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Putting together an intro Darksun adventure
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<blockquote data-quote="TheClone" data-source="post: 5305354" data-attributes="member: 90399"><p>Having x characters dying in their first adventure on Athas will frustrate them heavily. And with that much possibility o loosing hit points and surges without any extended rest some of them will die. As a surplus of those dying on those spots you have identified. And as said before, it's really some railroady stuff. You shoudl give the players more choices including those to do extended rests. Vanifae's idea sounds really good to me. You could do an appendix which involves getting rid of the whole tribe. If they have followed the characters almost to the slave village, they will most likely know about the village. A great opportunity to capture some people nobody will miss. So the village needs to to get rid of them. And driving of a whole tribe of elves works for a mini campaign.</p><p></p><p>If you make the fight against the slaver elves hard, maybe they may capture the players. Then you can do that arena fight. Although the Kalak imposer seems rather silly to me. After the fight you can offer them a chance to flee or something. The wasp idea is cool, but risky. It might prevent the escape of the characters or have some of them killed.</p><p></p><p>Even if you think you need to guide your players, you can also do so with skill checks or giving them the facts everyone knows about Athas. But you shouldn't force them into doing things. That will never work and you do it.</p><p></p><p>Once thing that will definitely happen is that the players will try to break free during the slayer attack. they might instantly try to flee, but without supplies they won't get far. They may hide until the elves vanish an try to loot the caravan's remains. they may try to steal from the tribe.</p></blockquote><p></p>
[QUOTE="TheClone, post: 5305354, member: 90399"] Having x characters dying in their first adventure on Athas will frustrate them heavily. And with that much possibility o loosing hit points and surges without any extended rest some of them will die. As a surplus of those dying on those spots you have identified. And as said before, it's really some railroady stuff. You shoudl give the players more choices including those to do extended rests. Vanifae's idea sounds really good to me. You could do an appendix which involves getting rid of the whole tribe. If they have followed the characters almost to the slave village, they will most likely know about the village. A great opportunity to capture some people nobody will miss. So the village needs to to get rid of them. And driving of a whole tribe of elves works for a mini campaign. If you make the fight against the slaver elves hard, maybe they may capture the players. Then you can do that arena fight. Although the Kalak imposer seems rather silly to me. After the fight you can offer them a chance to flee or something. The wasp idea is cool, but risky. It might prevent the escape of the characters or have some of them killed. Even if you think you need to guide your players, you can also do so with skill checks or giving them the facts everyone knows about Athas. But you shouldn't force them into doing things. That will never work and you do it. Once thing that will definitely happen is that the players will try to break free during the slayer attack. they might instantly try to flee, but without supplies they won't get far. They may hide until the elves vanish an try to loot the caravan's remains. they may try to steal from the tribe. [/QUOTE]
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