I'm trying to figure out how to work in the villain lairs from these chapters. We start the campaign in a month so I'm reading through it a couple times. (I'm the DM)
The campaign seems to end after chapter 4. The villain lairs are for lvl 5 players which is where the players will be after chapter 4 but there is no story notes or reason the characters would go to any of these places except if they just wondered in, and if that happens before lvl 5 the introduction says to kick them out otherwise it'll be a tpk.
I was planning to choose the Cassalanter's as my primary antagonist. The way chapter 6 reads, which is for the Cassalanter's, it's to be run before the players find the gold, not after.
The other lairs all appear to be written the same way.
I'm trying to figure out how to work in the villain lairs from these chapters. We start the campaign in a month so I'm reading through it a couple times. (I'm the DM)
The campaign seems to end after chapter 4. The villain lairs are for lvl 5 players which is where the players will be after chapter 4 but there is no story notes or reason the characters would go to any of these places except if they just wondered in, and if that happens before lvl 5 the introduction says to kick them out otherwise it'll be a tpk.
I was planning to choose the Cassalanter's as my primary antagonist. The way chapter 6 reads, which is for the Cassalanter's, it's to be run before the players find the gold, not after.
The other lairs all appear to be written the same way.
Any advice?
I'm not sure if this will answer your specific question, but from what I've read, the season of the year determines who the boss is. The others are basically ignored. There might be some tie in tips at the beginning (when it talks about the seasons and gives the basic layout of the story for each season).
I haven't read it in full yet since I'm not running it, but it seems like the jist is that whomever the boss ends up being, the party will go to their lair because they've been able to tie them to the events leading up to the heist.
All of the lairs, to my knowledge, are "just in case" areas. Places that during your campaign the party will most likely want/ need to go at some point, but it's not strictly written into the plot. That's how I read it, anyway
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I know what you're thinking: "In that flurry of blows, did he use all his ki points, or save one?" Well, are ya feeling lucky, punk?
I'm trying to figure out how to work in the villain lairs from these chapters. We start the campaign in a month so I'm reading through it a couple times. (I'm the DM)
The campaign seems to end after chapter 4. The villain lairs are for lvl 5 players which is where the players will be after chapter 4 but there is no story notes or reason the characters would go to any of these places except if they just wondered in, and if that happens before lvl 5 the introduction says to kick them out otherwise it'll be a tpk.
I was planning to choose the Cassalanter's as my primary antagonist. The way chapter 6 reads, which is for the Cassalanter's, it's to be run before the players find the gold, not after.
The other lairs all appear to be written the same way.
Any advice?
"Be excellent to each other."
I'm not sure if this will answer your specific question, but from what I've read, the season of the year determines who the boss is. The others are basically ignored. There might be some tie in tips at the beginning (when it talks about the seasons and gives the basic layout of the story for each season).
I haven't read it in full yet since I'm not running it, but it seems like the jist is that whomever the boss ends up being, the party will go to their lair because they've been able to tie them to the events leading up to the heist.
All of the lairs, to my knowledge, are "just in case" areas. Places that during your campaign the party will most likely want/ need to go at some point, but it's not strictly written into the plot. That's how I read it, anyway
I know what you're thinking: "In that flurry of blows, did he use all his ki points, or save one?" Well, are ya feeling lucky, punk?
They are optional. We never made it into one. I tried to lure my players into them, but they never bit the bait. ;)