Friday, October 21, 2016

How I failed at running Storm Kings Thunder

So right after my last game session with the players another player told me he would like to GM starting the following week. At first I was confused, why would he want to run a game when I was running one?!? But then I suddenly realized it was because me campaign was getting super boring. That the players were spending more time on their phones than listening to my story. Which at first made me kind of angry, but then I realized that I had run the game into the ground. That I had failed to provide a compelling story that the players wanted to continue to engage in. Here is a list of the things that I think I did that caused it to fail. Which I hope I can modify and improve upon in the future.

Failure #1 Gave the party BAD-ASS Gear for no reason


Here I thought it would be fun to give each party member a legendary item at the beginning of the game. Which then allowed them to destroy giants at level 5. Also I had allowed a 3rd party class to be run which many party members thought was over powered. Here I thought it would be alright, but might've also led to the demise of the campaign.

Failure #2 Gave the party a Crap Ton of Side Quests They Couldn't Follow


Chapter 3 of SKT had a number of small quests that each of the NPCs gives to the party. Way to much too quickly and made them feel lost in going around the lands of Icewind Dale. They were running around the main roads by Bryn Shander killing Giants as well as going to Ironmaster to help get additional troops to defend Bryn Shander, without really understanding why they were doing it.

Failure #3 Threw Too Much at the Party Too Quickly

Here I had them going through cities and random encounters very quickly. And I didn't fully tie in the fact Sirac of Suzail was them main cause as to why Frost Giants were following them in the ocean and on land.

Failure #4 Added the PAX West Cloud Giant's Bargain that made no sense

This I thought was fun, but didn't really tie into the main quest line as I should've made more information about.

Monday, October 17, 2016

Waterdeep has some Sexy Men!

The party returns from the Cloud Giant Castle in Neverwinter to find out Sirac of Suzial has taken their horses and cart and sold it for gold.

The somewhat crazy Gallagher is glad the party wasn't killed by Balakar. So he gifts the party with 4 Adult Hippogriffs and 2 young ones. The young ones can fly with a small size person, but not a medium size person.

The party is upset that Sirac has sold their stuff, so they hunt him down and beat him up. They take him to the Temple of Tyr (Tire). There they meet up with Lannister, who tells them that he would like them to go to Helms Hold to find out what is going on.

They go to Helms Hold and find out a number of their soldiers have gone missing. They ask the party to investigate. The party doesn't really want to.

They use their Hippogriffs and go south. As they are flying south they find a huge Frost Giant Warship similiar to the one they took out earlier. As they approach a large boulder on fire floats by them. The party looks down and sees a Frost Giant waving at them.

They land and approach the Giant. He looks like a frost giant, but with a helmet of a Dragon bone on his head.




Monday, October 10, 2016

Cloud Giants Bargin

The party has received a request from Bombra Gallagher to fly up to the Cloud Giant Castle that is floating above Neverwinter. With the request is a note regarding how they can become members of Acquisitions Incorporated. The party doesn't seem impressed and they are a little upset over the fact they were attacked as a 'test' of how strong they are.

Given the bad impression Bombra has given them, they decide they will do the assignment reluctantly. In which they review the note and decide they don't really want to join this new group of adventurers.

Miss Gallagher also gave them a skull to carry to help them with the assignment. Din doesn't like talking skulls, so she puts the skull into a bag so she doesn't have to hear its voice.

The party decides it would be fun to use the flying Gryphons, so they fly up with the Gryphons to the Tower of Contemplation.

When they arrive at the Aerie, they see a sleeping Chimera that they were to successfully ignore. And then sneak into the tower. They then go into a large art room full of art paintings and other exotic items. They ignore these artifacts and go to the door that leads to the main part of the castle.

There they meet with a Armored Horror and a Smothering Rug. WHich they dispose of quickly.

They go across a walkway to the main island. They then enter a large tower with a large tomb in the middle. They avoid the tomb and continue onto one of the smaller towers.

They then meetup with Olanthar and Balakar.

Alric casts Charm Person on Olanthar, which given his divination wizard attribute, automatically causes the Giant to be succumbed to the Charm Person spell.

They are able to convince Olanthar that they mean him no harm, which infuriates Balakar into action. She then activates the choker on Olanthar's neck and then blows into a large whistle.

Eventually the wistle summons a young white dragon, which Siuri is able to speak with. He tells the dragon that the party means him no harm.

Finally Olanthar and Balakar fight it out, with Balakar being disposed of.

Here the party has entered the throne room of Olanthar, with Balakar at his side.


Monday, October 3, 2016

Frost Giants Be Damned!

The party returns to Bryn Shander, but not as what it was when they left. The city was attacked a couple more times after the party had left. Now the city is in turmoil, with everyone taking care of the injured and providing emergency services.

Marshall Shandom provides each party member a broach, which represents Defenders of Iceland Dale. When the party reminds him that its pronounced Icewind Dale, he slaps himself! Stupid!

Then the party leaves the next morning with Sirac of Surzul accompanying them on his warhorse. He really wants to get to Waterdeep and discuss with his father the Ring of Winter.

The party goes to Fireshear, ignoring the fact they could easily take hippogriffs to Waterdeep in less than a day of flying. And getting a ship that will take a week instead.

As they travel the open seas of the Sea of Swords they come across a giant warship filled with Frost Giants. Captain Yellowbeard yells for speed to help them run from the Frost Giants.

But Alric, Din, Boonlogin, and Jom jump on Alrics flying carpet and set forth to destroy the ship. Once they get within 450 feet of the ship they start to fire ballista giant size arrows at the flying cloud/carpet.

The party somehow does some serious damage to the ship. Din goes unconscious a couple of times as boulders and arrows pummel their flying craft.

They then decide to ditch the ship and return to The Running Coward (Yellowbeard wasn't that creative).

They finally get to Neverwinter, but then see that a flying fortress is above the city! As they disembark the ship they receive a note to meet someone at a local pub.

They go into the tavern and get ambushed! But the party has some serious fire power and take out the ruffians no problemo.

Then a small gnome comes out of the woodwork (litterally!) and offers them a real quest since they have proven themselves in combat.

Monday, September 26, 2016

Fire Giants are Hard

At the end of the last game session the party had just slain a group of Hill Giants that were feasting on humans, and a few halflings as well. Giants shouldn't segregate!

They see a few people tied up and they untie them. One of them is an experienced Cleric. The Cleric tells that party that they were being taken to the Hill Giant Chief Ugh. They had mentioned that she was very hungry and wanted more food!

The party then continues on the ten village road, on there way to Ironmaster, a valley that is controlled by Ironmaster Dwarfs. They welcome all dwarfs, and shun anyone else. Dwarf Lives Matter!

They finally get to Hundlestone, a town filled with Deep Gnomes and Dwarfs. As the party goes to the only Inn that is there for tall people, they see a lot of deep gnomes and dwarfs covered in dirt from mining all day for ore and other precious metals. They joking say 'Better bow down!' since a lot of the buildings are specific for short people.

After a somewhat ok night of rest, they then continue onto Ironmaster. As they go they see more stranded villagers that are running from Giant invasions of their homes.

They get to Ironmaster and speak with Grimph Brightbuttom. He says thank for their journey to inform him of the request. Offering the dwarfs in the party to have a drink. They politely say no. The party then decides to head back to Bryn Shandor since they have some giant heads now.

On their way back they fight a group of bandits. Then shortly after that fight they come across a Fire Giant with a group of hellhounds, Mephits, and Fire Elementals. This large force actually seems to be a little stronger than what the party can handle. So they run for their lives!


Monday, September 19, 2016

Frost Giants Are Easy

Loot


Each of the players received a magical item, which has many attributes! ;)

Ciyuri - Dragonborn Gravity Knight - Gets the Ild Rod

This 4 ft long, weighing 100 pounds. This heavy metal pole which is more of a staff, but being so wide can be understood to be a giants rod. It has 10 charges of locate object. Also in the past, the rod has vibrated and lurch when creatures of giant subtype have been nearby. The user of the rod suspects there are other special abilities this rod may have...

Dorn - Human Fight - Banner of The Krig

5 ft high, 3 ft wide, this red thickly clothed banner has the War Rune Giant Glyph on its side. As a bonus action, Mark of Courage - the user can touch the banner to emanate courage within a 20ft radius. This gives advantage on saving throws and ability checks. Also in a 20 ft radius the user can See Invisible creatures and stealthy creatures. The user suspects the banner has more abilities...




Din - Tiefling Warlock - Pennant of the Vind Rune


This blue pennant is created from silk and is 5 ft long, whipping about as if buffeted by a wind. The user can caste Wind Step - fly 20 ft. Wind Grasp - If you fall take no damage. Wind Walker - levitate as a bonus action. All of these abilities require a long rest before they can be re-used.


Jom - Dwarf Fighter - Gravel of the Venn

Appears to be a Warhammer... Attacks against welder have disadvantage. Definitely has more abilities...








Boonlogin - Gnome Wizard - Shard of Ice

The user who has this item on their person, is resistant to fire damage. Can caste Icy Mantle - standard action creates icy mantle of protection. Within next minute, if you or another creature takes bludgeon, slashing, or piercing damage, that damage is reduced to zero. Definitely more this shard can do...




Quests!
As a group of Frost Giants attack Bryn Shander, a molti-crue of adventures run from the tavern to the Southwest Gate, since that were they hear a booming voice. As they approach the Gate it finally breaks open and two Giants attack viciously a couple of the players. Yet the players are bad ass and take out the leader of the Frost Giants, as well as her counterparts. Once they defeat the Giants the rest of them run away. The city is now in ruin, but the adventures go back to the tavern to celebrate their victory! But as they go back and start drinking, a bunch of people approach them with quests:

Markham Southwell asks the players to patrol the ten villages nearby for Giants. If they bring back heads of these Giants, they will receive the title "Defender of Icewind Dale". They receive paper envelopes that state they are deputies of Bryn Shander.

Duvessa Shane, the leader of Bryn, goes to Alric and asks him to give a note to her aunt, Iniva Coldwater, captain of the ship called the Dancing Wave in Waterdeep.

Sirac of Suzail confesses he is Son of Arus Cimber, who has the Ring of Winter. He was last found in Waterdeep. He asks the party if he can join them to Waterdeep to find him.

Augrek Brighthelm asks the party to go to Ironmaster and ask for help to defend Bryn Shander.

Beldora asks the Boonlogin to find Thwip Ironbottom in Hundelstone.

Sir Baric Nylef asks the party to look for Mushroom, an evil dwarf. He believes that Sir Lanniver in Neverwinter may know where he is...

The party then leaves Bryn with horses and a cart. As they leave they find a village that has been destroyed by a band of Hill Giants. They track the giants to a campsite and kill 5 of them. They now have 5 heads to give to Markham and get their title!





Monday, September 12, 2016

Bryn Shandar - Why do Frost Giants want Ciber?

Loot!

1. Each player is getting a magical item based upon their Journey to Iceland Dale area of Furen!

Story So Far

The players learned that they needed to help some NPCs in Bryn Shandar as a large group of Frost Giants attack the city. They are asking for Cimber? Cybor? No is completely certain who they were asking for since Frost Giants have such a weird accent when speaking common.

As the Frost Giants are almost finished demolishing the South West Gate, the NPCs and PCs are running up to the gate. Roll initiative!


Wednesday, September 7, 2016

Bryn Shander - Walled town in the cold heart of Icewind Dale

The party is in Bryn Shander, a walled town in the cold heart of Icewind Dale. It is a fortified farming settlement and abbey northeast of Waterdeep. The party will be tested of their leadership and tactical skills, and characters who don't exercise some degree of caution will likely perish.