| Phil. L |
Spoilers...
I just know that my players will want to help with the evacuation and relocation of the people of Barbas. The adventure doesn't give much of an insight into how the PCs can help the citizens, especially considering that their eventual location might be just as bad as the one they came from (I would hardly call their community a model of excellence). Also, since the people of Barbas travel in much the same direction as the PCs came from where exactly could they live? The troglodyte den is hardly a sanitary place to start up a new town.
The other thing is the troglodytes. My party contains several good-aligned individuals who might very well try to heal all the stricken trogs (the ones that don't attack them anyway). Just leaving the stricken trogs behind could very well spell their deaths (since no one would be putting black poultices on them).
A bit of creative feedback into how to deal with these situations (if they should arise) would be much appreciated.
James Jacobs
Creative Director
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Helping to evacuate Barbas is certainly a noble goal, but one we didn't have space to cover in the magazine. It actually adds a really complex set of obstacles and adventures; protecting the Barbans as they flee to the surface and find a new home could easily be an entire adventure.
As for curing the sick troglodytes, keep in mind that they're crazy religious nuts. Curing them of their sickness is the same as burning their temples and their holy symbols. The trogs are chaotic evil, and a mass curing of the sick'll bring the chaotic evil of them like nothing else. Like jamming a tiny firecracker into a wasp's nest does.
| Bryon_Kershaw |
SThe other thing is the troglodytes. My party contains several good-aligned individuals who might very well try to heal all the stricken trogs (the ones that don't attack them anyway). Just leaving the stricken trogs behind could very well spell their deaths (since no one would be putting black poultices on them).
Now trying to cure the Troglodytes after the fact is another matter entirely. If your PCs attempt to cure them after returning triumphant with Irgzid in tow, he might be able to persuade the Troglodytes that they were in the wrong. Especially if all the other priests spells begin to fail and his keep workin'...
~ Bryon ~
King o' Cthulhu
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I was thinking of having Emerald Island as the home for a new colony for people who did not fit in Farshore, since it has been recently deserted by the pirates that lived there. The Mongrelfolk could mine while living underground or something along those lines. And as timed passed they could continue to have Farshore residents accept them as trade partners.