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Things I should watch out for in Trollhaunt Warrens?
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<blockquote data-quote="Rechan" data-source="post: 4877490" data-attributes="member: 54846"><p>Let's see...</p><p></p><p><a href="http://www.enworld.org/forum/general-rpg-discussion/249945-trollhaunt-tips-dm.html" target="_blank">Here's a thread full of tips</a>.</p><p></p><p>Assuming you have access to Dungeon, <a href="http://wizards.com/default.asp?x=dnd/duad/20081105" target="_blank">Here's the Trollhaunt sidetrek</a> article. The one with the trolls destroying the ship in Moonstair is awesome. Also, instead of the Eladrin city in the book, use <a href="http://wizards.com/default.asp?x=dnd/drfe/20080801a" target="_blank">Mithrendain</a>; it comes with its own <a href="http://wizards.com/default.asp?x=dnd/dutoc/157" target="_blank">adventure, too</a>, if you wanted to weave that into Trollhaunt or jump off with it.</p><p></p><p>Now, there are some places that supposedly you can foreshadow Demon Queen's Enclave, if you so choose to run that next. I'm not sure where those spots are (haven't actually sat down to read DQE), but supposedly the threads are there.</p><p></p><p>I think Skalmad's stats need to vary the three times the PCs face him. Fighting the same guy three times, with the same relative powers, is going to get Old, Fast. That's my biggest beef with the adventure. So vary him up a little bit. Also, vary up the trolls. Fighting the same warren trolls over and over is going to get DULL. Toss in some levelled up Cave Trolls, maybe sometime a Troll Witch (both of which are in the Compendium).</p><p></p><p>In the third leg of the adventure, when the PCs stumble into the Feywild, one problem I have is that they're fairly bottled up. It's practically a straight walk from the gate to the Fomorian castle, and that's it, as far as being in the Feywild. I think it should be less linear, and allow the PCs to actually move around in the Feywild itself. </p><p></p><p>Perhaps a plot within the Feywild to unseat Skalmad might make a very cool subplot. Given that Skalmad has a portal in his throne room, it'd make a great place for another type of Fey to set up shop. So, an ally willing to offer recon or other support (after negotiating), or manipulating the PCs, might offer some more spice for your game. </p><p></p><p>I honestly think the random or unrelated encounters are the best part of hte module, but that's just me. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Rechan, post: 4877490, member: 54846"] Let's see... [url=http://www.enworld.org/forum/general-rpg-discussion/249945-trollhaunt-tips-dm.html]Here's a thread full of tips[/url]. Assuming you have access to Dungeon, [url=http://wizards.com/default.asp?x=dnd/duad/20081105]Here's the Trollhaunt sidetrek[/url] article. The one with the trolls destroying the ship in Moonstair is awesome. Also, instead of the Eladrin city in the book, use [url=http://wizards.com/default.asp?x=dnd/drfe/20080801a]Mithrendain[/url]; it comes with its own [url=http://wizards.com/default.asp?x=dnd/dutoc/157]adventure, too[/url], if you wanted to weave that into Trollhaunt or jump off with it. Now, there are some places that supposedly you can foreshadow Demon Queen's Enclave, if you so choose to run that next. I'm not sure where those spots are (haven't actually sat down to read DQE), but supposedly the threads are there. I think Skalmad's stats need to vary the three times the PCs face him. Fighting the same guy three times, with the same relative powers, is going to get Old, Fast. That's my biggest beef with the adventure. So vary him up a little bit. Also, vary up the trolls. Fighting the same warren trolls over and over is going to get DULL. Toss in some levelled up Cave Trolls, maybe sometime a Troll Witch (both of which are in the Compendium). In the third leg of the adventure, when the PCs stumble into the Feywild, one problem I have is that they're fairly bottled up. It's practically a straight walk from the gate to the Fomorian castle, and that's it, as far as being in the Feywild. I think it should be less linear, and allow the PCs to actually move around in the Feywild itself. Perhaps a plot within the Feywild to unseat Skalmad might make a very cool subplot. Given that Skalmad has a portal in his throne room, it'd make a great place for another type of Fey to set up shop. So, an ally willing to offer recon or other support (after negotiating), or manipulating the PCs, might offer some more spice for your game. I honestly think the random or unrelated encounters are the best part of hte module, but that's just me. :) [/QUOTE]
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