D&D 5E Princes of the Apocalypse question

You could move the fire cult's stuff to Mt Hotenow, over by Neverwinter.

The water cult could be based in either the Mere of Dead Men or the Lizard Marsh.
 

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Well one thing is that the Party should not take out all the connected dungeons in one go.

Honestly I like that it's in a small area. But the best way for a party to go through it is once they start runing low on resources is to leave the dungeon and head back to town. Then side quests and other stuff can pop up for them to do before they go back into the dungeon to explore it more.

Getting a Long Rest or even a short rest should be near impossible in the Temples and any area's deeper then that.
 

I had looked at Mt. Hotenow for the Fire Temple myself, especially since one of my players is is from Neverwinter! Probably going to do that.

Using the Mere of Dead Men or Lizard Marsh for water; That;s an idea. I may try to go farther away though....

I am considering repurposing the Cloud Giant castle from Hoard of the Dragon Queen for the air portion.
 

oh I definately see it taking parties several trips and trying things differeent ways. I didn't mean to give the impression that I thought a party was going to tackl it in one go.
The module mentions guards resetting and replacing losses so I figure the designers had seen (or anticipated) some of this in playtest too.

My issue is more that until you get to the final four, there's not a whole lot of variety there in the dungeons.
 


Using the Mere of Dead Men or Lizard Marsh for water; That;s an idea. I may try to go farther away though....
The Moonshae Isles? The Lake of Steam? The Sea of Fallen Stars?

I am considering repurposing the Cloud Giant castle from Hoard of the Dragon Queen for the air portion.
That's not a bad idea.

For earth, you could just leave it where it is - the Underdark is a pretty fitting location for that cult.
 

I think one of the wow factors or way to make everything seem new and exciting comes from the foes the pcs meet and how they try to deal with them. The foes have a number of interesting qualities (give some of the air cultists those balloons and wings in the treasure section), the variety of water cult foes is great too. Encourage party to info gather and use deception/stealth or even diplomacy to reach their goals sometimes. Remember to have the cults retaliate against innocent settlements too. This may get the party to move around more and lead to side treks that break up the dungeon delving.
 

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