Okay, I thought, now that it is finished, a small review of the module might be handy for some. I will caution this review that this is only the second module I’ve run as DM since returning to DND after a 30 year hiatus.
Overall I thought it was an entertaining and pretty well balanced module. My group rang rings around it often, but that is some inexperience from me, as well as having 6 experienced players as my group. However, they didn’t always find it a walkover.
There are plenty of ways into this adventure, depending upon where your party is – I used a letter from Lord Neverember, looking for adventurers to support his new town and having heard of their success in Phandalin, he put an offer to them.
The Wayside inn encounter was good, would have been better if I had remembered that zombies have a “not die” chance. This would be a common theme in the early part of this module for me – inexperience as DM so forgetting to check for multi attacks, special abilities and the like. A little bit of roll play here, but I suggest that you read the Foul Weather at Wayside part before this as well, so you can get better RP going after this encounter.
The arrival at Leilon and ensuing encounters was a really good test for my players. Stringing the encounters out left the characters running out of spells, reducing their options as yet more bad guys appeared. The players really enjoyed this. But I would watch out for them to be overwhelmed and adjust accordingly.
I RP’d the House of Thalivar which the players enjoyed. No combat and almost no spells. The encounter with the Lizardfolk in the marsh and the encounters along the way were also a good series.
The goat herding trip to Phandalin was fun as well. Things had changed in the town and that challenged the party somewhat. People missing, new people. The three way fight would have been interesting to play, except my party uncovered the undead faction and incinerated them before this could occur. I think that they are still unaware that there are actually two bad factions at work. I think they will discover this very soon in the Sleeping Dragon module.
The rest of the module worked well as well. Well it would have if the party had not walked over various encounters, for example, even with additional hell hounds, they knocked over the big bad (of the module) in a couple of turns. They had more trouble with the hags they faced shortly after.
Some of the geography of the module is very unclear though… Where is the Thunder Cliffs in relation to the town? (It turns out that it is north, but even then, how far? I think I read somewhere that it is north of Neverwinter, so why would Leilon care? And if it’s not, then all the ship encounters have to happen in a single day? I located it a few days south. Even the first meeting outside of town, describes the settler’s camp, which is then drawn on the south side (most parties would arrive from the north, from Phandalin).
NOTES FOR ROLL 20: Here are some additional thoughts about the published Roll 20 Storm Lord’s Module.
I found (as I did for the Phandalin adventure) I had to add a lot of maps. This wouldn’t happen so much in a face to face game, as it’s easier to ad hoc an encounter, where as you really need a map in R20. So I created maps for outside Leilon, Leilon waterfront, all of the marsh encounters (except the actual meeting of Lizardfolk), the ghost ship, the rowing ashore under attack, the wyvern attack, the ogre attack, the undead base in Phandalin. I think that’s all.
In the end, this was kind of fun as I developed my own map-drawing skills and style, rather than using the free tiles etc in R20.
The manticore token was kinda wrong as well. There were a few tokens that were sort of messed up. The owner of Wayside is a swashbuckler lady, only the token is clearly male. In fact, it would be nice if there was a range of “Commoner” tokens to use for various occasions.