I know, I know it's old stuff, but it's where my party are at and having a blast.
About to run Triboar attack after players returning to Phandalin after completing an over-embelished LMoP. Any tips/watch-outs for SKT? Resources/great ideas/homebrew. I'm already a bit wary for chapter 3! ... And giving reasons for why the players would give a crap.
Thanks all!
C
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RPGs from '83 - 03. A fair bit of LRP. A big gap. And now DMing again. Froth.
You might say that the issue with the giants is interfering with trade in the area. If they want a profitable mine they need to do something about it. Or maybe there's some indication that the missing gem in the mine is reminiscent of giant runic magic so they could restore the forge to be able to create magic weapons.
The biggest thing to watch out for is the Giant Temple. The portal just screams "I am a puzzle" to anybody who has ever played any RPG. It will shut down the session for hours and potentially kill everyone. The best thing I can think of to do for that is have everybody immediately roll investigation. Take that result, come up with the amount of time that has passed and let them know that "You come to the conclusion this is not a puzzle and it seems to be exceptionally dangerous. You think interacting with it could be disastrous."
I've never DM'd it and the guy who was DMing when I played was more interested in complaining about the module's writing than making it work. I just remember the temple portal and then getting stuck on the ghost on the other side because it references Horde of the Dragon Queen without apparently telling you it's referencing it.
As a general rule, length of anything generally depends on the players. I let mine take as much time as they want. If they want to spend an entire session or two roleplaying, it's less "work" for me. If they get stuck, throw a friendly NPC at them. SKT uses Harper teleportation circles and LMOP has representatives for each of the factions. So any of them would be appropriate to send a messenger or communication spell.
Where the game I was in broke apart was after the sunken castle and the dragon escaped. The DM said that the book only gives the players a clue if one of them has a specific background flaw of being a gambler. So he called the game there. If that's the case, I'd use the above advice and let the factions the players joined (if any) help them out by giving them the needed information.
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I know, I know it's old stuff, but it's where my party are at and having a blast.
About to run Triboar attack after players returning to Phandalin after completing an over-embelished LMoP. Any tips/watch-outs for SKT? Resources/great ideas/homebrew. I'm already a bit wary for chapter 3! ... And giving reasons for why the players would give a crap.
Thanks all!
C
RPGs from '83 - 03. A fair bit of LRP. A big gap. And now DMing again. Froth.
You might say that the issue with the giants is interfering with trade in the area. If they want a profitable mine they need to do something about it. Or maybe there's some indication that the missing gem in the mine is reminiscent of giant runic magic so they could restore the forge to be able to create magic weapons.
The biggest thing to watch out for is the Giant Temple. The portal just screams "I am a puzzle" to anybody who has ever played any RPG. It will shut down the session for hours and potentially kill everyone. The best thing I can think of to do for that is have everybody immediately roll investigation. Take that result, come up with the amount of time that has passed and let them know that "You come to the conclusion this is not a puzzle and it seems to be exceptionally dangerous. You think interacting with it could be disastrous."
Thanks Rathkryn. Hadn't thought about the Temple - good shout! A quick Google seems it has tripped up lots of partys
Any more great tips? How did DMs handle chapter 3? Could be very loooong?
Thanks loads
C
RPGs from '83 - 03. A fair bit of LRP. A big gap. And now DMing again. Froth.
I've never DM'd it and the guy who was DMing when I played was more interested in complaining about the module's writing than making it work. I just remember the temple portal and then getting stuck on the ghost on the other side because it references Horde of the Dragon Queen without apparently telling you it's referencing it.
As a general rule, length of anything generally depends on the players. I let mine take as much time as they want. If they want to spend an entire session or two roleplaying, it's less "work" for me. If they get stuck, throw a friendly NPC at them. SKT uses Harper teleportation circles and LMOP has representatives for each of the factions. So any of them would be appropriate to send a messenger or communication spell.
Where the game I was in broke apart was after the sunken castle and the dragon escaped. The DM said that the book only gives the players a clue if one of them has a specific background flaw of being a gambler. So he called the game there. If that's the case, I'd use the above advice and let the factions the players joined (if any) help them out by giving them the needed information.