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Help with Flood Season from Dungeon Magazine
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<blockquote data-quote="El Ravager" data-source="post: 858939" data-attributes="member: 738"><p>Hello all,</p><p></p><p>I have been running the adventure path modules from Dragon Magazine and recently began running the group through the latest adventure, Flood Season. </p><p></p><p>The following may contain spoilers. </p><p>You have been warned.</p><p></p><p></p><p></p><p>The group began the adventure in a fairly expected way. They went to the roadside inn, the Lucky Monkey and fought their way through it discovering that the priest they were looking for was dead. They discovered several leads, such as a description of the Triel and they rescued the druid that was holed up in the basement. </p><p></p><p>We ended the first session there. The following week, the players did not really follow up on any leads. Most were content to go about the town and interact with the festival that was beginning despite the rain and flooding. One player took it upon himself to solve the flood problem himself. </p><p></p><p>I have a very homebrewed religion system in my game and the player's PC belongs to a religion that reveres knowledge seeking. As soon as he heard about the flood situation, he asked his church if he could have a ring of swimming. It was clear he had plans, but I didn't think much of it and told him his church would allow him use of one until the flood problem was taken care of. The second session began with the cleric going back to his temple. He asked to requisition a staff of transmute rock to mud. His particular church is very bureaucratic and after finding the right people they drafted a form for him to barrow the staff. He could freely use it, but if the flood was not solved he would have to pay for the used charges. </p><p></p><p>The cleric accepted and went to work. He cast water breathing on himself and went down into the Cauldron lake. I had figured that he would attempt to make an under water cave or something to store the extra water and that the flood waters would eventually rise again. Instead he drilled a hole right out of the side of the volcano basin. He created this hole similar to one on a sink that prevents over flow. He put it right above the normal lake level so that when the water began to rise, it would flow out that hole and towards the river creating a small tributary to it. </p><p></p><p>So my question was what should I do now? I probably was too lenient by allowing him to use a staff of that power, but I don’t want to punish the player for his creative idea and my misjudgment. I am just looking for suggestions from others familiar with the adventure about what I should do from here. How might I have the villains respond to this. I don’t want to railroad them to the dungeon, but I do want to make the villains react to this as they logically would.</p><p></p><p>Any ideas?</p></blockquote><p></p>
[QUOTE="El Ravager, post: 858939, member: 738"] Hello all, I have been running the adventure path modules from Dragon Magazine and recently began running the group through the latest adventure, Flood Season. The following may contain spoilers. You have been warned. The group began the adventure in a fairly expected way. They went to the roadside inn, the Lucky Monkey and fought their way through it discovering that the priest they were looking for was dead. They discovered several leads, such as a description of the Triel and they rescued the druid that was holed up in the basement. We ended the first session there. The following week, the players did not really follow up on any leads. Most were content to go about the town and interact with the festival that was beginning despite the rain and flooding. One player took it upon himself to solve the flood problem himself. I have a very homebrewed religion system in my game and the player's PC belongs to a religion that reveres knowledge seeking. As soon as he heard about the flood situation, he asked his church if he could have a ring of swimming. It was clear he had plans, but I didn't think much of it and told him his church would allow him use of one until the flood problem was taken care of. The second session began with the cleric going back to his temple. He asked to requisition a staff of transmute rock to mud. His particular church is very bureaucratic and after finding the right people they drafted a form for him to barrow the staff. He could freely use it, but if the flood was not solved he would have to pay for the used charges. The cleric accepted and went to work. He cast water breathing on himself and went down into the Cauldron lake. I had figured that he would attempt to make an under water cave or something to store the extra water and that the flood waters would eventually rise again. Instead he drilled a hole right out of the side of the volcano basin. He created this hole similar to one on a sink that prevents over flow. He put it right above the normal lake level so that when the water began to rise, it would flow out that hole and towards the river creating a small tributary to it. So my question was what should I do now? I probably was too lenient by allowing him to use a staff of that power, but I don’t want to punish the player for his creative idea and my misjudgment. I am just looking for suggestions from others familiar with the adventure about what I should do from here. How might I have the villains respond to this. I don’t want to railroad them to the dungeon, but I do want to make the villains react to this as they logically would. Any ideas? [/QUOTE]
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