T-Bone JiuJitsu
First Post
I would like to gather advice on how the DM's here have added to the KotSF module, and Thunderspire Labyrinth as well.
On first read it seems a little light on plot, and a bit linear. I would like to add more story elements and just general improvements to make it better.
What have you done, or are planning to do?
Here's my first thoughts:
We are running "Kobold Keep" from the DMG as a kind of warm up game. One of the hooks I used for that was the "recover the dragonscale" for the dwarven armorer for an extra 200gp. I'm thinking that when the PC's get back to town, the dwarven armorer will be gone, and his wife will report that they got word that a caravan delivering goods to Winterhaven was ambushed near that village, and the armorer & his wife's son was part of the crew that is now missing, no bodies found. Now the Armorer has dusted off his heirloom dwarven chainmail armor and set out to recover his son. The wife would like the PC's to go find her husband before he gets himself killed.
In Winterhaven, some villagers will rember seeing the dwarf pass thru, asking questions at the inn. The spy at the inn has sent him to the waterfall lair to be killed by the kobolds there, as she will the PC's, telling them that that is where the dwarf was off to. As I recall, one of the treasures in the waterfall lair (sorry, I dont have my book nearby and dont recall the proper name) is a suit of Dwarven armor, that will turn out to be the armorers suit, him being captured and sold off to slavers along with the caravan crew and his son.
From there, I need to spread some more clues around, and try to incorporate the KotSF side treck encounter from the wizards website. I haven't yet started reading H2, but I'm trying to plan ahead in order to bridge the two adventures together, and recovering the slaves will be one part.
One other idea I had was one of the NPC's in winterhaven will be big on joking with people. He will always have a sarcastic answer, or send them on a goose chase for a harmless laugh. Some things he may do are:
If asked about the missing people, he will joke that they are locked up safe in his cellar, just kidding, ..no really. You wont tell will you? ha! had you going for a second! something of those sorts.
Also, if asked about a death cult, he will get really serious, looking around like someone might be watching, insist that everyone come inside and close the doors and windows so he can tell them something. Then when everyone is inside, he'll say "have you mentioned this to anyone else? are you sure?" he kneels down to a big wooden chest, opens it slowly "I wish it haddent come to this but I'm going to have to kill you all now, I'm very sorry, but you understand." if/when the PCs draw their weapons to defend themselves, he breaks out laughing and pulls out some harmless something (mideval equivalent of a squirt gun or something) and says "you should have seen the look on your faces! You thought I was serious?!"
anyhow, that's just the preliminary thought process. It all needs polishing a smoothing out the details.
Please, post more ideas.
TBone
On first read it seems a little light on plot, and a bit linear. I would like to add more story elements and just general improvements to make it better.
What have you done, or are planning to do?
Here's my first thoughts:
We are running "Kobold Keep" from the DMG as a kind of warm up game. One of the hooks I used for that was the "recover the dragonscale" for the dwarven armorer for an extra 200gp. I'm thinking that when the PC's get back to town, the dwarven armorer will be gone, and his wife will report that they got word that a caravan delivering goods to Winterhaven was ambushed near that village, and the armorer & his wife's son was part of the crew that is now missing, no bodies found. Now the Armorer has dusted off his heirloom dwarven chainmail armor and set out to recover his son. The wife would like the PC's to go find her husband before he gets himself killed.
In Winterhaven, some villagers will rember seeing the dwarf pass thru, asking questions at the inn. The spy at the inn has sent him to the waterfall lair to be killed by the kobolds there, as she will the PC's, telling them that that is where the dwarf was off to. As I recall, one of the treasures in the waterfall lair (sorry, I dont have my book nearby and dont recall the proper name) is a suit of Dwarven armor, that will turn out to be the armorers suit, him being captured and sold off to slavers along with the caravan crew and his son.
From there, I need to spread some more clues around, and try to incorporate the KotSF side treck encounter from the wizards website. I haven't yet started reading H2, but I'm trying to plan ahead in order to bridge the two adventures together, and recovering the slaves will be one part.
One other idea I had was one of the NPC's in winterhaven will be big on joking with people. He will always have a sarcastic answer, or send them on a goose chase for a harmless laugh. Some things he may do are:
If asked about the missing people, he will joke that they are locked up safe in his cellar, just kidding, ..no really. You wont tell will you? ha! had you going for a second! something of those sorts.
Also, if asked about a death cult, he will get really serious, looking around like someone might be watching, insist that everyone come inside and close the doors and windows so he can tell them something. Then when everyone is inside, he'll say "have you mentioned this to anyone else? are you sure?" he kneels down to a big wooden chest, opens it slowly "I wish it haddent come to this but I'm going to have to kill you all now, I'm very sorry, but you understand." if/when the PCs draw their weapons to defend themselves, he breaks out laughing and pulls out some harmless something (mideval equivalent of a squirt gun or something) and says "you should have seen the look on your faces! You thought I was serious?!"
anyhow, that's just the preliminary thought process. It all needs polishing a smoothing out the details.
Please, post more ideas.
TBone