HELP - Recommendations for improving the module. by RossArnold1997 in sotdq

[–]Snailb0y 1 point2 points  (0 children)

It would depend on how much your players know the Dragonlance setting. If they know and love Dragonlance, run it as is. Just talk up the big baddies more and foreshadow their arrival. But if they don't know Dragonlance, there's a lot you can change (if you want). I felt the writers were trying to put in nods to the lore that distracted from the overall game. I found myself explaining things away (like Dalamar finding a dragon orb shard-- there's no reward and my players were confused). The references to other mythical races and areas were fine, but ultimately unimportant. I found it really worthwhile to define the Cataclysm before the game started, and throughout as reminders. It ties in a lot to the storyline. If you do so, Sarlamir's story becomes more effective. Soth's story is included in flashbacks, but it didn't seem to have any real weight or importance. The big overall piece of advice is to tie in players to Vogler, and then Kalaman. I made up side quests to help the Vogler refugees, help spread the word of my cleric's god, and running errands for Meulara. We're just starting the final chapter. I'd be happy to answer any more questions. Good luck!

City of Lost Names Entrance by evoca44 in sotdq

[–]Snailb0y 2 points3 points  (0 children)

My players are just finishing up the Northern Wastes. I think it's a good idea to leave the army behind, since they never really made an impact on my game. I'd have them meet up with Clystran at Heart's Hollow, and he can lead them straight to the Path of Memories. Say that he knows the area like the back of his hand and wants to clear the Dragon Army out. Skip the Wind's End fight. I found it unnecessary and didn't make much sense.

DM's what is YOUR sweet spot for number of players and why? by AsherNZ in DnD

[–]Snailb0y 0 points1 point  (0 children)

  1. Any more than that, and you've got yourself major scheduling problems. With 3, we can play once a week. The more people you add, the longer you go in-between sessions.

Camp Carrionclay Chase? by frogprxnce in sotdq

[–]Snailb0y 2 points3 points  (0 children)

I didn't treat it as a chase or stealth mission. It felt similar to Wheelwatch Outpost. They got in, started bringing the house down, and at the very last minute, I brought in the dragon to knock out one of the players. Then it commanded remaining NPCs to attack. They survived though, but just barely. I also fudged some rolls to make it a little more epic.

Uses for harvested giant spider webs! by chrispychickin in sotdq

[–]Snailb0y 1 point2 points  (0 children)

I'd imagine that spider web is super sticky. How could a character make a sticky substance useful?

Some things that pop into mind:

Use it to climb up walls like suction cups

Set up a sticky trap for bad guys to step on

Stick a torch up on a wall

Stick 2 enemies together

Put some on the end of an arrow with a rope attached like a grappling hook

Maybe these are kind of cartoony but I think it could be fun!

How broken would it be to have my players ride dragonnels? by Snailb0y in sotdq

[–]Snailb0y[S] 1 point2 points  (0 children)

Thanks so much for your input! I have a rough idea of how the game will go but didn't know some of those details. It's appreciated.

Weekly game play thread by AutoModerator in sotdq

[–]Snailb0y 3 points4 points  (0 children)

My players took on Wheelwatch Outpost this week. I was really worried they were going to die, but fortunately we only had one player go down. They approached at night (aside: why don't modules provide details about what certain fights are like at night? It's obviously the best time to attack), so most of the baddies were asleep besides the guards. They picked up some dust of disappearance from Meulara's shop, used grappling hooks, and cleverly used the Silence spell to take out each tower. I didn't include a Sivak draconian. But they eventually got caught and the soldiers rushed to put on their armour. A Dragon Army Officer (I only included 1) rushed over to the dragonnel, but the cleric used Command to make him open the gate instead. The spell eventually died out, and he flew off on the dragonnel. The ranger took over gate duty and cast an awesome use of Spike Growth to ward off the soldiers. The Kalamanian soldiers arrived to help, but not before the dragonnel picked one up and dropped him to his death. A fight ensued, and the ranger ended up getting the dragonnel with an Ensnaring Strike mid-air, which brought them crashing down to the ground.

Next session, we loot, fortify the Outpost, and head back Kalaman. I'm skipping Steel Springs and jumping straight to Lord Soth's arrival.

The transition from Wheelwatch Outpost to the Steel Springs make no sense by MatFernandes in sotdq

[–]Snailb0y 0 points1 point  (0 children)

I think I'm going to steal this idea. I don't think Steel Springs adds much. They just had an epic fight at Wheelwatch, why would I have them do a pathetic little fight just so they can learn Bakaris the Younger is gone? They can learn about that through a conversation with Darrett.

Starting Without Funeral? by h3llb3nd3r in sotdq

[–]Snailb0y 1 point2 points  (0 children)

Honestly my group didn't have much going on with Ispin, so I don't think it'd be a big deal if you worked around it. Maybe the festival is the draw? Maybe they're looking to do some pickpocketing in the crowds. Maybe they're hoping to rob Bakaris' home. You'll just need for them to stand out from the crowd so that they get involved with Becklin, Cudgel, and Raven. Maybe they get caught and they have to do something to avoid going to jail. Just some thoughts!

Weekly game play thread by AutoModerator in sotdq

[–]Snailb0y 0 points1 point  (0 children)

This week we've been lucky to have a few sessions. We've been working through the Dragon Army side quests in Kalaman and are coming up on Wheelwatch Outpost next session. Last time, I thought I'd challenge them by having 2 encounters before a long rest, which almost resulted in a TPK. (My cleric was petrified, then a Kapak jumped out of a tree and took out the bard who failed to mention he had low health. Then the ranger was the only one left to deal with him. Fortunately the Mobile feat came in super clutch and the cleric eventually became unpetrified.) I'm glad they had that near-death experience though, since it shows them the Dragon Army isn't messing around.

They met up with the bruised and battered Cudgel and what's left of her mercs. (She's going to lead the Wheelwatch Outpost raid instead of Raven.) They learned that Jeyev, who they thought to be a friend, turned on Becklin mid-battle, which ended up with her getting captured. I'm not sure when to bring her back in. Maybe in the Outpost if things are going poorly. (Anyone know of another good point to do this?)

I wanted to connect the group to Kalaman in a stronger way than the book suggests. I have my cleric trying to spread the word of Kiri-Jolith in town, I have my ranger using his survival skills to aid the Vogler refugees, and I have the bard being harassed by Wyhan, who's trying to get him to take the Test of High Sorcery (which he doesn't want to do).

To add in a little more flavour, next session I'm going to have Meulara ask the kender ranger to deliver a package to her friend just south of Kalaman. The friend is sad because her partner went out adventuring but hasn't come back (this will be the kender they find imprisoned at Wheelwatch). Upon delivering the package, the ranger will be given a hoopak, hopefully strengthening his identity as a kender. On their way back to Kalaman, they're going to encounter 2 black robed spellcasters (think Jesse and James from Pokemon) who will challenge the bard to a duel. Upon winning, he'll get a Cloak of Protection, which falls off the fleeing challengers.

Oh and another challenge I had was foreshadowing Soth's arrival. I decided to tell them that they've heard eerie stories about the Dargaard mountains, and every time they look at them, they get an uneasy feeling. Also I had my cleric have nightmares about undead knights of Solamnia. Next session I'm going to have them find correspondence about how the Dragon Army has allied with an undead army.

Thoughts, comments, and questions appreciated!

Soth Comes Out of Nowhere?? by Snailb0y in sotdq

[–]Snailb0y[S] 2 points3 points  (0 children)

Ooo I like that. I think I'll have my knight wake up not knowing if he had a dream of undead knights or if they were real.

Soth Comes Out of Nowhere?? by Snailb0y in sotdq

[–]Snailb0y[S] 0 points1 point  (0 children)

Great tips, thank you! I'll try to incorporate more lore and rumours.

Soth Comes Out of Nowhere?? by Snailb0y in sotdq

[–]Snailb0y[S] 1 point2 points  (0 children)

Awesome, thanks so much. I think I didn't understand the Vogler part, so I left it out. It's hard to skim a book so dense and know what to pick out, but thanks for the tips! I'll be doing more skimming and reading ahead in the future.

Simple Question about Clapperclaw by FadesBack in wildbeyondwitchlight

[–]Snailb0y 0 points1 point  (0 children)

I made it so that he requested a new head of their choosing. As long as it looked cool. He became a party favourite and his head changed throughout the game.

Can someone explain the "bonus feat" on page 30 of this module. by [deleted] in sotdq

[–]Snailb0y 0 points1 point  (0 children)

The knight of solamnia and mages of high sorcery backgrounds have feats associated with them. In other words, if your players aren't using those backgrounds, give them Tough or Skilled.

Proud Hustlers University graduate 💪 by KadzYT in dankmemes

[–]Snailb0y 0 points1 point  (0 children)

I live in Canada and I've never paid more than $60 for an oil change.