You should try to build up the legend of Klauth. ![]() ![]() Klauth the Red Dragon: The group should hear about the red dragon Klauth before chapter four.My favorite power is "Fling," where the giant throws you 60 feet. There are fun new powers you can give your giants to keep them from getting repetitive. Alternate Giant Powers: Make sure you check out the giant options on page 245-246.See chapter 11 for everything about the chip. You might want to have the heroes see these chips during their earlier adventures. Foreshadow the Chip: In chapter 11, the group needs to find out where a gambling chip came from.If you place non-magic/cosmetic runes on the giants, then the group has a chance to learn what they are in advance and they will be rewarded for paying attention. In that area, the group needs to figure out what each rune means. In the dungeon area on page 125, you can see that each type of giant has a rune associated with them. Foreshadow the Runes: When you describe the giants, you might want to mention the weird rune/symbol many of them wear.I highly recommend handling this in advance, as it will grind your game to a halt. Every single chapter has a bunch of instances where you roll on random magic item charts from the DMG.If a giant has a huge brass gong, you might want to know that up front so it can be used in the encounter in some fun way. Pick out some mundane items off the chart on page 18 in advance.Then you can just roll on that list during the adventure. Maybe have them pick three items per chart. Check out "Random Magic Items" on page 18 and consider letting your players each make a 'wish list' of magic items.At least one character in the party should speak Giant.It is expected that the group will either try to interact with or run from monsters that are much more powerful than they are. ![]()
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