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<blockquote data-quote="Paul Farquhar" data-source="post: 9583915" data-attributes="member: 6906155"><p>1. Experienced players will likely check periodically for secret doors as a matter of course, but I assume these are new players, so you should give them hints.</p><p></p><p>2. Inexperienced players will most likely stumble in and wake the stirges. If someone tries to sneak in, grab the loot, and run back out again, assume they are too focused to look at the ceiling, unless they say something like "I look around the room carefully for any threats". Make the stealth check. If players somehow manage to enter the room without waking the stirges, then someone will probably say something like "I look around for anything valuable", at which point they notice the stirges. But remember to take light levels into account. If the players are overwhelmed by stirges, subtly encourage them to run away and slam the door.</p><p></p><p>3. The original adventure was intended to get a DM started on a campaign, so it had levels full of empty rooms. Put something in them if you think of something interesting, but feel free to leave them empty as an indicator that this is a dying civilisation. In the novella that inspired this adventure, Red Nails (REH), Conan and Valeria search through lots of empty rooms before encountering anything.</p><p></p><p>4. As already mentioned, the original adventure was designed to start a campaign, with this guy as the final boss. If your players are working for Nalfas, they have no reason to confront him at all. Players just need to report back to Nalfas that the people are beyond saving (if you want to stay faithful to the original source material). If players do encounter the boss, it's time for you to put on your ham actor hat and roleplay him as a scenery-chewing villain, but one who finds the PCs too entertaining to be bothered obliterating them. He might say something like "Send Nalfas my regards, I'll be coming for him later".</p></blockquote><p></p>
[QUOTE="Paul Farquhar, post: 9583915, member: 6906155"] 1. Experienced players will likely check periodically for secret doors as a matter of course, but I assume these are new players, so you should give them hints. 2. Inexperienced players will most likely stumble in and wake the stirges. If someone tries to sneak in, grab the loot, and run back out again, assume they are too focused to look at the ceiling, unless they say something like "I look around the room carefully for any threats". Make the stealth check. If players somehow manage to enter the room without waking the stirges, then someone will probably say something like "I look around for anything valuable", at which point they notice the stirges. But remember to take light levels into account. If the players are overwhelmed by stirges, subtly encourage them to run away and slam the door. 3. The original adventure was intended to get a DM started on a campaign, so it had levels full of empty rooms. Put something in them if you think of something interesting, but feel free to leave them empty as an indicator that this is a dying civilisation. In the novella that inspired this adventure, Red Nails (REH), Conan and Valeria search through lots of empty rooms before encountering anything. 4. As already mentioned, the original adventure was designed to start a campaign, with this guy as the final boss. If your players are working for Nalfas, they have no reason to confront him at all. Players just need to report back to Nalfas that the people are beyond saving (if you want to stay faithful to the original source material). If players do encounter the boss, it's time for you to put on your ham actor hat and roleplay him as a scenery-chewing villain, but one who finds the PCs too entertaining to be bothered obliterating them. He might say something like "Send Nalfas my regards, I'll be coming for him later". [/QUOTE]
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