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*Dungeons & Dragons
PotA "New Management" scenario - any ideas
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<blockquote data-quote="77IM" data-source="post: 6639367" data-attributes="member: 12377"><p>Oh yeah. Two things.</p><p></p><p>1. I used this map:</p><p><a href="http://www.rpgnow.com/product/142553/Sample-Tavern-The-Sweet-Hags-Bosom" target="_blank">http://www.rpgnow.com/product/142553/Sample-Tavern-The-Sweet-Hags-Bosom</a></p><p></p><p>I like that map because it has a lot going on. I made Thaelorn's office be the triangular room right in the center of the 1st floor. I decided the towers were free-standing towers that were part of the "old inn." I didn't map them because, uh, they were just round and boring. The servants' quarters and the Swords' quarters were also not mapped.</p><p></p><p>2. There was no combat.</p><p></p><p>If you want to add combat, here are some ideas.</p><p> - A fight with the Swords, especially if the evidence is all against Muruin and the PCs try to take her into custody; or the reverse (it's easy to implicate the PCs and maybe the Swords come after them). Make sure to emphasize that the Swords are dealing non-lethal damage! Explain to the PCs that killing guards is a really serious offense; the cops don't take kindly to cop-killers. Also explain to the PCs that Muruin controls <strong>40</strong> guards so maybe they don't want to make war on the entire defensive apparatus. Actually, if you just explain that killing everyone is worth zero XP, most groups will avoid that.</p><p> - It's possible that the store-room has a defensive system that activates on anyone who enters without the key, summoning a few low-level devils or something, when the party goes to investigate. Maybe activating one or two weaker golems. I'd avoid summoning elementals since this adventure is already overloaded with them.</p><p> - Kendrin drops some poison spiders. boooooooring. What if he throws a <em>potion of animal growth</em> on them or something? The PCs have to fight the giant spiders and try to catch Kendrin at the same time. You could extend this chase scene by having him toss more pokeballs at the party.</p><p> - Inglor could have conspirators, maybe an Assassin or two who try to take the party out when they get close to the truth. I'm not sure how much sense that makes, though. If Inglor has such powerful allies why are they framing Muruin instead of just killing her? (Or better yet, killing Thaelond and framing Muruin for that?) A better ally for Inglor would be something like a Shield Guardian hidden somewhere, and Inglor flees to that place once caught. Or maybe he just flees into the sewer, and the otyugh defends him because he's always bringing it spare roadkill.</p><p> - Tavern patrons might resist being searched and a brawl could break out. The party could be called upon to help subdue the paying customers. Maybe a suspect or two tries to flee in the confusion.</p><p> - If the keys to the outer gates don't get locked, maybe some kobolds sneak in and start menacing townsfolk. The PCs might have to help hunt them down and/or rescue captured babies.</p></blockquote><p></p>
[QUOTE="77IM, post: 6639367, member: 12377"] Oh yeah. Two things. 1. I used this map: [url]http://www.rpgnow.com/product/142553/Sample-Tavern-The-Sweet-Hags-Bosom[/url] I like that map because it has a lot going on. I made Thaelorn's office be the triangular room right in the center of the 1st floor. I decided the towers were free-standing towers that were part of the "old inn." I didn't map them because, uh, they were just round and boring. The servants' quarters and the Swords' quarters were also not mapped. 2. There was no combat. If you want to add combat, here are some ideas. - A fight with the Swords, especially if the evidence is all against Muruin and the PCs try to take her into custody; or the reverse (it's easy to implicate the PCs and maybe the Swords come after them). Make sure to emphasize that the Swords are dealing non-lethal damage! Explain to the PCs that killing guards is a really serious offense; the cops don't take kindly to cop-killers. Also explain to the PCs that Muruin controls [b]40[/b] guards so maybe they don't want to make war on the entire defensive apparatus. Actually, if you just explain that killing everyone is worth zero XP, most groups will avoid that. - It's possible that the store-room has a defensive system that activates on anyone who enters without the key, summoning a few low-level devils or something, when the party goes to investigate. Maybe activating one or two weaker golems. I'd avoid summoning elementals since this adventure is already overloaded with them. - Kendrin drops some poison spiders. boooooooring. What if he throws a [i]potion of animal growth[/i] on them or something? The PCs have to fight the giant spiders and try to catch Kendrin at the same time. You could extend this chase scene by having him toss more pokeballs at the party. - Inglor could have conspirators, maybe an Assassin or two who try to take the party out when they get close to the truth. I'm not sure how much sense that makes, though. If Inglor has such powerful allies why are they framing Muruin instead of just killing her? (Or better yet, killing Thaelond and framing Muruin for that?) A better ally for Inglor would be something like a Shield Guardian hidden somewhere, and Inglor flees to that place once caught. Or maybe he just flees into the sewer, and the otyugh defends him because he's always bringing it spare roadkill. - Tavern patrons might resist being searched and a brawl could break out. The party could be called upon to help subdue the paying customers. Maybe a suspect or two tries to flee in the confusion. - If the keys to the outer gates don't get locked, maybe some kobolds sneak in and start menacing townsfolk. The PCs might have to help hunt them down and/or rescue captured babies. [/QUOTE]
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