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Feathergale Spire: The players want revenge!
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<blockquote data-quote="pukunui" data-source="post: 6845015" data-attributes="member: 54629"><p>Hi all,</p><p></p><p>I'm looking for some DMing advice ahead of my next session. As part of my episodic homebrew campaign, I had the PCs run into the Feathergale Society from <em>Princes of the Apocalypse</em>. I ran that section as a standalone episode, since I'm not planning on running PotA as a whole. Also, since the PCs are all 5th level, I modified it slightly by powering up Merosska and the hurricane and adding an air cult priest.</p><p></p><p>During the session, the cultists divided and conquered the PCs handily (you can read all about it <a href="http://www.enworld.org/forum/showthread.php?468504-Time-for-Adventure!-(A-Homebrew-Campaign-Log)/page2&p=6844156&viewfull=1#post6844156" target="_blank">here</a>), and we ended the session with one PC dead, one presumed dead, one who should've been dead but somehow survived and got away, and another who got away more or less scot free, along with a hippogriff he'd tricked into carrying him away. The dead PC has since been reincarnated. The presumed dead PC is going to be replaced with a new character.</p><p></p><p>The players (and, by extension, their characters) now want revenge. I have no idea what their plans are, but I need to think about what the surviving occupants of Feathergale Spire will do.</p><p></p><p>At the time the cultists attempted to sacrifice the PCs, their numbers consisted of nine initiates, ten knights, Lord Commander Merosska, the air cult priest, the hurricane, and assorted flying mounts.</p><p></p><p>During the ensuing battle, the PCs managed to kill most of the initiates and half the knights, along with one vulture. That means that there are now only three initiates and five knights (including Savra) left, plus the three leaders (Merosska, the priest, and the hurricane). </p><p></p><p>Given that I am not planning on running <em>Princes of the Apocalypse</em> in its entirety (I have merely been cherry-picking the parts that I like), I removed all the obvious leads to other parts of the campaign. Were the PCs to search Merosska's room, I was just going make it clear that the society was part of a larger cult but provide no direct leads anyone or anywhere in particular. I'm toying with the idea of having Aerisi present in the tower when the PCs return, but that might be too mean of me. They had enough trouble with Merosska and his cronies as it was. Instead, I might just give the knights some reinforcements. Perhaps some skyweavers. Perhaps just some more knights and initiates.</p><p></p><p>Anyway, what I'd like help with is figuring out what the knights are likely to do. Even though their numbers have been decimated, I don't think they'd just abandon their base. And it's pretty easily defended as well, unless the PCs think to approach in the night under cover of the fog. (But they never went into the canyon before, so they haven't encountered any of its denizens. A fight with the griffons or the gnolls might alert the knights that something is going on down in the canyon.)</p><p></p><p>I'm also debating on whether or not the knights would try to strike back at the PCs *before* they return to do more damage. Would they send out a strike team of some kind? Maybe a few skyweavers on giant vultures? Would they threaten the PCs' hometown? (The PCs made the mistake of revealing to the knights where it is that they're based.)</p><p></p><p>So, my fellow DMs ... if you were in this situation, what would you do? How would you have the bad guys respond to the PCs' actions?</p><p></p><p></p><p>Thanks in advance!</p><p></p><p>Cheers,</p><p>Jonathan</p></blockquote><p></p>
[QUOTE="pukunui, post: 6845015, member: 54629"] Hi all, I'm looking for some DMing advice ahead of my next session. As part of my episodic homebrew campaign, I had the PCs run into the Feathergale Society from [I]Princes of the Apocalypse[/I]. I ran that section as a standalone episode, since I'm not planning on running PotA as a whole. Also, since the PCs are all 5th level, I modified it slightly by powering up Merosska and the hurricane and adding an air cult priest. During the session, the cultists divided and conquered the PCs handily (you can read all about it [url=http://www.enworld.org/forum/showthread.php?468504-Time-for-Adventure!-(A-Homebrew-Campaign-Log)/page2&p=6844156&viewfull=1#post6844156]here[/url]), and we ended the session with one PC dead, one presumed dead, one who should've been dead but somehow survived and got away, and another who got away more or less scot free, along with a hippogriff he'd tricked into carrying him away. The dead PC has since been reincarnated. The presumed dead PC is going to be replaced with a new character. The players (and, by extension, their characters) now want revenge. I have no idea what their plans are, but I need to think about what the surviving occupants of Feathergale Spire will do. At the time the cultists attempted to sacrifice the PCs, their numbers consisted of nine initiates, ten knights, Lord Commander Merosska, the air cult priest, the hurricane, and assorted flying mounts. During the ensuing battle, the PCs managed to kill most of the initiates and half the knights, along with one vulture. That means that there are now only three initiates and five knights (including Savra) left, plus the three leaders (Merosska, the priest, and the hurricane). Given that I am not planning on running [I]Princes of the Apocalypse[/I] in its entirety (I have merely been cherry-picking the parts that I like), I removed all the obvious leads to other parts of the campaign. Were the PCs to search Merosska's room, I was just going make it clear that the society was part of a larger cult but provide no direct leads anyone or anywhere in particular. I'm toying with the idea of having Aerisi present in the tower when the PCs return, but that might be too mean of me. They had enough trouble with Merosska and his cronies as it was. Instead, I might just give the knights some reinforcements. Perhaps some skyweavers. Perhaps just some more knights and initiates. Anyway, what I'd like help with is figuring out what the knights are likely to do. Even though their numbers have been decimated, I don't think they'd just abandon their base. And it's pretty easily defended as well, unless the PCs think to approach in the night under cover of the fog. (But they never went into the canyon before, so they haven't encountered any of its denizens. A fight with the griffons or the gnolls might alert the knights that something is going on down in the canyon.) I'm also debating on whether or not the knights would try to strike back at the PCs *before* they return to do more damage. Would they send out a strike team of some kind? Maybe a few skyweavers on giant vultures? Would they threaten the PCs' hometown? (The PCs made the mistake of revealing to the knights where it is that they're based.) So, my fellow DMs ... if you were in this situation, what would you do? How would you have the bad guys respond to the PCs' actions? Thanks in advance! Cheers, Jonathan [/QUOTE]
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