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Is this adventure idea/setup logical/railroading?
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<blockquote data-quote="Noldor Elf" data-source="post: 2670241" data-attributes="member: 746"><p>Thank you for nice advice.</p><p></p><p>- I think that it's best to have just part of the village in the plot. Other villagers would have no other knowledge about actions than what the people who plotted it had told them. Naturally this opens a possibility that someone from village saw what actually happened.</p><p>- The villagers who are on the plot are quite important for the village: smith, herbalist/magewright and some hunters as main actors in the plot.</p><p>- Sleep spell is great solution to how they disabled the guards. I had thought that the memory of the caravan crew had been kept blurry by some alchemical potion that the herbalist have given to them while he had been taking care of them.</p><p>- If only small group of villagers are in the plot, it makes it more plausible that information about missing cargo is sent quite rapidly onwards, thus allowing party to arrive.</p><p>- I have to agree that letting werewolf escape and really cause the damage adds tension to the scene. More reason for certain individuals to be afraid (and perhaps hate) the monks, more reason to players get involved with the monastery.</p><p>- For using the silver, the villagers are probably acting based on myths and not very accurate knowledge. I thought that they are just trying to forge silverbars into weapons. Some clue that this is happening might still be usefull.</p><p>- I would rule (haven't checked) that werewolves in Eberron are tied to some specific moon (perhaps even individually). Full moon in the adventure thus being in relation to the same moon as during escape of the werewolf last time.</p><p></p><p>This is starting to get good shape. Just hoping to get game scheduled soon.</p></blockquote><p></p>
[QUOTE="Noldor Elf, post: 2670241, member: 746"] Thank you for nice advice. - I think that it's best to have just part of the village in the plot. Other villagers would have no other knowledge about actions than what the people who plotted it had told them. Naturally this opens a possibility that someone from village saw what actually happened. - The villagers who are on the plot are quite important for the village: smith, herbalist/magewright and some hunters as main actors in the plot. - Sleep spell is great solution to how they disabled the guards. I had thought that the memory of the caravan crew had been kept blurry by some alchemical potion that the herbalist have given to them while he had been taking care of them. - If only small group of villagers are in the plot, it makes it more plausible that information about missing cargo is sent quite rapidly onwards, thus allowing party to arrive. - I have to agree that letting werewolf escape and really cause the damage adds tension to the scene. More reason for certain individuals to be afraid (and perhaps hate) the monks, more reason to players get involved with the monastery. - For using the silver, the villagers are probably acting based on myths and not very accurate knowledge. I thought that they are just trying to forge silverbars into weapons. Some clue that this is happening might still be usefull. - I would rule (haven't checked) that werewolves in Eberron are tied to some specific moon (perhaps even individually). Full moon in the adventure thus being in relation to the same moon as during escape of the werewolf last time. This is starting to get good shape. Just hoping to get game scheduled soon. [/QUOTE]
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