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Princes of the Apocalypse campaign recaps
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<blockquote data-quote="Rabbitbait" data-source="post: 6783307" data-attributes="member: 60100"><p>My players stop reading now.</p><p></p><p>My biggest problem with this Adventure Path has been the lack of motivation for the baddies - release the elemental princes and be evil just doesn't do it for me. I think I've found a hook that fits for my campaign and it may be useful for someone else.</p><p></p><p>Right from the start of my campaign I have been feeding a hook that there is a group hiding in the area called the Swords of Liberty who want to overthrow the established monarchy and put in a new system - democracy. Of course this system is obviously flawed, how could you have any effective type of government where the people get to decide who leads them.</p><p></p><p>The leaders of the Swords of Liberty, while hiding in the Black Hills, found the dwarven city and the leaders found the weapons. They realised that they can use the weapons to create the orbs of devastation. This will help them to cause terror and defeat their enemies. They also know that they can release the princes, but have no intention of doing so.</p><p></p><p>With these weapons they were also able to build up cults. These are a front, and have enabled the Swords of Liberty to build up a number of followers that they would not have been able to otherwise. But it is a dangerous duplicity.</p><p></p><p>However, the weapons whisper to the leaders, and it becomes more tempting to release their prince to help them in their endevours. The weapons have also changed the users personalities over time, to the point where the different cults are almost at open warfare. Those that originally followed them (such as Windharrow) have realised how dangerous this situation is, but do not know what to do about it.</p><p></p><p>Also, as the adventurers get closer to destroying their plots, the leaders will start making stupid moves, such as activating orbs early, and considering releasing their princes.</p><p></p><p>It's still embryonic, but this is my thought so far. Comments?</p></blockquote><p></p>
[QUOTE="Rabbitbait, post: 6783307, member: 60100"] My players stop reading now. My biggest problem with this Adventure Path has been the lack of motivation for the baddies - release the elemental princes and be evil just doesn't do it for me. I think I've found a hook that fits for my campaign and it may be useful for someone else. Right from the start of my campaign I have been feeding a hook that there is a group hiding in the area called the Swords of Liberty who want to overthrow the established monarchy and put in a new system - democracy. Of course this system is obviously flawed, how could you have any effective type of government where the people get to decide who leads them. The leaders of the Swords of Liberty, while hiding in the Black Hills, found the dwarven city and the leaders found the weapons. They realised that they can use the weapons to create the orbs of devastation. This will help them to cause terror and defeat their enemies. They also know that they can release the princes, but have no intention of doing so. With these weapons they were also able to build up cults. These are a front, and have enabled the Swords of Liberty to build up a number of followers that they would not have been able to otherwise. But it is a dangerous duplicity. However, the weapons whisper to the leaders, and it becomes more tempting to release their prince to help them in their endevours. The weapons have also changed the users personalities over time, to the point where the different cults are almost at open warfare. Those that originally followed them (such as Windharrow) have realised how dangerous this situation is, but do not know what to do about it. Also, as the adventurers get closer to destroying their plots, the leaders will start making stupid moves, such as activating orbs early, and considering releasing their princes. It's still embryonic, but this is my thought so far. Comments? [/QUOTE]
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