simmo
First Post
But I wont let them reach the ruins just today. this will be the travelling episodeBut springing a direkobold might be a good plan
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If you don't want them to reach the ruins today, then it's a perfect opportunity to do some 'build up' work before they get the to (direkobold -filled) ruins.
Here are a couple of ideas:
- on the way to the ruins they come across some travellers/merchants in trouble.
- before they can help, another adventuring grup turns up and saves the day
- or perhaps they work together to save the travellers
- the other adventuring group are very boastful and confident of their abilities (they are lower level than the PCs - but not a great deal)
- they are also going to the ruins, but don't want to share the treasure. They prefer a friendly rivalry to an alliance
- along the way there are several natural obstacles, such as ravines and sheer cliffs. The other adventuring group has done their homework and knows the local area, so they manage to get ahead
- just when the PCs think that they are going to be beaten to the ruins, they come across a recent battle scene
- the other adventuring party has been wiped out almost to the last man by unknown attackers, one of them got away without being involved in the fight
- the clues point to the fact that the kobolds knew some adventurers were on the way. The surviving adventurer acts in a strange manner from time to time
- can the PCs trust the survivor? Is he working as a spy for the dire kobolds? Is he a polymorphed dire-kobold? What tricks have the kobolds got up their sleeves that enabled them to quickly and efficiently wipe out most of an adventuring group in a matter of minutes?
- tune in next week for the final showdown at The Ruins of Despair.....
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