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Advice for New-ish 5E DM, Storm King’s Thunder
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<blockquote data-quote="jaspert" data-source="post: 8120340" data-attributes="member: 7026583"><p>I'm currently near the end of DM'ing one SKT campaign and I'm about to start another, so I have some thoughts I can share. </p><ol> <li data-xf-list-type="ol">The book (and Roll20 module) does technically contain everything you need to get players from level 1-11, but there are some major caveats. The level 1-5 adventure is <em>very</em> short, it is intended to rush your players to level 5 so the real adventure can start. I recommend using another adventure for the early levels (either the starter set (LMOP) or the essentials kit (DOIP) works really well). </li> <li data-xf-list-type="ol">Chapters 3/4 are basically a big map with about a hundred locations to visit. Most locations have a 1-2 paragraph description which often include plot hooks for sidequests and occasionally a suggested encounter. You can technically rush through this part too since the sidequests don't really impact the plot, but the intention is that the DM fleshes out the sidequests with homebrew content.</li> <li data-xf-list-type="ol">One of my groups has three players and I gave them a sidekick to round out the numbers. If your players are tactically smart it may not be necessary. The cities of the Sword Coast certainly have wizards for hire if your party needs something specific.</li> <li data-xf-list-type="ol">The main weakness of the module is that the bad guy is poorly foreshadowed. There is an <em>excellent</em> product on the DM's Guild called "Storm King's Thunder - Complete DM's Bundle" which helps out a lot here, as well as providing a few encounters for chapters 3/4.</li> <li data-xf-list-type="ol">As for the Roll20 module, I didn't notice any errors. There are definitely things you probably want that aren't in there (because they aren't in the book), like battle maps for random encounters and a spoiler-free "World Map". I <em>think </em>you need to buy the monster manual for monster stats. I can recommend the Forgotten Realms wiki if you need background information for any of the locations your party visits.</li> </ol><p>I've not run any other official modules but I have found it pretty easy to follow. Most of the plot hooks and "suggested encounters" in chapter 3 can be dropped in to basically anywhere. If you beef up the enemies in chapter 1 you can drop it in as sidequest in chapter 3 as well, so you don't even waste that content.</p><table style='width: 100%'><tr><td></td><td></td></tr></table></blockquote><p></p>
[QUOTE="jaspert, post: 8120340, member: 7026583"] I'm currently near the end of DM'ing one SKT campaign and I'm about to start another, so I have some thoughts I can share. [LIST=1] [*]The book (and Roll20 module) does technically contain everything you need to get players from level 1-11, but there are some major caveats. The level 1-5 adventure is [I]very[/I] short, it is intended to rush your players to level 5 so the real adventure can start. I recommend using another adventure for the early levels (either the starter set (LMOP) or the essentials kit (DOIP) works really well). [*]Chapters 3/4 are basically a big map with about a hundred locations to visit. Most locations have a 1-2 paragraph description which often include plot hooks for sidequests and occasionally a suggested encounter. You can technically rush through this part too since the sidequests don't really impact the plot, but the intention is that the DM fleshes out the sidequests with homebrew content. [*]One of my groups has three players and I gave them a sidekick to round out the numbers. If your players are tactically smart it may not be necessary. The cities of the Sword Coast certainly have wizards for hire if your party needs something specific. [*]The main weakness of the module is that the bad guy is poorly foreshadowed. There is an [I]excellent[/I] product on the DM's Guild called "Storm King's Thunder - Complete DM's Bundle" which helps out a lot here, as well as providing a few encounters for chapters 3/4. [*]As for the Roll20 module, I didn't notice any errors. There are definitely things you probably want that aren't in there (because they aren't in the book), like battle maps for random encounters and a spoiler-free "World Map". I [I]think [/I]you need to buy the monster manual for monster stats. I can recommend the Forgotten Realms wiki if you need background information for any of the locations your party visits. [/LIST] I've not run any other official modules but I have found it pretty easy to follow. Most of the plot hooks and "suggested encounters" in chapter 3 can be dropped in to basically anywhere. If you beef up the enemies in chapter 1 you can drop it in as sidequest in chapter 3 as well, so you don't even waste that content. [TABLE] [TR] [TD][/TD] [TD][/TD] [/TR] [/TABLE] [/QUOTE]
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