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<blockquote data-quote="Jer" data-source="post: 7025148" data-attributes="member: 19857"><p>Eh - I think you can go either way with it. IIRC the dragon hatchery part is rough for the traps but the battles with the kobolds themselves aren't that interesting, so adding a few wyrmlings to the mix might spice things up. Though if your players are low on resources then you might want to hold off - the wyrmlings will still only be a few days old after all, so having them sit it out in their nest isn't a terrible idea. And don't discount how much hassle the traps in those caves are - I remember my players getting seriously annoyed at the hit point attrition they were taking on traps in the kobold caves (though they were terrible at finding them, so perhaps it was just bad luck on their part).</p><p></p><p>I think it really depends on whether you feel constrained by the book or not. Personally a lot would depend to me on whether I wanted to make the players feel like their decision to not explore the cave in the first place was a bad one. If I did, then they could find these "recently hatched" eggs sitting there like a scene out of Alien and start worrying about what might be in the cave with them. But if not then I probably wouldn't worry about it. To be honest, from what I remember about the plot if the eggs have hatched then there's no reason for the cultists to still be there anyway - I think the reason they left the guards and Mondath and Cyanwrath behind was because the eggs were too sensitive and could become unviable if they were moved. Once they hatched, I would expect the cultists left in the caves to pack up and join their comrades. So just for plot logic you could decide that the eggs have to be just ready to hatch rather than already hatched. (Though that may be me justifying it after the fact - I don't remember if that was spelled out in the text or just something I assumed).</p><p></p><p>(Frankly leaving the cave alone if they think they know what the cult is up to is not a bad idea - the motivation for the PCs going into the cave is underdeveloped. I threw some extra enticements into the mix when I ran it because I thought there was little incentive for my group to actually explore the cave given what they had already learned. My group was equally likely to try to track the cultists who abandoned them camp as they were to try the cave, so I threw some extra incentive onto the cave and prepped some wilderness encounters just in case. Fortunately the barbarian was easily swayed by stories of horrible koboblds who had taken over the cave and driven out the bears who lived in it and she was eager to go smash some kobold skull. But the ranger was adamant that he could track the cultists if they wanted to follow them, so without that extra incentive I suspect I would have been running the wilderness encounters instead).</p></blockquote><p></p>
[QUOTE="Jer, post: 7025148, member: 19857"] Eh - I think you can go either way with it. IIRC the dragon hatchery part is rough for the traps but the battles with the kobolds themselves aren't that interesting, so adding a few wyrmlings to the mix might spice things up. Though if your players are low on resources then you might want to hold off - the wyrmlings will still only be a few days old after all, so having them sit it out in their nest isn't a terrible idea. And don't discount how much hassle the traps in those caves are - I remember my players getting seriously annoyed at the hit point attrition they were taking on traps in the kobold caves (though they were terrible at finding them, so perhaps it was just bad luck on their part). I think it really depends on whether you feel constrained by the book or not. Personally a lot would depend to me on whether I wanted to make the players feel like their decision to not explore the cave in the first place was a bad one. If I did, then they could find these "recently hatched" eggs sitting there like a scene out of Alien and start worrying about what might be in the cave with them. But if not then I probably wouldn't worry about it. To be honest, from what I remember about the plot if the eggs have hatched then there's no reason for the cultists to still be there anyway - I think the reason they left the guards and Mondath and Cyanwrath behind was because the eggs were too sensitive and could become unviable if they were moved. Once they hatched, I would expect the cultists left in the caves to pack up and join their comrades. So just for plot logic you could decide that the eggs have to be just ready to hatch rather than already hatched. (Though that may be me justifying it after the fact - I don't remember if that was spelled out in the text or just something I assumed). (Frankly leaving the cave alone if they think they know what the cult is up to is not a bad idea - the motivation for the PCs going into the cave is underdeveloped. I threw some extra enticements into the mix when I ran it because I thought there was little incentive for my group to actually explore the cave given what they had already learned. My group was equally likely to try to track the cultists who abandoned them camp as they were to try the cave, so I threw some extra incentive onto the cave and prepped some wilderness encounters just in case. Fortunately the barbarian was easily swayed by stories of horrible koboblds who had taken over the cave and driven out the bears who lived in it and she was eager to go smash some kobold skull. But the ranger was adamant that he could track the cultists if they wanted to follow them, so without that extra incentive I suspect I would have been running the wilderness encounters instead). [/QUOTE]
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