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General Tabletop Discussion
*Dungeons & Dragons
light of xaryxis, what are your thoughts (spoilers for the adventure are almost certain)
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<blockquote data-quote="Raunalyn" data-source="post: 9031639" data-attributes="member: 72670"><p>Doing a tiny bit of thread necromancy here.</p><p></p><p>I am about to run it. I have upped the difficulty significantly due to the fact that my party from Rime of the Frostmaiden will be running through it (I had them find a Spelljamming Helm in Ythryn). </p><p></p><p>So, the module as written says that their homeworld will die if the players don't defeat the Xaryxis empire and "destroy their sun." I am thinking that since there are so many powerful adventurers/NPCs on Toril, that they will probably find a solution to the life-draining vines while the players are dealing with the empire. While it does take away some player agency, it provides an opportunity to alter the ending in a way that is less genocidal (I understand the need for the heroic sacrifice...I will probably still do that in some way, but I want to be able to do it without having the players destroy an entire solar system. It's a deep moral choice...their homeworld, or several worlds). The players' purpose would be to prevent the Empire from doing this to <em>more</em> planets. Haven't come up with a solution yet...still pondering and reading. However, as 12th-16th level characters, I fully anticipate throwing some pretty hefty enemies at them (Mind Flayers or Beholders)...perhaps they were behind the whole thing in the first place? Not sure yet.</p><p></p><p>The adventure as written doesn't make a lot of sense...it will likely need some significant re-working to make it a better fit for your storytelling style. I do like the episodic feel of it, and I also like the pulpy style.</p></blockquote><p></p>
[QUOTE="Raunalyn, post: 9031639, member: 72670"] Doing a tiny bit of thread necromancy here. I am about to run it. I have upped the difficulty significantly due to the fact that my party from Rime of the Frostmaiden will be running through it (I had them find a Spelljamming Helm in Ythryn). So, the module as written says that their homeworld will die if the players don't defeat the Xaryxis empire and "destroy their sun." I am thinking that since there are so many powerful adventurers/NPCs on Toril, that they will probably find a solution to the life-draining vines while the players are dealing with the empire. While it does take away some player agency, it provides an opportunity to alter the ending in a way that is less genocidal (I understand the need for the heroic sacrifice...I will probably still do that in some way, but I want to be able to do it without having the players destroy an entire solar system. It's a deep moral choice...their homeworld, or several worlds). The players' purpose would be to prevent the Empire from doing this to [I]more[/I] planets. Haven't come up with a solution yet...still pondering and reading. However, as 12th-16th level characters, I fully anticipate throwing some pretty hefty enemies at them (Mind Flayers or Beholders)...perhaps they were behind the whole thing in the first place? Not sure yet. The adventure as written doesn't make a lot of sense...it will likely need some significant re-working to make it a better fit for your storytelling style. I do like the episodic feel of it, and I also like the pulpy style. [/QUOTE]
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Community
General Tabletop Discussion
*Dungeons & Dragons
light of xaryxis, what are your thoughts (spoilers for the adventure are almost certain)
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