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Enhancing "Storm King's Thunder"
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<blockquote data-quote="Greg Benage" data-source="post: 7203999" data-attributes="member: 93631"><p>Continuing from #350...</p><p></p><p>Our heroes defeated Boss Hark and his minions, but they had to explore the rest of the Dripping Caves as the villagers were filing out. Four of them went through the Blob's cave, and then split into two groups (thematically appropriate...). The Blob follows the two PCs who are heading down the tunnel to the pool. Fortunately, the trailing character notices the Blob oozing up behind her. Unfortunately, she's a wizard so the Blob one-shots her anyway. The druid throws a <em>healing word</em> at her, she disengages, and they both retreat into the pool. The druid is better at this, being a water genasi.</p><p></p><p>The barbarian and the monk, who were exploring down the east-west tunnel, hear the commotion and come running back. Only one of them can get at the Blob in the narrow tunnel. The barbarian dashes up...and the Blob crits. For 50 points of damage. He was the only character who wouldn't have been killed outright, I believe.</p><p></p><p>They explore the tunnel leading north across the fissure, but only for about ten minutes. It leads somewhere. We'll return to it in a later post...</p><p></p><p>Anyway, they get the villagers back to Nightstone, where the drawbridge is up and maybe half a dozen orc heads are mounted on spikes. Xolkin lets them in and reports that they killed off half the orcs before they withdrew. The guards from the keep fought valiantly, but sadly none of them survived. There are four fresh graves in the graveyard...</p><p></p><p>Xolkin tells the heroes that "reinforcements" are on route from Daggerford, and he installs Daphne Featherstone as the new Lady. Daphne is genuinely heartbroken about the death of Lady Nandar, but yeah, she goes along with it. Problem is, says Xolkin, they captured one of the orcs and it seems there's a lot more of them.</p><p></p><p>So this is my first big addition to the published material. I'm solving two (perceived) problems: The leveling pace from 3 to 5 is way too fast, and the orc attack has nothing to do with anything. So I look around and I see there are Iceshield orcs at Grudd Haug. Okay, so the Ear Seekers are a clan of Iceshield orcs. I grab <em>Scourge of the Sword Coast</em>, which I know has several adventure locations in and around Ardeep Forest, and here's the ruins of Harpshield Castle infested with three "tribes" of orcs: Jagged Scythe, Gory Maul, and Fanged Moon. So those are now "clans" of the Iceshield tribe, too, along with the Ear Seekers. The captive gives up the location and a bit of information, and Xolkin hires the heroes to deal with the orc threat to "his town." (Granted, he paid them with money looted from the town and the keep, which the heroes never got to loot themselves because they split when the Snakes showed up.)</p><p></p><p>So the heroes head through Ardeep Forest toward the ruins of Harpshield Castle. They discover a camp occupied by the remnants of the Ear Seekers, and lure them into an ambush which is nonetheless a tough fight. They try to grab a rest, and I roll a natural 20 for random encounters, so a roving band of Jagged Scythe orcs show up looking for trouble. The heroes give it to them, but now they're desperate for a rest. We'll see what the dice have to say on Saturday.</p><p></p><p>One cool thing about <em>Scourge of the Sword Coast</em>: We're playing on Roll20 and the adventure locations feature Mike Schley maps. I popped them in and did the dynamic lighting, and everything fits together with SKT pretty seamlessly.</p><p></p><p>Next time I check in, we'll see how they deal with Harpshield and "The Pale Chief." There's good intel to be had in there about the Iceshield orcs and their larger allies, which will also tie all the orc-killing into the main storyline.</p></blockquote><p></p>
[QUOTE="Greg Benage, post: 7203999, member: 93631"] Continuing from #350... Our heroes defeated Boss Hark and his minions, but they had to explore the rest of the Dripping Caves as the villagers were filing out. Four of them went through the Blob's cave, and then split into two groups (thematically appropriate...). The Blob follows the two PCs who are heading down the tunnel to the pool. Fortunately, the trailing character notices the Blob oozing up behind her. Unfortunately, she's a wizard so the Blob one-shots her anyway. The druid throws a [I]healing word[/I] at her, she disengages, and they both retreat into the pool. The druid is better at this, being a water genasi. The barbarian and the monk, who were exploring down the east-west tunnel, hear the commotion and come running back. Only one of them can get at the Blob in the narrow tunnel. The barbarian dashes up...and the Blob crits. For 50 points of damage. He was the only character who wouldn't have been killed outright, I believe. They explore the tunnel leading north across the fissure, but only for about ten minutes. It leads somewhere. We'll return to it in a later post... Anyway, they get the villagers back to Nightstone, where the drawbridge is up and maybe half a dozen orc heads are mounted on spikes. Xolkin lets them in and reports that they killed off half the orcs before they withdrew. The guards from the keep fought valiantly, but sadly none of them survived. There are four fresh graves in the graveyard... Xolkin tells the heroes that "reinforcements" are on route from Daggerford, and he installs Daphne Featherstone as the new Lady. Daphne is genuinely heartbroken about the death of Lady Nandar, but yeah, she goes along with it. Problem is, says Xolkin, they captured one of the orcs and it seems there's a lot more of them. So this is my first big addition to the published material. I'm solving two (perceived) problems: The leveling pace from 3 to 5 is way too fast, and the orc attack has nothing to do with anything. So I look around and I see there are Iceshield orcs at Grudd Haug. Okay, so the Ear Seekers are a clan of Iceshield orcs. I grab [I]Scourge of the Sword Coast[/I], which I know has several adventure locations in and around Ardeep Forest, and here's the ruins of Harpshield Castle infested with three "tribes" of orcs: Jagged Scythe, Gory Maul, and Fanged Moon. So those are now "clans" of the Iceshield tribe, too, along with the Ear Seekers. The captive gives up the location and a bit of information, and Xolkin hires the heroes to deal with the orc threat to "his town." (Granted, he paid them with money looted from the town and the keep, which the heroes never got to loot themselves because they split when the Snakes showed up.) So the heroes head through Ardeep Forest toward the ruins of Harpshield Castle. They discover a camp occupied by the remnants of the Ear Seekers, and lure them into an ambush which is nonetheless a tough fight. They try to grab a rest, and I roll a natural 20 for random encounters, so a roving band of Jagged Scythe orcs show up looking for trouble. The heroes give it to them, but now they're desperate for a rest. We'll see what the dice have to say on Saturday. One cool thing about [I]Scourge of the Sword Coast[/I]: We're playing on Roll20 and the adventure locations feature Mike Schley maps. I popped them in and did the dynamic lighting, and everything fits together with SKT pretty seamlessly. Next time I check in, we'll see how they deal with Harpshield and "The Pale Chief." There's good intel to be had in there about the Iceshield orcs and their larger allies, which will also tie all the orc-killing into the main storyline. [/QUOTE]
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