My group has entered Chapter 6. For flavor I had every one roll a d20 twice and give me the individual rolls. Which gave me the wandering monsters encounters. I suggest holding off the tribe battle, as with the group being high level, it will be a cake walk. I did make one mistake. I missed read the encounter in H2 and H3 and had 4 flameskulls per room. OOPS.
Just caught this while reviewing my sessions notes. I gave out the Amulet and Shield Guardian as a story award. It is not, they are banned according to Content Catalogue V9.02. oops,
ALCC 9.2 has no bearing in Season 10 stuff. But since the Season 10 ALCC does not mention it, and there is no explicit Story Award written (as there never is in Hardcovers), it can be kept only inside your Hardcover run, can't be brought outside into other DM's games.
Wait, they allied with Sunblight? 😂 So all of the Ten-Towns were mostly burned down? Definitely didn't see that coming. Chapter 4 is the one I'm always curious to know how DM's runs went.
Just caught this while reviewing my sessions notes. I gave out the Amulet and Shield Guardian as a story award. It is not, they are banned according to Content Catalogue V9.02. oops,
ALCC 9.2 has no bearing in Season 10 stuff. But since the Season 10 ALCC does not mention it, and there is no explicit Story Award written (as there never is in Hardcovers), it can be kept only inside your Hardcover run, can't be brought outside into other DM's games.
Wait, they allied with Sunblight? 😂 So all of the Ten-Towns were mostly burned down? Definitely didn't see that coming. Chapter 4 is the one I'm always curious to know how DM's runs went.
The way I view it. If the new update does not make a change, the last update stands also. Here the population after the second mech dragon attack.
Bremen Population 0. Caer-Konig Population 0 Duergar forces wiped out the town. Bryn Shander Population 64. Easthaven Population 24. Lonelywood Population 68 includes 20 Tribal Warriors 2 veterans. Survivors are either hiding in the wreckage or in nearby woods. Targos Population 474 Xardorok ally. Includes One priest. One Druid. One Mage. 20 Tribal Warriors. 2 Veterans. Termalaine population 549 Xardorok ally. Includes Two priest. One Druid. Two Mage. 10 Miners with guard stats. Avarice has moved to Termalaine and is following the party. Caer-Dineval Population 20 in castle. The kobold mines 23+ kobolds, one mummy, one awakened shrub, one ancient white dragon. The mine is from the beautiful mine quest.
Session 18. Chapter 6. I played up the hauntings. And told people to write down the number of hauntings they encountered. The Hunger trap is very interesting but can be swingy if you have a well balanced group. My group has decide to totally clean out the dungeon and plans on visiting each room. I do suggest you print off two copies of the map. One for you to mark the hauntings. One for the players it they hit the Arcane Eye room. The two Gloom Stalkers in the party are nearly owning all encounters. I suggest if you have them in your group you either bump the HP or encounter.
Session 18. Chapter 6. I played up the hauntings. And told people to write down the number of hauntings they encountered. The Hunger trap is very interesting but can be swingy if you have a well balanced group. My group has decide to totally clean out the dungeon and plans on visiting each room. I do suggest you print off two copies of the map. One for you to mark the hauntings. One for the players it they hit the Arcane Eye room. The two Gloom Stalkers in the party are nearly owning all encounters. I suggest if you have them in your group you either bump the HP or encounter.
Gloomstalkers in the dark, especially if they have the Sharpshooter feat are amazing to watch. The best approaches I have found to offering them some challenge is to have intelligent opponents use light sources, occasionally engage them with creatures that have devils sight or blindsight which both negate the Gloomstalker invisibility feature, and have the creatures attack so that they can force the ranger into melee. Melee helps level the playing field a bit since if they have sharpshooter then they likely aren't using a shield and they need xbow expert to fire adjacent without disadvantage.
Either way, the bane of gloomstalkers is light :) so adding environmental illumination or intelligent creatures using light sources tends to rein them in a bit.
One other thing to keep in mind is that the Gloomstalker ability doesn't shut off when they are unconscious so the Gloomstalker remains invisible and not a valid target for a spell like healing word. In addition, if the party has a cleric then if the Gloomstalker is invisible they can't be excluded from spells like Spirit Guardians so there is a bit of party planning needed to work around the limitations.
My first player with the Gloomstalker created it just for the campaign. The second player followed with a rogue/gloom build. 3 flameskulls are left in Chapter 6 and I will be using them smart. If I can take out the darn cleric who is having a ball turning all the undead.
Session 19. Players have entered Chapter 7, I recommend the DM print off two copies of the DM map of the city (numbered) and one copy of the player's map. I also printed off a sheet of the lore, and sheet of common magic items. I cut up and place those in two different tupperware tubs. Show them the tubs and let greed take over. I am making the group save for the blight every 12 hours. So one PC caught after a long rest. To make your players more paranoia, I made them early in the week on the phone chat roll a d6. I am not telling them the d6 result is their save dc change. I also made them keep track of the number of hauntings. And occasionally making them do a random save minus the number of haunting and making bogus dm notes.
Session 21. The Timing on Auril and Avarice should be ignored and played by ear. I gave my group 3 days before they shown up. Also the group read the special scroll ending the campaign. They are now being hunting by all the factions in the realms.
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No Gaming is Better than Bad Gaming.
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My group has entered Chapter 6. For flavor I had every one roll a d20 twice and give me the individual rolls. Which gave me the wandering monsters encounters. I suggest holding off the tribe battle, as with the group being high level, it will be a cake walk. I did make one mistake. I missed read the encounter in H2 and H3 and had 4 flameskulls per room. OOPS.
No Gaming is Better than Bad Gaming.
ALCC 9.2 has no bearing in Season 10 stuff. But since the Season 10 ALCC does not mention it, and there is no explicit Story Award written (as there never is in Hardcovers), it can be kept only inside your Hardcover run, can't be brought outside into other DM's games.
Wait, they allied with Sunblight? 😂 So all of the Ten-Towns were mostly burned down? Definitely didn't see that coming. Chapter 4 is the one I'm always curious to know how DM's runs went.
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The way I view it. If the new update does not make a change, the last update stands also. Here the population after the second mech dragon attack.
Bremen Population 0. Caer-Konig Population 0 Duergar forces wiped out the town. Bryn Shander Population 64. Easthaven Population 24. Lonelywood Population 68 includes 20 Tribal Warriors 2 veterans. Survivors are either hiding in the wreckage or in nearby woods.
Targos Population 474 Xardorok ally. Includes One priest. One Druid. One Mage. 20 Tribal Warriors. 2 Veterans. Termalaine population 549 Xardorok ally. Includes Two priest. One Druid. Two Mage. 10 Miners with guard stats. Avarice has moved to Termalaine and is following the party.
Caer-Dineval Population 20 in castle.
The kobold mines 23+ kobolds, one mummy, one awakened shrub, one ancient white dragon. The mine is from the beautiful mine quest.
If you want a full write up, I post on ENWORLD.
No Gaming is Better than Bad Gaming.
Session 18. Chapter 6. I played up the hauntings. And told people to write down the number of hauntings they encountered. The Hunger trap is very interesting but can be swingy if you have a well balanced group. My group has decide to totally clean out the dungeon and plans on visiting each room. I do suggest you print off two copies of the map. One for you to mark the hauntings. One for the players it they hit the Arcane Eye room. The two Gloom Stalkers in the party are nearly owning all encounters. I suggest if you have them in your group you either bump the HP or encounter.
No Gaming is Better than Bad Gaming.
Gloomstalkers in the dark, especially if they have the Sharpshooter feat are amazing to watch. The best approaches I have found to offering them some challenge is to have intelligent opponents use light sources, occasionally engage them with creatures that have devils sight or blindsight which both negate the Gloomstalker invisibility feature, and have the creatures attack so that they can force the ranger into melee. Melee helps level the playing field a bit since if they have sharpshooter then they likely aren't using a shield and they need xbow expert to fire adjacent without disadvantage.
Either way, the bane of gloomstalkers is light :) so adding environmental illumination or intelligent creatures using light sources tends to rein them in a bit.
One other thing to keep in mind is that the Gloomstalker ability doesn't shut off when they are unconscious so the Gloomstalker remains invisible and not a valid target for a spell like healing word. In addition, if the party has a cleric then if the Gloomstalker is invisible they can't be excluded from spells like Spirit Guardians so there is a bit of party planning needed to work around the limitations.
My first player with the Gloomstalker created it just for the campaign. The second player followed with a rogue/gloom build. 3 flameskulls are left in Chapter 6 and I will be using them smart. If I can take out the darn cleric who is having a ball turning all the undead.
No Gaming is Better than Bad Gaming.
Session 19. Players have entered Chapter 7, I recommend the DM print off two copies of the DM map of the city (numbered) and one copy of the player's map. I also printed off a sheet of the lore, and sheet of common magic items. I cut up and place those in two different tupperware tubs. Show them the tubs and let greed take over. I am making the group save for the blight every 12 hours. So one PC caught after a long rest. To make your players more paranoia, I made them early in the week on the phone chat roll a d6. I am not telling them the d6 result is their save dc change. I also made them keep track of the number of hauntings. And occasionally making them do a random save minus the number of haunting and making bogus dm notes.
No Gaming is Better than Bad Gaming.
Session 20. No major problems. I did have explain how blight works. I did make each individual roll a d6 for their reduction.
No Gaming is Better than Bad Gaming.
Session 21. The Timing on Auril and Avarice should be ignored and played by ear. I gave my group 3 days before they shown up. Also the group read the special scroll ending the campaign. They are now being hunting by all the factions in the realms.
No Gaming is Better than Bad Gaming.