Revising H1: Keep on the Shadowfell for Roleplayers (significant spoilerage)

Skeolang

First Post
(Also posted under same title on RPGNet forums)

So I'm DMing my way through KotS and really like the story elements - the tragic fate of Sir Keegan, the vibrant NPC portrayals of the folk of Winterhaven, etc. I'm also planning on stealing a lot of the additional story/flavor elements from the Forgotten Realms adaptation, to further infuse some badassery and dread into the story.

But, looking at the main dungeon-crawl portion of the adventure: there's one skill challenge, one trap/hazard/puzzle room, one optional skill challenge running simultaneous with the final battle...

And like fifteen tactical combat encounters.

Yes, D&D (and esp. 4E) is an extremely combat-oriented game, good, fine, I'm glad. But I can easily see us getting bored with fighting our way through two more furious melees against the kobolds, much less fight #7, 8, 9... down in the Keep.

I'm wondering if anyone has any specific advice or thoughts about trading out or heavily modifying some of the combat encounters in the Keep portion to provide a little more variety?

For example:

We've so far run the two introductory kobold ambushes and the interlude in town - I've already given some serious thought into ways to convert the final pair of battles vs. the kobolds into a more roleplay-heavy section.

I've decided the kobolds (apart from the Wyrmpriests, who are devoted followers of Orcus) have a more complex motive for opposing the party than the adventure's stated "they fear Irontooth more than death" justification; instead, I'm turning away from a common D&D fallacy and deciding that the kobold brigands are not, in fact, a band of childless bachelors.

Instead, Irontooth and Kalarel (with the aid of the fanatical Wyrmpriests) have captured and kidnapped the kobolds' females and hatchlings, and threaten to kill (or worse, sacrifice to the Shadow Maw) the noncombatants unless the kobolds continue to keep the roads closed.

This can be revealed to the players obliquely in a note they find at the dragon burial site, and then more directly (if they're smart) by interrogating a kobold in the battle outside the waterfall lair (or at least, if anyone speaks Draconic, some sort of wheezing last-wishes death gasp by one of the fallen Dragonshields or somesuch).

If the players are smart and resourceful, there should be enough information available (perhaps by returning to town) to figure out where the noncombatant kobolds are being held.

So - when the party enters the final fight, they'll have already fought three separate battles against kobolds, and it's probably getting a little old. We can spice up the final battle by offering a chance for the players to creatively dissuade (via a skill challenge - diplomacy, bluff, intimidate, nature) the kobold warriors from continuing to support Irontooth and the Wyrmpriests - by convincing the kobolds that the adventurers can protect them from Orcus and Kalarel's wrath. If this succeeds, the kobolds will stand aside and let the PCs handle the goblin and the Wymrpriests; or possibly even help out, taking the Wyrmpriests out of the equation and letting the PCs focus on Irontooth (which makes for an easy, but very different, fight).

So that's my idea for the Kobolds subplot - I wanted to share it, get some feedback, and most especially hear any similar revisions people had thought of for the later segments in the Keep proper - the undead, the goblins, the hobgoblins?

Thanks for reading.
 

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I changed it so that the Kobolds actually start the adventure by attacking the town, rather than ambushing the party. The PCs kill the Hobgoblins leading the Kobolds in battle with the help of the town militia, and the entire conflict is covered from the point of view of the town. The town's leader(I didn't use Winterhaven, and had a different NPC acting as 'town leader') calls a War Council, which the PC's basically lead with the DM getting throw out a suggestion or two from the NPCs gathered.

If they end up attacking the Kobold Den as a few NPCs are so quick to suggest, they burn through a couple of encounters, but when Irontooth shows up with the reinforcements, the Kobold Chief, a new NPC who replaces the Wyrmpriest, holds back for two rounds, doing nothing. As long as he isn't attacked, he then pleads with the PCs to help him kill Irontooth and free his people. If they agree, the battle turns, and the Kobolds help the PCs kill their Hobgoblin(I changed his race) taskmaster. They then serve as informants and allies in pointing the PCs towards Kalarel and the Keep.

Edit: I guess I'll add some of my notes from the rest of the adventure.

Taking a note from something I saw in the Age of Worms campaign, I made sure to have Valthrun and a bard at the town inn mention Keegan beforehand, and then used a series of illusory visions to retell Keegan's story and lead the PCs to him. I actually cut out most of the dungeon for this, removing the cave area, and most of the Goblin's living area. After witnessing Keegan kill his servants, soldiers, and finally, his wife and children, the PCs encounter his ghost, who is unfriendly to begin with. If the PCs challenge him, he is quick to the fight, but can prove a source of information on Kalarel's activities should the PCs speak to him instead.

The passcode for the Hobgoblin's area I made into a requirement for passage rather than just a way to avoid a combat encounter. I'd have the Hobgoblin guards accidentally drop Ninaran's name, however, likely leading the PCs straight back to town, where an expanded version of the undead cemetary encounter plays out, with most of the town overrun when the PCs arrive. They have to fight through the zombies in order to reach the section of the town that the militia has managed to defend, and from there, the town's leader explains to them how the dead suddenly sprouted from the cemetary, and how worried he is that Ninaran was trapped there alone... que the final encounter for this side plot.

They get the actual password from Ninaran's note, and have a very real opportunity to bluff their way past the Hobgoblins with a skill challenge when returning to the Keep. I haven't planned out how I'd change anything after that quite yet though... although I will note I added another NPC, a devout follower of Vecna, who, despite helping the PCs defeat Keegan and close the rift to the best of his ability, is using them to retrieve Keegan's sword as a focus for the ritual to become a Death Knight... after which, if the PCs help him, he'll prompty kill the town leader and retreat into a nearby forest and a short encounter with the PCs.
 
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I plan to run this module myself, and I'm also concerned about the high number of combat encounters.

Basically, I'm going to more or less ignore the kobold part and replace it with a small side dungeon of my own design, with only a single combat encounter inside. When the party actually gets to the keep, I'm going to pluck out a lot of the repetitive combat encounters and replace them with noncombat stuff -- things to investigate, text props that contain a few secrets of my campaign world, etc.

I like dungeon crawls to some degree, just not ones that have combat after combat encounter...
 

having played the two preview mods they did seem a bit combatty

i have written my first adventure for our new 1st level party.

it break down like this


200xp for slaying the beetles (CE)
150xp for killing the bat (SCE)
25xp for keeping Justin alive (SCE)
100xp for rescuing Justine (SCE)
65xp for dialogue at Townhall (RP/SC)
50xp to slay spider (SCE) +
125xp for escaping spider alive (SCE)
88xp for killing spider minions (CE)
25xp for quality report (RP/SC)
75xp for agreeing to help engineers (RP)
50xp-75xp for reassuring the worried (SC)
175xp for defeating the risen dead.(CE)
125xp for surviving the trap.(TE)
75xp for calming the guardians.(SC/RP)
50xp quest award for setting the Eyes.(QA))
400xp for wiping out the couriers guild (CE)
50xp for leaving no evidence or not disturbing the Temple skeletons (QA)
25xp for any help blocking the pass (QA)
200xp Finished Quest Award (QA)
up to 100xp genreally entertaining the GM!!

CE combat Encounter
SC Skill challenge
SCE skill challenge/ Combat combination
RP Roleplaying bonus
TE trap encounter
QA quest award

20 different xp rewards
only 5 being unavoidable combat
i think any more than that and my players would think it to dungeon-crawly

from what you say above i will buy KOTS but only to nick for ideas and maps.
 

Skeolang said:
I'm turning away from a common D&D fallacy and deciding that the kobold brigands are not, in fact, a band of childless bachelors.

FYI: This is no more a fallacy than your idea of reversing the situation is.
 

Sounds cool!

I'm with Jack though--my kobolds are shifty, cowardly bastards that are more scared of Kalarel than they are of the players. There will be some roleplay in town to discuss the fact that how dangerous is Kalarel if the kobolds felt death with the party was better than facing him?
 

Jack + Xorn - you're right, I definitely misused the word there. Rather silly to suggest that the common portrayal of a fictional species in a fantasy RPG could be "false," I must admit.

So I apologize if my use of the term "fallacy" was harmful to the point I was trying to make, which was "what else have people done, or are people considering doing, to shift some of the combat emphasis out of the largely-combat-oriented KoTS module?"
 

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