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<blockquote data-quote="SoulsFury" data-source="post: 5373849" data-attributes="member: 4174"><p>Wow, I wish I had seen this thread sooner, not sure how I missed it. Skimming over the other responses, I will say my piece.</p><p></p><p>Better villains for sure. I ran KotS for my group and they found out Kalarel's name right before he got dragged into the rift. He wasn't in the adventure. I, as others did, had to remove several boring encounters and actually removed the entire area that had, IRC, an ooze or cube.</p><p></p><p>Overland maps. I would like to see overland maps that present possible side encounters. In KotS, there wasn't a map that showed where everything in the adventure was, in relationship to the village. Granted I used it in a homebrew with a different settlement, but I would have liked to see the general area that the writer had in mind. I believe "Into the Dragon's Lair" did this fairly well, but it has been years since I open that book.</p><p></p><p>I'm tired of orcs, goblins and kobolds and so are my players. New, believable alternate races in adventures would be great. The Freeport series did this well with the underground serpent people.</p><p></p><p>More functionality. Orcs of Stonefang Pass had a giant stone slab that locked the orcs in, yet the other side of the tunnel going to the citadel didn't have one. On that note, the dwarves were supposed to be locked in for a 100 years before that. How did they lock themselves in, if the gate tower was on the outside? I added more slaps so it was an array of two working slabs on each side of the Glintshield Clan. A little realism would be better. My players ask lots of questions, so explaining how things work in the adventure would be nice, for instance, how did the dwarves eat for 100 years underground? I know I have my own thoughts on dwarven society, but I don't want to have to make to much up on the fly.</p></blockquote><p></p>
[QUOTE="SoulsFury, post: 5373849, member: 4174"] Wow, I wish I had seen this thread sooner, not sure how I missed it. Skimming over the other responses, I will say my piece. Better villains for sure. I ran KotS for my group and they found out Kalarel's name right before he got dragged into the rift. He wasn't in the adventure. I, as others did, had to remove several boring encounters and actually removed the entire area that had, IRC, an ooze or cube. Overland maps. I would like to see overland maps that present possible side encounters. In KotS, there wasn't a map that showed where everything in the adventure was, in relationship to the village. Granted I used it in a homebrew with a different settlement, but I would have liked to see the general area that the writer had in mind. I believe "Into the Dragon's Lair" did this fairly well, but it has been years since I open that book. I'm tired of orcs, goblins and kobolds and so are my players. New, believable alternate races in adventures would be great. The Freeport series did this well with the underground serpent people. More functionality. Orcs of Stonefang Pass had a giant stone slab that locked the orcs in, yet the other side of the tunnel going to the citadel didn't have one. On that note, the dwarves were supposed to be locked in for a 100 years before that. How did they lock themselves in, if the gate tower was on the outside? I added more slaps so it was an array of two working slabs on each side of the Glintshield Clan. A little realism would be better. My players ask lots of questions, so explaining how things work in the adventure would be nice, for instance, how did the dwarves eat for 100 years underground? I know I have my own thoughts on dwarven society, but I don't want to have to make to much up on the fly. [/QUOTE]
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