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<blockquote data-quote="Conaill" data-source="post: 3012340" data-attributes="member: 1264"><p>Sorry for the absence...</p><p></p><p>The idea was that the party of gobolds/koblins in #12 had been stuck there for several weeks - long enough for the top dogs in the party to start using the other party members as rations, untill only one "underdog" remained (the one who may want to help out the PC's, rather than feed them to the ooze).</p><p></p><p>For these guys to be stuck here for this long, it seems illogical for them to be within shouting distance of the kobolds in #3, which is why I wanted them to be unrelated to those guys. Hence a goblin party which managed to sneak (or fight their way) past the kobolds. If we make them a breakaway group of kobolds, with good reason to expect nothing but hostility from the kobolds in #3, that would work too.</p><p></p><p>As for the PCs needing a reason to go into #12... since when have adventurers needed a reason to explore dangerous caves? <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /> The ooze is well enough hidden (counts as invisible inside the shallow pool of water) that they probably won't notice it until it's too late to avoid. I figure #12 may also be the reason why the "painter" people in #2 worshiped this cave complex - maybe the inside is full of paintings. That should be good enough to lure a band of unsuspecting adventurers past an innocent-looking pool of water. </p><p></p><p>If the PCs do notice the ooze in advance and decide to leave #12 alone, <em>then</em> the trapped koblins could come out of hiding and offer the PCs riches beyond their wildest dreams - lies, of course, since the koblins intend to escape as soon as the PCs are in combat with the ooze.</p><p></p><p>Makes sense?</p></blockquote><p></p>
[QUOTE="Conaill, post: 3012340, member: 1264"] Sorry for the absence... The idea was that the party of gobolds/koblins in #12 had been stuck there for several weeks - long enough for the top dogs in the party to start using the other party members as rations, untill only one "underdog" remained (the one who may want to help out the PC's, rather than feed them to the ooze). For these guys to be stuck here for this long, it seems illogical for them to be within shouting distance of the kobolds in #3, which is why I wanted them to be unrelated to those guys. Hence a goblin party which managed to sneak (or fight their way) past the kobolds. If we make them a breakaway group of kobolds, with good reason to expect nothing but hostility from the kobolds in #3, that would work too. As for the PCs needing a reason to go into #12... since when have adventurers needed a reason to explore dangerous caves? :D The ooze is well enough hidden (counts as invisible inside the shallow pool of water) that they probably won't notice it until it's too late to avoid. I figure #12 may also be the reason why the "painter" people in #2 worshiped this cave complex - maybe the inside is full of paintings. That should be good enough to lure a band of unsuspecting adventurers past an innocent-looking pool of water. If the PCs do notice the ooze in advance and decide to leave #12 alone, [i]then[/i] the trapped koblins could come out of hiding and offer the PCs riches beyond their wildest dreams - lies, of course, since the koblins intend to escape as soon as the PCs are in combat with the ooze. Makes sense? [/QUOTE]
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