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Enhancing "Hoard of the Dragon Queen" (Practical stuff to try at your table!)
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<blockquote data-quote="pukunui" data-source="post: 6647565" data-attributes="member: 54629"><p>I'm thinking of taking out the stirges and just having some bat swarms instead.</p><p></p><p>I've thought about an otyugh. I suppose I could do that.</p><p></p><p>That sounds cool! I might do that!</p><p></p><p>My group argued their case with Governor Nighthill and were persuasive enough so I had three guards go with them. During the ambush, the guards fared much better than the PCs due to the randomness of the dice, and the players joked that if their PCs all died they should just start playing the guards instead. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>The cultists in the camp aren't the entirety of the cult. They're just one small cell plus some hired mercenaries and such.</p><p> </p><p>Some of it has to do with the unfinished Perception rules. The adventure doesn't railroad you into the rearguard ambush, though. It actually comes right out and says that the PCs would be better off avoiding this encounter all together, so the DM is encouraged to make sure the PCs know it's there ahead of time.</p><p></p><p>I agree that the placement of some traps is silly but the text does account for how the cultists and kobolds bypass them.</p><p></p><p>Partly it's because there is not internet in the Forgotten Realms. People aren't going to find out what's happening elsewhere as quickly as they might these days. Another part of it is that everyone is rather parochial. They don't really care what happens to someone else if it isn't also happening to them. Although that brings me to my next point, which is that the cult is all over the place, not just around Greenest. So maybe people seem like they don't care about what happened down south because they've got their own troubles.</p><p></p><p>That explains a lot actually. Despite what WotC might have wanted, the Tyranny of Dragons modules aren't really all that new DM-friendly.</p></blockquote><p></p>
[QUOTE="pukunui, post: 6647565, member: 54629"] I'm thinking of taking out the stirges and just having some bat swarms instead. I've thought about an otyugh. I suppose I could do that. That sounds cool! I might do that! My group argued their case with Governor Nighthill and were persuasive enough so I had three guards go with them. During the ambush, the guards fared much better than the PCs due to the randomness of the dice, and the players joked that if their PCs all died they should just start playing the guards instead. ;) The cultists in the camp aren't the entirety of the cult. They're just one small cell plus some hired mercenaries and such. Some of it has to do with the unfinished Perception rules. The adventure doesn't railroad you into the rearguard ambush, though. It actually comes right out and says that the PCs would be better off avoiding this encounter all together, so the DM is encouraged to make sure the PCs know it's there ahead of time. I agree that the placement of some traps is silly but the text does account for how the cultists and kobolds bypass them. Partly it's because there is not internet in the Forgotten Realms. People aren't going to find out what's happening elsewhere as quickly as they might these days. Another part of it is that everyone is rather parochial. They don't really care what happens to someone else if it isn't also happening to them. Although that brings me to my next point, which is that the cult is all over the place, not just around Greenest. So maybe people seem like they don't care about what happened down south because they've got their own troubles. That explains a lot actually. Despite what WotC might have wanted, the Tyranny of Dragons modules aren't really all that new DM-friendly. [/QUOTE]
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