| Post/Author/DateTime | Post |
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| #1cjblaney0Jul 07, 2015 13:15:55 | Hey all, [This post has some PoA spoilers]
So I'm running the PoA campaign, the adventurers just left Feathergale Spire. I'm about to run the next session where the adventurer's will likely visit either Rivergard Keep or the Sacred Stone Monastery.
Here's the problem I'm running into - both Rivergard Keep and Sacred Stone Monastery have areas that leads to the Temples of Elemental Evil, but my characters should be higher level in order to tackle these areas as the book recommends. Should I just completely ignore these zones for now, and if that's the case, what's the point of the group clearing out these maps or talking with the leaders of Rivergard Keep and Sacred Stone Monastery.
Should I have the group clear out or overcome diplomatically 3 haunted keeps, then the 4th keep has an entrance that leads to the Temple of Elemental Evil? And if so, do you have any suggestions for segwaying from one haunted keep to the next rather than the leader of each keep just pointing fingers at the next keep?
Thanks in advance for any responses (sorry if these questions are pretty basic or have obvious answers, just getting into DMing) -CB |
| #2pukunuiJul 07, 2015 16:13:20 | Just leave it the way it is. PotA is meant to be a sandbox. Some areas are harder than others, and all you need to do is telegraph that effectively enough that the players will have some idea that they might be getting in over their heads and might want to revisit those areas later. |
| #3sim-hJul 08, 2015 8:06:33 | Rivergard Keep's temple entrance has guardians that should scare off players. Failing that the first guardians in the water temple should also see them off - possibly aided by the optional creature you can read about that is in that first area, the sight of it could be used to drive them back.
Sacred Stone entrance is harder to divert the characters from. You could encourage them to go down one of the mine tunnels first and have it lead elsewhere, cave in behind them or something. Or have it magically locked and they are unable to pass unless they wield something found in one of the other 'easier' temples. Just some ideas.
Post how you get on since I am running this imminently! |
| #4cjblaney0Jul 08, 2015 16:36:12 | Okay cool, good advice.
I've decided I'm going to actualy have each Haunted Keep "Boss" have an item that can either be taken from them if slain, or awarded to them if they do something to persuade them to give up their item. For Feathergale Spire, my group successfully defeated the Manticore and impressed Thurl, so the ring that he normally would give them that can be sold for gold, I'll now have that be the first of four items that grants them access to the Temple entrance at Rivergard or Sacred Stone. If they come to the entrance, I'll mention that the ring starts heating up or glowing as they approach, and they notice an indent that the ring can fit in, and that there are 3 other indentations next to it.
But yea I'll definitely let you know how it goes, our next session is Saturday. |
| #5pukunuiJul 08, 2015 16:43:46 | That doesn't make much sense to me. The cults are rivals, so why would they share the keys to their respective sections of the temple? They also wouldn't let the other cults use their access points. |
| #6NevvurJul 08, 2015 20:58:11 | Agreed on both of Pukunui's points. Your players probably won't notice, but keying the entry to the temples defeats the intent of a sandbox campaign.
To deter the players from exploring the temples too early (without learning 'the hard way'), consider dropping intel in and around the Haunted Keeps/during side treks to inform the party of the dangers the temples hold.
Examples:
A note discovered in the keep commander's chamber, written by his corresponding prophet: "May these guardians serve you well. Should you encounter any difficulty with interlopers or the other cults, do not hesitate to call upon me for aid. I have much more powerful servants at my disposal within the temple."
A conversation overheard among cultists in the surface outpost while a PC is sneaking around: "Sure, the umber hulk is a nasty sonuvagun, but did you hear about the pets Murlayle is keeping downstairs?"
Aaracockra scouts thank the party for clearing Feathergale spire, but issue the warning: "One of our own was taken captive, but managed to escape Aerisi's temple. We have witnessed your fight against the Feathergale knights and their vultures, and we honor your prowess, yet the dangers he described far exceed your abilities. Consider yourself warned!" |
| #7QuiveringCowardJul 09, 2015 2:32:08 |
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| #8pukunuiJul 09, 2015 2:43:37 |
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| (Reply to #8)QuiveringCoward |
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| #10sim-hJul 09, 2015 4:19:28 | You could also use 'timed' events to keep players on the surface rather than heading deeper down - so even if they discover an entrance to the temple, they need to be elsewhere before the time for some event passes and so *have* to come back later. Reaver Ambush and the Scarlet Moon Hall wicker man ritual fit the bill here, if they've heard about one of those things. You can initially be vague - 'it's in a few days' but then if they try to explore somewhere you don't want them to go, 'it's tomorrow, you better hurry up'...
I'm sure you can think of more. Oh and as I posted in another thread, have the passage beneath Scarlet Moon Hall fork and take the players away from the Fire temple - possibly back to the Sighing Valley ready for the Air Temple...
Sandbox is all very well, but if your group are used to playing cRPGs because they haven't played D&D for 20 years (like mine) then they will be massacred and will need a culture shift before you can expect them to not just press on until they complete each dungeon. Some minor railroading along the way will help the transition
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| #11pukunuiJul 09, 2015 5:02:00 |
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| #12cjblaney0Jul 09, 2015 6:39:33 | Ah okay, yes I see my mistake on my 'keys' ideas. Thanks for sharing your thoughts, I'll rework it to be a bit more sandboxy. |
| #13RasufemaggerJul 09, 2015 10:28:01 |
You have come across one of the major issues with PotA.
The "level two zone" difficulty isn't much greater than the "level ones". |
| #14pukunuiJul 09, 2015 13:41:35 |
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| (Reply to #14)Rasufemagger |
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| #16pukunuiJul 09, 2015 23:07:19 |
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| #17RasufemaggerJul 09, 2015 23:43:03 | Now you made me read reviews. I feel icky.
I think you're overstating that a bit. Most of these reviews have no idea what linear vs sandbox even is. |
| #18NevvurJul 10, 2015 1:39:07 | On further thought, you're right Rasufemagger. PotA isn't what I would call a true sandbox... Though after the intense linearity of HotDQ, it sure feels like one.
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| #19RasufemaggerJul 10, 2015 10:43:48 | I wouldn't know about HotDQ, haven't bought it.
I bought PotA on nothing more than a whimy quick scan at the lgs. It seemed like it was going to be, at least, decent. Then I read through it. No idea of what they were thinking. I still think this was supposed to be a 2 book adventure like the first, but was condensed into one book. There are parts that are just plain missing. I think the missing parts adds to the illusion of sandboxiness.
My suggestion to the OP. Don't worry about PC levels or clearing out the other cult hideouts. Do what the group feels is logical.
My group at level 6(Cleric, Fighter/Rogue, Ranger, Sorcerer, Bard/Warlock) with no magic items, besides a couple potions, cleared out the Temple of the Howling Hatred(making Kalinoth flee), went down into the Fang of the Eye, killed Vanifer at the altar, went back up to the temple and down into The Howling Caves killed Kalinoth and sent Yan C bin back. Techincally the campaign is over at level 6. I didn't pull punches, I roll in the open for everyone to see, they just kept going. |