So . . . the possibility of destroying the seals, not destroying the seals, or destroying some seals and then realizing you want to stop are the overarching driver for the Bitter Reach campaign.
When I think about it in preparation for running the campaign, it seems like a "good" party might very quickly decide not to break the seals. The Redrunners and the Orcs don't want you too . . . the frost giants habitat would be screwed. And so, let's say there is a party that doesn't want to break the seals . . .
Has anyone run it with that situation?
It seems like not destroying the seals takes away the motivation to go through danger . . . like . . . why would party go through Bleakness Keep? And if they don't, that's a lot of cool material unused. And if they are in pursuit of other treasure hunters or something like that, does that play out well, is it fun?
Just looking for some real-play GM banter to suss out my prep and feeling that the PCs kind of "have" to break seals (and when I think "have" I know I am being limited in my thinking).