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Enhancing "Hoard of the Dragon Queen" (Practical stuff to try at your table!)
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<blockquote data-quote="jayoungr" data-source="post: 6679390" data-attributes="member: 6702445"><p><strong>Waterdeep</strong></p><p></p><p>I found <a href="http://www.raflar.com/waterdeep/index.php" target="_blank">this fun resource</a> for helping to flesh out the town. Since we were playing over Roll20, my players had a great time deciding where to stay and eat using <a href="http://www.raflar.com/waterdeep/taverns.php" target="_blank">the guide to restaurants, taverns, inns, and festhalls.</a></p><p></p><p>The players followed the cultists to an inn where they were all gathering, but the PCs decided not to stay there. I had decided that a letter would be waiting for the cultists when they arrived; the PCs might bluff or bribe the innkeeper into showing it to them, find it in a cultist's room if they snooped, etc. As it turned out, they talked Jamna Gleamsilver into killing one of the cultists, and she shared the letter with them. Here's what it said:</p><p></p><p></p><p></p><p>I also borrowed Mike Shea's idea of <a href="http://slyflourish.com/hodq_chapter_5.html" target="_blank">the Council Quiet</a>, although I didn't use that name; as it played out for me, it was more of an informal discussion meeting than a formal council. In addition to the PCs and Ontharr Frume, who had traveled by ship from Baldur's Gate to meet them, the others present were Carlon Amoffel, the guy they dug out of the road; Remallia Haventree, present as a high-ranking Harper, although she hinted that she had connections to "other interested groups"; and Elia, the silver dragon, introduced as a friend of Remallia's who also had "connections." I tweaked the missions the group was given, just to make things clearer: instead of "Continue following the trail of the hoard of the Dragon Queen as it travels north," they were told to "Continue following the trail of the hoard of the Dragon Queen until you know its final destination; once you learn this, try to prevent it from getting there." (The second part was Elia's suggestion.) Then they were directed to return to Waterdeep and report once they had accomplished this mission.</p><p></p><p>I did have the meeting take place in the Yawning Portal, which was fun. Most of my players go back to 1E, so they knew about Undermountain.</p><p></p><p>I also let the group go shopping in Waterdeep. For each day they were there, they could roll to see if they could find a given item of up to "Rare" level, using the following table:</p><p></p><p>Common consumable: No roll.</p><p>Common permanent: No roll.</p><p>Uncommon consumable: 1 in 2 chance (roll evens on any die)</p><p>Uncommon permanent: 1 in 4 chance (roll a 4 on a D4)</p><p>Rare consumable: 1 in 4 chance (roll a 4 on a D4)</p><p>Rare permanent: 1 in 6 chance (roll a 6 on a D6)</p><p></p><p>I may tweak the shopping percentages, but they seemed to work reasonably well, considering that Waterdeep is a large city with lots of shopping opportunities.</p></blockquote><p></p>
[QUOTE="jayoungr, post: 6679390, member: 6702445"] [B]Waterdeep[/B] I found [URL="http://www.raflar.com/waterdeep/index.php"]this fun resource[/URL] for helping to flesh out the town. Since we were playing over Roll20, my players had a great time deciding where to stay and eat using [URL="http://www.raflar.com/waterdeep/taverns.php"]the guide to restaurants, taverns, inns, and festhalls.[/URL] The players followed the cultists to an inn where they were all gathering, but the PCs decided not to stay there. I had decided that a letter would be waiting for the cultists when they arrived; the PCs might bluff or bribe the innkeeper into showing it to them, find it in a cultist's room if they snooped, etc. As it turned out, they talked Jamna Gleamsilver into killing one of the cultists, and she shared the letter with them. Here's what it said: I also borrowed Mike Shea's idea of [URL="http://slyflourish.com/hodq_chapter_5.html"]the Council Quiet[/URL], although I didn't use that name; as it played out for me, it was more of an informal discussion meeting than a formal council. In addition to the PCs and Ontharr Frume, who had traveled by ship from Baldur's Gate to meet them, the others present were Carlon Amoffel, the guy they dug out of the road; Remallia Haventree, present as a high-ranking Harper, although she hinted that she had connections to "other interested groups"; and Elia, the silver dragon, introduced as a friend of Remallia's who also had "connections." I tweaked the missions the group was given, just to make things clearer: instead of "Continue following the trail of the hoard of the Dragon Queen as it travels north," they were told to "Continue following the trail of the hoard of the Dragon Queen until you know its final destination; once you learn this, try to prevent it from getting there." (The second part was Elia's suggestion.) Then they were directed to return to Waterdeep and report once they had accomplished this mission. I did have the meeting take place in the Yawning Portal, which was fun. Most of my players go back to 1E, so they knew about Undermountain. I also let the group go shopping in Waterdeep. For each day they were there, they could roll to see if they could find a given item of up to "Rare" level, using the following table: Common consumable: No roll. Common permanent: No roll. Uncommon consumable: 1 in 2 chance (roll evens on any die) Uncommon permanent: 1 in 4 chance (roll a 4 on a D4) Rare consumable: 1 in 4 chance (roll a 4 on a D4) Rare permanent: 1 in 6 chance (roll a 6 on a D6) I may tweak the shopping percentages, but they seemed to work reasonably well, considering that Waterdeep is a large city with lots of shopping opportunities. [/QUOTE]
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