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<blockquote data-quote="Pandamonium87" data-source="post: 6390551" data-attributes="member: 6775733"><p>Hi! First of all thank you very much for you observations, I truly appreciate them.</p><p></p><p>Actually the plots and the hooks you read in the first post have a sort of link between each other (or at least some of them), there is a "big plan" behind some of these requests, but I don't want to spoil it here because some of my players could read it <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> however I put a lot of simple minor and straightforward quests because I want them to feel like the world they are in is real and things are evolving, but also (since I'm playing with two new players that I barely know) to understand what my party likes doing. Just to give you an example now that they have left the city of Ravensburg if they come back to it the other quests will most likely be resolved: Moe the horse breeder has lost the race and now looks no more people to investigate about his horse, or at least not with the same rush. I wanted to give them the feeling of a city full of possibilities that varies on from another but they are all related one another in a way that now it's not clear of course.</p><p></p><p>As regards the cult of Auriel the reason here is linked to a major plot in the campaign that I'm not writing here for the same reason, but Earthwood is not just a minor wood in faerin, it has a spell that protected it from freezing and that spell let the people of the southern Arcata/Carmathan barony live In that area. By turning this spell off the cult would have make the people of these regions to fear Auril again, thing that cause Auril to raise in power. This is just a piece of the puzzle, they found a mysterious symbol on the rear of the holy symbol of the dead priestess and now the PCs want to go to the capital of Heliogabalus because they felt there's something more and they want to investigate upon it. In fact the story of 3/4 of the party is linked to Auril (Aramil is trying to discover an ancient secret about a winter fey, Alena has Sossal origins and there's a cult of Aurilandur there, even if she doesn't know that she want to investigate upon it and Grigir lives in very cold regions and he has the fear that if these cultist managed to come here in this southern Damata region, maybe they are planning something worst at the Great Glacier where he lives). Shortly there are things around and of course those 1st session hooks were just... Hooks, a mere instrument to start the things and convince player To explore the land around them.</p><p></p><p>The reversing of the ritual thing however maybe was too simple you're right. It wasn't meant to be there, but since the player of Aramail started to be interested a lot in the ritual and kept asking me questions about the arcane mechanic behind the circle I improvised a solution letting him make an Arcana check. Maybe I could have done something better of course, but that was the only thing that came up to my mind the other night. How would have you handled the situation? I thought about collecting something to fight the human scruffiness evil influence, but I had no ideas.</p><p></p><p>Thanks for your comments again! Today or tomorrow I will post the report of our last session we made yesterday I hope to receive other observations <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Pandamonium87, post: 6390551, member: 6775733"] Hi! First of all thank you very much for you observations, I truly appreciate them. Actually the plots and the hooks you read in the first post have a sort of link between each other (or at least some of them), there is a "big plan" behind some of these requests, but I don't want to spoil it here because some of my players could read it ;) however I put a lot of simple minor and straightforward quests because I want them to feel like the world they are in is real and things are evolving, but also (since I'm playing with two new players that I barely know) to understand what my party likes doing. Just to give you an example now that they have left the city of Ravensburg if they come back to it the other quests will most likely be resolved: Moe the horse breeder has lost the race and now looks no more people to investigate about his horse, or at least not with the same rush. I wanted to give them the feeling of a city full of possibilities that varies on from another but they are all related one another in a way that now it's not clear of course. As regards the cult of Auriel the reason here is linked to a major plot in the campaign that I'm not writing here for the same reason, but Earthwood is not just a minor wood in faerin, it has a spell that protected it from freezing and that spell let the people of the southern Arcata/Carmathan barony live In that area. By turning this spell off the cult would have make the people of these regions to fear Auril again, thing that cause Auril to raise in power. This is just a piece of the puzzle, they found a mysterious symbol on the rear of the holy symbol of the dead priestess and now the PCs want to go to the capital of Heliogabalus because they felt there's something more and they want to investigate upon it. In fact the story of 3/4 of the party is linked to Auril (Aramil is trying to discover an ancient secret about a winter fey, Alena has Sossal origins and there's a cult of Aurilandur there, even if she doesn't know that she want to investigate upon it and Grigir lives in very cold regions and he has the fear that if these cultist managed to come here in this southern Damata region, maybe they are planning something worst at the Great Glacier where he lives). Shortly there are things around and of course those 1st session hooks were just... Hooks, a mere instrument to start the things and convince player To explore the land around them. The reversing of the ritual thing however maybe was too simple you're right. It wasn't meant to be there, but since the player of Aramail started to be interested a lot in the ritual and kept asking me questions about the arcane mechanic behind the circle I improvised a solution letting him make an Arcana check. Maybe I could have done something better of course, but that was the only thing that came up to my mind the other night. How would have you handled the situation? I thought about collecting something to fight the human scruffiness evil influence, but I had no ideas. Thanks for your comments again! Today or tomorrow I will post the report of our last session we made yesterday I hope to receive other observations :) [/QUOTE]
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