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Small tweaks to improve Out of the Abyss [DMs toolbox; SPOILERS]
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<blockquote data-quote="CapnZapp" data-source="post: 6800428" data-attributes="member: 12731"><p>Hello again.</p><p></p><p>22(?): I've found that adding the four Set Encounters from chapter 2 needs a bit of thinking through, or they risk coming across as pointless. Specifically, I'm looking for some hook into the adventure as a whole. Something that provides even a small answer to the players for the question "why is this encounter included?"</p><p></p><p>Sure, not all encounters need to have a point. But OotA is already chock full of "merely random" encounters.</p><p></p><p><strong>Silken Paths:</strong> Initially, this sounds like an interesting terrain. Alas, if you don't do anything with it, that's all it will be. The mechanics of "surfing the web" is not enought to create tension or interest, I'm afraid. Encountering the friendly pair of gobs is of course nice.</p><p></p><p><strong>Hook Horror Hunt:</strong> Again, at first this sounds promising. But when you read it, it doesn't amount to much more than a random encounter in a fairly generic location. Sure, getting to nurse a baby horror is a novelty, but other than that?</p><p></p><p><strong>The Oozing Temple:</strong> Here we at least have the thrill of a timed encounter. And stumbling into a sentient ooze is actually a nice nod to future events (the Blingdenstone chapter). But the "temple" itself is a bit of a letdown in my opinion - my players tried their hardest to add meaning to its form. Does the map suggest a shape? Are there any hidden secrets? But no...</p><p></p><p><strong>Lost Tomb of Khaem:</strong> I would say this is the encounterlet with the most backstory, which isn't saying much. Of course, it's claim to fame (infamy?) is the seriously powerful magic loot/ally.</p><p></p><p>What can we add to these that makes them more integral to the adventure?</p><p></p><p>Silken Paths: since Lolth is specifically not in this adventure, I really don't have any good ideas. Perhaps there could be a hidden settlement and safe camp in the webs that would make the silken paths more interesting and less of an elaborate terrain feature? Perhaps a village of Ettercaps (that aren't immediately hostile)?</p><p></p><p>Hook Horror: As written, this set encounter is lame, if the whole point isn't to throw a baby horror in the laps of the characters. I'm toying with the following idea:</p><p></p><p>Imagine if Yeenoghu himself is enjoying a great hunt, and the characters encounter various Underdark denizens fleeing as from a forest fire? Any gnolls they encounter are so excited they can barely fight (since their god is among them). </p><p></p><p>Imagine if the hooked horrors are joined by others such as otherwise superior Drow (now bedraggled and exhausted), monsters like Gricks or Spectators, and others. Then you have disorganized bands of Gnolls that effectively are incapacitated half the time with barking and baying at "the moon"... Then, if the heroes doesn't retreat, they can glimpse Yeenoghu himself. One idea is that if the characters slay enough gnolls to gain the attention of their pack masters, they can challenge a champion to one-on-one combat. Of course, the gnolls can't contain their excitement when their chosen Champion is... Yeenoghu himself! (Time to flee!) </p><p></p><p>The Oozing Temple: Would be better if it were an actual temple. A bit of backstory, a few clues to its function and history. Nothing special; just a little more would go a long way.</p><p></p><p>Khaem: I could probably run this as is, though making sure all the details get across to the players (language barriers be damned!)</p></blockquote><p></p>
[QUOTE="CapnZapp, post: 6800428, member: 12731"] Hello again. 22(?): I've found that adding the four Set Encounters from chapter 2 needs a bit of thinking through, or they risk coming across as pointless. Specifically, I'm looking for some hook into the adventure as a whole. Something that provides even a small answer to the players for the question "why is this encounter included?" Sure, not all encounters need to have a point. But OotA is already chock full of "merely random" encounters. [B]Silken Paths:[/B] Initially, this sounds like an interesting terrain. Alas, if you don't do anything with it, that's all it will be. The mechanics of "surfing the web" is not enought to create tension or interest, I'm afraid. Encountering the friendly pair of gobs is of course nice. [B]Hook Horror Hunt:[/B] Again, at first this sounds promising. But when you read it, it doesn't amount to much more than a random encounter in a fairly generic location. Sure, getting to nurse a baby horror is a novelty, but other than that? [B]The Oozing Temple:[/B] Here we at least have the thrill of a timed encounter. And stumbling into a sentient ooze is actually a nice nod to future events (the Blingdenstone chapter). But the "temple" itself is a bit of a letdown in my opinion - my players tried their hardest to add meaning to its form. Does the map suggest a shape? Are there any hidden secrets? But no... [B]Lost Tomb of Khaem:[/B] I would say this is the encounterlet with the most backstory, which isn't saying much. Of course, it's claim to fame (infamy?) is the seriously powerful magic loot/ally. What can we add to these that makes them more integral to the adventure? Silken Paths: since Lolth is specifically not in this adventure, I really don't have any good ideas. Perhaps there could be a hidden settlement and safe camp in the webs that would make the silken paths more interesting and less of an elaborate terrain feature? Perhaps a village of Ettercaps (that aren't immediately hostile)? Hook Horror: As written, this set encounter is lame, if the whole point isn't to throw a baby horror in the laps of the characters. I'm toying with the following idea: Imagine if Yeenoghu himself is enjoying a great hunt, and the characters encounter various Underdark denizens fleeing as from a forest fire? Any gnolls they encounter are so excited they can barely fight (since their god is among them). Imagine if the hooked horrors are joined by others such as otherwise superior Drow (now bedraggled and exhausted), monsters like Gricks or Spectators, and others. Then you have disorganized bands of Gnolls that effectively are incapacitated half the time with barking and baying at "the moon"... Then, if the heroes doesn't retreat, they can glimpse Yeenoghu himself. One idea is that if the characters slay enough gnolls to gain the attention of their pack masters, they can challenge a champion to one-on-one combat. Of course, the gnolls can't contain their excitement when their chosen Champion is... Yeenoghu himself! (Time to flee!) The Oozing Temple: Would be better if it were an actual temple. A bit of backstory, a few clues to its function and history. Nothing special; just a little more would go a long way. Khaem: I could probably run this as is, though making sure all the details get across to the players (language barriers be damned!) [/QUOTE]
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