So, I just had to tell you, once again how much i appreciate and use your videos! I just completed Session Two and started my version with the characters making the long journey to Icewind Dale from Waterdeep! The BLACK CABIN was their intro quest as they needed a place to seek refuge from the beat down of the everlasting winter on the Ten Trails! They interacted with the haunted cabin and Mercreadus (I skipped the PCs dying and coming back to life thing) the assemble the Summer Star (my version is only 100 foot radius) and used it to their advantage against the Cold Light Walkers and Ice Mephits! PERFECT! They now have 7 hours left on the spell to finally make it to the Ten Towns, Bryn Shander being the first! Thank You Thank You!
Awesome stuff! Thanks for the content. Got me thinking. Planning on having the Summer Star not burn out after its first use. Maybe once per ten-day, or bi-monthly. Incredibly useful for the town that gets it (if the party hands it over) and surely to cause even more strife between the town that has it vs all the others. Also, each time they use it, Auril will continue to send in her denizens to try to steal or destroy it. And maybe that town would be out of favor if they did use it. One sacrifice would not be enough the next time.
I'm definitely going to try to link the Cackling Chasm to Tekeli-li in some way. Knowing my players they are gonna wanna just plow through the Gnolls, but I think having this tie into the Caves of Hunger somehow would be really cool. Plus it helps set up for Tekeli-li down the road!
My players took the hook from Caer Konig to Cackling Chasm, so despite my best efforts to show that the gnolls only wanted their leader killed, 10gp per head is just too much incentive to kill every last one. That said, the artificer one-shot chyzka with a well-placed thorn whip, yoinking him into the chasm below.
@@NoFunAllowed Well, given that theier conquest paladin of Bane goes down like a sack of potatoes every session (Seriously I had to double-take when a certain Verbeeg clapped him for 40 damage at level 4). I think he'll try and find some way to invest it. I think there's a demand for healing potions... just not very much supply. ;D
Had 5 mile radius be of full light and every 5 miles extended out is less and less light being at Dougans hole gets what is equals the to what looks like a sunset
How do you mitigate the Dex save or die aspect of the rickety walkway or floor? I just rolled six times to test with a character having +2 dex and she failed all rolls. One roll and die seems whack
you could simply lower the DC of course, but the thing to consider is that her spirit will linger here, so its okay to die haha. anybody that dies here can and hopefully should be brought back to life!
So, I just had to tell you, once again how much i appreciate and use your videos! I just completed Session Two and started my version with the characters making the long journey to Icewind Dale from Waterdeep! The BLACK CABIN was their intro quest as they needed a place to seek refuge from the beat down of the everlasting winter on the Ten Trails! They interacted with the haunted cabin and Mercreadus (I skipped the PCs dying and coming back to life thing) the assemble the Summer Star (my version is only 100 foot radius) and used it to their advantage against the Cold Light Walkers and Ice Mephits! PERFECT! They now have 7 hours left on the spell to finally make it to the Ten Towns, Bryn Shander being the first! Thank You Thank You!
That sounds like your taking this campaign into your own hands, awesome stuff! Thank you for for watching!
@@NoFunAllowed I am in deed, took your advice and introduced the Arcane Brotherhood in Session 1 too, way back in Waterdeep!
@@BDCSam awesome stuff! I hope to hear great things from your campaign!
Perfect summary and advice. I ran it and it was a perfect chance to relax and RP.
heck yeah, its not always combat galore!
This is the best! I am absolutely loving all of your RotFM guides. One of my players is an artificer, and he's going to eat this up. Thank you!
Thank you!
This video is great, I love your alternate ideas and you gave me some inspiration on how to change the black cabin to fit my player group. Thanks!
thank you and no problem!
Awesome stuff! Thanks for the content. Got me thinking.
Planning on having the Summer Star not burn out after its first use. Maybe once per ten-day, or bi-monthly.
Incredibly useful for the town that gets it (if the party hands it over) and surely to cause even more strife between the town that has it vs all the others. Also, each time they use it, Auril will continue to send in her denizens to try to steal or destroy it.
And maybe that town would be out of favor if they did use it. One sacrifice would not be enough the next time.
Amazing stuff here! There is a lot of fun things you can do with that for sure; competing towns, harsher weather, evil forces, etc etc. Great stuff!
Awesome video man, keep up the good work
haha thank you! the whole series of Icewind Dale is up for viewing!
I'm definitely going to try to link the Cackling Chasm to Tekeli-li in some way. Knowing my players they are gonna wanna just plow through the Gnolls, but I think having this tie into the Caves of Hunger somehow would be really cool. Plus it helps set up for Tekeli-li down the road!
heck yeah! Foreshadowing is better than no shadowing!
I always giggle when, in your videos, you say “... a bejeezus ton of damage”. I’m imaging a die with many, many dozens of sides
a bajeezus ton of damage is equal to a number of dice you can fit in your hand that you simply throw at the player haha
My players took the hook from Caer Konig to Cackling Chasm, so despite my best efforts to show that the gnolls only wanted their leader killed, 10gp per head is just too much incentive to kill every last one.
That said, the artificer one-shot chyzka with a well-placed thorn whip, yoinking him into the chasm below.
gold is a powerful drive, but will they actually get to spend it all haha
@@NoFunAllowed Well, given that theier conquest paladin of Bane goes down like a sack of potatoes every session (Seriously I had to double-take when a certain Verbeeg clapped him for 40 damage at level 4). I think he'll try and find some way to invest it.
I think there's a demand for healing potions... just not very much supply. ;D
@@ChibiHoboProductions haha oof
Can't wait to yeet my players in the black cabin
haha it's a pretty awesome trip, dying but still being there haha
Had 5 mile radius be of full light and every 5 miles extended out is less and less light being at Dougans hole gets what is equals the to what looks like a sunset
seems fair to me haha
Mind if I ask where you found a map with the location of each point of interest. I assumed each area was just randomly scattered as you see fit
the map is in the book at the beggining of the chapter!
@@NoFunAllowed oh my god, I'm so blind! Thank you so much 😂
How do you mitigate the Dex save or die aspect of the rickety walkway or floor? I just rolled six times to test with a character having +2 dex and she failed all rolls. One roll and die seems whack
you could simply lower the DC of course, but the thing to consider is that her spirit will linger here, so its okay to die haha. anybody that dies here can and hopefully should be brought back to life!
@@NoFunAllowed good point... I was thinking that the 120' down the ravine was too far away from the cabin, but could allow it to linger
@@toddgrx no sense killing all the pcs yet, there plenty of time for that later haha