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<blockquote data-quote="Da3mon" data-source="post: 5216796" data-attributes="member: 91551"><p><strong>Help me "spice up" Kobold Hall</strong></p><p></p><p>Greetings!</p><p></p><p>I am also a newbie DM to 4e, and since this is a beginner DM help topic I will ask my question here.</p><p></p><p>I plan to run Kobold Hall as a beginning, or tutorial for 4 players that are completely new to pen-and-paper RPGs in general, and I want to give them a bit more richer experience, not just a simple dungeon crawl.</p><p></p><p>My question is this: Those of you who have run KB, how did you modify it for you game, or what tips do can you give?</p><p></p><p>Here is my current plan:</p><p>I plan to use a "Single and Dread enemy" campaign arc from the Open Grave supplement, which allows me to run fairly episodic adventures with some overarching plotlines.</p><p>The story of Kobold hall would be that once these kobolds served this dread enemy (*insert scary villain name here*), collecting magic artifacts, so that he can gather enough residiuum to cast World-Ender No.147 (also temporary name ). Then this attracted Szarwhatshisname, and took over, and since this was a relatively small cell of the operation nobody cared, but they continue to gather stuff for the dragon.</p><p></p><p>In Fallcrest the players would be asked by Lord Markelhay to investigate where the kobolds coming from, and stop the attacks on the caravans. The players than could investigate the townsfolk for the possible location of KB. This would introduce the players to skill checks, and find out where to go.</p><p></p><p>Inside Kobold hall, I would put some runes, or signs on the wall, that players could determine, that is not standard kobold design, and something is foul. The kobolds themselfs would belive that the players are sent by the dread enemy, and yell "We have defiled our old master, doom has come!" or something like that to introduce the players to the story. Gork the wyrmpriest would also give up when a nearing death, and could be interrogated.</p><p>Szartharrax would also not attack at once, but talk to the players. Since he is rather young, he also assumes, that the players are sent by MrBigBad, and tries to persuade them to serve him.</p><p></p><p>Gameplay wise, I have modified the encounters for a 4 man party, and I am thinking to add some fantastic terrain, mainly ice, for slideing around, and falling in the acid pit (fun for the whole family!), but I am not sure how that would increase difficulty. Or to do this at all because KH's layout is feels kinda complete.</p><p></p><p>Thanks for reading any comments,tips are welcome!</p></blockquote><p></p>
[QUOTE="Da3mon, post: 5216796, member: 91551"] [b]Help me "spice up" Kobold Hall[/b] Greetings! I am also a newbie DM to 4e, and since this is a beginner DM help topic I will ask my question here. I plan to run Kobold Hall as a beginning, or tutorial for 4 players that are completely new to pen-and-paper RPGs in general, and I want to give them a bit more richer experience, not just a simple dungeon crawl. My question is this: Those of you who have run KB, how did you modify it for you game, or what tips do can you give? Here is my current plan: I plan to use a "Single and Dread enemy" campaign arc from the Open Grave supplement, which allows me to run fairly episodic adventures with some overarching plotlines. The story of Kobold hall would be that once these kobolds served this dread enemy (*insert scary villain name here*), collecting magic artifacts, so that he can gather enough residiuum to cast World-Ender No.147 (also temporary name ). Then this attracted Szarwhatshisname, and took over, and since this was a relatively small cell of the operation nobody cared, but they continue to gather stuff for the dragon. In Fallcrest the players would be asked by Lord Markelhay to investigate where the kobolds coming from, and stop the attacks on the caravans. The players than could investigate the townsfolk for the possible location of KB. This would introduce the players to skill checks, and find out where to go. Inside Kobold hall, I would put some runes, or signs on the wall, that players could determine, that is not standard kobold design, and something is foul. The kobolds themselfs would belive that the players are sent by the dread enemy, and yell "We have defiled our old master, doom has come!" or something like that to introduce the players to the story. Gork the wyrmpriest would also give up when a nearing death, and could be interrogated. Szartharrax would also not attack at once, but talk to the players. Since he is rather young, he also assumes, that the players are sent by MrBigBad, and tries to persuade them to serve him. Gameplay wise, I have modified the encounters for a 4 man party, and I am thinking to add some fantastic terrain, mainly ice, for slideing around, and falling in the acid pit (fun for the whole family!), but I am not sure how that would increase difficulty. Or to do this at all because KH's layout is feels kinda complete. Thanks for reading any comments,tips are welcome! [/QUOTE]
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