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Lost Mine - Wyvern Tor
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<blockquote data-quote="pukunui" data-source="post: 6511397" data-attributes="member: 54629"><p>That works too.</p><p></p><p></p><p>That's a decent map. Thanks.</p><p></p><p>That works! I suppose, also, if the PCs can manage it so they take out Gog and Brughor without the other orcs seeing, if the PCs then made themselves scarce, Krokk could claim he did it himself.</p><p></p><p>Yeah!</p><p></p><p>The text reads: <em>"The tor was formerly the home of a large and dangerous nest of wyverns, but a band of bold adventurers dealt with the monsters years ago. Though the wyverns never returned, other creatures lair here from time to time."</em></p><p></p><p>I took that to mean that the other creatures lair in the wyverns' old nest, but I suppose it could just mean that they lair in the same general area now that the wyverns aren't there to scare them off or eat them.</p><p></p><p></p><p>Precisely!</p><p></p><p></p><p>Yes, that's what I'm talking about: the module provides a great sense of urgency to get to the mine as quickly as possible, and to a certain extent, the sidequests just seem utterly extraneous. Why bother going to investigate someone poking around an old ruin - or spend days traveling to another old ruin in search of a trinket - when your patron needs rescuing and his brothers have gone AWOL? That's why I ruled that Gundren was in no shape to travel - I decided he had five levels of exhaustion and, since no one could cast <em>greater restoration</em> on him, that mean he'd need five days of rest to fully recover from his ordeal. His map also got ruined, and I decided that his memory was faulty, so the PCs weren't able to go to the mine to look for his brothers without him. Thus they ended up with five days of free time, which they decided to spend exploring the sidequests while they waited for Gundren to recover.</p></blockquote><p></p>
[QUOTE="pukunui, post: 6511397, member: 54629"] That works too. That's a decent map. Thanks. That works! I suppose, also, if the PCs can manage it so they take out Gog and Brughor without the other orcs seeing, if the PCs then made themselves scarce, Krokk could claim he did it himself. Yeah! The text reads: [I]"The tor was formerly the home of a large and dangerous nest of wyverns, but a band of bold adventurers dealt with the monsters years ago. Though the wyverns never returned, other creatures lair here from time to time."[/I] I took that to mean that the other creatures lair in the wyverns' old nest, but I suppose it could just mean that they lair in the same general area now that the wyverns aren't there to scare them off or eat them. Precisely! Yes, that's what I'm talking about: the module provides a great sense of urgency to get to the mine as quickly as possible, and to a certain extent, the sidequests just seem utterly extraneous. Why bother going to investigate someone poking around an old ruin - or spend days traveling to another old ruin in search of a trinket - when your patron needs rescuing and his brothers have gone AWOL? That's why I ruled that Gundren was in no shape to travel - I decided he had five levels of exhaustion and, since no one could cast [I]greater restoration[/I] on him, that mean he'd need five days of rest to fully recover from his ordeal. His map also got ruined, and I decided that his memory was faulty, so the PCs weren't able to go to the mine to look for his brothers without him. Thus they ended up with five days of free time, which they decided to spend exploring the sidequests while they waited for Gundren to recover. [/QUOTE]
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