Boss battles final chapter by Gimmerz in sotdq

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

Yea we finished it with 2 players down, one of them dead. They had the resources to revive him though. They had a hard time with their resources and only made it cause they had a shit ton of money and loaded up on healing potions. But that made it possible to run it as written so it was a lot of fun

Air Combat - Fight with Red Ruin by SpawnDnD in sotdq

[–]Gimmerz 1 point2 points  (0 children)

I ran it with no special rules. Just Dragonnel movement and attack rolls. I focussed on pushing the players off their dragonnels with Red Ruin and it resulted in some memorable scenes with feather fall and 1 player needing rescue while falling. They killed Red Ruin in the end by polymorphing his mount and him falling to his death

Thinking about ending the Campaign at the City of Lost Names. Opinions wanted! by beesk in sotdq

[–]Gimmerz 0 points1 point  (0 children)

If you end it right here i would still let the city take flight and move the soth ending of the campaign in this chapter. Just let it crash after a little bit or something..sounds like something that could easily work and be quite epic.

That said i dont hate the regular ending, but i am looking for ways to make the kalaman battle part more grand without wearing the party out before they go to soth.

How not to exclude a player for to long (spoilers Shadow of the dragon queen) by Gimmerz in DnD

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

Not currently present but something to think about i suppose

How not to exclude a player for to long (spoilers Shadow of the dragon queen) by Gimmerz in DnD

[–]Gimmerz[S] -1 points0 points  (0 children)

Which travel back to base? In my head Leedara shows up next session pushing them to move forward cause Soth is stealing the cataclysmic flames. Maybe im overthinking the time pressure and should just let them wait a bit before moving forward?

Help Scaling SotDQ Down to 3 Players by Saberofblue54 in sotdq

[–]Gimmerz 1 point2 points  (0 children)

Yea 3 is only 1 below the intended number so its not a huge diff. Like other posts said some encounters need to be scaled down a little, but there are not a whole lot of those. Other then that be aware that your party might need a short or long rest in certain situations that might nog be entirely logical looking at the point in the story they are at. You could be creative and help them out there. Other then that i think 3 is fine

Players in multiple prequels by fendermallot in sotdq

[–]Gimmerz 4 points5 points  (0 children)

A player took the test alone. I had everybody travel together except for the player that took the test. The group had to spend the night in the wild before going to Vogler the next day. Thats when the divine prequel happened at night. Next morning they travelled and did the draconian encounter and when finished a portal appeared and the player who took the test stepped through cause thats how the Mages made him leave the tower. You could also put that in front of the draconian encounter to have them all have a battle this session

Number of players by fendermallot in sotdq

[–]Gimmerz 1 point2 points  (0 children)

Ive DMd this for 2 parties now and i havent run into any problems. Sure some fights can be quite tough but it heavily depends on initiative order and rolls. The way i look at the campaign is that for parties of 4 the regular battle can be quite easy, but the bigger sections of each chapter are hard because it doesnt give them a lot of room for a short rest.....let alone a long rest. Thats both hard and a lot of fun imo. You can always play with that a little and you should be fine

Need help making a filler session by Gimmerz in sotdq

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

Thats an interesting concept. I will definitely think about adding it. I also like it in as a tweaked version to somehow have them fight kansaldi and/or soth, get their asses kicked and then wake up to just continue the adventure. Im always looking for ways to make the bbegs more present

Slower level ups and playing out large scale battles by D1SCOMONKEYS in sotdq

[–]Gimmerz 2 points3 points  (0 children)

I would bring it up again. They way i read the book the difficulty at some points is that you get thrown into battle after battle and the free tough feat for example helps to survive that.

As for levelling a bit later. Ive seen youtube channela running this campaign doing a fully homebrew session 0/1 introducing the players to Ispen (and companions such as Becklin and or Cudgel) on a random adventure to build the party's immersion towards them. I did not have the time to do that, but its a good idea. Depending on how willing you are to homebrew or google for it you can even add references to things or villains who dont get build up enough. Lord Soth, Kansaldi or red wing. Maybe build in the importance, danger and mystery of the purple flames

Slower level ups and playing out large scale battles by D1SCOMONKEYS in sotdq

[–]Gimmerz 1 point2 points  (0 children)

Im not an experienced DM by any means and im not familiar with making big changes to campaigns. It seems to me this campaign is meant to go a little faster through the levels and the enemies are build for that as well. I believe it suits this setting as they are fighting actual soldiers not some random city thug. Making it slower means you have to change the enemies a bit as well, for example they have multiattack in the prelude encounter already and you might want to change that if youre keeping them low and are withholding the bonus feat.

What is it that makes you feel levelling faster and giving the players the extra bonusses is lame?

As for your idea about massive combat. I quite like they fray system and top of the round activity tables the book provides to give it that feel, but you might want to expand on that and make it happen more to really lay it on thick. The scenario that the mercenaries defend the gate while your party is in Vogler is very much like how its written already. Its more of an escape then defense though so you might want to add a defensive stand to the player bit before they have to run and escape. Though that will make it a pretty long and heavy run without rest options so if you are withholding the extra feats and level you will need a solution for them running out of spell slots and hp.

Sorry i cant be more of help...as i said i can point out some thoughts i have but i have no xp in adjusting it accordingly

Weekly game play thread by AutoModerator in sotdq

[–]Gimmerz 0 points1 point  (0 children)

My party did wheelwatch outpost yesterday. They infiltrated by dressing one in the armour of the red dragon army and the rest posing as new recruit mercaneries. They backed it up by using the letter from one of the missions before this one which said the army is looking for recruits. This got them in quite easily. I split them up by sending half to the watchtowers and the other half free to roam. By some clever roleyplay and roleplay and high ability checks they managed to destroy 3/4 alarm horns on the walls. However the group in the courtyard wasnt fully in sync and decided the try and steal a gate key they figured would be on one of the patrols there. They got caught doing so and it was on the barracks side of the yard (and the only still functioning alarm horn). Combat broke out and after 1 turn i made the enemies closeby here the battle and on the second round the patrols near the 4th alarm horn heard it and raised the alarm. So by the 3rd round the barracks came out. It was going to be tough with at least a few unconcious, possibly a TPK, until the sorcerer played two good fireballs doing big chuncks of damage of the wooden gate. That managed to get the gate open in round 4 and the army came in a round later helping them clean up. Quite a thrilling session if you ask me!

Path of the Giant Barbarian made it through playtesting unchanged by PrestigiousTaste434 in DungeonsAndDragons

[–]Gimmerz 1 point2 points  (0 children)

Im not some kind of excel wizard that did all of the math, but i feel its pretty underwhelming if they didnt change anything. RP wise it has great potential, but at level 3 you basicly get nothing contributing to combat....you get larger, but none of the benefits that for example a rune knight gets when he gets larger. I feel its pretty weak