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Storm King's Thunder
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<blockquote data-quote="Daern" data-source="post: 6897888" data-attributes="member: 81800"><p><strong>5 out of 5 rating for Storm King's Thunder</strong></p><p></p><p>The Giant King is dead, and his subjects are wreaking havoc across the land! What will puny adventurers do to defend the people of Faerun?</p><p></p><p>IN A NUTSHELL: If you've read Forgotten Realms Gazeteers, thought about all the adventures Ed Greenwood's group seemed and always wondered how you might possibly use all that yourself in a way that made sense, then this is the module for you. The book provides a huge and detailed sandbox of the Sword Coast with entries that tend to point toward the metaplot of giants unleashed across the North. There are set piece dungeons, encounters, and key plot events, but this module could easily be used as a longer, drawn out campaign, with the players poking around the nooks and crannies of the map, protecting folk from giants and getting in trouble with various factions.</p><p></p><p>Storm King's Thunder is a little different than previous WotC 5e modules. I would compare it's structure to Princes of the Apocalypse, but where that book offered a small valley setting with LOT of dungeons and not much happening, STK is a huge sandbox with lot's of things happening. The wilderness encounter tables become important. There are interesting and unique encounters: Underwater intrigue in the court of the Storm King, ship battles, town invasions, dragon fights, airships, wizards protecting teleport circles, goblin catapults. There is a lot of content that won't be used. There are three towns that will be attacked. You are only told to play through one attack. There are five giant lairs of which only one needs to be explored. There are nearly a dozen barbarian burial mound mini-dungeons. This might bug some people, but it is much better than being expected to slog through all of them. On the contrary, I foresee DM's using bits from products like PotA as a change of pace during this campaign. </p><p></p><p>The story could use a bit of help. The plot hooks are pretty weak. The DM will have a to do some work to make it work best for him or her, like any module. There are some big reveals that won't be terribly interesting unless there is a bit of foreshadowing. </p><p></p><p>Over all, get this if you are a fan of the Forgotten Realms, or you want a big detailed map to in which set your group loose, then this could be the module for you.</p></blockquote><p></p>
[QUOTE="Daern, post: 6897888, member: 81800"] [b]5 out of 5 rating for Storm King's Thunder[/b] The Giant King is dead, and his subjects are wreaking havoc across the land! What will puny adventurers do to defend the people of Faerun? IN A NUTSHELL: If you've read Forgotten Realms Gazeteers, thought about all the adventures Ed Greenwood's group seemed and always wondered how you might possibly use all that yourself in a way that made sense, then this is the module for you. The book provides a huge and detailed sandbox of the Sword Coast with entries that tend to point toward the metaplot of giants unleashed across the North. There are set piece dungeons, encounters, and key plot events, but this module could easily be used as a longer, drawn out campaign, with the players poking around the nooks and crannies of the map, protecting folk from giants and getting in trouble with various factions. Storm King's Thunder is a little different than previous WotC 5e modules. I would compare it's structure to Princes of the Apocalypse, but where that book offered a small valley setting with LOT of dungeons and not much happening, STK is a huge sandbox with lot's of things happening. The wilderness encounter tables become important. There are interesting and unique encounters: Underwater intrigue in the court of the Storm King, ship battles, town invasions, dragon fights, airships, wizards protecting teleport circles, goblin catapults. There is a lot of content that won't be used. There are three towns that will be attacked. You are only told to play through one attack. There are five giant lairs of which only one needs to be explored. There are nearly a dozen barbarian burial mound mini-dungeons. This might bug some people, but it is much better than being expected to slog through all of them. On the contrary, I foresee DM's using bits from products like PotA as a change of pace during this campaign. The story could use a bit of help. The plot hooks are pretty weak. The DM will have a to do some work to make it work best for him or her, like any module. There are some big reveals that won't be terribly interesting unless there is a bit of foreshadowing. Over all, get this if you are a fan of the Forgotten Realms, or you want a big detailed map to in which set your group loose, then this could be the module for you. [/QUOTE]
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