pukunui
Legend
Nice.They just went right in; they made some good knowledge checks about Thunderspire and the Mages of Saruun (which got fed back into the backstory of one of the PCs - Malchior the Warlord, multiclassed Wizard, who has friends and an uncle in the organization).
I am thinking about putting the Invulnerable Coat of Arnd in there, maybe on Paldamar, as an heirloom of Malchior's noble family. I'll re-fluff it, or Arnd.
I don't want to spend that much time on it, but I also don't want it to be "OK, you go to Thunderspire, follow the road up the mountain, find the entrance, and go in."So, to answer the question: how difficult should it be to get in? I think it depends on how much time you want to spend on it.
I don't actually know if the PC's father is dead or not. He might just be an old man. I'll have to go back and check. But that is certainly a good idea.What I'm thinking is that the adventure takes place in your minotaur PC's father's tomb. Maybe it's been defiled by Vecna, keeper of secrets. Maybe the PC's father switched to worship of Vecna in his final days in order to discover the entrance, but the twisted lies of Vecna meant that he died once he discovered the secret. Now he's a ghost, angry and bitter.
The thing is, everyone in Nentir Valley knows where Thunderspire is. It's a well-known landmark. But the existence of the ancient minotaur city of Saruun Khel inside the mountain is but a rumor (and those that know the truth don't give their knowledge away freely). I imagine that the PC's father must have at least known - or had a very good idea - that the ruins were under Thunderspire, but he never figured out how to get in. Thus I can't make it too easy for the PCs or else, as you say, it'll make the father look like a total idiot (which he may well have been ...The adventure resolves that - will the PCs be able to end Vecna's curse on him, or will he still be obsessed with finding Thunderspire? Either way he will tell the PCs where it is.

It's funny you should mention this because when we were playing 3.5, the guy playing the minotaur wanted an intelligent weapon but I told him no because the rules for intelligent weapons were too complicated and high-level, etc etc. But I've got the Dragon article talking about intelligent items for 4e, and it seems pretty simple and easy, and so now I really want to give him an intelligent weapon. Having it be the soul of his father would be way cool in terms of story ... I had actually been thinking of giving him a "sword on speed" (a joke from a different thread pertaining to the typo in the article that reads "speed" instead of "speech").I'm thinking a cool intelligent magic item, maybe artifact-level, that holds his soul will guide the PCs into Thunderspire. +2 to Dungeoneering checks sounds like a good bonus.
Good point. I may just do that. The guys did say that they enjoyed the skill challenge that was incorporated into the combat in the graveyard last time, so if I make it so they have to try to open the door while fighting the thing in the lake, they might enjoy it. But I also want to make it so that they have to find the right spot on the side of the mountain as well.If it's not that big a deal, a skill challenge would be a good way to approach it. I'd probably just copy the Moria scene; the PCs will eventually break through, but will they be able to get in before that lurker in the water attacks them? Will it break the entrance so that no one can get in or out that way?
I don't know if you're aware of the "Three Clue Rule" but I'm thinking I might start trying to adopt that approach to adventures. WotC doesn't seem to care if their adventures are railroady or have serious bottlenecks, but if I can give the PCs multiple ways to achieve their goals, I think it'll really enrich the adventures and make it less likely for them to get stuck. At this point, my plans for Thunderspire are still fairly vague but one thing I'm thinking of is the three ways for them to find Thunderspire would be:
1) They get the info out of the House Azaer tiefling in Fallcrest (since there's a House Azaer shop in the Seven Pillared Hall, then the tieflings must know how to get in and out).
2) They get the info from finding and researching ancient texts -- perhaps after going on a short adventure to find the info in a minotaur tomb or something first.
3) They simply go to the mountain and wait for someone to come along who can show them the entrance.
Exactly.Whatever you do, don't make it easy to get in. Even if the PCs just get really lucky it's better than if they do something simple to get access. If you make it too easy, the PC's father is going to look like an idiot, and that means that the PC's own image will be tarnished.