Getting started.

The one thing I think you mgiht have a challenge with: being a valour bard, you're in melee pretty regularly. But you've got two ranged Pcs with low HP (The ranger and the Wizard). You have to be able to dispense healing to both the meleet ypes and the ranged types, so don't be surprised if you need to disengage and run the other way to get to the downed ranger etc.

Fortunate for you, you don't have a strong front line (the swordmage and rogue are more move stab move types), so they can come to you if necessary. But that is also bad since the Swordmage is not "sticky" (he can't lock enemies down, preventing them from coming after the weaker guys).

You guy swill be fighting in fairly tight quarters for most of the adventure though, so things should be fine for the most part.

I think you'll have a blast - Bard is one of my favorite classes in this edition.
 

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KotS is the first adventure I had ever DMed for. There is a ton of combat in it. If I had to do it again one thing I would change is once you get to the Keep itself, reduce the number of encounters, or enemy hitpoints, just to keep it flowing. Otherwise it can get very grindy.

As far as your party, yes it looks fine.
 

As a newbie to PNP RPG's I think there is a cardinal and vitally important rule to remember above EVERY other rule and it's something you should remind yourself of before, during and after every session.

That rule is: have fun.

Even to us old-timer players, sometimes we forget that rule and get bogged down in all the unimportant stuff, like the rules in the books. NEVER let the rules, or any other factor of PNP RPG's, override this Rule #1.
 

As a newbie to PNP RPG's I think there is a cardinal and vitally important rule to remember above EVERY other rule and it's something you should remind yourself of before, during and after every session.

That rule is: have fun.

Even to us old-timer players, sometimes we forget that rule and get bogged down in all the unimportant stuff, like the rules in the books. NEVER let the rules, or any other factor of PNP RPG's, override this Rule #1.
Seconded, and I would xp that if I could.
 

My brother is going to be the DM in this game.

What advice would you give him because it's his first time too. Altough he already read the DM guide.
Have the adventiure respond to the impact of the party. Particularly in the Keep itself.

Without spoiling anything, in general if the party penetrates a dungeeon and are forced to retreat or find a hidy hole to take an extended rest then the monster factions that they have impacted should respond loglically to the incursion. Bolster defenese or decide that things are too hot around here and leave and so forth.

Make things dynamic. Also remember the rule of cool and be prepoared to bend the rules to accomodate it.
 

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