P1 foreshadowing in H1/H2

Nebulous, that is really wicked. I finally sat down and read that.

How does the Frog Queen instigate Thunderspire, by chance?

Well, i'm haven't decided how much the Frog Queen will play into Thunderspire, but i think i'll use her as a recurring NPC who pops up from time to time.

Another idea is replacing one of the encounters in KotS. In the Blue Ooze room, I was thinking of instead having a door of bolted iron. The PCs hear sobbing on the other side, a little girl's voice, begging to get free. And if the PCs don't let her out once, twice, thrice, the voice BOOMS and the walls SHAKE, dust falling down. If they do open it, a great wind blows, and they hear laughter, and then nothing. There was a faerie bound in that room. What, I'm not sure.

I used Sir Keegan's murdered daughters as ghosts haunting the ruins of Shadowfell Keep. You could use a similar idea maybe and having the little girls voice to really freak the players out. Now, my ghosts were harmless, but you could easily make them formidable foes if you wanted.
 

log in or register to remove this ad

Well, i'm haven't decided how much the Frog Queen will play into Thunderspire, but i think i'll use her as a recurring NPC who pops up from time to time.
Ah. Here I was anticipating you were going to use her as a plot device for TL.

I used Sir Keegan's murdered daughters as ghosts haunting the ruins of Shadowfell Keep. You could use a similar idea maybe and having the little girls voice to really freak the players out. Now, my ghosts were harmless, but you could easily make them formidable foes if you wanted.
To start off, I do plan on using a skill challenge for taking an exteded rest in the keep, consisting of the PCs being assailed by ghosts/nightmares, and having to ward themselves off from it.

As for Keegan's family. I've been planning to use the ghosts in some capacity. Either as harmless "Shining" type feel, or actually helpful; pointing the way towards hidden treasure, or warning of oncoming enemies.

Although, one option I could take is Kalarel/one of the cultists taking control of the ghosts via a ritual, and sending them after the PCs. I've really been itching to use the Poltergeist from Open Grave. I could easily level the Drowned Ghost down and use it for the girls (Keegan drowning one trying to "exercise" her instead of using his sword).
 

As for Keegan's family. I've been planning to use the ghosts in some capacity. Either as harmless "Shining" type feel, or actually helpful; pointing the way towards hidden treasure, or warning of oncoming enemies.

Heh, yeah, "Shining" is exactly what i was thinking too. Here's the picture from the first time the party met them together:

twins.jpg
 


It was supposed to simulate the Skeleton Trap Hall. I didn't want to bother photoshopping in a bunch of sarcophagi, but that's where it took place. The PCs are at the door to Keegan's tomb, looking down the hallway at them.
 

That's cool, Nebulous. :)

One problem I have with KotS is that Winterhaven is so... drab. I realize it was created to be a "starter town", really simplistic and cliche, but I want it to be at least somewhat intriguing.

An addition I will be making is that the actions of Kalarel is having some reprecussions in the surrounding area. The spontaneous rising of a zombie, a dead farmer, who goes back to work in the field, not having realized he's dead. The town will be alerted of this just as the PCs are getting down to questioning. (Or possibly, just as the PCs are about to come into town).



Here's a question I have. The adventure lists the hooks, and the XP that each quest grants. (1,250 xp, 1750 xp, 2,000xp respectively). My question is, is this per PC, or in total (spread between the party members)? Because I've actually gave out 3 hooks (spread between 6 pcs), so I'm curious how this is going to be handled.
 

Remove ads

Top