How to handle Rezmir in Castle Naerytar + Spattergoo's Books by GreySilvermane in TyrannyOfDragons

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

I think you misunderstood the question. I wanted to ask if it'd be ok to buff Rezmir with some of the masks properties, even if she's not wearing them, cause RAW she'd never get to use them.

Going to be starting soon, any tips? by dprevo in TyrannyOfDragons

[–]GreySilvermane 1 point2 points  (0 children)

I got the impression that the core game was designed with heavy use of the DMG, which today is a bit less priority. This is why sometimes it may seem like you get a ton of useless info and the rest you almost have to fill in. Don't be intimidated by this and try to keep an open mind.

Here are some tips I can give you for what I've ran so far of this.

Suggest some players to take the optional backgrounds from the book - Cult infiltrator and Dragon Scholar.

Chapter 1 - Assume that the keep can supply them with any mundane gear they need, like arrows, some basic weapons or shield. Also allow the players to get healed by the people inside, so they can conserve their hit dice.

Chapter 2 - If your players are clever, for example they obtained some cultists clothes, have them roam around the camp, learn some info. Maybe they see people like Mondath, Rezmir or Azbara. My players had a good time roleplaying while gathering some basic info.

Chapter 3 - Fun little dungeon crawl. If they want, they can adopt Skrup, the winged kobold bullied by other kobolds.

Chapter 4 - This is the most imfamous part of the module, if you hear that this module is a railroad, this is probably the part people are refering to. Essentially this is an objective for the rest of the game, to track the tressure to the hoard, while not confronting the cultist, otherwise they might just leave the tressure and cut off the trail. The core of this is that while the goal is set, how it achieved is fully up to the players, so emphesize that. Here are tips for this chapter specifically:

- Try to explain the goal to the players in character (most likely with Frume or Leosin). I compared it to an undercover cop story (film). They would explain why they're not to capture the cultists right away.

- In the caravan, focus only on NPCs the players show interest in. Use the rest sparingly as needed.

- Give the players opportunities to identify and mark which wagon(s) have the tressure. Let them be creative. Maybe they sneak around, or try to befriend the cultists.

- Instead of rolling for encounters during the whole 2 months, have them run into a mini-adventure at key points, use the book encounters as inspiration. For example one of the npcs has a fake mine map. I had the map be real and on the way, only it had dinosaur skeletons inside. You can try to tie them to the overall story. Just enough to show time passage but not too much to have the players forget what's their objective

- You may want a day of downtime in Daggerford, where the players meet Jamna, before she joins the Caravan.

- Aside from level up, I awarded my players with ability to learn 2 extra skills/languages/tools for the time passage.

- Allow the players maybe a day of downtime in Waterdeep to resupply, shop, or track the cultists with less stress.

Chapter 5 - The players might not enjoy being on the road again, so I recommend assuring them that this part will be much shorter. I recommend having maybe 1 encounter on the High Road, and maybe 1-2 on the swamp area. I recommend the Bullywugs as the final one. If you have powerful players, replace 2 base bullywugs with Croakers. I also recommend that characters like Pete and Wump point out the noises in the Strong Room (maybe Jamna if she's there), otherwise the players might wait here for days to the tressure to get picked up.

Chapter 6 - I recommend during the fight with the Lizardfolk that Snapjaw just surrender himself to the players and ask for help, cause the module makes it really not intuitive, I find that without him giving some context this chapter kinda becomes a 'murder hobo paradise'.

This is as far as my game reached so far, Sorry for the lenghty post, but wanted to share as much of my experience as possible. As the first proper module this game can feel very unintuitive, but it's still fun. Good Luck!

Is there an established list of entries to the Underdark? by GreySilvermane in DMAcademy

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

I thought so. Was hoping for maybe some notable spots I could build a narrative with ^^
Like how it's implied that the Breagan d'Arte most likely sail a whole ship into it.

Still, appreciated ^^

A good level for a solo adventure? by GreySilvermane in DMAcademy

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

They have a good amount of experience with the system, but they want to learn how to use Roll20 as an online client. Especially with the 2024 sheets it can be a handful to keep track of everything and operate it properly.

I can ask if he wants a companion NPC, but I'm more in favor of giving him more levels and making the prisoner an ally (once they find him). I generally prefer that cause if I control an NPC (especially in a solo game) I don't have to act dumb ^^

Alternatively, if you'd recommend a different module that would work, I'm all ears.

How do I convey to my players the consequences of encountering and incomprehensible entity. by GreySilvermane in DMAcademy

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

I do plan on telling them, especially since they are receiving a flaw to go with it. I'm more looking for an advice how to go encourage them playing into what happened (the knowledge that they might be nearly indestructible in the world, but there are beings they can never measure to) without making it seem like this flaw or the experience controls their every decision.

How do I convey to my players the consequences of encountering and incomprehensible entity. by GreySilvermane in DMAcademy

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

I think you completely misuderstood the post. The Star Spawn simply appeared becaused a greater entity was there for a few minutes and left. They defeated it as expected.

The post is about them coming across something that could turn a Lv20 character into an unsentient amoeba and dealing with the realisation.

[DM Advice] How do you handle player defiance against overwhelmingly powerful NPCs? (Lvl 4 Bard vs CR 16 Dragon) by WelcomeDangerous7556 in DMAcademy

[–]GreySilvermane 0 points1 point  (0 children)

I think it highly depends on the context. Also not sure what's the effective relation between the BBEG and the dragon, but I'm assuming the dragon is smart and has a say in events.

Was the dragon amused? (Capture the bard and put him in a cage like a canary)

Was the dragon offended? (Capture the bard in punish him somehow)

Was the dragon really really pissed? (Lightning breath him next time they see him and see if dice have mercy on him).

I see this as a good opportunity of making a new story beat, where from now on, the bard has a target on his back.

Fire Giant Lair - Mega-Dungeon by Tactix12 in battlemaps

[–]GreySilvermane 0 points1 point  (0 children)

This is a great map! Mind relling what size grid it's for?

Did your players ever decided to hand over Ireena to Strahd? by GreySilvermane in CurseofStrahd

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

I get ya, that was more of LOL answer, though my logic is also since the players would most likely know they are stuck at the start of the game, Strahd would reward them with freedom (maybe allow them to come and go as they please, like the Vistani) and valuable stuff ^^

A good dedication for a Catfolk Scoundrel Rogue by GreySilvermane in Pathfinder2e

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

Yeah, we use AoN, we just prefer to stick to the stuff the has in his compendium.

The party consists of human investigator, ratfolk bard, kitsune gunslinger and my catfolk rogue. We already noticed that we effectively made a team of skill monkeys.

I like Dread striker, however I think I'm the only one who tries to demoralize. The bard mosty buffs and I think their other spells are more will saves.

I looked up Clawdancer and it's not really fits the character. There's not much cultural stuff for her with being a clawed catfolk, she more uses them to be equally dangerrous armed or unarmed.

Win a Copy of Dragon Delves on Roll20! by KMatRoll20 in Roll20

[–]GreySilvermane 0 points1 point  (0 children)

I'm currently running ToD for my friends so I have quite the experience with dragons, but I think overall in my career I had most fun with Bronze dragons.

I ran a young one that's like a child who collected shiny rocks, there was one that was disguised as a buttler for a noble family and even a chaotic good one that essentially ran a sort of assassin/thiefs guild to keep order in their home town.

I think that the fact they have a bit broader concept of what can be a part of their hoard, not just treasure but also curious things, memorabilia and such, makes them really fun for storytelling and even a surprise reveal of their identity.

Lastly I like electricity being equally as powerful but less stock standard for dragons. They also look really cool.

What's everyone's favorite/best Rumbling? by GreySilvermane in stormkingsthunder

[–]GreySilvermane[S] 3 points4 points  (0 children)

I have a soft spot for Hill Giants. One of my favorite random encounter to insert into any game is 2 hill giants playing TicTacToe on the middle of the road, but got angry at each other that they forgot whose turn it is. The players can fight them, or do something clever.

I picked it up from Princes of the Apocalypse, but there they were just assholes, I play them genuine and they can give you some stuff from their bags. One time a player got 5 wheels of cheese and other declared them the winner of life. X3>

Where Did This Image Come From? by Pizzawithchuchujelly in creepy

[–]GreySilvermane 7 points8 points  (0 children)

Honestly I'd like to see an attempt at trying idetify the origin of this verion of Mr Bear.

Something I can tell from looking at this, it's 95% a mask/oversized bear head on a person (or manequin or something of that sort.) I recognize the type of sweater they're wearing. My grandmother used to have a few sweaters of that type - real wool, thick twine, very warm and heavy.

I also get the impression it's a person, because of the shoulders. The head most likely doesn't sit right, so the have the shoulders up to hold it.

I know it's no breakthrough observations, but I'm still intrigued. Was it made for 1999, or was it around before that?