D&D 5E [PotA] What happend to the dead Knight

Baumi

Adventurer
My players have the Mission to find the dead Knight from the Deligation of Mirabar. They found the battle-remains on the Dessarian Road, where they find the dead Escort but not the Deligation itself, including the Corpse of the Knight.

What happened to the Corpse, I could not find the reference to it (but I haven't read the later chapters yet). Also is there an overview about the Deligation itself? I didn't find a complete recollection of the members (and where they were put)...
 

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The current location of the corpse was left out of the adventure. You'll note that the elven delegate with the special seeds is nowhere to be found either (I believe she's supposed to be in the Fire Node prison). Oops.
 

Damn. If I had knew that before I would have left the corpse in the wrecked Wagon .. why would the Culist take a corpse with them. :P

But thanks!

P.S.: The Adventure is great, but it has too many Errors like that. The distances and the hexmap is often wrong, there are locations that are never mentioned and now they even have no Conclusions to some Plot-Hooks. :(
 



Definitely follow the advice of setting the scale to 4 miles per hex. It makes things make a lot more sense.

For my part, I had the cultists take the body at first but then they had to dump it in the river as tribute to the water cult as payment for transport. If my group had been on the ball, they might have actually recovered it because the warlock has water breathing as a ritual and they used it to sneak into Rivergard Keep.
 

Definitely follow the advice of setting the scale to 4 miles per hex. It makes things make a lot more sense.

For my part, I had the cultists take the body at first but then they had to dump it in the river as tribute to the water cult as payment for transport. If my group had been on the ball, they might have actually recovered it because the warlock has water breathing as a ritual and they used it to sneak into Rivergard Keep.

Nice Idea, I thought about that they took it to get ransom from the Knights ..

I changed the Hex to 6 miles because that fit the standard movement Rate better and fits close enough. Thankfully I was aware up front about the problem (thanks to the thread in the link above) and simply don't give exact distances ;)
 

You know, I found the whole missing delegation thing just unnecessary. Each PC had their own plot hook/reason to be in the Sumbar Hills. The missing delegation plot hook just felt a bit "bolted on."

The great thing about 5e and backgrounds (and factions), is it makes setting up motivations to investigate areas a breeze for the DM.
 

You know, I found the whole missing delegation thing just unnecessary. Each PC had their own plot hook/reason to be in the Sumbar Hills. The missing delegation plot hook just felt a bit "bolted on."

The great thing about 5e and backgrounds (and factions), is it makes setting up motivations to investigate areas a breeze for the DM.
Agreed. I think you could probably run this adventure just fine with no mention of the delegation whatsoever.
 

Definitely follow the advice of setting the scale to 4 miles per hex. It makes things make a lot more sense.

I checked old FR maps and ended up calculating it as 2.8 miles per hex, so I rounded it to 3 miles per hex. This then makes it one hour per hex on foot so that players can easily calculate distances (I found a players map online which the players bought in Triboar).

For my part, I had the cultists take the body at first but then they had to dump it in the river as tribute to the water cult as payment for transport. If my group had been on the ball, they might have actually recovered it because the warlock has water breathing as a ritual and they used it to sneak into Rivergard Keep.

Err, why? Wouldn't the body go downstream or be taken by the water powers they are trying to appease? Or did the cultists purposely weigh it down? Not much of a sacrifice if the body is recoverable.
 

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