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Enhancing "Hoard of the Dragon Queen" (Practical stuff to try at your table!)
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<blockquote data-quote="GuardianLurker" data-source="post: 6647266" data-attributes="member: 786"><p>The Hatchery is one of the areas that got extensively reworked in my campaign. I did a number of things for areas 3 & 4: </p><p>1) Eliminated the safe paths down the sides (for 3), and hid the safe path under an illusion.</p><p>2) Hid more stirges in the bat colony, and also added a couple swarms of bats as well.</p><p>3) Added shriekers in area 3 (which set off the bats).</p><p>4) Treat the shriekers/bats as an alarm. Most opponents in the complex won't necessarily come an investigate, as they're mostly protection details, but will instead hunker down into defensive postures, setting up ambushes and traps.</p><p></p><p></p><p>In my campaign, I got rid of the trogs. To replace them, I split the lower cave in two. The south half is now a trash pit/otyugh lair. The north half is the drake hatchery. And the old drake hatchery is now the lair of a young adult blue dragon. (Who can fire her breath weapon right down/up either corridor from 9/10 cover, as all she has to do is poke her head over the 10-foot high ledge.)</p><p></p><p>As for the otyugh's treasure, make the light treasure something the characters can see (and even fetch with mage hand), that indicates something really heavy/valuable is at the bottom of the muck. <em>Q: What's that gleaming in the muck? I use mage hand to fetch it.<strong>A: It's a platinum key hanging on a golden wire looped around a gold chain. There are some other broken wires still attached to the chain, indicating it might have once held more keys. When it dangles freely, the chain and key point towards the depths of the muck.</strong></em></p></blockquote><p></p>
[QUOTE="GuardianLurker, post: 6647266, member: 786"] The Hatchery is one of the areas that got extensively reworked in my campaign. I did a number of things for areas 3 & 4: 1) Eliminated the safe paths down the sides (for 3), and hid the safe path under an illusion. 2) Hid more stirges in the bat colony, and also added a couple swarms of bats as well. 3) Added shriekers in area 3 (which set off the bats). 4) Treat the shriekers/bats as an alarm. Most opponents in the complex won't necessarily come an investigate, as they're mostly protection details, but will instead hunker down into defensive postures, setting up ambushes and traps. In my campaign, I got rid of the trogs. To replace them, I split the lower cave in two. The south half is now a trash pit/otyugh lair. The north half is the drake hatchery. And the old drake hatchery is now the lair of a young adult blue dragon. (Who can fire her breath weapon right down/up either corridor from 9/10 cover, as all she has to do is poke her head over the 10-foot high ledge.) As for the otyugh's treasure, make the light treasure something the characters can see (and even fetch with mage hand), that indicates something really heavy/valuable is at the bottom of the muck. [i]Q: What's that gleaming in the muck? I use mage hand to fetch it.[b]A: It's a platinum key hanging on a golden wire looped around a gold chain. There are some other broken wires still attached to the chain, indicating it might have once held more keys. When it dangles freely, the chain and key point towards the depths of the muck.[/b][/i] [/QUOTE]
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