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5 years ago  ::  May 18, 2008 - 11:27AM #1
Nostromo
Date Joined: Nov 25, 2003
Posts: 8
Ok, so I get the whole hook thing is tied to a major quest plot. This is awesome and yet another great advancement 4e has made. I love this. In fact they are just quests and it says in KotS that they can complete 1 or all and you can 'start' them with 1 or all so it makes it easy for groups that NEED hooks you give them all or groups that NEED discovery you only give them 1 or zero and let them discover the others--absolutely great.

The problem I have with the starting Hooks is with the "Map out the Keep" quest. It seems like if you 'explore' the keep and defeat the cult which is the third Hook they aren't that different.

the first hook to go find the explorer dude stands on it's own and shows the power/flexibility/creativity of the hook system.

I guess my point--why not, instead of 'mapping out the keep' hook go bring back an artifact/item from the keep rumored to be long lost or something.

I don't know--does anyone else feel this way? THat the map the keep hook is a bit redundant and 'unadventursome' compared to the others.

I was thinking of replacing it with the items(s) found in the secret room that were long lost....and one of your characters has heard rumors of these items and wants to claim them for themselves...

Any others out there?
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5 years ago  ::  May 18, 2008 - 1:42PM #2
DimitriX
Date Joined: Apr 2, 2008
Posts: 302
The 'map the keep' hook does seem a bit unimpressive when considering hooks. However, it is straightforward and you don't have to worry about players saying 'that whole keep thing isn't my problem'. Of course, they might ignore all of the side quests. So, here's what I plan to do. The following text are spoilers so if you don't want to know anything then don't read the in the black bars.

Spoiler: Show
I'm going to start with the Missing Mentor hook. That makes the adventure more personal and they can solve that one in just a few encounters. Once they save the mentor, he'll strongly suggest that the heroes help the tonwsfolk with their kobold problem. That will lead them, in one way or another, to take out Irontooth which will give them the clues that something is bigger going on. That, along with the information from the townsfolk, should get the players interested in what's going on at the keep. If nothing else, then you can have the mentor give the players the Ruins of Empire hook by saying that he knows of someone who would be interested in getting a good map of the keep. Valthrun the Prescient could give them that one too.
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5 years ago  ::  May 18, 2008 - 1:57PM #3
Nostromo
Date Joined: Nov 25, 2003
Posts: 8
Thats a good idea...i'll probably use that as well.

Just start with the missing mentor and go from there--good idea.
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5 years ago  ::  May 18, 2008 - 2:19PM #4
DimitriX
Date Joined: Apr 2, 2008
Posts: 302
Also, for fun, I'm going to rp the mentor's wife as a nagging ***** that isn't so concerned with her husband's absence as much as she wants that lazy fart to get home and help her take care of their ten screaming children. The mentor will not be eager to go home right away.
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