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Kobold Hall Help
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<blockquote data-quote="Quickleaf" data-source="post: 5691389" data-attributes="member: 20323"><p>[MENTION=40326]klofft[/MENTION] I continue to be surprised by how many folks begin their 4e games with Kobold Hall!</p><p></p><p>At first glance the map of the white dragon's cave is one of those WTF dungeon spaces with no possible way for the dragon to come and go. When I visualize that space I see a frosty chasm extending up above, leading to the surface; while it would be a daunting climb for low-level adventurers, it amounts to only a flight & scramble for a dragon.</p><p></p><p>Anyhow, I've always seen white dragons as land sharks obeying overwhelming hunger/blood-lust urges. So Szartharrax could go after the PCs' donkeys or hirelings. Or perhaps the PCs return to town only to find Szartharrax just finishing up a retribution strike for the PCs assault on Kobold Hall. You could play up the guilt as the PCs go visit various parts of town to cash in their treasure. Some NPCs could comment "If only we had some more warriors like you when the dragon attacked poor Franz wouldn't have been eaten." Angry NPCs who connect the dots might blame the PCs for the dragon's attack.</p><p></p><p>As far as the kobolds I say if they haven't disbanded (or been eaten by the angry dragon for failing to earn their keep), then they do what kobolds do best. Make traps! Dragon #366 has a good article on making your own traps, and DMG has several level appropriate you could use.</p><p></p><p>I believe the old monster manual listed "Numbering Appearing 10-100" under the kobold entry. I guess there are like 2 dozen in Kobold Hall, so maybe the PCs only scratched the tip of the iceberg?</p><p></p><p>If you do re-establish Kobold Hall as a threat, give the players the sense of an evolving dungeon. Introduce an alternate entrance or present some entrance challenge (e.g. scaling into the mouth of white dragon's chasm). Maybe have a rival party of unscrupulous dragon-hunters or an incompetent group of "adventurers" involved. Make some new chambers, explaining them with secret doors or tight fissures PCs must squeeze through. Falling stone traps could block off certain passages forcing the PCs to go a different route. If you really want to throw them for a trip make a room filled with White Dragon Wyrmlings (from Draconomicon) - is Szartharrax breeding so young or are these wyrmlings its younger brood brothers/sisters?</p><p></p><p>If you're planning on running a module next, you could drop some hints in about Szartharrax's "allies" like the Iron Circle in <strong>Reavers of Harkenwold</strong>. Or better yet, you could explain Szartharrax's unusual appearance so near town as the result of being hedged out of its lair by the militaristic Iron Circle. Maybe they killed or captures the dragon's mother/father?</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 5691389, member: 20323"] [MENTION=40326]klofft[/MENTION] I continue to be surprised by how many folks begin their 4e games with Kobold Hall! At first glance the map of the white dragon's cave is one of those WTF dungeon spaces with no possible way for the dragon to come and go. When I visualize that space I see a frosty chasm extending up above, leading to the surface; while it would be a daunting climb for low-level adventurers, it amounts to only a flight & scramble for a dragon. Anyhow, I've always seen white dragons as land sharks obeying overwhelming hunger/blood-lust urges. So Szartharrax could go after the PCs' donkeys or hirelings. Or perhaps the PCs return to town only to find Szartharrax just finishing up a retribution strike for the PCs assault on Kobold Hall. You could play up the guilt as the PCs go visit various parts of town to cash in their treasure. Some NPCs could comment "If only we had some more warriors like you when the dragon attacked poor Franz wouldn't have been eaten." Angry NPCs who connect the dots might blame the PCs for the dragon's attack. As far as the kobolds I say if they haven't disbanded (or been eaten by the angry dragon for failing to earn their keep), then they do what kobolds do best. Make traps! Dragon #366 has a good article on making your own traps, and DMG has several level appropriate you could use. I believe the old monster manual listed "Numbering Appearing 10-100" under the kobold entry. I guess there are like 2 dozen in Kobold Hall, so maybe the PCs only scratched the tip of the iceberg? If you do re-establish Kobold Hall as a threat, give the players the sense of an evolving dungeon. Introduce an alternate entrance or present some entrance challenge (e.g. scaling into the mouth of white dragon's chasm). Maybe have a rival party of unscrupulous dragon-hunters or an incompetent group of "adventurers" involved. Make some new chambers, explaining them with secret doors or tight fissures PCs must squeeze through. Falling stone traps could block off certain passages forcing the PCs to go a different route. If you really want to throw them for a trip make a room filled with White Dragon Wyrmlings (from Draconomicon) - is Szartharrax breeding so young or are these wyrmlings its younger brood brothers/sisters? If you're planning on running a module next, you could drop some hints in about Szartharrax's "allies" like the Iron Circle in [b]Reavers of Harkenwold[/b]. Or better yet, you could explain Szartharrax's unusual appearance so near town as the result of being hedged out of its lair by the militaristic Iron Circle. Maybe they killed or captures the dragon's mother/father? [/QUOTE]
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