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Enhancing "Hoard of the Dragon Queen" (Practical stuff to try at your table!)
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<blockquote data-quote="JediSoth" data-source="post: 6647375" data-attributes="member: 13882"><p>My players ended up ambushing the cultists they leapfrogged and killing them all in a spectacular display of what careful planning, high stealth rolls, and a bard with Rezmir's dragon mask who'd been collecting cultist robes can do. I had Snapjaw hold the lizardfolk back from the attack and once he found out the cult leaders in the castle were dead, he told the PCs everything he knew in exchange for their word that they wouldn't interfere when he led his people in a revolt against the bullywugs and took Castle Naerytar for the lizardfolk (I knew they were leaning toward going back to Waterdeep anyway). So, they actually ended up taking Greenest's loot back to Waterdeep!</p><p></p><p>Sure, I could have spent weeks detailing the journey of them dragging all that loot back, but Logistics and Ledgers just didn't sound fun to me, no matter how I spiced it up and they really have been clever and smart about how they've approached all these challenges. </p><p></p><p>I couched it in divinations and spy games, but basically, when they met with Ontharr Frume and Master Leosin again, they learned about the flying castle and were put on Waterdeep's griffons to go intercept it before it reached the Well of Dragons. AND they gave <em>Hazirawn</em> to Ontharr Frume for disposal. The only misstep they made was not having a plan for getting off the flying castle. They used feather fall and fly (from the bard's magic cittern) to jump off the griffons into the upper courtyard at night and when they hid from the patrolling vampire elf lady they realized they didn't have ANY idea who all was in the castle, how powerful they were, or how the heck they would escape if things went pear-shaped.</p><p></p><p>It was such a great "Oh Crap!" moment when they realized they'd just enacted the D&D version of the D-Day -1 nighttime parachute landings... without a ground invasion to back them up in the morning.</p></blockquote><p></p>
[QUOTE="JediSoth, post: 6647375, member: 13882"] My players ended up ambushing the cultists they leapfrogged and killing them all in a spectacular display of what careful planning, high stealth rolls, and a bard with Rezmir's dragon mask who'd been collecting cultist robes can do. I had Snapjaw hold the lizardfolk back from the attack and once he found out the cult leaders in the castle were dead, he told the PCs everything he knew in exchange for their word that they wouldn't interfere when he led his people in a revolt against the bullywugs and took Castle Naerytar for the lizardfolk (I knew they were leaning toward going back to Waterdeep anyway). So, they actually ended up taking Greenest's loot back to Waterdeep! Sure, I could have spent weeks detailing the journey of them dragging all that loot back, but Logistics and Ledgers just didn't sound fun to me, no matter how I spiced it up and they really have been clever and smart about how they've approached all these challenges. I couched it in divinations and spy games, but basically, when they met with Ontharr Frume and Master Leosin again, they learned about the flying castle and were put on Waterdeep's griffons to go intercept it before it reached the Well of Dragons. AND they gave [I]Hazirawn[/I] to Ontharr Frume for disposal. The only misstep they made was not having a plan for getting off the flying castle. They used feather fall and fly (from the bard's magic cittern) to jump off the griffons into the upper courtyard at night and when they hid from the patrolling vampire elf lady they realized they didn't have ANY idea who all was in the castle, how powerful they were, or how the heck they would escape if things went pear-shaped. It was such a great "Oh Crap!" moment when they realized they'd just enacted the D&D version of the D-Day -1 nighttime parachute landings... without a ground invasion to back them up in the morning. [/QUOTE]
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