For all the goodness on it, storm king's sucks a giant dinosaur kick when it comes to story hooks. I would suggest having her 2 dragon children from the nearby town to the west come to her aid part way into the fight and/or throwing some other tricks in as well. I recommend having a ladder or climbable rope or something so the players can look around the tower. It makes no sense that nobody recognized one of the more famous wyrms of north, Don't be afraid to tell the players a lot or lore about how the Ordening works. When they show up they seem out of nowhere and no one ever heard of them. New comments cannot be posted and votes cannot be cast. Your players can choose to camp out for a whole day (doing light activity like scouting or foraging) to long rest, but at a slightly higher chance of random encounters (like a 5-10% increase). There's some tuning that should be done, but the biggest offender is right at the start - Nightstone has two worgs visible right from the gate, which is a bit heavy for 1st level PCs. The monk PC in my game would be very pissed if I did this. I had another come with a pair of guards. Do not suggest piracy - Any links/tools/documents/etc. It's difficult to map them on a 1-to-1 basis and still have room on your table. Volo's guide to monsters PDF Free Download and View Fahrenheit 451 PDF Download/View online Mechanics of materials 9th edition gere PDF Super fun place to explore. Having run SKT twice for different groups, I can agree to most of this. Getting rid of her is probably what my group is most famous for in Waterdeep. They knew from casting a Commune spell that Iymrith wasn't dead and was at the Maelstrom. [–]GodsFaithInHumanity 19 points20 points21 points 3 years ago (0 children), running it for my group now. They have extremely low action-economy, but they hit like a truck and can EASILY kill players below level 6. This adventure takes place after the events described in Hoard of the Dragon Queen and The Rise of Tiamat, but does not directly depend on them. It's one of the big complaints with the book. Putting content in the book that is only accessible if you buy another adventure is garbage. Permission is granted to photocopy this page for home game use. Just found out how to pronounce "Bestiary". I'm currently running it, I recommend you read it back to back, so you know who's doing what and why. I know it's a pretty old comment, but I guess clearing something up is nice for people who might stumble upon this post later: There's no reason why KS would capture rather than kill Hekaton. The main benefit of running this module is that it shows that giant society is conflicted internally and that not all giants are evil. A half competently written campaign shouldn’t need so much home brewing to even make sense. Official sources, homebrew images, and new information/product photos are the exception. Be civil to one another - Unacceptable behavior includes name calling, taunting, baiting, flaming, etc. The problem is that your players won't really find out about any of this until they get to the Maelstrom (Chapter 10), which is really late in the adventure to introduce these ideas. It was also released as a digital product through the following Wizards of the Coast licensees: D&D Beyond, Fantasy Grounds, and Roll20. [–]AHumbleBulletFarmer 7 points8 points9 points 3 years ago (0 children). EDIT: Wanted to add that you need to upfront offer some kind of monetary reward for the quest that takes the players to Bryn Shander/Goldenfields/Triboar. Harshnag is supposed to be a legendary adventurer. http://thecampaign20xx.blogspot.com/2016/08/dungeons-dragons-guide-to-storm-kings.html, https://www.reddit.com/r/dndnext/comments/7pxy6x/problems_with_storm_kings_thunder_and_how_to_fix/. [–]TannerThanUsual 6 points7 points8 points 3 years ago (0 children). Start in chapter 2, fuck Nightstone. Instead of making the cultists serious and surly, I played them as crazy brainwashed full on lunatics. A video series made to turn a Roll20 noob into a Roll20 Master! I was also wondering if I should do chapter 1 of SKT or do LMOP. I recommend having someone introduce Harshnag as a goal the players should be looking for. There's a free guide on DMs guild which I would suggest you check out. As such, I don't actually have any advice beyond this chapter! Best of luck. I'd recommend NOT having the ghost there. Could I use Against the Giants from Tales of the Yawning Portal to continue the campaign since AtG starts at lvl 11? Chapter 1 The Nightstone adventure is actually pretty great. I love the famine caused by Guh. Good thing you both live for so long that she can help you out years later when you really need it. And make sure you have the giants talking and threatening the players. Press J to jump to the feed. I also gave my NPCs special bonuses to make them more interesting to control. No matter which one you run, I recommend making sure that your players meet up with most, if not all, of the NPCs prior to the giant fight. You NEED to add foreshadowing. If the players make good arguments, give them advantage and bonuses to their rolls. It was impressive, epic, and exhausting. Make sure that your giants interact with the environment. I wrote out all the questions and answers (making sure to have multiple questions answer that a blue dragon infiltrated the storm giant court) and gave it to my party's cleric, having the spirit speak through him. He was a frost giant who helped the city of Waterdeep, so the leaders have probably heard of him. Exploration Problems The SKT map is huge. [–]Nexussul 13 points14 points15 points 3 years ago (0 children). Since these side quests are supposed to be the "here's what you should do" leading into Chapter 3, you need to either flesh out the quests or be willing to replace them. [–]MyNameIsStevenE 1 point2 points3 points 3 years ago (0 children). It's boring and Zephyros is lame, except only that he serves as a good tool for an early exposition dump. While both are great tools, the biggest feature that has been lacking has definitely been a World Map that I could give to the players. Get the best D&D resources for players and DMs alike. Also full of content if you want to speed along it. You can pick anywhere that seems interesting to you. The airship was a huge hit with my players and I couldn't bring myself to pop the balloon. Chapter 3 is ok; you'll have experience. And that's not a sidequest, but the path to the main plot! I had Zephyros recruiting multiple groups of adventurers, and one of the other groups had uncovered an important bit of info to move the story along, There's no real time press, so it's a good opportunity to let players try out downtime activities, Once they find Hekaton, have him be eager to march on Iynmrith, otherwise players might want to run around and tie up the dozens of loose ends they've inevitably left around the North, leaving your campaign directionless for a while. You don't have to agree with them, but you also don't have to argue or harass them about it. When the group got to the goblins I made it very clear that all the goblins would die, including the elderly and young goblins. Just wanted to say I had the same experience a year ago with SKT as a first time DM with first time players. And, looking over the Storm King's Thunder adventures, they jump from tier 1 to tier 2 and back again. Should be fun. We started out playing Storm King's Thunder, which quickly evolved into a homebrew campaign with that module as the backbone of the story line. And where should it be placed? Your players are going to end up doing some globetrotting.
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