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Princes of the Apocalypse campaign recaps
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<blockquote data-quote="Sir Brennen" data-source="post: 7316058" data-attributes="member: 553"><p>My own PotA campaign is moving along slowly (only twice, sometimes once a month sessions). Party is fourth level (started at 1st) with six PCs, and have traveled a fair bit around the valley following leads. They've been to Sacred Stone Monastery, met Renwick, but beat a hasty retreat when stealth failed them (got surprised by the gargoyles in the hall right outside the main shrine.) Riverguard Keep was the next major stop, and it went much better as they snuck in during the middle of the night, but it was primarily an info gathering mission. They took out exactly one fathomer and kidnapped a guard for questioning. A second stealth excursion was made down the Dark Stream, but I've decided to prevent access to the underground temples and the Fane until they've dealt with the surface outposts. </p><p></p><p>To do this, I've introduced a minor magical vortex at the end of each path to the temples (the Dark Stream in this case) which has a pylon near it. The pylons all have four elaborate keyholes, and a symbol by each keyhole corresponding to the elemental cults. The vortexes can be shutdown and the path completed by either using all four keys, or a single key used by a true believer (elemental cultist) of sufficient rank on the appropriate path (only Jolliver can open the vortex on the Dark Stream  - a glowing whirlpool in a dead-end alcove - for example).  The "boss" of each of the above ground outposts each have the key corresponding to their cult. An <em>identify</em> on the Dark Stream pylon has given the party an idea of what it takes to get past them.  Even so, the party has been taking prisoners and have already mentioned possibly capturing a "true believer" to get past the vortex without having to get all the keys first. </p><p></p><p>Also, I figured out what the story behind the missing coffin from the caravan is. This was a Knight of Salamar on the way to Summit Hall. It's ultimate whereabouts are never mentioned in the adventure. I've decided that the Earth cultists took it, seeing it as an opportunity to learn more about Summit Hall via <em>speak with dead</em>. The plan is to attack Summit Hall to retrieve the body of Salamar as a gift for Renwick, hopefully to gain him as an ally. Through questioning prisoners, the party learned the earth cult have the coffin, and, having met Renwick, pieced the plan together themselves. Now they're torn between going to Summit Hall to help defend against an attack, or take the fight directly to the cult that almost killed them last time at the Monastery. They're back in Red Larch, so the latter is closer. The cult has had the coffin almost a month at this point, so they don't know how close they are to attacking Summit Hall (the cultists are waiting for the elemental call to draw in more recruits/monsters to help at this point.)</p></blockquote><p></p>
[QUOTE="Sir Brennen, post: 7316058, member: 553"] My own PotA campaign is moving along slowly (only twice, sometimes once a month sessions). Party is fourth level (started at 1st) with six PCs, and have traveled a fair bit around the valley following leads. They've been to Sacred Stone Monastery, met Renwick, but beat a hasty retreat when stealth failed them (got surprised by the gargoyles in the hall right outside the main shrine.) Riverguard Keep was the next major stop, and it went much better as they snuck in during the middle of the night, but it was primarily an info gathering mission. They took out exactly one fathomer and kidnapped a guard for questioning. A second stealth excursion was made down the Dark Stream, but I've decided to prevent access to the underground temples and the Fane until they've dealt with the surface outposts. To do this, I've introduced a minor magical vortex at the end of each path to the temples (the Dark Stream in this case) which has a pylon near it. The pylons all have four elaborate keyholes, and a symbol by each keyhole corresponding to the elemental cults. The vortexes can be shutdown and the path completed by either using all four keys, or a single key used by a true believer (elemental cultist) of sufficient rank on the appropriate path (only Jolliver can open the vortex on the Dark Stream - a glowing whirlpool in a dead-end alcove - for example). The "boss" of each of the above ground outposts each have the key corresponding to their cult. An [i]identify[/i] on the Dark Stream pylon has given the party an idea of what it takes to get past them. Even so, the party has been taking prisoners and have already mentioned possibly capturing a "true believer" to get past the vortex without having to get all the keys first. Also, I figured out what the story behind the missing coffin from the caravan is. This was a Knight of Salamar on the way to Summit Hall. It's ultimate whereabouts are never mentioned in the adventure. I've decided that the Earth cultists took it, seeing it as an opportunity to learn more about Summit Hall via [i]speak with dead[/i]. The plan is to attack Summit Hall to retrieve the body of Salamar as a gift for Renwick, hopefully to gain him as an ally. Through questioning prisoners, the party learned the earth cult have the coffin, and, having met Renwick, pieced the plan together themselves. Now they're torn between going to Summit Hall to help defend against an attack, or take the fight directly to the cult that almost killed them last time at the Monastery. They're back in Red Larch, so the latter is closer. The cult has had the coffin almost a month at this point, so they don't know how close they are to attacking Summit Hall (the cultists are waiting for the elemental call to draw in more recruits/monsters to help at this point.) [/QUOTE]
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