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Storm King's Thunder - Nonan's Hold (need DM advice)
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<blockquote data-quote="twofalls" data-source="post: 8098863" data-attributes="member: 23718"><p>I have a great group of players who are all excellent roleplayers and are led by my best friend who is a great DM (better than me), and though I've run games for over 40 years, I'm starting to slow down. The party is 6 players at level six and we are in chapter 3 of SKT. I like to write my own stuff, and I use the campaign and its ideas to hang my hat on, so to speak. I like the Nonan's Hold story idea as presented in the SKT book, and I've worked up a hook where the PC's (who are travelling to Yartar from Triboar) enter Calling Horns and the Lord there, one Tamalin Zoar, has a problem. Her grandson is in love with a villager in the Hold, but she will not marry him and move to calling horns in fear that she will be tracked down by the Hunt Lords and murdered, or that the other villagers will take it out on her family remaining at the hold. Some kind of accord needs to be made with the Hunt Lords, or they need to be neutralized. The party is led by a Paladin of Illmater, so I expect he will want to destroy them. </p><p></p><p>Here is my problem, the PC's are very strong, two warriors (Pally and Barb) and four spellcasters (Wizard, Bard, two Clerics) all at 6th level. The Pally basically only uses his spell slots to increase his melee damage. I confronted them with three Hill Giants and five Ogres and they took them out handedly. They do not have many magical items, but every player has access to either spells or a +1 Weapon. They are travelling to Yarter to relieve an NPC of his Hammer of Giant Slaying but don't have it yet. Five wraiths will be a bit of a pushover for the PC's, so what do I do to make this a memorable fight that challenges the PC's? There are obvious answers, add another wraith, increase HP, make their caretaker the old dwarf Amrath Mulnobar something more powerful than a veteran, etc. I thought I would fish for ideas in the enworld pond however. Game is this Saturday. Thanks.</p></blockquote><p></p>
[QUOTE="twofalls, post: 8098863, member: 23718"] I have a great group of players who are all excellent roleplayers and are led by my best friend who is a great DM (better than me), and though I've run games for over 40 years, I'm starting to slow down. The party is 6 players at level six and we are in chapter 3 of SKT. I like to write my own stuff, and I use the campaign and its ideas to hang my hat on, so to speak. I like the Nonan's Hold story idea as presented in the SKT book, and I've worked up a hook where the PC's (who are travelling to Yartar from Triboar) enter Calling Horns and the Lord there, one Tamalin Zoar, has a problem. Her grandson is in love with a villager in the Hold, but she will not marry him and move to calling horns in fear that she will be tracked down by the Hunt Lords and murdered, or that the other villagers will take it out on her family remaining at the hold. Some kind of accord needs to be made with the Hunt Lords, or they need to be neutralized. The party is led by a Paladin of Illmater, so I expect he will want to destroy them. Here is my problem, the PC's are very strong, two warriors (Pally and Barb) and four spellcasters (Wizard, Bard, two Clerics) all at 6th level. The Pally basically only uses his spell slots to increase his melee damage. I confronted them with three Hill Giants and five Ogres and they took them out handedly. They do not have many magical items, but every player has access to either spells or a +1 Weapon. They are travelling to Yarter to relieve an NPC of his Hammer of Giant Slaying but don't have it yet. Five wraiths will be a bit of a pushover for the PC's, so what do I do to make this a memorable fight that challenges the PC's? There are obvious answers, add another wraith, increase HP, make their caretaker the old dwarf Amrath Mulnobar something more powerful than a veteran, etc. I thought I would fish for ideas in the enworld pond however. Game is this Saturday. Thanks. [/QUOTE]
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