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Hellgate Keep --- Adventure Ideas for RPGA Adventure
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<blockquote data-quote="Mystery Man" data-source="post: 1718968" data-attributes="member: 13273"><p>Getting there is half the fun. </p><p>We spent most of last weekends adventuring tromping thru the High Forest trying to get to HGK, the closer they got the more little pockets of dead and wild magic areas they would run into. An example, a group 18 of kobolds (right out of the MM) discovered a 30ft radius dead magic area and lead the players into an ambush there. There's nothing like watching a group of level 11 players start to get nervous over plain ol kobolds lobbing vials of flaming oil at them from the trees. Also the closer to HGK the more its corrupting influence over the forest. The plants themselves work against the players, dark trees, evil and twisted treants, ironmaws and the like are about. </p><p>The great thing about Hellgate Keep I'm finding, is that although it's layout is confusing as all get out you can do anything you want to it. Play up the dead and wild magic areas, and throw in some demons the players haven't encountered yet. A Ghour almost wiped my guys out, its breath weapon left the spellcasters almost unable to move and the paladin and ranger spent most of the combat trying to get out of a maze spell. Precious.</p></blockquote><p></p>
[QUOTE="Mystery Man, post: 1718968, member: 13273"] Getting there is half the fun. We spent most of last weekends adventuring tromping thru the High Forest trying to get to HGK, the closer they got the more little pockets of dead and wild magic areas they would run into. An example, a group 18 of kobolds (right out of the MM) discovered a 30ft radius dead magic area and lead the players into an ambush there. There's nothing like watching a group of level 11 players start to get nervous over plain ol kobolds lobbing vials of flaming oil at them from the trees. Also the closer to HGK the more its corrupting influence over the forest. The plants themselves work against the players, dark trees, evil and twisted treants, ironmaws and the like are about. The great thing about Hellgate Keep I'm finding, is that although it's layout is confusing as all get out you can do anything you want to it. Play up the dead and wild magic areas, and throw in some demons the players haven't encountered yet. A Ghour almost wiped my guys out, its breath weapon left the spellcasters almost unable to move and the paladin and ranger spent most of the combat trying to get out of a maze spell. Precious. [/QUOTE]
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Hellgate Keep --- Adventure Ideas for RPGA Adventure
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