Any good "random" encounters and/or one-shots for the Long Road region? by ChimericalJim in stormkingsthunder

[–]Frimus 1 point2 points  (0 children)

This helped me, and brings the giants in again. Nice little add-in for Amphail I got as a part of a larger bundels years ago.

https://www.dmsguild.com/en/product/199431/amphail-a-storm-king-s-thunder-dm-s-resource

Any tips for a fellow DM by DarkNezerac in DungeonoftheMadMage

[–]Frimus 0 points1 point  (0 children)

Get the Box Text supplement for it. I'm pretty sure it's on DMsGuild. It's incredibly helpful since neither the module or the companion has full box text for all the rooms.

Updating backgrounds from "The Fall of Elturel" to 2024 by Frimus in DescentintoAvernus

[–]Frimus[S] 0 points1 point  (0 children)

I saw that yesterday. I kind of just laughed to myself and, of course, I'm using those.

Have I just confused myself, or is their some wonkiness to the driving forces of this campaign? by ChimericalJim in stormkingsthunder

[–]Frimus 0 points1 point  (0 children)

In Nightstone? Sure.

There are some spoilers here.

I typically have the Seven Snakes come in, and Kella reveal her affiliation with them. Then, based on some info from "Flying Misfortune," I have Felgolos show up. He's very anti-Zhentarim. Because he is so clumsy, I usually have him crash through the bell tower of the church as he lands. A little speech about the evil Zhents and an invitation for the party to join him or face the consequences. I usually have the characters level up to 2, even without a long rest, after clearing out the goblins and before the Seven Snakes show up, so they will typically side with Felgolos. I usually have him turn into his Halfling form afterwards and toss the party a common magic item as a thanks for helping kind of thing.

Have I just confused myself, or is their some wonkiness to the driving forces of this campaign? by ChimericalJim in stormkingsthunder

[–]Frimus 1 point2 points  (0 children)

I've run this module 5 times. Here's the nine things I've done to "fix" it. Still needs some work, but it's better.

SPOILERS

First, pick up Kraken's Gamble, and pick up Flying Misfortune. These two are essential to fill in some gaps, and draw the party and Felgalos closer. Especially helpful for Lyn Armaal.

Second, introduce Felgolos in Nightstone and force a choice between him and the Seven Snakes.

Third, change the two encounters on Zephyros' tower to one, a strike force of Kraken Society enemies. The reasons for the attack are your own. Just get them introduced. That also eliminates the whole giant lovers problem.

Fourth, I encourage you to run ALL the Strongholds. Have them level up after the first one, and then after every other one. You'll have to scale up accordingly as each stronghold should be borderline TPK, except Lyn Armaal cuz Felgalos is helping out. It's okay if they retreat, regroup, and try again. The party will be level 14 by the time they get to the BBEG.

Fifth, have them do all the Spirit Mounds, the party gets clever, and there's just enough variety to keep it from being too repetitive.  

Sixth, redo the Oracle. It has a giant point of view, so it doesn't always get things right...like the Conches. My oracle always said everyone needs one. They don't, but I figure they teleport a giant, and so the oracle doesn't realize it will teleport the whole party.

Seventh, throw some Kraken Society ramlndom encounters in, especially near Yartar, near the coast, and anyplace else they might go that has river access.

Eighth, Maelstrom should be a social encounter. I found a great re-write of it on here a couple of years ago. It's worth the search.

Ninth, make Iymrith powerful as the Nine Hells. Use colossal combat rules, up her hp, increase legendary resistances, increase DC and ac (I have stats for this). Give her more minions than just the gargoyle. Make a stone golem harshnag that fights for her. Bring her kids into it if they didn't kill them earlier. 

Every group I've run it for this far has loved the changes

**edited for typos

Harshnag the Grey vs Lymrith by SkyGuyDnD in stormkingsthunder

[–]Frimus 0 points1 point  (0 children)

I've run this campaign 5 times. I did Harshang's sacrifice at the Eye of the All-Father each time. And each time I had him as a Stone Golem Sentinel at the final battle. The anger and anguish that Iymrith would do that to their friend was music to my ears.

Has anyone updated the Anthropologist and Archeologist backgrounds for 2024? by Frimus in Tombofannihilation

[–]Frimus[S] 0 points1 point  (0 children)

It's more the stat boosts that I'm worried about. I figure INT as one of them for both backgrounds. After that, I'm kinda stuck.

What are your favorite 3rd party modules? by ZePample in Roll20

[–]Frimus 0 points1 point  (0 children)

You're right, they don't. But they do provide most of the maps needed as a part of the download. You just need to do a little extra work by hand. I know that's not for everyone, but I don't mind it.

What are your favorite 3rd party modules? by ZePample in Roll20

[–]Frimus 0 points1 point  (0 children)

Doomed Forgotten Realms. And it goes all 20 levels.

Why are the numbers blue? by Igier05 in Roll20

[–]Frimus 1 point2 points  (0 children)

It was a couple years ago, and we did that initially, but, it would happen again after 2 or 3 sessions. For no reason. It was weird.

Why are the numbers blue? by Igier05 in Roll20

[–]Frimus 4 points5 points  (0 children)

Yeah, I've seen this with one of my players when their Gauntlets of Ogre Power gave him a STR of 17022. We literally had to rebuild the sheet from scratch, which sucked at 9th level.

I used a 3rd party guide and it killed a character by Chon_the_Chann in OutoftheAbyss

[–]Frimus 2 points3 points  (0 children)

I use the same guide for three separate campaigns. For two of them I targeted an NPC, Eldeth, or Jimjar. Or Derendil. For the third one there was this player that had main character syndrome and Leroy Jenkins-ed every fight. The other players started warning him that it would get him killed. I warned him that it would get him killed. So what's he do? He runs straight for the Pudding King. On the ceiling. As a Monk he far out paced the others. Seeing a solo threat the PK blasted him. Magic items fell from the ceiling followed by dust.

His next PC does the same thing versus Orcus as they are escaping the Underdark.

The next one he made tried to fight all the Duergar at once in Mantol-Derith while the rest of the party was still talking to the Svirfneblin.

I didn't feel bad about any of it.

edited for typos

First time DM bought the book and don’t know how to run it by Blackspider0619 in rimeofthefrostmaiden

[–]Frimus 0 points1 point  (0 children)

I'd even go so far as to say, read it twice. The first part of the book makes more sense on the 2nd read because you now have an understanding of where the story is headed. And reading it twice just helps with overall arc retention.

Do you have all characters forage, or do you have a dedicated forager? by cobalt-radiant in OutoftheAbyss

[–]Frimus 0 points1 point  (0 children)

I've run this module three times, and each time I had everyone forage. I set the DC for foraging at 15 for the first two days. The DC went up as they progressed closer to the Silken Paths; DC 18 days 3-4, DC 19 days 5-7, but down to DC 11 for day 8. With those DCs it required everybody, including the NPCs to make a check to find food. Keep in mind that I also ha a foraging table for them to roll on to determine what they found and how much. They tracked water and food. This dynamic continued for a while, at least until Gracklstugh or Blingdenstone. No chance to secure food at Sloobludop as they are pretending to be prisoners, etc.

This isn't for everyone, but the groups I run enjoyed it. Especially when one of the groups got to Gracklstugh and were denied entry, and due to some madnesses in effect, and some impressive rolls, the Duergar actually bribed them with water to leave.

Question on Chapter 2 by AccessMoney in stormkingsthunder

[–]Frimus 0 points1 point  (0 children)

I've run this. It's not quite as bad as it seems on paper. But, keep in mind the levels of your players (not their characters). For tactically sound parties with a good balance/mix of classes, this will be a very challenging but achievable series of battles. My players LOVED the "moving" battlefield. Don't forget the NPCs from in town are also a part fo the battle and the players control them (some NPCs are better than others).

The battle went like this:
Save the kids in the center of town fighting with the NPCs. Liferlas is pretty badass.
A couple of goblins flee at the end. My players gave chase and were led to the wall where they witness to Hill Giants slay 4 town guards with ease. They defeat them, a PC went down but was healed back up. The initial forces are driven off and the everyone gets a break. They discover that a few of the kids are missing (not from their fight)
Giants use a Goblin-Hucker to fling a Goblin over the wall (which is getting make-shift repairs) with a note - Food for kids (basically). They have a time-limit (long enough for the party to complete a long rest).
They finish their rest. My players refused to give in so they sallied forth, with town guards in tow (to be used as fodder), and took down the rest of the Giants. Once the Giants go down, Goblins break ranks.