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Our party finally makes it to Red Larch. The main adventure hook of the missing delegation begins, as well as hints and teases to troubles around the area, and within the town itself.
Dungeons are easy. Towns full of NPCs are hard. In terms of pure DM prepwork. Sure, I don’t have to align grids or create monster sheets or roll for hit points. Instead I have to perfectly layer in the story hooks, quests, and information available to the players. I can’t say too much so they have an opportunity to investigate on their own. But I have to say enough to get them invested and on the right track. It’s a tricky balance, and “Princes of the Apocalypse” is particularly open-ended when it comes to following leads and deciding where to go.
Red Larch is the Phandalin of this adventure. It’s a fleshed out town full of dozens of NPCs, business, and locations. For our previous adventure I highlighted which NPCs had information or a quest for our heroes – not unlike the floating yellow exclamation point that many RPGs use. I did a smiliar thing here, using a player map version of Red Larch and only annotating the important areas.
Since we’re starting at level 4, I’m omitting most of the newbie stuff, which also eliminates a good chunk of the NPCs. I know my players, and I know they are not interested in wandering around town striking up conversations with random people. That’s not to say they don’t enjoy role-playing, but they enjoy having a bit of guidance – me presenting them with a situation, rather than they exploring and seeking one out. Continue reading “D&D 5E – “Princes of the Apocalypse” Session 2 Recap”