I'm GMing SKT for my group now, and they've just left Zephyros' tower - really wish I'd thought to make the cultists followers of Klauth! A Review of Storm King’s Thunder: D&D’s Giant New Adventure. Also the travel to the mounds and then back felt like padding/busy-work. It doesn't play well. [–]konrosthewanderer 2 points3 points4 points 3 years ago (1 child). I don't know who thought this one out, but blues are immune to storm giant thunder and storm giants are immune to blue breath. After Triboar, the party is given a golden goose token by the tavern owner. You can pick anywhere that seems interesting to you. They're more likely to investigate this way. Instead of making the cultists serious and surly, I played them as crazy brainwashed full on lunatics. Chapter 3 (by far the biggest chapter) is just a bunch of locations, with maybe a 2 paragraphs description. As such, I don't actually have any advice beyond this chapter! I was honest with my players about this and they felt that it was suitably epic to have an finale in the storm giant throne room. Let the players know how the region is affected by all the chaos. But it puts a lot of players you want in the story in the same location. I generally design theme first, optimization second. What’s Ilymrith’s motivation? Storm Friend. Is there a story line to follow? There's a free guide on DMs guild which I would suggest you check out. ), , , , , My players straight up thought this giant was responsible for it. He just showed up again out of the blue. Best of luck. 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. use the following search parameters to narrow your results: A place to discuss the latest version of Dungeons & Dragons, the fifth edition, known during the playtest as D&D Next. A few thoughts, in no particular order: Read ahead a bit and foreshadow the existence (but not involvement) of the Kraken Society, Make sure somebody in the party knows about Force Grey. Really. Most of the adventure seems made up of side quests that do little to tie the characters to the main storyline until they meet up with Harshnag the Frost Giant and visit Annam's Temple in later chapters of the book. Pathfinder APs at their best seem so much better than the 5e published campaigns but I don't want to play pathfinder. I'm glad that people agree with a lot of my main points. Uuuuhm blue dragons are immune to lightning damage. Klauth came out of NOWHERE and my players were really confused that he was helping them. [–]J4ckD4wkins 1 point2 points3 points 3 years ago (0 children). If the players make good arguments, give them advantage and bonuses to their rolls. Your DM would be well within their rights to exclude you from their game should they find out. What to do after Storm King's Thunder [SPOILERS] Stop reading here if you haven't read through or finished Storm King's Thunder. I had one NPC have the action ability to grant advantage to a target's next attack. The best idea might be to tell the players the premise beforehand and ask them to write a short backstory about why their particular character cares, Have Iymrith use an alias when she's infiltrating the Storm Giant's court. Which is a pity, because I really like the settings in SKT, but had I knew how many holes I had to fill in the first place, I would have gone the home brew route. If your players are like this, you need to escalate things. I suggest taking your group through at least three giant lairs. I would very much recommend running Triboar in Chapter 2, not only as it's centrally located, but since its follow-up quests will likely lead the characters through Yartar, which will allow you to set up some of the endgame. Until then, there's the risk of the character… They have extremely low action-economy, but they hit like a truck and can EASILY kill players below level 6. I had one of my players run it one week when I was unable to attend the session. Really, fifteen day walk just to tell someone's ex that he died is too far fetched. I remember early on when SKT was announced, it was like it's a sort of "sequel" to the Rise of Tiamat storyline, though obviously I imagine they didn't expect people to play a whole adventure path just to play SKT. Could I use Against the Giants from Tales of the Yawning Portal to continue the campaign since AtG starts at lvl 11? Also it removes focus from the adventure and you have to heavily modify Blagothkus' cloud castle so it makes sense for the current crisis. There's no "reason" for the Ordning to break.
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