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KotS DM Discussion Thread (spoilers)
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<blockquote data-quote="pukunui" data-source="post: 4421501" data-attributes="member: 54629"><p>Hey, thanks for the quick (yet very well thought out) response! Hopefully we'll get more of the same. I really want this thread to be a good resource for DMs running KotS. I want it to be a place where DMs can come and ask questions or post ideas they've come up with and want to share. Keep it up!</p><p></p><p>I personally don't like the web enhancement encounter that much but I definitely intend to make the slavers more involved so as to beef up the hook to H2 more.</p><p></p><p>I like your suggestion of having them come into the dungeon. I actually think that would make <em>more</em> sense than having the random 9-person hobgoblin patrol that is actually suggested in the adventure (it just seems too big a patrol for the size of the dungeon if you ask me. Also, there just doesn't seem to be the need for a patrol in the dungeon either).</p><p></p><p>I think I'll leave the relationships between the slavers, Kalarel, and his hobgoblin guards the same. I don't mind that Kalarel didn't want to work with them but that his hobs did, so the presence of the slavers in the dungeon can be simply because they've come to deal with the Warchief and his men behind Kalarel's back. Having the slaver's provide Kalarel with bodies for his sacrifices makes sense, but I kind of like having this extra layer of intrigue in there -- it also allows for the possibility, however slim, that really lucky/clever/persistent PCs might be able to turn the hobgoblins against Kalarel (the hobs obviously aren't part of the cult nor are they fanatically loyal to Kalarel).</p><p></p><p>This is a good idea. I'll use it if the opportunity arises.</p><p></p><p>I agree, although I'd be inclined to replace some monsters with skeletons rather than add them in so as to keep encounter levels more or less on track.</p><p></p><p>If the PCs take too long, Kalarel could assault Winterhaven and then you could run the initial encounters from the 3.5 <em>Expedition to Ravenloft</em> module (with modification of course). I really want to run a zombie-fest type thing at some point, though. Having Winterhaven get overrun by undead could be fun.</p><p></p><p>I've decided that the mirror is an ancient relic sacred to the Raven Queen (although the PCs haven't figured that out yet). I haven't decided yet if it's an actual magical artifact or not, though, but when the PCs were examining it the first time, I told the cleric's player that his character could see a swirling mist forming in the mirror and out of it arose the face of the cultist he had seen in his dream (something I threw into the adventure earlier).</p><p></p><p>The reason the mirror is important to Kalarel is because he knows it was a relic of the Raven Queen, and because Orcus wants to take her place as the ruler of the Shadowfell, Kalarel knows that if he can destroy the relic as part of the ritual, he can use its residual magic (residuum) to enhance the ritual's magic (and also weaken the Raven Queen, however insignificantly, in the process).</p></blockquote><p></p>
[QUOTE="pukunui, post: 4421501, member: 54629"] Hey, thanks for the quick (yet very well thought out) response! Hopefully we'll get more of the same. I really want this thread to be a good resource for DMs running KotS. I want it to be a place where DMs can come and ask questions or post ideas they've come up with and want to share. Keep it up! I personally don't like the web enhancement encounter that much but I definitely intend to make the slavers more involved so as to beef up the hook to H2 more. I like your suggestion of having them come into the dungeon. I actually think that would make [I]more[/I] sense than having the random 9-person hobgoblin patrol that is actually suggested in the adventure (it just seems too big a patrol for the size of the dungeon if you ask me. Also, there just doesn't seem to be the need for a patrol in the dungeon either). I think I'll leave the relationships between the slavers, Kalarel, and his hobgoblin guards the same. I don't mind that Kalarel didn't want to work with them but that his hobs did, so the presence of the slavers in the dungeon can be simply because they've come to deal with the Warchief and his men behind Kalarel's back. Having the slaver's provide Kalarel with bodies for his sacrifices makes sense, but I kind of like having this extra layer of intrigue in there -- it also allows for the possibility, however slim, that really lucky/clever/persistent PCs might be able to turn the hobgoblins against Kalarel (the hobs obviously aren't part of the cult nor are they fanatically loyal to Kalarel). This is a good idea. I'll use it if the opportunity arises. I agree, although I'd be inclined to replace some monsters with skeletons rather than add them in so as to keep encounter levels more or less on track. If the PCs take too long, Kalarel could assault Winterhaven and then you could run the initial encounters from the 3.5 [I]Expedition to Ravenloft[/I] module (with modification of course). I really want to run a zombie-fest type thing at some point, though. Having Winterhaven get overrun by undead could be fun. I've decided that the mirror is an ancient relic sacred to the Raven Queen (although the PCs haven't figured that out yet). I haven't decided yet if it's an actual magical artifact or not, though, but when the PCs were examining it the first time, I told the cleric's player that his character could see a swirling mist forming in the mirror and out of it arose the face of the cultist he had seen in his dream (something I threw into the adventure earlier). The reason the mirror is important to Kalarel is because he knows it was a relic of the Raven Queen, and because Orcus wants to take her place as the ruler of the Shadowfell, Kalarel knows that if he can destroy the relic as part of the ritual, he can use its residual magic (residuum) to enhance the ritual's magic (and also weaken the Raven Queen, however insignificantly, in the process). [/QUOTE]
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