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Revenge of the Cultists - DM Help
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<blockquote data-quote="pukunui" data-source="post: 6458356" data-attributes="member: 54629"><p>Yeah, I'm glad I'm not running this as an Encounters adventure. We can take our time with things and flesh stuff out. One player has been paying particular attention to all the background info I've been drip-feeding them and recalled that there was "another barbarian tribe that needs saving" (the Tiger Tribe, which is detailed in the extra info section at the end of the free stats pdf). If the PCs want to do that, I won't stop them.</p><p></p><p>As for the Dwarven Valley, yes I'm going ahead with the evacuation, but the PCs will still be free to go in and fight the zombies and potentially take out Baerick to stop the production of the black ice. One issue I have with that part of the module, though, is that the campaign guide puts the valley's population at about 80, including the dwarves in Baerick's camp. That's not a lot, and yet the dwarf zombies can potentially be limitless. Where are they all coming from? It also says that the zombies don't harass Baerick's dwarves, but it feels weird that those dwarves, as paranoid and belligerent as the black ice is making them, would be happy to share the valley with their undead kin. It also describes them as becoming bandits, but it never explains who they're raiding. Is it their fellow dwarves? Is it the people of the towns on Lac Dinneshere? Is it each other? I can't imagine their "society", if you can call it that, would be very stable. I imagine they'd self-destruct sooner or later.</p><p></p><p>Anyway, that's all stuff for me to work out if/when it's needed. The point is: They don't have to pursue the wizard to Easthaven straight away. They've got other options, such as investigating the cultists' activities or even doing something completely different (like going to help the Tiger Tribe on the far side of Maer Dualdon).</p><p></p><p>I do like your dwarven refugees + dwarf zombies encounter, though, and may use something like that in my own campaign. Thanks for sharing it!</p></blockquote><p></p>
[QUOTE="pukunui, post: 6458356, member: 54629"] Yeah, I'm glad I'm not running this as an Encounters adventure. We can take our time with things and flesh stuff out. One player has been paying particular attention to all the background info I've been drip-feeding them and recalled that there was "another barbarian tribe that needs saving" (the Tiger Tribe, which is detailed in the extra info section at the end of the free stats pdf). If the PCs want to do that, I won't stop them. As for the Dwarven Valley, yes I'm going ahead with the evacuation, but the PCs will still be free to go in and fight the zombies and potentially take out Baerick to stop the production of the black ice. One issue I have with that part of the module, though, is that the campaign guide puts the valley's population at about 80, including the dwarves in Baerick's camp. That's not a lot, and yet the dwarf zombies can potentially be limitless. Where are they all coming from? It also says that the zombies don't harass Baerick's dwarves, but it feels weird that those dwarves, as paranoid and belligerent as the black ice is making them, would be happy to share the valley with their undead kin. It also describes them as becoming bandits, but it never explains who they're raiding. Is it their fellow dwarves? Is it the people of the towns on Lac Dinneshere? Is it each other? I can't imagine their "society", if you can call it that, would be very stable. I imagine they'd self-destruct sooner or later. Anyway, that's all stuff for me to work out if/when it's needed. The point is: They don't have to pursue the wizard to Easthaven straight away. They've got other options, such as investigating the cultists' activities or even doing something completely different (like going to help the Tiger Tribe on the far side of Maer Dualdon). I do like your dwarven refugees + dwarf zombies encounter, though, and may use something like that in my own campaign. Thanks for sharing it! [/QUOTE]
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