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Enhancing "Storm King's Thunder"
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<blockquote data-quote="pukunui" data-source="post: 7491318" data-attributes="member: 54629"><p>So the PCs assaulted the Hunt Lords in their keep tonight. It went about as well as I expected. That is to say, the PCs utterly destroyed them without really breaking a sweat.</p><p></p><p>I kept them as wights, but gave them max hp, Turn Resistance, and Keen Hearing and Smell. I also added a pack of four shadow mastiffs (including one alpha). Since the PCs attacked the lords in their home, I didn't have them bother to summon up their mounts, as I didn't think there'd really be enough room in the banquet hall to maneuver on horseback. I don't think it would've made much of a difference anyway.</p><p></p><p>Despite the Hunt Lords and the mastiffs having passive Perceptions of 18 vs sounds, the PCs managed to sneak up on them. The sorcerer used two <em>fireballs</em> and a <em>wall of fire</em>, and the cleric pulled out a <em>driftglobe</em> to fill the room with bright light (and also pulled out <em>spirit guardians</em>) and that was pretty much it.</p><p></p><p>I kept rolling really badly for the Hunt Lords' attacks as well, which didn't help. The shadow mastiffs got a few good bites in, and two PCs were frightened by the alpha's howl, but once the <em>driftglobe</em> came out, they couldn't turn invisible anymore (and no longer had their damage resistance).</p><p></p><p>I had Amrath the dwarf surrender once all the lords were dead and the dogs were cowering under the table. I did have all the fire spells set things on fire, but the sorcerer just pulled out her <em>gust of wind</em> scroll and put out all the flames in order to save the treasure chest. I had randomly rolled a <em>brooch of shielding</em> and an <em>animate dead</em> scroll. They kept the former and burned the latter.</p><p></p><p>They also gave Amrath some of his ex-bosses' money and told him he could have the keep and even set himself up as the new lord of the village! (I was most surprised that they didn't want to keep the manor for themselves!)</p><p></p><p>It's off to Shadowtop Cathedral next. I found what could have potentially been a nice enhancement for this segment of the adventure on the DMs Guild but it wasn't at all what I wanted. There was a sad unicorn that the PCs could rob from, and Aerglas the druid attacks Turlang because he's been mind-warped by Slarkrethel ... and meh.</p><p></p><p>I also found a supplement for the High Forest in general on the DMs Guild, which looked like it had potential, including random encounter tables for different sections of the forest, but the formatting was so bad I couldn't bring myself to actually read it.</p><p></p><p>So I guess I'm just stuck working on it myself again.</p><p></p><p>I'm trying to figure out how to make it fun. The group includes a ranger with the Outlander background. I don't like to read the Wanderer feature as meaning that the PC can't ever get lost, especially if they're in a forest where landmarks and geography aren't easy to see. Plus, forest isn't one of the PCs favored terrains, so she doesn't get her Natural Explorer bennies. So they just might get lost, especially since they have disadvantage on their Survival checks thanks to the shifting foliage!</p></blockquote><p></p>
[QUOTE="pukunui, post: 7491318, member: 54629"] So the PCs assaulted the Hunt Lords in their keep tonight. It went about as well as I expected. That is to say, the PCs utterly destroyed them without really breaking a sweat. I kept them as wights, but gave them max hp, Turn Resistance, and Keen Hearing and Smell. I also added a pack of four shadow mastiffs (including one alpha). Since the PCs attacked the lords in their home, I didn't have them bother to summon up their mounts, as I didn't think there'd really be enough room in the banquet hall to maneuver on horseback. I don't think it would've made much of a difference anyway. Despite the Hunt Lords and the mastiffs having passive Perceptions of 18 vs sounds, the PCs managed to sneak up on them. The sorcerer used two [I]fireballs[/I] and a [I]wall of fire[/I], and the cleric pulled out a [I]driftglobe[/I] to fill the room with bright light (and also pulled out [I]spirit guardians[/I]) and that was pretty much it. I kept rolling really badly for the Hunt Lords' attacks as well, which didn't help. The shadow mastiffs got a few good bites in, and two PCs were frightened by the alpha's howl, but once the [I]driftglobe[/I] came out, they couldn't turn invisible anymore (and no longer had their damage resistance). I had Amrath the dwarf surrender once all the lords were dead and the dogs were cowering under the table. I did have all the fire spells set things on fire, but the sorcerer just pulled out her [I]gust of wind[/I] scroll and put out all the flames in order to save the treasure chest. I had randomly rolled a [I]brooch of shielding[/I] and an [I]animate dead[/I] scroll. They kept the former and burned the latter. They also gave Amrath some of his ex-bosses' money and told him he could have the keep and even set himself up as the new lord of the village! (I was most surprised that they didn't want to keep the manor for themselves!) It's off to Shadowtop Cathedral next. I found what could have potentially been a nice enhancement for this segment of the adventure on the DMs Guild but it wasn't at all what I wanted. There was a sad unicorn that the PCs could rob from, and Aerglas the druid attacks Turlang because he's been mind-warped by Slarkrethel ... and meh. I also found a supplement for the High Forest in general on the DMs Guild, which looked like it had potential, including random encounter tables for different sections of the forest, but the formatting was so bad I couldn't bring myself to actually read it. So I guess I'm just stuck working on it myself again. I'm trying to figure out how to make it fun. The group includes a ranger with the Outlander background. I don't like to read the Wanderer feature as meaning that the PC can't ever get lost, especially if they're in a forest where landmarks and geography aren't easy to see. Plus, forest isn't one of the PCs favored terrains, so she doesn't get her Natural Explorer bennies. So they just might get lost, especially since they have disadvantage on their Survival checks thanks to the shifting foliage! [/QUOTE]
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