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Storm King's Thunder
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<blockquote data-quote="Tobold" data-source="post: 7080999" data-attributes="member: 6691663"><p><strong>3 out of 5 rating for Storm King's Thunder</strong></p><p></p><p>Storm King's Thunder has a bunch of nice features, like an adventure flowchart, and encounter rosters for each dungeon. However if you play this adventure as written, it also has a lot of problems:</p><p>- The chapter to get from level 1 to 5 is a rush job, badly written and very thin (17 pages). It would be better to play something else to get to level 5, like the Lost Mine of Phandelver (64 pages).</p><p>- At level 5 the players get to defend a town from a giant attack. You are given three choices of which town to defend, with different maps and different NPCs. But the general structure of the three options is exactly the same, and they don't really play any different from each other.</p><p>- There is a huge sandbox section about the Savage Frontier, which would combine very well with the Sword Coast Adventurer's Guide. However the players don't really have much reason to explore all that, and the chapter is only meant to bring them from level 6 to 7.</p><p>- At level 8 the players should get an item from *one* of five different giant dens. This time the 5 options are really different from each other, and it is a shame to play only one of them.</p><p></p><p>One could do more with the book by not following the adventure flowchart, especially not granting the milestone levels, just giving players regular xp for encounters. Playing the start plus various events (adjusted for level) of the big sandbox chapter until the players reach level 7 (with the town attack inserted somewhere at level 5) would probably be more fun than the rush proposed in the flowchart. I would also consider playing several or all of the giant dens at level 8.</p></blockquote><p></p>
[QUOTE="Tobold, post: 7080999, member: 6691663"] [b]3 out of 5 rating for Storm King's Thunder[/b] Storm King's Thunder has a bunch of nice features, like an adventure flowchart, and encounter rosters for each dungeon. However if you play this adventure as written, it also has a lot of problems: - The chapter to get from level 1 to 5 is a rush job, badly written and very thin (17 pages). It would be better to play something else to get to level 5, like the Lost Mine of Phandelver (64 pages). - At level 5 the players get to defend a town from a giant attack. You are given three choices of which town to defend, with different maps and different NPCs. But the general structure of the three options is exactly the same, and they don't really play any different from each other. - There is a huge sandbox section about the Savage Frontier, which would combine very well with the Sword Coast Adventurer's Guide. However the players don't really have much reason to explore all that, and the chapter is only meant to bring them from level 6 to 7. - At level 8 the players should get an item from *one* of five different giant dens. This time the 5 options are really different from each other, and it is a shame to play only one of them. One could do more with the book by not following the adventure flowchart, especially not granting the milestone levels, just giving players regular xp for encounters. Playing the start plus various events (adjusted for level) of the big sandbox chapter until the players reach level 7 (with the town attack inserted somewhere at level 5) would probably be more fun than the rush proposed in the flowchart. I would also consider playing several or all of the giant dens at level 8. [/QUOTE]
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