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Princes of Apocalypse - Temples reimagined - and exploration / downtime - spoilers
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<blockquote data-quote="TheSword" data-source="post: 7369969" data-attributes="member: 6879661"><p>Hey,</p><p></p><p>first post here. I’ve been DMing a while in and am planning on running Princes of the Apocalypse for a new group of players. I’m fine with the sandbox nature of the game and I plan on using the hex system for exploration, similar to the way Pathfinder’s Ultimate Campaign does it. This does mean I want to move away from the mega dungeon crawling the temples create in the middle part of the adventure. Aside from the fact that I think those dungeons are less interesting than the haunted Keeps and the nodes I always think smaller well imagined dungeons are generally better than sprawling ones. That said the cults do need a HQ.</p><p></p><p>my proposal is to reimagine the temples as settlements, bigger than they currently are to discourage the idea of having to ‘clear’ them. Instead the important rooms currently described in the temples would be locations. I love the idea of a dwarf city underground inhabited by elemental evil. I think if that section is more freeform rather than describing every room then it will break up the monotony and allow the elemental nodes and Fane of the eye to have more impact. Im also hoping that this will encourage the PCs to use more creative means to achieve what they want - as well as be able to describe infighting between the factions with more flexibility.</p><p></p><p>The hex based exploration system basically allows you to explore a hex at a time rather than need specific clues to get to a locations. Using the new 4 mike hexes and relocated haunted keeps the players should naturally find Feathergale spire first as intended. I also think finding locations themselves rather than being sent to them makes it more likely that the PCs will fall for the ruse each one masquerades as.</p><p></p><p>Downtime will focus on developing Red Larch and their own area. Maybe taking over a keep like Feathergale Spire or building their own nearer Red Larch, protecting the towns and villages between Amphail and Yartar and basically putting down roots.</p><p></p><p>Any thoughts would be appreciated? I’m happy to post my notes and amendments here as I make them.</p></blockquote><p></p>
[QUOTE="TheSword, post: 7369969, member: 6879661"] Hey, first post here. I’ve been DMing a while in and am planning on running Princes of the Apocalypse for a new group of players. I’m fine with the sandbox nature of the game and I plan on using the hex system for exploration, similar to the way Pathfinder’s Ultimate Campaign does it. This does mean I want to move away from the mega dungeon crawling the temples create in the middle part of the adventure. Aside from the fact that I think those dungeons are less interesting than the haunted Keeps and the nodes I always think smaller well imagined dungeons are generally better than sprawling ones. That said the cults do need a HQ. my proposal is to reimagine the temples as settlements, bigger than they currently are to discourage the idea of having to ‘clear’ them. Instead the important rooms currently described in the temples would be locations. I love the idea of a dwarf city underground inhabited by elemental evil. I think if that section is more freeform rather than describing every room then it will break up the monotony and allow the elemental nodes and Fane of the eye to have more impact. Im also hoping that this will encourage the PCs to use more creative means to achieve what they want - as well as be able to describe infighting between the factions with more flexibility. The hex based exploration system basically allows you to explore a hex at a time rather than need specific clues to get to a locations. Using the new 4 mike hexes and relocated haunted keeps the players should naturally find Feathergale spire first as intended. I also think finding locations themselves rather than being sent to them makes it more likely that the PCs will fall for the ruse each one masquerades as. Downtime will focus on developing Red Larch and their own area. Maybe taking over a keep like Feathergale Spire or building their own nearer Red Larch, protecting the towns and villages between Amphail and Yartar and basically putting down roots. Any thoughts would be appreciated? I’m happy to post my notes and amendments here as I make them. [/QUOTE]
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