I intend to use this town for multiple visits. 1st Toil in Trouble. When they put the cauldron in the townhall, they see the figurehead 2nd The seance with a couple members of the Arcane Brotherhood then they find out the cauldron was stolen 3rd when they get back to town, Dzaan is being burned at the stake 4th dealing with the ghost 5th the duergar Probably not all in a row. Maybe every other session.
How the ferry went just a couple days ago: - Imdra and the party walking towards the inn after some "mage-toasting" - one of them notices that there are dwarven footprints in the snow at the ferry pier. - asks Imdra, who finds it strange since it supposed to be stopped being used. - they investigate carefully, stealthily : pass without trace, everybody rolls above 16. - since they expect to find something fishy they ambush the duergar. - they win easily, knock him out They were lvl 3
Thank you for your content. Please keep it up! Im getting ready to try and run this campaign with a friend of mine and this will be my first time DM'ing. I really appreciate your suggestions for how to modify whats in the book and a heads up at what can be devastating for low level party's. Your ideas are great! Have any thoughts for how I could implement jewelcrafting into the adventure? My friend happened to get the Ring Hunter Secret and also decided to make his character a jewelcrafter. I thought itd be really cool to take advantage of stuff like the gem rewards and the Moaning Cavern to give him opportunities to make us gear. Do you have any suggestions for how to go about this so he can produce useful rings/necklaces without it being overpowered or a pain?
thank you and will do! for jewelcrafting, you can do something cheecky and have mundane or more powerful affects by making them a single time use. you could have jewels of *insert spell here*, such as jump, shield, mage armour, etc etc. once the group hits the higher levels, maybe the gems can be imbued with +1 magics and the like. hope this helps!
Thanks for the content, it's a big help as a new DM! There seem to be a lot of deadly combat encounters in this module, which would you recommend as a good starting quest for a level 1 party among the Ten-Towns quests? I'm concerned about unfair TPKs and players not having any fun.
the two starting quest I would recomend for level 1s would be Lake Monster and A Beautiful Mine. videos coming out soon about the rest, and I will have a video about the chapter overall and ranking the quests!
In his video about Good Mead and Lonleywood, @No Fun Allowed does a good job describing how to turn potentially lethal combat encounters into more forgiving roleplay opportunities by allowing players to interact with and spend some time talking to their potential enemies to avoid combat or come to some sort of compromise. Such as the Veerbeegs who would otherwise be a tough fight. I think that's a good idea, since several random encounters in this module can include tribespeople, giants, awakened animals, dragons, and others that would definitely have motivations that would not necessarily include killing the party unless they were given a reason to. Also, the beginning of the book does describe how many of the wild creatures in Icewind Dale are likely hungry or starving, so players throwing scraps of food or creating distractions should be very effective tactics to either give them advantage in a fight, or simply run away while the troll munches on their leftover knucklehead trout jerky.
@@NoTimeForWargames true true. i also think that having trying to talk to monsters can be a scarier event than combat, because you can play up the unknown element of suprise and leaving a foe alive for another day!
I am listening to these videos throughout the days and I have to say they're very, very useful! Haven't seen already all of them (I'm catching up!), but then I saw here you said you were going to do a wrap up. Is it still a thing or did you decide not to do it? Because I thought it was a great idea, and a certainly useful one! Forgive me in advance if you did it and I haven't seen where, hope you have a great day!
Between cold weather gear, crampons, and snow shoes, this adventure has zero of the hazards it promises. Any advice on making those three pieces of gear not ruin the setting?
For cold weather gear, make it reduce the DC of the cold weather affects, not simply negate it. For Crampons and Snow shoes, make them reduce walking speed, but ignore the difficult terrain, which would be everywhere outside of town!
Durth's Passive Perception is not that high. A party sneaking up on him can definitely find him before he notices them, before he is able to react by becoming invisible. Reward sneakiness.
For the water weird it has a speed of 0 and only a swimming speed, with all the ice it cant move from that location so as long as the PC keep there distance they should be fine
true it has a speed of 0, but they are presumably going to be next to it as they climb, and the poor poor sap that fails the check is going to be right under it! scary stuff haha
Yeah someone rolls poorly on initiative can have a bad time, also you can alway 1st turn disengage back up 30ft and pelt it with range atks next turn. I would describe to my players that it seem to only be coming from the opening in ice, its avoiding touching the ice directly and its splashing around in like a 10ft radius.
@@DJmonkey4444 absolutely. this can be played as a jump scare, and honestly, it fits better for both the dungeon, and the campaign. subverting expectations while at the same time not killing the PCs is the way to go for sure
My group are starting at level 5 because we did Dragon Heist prior and wanted to keep going. It's kind of fun that I get to go hard-core on them and that these are PCs they've already invested half a year into.
Man, you really don't like rooms or chambers without special stuff in it do ya? Nothing wrong with rooms that are just good for making camp, or setting an ambush, etc. Eventually, if every room the characters walk into always has SOMETHING of interest or value, then it will stop being special when there IS something in the room.
Can't comment on every video, but I really appreciate all of these covering RotFM. Great content my man. Btw, found you through Steely.
thank you! Steely is awesome content, and I hope to collab again soon!
I intend to use this town for multiple visits.
1st Toil in Trouble. When they put the cauldron in the townhall, they see the figurehead
2nd The seance with a couple members of the Arcane Brotherhood then they find out the cauldron was stolen
3rd when they get back to town, Dzaan is being burned at the stake
4th dealing with the ghost
5th the duergar
Probably not all in a row. Maybe every other session.
Its always fun to spread things out over time! Keep up the awesome work
How the ferry went just a couple days ago:
- Imdra and the party walking towards the inn after some "mage-toasting"
- one of them notices that there are dwarven footprints in the snow at the ferry pier.
- asks Imdra, who finds it strange since it supposed to be stopped being used.
- they investigate carefully, stealthily : pass without trace, everybody rolls above 16.
- since they expect to find something fishy they ambush the duergar.
- they win easily, knock him out
They were lvl 3
Awesome stuff! Just a little bit of caution can go a long way to making a hard fight not so hard.
Thanks for these man. So nice to have these to help prep. Love your ideas on how to help low level pc.
Thank you thank you!
Loved the seaonce as we are playing over cam was lit by candles 🕯 and drew on a white board for the pcs to decifer
thats awesome! immersion at its finest!
Dang impressive length
Great video, it helped out sooo much!
no problem! there's more on every location in the module as well!
Thank you for your content. Please keep it up! Im getting ready to try and run this campaign with a friend of mine and this will be my first time DM'ing. I really appreciate your suggestions for how to modify whats in the book and a heads up at what can be devastating for low level party's. Your ideas are great! Have any thoughts for how I could implement jewelcrafting into the adventure? My friend happened to get the Ring Hunter Secret and also decided to make his character a jewelcrafter. I thought itd be really cool to take advantage of stuff like the gem rewards and the Moaning Cavern to give him opportunities to make us gear. Do you have any suggestions for how to go about this so he can produce useful rings/necklaces without it being overpowered or a pain?
thank you and will do! for jewelcrafting, you can do something cheecky and have mundane or more powerful affects by making them a single time use. you could have jewels of *insert spell here*, such as jump, shield, mage armour, etc etc. once the group hits the higher levels, maybe the gems can be imbued with +1 magics and the like. hope this helps!
Rules note: EASTHAVEN FERRY: You cant attack and go invisible on the same turn, they're both Actions
Love the video though, it really helped me plan
heck yeah thank you!
Thanks for the content, it's a big help as a new DM! There seem to be a lot of deadly combat encounters in this module, which would you recommend as a good starting quest for a level 1 party among the Ten-Towns quests? I'm concerned about unfair TPKs and players not having any fun.
the two starting quest I would recomend for level 1s would be Lake Monster and A Beautiful Mine. videos coming out soon about the rest, and I will have a video about the chapter overall and ranking the quests!
In his video about Good Mead and Lonleywood, @No Fun Allowed does a good job describing how to turn potentially lethal combat encounters into more forgiving roleplay opportunities by allowing players to interact with and spend some time talking to their potential enemies to avoid combat or come to some sort of compromise. Such as the Veerbeegs who would otherwise be a tough fight. I think that's a good idea, since several random encounters in this module can include tribespeople, giants, awakened animals, dragons, and others that would definitely have motivations that would not necessarily include killing the party unless they were given a reason to.
Also, the beginning of the book does describe how many of the wild creatures in Icewind Dale are likely hungry or starving, so players throwing scraps of food or creating distractions should be very effective tactics to either give them advantage in a fight, or simply run away while the troll munches on their leftover knucklehead trout jerky.
@@NoTimeForWargames true true. i also think that having trying to talk to monsters can be a scarier event than combat, because you can play up the unknown element of suprise and leaving a foe alive for another day!
I am listening to these videos throughout the days and I have to say they're very, very useful! Haven't seen already all of them (I'm catching up!), but then I saw here you said you were going to do a wrap up. Is it still a thing or did you decide not to do it? Because I thought it was a great idea, and a certainly useful one! Forgive me in advance if you did it and I haven't seen where, hope you have a great day!
@@Shivann96 I will be doing it for sure, just need to get all that pesky life stuff out of the way, then I can make more videos haha
Between cold weather gear, crampons, and snow shoes, this adventure has zero of the hazards it promises. Any advice on making those three pieces of gear not ruin the setting?
For cold weather gear, make it reduce the DC of the cold weather affects, not simply negate it. For Crampons and Snow shoes, make them reduce walking speed, but ignore the difficult terrain, which would be everywhere outside of town!
Durth's Passive Perception is not that high. A party sneaking up on him can definitely find him before he notices them, before he is able to react by becoming invisible. Reward sneakiness.
For sure, unfortunately there's a lot of groups that either don't sneak at all or roll spectacularly bad haha
For the water weird it has a speed of 0 and only a swimming speed, with all the ice it cant move from that location so as long as the PC keep there distance they should be fine
true it has a speed of 0, but they are presumably going to be next to it as they climb, and the poor poor sap that fails the check is going to be right under it! scary stuff haha
it also has a reach of 10 ft, so it can still hit people further away, and if people do run away, thats opportunity attacks incoming!
Yeah someone rolls poorly on initiative can have a bad time, also you can alway 1st turn disengage back up 30ft and pelt it with range atks next turn. I would describe to my players that it seem to only be coming from the opening in ice, its avoiding touching the ice directly and its splashing around in like a 10ft radius.
@@DJmonkey4444 absolutely. this can be played as a jump scare, and honestly, it fits better for both the dungeon, and the campaign. subverting expectations while at the same time not killing the PCs is the way to go for sure
Maybe just let the party roll up Lvl 3 Characters at the start of the campaign...
haha thats always an option, but I believe if you do that, they may be willing to "throw away" a PC, and thats always lame.
My group are starting at level 5 because we did Dragon Heist prior and wanted to keep going. It's kind of fun that I get to go hard-core on them and that these are PCs they've already invested half a year into.
@@O4C209 haha hopefully they can pull through together and survive!
Man, you really don't like rooms or chambers without special stuff in it do ya? Nothing wrong with rooms that are just good for making camp, or setting an ambush, etc. Eventually, if every room the characters walk into always has SOMETHING of interest or value, then it will stop being special when there IS something in the room.
true haha, but I always run each room as if there is the potential of something, just to keep them guessing!