Tips for the Thunderspire

gjnave

First Post
After a break im starting thunderspire for my group. Im having a bit of a difficult time knowing how to arrange the entrance to the seven pillared hall, and introducing them to the places and inhabitants. Im feeling a bit overwhelmed on how to organize it all and set up an enjoyable roleplaying experience.

Any ideas or tips would be greatly appreciated.
 

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After a break im starting thunderspire for my group. Im having a bit of a difficult time knowing how to arrange the entrance to the seven pillared hall, and introducing them to the places and inhabitants. Im feeling a bit overwhelmed on how to organize it all and set up an enjoyable roleplaying experience.

Any ideas or tips would be greatly appreciated.
The Seven-Pillared Hall is Mos Eisley, pretty much. Imagine if the Fellowship of the Ring entered the Mines of Moria, but instead of finding a "tomb" (in the words of Boromir) they find the Mos Eisley Cantina.
 

I used Randall Halfmoon (the PCs save the Halfling in the initial encounter on the way into the Hall), then there's the need to deliver a package to a Drow Trader situated within the Hall (one of the Hooks).

Let them know who Brugg the Ogre is as soon as they arrive, hassle them a bit and get Randall, or a PC, sweet talk the PCs into the Hall.

Get the players into the Halfmoon Inn with Randall, have him tell them about some of the cool places they can check out and the lay of the land, the Duergar and the Bloodreavers and the like. Then push them out the door and see where they wander- have a little bit of roleplay, maybe some alternative quests for some that the PCs could get involved with- use the random encounters in the book as the bad guys for the quests, or the extra encounters available at WOTC.

It's roleplaying gold in there, I usually just think of a character I want each of the NPCs to be like, and then jot down some notes (2-3 lines at tops), then wing it from there.

I try to make the PCs have a good look new areas like this by not moving the action on until they've wandered at least a little, it helps I play via Maptools and my players know what's expected of them, or else they know that it helps to check out the local flora and fauna before they go upsetting too many people.

Good luck

Cheers Paul
 


Learn each NPC's character quirk, and what piece of info they can reveal, and then just let it all free-flow. Worked well for me. You can use the NPC's to explain some of the mysteries of the place.
 

Also, use the revised Duergar stats from MM2 or the Compendium. The duergar in Thunderspire are probably under-valued by a level or two, especially with their high resistances.

My recommendation is to have Paldemar mess with the party more visibly. In my game, he hired some goons to burn down the Halfmoon Inn, for example.

-O
 

My recommendation is to have Paldemar mess with the party more visibly.

This.

Have him be mentioned or seen or even encountered in some way in the early part of the adventure. Having him use a bronze warder to crush a fight/thief/gang of duergar would be a dramatic way of introducing both Paldemar and the Bronze Warders,

Unless you change the module, Paldemar only really shows up in the last 1/4, which leads to him never really having the "presence" that Kalarel has in Keep on the Shadowfell.

Edit: This is how my DM started TSL (posts #43 and 45). He didn't flag Paldemar, but otherwise did a great job of setting the scene for us.
 
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Over the coming weeks my Story Hour, or rather notes section, see sig. will detail everything that went on when the Knights (my players) headed into Thunderspire.

My lot were-

Hot(-ish) on the trail of the Citizens of the Nentir Vale taken as slaves by the Bloodreavers. This after the Slavers had attacked the city of Fallcrest and been involved in a slaving ring in the city in the Beggar King's lair.

Had a score to settle with one of the Bloodreaver Hobgoblin Chiefs- who beat one of the PCs in one-to-one combat.

Had to deliver some stuff to a Merchant in the Seven Pillared Hall, and bring a package back- all for Nimozaran the Green.

Had to find a lost Dwarven Forge in the Labyrinth in order to unmake the Rod of Ruin, and the Cauldron of Illserves (a pair of nasty artefacts they picked up on the way).

My point being they had a list of tasks as long as their arm, and therefore a vested interest in getting things done there.

Good luck
 

I'm running my group through it right now. Had an awesome session last night.

Anyway, I redid the initial encounter with Randel and had the Hobgoblins hassling him on the way to the seven pillared hall. His wagon had broken down, all his ale delivery come to the gate and he has to pick them up himself since their was some "trouble".

After than I had Randel show the PCs around, I printed out the Map from the booklet with a key. And had a few encounters.

Plan out a few encounters and use hooks to get the PCs to visit more places in the Hall, then drop more hooks on them. Hooks, hooks, hooks, use em. Think up ways of having all the PCs backstories matter, have at least one hook from the past show up at some stage or matter to the plot.

So far my group has plowed through the Chamber of Eyes. I changed around a good few of the encounters there, I put in a beholder gauth as the hidden BBEG who was running the bloodreavers. He came, up from secret passages beneath the toad statue, once Krand was bloodied in the Shrine. I had tonnes of Hobo Minions appear - and I used the Tougher Minion rules from the house rules forum, they worked really really well. Oh I converted some fo the kitchen area into cells and had some of the slaves there and had an elderly goblin accountant point the PCs in the Duergar's direction.

My Paldemar has contacted the reavers, deurgar and gnolls and has nearly figured out how to control all the bronze warders. He has given Murklemore the contract for providing security for the Hall and Thunderspire itself and he, eventally, plans to disrupt - or at least put up a Toll - the Trade Road between Cormyr and the Dales. So he is planning on having to defend himself from the Purple Dragons.

Not sure why he wants the gnolls, yet. But he has asked the Duergar to send some of the slaves to them as a "gift" - they'll be planning to hunt, eat or slaughter them I think. The Deurgar are using the slaves to help run the forges for amour, weapons and ore processing from their mines. I give the PCs 50xp for each slave they recover - I worked out three levels of major quests and had 50 slaves, err I think.

Anyway I plan on having Plademar pretty pissed that the bloodreavers have been wiped out - he wont know for a few days. As they were handy to have as slavers and agents outside of Thunderspire. I might have some rememnats of the Bloodreavers ambush the PCs in the Hall to rtry and get revenge. Oh and that Boar in with the gnolls I plan on giving to the PCs as a companion. I fugure the dwarf might want to ride that into battle.

Sorry for the brain dump - hope it provides you with some ideas you can use. I think Thunderspire is the best of the H adventures, although I haven't read them all, I really like the setting. But it feels half finished - lots of potential wasted, on the plus side it gives you a change to flex your creative muscle.
 
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My Paldemar has contacted the reavers, deurgar and gnolls and has nearly figured out how to control all the bronze warders. He has given Murklemore the contract for providing security for the Hall and Thunderspire itself and he, eventally, plans to disrupt - or at least put up a Toll - the Trade Road between Cormyr and the Dales. So he is planning on having to defend himself from the Purple Dragons.

That is excellent stuff. Have you figured out how you'll make sure the players learn about it? ;)

There's nothing more unsatisfying than backstory that never gets discovered.
 

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