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<blockquote data-quote="Kershek" data-source="post: 1125121" data-attributes="member: 2900"><p>I just finished running this module. It wasn't very well liked by the party, mostly because the amount of misleading and misdirection was annoying to them. Here is what I would suggest.</p><p></p><p>Let them get back to the town. The PCs will ask about the horseman and Dyson can say that he was changed to undead by the undead minions in the Barrows. In fact, the whole town is at risk and they have enough problems dealing with the wild elves. Dyson will give them a choice - either take care of the elves or the barrows and his group will try to defend against the one they didn't choose.</p><p></p><p>If they choose the elves, then they can find the ambush site and get information with Speak With Dead, but they will also probably get attacked by the elves. Either way, they will probably get the information they need to understand that Dyson and his group are the enemies. When they get back, Dyson will be waiting for them.</p><p></p><p>If they choose the barrows, the Barrow Wight will surely tell them what they need to know after he duels with a party member. Again, Dyson will be readying a fight for their return.</p><p></p><p>In my game, I had the hobyahs trail them and then race back to alert the bad guys when they were coming back to town. At 50' brachiation speed, they're basically uncatchable.</p><p></p><p>Unless your players are keen on mystery and misdirection, don't drag the adventure on too much. They will probably not appreciate it. This is a pretty small adventure in its core.</p><p></p><p>Did they notice that the horseman's sword and equipment didn't appear after "death"? Did they figure out it is a ghost? Do they know why ghosts are created? If not, Dyson has some leverage to convince them that it was the barrow wight's doing.</p></blockquote><p></p>
[QUOTE="Kershek, post: 1125121, member: 2900"] I just finished running this module. It wasn't very well liked by the party, mostly because the amount of misleading and misdirection was annoying to them. Here is what I would suggest. Let them get back to the town. The PCs will ask about the horseman and Dyson can say that he was changed to undead by the undead minions in the Barrows. In fact, the whole town is at risk and they have enough problems dealing with the wild elves. Dyson will give them a choice - either take care of the elves or the barrows and his group will try to defend against the one they didn't choose. If they choose the elves, then they can find the ambush site and get information with Speak With Dead, but they will also probably get attacked by the elves. Either way, they will probably get the information they need to understand that Dyson and his group are the enemies. When they get back, Dyson will be waiting for them. If they choose the barrows, the Barrow Wight will surely tell them what they need to know after he duels with a party member. Again, Dyson will be readying a fight for their return. In my game, I had the hobyahs trail them and then race back to alert the bad guys when they were coming back to town. At 50' brachiation speed, they're basically uncatchable. Unless your players are keen on mystery and misdirection, don't drag the adventure on too much. They will probably not appreciate it. This is a pretty small adventure in its core. Did they notice that the horseman's sword and equipment didn't appear after "death"? Did they figure out it is a ghost? Do they know why ghosts are created? If not, Dyson has some leverage to convince them that it was the barrow wight's doing. [/QUOTE]
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