Tips for the Thunderspire

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.

I've been, slowly, reading through the DMG2 at breakfast - while consuming a mix of weetabix, rice crispies and piping hot milk, yum. And I've been thinking about do some of the Vignettes <sp?> , but I haven't nailed anything down yet, the rest of the campaign is still pretty nebulous at this point.

Next up: the PCs are heading back to SPH after ransacking the Chamber of Eyes - although they haven't ventured into the sheer tunnels made by the beholder, I might hint at some treasure down there to lure them back. They have a merry band of freed slaves in tow, one of which is a 3rd level fighter and has pledged himself to the group (YeY, the new companion rules to try).

I was thinking of running the gnoll wandering monster encounter to fore-shadow the Well of Demons, I'd think the gnolls would be interested in picking off some of the weaker members of of the merry band, like the good pack hunters that they are.

Anyway back in the SPH lots of stuff is to happen: I want to intro the Bronze warders so I will have a group of snooty Eldarin appear, they might have a run in with the PCs, but they will definately have a run in with brugg. But this is a rouse, they are magically disguised Drow and they want to try and kill one of the Mages of Saruun. Really I just want the Warders to come bull rushing out and pound them all into gory pulp. But I'm not sure what the PCs will do, they always like a good fight.

I will have the Mage - whathisface - then give them the Paldemar quest. And if they hang around the SPH for very long I'll have Paldemar arrange a hit on them by some toughs from the Pigeonholes - I was thinking of having this like a getto/slum area, lots of dwarf children running around, washing lines hanging from pigeonhole to pigeonhole and the goodwifes nattering over little deviding walls.

I've a few plans for the Duerguar Hold too. I'm not going to just let them waltz in there - but there is a traitor who is willing to leave the door open. He will contact them after they make their initial attempt - however I wont force the issue if they are clever enough to bypass their defenses. Of course nothing is free in this world - or mine! - and he wants something in exchange.

I found this blog very helpful for ideas for making my own changes to Thunderspire:

Eleven Foot Pole

Thunderspires stuff starts here: Eleven Foot Pole: Thunderspire Labyrinth

It is a real shame he isn't doing more ATM. I should probably blog up my own stuff, because I really think this one of the best old skool mods for 4e.
 

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