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<blockquote data-quote="Fakegoatee" data-source="post: 4398003" data-attributes="member: 52726"><p>Here's a thought:</p><p></p><p>The PCs get away, but Irontooth sends word to Kalarel of what's going on. </p><p></p><p>Meanwhile, the kobolds will absolutely cover their lair with traps. If the PCs come back to the layer, they should expect enough traps (along with the remaining monsters) to make it a 6th level encounter. (Maybe Irontooth made them remove the traps for his convenience, but now the Wyrmpriest has convinced him they're necessary for survival.)</p><p></p><p>Of course, not all the kobolds were in the lair when the PCs raided it. Some were out performing other koboldish duties. Irontooth sends some to set up the Wagon Ambush encounter from Dungeon 155, hoping to catch the PCs on their way back to the lair.</p><p></p><p>If the PCs go to Winterhaven, take an extended rest, and then head back to the lair, they'll hit the Wagon Ambush outside town and then they'll have the kobold lair encounter with a bunch of traps.</p><p></p><p>If they go to Winterhaven and take an extended rest, but they seem unclear on how to proceed, let them explore Winterhaven and talk to people there a little while, then hit them with the Interlude encounter. Their indecision has given Kalarel time to respond to the news from Irontooth. He has Ninaran perform the ritual to animate the graveyard dead, tells Irontooth to move the ambush so that it'll catch the PCs on the way to the graveyard, and (possibly) sends Maw and 18 rotters from the Keep as reinforcements (per the "Graveyard Exterior" encounter in Dungeon 155).</p><p></p><p>(I don't think putting the Interlude encounter this early will disrupt the plot, but you may want to make some adjustments to what the notes from Kalarel that Ninaran and Irontooth possess say. Also, in the unlikely event that the party is behind on XP, you can add Slaver encounter from Dungeon 155 to where the Interlude used to be.)</p></blockquote><p></p>
[QUOTE="Fakegoatee, post: 4398003, member: 52726"] Here's a thought: The PCs get away, but Irontooth sends word to Kalarel of what's going on. Meanwhile, the kobolds will absolutely cover their lair with traps. If the PCs come back to the layer, they should expect enough traps (along with the remaining monsters) to make it a 6th level encounter. (Maybe Irontooth made them remove the traps for his convenience, but now the Wyrmpriest has convinced him they're necessary for survival.) Of course, not all the kobolds were in the lair when the PCs raided it. Some were out performing other koboldish duties. Irontooth sends some to set up the Wagon Ambush encounter from Dungeon 155, hoping to catch the PCs on their way back to the lair. If the PCs go to Winterhaven, take an extended rest, and then head back to the lair, they'll hit the Wagon Ambush outside town and then they'll have the kobold lair encounter with a bunch of traps. If they go to Winterhaven and take an extended rest, but they seem unclear on how to proceed, let them explore Winterhaven and talk to people there a little while, then hit them with the Interlude encounter. Their indecision has given Kalarel time to respond to the news from Irontooth. He has Ninaran perform the ritual to animate the graveyard dead, tells Irontooth to move the ambush so that it'll catch the PCs on the way to the graveyard, and (possibly) sends Maw and 18 rotters from the Keep as reinforcements (per the "Graveyard Exterior" encounter in Dungeon 155). (I don't think putting the Interlude encounter this early will disrupt the plot, but you may want to make some adjustments to what the notes from Kalarel that Ninaran and Irontooth possess say. Also, in the unlikely event that the party is behind on XP, you can add Slaver encounter from Dungeon 155 to where the Interlude used to be.) [/QUOTE]
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