soulcatcher78
First Post
Some ideas for altering the playtest adventure to give it a different feel (especially for players who have been there/done that already). This scenario is based on the assumption that the original Keep or at least a fortified settlement is being used as a starting point or base for the characters.
Defending the Keep from a humanoid force drawn from the Caves of Chaos is where the palyers start (as either people who live or are visiting the Keep). While the attackers are repelled (at least for the time being) the forces occupying the Keep are unable to give chase with a force that might defeat them all in open combat.
Interrogation of surviving attackers shows that the monsters were brought under the banner of the Temple of Chaos (going with Orcus personally in case I want to tie in Rappan Athuk down the road) and driven into a frenzy to attack the outpost of civilization. The prisoners can give some details about the location of the Temple and how to access it without knocking on the front door (since the humanoid forces control the surrounding valley at this time). To keep things simple I am using the two cave sections (I and G) and connecting area 44 to 51 to provide a "back door" into the temple complex.
Some of the information that the PCs are given will be false (told that either cave complex will eventually connect to the underground temple) and that the Priests rely on their skeleton servants to protect the entrance (partially false as it leaves out the Minotaur and Owlbear).
Rather than slogging through cave after cave of humanoids I am placing them in a fortified encampment on the top of the valley. The main entrance to the temple is inside the encampment (yes I know it's railroady to only give the PCs one option but they could always try to talk their way into the front door I suppose).
Given the level of difficulty of the cave sections I'm thinking that starting that portion of the adventure should be at 2nd level.
Thoughts or suggestions on tuning this idea up?
Defending the Keep from a humanoid force drawn from the Caves of Chaos is where the palyers start (as either people who live or are visiting the Keep). While the attackers are repelled (at least for the time being) the forces occupying the Keep are unable to give chase with a force that might defeat them all in open combat.
Interrogation of surviving attackers shows that the monsters were brought under the banner of the Temple of Chaos (going with Orcus personally in case I want to tie in Rappan Athuk down the road) and driven into a frenzy to attack the outpost of civilization. The prisoners can give some details about the location of the Temple and how to access it without knocking on the front door (since the humanoid forces control the surrounding valley at this time). To keep things simple I am using the two cave sections (I and G) and connecting area 44 to 51 to provide a "back door" into the temple complex.
Some of the information that the PCs are given will be false (told that either cave complex will eventually connect to the underground temple) and that the Priests rely on their skeleton servants to protect the entrance (partially false as it leaves out the Minotaur and Owlbear).
Rather than slogging through cave after cave of humanoids I am placing them in a fortified encampment on the top of the valley. The main entrance to the temple is inside the encampment (yes I know it's railroady to only give the PCs one option but they could always try to talk their way into the front door I suppose).
Given the level of difficulty of the cave sections I'm thinking that starting that portion of the adventure should be at 2nd level.
Thoughts or suggestions on tuning this idea up?