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Enhancing "Hoard of the Dragon Queen" (Practical stuff to try at your table!)
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<blockquote data-quote="WolfDM32" data-source="post: 6812036" data-attributes="member: 6813001"><p>I was invited to post to this. I did my caravan to water deep a little differently. Initially I had them hired by a noble in Baldurs Gate that's opposing the cult of the Dragon to be a guard for a lady friend of hers. The truth which the players won't know for a while, if ever, is that the lady promised the support of a vampire lord to the noble, if the noble could get her lord and herself to a safe place to start out new and call it their own. Much research had been done and it had been discovered that a small farming area on the way to waterdeep was a great power outlet for undead. The only problem is it's currently occupied by a wraith that likes the spot and is in the process of a small undead army. I patterned the area off our modern day superstitions around the Bermuda triangle. Most of the time the area is just ruins..... But as the wraith gains power, it's able to come create dimensional shifts where random groups of caravans make it through to the undead location. That's the loose back story that I can build on later.... </p><p></p><p>So, they're meeting up with other caravans cultitsts etc, but they're traveling under guise of guards for a crate of dirt full of exotic roots. Which the players bought into just fine. Heh. The vampire's presence triggers the shift into the undead farm and the characters will be forced to defeat a wraith, some scarecrows (not undead, but cool effect), some skeletons, zombies. In a multiple encounter fashion. </p><p></p><p>So, zombies, scarecrows first, and 1d3 rounds later the skeletons assemble in response to the wraith's call for his army to awaken. With a party of five level 4 characters, which includes 2 clerics. Despite the encounter rating of deadly, I fear it actually may be too easy. But we'll see.</p><p></p><p>The lady will request help hauling her box of dirt to the house and thanks the characters for their help once the dead have been eliminated. She'll offer them to come by anytime to see how the farm's going later on with the "exotic roots." Later, on, if the characters do come by the farm a few months later, they may find the noble has fled their for protection because her life was in danger from the cult of the dragon. That's just one of the encounters. </p><p></p><p>I also like the idea of the party being replaced by fake heroes later on, and fired. Then the players come across the caravan attacked by a band of orcs or something and the fake heroes are all dead in a bloody mess or maybe in the middle of a battle. And losing badly. </p><p></p><p>I figured out the cultist encounter yet, but once we get past Daggerford, I'll start introducing discussion encounters in the evenings with various NPCs and the characters. Introduce Jasmin, etc.</p></blockquote><p></p>
[QUOTE="WolfDM32, post: 6812036, member: 6813001"] I was invited to post to this. I did my caravan to water deep a little differently. Initially I had them hired by a noble in Baldurs Gate that's opposing the cult of the Dragon to be a guard for a lady friend of hers. The truth which the players won't know for a while, if ever, is that the lady promised the support of a vampire lord to the noble, if the noble could get her lord and herself to a safe place to start out new and call it their own. Much research had been done and it had been discovered that a small farming area on the way to waterdeep was a great power outlet for undead. The only problem is it's currently occupied by a wraith that likes the spot and is in the process of a small undead army. I patterned the area off our modern day superstitions around the Bermuda triangle. Most of the time the area is just ruins..... But as the wraith gains power, it's able to come create dimensional shifts where random groups of caravans make it through to the undead location. That's the loose back story that I can build on later.... So, they're meeting up with other caravans cultitsts etc, but they're traveling under guise of guards for a crate of dirt full of exotic roots. Which the players bought into just fine. Heh. The vampire's presence triggers the shift into the undead farm and the characters will be forced to defeat a wraith, some scarecrows (not undead, but cool effect), some skeletons, zombies. In a multiple encounter fashion. So, zombies, scarecrows first, and 1d3 rounds later the skeletons assemble in response to the wraith's call for his army to awaken. With a party of five level 4 characters, which includes 2 clerics. Despite the encounter rating of deadly, I fear it actually may be too easy. But we'll see. The lady will request help hauling her box of dirt to the house and thanks the characters for their help once the dead have been eliminated. She'll offer them to come by anytime to see how the farm's going later on with the "exotic roots." Later, on, if the characters do come by the farm a few months later, they may find the noble has fled their for protection because her life was in danger from the cult of the dragon. That's just one of the encounters. I also like the idea of the party being replaced by fake heroes later on, and fired. Then the players come across the caravan attacked by a band of orcs or something and the fake heroes are all dead in a bloody mess or maybe in the middle of a battle. And losing badly. I figured out the cultist encounter yet, but once we get past Daggerford, I'll start introducing discussion encounters in the evenings with various NPCs and the characters. Introduce Jasmin, etc. [/QUOTE]
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