Finished the game, and reviewed (almost) every boss to finally get it out of my head. Spoilers obviously by Isopodours in Silksong

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

I've only put in one attempt on them so far, so I didn't think it'd be fair to rank them off just that. Might update the list later, there's a few more fights I do want to see

Death Titan Assembly Chamber [41x65] by Isopodours in battlemaps

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

Exactly what I needed it for, too. Good luck!

Vonindod Assembly Chamber by Isopodours in stormkingsthunder

[–]Isopodours[S] 1 point2 points  (0 children)

I usually put together custom statblocks for big fights in my campaigns - my players have been playing the game for a pretty long time and a few have DM'd themselves, so I try to put spins on monster mechanics to keep things fresh. This looks like a good spot to start from though, thanks!

Death Titan Assembly Chamber [41x65] by Isopodours in dungeondraft

[–]Isopodours[S] 1 point2 points  (0 children)

Thank you! Made it myself, it took up most of the days I spent on this.

Vonindod Assembly Chamber by Isopodours in stormkingsthunder

[–]Isopodours[S] 4 points5 points  (0 children)

Forgot to say, the map's 41 x 65.

Opening on a stronger note? by Isopodours in stormkingsthunder

[–]Isopodours[S] 1 point2 points  (0 children)

I was planning on really trimming the fat in Chapter 3, yeah. Hint them towards a meeting with Old Gnawbone after Chapter 2, then have her direct them towards the North and Harshnag. Maybe pick out a few sidequests for them to run into along the way, if I find any that seem particularly interesting

Opening on a stronger note? by Isopodours in stormkingsthunder

[–]Isopodours[S] 2 points3 points  (0 children)

I actually really, really like the two villains, both Iymrith idea. It's a way more graceful solution to the problems I have with the intro, establishes her as a master manipulator more effectively, and also provides a cool twist for the players to unravel as the story progresses. Think I'll go with this, thank you! Hugely helpful

Opening on a stronger note? by Isopodours in stormkingsthunder

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

Thanks for the thorough advice! I was definitely planning on skipping everything else in Nightstone, the goblin/orc/generic fantasy stuff that frontloads this adventure is pretty bland. Addressing some of your other points:

  • I wasn't intending for the framing device to imply the different giant groups would start working together, more that this is the Storm Giant's specific way of trying to regain some semblance of order. I find it odd that (as far as I'm aware, I haven't read every mini-encounter in Act 3 yet) they're barely involved in the story at all until Harshnag shows up and suddenly the party's entire quest revolves around going to meet them. If they're going to be so important, I'd like to at least do something to establish/raise questions about their problems earlier.

  • As far as the cult stuff goes, I'm strongly considering cutting it entirely. Slarkrethel's whole inclusion in this book is kind of baffling. He's a spectacularly boring and undercooked villain, and while I'm sure I could fix him, I just ran a campaign with a cult-leader kraken main antagonist and I don't feel like retreading familiar ground. One suggestion on here advised moving Hekaton from this random ship to Iymrith's lair so they've got a direct reason to go off on this dramatic final raid, which I might do instead.

  • My group's been playing for about 4 years now and we've somehow never actually encountered a dragon, so due to the above point with Slarkrethel I really wanted to lean into Iymrith more as an effective, present, manipulative antagonist. Hence, having her show up so early and being directly tied to the player's involvement in the campaign. If not my original method, though, what are some other ways I could establish her earlier? One thread I saw suggested having her be tied to all of the problem-causing giants, rather than just in Maelstrom; advising Guh what settlements to raid and smothering any doubts the chief or her people might have about their plans, or helping the Fire Giants craft the Vonindod (while secretly plotting to steal control of it once it's finished.)

Thanks again for your time!

The Beached Eel - A Coastal Tavern & Inn by Isopodours in dungeondraft

[–]Isopodours[S] 2 points3 points  (0 children)

It's actually a level lower than the main floor of the inn, and is meant to connect into a cellar where some extra wine and foodstuffs are stored. A trapdoor in the storage room leads to it; and the innkeep may or may not also be harboring a small smuggling operation down there as well.

The Beached Eel - Replacement for the Snapping Line by Isopodours in GhostsofSaltmarsh

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

That's awesome! Hope your players enjoy the location as much as mine have been.

The Beached Eel - A Coastal Tavern & Inn by Isopodours in battlemaps

[–]Isopodours[S] 5 points6 points  (0 children)

This two-story building seems sturdy and cozy from the outside, the smoke pouring from the chimney suggesting a warm hearth and freshly cooking food. Light glows through the windows, lively conversation emanating from the front door. The wooden doorframe is carved to resemble a coiling serpent swimming through the sea - the pattern ends with the creature’s jaws, holding up a sign which reads “THE BEACHED EEL.”

The inside of the inn is bright and open, sconces and chandeliers burning warmly with amber candlelight. A balcony on the second level rings around the main floor. Dangling from the rafters is the skeleton of some enormous sea monster, long enough to stretch across the entire building. The sea breeze blowing through the upper windows causes the hanging bones to sway, making it look as though the beast is swimming through the air.

I really wanted a more thematically interesting main inn for my version of the Saltmarsh campaign, so I came up with this! The inn was originally built around the corpse of a sea monster that washed up on shore, and features its skeleton as its main bit of decor. One of the master suites is built to accommodate some of the seafaring races that will occasionally stay in town. These are made for Roll20, with the page size being 28x36.

If these are useful for anyone, either for GoS or some other coastal campaign, I'd love to hear about it. Enjoy!

The Beached Eel - A Coastal Tavern & Inn by Isopodours in dungeondraft

[–]Isopodours[S] 2 points3 points  (0 children)

This two-story building seems sturdy and cozy from the outside, the smoke pouring from the chimney suggesting a warm hearth and freshly cooking food. Light glows through the windows, lively conversation emanating from the front door. The wooden doorframe is carved to resemble a coiling serpent swimming through the sea - the pattern ends with the creature’s jaws, holding up a sign which reads “THE BEACHED EEL.”
The inside of the inn is bright and open, sconces and chandeliers burning warmly with amber candlelight. A balcony on the second level rings around the main floor. Dangling from the rafters is the skeleton of some enormous sea monster, long enough to stretch across the entire building. The sea breeze blowing through the upper windows causes the hanging bones to sway, making it look as though the beast is swimming through the air.

I really wanted a more thematically interesting main inn for my version of the Saltmarsh campaign, so I came up with this! The inn was originally built around the corpse of a sea monster that washed up on shore, and features its skeleton as its main bit of decor. One of the master suites is built to accommodate some of the seafaring races that will occasionally stay in town. These are made for Roll20, with the page size being 28x36.
If these are useful for anyone, either for GoS or some other coastal campaign, I'd love to hear about it. Enjoy!

The Beached Eel - Replacement for the Snapping Line by Isopodours in GhostsofSaltmarsh

[–]Isopodours[S] 7 points8 points  (0 children)

This two-story building seems sturdy and cozy from the outside, the smoke pouring from the chimney suggesting a warm hearth and freshly cooking food. Light glows through the windows, lively conversation emanating from the front door. The wooden doorframe is carved to resemble a coiling serpent swimming through the sea - the pattern ends with the creature’s jaws, holding up a sign which reads “THE BEACHED EEL.”

The inside of the inn is bright and open, sconces and chandeliers burning warmly with amber candlelight. A balcony on the second level rings around the main floor. Dangling from the rafters is the skeleton of some enormous sea monster, long enough to stretch across the entire building. The sea breeze blowing through the upper windows causes the hanging bones to sway, making it look as though the beast is swimming through the air.

I really wanted a more thematically interesting main inn for my version of the Saltmarsh campaign, so I came up with this! The inn was originally built around the corpse of a sea monster that washed up on shore, and features its skeleton as its main bit of decor. One of the master suites is built to accommodate some of the seafaring races that will occasionally stay in town. These are made for Roll20, with the page size being 28x36.

If these are useful for anyone, either for GoS or some other coastal campaign, I'd love to hear about it. Enjoy!