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*Dungeons & Dragons
Enhancing "Waterdeep: Dragon Heist"
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<blockquote data-quote="lluewhyn" data-source="post: 7510052" data-attributes="member: 6887379"><p>I like the idea about putting the keys in the villain lairs. Not sure if I'll try multiple lairs or just 1. </p><p></p><p>My thoughts upon reading about the keys was that they seem to come in at an annoying time- the players have just gone through what might be considered an annoying chain of "Keep Away/Your Stone is in Another Castle" and <em>finally</em> have the stone in their possession to search for the vault, and <em>now</em> they've got more hassle with collecting three more items? I think I might drop mention of them ahead of time so it makes sense when it gets to that part. That also adds more tension as the PCs are no longer the ones who have autonomy while pursuing the McGuffin, but rather the ones being pursued by other factions as they try to rustle up the last things they need.</p><p></p><p>I also think I'll seed some of the plot elements like rival Zhentarim groups with Manshoon, and other groups also looking for the Stone. This is a unique situation where the PCs are actively working on their quest, but the Big Bads haven't really taken notice of them yet because <em>everyone</em> and their brother is trying to get the stone too. You can also have members of other factions present so PCs can maybe temporarily team up with some of them to progress further.</p><p></p><p>In Chapter 2, I'm also thinking of:</p><p>1. Monitoring how interested the PCs are with maintaining the tavern. Since the PCs know there's a large sum of money present in the city and that's what the plot is about, they may (rightfully) feel that Chapter 2 is killing time and want to move on to the story?</p><p>2. Have the parade with the Nimblewrights, with someone there to explain the connection between the parade and the Hall of Gond. That gives a less clunky flow to going there to search for the Nimblewright Assassin in Chapter 3 than simply "By the way, you know that such creatures are often connected with the local temple...."</p><p>3. Minimize the parts in Chapter 2 about learning their neighbors except for those that can possibly assist with the investigations later. While I think running a tavern is neat, I'm not sure if this is the best adventure to do it if the PCs get focused on trying find the Stone shortly afterwards, and then go down into Undermountain right after that.</p><p>4. Have the PCs find out more about Neverember and the gnome he entrusted the Stone to. At this point, said gnome is Waterdeep's Most Wanted, and is afraid to go anywhere because so many people are hunting for him and his stone. This makes it so when the Fireball goes off in Chapter 3, the PCs immediately have an idea about what's going on.</p><p></p><p>Any other basic ideas for improving player agency in this adventure?</p></blockquote><p></p>
[QUOTE="lluewhyn, post: 7510052, member: 6887379"] I like the idea about putting the keys in the villain lairs. Not sure if I'll try multiple lairs or just 1. My thoughts upon reading about the keys was that they seem to come in at an annoying time- the players have just gone through what might be considered an annoying chain of "Keep Away/Your Stone is in Another Castle" and [I]finally[/I] have the stone in their possession to search for the vault, and [I]now[/I] they've got more hassle with collecting three more items? I think I might drop mention of them ahead of time so it makes sense when it gets to that part. That also adds more tension as the PCs are no longer the ones who have autonomy while pursuing the McGuffin, but rather the ones being pursued by other factions as they try to rustle up the last things they need. I also think I'll seed some of the plot elements like rival Zhentarim groups with Manshoon, and other groups also looking for the Stone. This is a unique situation where the PCs are actively working on their quest, but the Big Bads haven't really taken notice of them yet because [I]everyone[/I] and their brother is trying to get the stone too. You can also have members of other factions present so PCs can maybe temporarily team up with some of them to progress further. In Chapter 2, I'm also thinking of: 1. Monitoring how interested the PCs are with maintaining the tavern. Since the PCs know there's a large sum of money present in the city and that's what the plot is about, they may (rightfully) feel that Chapter 2 is killing time and want to move on to the story? 2. Have the parade with the Nimblewrights, with someone there to explain the connection between the parade and the Hall of Gond. That gives a less clunky flow to going there to search for the Nimblewright Assassin in Chapter 3 than simply "By the way, you know that such creatures are often connected with the local temple...." 3. Minimize the parts in Chapter 2 about learning their neighbors except for those that can possibly assist with the investigations later. While I think running a tavern is neat, I'm not sure if this is the best adventure to do it if the PCs get focused on trying find the Stone shortly afterwards, and then go down into Undermountain right after that. 4. Have the PCs find out more about Neverember and the gnome he entrusted the Stone to. At this point, said gnome is Waterdeep's Most Wanted, and is afraid to go anywhere because so many people are hunting for him and his stone. This makes it so when the Fireball goes off in Chapter 3, the PCs immediately have an idea about what's going on. Any other basic ideas for improving player agency in this adventure? [/QUOTE]
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