Quickleaf
Legend
Yep, user-friendly is the goal.
I'm wondering if I can frame the whole "weight of eyes" thing as a pacing mechanic / threat timeline (kinda like the horizon concept) which advances or retreats based on certain player actions? That seems the simplest solution, though perhaps not the most transparent.
The more the "timeline" advances (say its tracked by sliding a paper clip/ticking off numbers/a prominently displayed die/gummi bears in a bowl/etc), the more the DM would narrate the oppressive feelings within the Mountain, the constant pressure from the kobolds, etc. As it advances, there'd also be a greater chance of run-ins with the Kobold Commando encounter (with corresponding difficulty boosts/buffs) as you suggested.
In addition, some steps on the timeline would deal with rituals the dragon might cast to halt the PCs' progress as well as psychic attacks "from the Mountain" causing claustrophobia/granting combat advantage/allowing kobolds with mob tactics or combined fire to benefit from "ghosted" allies which probably only exist in the target's head.
This allows me to do everything (kobold readiness & dragon magic & supernatural mountain) under one roof, so to speak. Once I finish the "timeline" the main overhead in running it will be recognizing what player actions/events change the "timeline" marker, and then narrating it in such a way that the evolving "timeline" makes sense & helps players connect the dots between their actions and the "timeline."
How does that approach sound?
I'm wondering if I can frame the whole "weight of eyes" thing as a pacing mechanic / threat timeline (kinda like the horizon concept) which advances or retreats based on certain player actions? That seems the simplest solution, though perhaps not the most transparent.
The more the "timeline" advances (say its tracked by sliding a paper clip/ticking off numbers/a prominently displayed die/gummi bears in a bowl/etc), the more the DM would narrate the oppressive feelings within the Mountain, the constant pressure from the kobolds, etc. As it advances, there'd also be a greater chance of run-ins with the Kobold Commando encounter (with corresponding difficulty boosts/buffs) as you suggested.
In addition, some steps on the timeline would deal with rituals the dragon might cast to halt the PCs' progress as well as psychic attacks "from the Mountain" causing claustrophobia/granting combat advantage/allowing kobolds with mob tactics or combined fire to benefit from "ghosted" allies which probably only exist in the target's head.
This allows me to do everything (kobold readiness & dragon magic & supernatural mountain) under one roof, so to speak. Once I finish the "timeline" the main overhead in running it will be recognizing what player actions/events change the "timeline" marker, and then narrating it in such a way that the evolving "timeline" makes sense & helps players connect the dots between their actions and the "timeline."
How does that approach sound?