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ToEE - Finessed an intro...need further advice...
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<blockquote data-quote="trollwad" data-source="post: 2244317" data-attributes="member: 19187"><p>dont forget your own version of emridy meadows as a prequel. use skeletons and/or a wight skeleton of an evil priest plus some goodies left on the field.</p><p></p><p>personal opinion is that 4th level is more than sufficient to start at the moathouse. in fact, the moathouse is probably too easy at that level (but then again, the party can die if they are really bullheaded). You could also make the moathouse a little harder by having turuko, zert and the bakluni tail the PCs to the moathouse even if they arent invited and wait for an opening before they attacked, and/or make the frog encounter a little harder (8 frogs attacking simultaneously from surprise behind the tall grass)</p><p></p><p>If you want to test the party a little either before or after the moathouse, have the bandits of the ruined tower 'hit' nira melubb's place at night and rob it clean. The PCs and some NPCS (of course burne and rufus will be out of town!) will need to form a posse and go after them. Of course, you can have a chase sort of scene and a random encounter in the woods culminating in incautious PCs being likely to get ambushed at the Ruined Tower -- of course, the bandits should go downstairs and notify their leaders to come up and drive the PCs off (thus possibly revealing the presence of the secret door). If the PCs retreat, have the Half-Orc commander from the third level come after them and try to pursue them by stealth and assasinate one of them (before retreating invisibly) before the PCs make it back to Hommlet. Or the half-orc can use his female elf routine to draw them in unprepared in an ambush on the posse trek to the ruined tower. A third option is to have Nira Melubb kidnapped by the brigands and held for ransom and the PCs are asked to meet with the brigands in the Gnarley and first negotiate the price and then later deliver the ransom, guard against treachery and take Nira back home.</p><p></p><p>Id liven up the whole thing with some of the flavor of the CPRG. I like the Hommlet quests and the various lesser temple machinations. Needless to say, like the CPRG, you need to have pompous Lareth 'surrender' to the PCs and offer to guide them to the TOEE -- where of course, he will betray them at the right time. IMHO, the players simply have to meet Kelno since he is such a funny evil character (as portrayed by the TOEE) so I'd make sure to have them recruited to join him once they hit Nulb. </p><p></p><p>In terms of using pieces of RTOEE, I thought Monte did a pretty good job with the moathouse (better than the rest of his adventure). So you could always have the moathouse 'restock' with Monte's version once the PCs have cleared out the original TOEE moathouse and moved on to Nulb for six months or so. Then the PCs would find the dragon and darker machinations in the secret part of RTOEE that they never discovered. There are also pieces of the Monte Crater Ridge Mines that I liked and Id steal a room or two from there for your temple. Monte also has a few decent NPCs in Hommlet that Id steal and have arrive in hommlet over time.</p><p></p><p>Finally, as you know, I dont really like the 4th level except for the CPRG's grand melee with Hedrack, so Id probably just delete a lot of the hill giants, ettins, trolls, except for those with Hedrack.</p></blockquote><p></p>
[QUOTE="trollwad, post: 2244317, member: 19187"] dont forget your own version of emridy meadows as a prequel. use skeletons and/or a wight skeleton of an evil priest plus some goodies left on the field. personal opinion is that 4th level is more than sufficient to start at the moathouse. in fact, the moathouse is probably too easy at that level (but then again, the party can die if they are really bullheaded). You could also make the moathouse a little harder by having turuko, zert and the bakluni tail the PCs to the moathouse even if they arent invited and wait for an opening before they attacked, and/or make the frog encounter a little harder (8 frogs attacking simultaneously from surprise behind the tall grass) If you want to test the party a little either before or after the moathouse, have the bandits of the ruined tower 'hit' nira melubb's place at night and rob it clean. The PCs and some NPCS (of course burne and rufus will be out of town!) will need to form a posse and go after them. Of course, you can have a chase sort of scene and a random encounter in the woods culminating in incautious PCs being likely to get ambushed at the Ruined Tower -- of course, the bandits should go downstairs and notify their leaders to come up and drive the PCs off (thus possibly revealing the presence of the secret door). If the PCs retreat, have the Half-Orc commander from the third level come after them and try to pursue them by stealth and assasinate one of them (before retreating invisibly) before the PCs make it back to Hommlet. Or the half-orc can use his female elf routine to draw them in unprepared in an ambush on the posse trek to the ruined tower. A third option is to have Nira Melubb kidnapped by the brigands and held for ransom and the PCs are asked to meet with the brigands in the Gnarley and first negotiate the price and then later deliver the ransom, guard against treachery and take Nira back home. Id liven up the whole thing with some of the flavor of the CPRG. I like the Hommlet quests and the various lesser temple machinations. Needless to say, like the CPRG, you need to have pompous Lareth 'surrender' to the PCs and offer to guide them to the TOEE -- where of course, he will betray them at the right time. IMHO, the players simply have to meet Kelno since he is such a funny evil character (as portrayed by the TOEE) so I'd make sure to have them recruited to join him once they hit Nulb. In terms of using pieces of RTOEE, I thought Monte did a pretty good job with the moathouse (better than the rest of his adventure). So you could always have the moathouse 'restock' with Monte's version once the PCs have cleared out the original TOEE moathouse and moved on to Nulb for six months or so. Then the PCs would find the dragon and darker machinations in the secret part of RTOEE that they never discovered. There are also pieces of the Monte Crater Ridge Mines that I liked and Id steal a room or two from there for your temple. Monte also has a few decent NPCs in Hommlet that Id steal and have arrive in hommlet over time. Finally, as you know, I dont really like the 4th level except for the CPRG's grand melee with Hedrack, so Id probably just delete a lot of the hill giants, ettins, trolls, except for those with Hedrack. [/QUOTE]
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