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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: 6868928" data-attributes="member: 6702445"><p>I've been discussing this off-board with [mention=54629]pukunui,[/mention] but in case it's helpful to anyone else reading the thread, I'll re-post some of my comments here:</p><p></p><p>I have a couple of thoughts regarding the lizardfolk. The first is to make their indecisiveness into a virtue and let the PCs try to influence them. If they see the PCs, again, have them point weapons at them and say, "Dralmorrer Borngray told us we were to capture you..." But let the PCs see (maybe with a check) that they are not very committed to this course of action. Let the PCs try to talk their way out of it and convince the lizardfolk to let them go, and let the dice determine whether it works or not.</p><p></p><p>The other thought is, the one being that the lizardfolk would revere over both Dralmorrer and the PCs is Voragamanthar. Since the lizardfolk already know that the PCs have been trusted by the dragon, that might be enough to make them defy Dralmorrer Borngray. At the very least, talking them out of capturing the PCs should be an easy DC.</p><p></p><p>Re the cultists, in my game, none of the cultists in Castle Naerytar were on the caravan journey. Most of the caravan cultists "got off" in Waterdeep and were awaiting further orders from Rezmir; a select few accompanied the treasure as far as Carnath Roadhouse, and then they also turned around and went back to Waterdeep. The Naerytar group had presumably been there for weeks if not longer, sorting and cleaning treasure as it poured in from the south. So they hadn't heard anything about the PCs. Anyway, page 63 of HotDQ says that Rezmir's next action will be to meet with Captain Othelstan and inform him that adventurers may be arriving, so Parnast should be on high alert.</p><p></p><p>Interesting point about the trapped suits of armor in the hunting lodge. I didn't even notice that (my group went in through a side door and I don't think they ever even set off the freezing runes). I'd assume that it's a trap for unwary visitors. You could either say that the cultists don't use that door, or else they have a way of passing through without setting off the runes. Maybe if you say "Hail Tiamat" as you pass the armor, the runes don't go off. Or something like that.</p><p></p><p>===</p><p></p><p>P.S. I do think the assassination squad is a cool idea, and it will allow you to use some work you previously put in to flesh out cultists. You can leave their location open and toss them in wherever you think the adventure could use a bit of extra action--Carnath, the swamp, Naerytar, or even Parnast.</p></blockquote><p></p>
[QUOTE="jayoungr, post: 6868928, member: 6702445"] I've been discussing this off-board with [mention=54629]pukunui,[/mention] but in case it's helpful to anyone else reading the thread, I'll re-post some of my comments here: I have a couple of thoughts regarding the lizardfolk. The first is to make their indecisiveness into a virtue and let the PCs try to influence them. If they see the PCs, again, have them point weapons at them and say, "Dralmorrer Borngray told us we were to capture you..." But let the PCs see (maybe with a check) that they are not very committed to this course of action. Let the PCs try to talk their way out of it and convince the lizardfolk to let them go, and let the dice determine whether it works or not. The other thought is, the one being that the lizardfolk would revere over both Dralmorrer and the PCs is Voragamanthar. Since the lizardfolk already know that the PCs have been trusted by the dragon, that might be enough to make them defy Dralmorrer Borngray. At the very least, talking them out of capturing the PCs should be an easy DC. Re the cultists, in my game, none of the cultists in Castle Naerytar were on the caravan journey. Most of the caravan cultists "got off" in Waterdeep and were awaiting further orders from Rezmir; a select few accompanied the treasure as far as Carnath Roadhouse, and then they also turned around and went back to Waterdeep. The Naerytar group had presumably been there for weeks if not longer, sorting and cleaning treasure as it poured in from the south. So they hadn't heard anything about the PCs. Anyway, page 63 of HotDQ says that Rezmir's next action will be to meet with Captain Othelstan and inform him that adventurers may be arriving, so Parnast should be on high alert. Interesting point about the trapped suits of armor in the hunting lodge. I didn't even notice that (my group went in through a side door and I don't think they ever even set off the freezing runes). I'd assume that it's a trap for unwary visitors. You could either say that the cultists don't use that door, or else they have a way of passing through without setting off the runes. Maybe if you say "Hail Tiamat" as you pass the armor, the runes don't go off. Or something like that. === P.S. I do think the assassination squad is a cool idea, and it will allow you to use some work you previously put in to flesh out cultists. You can leave their location open and toss them in wherever you think the adventure could use a bit of extra action--Carnath, the swamp, Naerytar, or even Parnast. [/QUOTE]
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