooks - they are just not necessary. However I did try and link character backgrounds or contacts into the ongoing story where I could.</p><p></p><p>I also have the cultists have believable motives at the top level, getting more murky as it goes down. For instance, the Feathergale Knights believe that the power of air will give them a better ability to protect the kingdom, and the increased flight abilities they believe they get will make them even cooler (the kngiths are all about ego).</p><p></p><p>However when some knights actually decide to become cultists, the first step of that process is the stripping of the ego through starvation and punishment. When they get through this process they have forgotten all about their original motives and mainly live in fear of upsetting their leader. They want to become one with the wind, and that is their overlying motive. The leader has more selfish motivations around growing her own powerbase.</p><p></p><p>I have all the upper levels of the elemental temples with an uneasy war going on between them, but this doesn't necessarily translate to the leadership. </p><p></p><p>At the same time I have other things going on in the region - particularly a group called the Swords of Liberty trying to overthrow the king. That's just to add some muckiness in there so that the campaign doesn't all focus on just one thing, and some other potential side issues to come in later.</p><p></p><p>At the moment I have only concentrated on the surface operations and the temples. I will worry about the deeper motivation lower down as I get further down, as I want to see where the players take this first.</p></blockquote><p></p>
[QUOTE="Rabbitbait, post: 6674471, member: 60100"] I totally agree with all of this. I didn't include any of the hooks - they are just not necessary. However I did try and link character backgrounds or contacts into the ongoing story where I could. I also have the cultists have believable motives at the top level, getting more murky as it goes down. For instance, the Feathergale Knights believe that the power of air will give them a better ability to protect the kingdom, and the increased flight abilities they believe they get will make them even cooler (the kngiths are all about ego). However when some knights actually decide to become cultists, the first step of that process is the stripping of the ego through starvation and punishment. When they get through this process they have forgotten all about their original motives and mainly live in fear of upsetting their leader. They want to become one with the wind, and that is their overlying motive. The leader has more selfish motivations around growing her own powerbase. I have all the upper levels of the elemental temples with an uneasy war going on between them, but this doesn't necessarily translate to the leadership. At the same time I have other things going on in the region - particularly a group called the Swords of Liberty trying to overthrow the king. That's just to add some muckiness in there so that the campaign doesn't all focus on just one thing, and some other potential side issues to come in later. At the moment I have only concentrated on the surface operations and the temples. I will worry about the deeper motivation lower down as I get further down, as I want to see where the players take this first. [/QUOTE]
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