Showing posts with label Running SKT. Show all posts
Showing posts with label Running SKT. Show all posts

Saturday, December 23, 2023

Episode 13: The Finale - Running Storm King's Thunder

Another year gone by and it's finally time to put a fork in the Storm King's Thunder series. It's done. Sorry for the long overdue update. Life sometimes gets in the way. 

In this video I re-summarize the major changes I made for Slarkrethel and Iymrith and mull over the rush up to the final battle. While the battle itself was not terrible, mistakes were made and it didn't end quite as planned. What lessons are to be learned from this?  Timestamps follow.


00:00   Intro
00:40   It's been a year. Yikes.
02:00   Summary of Recent Events
02:58   Trying to wrap up the campaign in 2 sessions.
05:45   Changes I made to the Storm King adventure
07:29   Slarkrethel's Motivation
11:00   Iymrith's Motivation
12:55   Klauth's Motivation
16:00   Slarkethel's Plan
17:00   Hekaton's Rescue
21:30   Maps and Props
24:45   The massive 3D battle map
27:40   Why the battle didn't quite work
29:00   Spreading themselves too thin
32:30   Buffing up Iymrith
33:30   Splitting combat duties between the giants and PCs
35:30   The Dust Storm Lair Action
40:55   Time has run out.
41:40   Taking the "L"
42:35   The Big Disappointment
43:30   What Could Have Gone Different?
47:00   Should I have gone easy?
48:30   How It Should Have Ended
52:25   Final Thoughts
55:30   No Hollow Victories
56:40   Lessons Learned?
58:00   Outtro - Like and Subscribe


Saturday, October 29, 2022

Episode 12: The Rescue - Running Storm King's Thunder

It's been a year (!!!) and it's way past time to update what's going on in SKT. In this video I talk about the ideas I had for the Golden Goose and the Morkoth... and how to spice up those encounters to build tension and fun as the group closes in on the end game. I hope you can use some of these ideas for your own table. Timestamps and some pics from my crafting follow.


00:00  Intro
00:28  One year already?!? What happened?
03:25  Maelstrom re-cap
05:19  Setting up the Golden Goose encounter
07:15  Ideas for the Golden Goose mystery
    09:00  Side bar about the Aboleths, Mind Flayers, and otherworld sea creatures
    10:40  How the Kraken controls its important cultists
12:10  Golden Goose Booze Cruise
15:52  Confronting Drylund
    18:00  Easy crafting for the Golden Goose
    20:00  How 2.5D terrain helped the combat encounter
20:45  The Golden Goose combat
25:05  Here comes the Baby Dragon Turtle!
28:00  I see dead people.
28:25  Finding Hekaton -- we need a boat!
30:35  Search & Rescue Skill Challenge
32:15  Broadsides with the Morkoth
    33:35  Easy crafting for the Morkoth
39:20  Why is the Kraken sinking the Morkoth?
41:20  Hekaton's Rescue and setting up the end game
43:20  Wrapping up and idea summary
44:25  Please like and subscribe!








Friday, September 17, 2021

Episode 11: "Fixing" Maelstrom - Running Storm King's Thunder

In Episode 11, I reveal how I adapted the "Fixing Maelstrom" Reddit post to my own game. I also talk about how I tie all the loose threads and weak plot points together into a more cohesive (IMO) set of motivations for the major villains. Timestamps follow below the video.

Reddit discussion on Maelstrom:  https://www.reddit.com/r/stormkingsthunder/comments/guo93z/fixing_and_expanding_maelstrom/

00:05  Introduction
01:30  My changes to plug perceived plot holes.
03:42  Why haven't the giants resurrected Queen Neri?
05:00  The Kraken's Motivations
06:30  Why is Hekaton captured and not killed?
08:35  Iymrith's Motivations
10:00  Klauth's Motivations
11:55  Looking for Maelstrom ideas
13:55  My party's link to Serissa
15:20  Getting to Maelstrom (in summary)
18:00  Convincing the Giants
23:15  Persuading the Cloud Giants
27:35  Facing off with the Fire Giants
32:30  Setting up the Ambush
36:40  Audience with Serissa
38:20  Making a major enemy
39:28  Wrapping up

Wednesday, July 29, 2020

Ep 10: Running the Giant Lairs - Running Storm King's Thunder

In Episode 10, I summarize events in my game after Kraken's Gamble and then dive into the challenges I faced running Grud Haug, Lyn Armaal, and Iron Slag. The first half is plot details specific to my game (i.e. - ideas for yours). My discussion on challenges running the enclaves starts around 29:00. Timestamps after the video below. 


00:00 Intro
01:00 Pacing Challenge
01:38 Summary of My Campaign
01:50 Yartir / Kracken's Gamble
05:25 Harshnag Set Up
06:48 Yartir Redux
07:15 Aboleths and Villain Contingencies
10:00 Eye of the All Father, Harshnag, & Zephyros
12:50 Frost Giant Subplot
18:15 Grud Haug - Focus on Prisoners
19:28 Lyn Armaal
22:30 Rescuing Felgelos
23:54 The Dark Side of Felgelos
25:40 A Surprising Turn
29:00 Challenges DMing Giant Enclaves
29:30 Grud Haug
30:42 Lyn Armaal Constraints
37:35 Iron Slag Issues
40:54 What To Do When Things Go Bad
41:22 Alternatives to a TPK
45:15 Keeping Players Focussed on Goals
47:00 Summing Up
49:36 Outtro

Saturday, November 24, 2018

Ep 9: Kraken's Gamble - Running Storm King's Thunder

In Episode 9 of Running Storm King's Thunder, I recap my group's run through Kraken's Gamble with an emphasis on what I did right and wrong and how you can adjust the encounters to make an exciting adventure for your group.



  0:00  Introduction to Kraken's Gamble (only $3!)
  1:25  The Kraken's Motivational Gaps
  3:30  Integrating Kraken's Gamble into larger SKT plot
  5:20  Oosith's Motives
  7:10  Developing new hooks into Yartar
  7:30  Giant Slayer Sword (Triboar Quest)
  8:06  Oosith and the Hand of Yartar
11:30  Missing Nobles
14:55  Challenging higher level PCs
16:00  Ramping up the Koa Toa encounter
17:30  Koa Toa tactics
18:40  Encounter balance considerations
19:10  Spreading out PC damage output
22:45  Simple ways to enhance the grid with 3D elements
28:30  Ramping up the Aboleth encounter
29:50  Dealing with Banishment
34:10  Using Domination wisely
36:00  Misdirection with Phantasmal Force
38:20  Limiting meta-gaming
40:45  Aboleth tactics
42:10  Concealment and Escape
43:10  Lair and Legendary actions
44:40  Using Domination on PCs
47:20  Altering the water flow to create more danger
50:40  Aboleth tactics recap
54:15  Aftermath and Future Yartar Hooks

Here are the pics from the terrain I set up (or created from scratch):

While the party is distracted by the Otyough, the Koa Toa attack from behind.

Level 2 - In the Aboleth lair, I simply carved and painted packing styrofoam to add some depth to the reservoir.


Level 1 - I combined 3D printed tiles alongside Dwarven Forge to build the full sewer layout

Monday, June 4, 2018

Ep 8: The Slog at Grudd Haug - Running Storm King's Thunder

The long overdue episode 8 where you can learn from my DM'ing mistakes!

Not only did it take my group forever to finish off this particular giant lair (basically, my fault), this video also runs a bit long... So if you just want the meat of my advice, watch the beginning and the end using the index below.

Addendum: One thing that I don't think I stressed enough in the video, is that I didn't create enough of a sense of urgency. As an example, the party didn't know Guh had prisoners that were on the menu. Even when the thief scouted, he did not specifically scout the prison area. I should have created a scene for him to witness with the prisoners suffering at the hands of the bugbears or similar to emphasize that time was a critical factor in their assault on the lair.




01:45 Considering the challenges in running a large lair with a multitude of opponents
2:00 Will it be a cakewalk or TPK?
4:20 How will the lair react once combat breaks out? Where will the creatures move?
6:40 When the PCs do commit, how to the monsters react based on their intelligence and allgiences?
8:40 How does one present clues and options to the players without telling them what to do?
9:00 When you group meets infrequently, how do you optimize sessions and keep momentum to get through a large lair like Grudd Haug?
10:00 - 35:00 My group's hit and run tactics on Grudd Haug
38:48 Send opponents in waves to amp up the combat pressure.
46:45 Give scouting hints.
47:10 Don't save them if they get over their heads, but consider non-TPK options if it happens.
50:00 Don't hold back intel. Better to overshare clues to keep them party moving than to give them too little.
52:00 For giant lairs, chop it up into larger combats, instead of lots of small combats with few opponents. YMMV.

Thursday, March 15, 2018

Ep 7: Humor, Mass Combat, Foreshadowing - Running Storm King's Thunder

In Episode 7 of Running Storm King's Thunder, I discuss humor at the table, the good and the bad, and what can be done if it is getting out of hand. Also, how to involve PCs in a mass combat (or run it "off screen"). Lastly, I talk a bit about my player's progress to Grud Haug and how it has given me some challenges in game.



(2:20) Humor vs. Disruptive Humor at the table
(4:00) Setting expectations with Session 0
(6:15) Talking to disruptive players about the tone
(8:00) Does the DM want a heavy tone and the players wants something lighter?
(12:00) Stop passive-aggressive bullying “humor” 
(16:35) Using DM humor to set a different tone for a scene
(16:55) Meta Humor in Storm King’s Thunder
(18:30) Heartbreak Old Tower
(21:00) Mass Combat options
(23:45) Building a PC encounter while running the mass combat “off stage”
(25:00) Focusing on the character actions in a “narrative” mass combat
(27:45) Setting up a set-piece encounter as a part of a mass battle
(31:10) Creating tension in a mass combat by ratcheting up the encounter challenge
(35:00) Using NPCs as a buffer against a TPK in a dangerous battle
(38:00) Foreshadowing important NPCs (redux)
(43:00) Player Motivation prior to the Eye
(43:45) Assault on Grudd Haug
(49:31) Giving the players “the objective”
(56:00) Sewer pieces I’m 3D printing for an upcoming session

Wednesday, February 28, 2018

Ep 6: Metagaming and Memorable NPCs - Running Storm King's Thunder

In episode 6, I briefly recap recent blog posts. I go into a little more detail on my recent DMing failure related to meta-gaming. Give advice on ways to set up important NPCs in Storm King's Thunder in advance of their appearance in the book as written, and tips to make NPCs stand out in the players' minds.


(02:45) GM 101 Blog Series 
(04:28) Giving Love To Other Small Publishers
(09:52) Don’t Make My Metagame Mistake
(11:05) As a good player, don’t spoil it for others!
(12:45) Players shouldn’t need to metagame to succeed in the game.
(14:45) Mistake 1: Scouting Grudd Haug
     (19:03) Mistake 2: Sneaking into Grudd Haug
     (19:30) What I should have done.
(27:42) Making NPCs memorable
(27:42) Challenges making NPC memorable in SKT
(29:30) Better utilizing major NPCs like Zephyros and Harshnag
(31:32) Improve the hooks by introducing or foreshadowing the NPCs earlier
(42:35) Use NPC letters of introduction
(44:25) NPCs On the Fly
     (44:25) Have a list of game world or culturally appropriate names ready.
(50:20) Make short notes on accent and personality
(54:10) Pick a couple quirks or affectations to make the NPCs stick in the player’s minds
(56:30) Go against type, subvert expectations
(59:35) Transitioning from Starter Set (Lost Mines)

Saturday, February 10, 2018

Ep 5: Chapter 3 and Side Treks - Running Storm King's Thunder

In episode 5, I recap the blog posts on Sandboxes, Railroads, and Social Contracts. I also dive a little deeper on Chapter 3 and side treks to give your players options during the more sandbox portion of the adventure. Spoilers start after minute 30.



(3:24) Sandboxes and Railroads
(10:30) Adding player agency to published adventures like Storm King’s Thunder
(18:00) Adjusting published material to the actions of the players
(21:00) The Social Contract and what it means for your table
(26:45) How Session 0 defines the Social Contract
(30:10) SKT - How to get the most out of Chapter 3
(31:00) Strategies to tease plot threads and side quests
    (33:25) Grouping encounters by their regional locations or their quests trees
    (35:00) Example - tying together regional plot hooks around the Evermoors
    (41:45) Grouping Chapter 3 encounters by their quest trees
    (43:00) Grouping Chapter 3 encounters make them the “best” with rumors
(44:55) Using rumors to get the PCs onto a plot thread
(48:05) Using shelved “random” encounters or side treks to improv as needed
(51:30) Random encounters don’t have to be about combat
(54:00) Examples of encounters to drop in
    (54:20) Womford Bat and Death in the Cornfields (http://www.dmsguild.com/product/180108/Death-in-the-Cornfields)
    (55:50) Dungeon #144 and the Evermoors
    (56:25) Fire Giant Dig Site
    (57:40) Pick out Barbarians to highlight
    (59:12) Drow encounter in the Dwarf fortress
    (1:01:30) Adventurer's League "Bad Fruul" adventures
    (1:02:45) Blagthokus the Cloud Giant (HotDQ)
    (1:03:45) Cloud Giant's Bargain
    (1:05:35) Frost Giants raiding the coastal towns

Tuesday, January 30, 2018

Episode 4: Goldenfields and Triboar - Running Storm King's Thunder

In Episode 4, I get around to the Goldenfield and Triboar encounters. There's a lot to unpack in this episode. No major spoilers until after minute 20. Topics listed below the video.



(2:00) Streamlining the session to not waste gaming time
(9:02) Legacy Weapons (https://ragingowlbear.blogspot.com/2018/01/legacy-weapons-in-dnd-5e.html)
(16:25) Tips for running large combats scenarios
(22:40) Using the area maps as a pseudo battle map

Wednesday, January 24, 2018

Episode 3: Player Visuals, Maps and Handouts - Running Storm King's Thunder

Apologies for the rough end edit. The video was interrupted by my feverish 3 year old, so I had dad duties. I will get back to Goldenfields and Triboar in the next video, which I will try to release ahead of schedule.



In this episode:
(3:06) Finding miniatures in the clearance toy aisle or online
 Diana figure (http://amzn.to/2nagUh1)
 Aquaman figure (http://amzn.to/2E5XMss)
(8:22) Cheap gridded wrapping paper
(9:07) Mapping large encounter areas like Grudd Haug
(13:15) Todd McFarlane figures from Ebay
(18:03) Player visuals / NPC portraits
(20:40) Pathfinder NPC face cards (http://amzn.to/2Dvl1v3)
(26:45) Player maps
(33:00) Don't hide your town's locations/features from the players

Wednesday, January 17, 2018

Episode 2: Session 0, Miniatures, Terrain - Running Storm King's Thunder

In Episode 2, I speak more generally about improving your game in the first half hour (no spoilers). Storm King Thunder specific tips come in the second half hour (mild spoilers).



(1:40) Importance of Session 0 (follow-up on the blog post from the other day).
(15:00) Using Assault of the Giants board game miniatures (https://youtu.be/g9-aQspYtJs)
(20:12) Simple ways to use crafting to improve encounters
(22:20) Paper crafting as a simple way to create 3D elements (more on papercraft here)
(28:00) Leveling in D&D 5e and Storm King’s Thunder
(32:15) Putting the brakes on leveling for Nightstone and bridges to the next chapters
(33:45) Alternate utilization of Zephyros and Harshnag… and other throw-away NPCs
(38:50) Extending the mid-tier levels prior to getting into the main SKT story
(41:25) Finding other adventures that can tie into the SKT story arc
               (43:05) D&D 5th Edition Adventures by Level
               (44:15) Death in the Cornfields
               (49:15) Mustering at Morach Tor (Dungeon #144)
               (N/A) Kraken’s Gamble

Thursday, January 11, 2018

Episode 1: Nightstone and Chapter 3 - Running Storm King's Thunder

I started out my blog posts on Storm King’s Thunder as a series of articles, but there is just so much to talk about, it’s just much quicker to do some extemporaneous videos instead of writing it all out (ain’t nobody got time for that). I have a lot to say, and video seems to be the better medium... So this is kind of a video reboot of the SKT series. This first episode focuses on the introductory chapters of Storm King’s Thunder and tips for starting out. Forgive me if I meander a bit. Episode 2 will be much tighter (30 minutes) with more of a scripted outline.



In this episode, I discuss:
  • Tom Lommel’s Disorganized Play videos (1:30)
  • Getting a handle on the sprawling Chapter 3 hooks and scenarios. (3:20)
  • Using a Google Doc (or other note software) to mine ideas out of Chapter 3. (8:00)
  • Write a one-sheet summary or encounter packet for upcoming encounters. (12:00)
  • Coming up with better introductory hooks than the weak ones in the book. (13:00)
  • The perils of using Storm King’s Thunder outside of the Forgotten Realms. (16:50)
  • Stealing other’s ideas. (19:00)
  • Teasing the broader story and mystery to the players. (19:40)
  • Tying the Nightstone attack back into the larger plot. (22:00)
  • Buffing Nightstone for higher level parties. (23:30)
  • Making set piece encounters more interesting with 3D visuals. (29:00)
  • Dollar store deals on gaming paper. (31:00)
  • More on 3D visuals and crafting. (34:20)
  • Teasing an upcoming video on the adventure in Dungeon #144. (38:00)
Some images of my 3D set ups using papercraft, styrofoam, Dwarven Forge, or even Lego.

Wednesday, April 26, 2017

D&D: Running Storm King's Thunder - Part 3

Source: Tumblr of Gabriel Cassata, freelance artist 
(used with permission)
This series of articles started out as "Running Nightstone" but is expanding as I delve deeper into the book and learn lessons from running my group through it. This first post is mostly generalized tips I’ve learned over the years and are applicable to almost any adventure you may be prepping.

First off, I have to say if you are DMing Storm King and not already watching Tom Lommel's (aka Dungeon Bastard) Disorganized Play on YouTube or Twitch, you need to start right now. There are about 50 hours of content, which is a lot to take in, but there is a plethora of fantastic ideas in there if you can spend the time listening to it in the background like a podcast.

Some spoilers ahead so be warned.

Tuesday, January 31, 2017

D&D 5e: Running Nightstone Part II (Storm King's Thunder)

The intrepid party approaches the entrance to the Dripping Caves
fearlessly led (from the rear) by the paladin and his magical mount.
In my previous post, I described some of the modifications I was considering to accommodate a higher level party. This week, I'll recap some of the sessions and talk about my group's foray into the Dripping Caves.

1) When the party arrived at Nightstone, it was being sacked by a Hobgoblin scouting party. I used bulked up numbers of Hobgoblins with extra Worgs and Goblin minions.

2) I tried to play the Hobgoblins intelligently. I used stealth and flanking (the military tactic, not the game mechanic) to gain Advantage where I could. I also tried to utilize missile fire as much as possible to get in a little more damage until the PC fighters could close.

Clearning Nightstone of Hobgoblins
3) After the Hobgoblin battle, a force of mounted Iron Circle soldiers (rough equivalents to Zhentarim in my game) arrived to "secure" the town. The soldiers were not openly hostile, so the party decided to go for diplomacy rather than get into another scrap.

4) A much larger force of Hobgoblins (and an ogre or two) invaded the next day forcing the PCs to work together with the Iron Circle. This was a replacement for the Orc battle and directed the party toward the Dripping Caves, as I had decided all this Goblin and Hobgoblin activity was due to a mysterious Hobgoblin warlord currently using the Dripping Caves as an outpost.

5) Arriving at the Dripping Caves, the party discovered not one, but two Hill Giants (probably from Grudd Haug) living with the remaining force of Hobgoblins. After the death of the giants, the Hobgoblins parleyed for the life of the remaining villagers. Rather than see more innocents die, the party agreed to the terms and the townsfolk were set free to return to Nightstone.

My players look on skeptically when they discover
the giant is "not quite dead yet."
6) When later returning to "clean up" the Hobgoblin threat, the PCs find a (mostly) empty cave with a reanimated Hill Giant Zombie (along with centipede swarms and carrion crawlers). The Hill Giant Zombie fight actually turned out to be one of the more entertaining encounters, with the carrion crawlers not only fighting the PCs but also attempting to snack on the dead giant.


Final Thoughts


All told, the adjustments made worked fairly well. The party did not have too much difficulty with the hobgoblins, but I made sure there was plenty of missile fire to keep them on their toes. I also upped the average hit points of the hobgoblin soldiers and their commanders.

Surprisingly, the PCs did not have that much difficulty fighting two Hill Giants, taking them down fairly quickly with concentrated fire, but when it came to the swarms of bugs and the reanimated Hill Giant Zombie, the bug swarms proved to be somewhat nasty (though they were helped by some critical rolls). All in all, I was able to milk several sessions out of Nightstone and we had a great deal of laughs along the way.

Dripping Caves central chamber ala Dwarven Forge

If you also happen to be running Nightstone, share some of your own laughs and experiences along the way.

Monday, December 19, 2016

D&D 5e: Running Nightstone (Storm King's Thunder)

Source: Tumblr of Gabriel Cassata, freelance artist (used with permission).
I've just started my players into A Great Upheaval, the first chapter (free from Wizards of the Coast) in Storm King's Thunder adventure path . In a prior article, I've already noted some of the adventure design mis-steps that I've come across just in the reading, but a few other minor foibles have been revealed while running the opening chapter in the village of Nightstone.

So here are just a few small tips for DM's to make it run a little smoother.

Some spoilers follow, so if you are planning to play in a Storm King's Thunder campaign, you should stop reading now. For my own players, you can read this after our early January sessions.

*** SPOILERS AHEAD ***


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