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General Tabletop Discussion
*Dungeons & Dragons
Tightening up/editing Princes of the Apocalypse
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<blockquote data-quote="Tobold" data-source="post: 7176217" data-attributes="member: 6691663"><p>The missing delegation hook is weak, so making the cults more prominent and turning this more into an adventure of "we need to fight elemental evil cults to save the region from an apocalypse" is probably the better approach.</p><p></p><p>The main difficulty in terms of flow is that the adventure has 13 dungeons ranging from level 3 to 13 in challenge. As written the players might very well at level 3 start with the level 5 Sacred Stone dungeon, and then go from there directly to the level 8 Temple of Elemental Earth. You need to decide whether you are okay with that. If not you need to either introduce keys that prevent the players from doing the second series of dungeons before having finished the 4 haunted keeps, or you need to manipulate the information the players get to try and steer them in the "right" direction.</p><p></p><p>My personal solution is a mix of all that. I shortened to Lost Mines of Phandelver by removing some side quests and the lost mine. Instead Glasstaff and the goblins are in league with the air cultists. Gundren is a target because he has a book (instead of the map) that describes the fight of the dwarves of Besilmer against elemental evil. Air cultists instead of dragon cultists are in Thundertree. And Glasstaff flees to Feathergale Spire leaving a letter from Aerisi Kalinoth behind giving directions. So fighting cultists should be on top of the agenda of my players once we finish the goblin castle (where another air cultist caster replaces the doppelganger). In PotA itself I will use cult actions like the cult reprisals to steer my players. And with Gundren's book they got the information that the order of difficulty of the cults is air<water<stone<fire. So if they want to go to a higher level dungeon first, they can, but at least they know the consequences.</p></blockquote><p></p>
[QUOTE="Tobold, post: 7176217, member: 6691663"] The missing delegation hook is weak, so making the cults more prominent and turning this more into an adventure of "we need to fight elemental evil cults to save the region from an apocalypse" is probably the better approach. The main difficulty in terms of flow is that the adventure has 13 dungeons ranging from level 3 to 13 in challenge. As written the players might very well at level 3 start with the level 5 Sacred Stone dungeon, and then go from there directly to the level 8 Temple of Elemental Earth. You need to decide whether you are okay with that. If not you need to either introduce keys that prevent the players from doing the second series of dungeons before having finished the 4 haunted keeps, or you need to manipulate the information the players get to try and steer them in the "right" direction. My personal solution is a mix of all that. I shortened to Lost Mines of Phandelver by removing some side quests and the lost mine. Instead Glasstaff and the goblins are in league with the air cultists. Gundren is a target because he has a book (instead of the map) that describes the fight of the dwarves of Besilmer against elemental evil. Air cultists instead of dragon cultists are in Thundertree. And Glasstaff flees to Feathergale Spire leaving a letter from Aerisi Kalinoth behind giving directions. So fighting cultists should be on top of the agenda of my players once we finish the goblin castle (where another air cultist caster replaces the doppelganger). In PotA itself I will use cult actions like the cult reprisals to steer my players. And with Gundren's book they got the information that the order of difficulty of the cults is air<water<stone<fire. So if they want to go to a higher level dungeon first, they can, but at least they know the consequences. [/QUOTE]
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