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*Dungeons & Dragons
Enhancing "Hoard of the Dragon Queen" (Practical stuff to try at your table!)
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<blockquote data-quote="GuardianLurker" data-source="post: 6539106" data-attributes="member: 786"><p><strong>Tie it to RoT</strong></p><p></p><p>So let me first preface this that I made a LOT of changes to HotDQ, because I'm running Phandelver/HoDTQ/RoT as one long campaign arc. Unless you're interested I won't talk about the Phandelver required changes (the two biggest of which are +3-4 levels, and coming in from the north instead of the south).</p><p></p><p>*Playing up the internal factions in the Cult is a good idea.</p><p>- For instance, Talis hired the Zhentarim to steal the White Dragon Mask from Varram.</p><p>- Try to place the "successors" of your enemy NPCs into the adventures as earlier mini-bosses.</p><p>- All the bosses are more concerned with not losing power in the Cult than actually defeating the characters; make the characters WORK to capture/kill that fleeing villain.</p><p></p><p>* Foreshadow key events in RoT</p><p>- In chapter 4, we're given a guy named Lasfelro hauling a wagon with a mysterious cargo and a chained gargoyle, but nothing's ever done with him - he's just color. In my version, he's hauling the Draakhorn down to the Well of Dragons.</p><p>- Use the gates at the lodge, and the ogre's "places the castle visits" to give the characters "previews" of places or events in RoT. For instance, the "south gate" would let the characters explore the village by Xonthal's Tower, before the Cultists start looking at the Mask. "That place in the moors" is Roth Modar's home fortress, where he leads the Thayan Resurrection from.</p><p></p><p>* The Council Scorecard in RoT is essentially already in play in HoDTQ</p><p>- And it doesn't have "Misc: Awesome Player Actions". For instance, how valuable do you think turning Talis would be to the Council? How about showing up having already brought the Giants onboard?</p><p></p><p>* If you're hearing train sounds from your players, you aren't using a big enough lure.</p><p>- Introduce Rezmir early. Frulam Mondath is introduced as the big bad for the Greenest invasion. When the players are at camp, show her groveling before Rezmir.</p><p>- Have Rezmir get away with NPC prisoners the characters care about and want to resuce. RoT has a ritual that's powered by soul sacrifice - where are all the prisoners coming from and going to?</p><p></p><p>* Your players will NOT follow the adventure's expected pacing.</p><p>- Prepare for "characters are early" i.e. Exploring the Dragon Hatchery during their initial scouting of the camp.</p><p>- Prepare for "characters are late", and if you're doing anything other than "always just in time", make sure you convey that info to the players. Be careful not to deprive them of necessary healing time.</p><p></p><p>For more ideas, read the negative reviews for the perceived problems, and figure out ways to fix them, then include that in your enhanced version.</p></blockquote><p></p>
[QUOTE="GuardianLurker, post: 6539106, member: 786"] [b]Tie it to RoT[/b] So let me first preface this that I made a LOT of changes to HotDQ, because I'm running Phandelver/HoDTQ/RoT as one long campaign arc. Unless you're interested I won't talk about the Phandelver required changes (the two biggest of which are +3-4 levels, and coming in from the north instead of the south). *Playing up the internal factions in the Cult is a good idea. - For instance, Talis hired the Zhentarim to steal the White Dragon Mask from Varram. - Try to place the "successors" of your enemy NPCs into the adventures as earlier mini-bosses. - All the bosses are more concerned with not losing power in the Cult than actually defeating the characters; make the characters WORK to capture/kill that fleeing villain. * Foreshadow key events in RoT - In chapter 4, we're given a guy named Lasfelro hauling a wagon with a mysterious cargo and a chained gargoyle, but nothing's ever done with him - he's just color. In my version, he's hauling the Draakhorn down to the Well of Dragons. - Use the gates at the lodge, and the ogre's "places the castle visits" to give the characters "previews" of places or events in RoT. For instance, the "south gate" would let the characters explore the village by Xonthal's Tower, before the Cultists start looking at the Mask. "That place in the moors" is Roth Modar's home fortress, where he leads the Thayan Resurrection from. * The Council Scorecard in RoT is essentially already in play in HoDTQ - And it doesn't have "Misc: Awesome Player Actions". For instance, how valuable do you think turning Talis would be to the Council? How about showing up having already brought the Giants onboard? * If you're hearing train sounds from your players, you aren't using a big enough lure. - Introduce Rezmir early. Frulam Mondath is introduced as the big bad for the Greenest invasion. When the players are at camp, show her groveling before Rezmir. - Have Rezmir get away with NPC prisoners the characters care about and want to resuce. RoT has a ritual that's powered by soul sacrifice - where are all the prisoners coming from and going to? * Your players will NOT follow the adventure's expected pacing. - Prepare for "characters are early" i.e. Exploring the Dragon Hatchery during their initial scouting of the camp. - Prepare for "characters are late", and if you're doing anything other than "always just in time", make sure you convey that info to the players. Be careful not to deprive them of necessary healing time. For more ideas, read the negative reviews for the perceived problems, and figure out ways to fix them, then include that in your enhanced version. [/QUOTE]
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