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<blockquote data-quote="Zipster" data-source="post: 8034633" data-attributes="member: 6687861"><p>I've done two side stories with my players which have generally been well received. The first was back in adventure 7 and the some people wanted to go back into the ruined Cauldron hill facility suspecting there was still some problems there. I used some hags, undead and some which oil golems; an old cauldron and a hag were doing some magic to make the PC's relive moments of failures through hallucinations. </p><p></p><p>The second, which was far better in my mind, was set 2 weeks after the PC's got trapped in the Dreaming in Adventure 9. Outside the world, no one had heard from the PC's in quite a while and the RHC had to take precautions and begin a Plan B if their mission was a failure. A second squad - consisting of two unique characters and Kaja Stewart, were sent to Bhad Ryzhadbut to find an Obscurati officer who knew about the designs of the Light houses. Taking care of him was short work, but with teleportation magic being all but impossible - they teleported in, which nearly killed the PCs - and sendings being intercepted/not working when going to Risur, the players were stranded in Drakkar. </p><p></p><p>Coincidentally, a new archeological discovery was made - a tomb from the era of the Demonocracy. Archeologists needed help to ensure it was safe for further excavation. Turned into a pretty rough dungeon crawl scraped together with what lore I could find on the time there. They were successful in discovering a certain mithril lockbox, but the final chambers did not open to them. </p><p></p><p>Now, part 2 will be picking up soon as those side characters deal with the siege of the city, and against overwhelming odds, either flee the city or try to hold off and fight until the main PC's come flying in to save them.</p></blockquote><p></p>
[QUOTE="Zipster, post: 8034633, member: 6687861"] I've done two side stories with my players which have generally been well received. The first was back in adventure 7 and the some people wanted to go back into the ruined Cauldron hill facility suspecting there was still some problems there. I used some hags, undead and some which oil golems; an old cauldron and a hag were doing some magic to make the PC's relive moments of failures through hallucinations. The second, which was far better in my mind, was set 2 weeks after the PC's got trapped in the Dreaming in Adventure 9. Outside the world, no one had heard from the PC's in quite a while and the RHC had to take precautions and begin a Plan B if their mission was a failure. A second squad - consisting of two unique characters and Kaja Stewart, were sent to Bhad Ryzhadbut to find an Obscurati officer who knew about the designs of the Light houses. Taking care of him was short work, but with teleportation magic being all but impossible - they teleported in, which nearly killed the PCs - and sendings being intercepted/not working when going to Risur, the players were stranded in Drakkar. Coincidentally, a new archeological discovery was made - a tomb from the era of the Demonocracy. Archeologists needed help to ensure it was safe for further excavation. Turned into a pretty rough dungeon crawl scraped together with what lore I could find on the time there. They were successful in discovering a certain mithril lockbox, but the final chambers did not open to them. Now, part 2 will be picking up soon as those side characters deal with the siege of the city, and against overwhelming odds, either flee the city or try to hold off and fight until the main PC's come flying in to save them. [/QUOTE]
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