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*Dungeons & Dragons
Enhancing "Storm King's Thunder"
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<blockquote data-quote="Ovinomancer" data-source="post: 7162235" data-attributes="member: 16814"><p>I didn't like the barbarians encounter at all. Didn't work for me. So, what I did was scatter dead barbarian corpses around the temple at points where bad things could happen -- the gate, the boulder trap, etc. -- and replaced the encounter with them with 6 yetis in ambush from the raised balconies. It gives the balconies (a neat architectural bit and nice defensive design) something to actually do rather than be there and makes for a thematic encounter. Further, it means that the party doesn't pretty much automatically kill the GW chieftain before even learning that there are those that want him dead. I replaced the frost spider victim with the GW tribe shaman, and allowed her to become an ally wishing the tribe to be free of the chieftain, who's fallen under the control of an adult white dragon, instead of the couatl (a tropical mythological beast willingly bound into a frozen altar?).</p><p></p><p>So, summary of changes:</p><p>Hallway encounter changed to 6 yetis from the barbarians.</p><p>Barbarian corpses used to foreshadow danger points in the temple.</p><p>Shaman replaces both the spider victim and the couatl as an ally in the GW tribe sacred place.</p><p>GW tribe sacred place encounter now has chieftain with 2 guards and 4-6 tribal warriors and an adult white dragon. </p><p></p><p>This worked out really well for me. The yetis are a strong encounter, especially from ambush, but the paucity of other encounters in the temple evened it out. The party still had plenty left for the rehmorraz(sp?).</p><p></p><p>Also, I tweaked the boulder/spider encounter. Firstly, I had the stone wall sealing the area malfunction at the entrance with the spider tunnel opening -- it doesn't seal until after the boulder passed. Then, I had the spiders attack out of the tunnels against any characters that took refuge from the trap in that room. The spiders would immediately withdraw with any captured characters, giving good reason to chase after and discover the trapped shaman. Finally, I modified the spiders so that their venom worked like the basilisk gaze -- first failed save is restrained, as you begin to freeze up, second failed save is petrified, as you freeze solid. Recovery requires at least 1 hour in front of a large fire or other heat source (like the bonfire in the feast hall). Kept the DC the same as the written DC for the spider poison. Felt far more thematic and the players absolutely freaked when they finally failed a save.</p></blockquote><p></p>
[QUOTE="Ovinomancer, post: 7162235, member: 16814"] I didn't like the barbarians encounter at all. Didn't work for me. So, what I did was scatter dead barbarian corpses around the temple at points where bad things could happen -- the gate, the boulder trap, etc. -- and replaced the encounter with them with 6 yetis in ambush from the raised balconies. It gives the balconies (a neat architectural bit and nice defensive design) something to actually do rather than be there and makes for a thematic encounter. Further, it means that the party doesn't pretty much automatically kill the GW chieftain before even learning that there are those that want him dead. I replaced the frost spider victim with the GW tribe shaman, and allowed her to become an ally wishing the tribe to be free of the chieftain, who's fallen under the control of an adult white dragon, instead of the couatl (a tropical mythological beast willingly bound into a frozen altar?). So, summary of changes: Hallway encounter changed to 6 yetis from the barbarians. Barbarian corpses used to foreshadow danger points in the temple. Shaman replaces both the spider victim and the couatl as an ally in the GW tribe sacred place. GW tribe sacred place encounter now has chieftain with 2 guards and 4-6 tribal warriors and an adult white dragon. This worked out really well for me. The yetis are a strong encounter, especially from ambush, but the paucity of other encounters in the temple evened it out. The party still had plenty left for the rehmorraz(sp?). Also, I tweaked the boulder/spider encounter. Firstly, I had the stone wall sealing the area malfunction at the entrance with the spider tunnel opening -- it doesn't seal until after the boulder passed. Then, I had the spiders attack out of the tunnels against any characters that took refuge from the trap in that room. The spiders would immediately withdraw with any captured characters, giving good reason to chase after and discover the trapped shaman. Finally, I modified the spiders so that their venom worked like the basilisk gaze -- first failed save is restrained, as you begin to freeze up, second failed save is petrified, as you freeze solid. Recovery requires at least 1 hour in front of a large fire or other heat source (like the bonfire in the feast hall). Kept the DC the same as the written DC for the spider poison. Felt far more thematic and the players absolutely freaked when they finally failed a save. [/QUOTE]
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