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DMG Intro Adventure - Big Spoiler!
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<blockquote data-quote="angiloth" data-source="post: 4363717" data-attributes="member: 70666"><p>I did this dungeon far differently...didn't feel it was adventury enough =)</p><p></p><p>In the skull skull room, I turned it into more of a gladiatorial arena</p><p>with pillars that kobolds could stand on. The 'skull skulll game' objective</p><p>was to get the skulls stuck on the rock, while the pillar kobolds tried</p><p>to knock eachother off and the rock away. I left a balcony for a kobold</p><p>announcer. </p><p></p><p>The party intruded in the middle of a game, and the objective then changed, </p><p>naturally. There was more sticky ooze everywhere (that our wizard set aflame). After the fight, the party apprehended the announcer, who declared the party the gladiatorial champions. They partied in the next room all night, and then for their 'prize' he took them to the dragon altar. </p><p></p><p>In this room, the floor beneath the dragon statue opened and the kobold announcer zipped down to become dragon food. The party opted to not follow--and violently protested when the other kobolds pulled out their spears to force them into the hole!</p><p></p><p>The adventure started off with the party retrieving a relic from Nightsong temple in Fallcrest--one prophecized to bring ruin to the town. It hatched in the middle of their intrusion---turning into a dragon-like form and flying away. </p><p></p><p>Turns out, it was a necromantically altered dragon egg, and the final</p><p>boss of my dungeon was an undead white dragon =P</p><p></p><p>Because of my extra quests and one or two extra fights, they </p><p>entered the boss fight higher level. I gave the dragon 100 extra hp, and</p><p>a 20% health insta-breath. Oh, and when he died, he blew up in purplish energy! I made the whole cavern ice-coated, so it was difficult terrain. The dragon made use of flying breath weapons, out of the parties range (the warrior countered this with mark, so he couldn't easily move/shift out of the party's range anymore). </p><p></p><p>The fight was very even, and a thrill to run and play. The party made extremely good use of tactics on our battle grid, and all used their powers</p><p>in a strategic manner. If they didn't use the 4e rules to their advantage, there was no way they could have survived. I dropped 2 or 3 pc's during the fight, but the healer was spot on.</p><p></p><p>That was my experience!</p></blockquote><p></p>
[QUOTE="angiloth, post: 4363717, member: 70666"] I did this dungeon far differently...didn't feel it was adventury enough =) In the skull skull room, I turned it into more of a gladiatorial arena with pillars that kobolds could stand on. The 'skull skulll game' objective was to get the skulls stuck on the rock, while the pillar kobolds tried to knock eachother off and the rock away. I left a balcony for a kobold announcer. The party intruded in the middle of a game, and the objective then changed, naturally. There was more sticky ooze everywhere (that our wizard set aflame). After the fight, the party apprehended the announcer, who declared the party the gladiatorial champions. They partied in the next room all night, and then for their 'prize' he took them to the dragon altar. In this room, the floor beneath the dragon statue opened and the kobold announcer zipped down to become dragon food. The party opted to not follow--and violently protested when the other kobolds pulled out their spears to force them into the hole! The adventure started off with the party retrieving a relic from Nightsong temple in Fallcrest--one prophecized to bring ruin to the town. It hatched in the middle of their intrusion---turning into a dragon-like form and flying away. Turns out, it was a necromantically altered dragon egg, and the final boss of my dungeon was an undead white dragon =P Because of my extra quests and one or two extra fights, they entered the boss fight higher level. I gave the dragon 100 extra hp, and a 20% health insta-breath. Oh, and when he died, he blew up in purplish energy! I made the whole cavern ice-coated, so it was difficult terrain. The dragon made use of flying breath weapons, out of the parties range (the warrior countered this with mark, so he couldn't easily move/shift out of the party's range anymore). The fight was very even, and a thrill to run and play. The party made extremely good use of tactics on our battle grid, and all used their powers in a strategic manner. If they didn't use the 4e rules to their advantage, there was no way they could have survived. I dropped 2 or 3 pc's during the fight, but the healer was spot on. That was my experience! [/QUOTE]
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