Princes of the Apocalypse, how's it going?

orderofthings

First Post
I'd like to hear others' takes on how they tweaked this AP. I think it's wonderful. I wish i had made them all roll new characters so i didn't have to skip the intro missions. I have heard or said that it's too much of a sandbox, and i think that comes down to information control. That, and learning to retreat. My guys have not really had to yet, though i have not built any walls or pulled any punches. They have each reached 0 HP at least once, besides the sleazy dragonborn "band manager" (they are musicians).

In the campaign I'm ruining [bad autocorrect that I'll keep], we're having a blast.

It's a big group (6-7 players) that finished "Phandelver " at level 4. The party's Dwarf hung out with the Miribarians on the way to Red Larch, and was looking forward to meeting up with them there. He and Brulthunder were close to unlocking the secret location of the map found in wave echo cave (which i believe was the intention, it's Besilmer). They ran through the tomb of moving stones, even with black earth guards thrown in. So far they've followed the trail to shallow graves, the Spire, and straight through the air temple into the Fane. A quick detour into the Fire temple to rescue a friend and now they are on the way back to Red Larch.
I don't know what's going to happen when they get there, there are leads they haven't dug up yet.
I have messed with the book a little;
The time-frame changed. The delegation got ambushed right when the heroes arrived in Red Larch, so the book hadn't found its way to town nor was Larrakh involved in any way.
I also had a higher level group so the Trouble in Red Larch was very abridged. They basically walked in on the trial that took place afterwards.
One of them had sex with savra, but we tastefully fade to black.


What have you guys done to/with this monster?

Sent from my SM-N920T using EN World mobile app
 

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I haven't gotten to run it yet, but I do have a couple tweaks in mind.

First thing will be to set it in somewhere other than the FR, so the map's reworked. The Haunted Keeps are separate from the mega dungeon (but that's still interconnected, as the "centre of evil")

In order to get them out of the mega-dungeon once in a while, I'm also planning on having each of the cults doing something other than waiting for you. I haven't figured out what the Air, Sea, and Earth Cults are doing, but the Cult of Eternal flame will be searching for a dwarf city in another mountain to try and either reactivate or reverse engineer a forgotten Dwarf Superweapon: The ability to flood the land surrounding them with magma.
 

I started this at about level 3, so (same as you) missed some of the initial adventures. Many of them didn't seem that great anyway.

I set the game in Eberron, 30 years after the completion of my last campaign. I set in in Breeland with brewing civil war as the new king is just an arrogant idiot. I set the hooks for the game from the character backgrounds - the missing delegation hook never really grabbed.

We had a great time. The adventure has now finished, but has left a heap of loose ends.

The journal of the adventure can be found here (from the start of our PoTA experience): https://deathgrind.obsidianportal.com/adventure-log/feathergale-knights
 

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