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Encounter Help - Drow Stronghold
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<blockquote data-quote="Aholibamah" data-source="post: 3607277" data-attributes="member: 53031"><p>All in all it sounds like a good mix of updated adventure game along with old fashioned dungeon crawl. What I'd suggest for some of the plot devices is this:</p><p></p><p>1. The Dragon Shaman needs a personal reason--revenge, something to be obtained, something rather personal and dragonish. To give an example in my game a young dragon wants to obtain the horde that was stolen when her parents were killed. This is her main motivation for hanging with the pcs.</p><p></p><p>2. The Vampire and the Succhubus strike me as being a little out of place in Drow society. Therefore they strike me as perfect red herrings for the party--the roguish 'gunslinger' types who appear as the villains at first until the real one is revealed. </p><p></p><p>3. Let the pcs demonstrate their skills as players. If they for instance see the Kuo-Toa fighting Drow or something or find bodies or anything at all like that it might give them clever ideas. I wouldn't beat them over the head with this, just make it something that they get a glimpse of. However I would make sure that there was no solid evidence or reason to make say an alliance with the Kuo-Toa at first, I would just have it at the back of my mind that they might be useful in that capacity. Barring that if it never even comes up I might have the Kuo-Toa attack the Drow stronghold as perhaps it has begun to fall to confusion in the way of the pcs striking at the Drow. Thus in the second idea they become an unexpected enemy, not distinguishing between who are Drow and who are not.</p></blockquote><p></p>
[QUOTE="Aholibamah, post: 3607277, member: 53031"] All in all it sounds like a good mix of updated adventure game along with old fashioned dungeon crawl. What I'd suggest for some of the plot devices is this: 1. The Dragon Shaman needs a personal reason--revenge, something to be obtained, something rather personal and dragonish. To give an example in my game a young dragon wants to obtain the horde that was stolen when her parents were killed. This is her main motivation for hanging with the pcs. 2. The Vampire and the Succhubus strike me as being a little out of place in Drow society. Therefore they strike me as perfect red herrings for the party--the roguish 'gunslinger' types who appear as the villains at first until the real one is revealed. 3. Let the pcs demonstrate their skills as players. If they for instance see the Kuo-Toa fighting Drow or something or find bodies or anything at all like that it might give them clever ideas. I wouldn't beat them over the head with this, just make it something that they get a glimpse of. However I would make sure that there was no solid evidence or reason to make say an alliance with the Kuo-Toa at first, I would just have it at the back of my mind that they might be useful in that capacity. Barring that if it never even comes up I might have the Kuo-Toa attack the Drow stronghold as perhaps it has begun to fall to confusion in the way of the pcs striking at the Drow. Thus in the second idea they become an unexpected enemy, not distinguishing between who are Drow and who are not. [/QUOTE]
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