The map of the battle is 10 by 20 feet in real life. The group had five storm giant allies and two dragon allies they talked into joining them. I had 7 players and six of took up the task of running the NPCS. We had fun crawling on the floor and only stepped on two minis. Two problems. 1. The players did not read up on the ally they were running before hand. I had the battle buddy go at the end of the PC initiative. 2. We took an hour getting into short range of the trebucket and the start of real combat. If I was going to do this again, I would give the group ten real minutes to discuss tactics and ask questions. Then start them at extreme range of the trebucket.
All other problems were, the casuals really don't look at their character sheet until game time. Others did not take their potion of giant size until after I killed a PC.
Next week they want to do an epilogue at Nightstone and then decide what book to do next.
Version 13 rules results. The Duplication of magic items at the end of the sessions is a little too much. Each PC with a giant slayer sword made some combats easy.
The book needs cross referencing. So, grab your pen and start writing page numbers next to quests. The 3.1 map is too small. I printed off a 2 by 3 map and we still had problems finding locations. I wish they would hex id each hex like 1E did in the Greyhawk map. So, I could just say "Hex Ab123". The book also suggests Serissa wants a resurrection scroll to raise her mom but does not place one. I suggest dms place one during the campaign before Chapter 10 with a hint it belongs to the Storm Giant.
What my players like which was a little bit home brew. The random bag items as pull from tupperware. Adding in story awards like "10% chance of any bandit encounter is allied with bandit I forgot his name." Rounding up some amount of GP given due to the fact they had a six or more PCs dividing the loot. Randomly having the players roll %dice when they find magic items which say roll on table x.
WtF. Okay tonight we were suppose to do a nice happy epilogue where the players told me how they were going to retire their pcs. I had two deaths.
They looted the bodies and return to Hekaton. Using the fact last week Mirran had slipped a traitor into the group, the king had heard arrested. I just thought was going to flavor. NOPE. One paladin want to chose single combat against her. Okay. I allowed two paladins against one giant. So, I allowed the two pcs to have an arena match and two other players be Mirran. One doing the combat tactics and the other voice. First paladin took her down 2/3 or so hit points before he was zeroed out.
Mirran let him do all his death saves while the other paladin did nothing. After the first paladin died, Mirran looted his body. Second paladin waited until the giant got with thirty feet before taking his potion of giant size. By then it was too late as he was down on hit points due to rock attacks.
Mirran still did nothing and let the pc roll their death saves. They failed. Two deaths. Okay.
Everyone was okay with the deaths... but one player told us he wanted to suicide his pc.
Version 13 rules results. The Duplication of magic items at the end of the sessions is a little too much. Each PC with a giant slayer sword made some combats easy.
Questions, Concerns, and Comments. Feel Free.
I usually run hardcovers with the house rule that everyone can log the magic items but then ask that only one person bring it to the next session. This keeps the magic items on track with the availability and balance in the module. This can be especially important in SKT since there are a lot of random rolls and specific items can unbalance things quite a bit. Since what a character brings to an adventure is completely a player choice, the guideline is also AL legal.
Thanks David, I thought about that but the new people were having too much fun. Plus they had passed on magic items tables higher rolls to get the resurrection spell scroll. But other dms may want to take david's advice.
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No Gaming is Better than Bad Gaming.
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Session 26 the Blue dragon is dead.
The map of the battle is 10 by 20 feet in real life. The group had five storm giant allies and two dragon allies they talked into joining them. I had 7 players and six of took up the task of running the NPCS. We had fun crawling on the floor and only stepped on two minis. Two problems. 1. The players did not read up on the ally they were running before hand. I had the battle buddy go at the end of the PC initiative. 2. We took an hour getting into short range of the trebucket and the start of real combat. If I was going to do this again, I would give the group ten real minutes to discuss tactics and ask questions. Then start them at extreme range of the trebucket.
All other problems were, the casuals really don't look at their character sheet until game time. Others did not take their potion of giant size until after I killed a PC.
Next week they want to do an epilogue at Nightstone and then decide what book to do next.
Version 13 rules results. The Duplication of magic items at the end of the sessions is a little too much. Each PC with a giant slayer sword made some combats easy.
The book needs cross referencing. So, grab your pen and start writing page numbers next to quests. The 3.1 map is too small. I printed off a 2 by 3 map and we still had problems finding locations. I wish they would hex id each hex like 1E did in the Greyhawk map. So, I could just say "Hex Ab123". The book also suggests Serissa wants a resurrection scroll to raise her mom but does not place one. I suggest dms place one during the campaign before Chapter 10 with a hint it belongs to the Storm Giant.
What my players like which was a little bit home brew. The random bag items as pull from tupperware. Adding in story awards like "10% chance of any bandit encounter is allied with bandit I forgot his name." Rounding up some amount of GP given due to the fact they had a six or more PCs dividing the loot. Randomly having the players roll %dice when they find magic items which say roll on table x.
Questions, Concerns, and Comments. Feel Free.
No Gaming is Better than Bad Gaming.
WtF. Okay tonight we were suppose to do a nice happy epilogue where the players told me how they were going to retire their pcs. I had two deaths.
They looted the bodies and return to Hekaton. Using the fact last week Mirran had slipped a traitor into the group, the king had heard arrested. I just thought was going to flavor. NOPE. One paladin want to chose single combat against her. Okay. I allowed two paladins against one giant. So, I allowed the two pcs to have an arena match and two other players be Mirran. One doing the combat tactics and the other voice. First paladin took her down 2/3 or so hit points before he was zeroed out.
Mirran let him do all his death saves while the other paladin did nothing. After the first paladin died, Mirran looted his body. Second paladin waited until the giant got with thirty feet before taking his potion of giant size. By then it was too late as he was down on hit points due to rock attacks.
Mirran still did nothing and let the pc roll their death saves. They failed. Two deaths. Okay.
Everyone was okay with the deaths... but one player told us he wanted to suicide his pc.
Players .....
No Gaming is Better than Bad Gaming.
I usually run hardcovers with the house rule that everyone can log the magic items but then ask that only one person bring it to the next session. This keeps the magic items on track with the availability and balance in the module. This can be especially important in SKT since there are a lot of random rolls and specific items can unbalance things quite a bit. Since what a character brings to an adventure is completely a player choice, the guideline is also AL legal.
Thanks David, I thought about that but the new people were having too much fun. Plus they had passed on magic items tables higher rolls to get the resurrection spell scroll. But other dms may want to take david's advice.
No Gaming is Better than Bad Gaming.