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<blockquote data-quote="pukunui" data-source="post: 4398924" data-attributes="member: 54629"><p>OK, I've now got some time to answer you guys properly.</p><p></p><p>Firstly, though, I'll just run through what's left of the bad guys (keep in mind that I swapped out quite a few minions, a dragonshield, and a skirmisher for some other things like the needlefang drake swarm).</p><p></p><p>So what I've got left is:</p><p>Irontooth</p><p>2x goblin warriors</p><p>1x dragonshield</p><p>1x slinger</p><p>3x skirmishers</p><p>1x wyrmpriest</p><p>1x fire beetle</p><p></p><p></p><p>All right, so ...</p><p></p><p>I like the idea of putting a lot of traps into the kobold lair. I'm not worried about adding some extra XP into the encounter because I'm planning on cutting out the kruthik lair and possibly a few other things, so I'll need to make up for it somehow. The wagon ambush could be good, although I think my players might be getting sick of kobolds ambushing them now that they've had it happen to them twice ... Anyway, I was quite shocked that there weren't any traps in the lair to begin with, considering that kobolds are all about traps! So that's a cool idea.</p><p></p><p>I also like the idea of flooding the lair (it's not something I'd want to out-and-out tell my players is an option, but if they think of it, I'll certainly let them try ... I don't know how they'd do it, though).</p><p></p><p>And, of course, if the PCs do escape and return, I <em>can</em> add more kobolds (ones that were out on patrol, perhaps).</p><p></p><p>I would like them to fight Irontooth, though, so if they <em>do</em> decide not to return to the lair, then I'll have him come looking for them. I'm not sure how I'll do it but the "ninja through the inn window" thing is always a good one.</p><p></p><p>I also like the idea of having the lair trapped but having all the kobolds waiting outside and then coming in so that the PCs are trapped instead. That's a good one too.</p><p></p><p>In hindsight, yes, I probably should have had the outside kobolds climb the cliff to attack the PCs (although I'm sure at least one of them would've gone inside to warn the others), but I was regretting letting them climb the cliff in the first place because of the issues with 3D terrain and line of sight and all that and I figured it would only make it worse, plus I wasn't sure if the kobolds would be able to climb very well and they might've all just gotten picked off the cliff. I suppose it would've given the players a sense of superiority, though, and rewarded them for making a zany decision (considering that I'd just spent several minutes encouraging them to try zany things at the beginning of the session).</p><p></p><p></p><p>I was going to say something else (something I thought I could add to the adventure) but I can't remember what it was now. If I think of it again, I'll post it.</p><p></p><p></p><p>On a completely unrelated note: If I could start this adventure again, I think I would make it so that Douven Staul (I used the "missing mentor" hook) wasn't being held prisoner at the burial site but was locked up in one of the cells under the keep and the players would only find clues that he'd been at the burial site (like the magical locket with the picture of his wife in it). I think that would tie that particular encounter to the adventure a bit better (the mirror just doesn't mean anything -- I've had to embellish it a bit so that my players aren't left wondering "Why were these guys looking for this thing? What purpose does it serve?") but it's too late now for my group. They've already found him. I just wanted to throw it out there, though, in case it's of any use to somebody else.</p></blockquote><p></p>
[QUOTE="pukunui, post: 4398924, member: 54629"] OK, I've now got some time to answer you guys properly. Firstly, though, I'll just run through what's left of the bad guys (keep in mind that I swapped out quite a few minions, a dragonshield, and a skirmisher for some other things like the needlefang drake swarm). So what I've got left is: Irontooth 2x goblin warriors 1x dragonshield 1x slinger 3x skirmishers 1x wyrmpriest 1x fire beetle All right, so ... I like the idea of putting a lot of traps into the kobold lair. I'm not worried about adding some extra XP into the encounter because I'm planning on cutting out the kruthik lair and possibly a few other things, so I'll need to make up for it somehow. The wagon ambush could be good, although I think my players might be getting sick of kobolds ambushing them now that they've had it happen to them twice ... Anyway, I was quite shocked that there weren't any traps in the lair to begin with, considering that kobolds are all about traps! So that's a cool idea. I also like the idea of flooding the lair (it's not something I'd want to out-and-out tell my players is an option, but if they think of it, I'll certainly let them try ... I don't know how they'd do it, though). And, of course, if the PCs do escape and return, I [I]can[/I] add more kobolds (ones that were out on patrol, perhaps). I would like them to fight Irontooth, though, so if they [I]do[/I] decide not to return to the lair, then I'll have him come looking for them. I'm not sure how I'll do it but the "ninja through the inn window" thing is always a good one. I also like the idea of having the lair trapped but having all the kobolds waiting outside and then coming in so that the PCs are trapped instead. That's a good one too. In hindsight, yes, I probably should have had the outside kobolds climb the cliff to attack the PCs (although I'm sure at least one of them would've gone inside to warn the others), but I was regretting letting them climb the cliff in the first place because of the issues with 3D terrain and line of sight and all that and I figured it would only make it worse, plus I wasn't sure if the kobolds would be able to climb very well and they might've all just gotten picked off the cliff. I suppose it would've given the players a sense of superiority, though, and rewarded them for making a zany decision (considering that I'd just spent several minutes encouraging them to try zany things at the beginning of the session). I was going to say something else (something I thought I could add to the adventure) but I can't remember what it was now. If I think of it again, I'll post it. On a completely unrelated note: If I could start this adventure again, I think I would make it so that Douven Staul (I used the "missing mentor" hook) wasn't being held prisoner at the burial site but was locked up in one of the cells under the keep and the players would only find clues that he'd been at the burial site (like the magical locket with the picture of his wife in it). I think that would tie that particular encounter to the adventure a bit better (the mirror just doesn't mean anything -- I've had to embellish it a bit so that my players aren't left wondering "Why were these guys looking for this thing? What purpose does it serve?") but it's too late now for my group. They've already found him. I just wanted to throw it out there, though, in case it's of any use to somebody else. [/QUOTE]
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