I am preparing a campaign based on Princes of the Apocalypse, using an abridged version of the Lost Mines of Phandelver as introduction. Having read at several places that "finding the missin delegation" isn't a great story hook, I was thinking of motivating my players with the far simpler "destroy the evil cults" hook.
However it appears to me that in the Princes of the Apocalypse the elemental evil cults are rather passive. They sit in their dungeons and wait for group of adventurers to kill them. Their evil deeds, like kidnapping people or killing each other, apparently all happened before the adventure even starts. During the adventure their actions seem to be scripted responses to player actions, e.g. the cult reprisals and retaliations, or the prophets moving.
So I was wondering what evil the cults would do in the various stages of the story if for some reason the players were inactive. Especially, what evil acts would the cults commit that would be visible to the players, and motivate them? I'd also like to put the players under a bit of stress, with several things going on at the same time. Basically I would like to create more of a living world with the cults as active adversaries, rather than just passively waiting for the players to act.
I am looking for suggestions, any ideas?
However it appears to me that in the Princes of the Apocalypse the elemental evil cults are rather passive. They sit in their dungeons and wait for group of adventurers to kill them. Their evil deeds, like kidnapping people or killing each other, apparently all happened before the adventure even starts. During the adventure their actions seem to be scripted responses to player actions, e.g. the cult reprisals and retaliations, or the prophets moving.
So I was wondering what evil the cults would do in the various stages of the story if for some reason the players were inactive. Especially, what evil acts would the cults commit that would be visible to the players, and motivate them? I'd also like to put the players under a bit of stress, with several things going on at the same time. Basically I would like to create more of a living world with the cults as active adversaries, rather than just passively waiting for the players to act.
I am looking for suggestions, any ideas?