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Princes of the Apocalypse campaign recaps
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<blockquote data-quote="Unwise" data-source="post: 6743269" data-attributes="member: 98008"><p>Thanks so much for the write up @<em><strong><u><a href="http://www.enworld.org/forum/member.php?u=31465" target="_blank">Nebulous</a></u></strong></em>. I am thinking of running PotA next after Lost Mines and this write up has really helped me. I have a few questions:</p><p></p><p>1) Given the amount of wrangling you had to do to make a purpose for the delegation, wouldn't it have been OK to just leave them out entirely? Why are they needed at all? Where do they lead the PCs to that is needed?</p><p></p><p>- I am thinking of including them but making it clear early on that they are not involved at all, but the cult maybe though that they were. As far as I can see, their only purpose is to be a catalyst for Mirabar and Neverwinter to take this threat seriously and send troops if the PCs call them.</p><p>- If the do need to be involved, maybe the Paladin they are burying is an Oath of the Ancients guy and was very powerful. The seeds are from a super duper elder tree and will stabilize the nature in the area. Burying that saint and putting those seeds on top of his grave would soon make it very difficult for any unnatural forces to come into play. This makes the actual burial and seeds relevant to the plot, not a distraction.</p><p></p><p>2) Why did the cult use an Orb of Destruction? What have they made them for? What does the book say they are for? I loved the scene, but I don't know why they would use it on a town when the cults could use it on each other.</p><p></p><p>- I was thinking that the storm elemental thing briefly summoned is actually Tharzidun or whatever his name is and he feeds on those killed in the storm, so basically he is hungry and that is a the motivation. Its a sacrifice thing. The 'bomb' just allows for a brief break in the prison that holds him.</p><p></p><p>3) If the PCs get their hands on an Orb at the auction, I know that mine will just sneak it into an enemy base and set it off. You were looking at ways to speed up the game, are you PCs the sort to use a WMD if they get their hands on it?</p><p></p><p>4) As written, what are the cults trying to do? why haven't they succeeded yet? I want them to be active participants, but other than recruiting I don't know what they are actually waiting for or looking for.</p><p></p><p>5) I want my players to be able to carry on PCs from LMoP to PotP. Would it change to much to allow 5th level guys to play this adventure? It seems that many of the issues are with people wandering into places that are too tough, maybe higher levels could alleviate this somewhat. Given bounded accuracy, would simply adding more of what each place has work well enough? e.g. 5 wind knights rather than the 3 it says are in a room. I am not too experienced with this in 5e.</p></blockquote><p></p>
[QUOTE="Unwise, post: 6743269, member: 98008"] Thanks so much for the write up @[I][B][U][URL="http://www.enworld.org/forum/member.php?u=31465"]Nebulous[/URL][/U][/B][/I]. I am thinking of running PotA next after Lost Mines and this write up has really helped me. I have a few questions: 1) Given the amount of wrangling you had to do to make a purpose for the delegation, wouldn't it have been OK to just leave them out entirely? Why are they needed at all? Where do they lead the PCs to that is needed? - I am thinking of including them but making it clear early on that they are not involved at all, but the cult maybe though that they were. As far as I can see, their only purpose is to be a catalyst for Mirabar and Neverwinter to take this threat seriously and send troops if the PCs call them. - If the do need to be involved, maybe the Paladin they are burying is an Oath of the Ancients guy and was very powerful. The seeds are from a super duper elder tree and will stabilize the nature in the area. Burying that saint and putting those seeds on top of his grave would soon make it very difficult for any unnatural forces to come into play. This makes the actual burial and seeds relevant to the plot, not a distraction. 2) Why did the cult use an Orb of Destruction? What have they made them for? What does the book say they are for? I loved the scene, but I don't know why they would use it on a town when the cults could use it on each other. - I was thinking that the storm elemental thing briefly summoned is actually Tharzidun or whatever his name is and he feeds on those killed in the storm, so basically he is hungry and that is a the motivation. Its a sacrifice thing. The 'bomb' just allows for a brief break in the prison that holds him. 3) If the PCs get their hands on an Orb at the auction, I know that mine will just sneak it into an enemy base and set it off. You were looking at ways to speed up the game, are you PCs the sort to use a WMD if they get their hands on it? 4) As written, what are the cults trying to do? why haven't they succeeded yet? I want them to be active participants, but other than recruiting I don't know what they are actually waiting for or looking for. 5) I want my players to be able to carry on PCs from LMoP to PotP. Would it change to much to allow 5th level guys to play this adventure? It seems that many of the issues are with people wandering into places that are too tough, maybe higher levels could alleviate this somewhat. Given bounded accuracy, would simply adding more of what each place has work well enough? e.g. 5 wind knights rather than the 3 it says are in a room. I am not too experienced with this in 5e. [/QUOTE]
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