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General Tabletop Discussion
*Dungeons & Dragons
Princes of the Apocalypse Rework for 2024?
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<blockquote data-quote="Staffan" data-source="post: 9527651" data-attributes="member: 907"><p>The problem with the later part is that it's One Big Dungeon. I mean, it's no Undermountain, but it's still a single dungeon meant to take you from something like level 7 to 14, and with the first "levels" only vaguely separated (from the DM's perspective the Temple of Howling Hatred is highly distinct from the Temple of Eternal Flame, but for the PCs they're just at opposite ends of a short corridor). If I was redoing it, I'd probably start this part from scratch, drop the Tyar-Besil stuff (notably, the extent of Tyar-Besil is smaller than Red Larch itself...) and make the temples truly separate dungeons. I'd also make them smaller, but add challenges you need to deal with on the way to them – so instead of the Temple of Howling Hatred being a 20-location dungeon level, it might be more like 7 to 10 locations, but before you can get there you need to help the aarakocra with something so they can give you a lift there or something like that.</p><p></p><p>Maybe add Tyar-Besil back in as a larger location that needs to be explored more like a wilderness area, replacing the Fane as the place that connects the various Nodes. This could also have some encounter spaces that aren't linked to the elemental stuff, at least not directly.</p><p></p><p>Oh, and another thing: the adventure is not very good at telling the PCs what's going on. When I ran it, I used the Rundreth Manor side trek as a way to give the PCs info about how the elemental cultists were being a threat and such. But it seems like that should be part of the core experience, beyond "Look, evil elemental cultists, we'd better go murder them."</p></blockquote><p></p>
[QUOTE="Staffan, post: 9527651, member: 907"] The problem with the later part is that it's One Big Dungeon. I mean, it's no Undermountain, but it's still a single dungeon meant to take you from something like level 7 to 14, and with the first "levels" only vaguely separated (from the DM's perspective the Temple of Howling Hatred is highly distinct from the Temple of Eternal Flame, but for the PCs they're just at opposite ends of a short corridor). If I was redoing it, I'd probably start this part from scratch, drop the Tyar-Besil stuff (notably, the extent of Tyar-Besil is smaller than Red Larch itself...) and make the temples truly separate dungeons. I'd also make them smaller, but add challenges you need to deal with on the way to them – so instead of the Temple of Howling Hatred being a 20-location dungeon level, it might be more like 7 to 10 locations, but before you can get there you need to help the aarakocra with something so they can give you a lift there or something like that. Maybe add Tyar-Besil back in as a larger location that needs to be explored more like a wilderness area, replacing the Fane as the place that connects the various Nodes. This could also have some encounter spaces that aren't linked to the elemental stuff, at least not directly. Oh, and another thing: the adventure is not very good at telling the PCs what's going on. When I ran it, I used the Rundreth Manor side trek as a way to give the PCs info about how the elemental cultists were being a threat and such. But it seems like that should be part of the core experience, beyond "Look, evil elemental cultists, we'd better go murder them." [/QUOTE]
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