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*Pathfinder & Starfinder
Revising H1: Keep on the Shadowfell for Roleplayers (significant spoilerage)
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<blockquote data-quote="ZetaStriker" data-source="post: 4294679" data-attributes="member: 64840"><p>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.</p><p></p><p>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.</p><p></p><p>Edit: I guess I'll add some of my notes from the rest of the adventure.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="ZetaStriker, post: 4294679, member: 64840"] 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. [/QUOTE]
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Revising H1: Keep on the Shadowfell for Roleplayers (significant spoilerage)
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