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Enhancing "Hoard of the Dragon Queen" (Practical stuff to try at your table!)
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<blockquote data-quote="Charles Rampant" data-source="post: 7152387" data-attributes="member: 32659"><p>Firstly, your session sounds hilarious and fun, and I'm a little jealous of it. (My players had a Lizardfolk Barbarian, so recruited the Lizardfolk tribe to go and murder the Bullywugs, while they focused on the Cult. Took two sessions to clear the castle and the dungeon, while the Lizardfolk cheerfully slaughtered the majority of the Bullywugs outside and in the castle barracks. I added a Froghemoth into the moat, which was tackled by some Lizardfolk riding Catoblepas, to add a sort of Godzilla background track to the players fighting their way into the barbican.) </p><p></p><p>So you had two questions, one about what happens next and the other about the portal. The latter question is simple: when you consider that it was built by a wizard of ancient Netheril to connect his various laboratories and whatnot, it seems clear that it must be two-way, since otherwise it'd be easier to just use <em>Teleport</em> all the time. On that logic, I let the players discover that saying the word lets them return; I also stated that Draezir is just a name in Draconic (since I'd forgotten about the Loross thing), rather than anything meaningful. The adventure does leave you with an intriguing possibility of what to do with the other three portals; if book two had more Netherise ruins, I'd have it connect to them, but sadly it doesn't. It could be fun to have one turn up in a future campaign though, so that party of characters could find it and your players could revisit the hunting lodge.</p><p></p><p>The cult are not stupid, even if they are fairly daft for worshipping dragons, so I'd say that they would figure out what happened, but it will take some time, and probably enough time for the players to deal with the Hunting Lodge and approach Parnast. If I were you, I'd have Azbara and Rezmir hurry into the sky castle just ahead of the players, and start frantically tearing it apart looking for them; that way the players, if they observe briefly, will know that the same trick won't work this time. After all, this is the climatic dungeon of the book, you don't want them to just sidestep it entirely.</p></blockquote><p></p>
[QUOTE="Charles Rampant, post: 7152387, member: 32659"] Firstly, your session sounds hilarious and fun, and I'm a little jealous of it. (My players had a Lizardfolk Barbarian, so recruited the Lizardfolk tribe to go and murder the Bullywugs, while they focused on the Cult. Took two sessions to clear the castle and the dungeon, while the Lizardfolk cheerfully slaughtered the majority of the Bullywugs outside and in the castle barracks. I added a Froghemoth into the moat, which was tackled by some Lizardfolk riding Catoblepas, to add a sort of Godzilla background track to the players fighting their way into the barbican.) So you had two questions, one about what happens next and the other about the portal. The latter question is simple: when you consider that it was built by a wizard of ancient Netheril to connect his various laboratories and whatnot, it seems clear that it must be two-way, since otherwise it'd be easier to just use [i]Teleport[/i] all the time. On that logic, I let the players discover that saying the word lets them return; I also stated that Draezir is just a name in Draconic (since I'd forgotten about the Loross thing), rather than anything meaningful. The adventure does leave you with an intriguing possibility of what to do with the other three portals; if book two had more Netherise ruins, I'd have it connect to them, but sadly it doesn't. It could be fun to have one turn up in a future campaign though, so that party of characters could find it and your players could revisit the hunting lodge. The cult are not stupid, even if they are fairly daft for worshipping dragons, so I'd say that they would figure out what happened, but it will take some time, and probably enough time for the players to deal with the Hunting Lodge and approach Parnast. If I were you, I'd have Azbara and Rezmir hurry into the sky castle just ahead of the players, and start frantically tearing it apart looking for them; that way the players, if they observe briefly, will know that the same trick won't work this time. After all, this is the climatic dungeon of the book, you don't want them to just sidestep it entirely. [/QUOTE]
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