D&D 5E Enhancing "Storm King's Thunder"

Daern

Explorer
Would you mind expanding on what you've done to modify it for a higher level group? What caught you by surprise? What worked what didn't?
 

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So, the battle on the Morkoth to rescue King Hekaton was a gloriously chaotic affair. Just make sure that the mage casts fly on himself and have the trolls harpoon and drag people into the water if you want to cause your group all sorts of headaches/fun. Hekaton swinging the broken chains as weapons at the end was pretty climatic, as he turned the almost-dead mage into basically a bloody puree.

Now my group is headed out after the remaining giant lords, starting with the stone giants next time...
 


BigBadDM

Explorer
In addition to my previous entry I have made a few changes to the storyline:
of
Hill Giant Lair: Made the men a bit more risqué for humor affect. Think Hill Giant Chip and Dales
During pre-adventure (Mines of Phandelver) - at Thundertree made it the 'Loney Tower' encounter from the overland wilderness adventure instead of the Green Dragon
Attack on Triboar: With Volo's Guide, made it Hill Giant of Golantor (sp?) with other male giants holding the chains so to speak.
Fire Giant Lair: Added the Volo's Fire Giant Dreadnaught as an encounter to clear the mines (if the players go in that direction).
Cloud Giant Lair: Changed the dragon part. Included two young adult dragon's slaughtered with the task of rescuing a silver dragon wyrmling (to be a potential NPC controlled by players)
Changed all Barbarians to Orc Barbarian tribes (not strict to FR lore myself). This creates a better mechanism to loot the burial mounds as well as playing into a backstory of one of the characters.
Greatly enhanced all encounters at the burial mounds.
Backstory of one of the characters has NPCs chasing a character across the map for they think he has the ring of winter.
Imryth disposed of Queen. Giant lords secured King Hekaton's capture (with assists from the two sisters).
 

Daern

Explorer
I'm starting tomorrow. The group is 9th level, emerging from the Barovian wilderness. They want to visit Waterdeep. I'm thinking of just letting them start there with a "casino boat party" to casually drop the kraken reference, then have Cloud Giant Castle show up over the city, looking for Harshnag. Haven't decided if it is Zephyros or Countess Sansuri. They'll get a big sense of the plot from that and hear of the renegade Frost Giant Harshnag who is out and about trying to keep giants from destroying the towns of the Sword Coast. This will kickstart the campaign quick I think. The great strength of Curse of Strahd was that the players had the map and they could move around it fairly quickly. They quickly became familiar most of the landmarks and could make decisions based on unfinished business or the urge to explore more. I'm going to work with this by giving out a poster map of the Sword Coast right away and letting them annotated it as they play.
I'm going to mix the plot with Rise of Tiamat: Imryth is working with the Cult of the Dragon to make sure the Giants to not stand in the way of Tiamat's return.
An interesting twist is that one player is bringing an old character back for this who played in parts of Hoard of the Dragon Queen and actually has the Black Dragon Mask in her possession. Maybe it will be like the One Ring and no one knows she has it until later on, and it's theft precipitates the sounding of the Draakorn...
 

Daern

Explorer
Started STK last week. Higher level, post Strahd as I said above. We had a great first session, mostly a lot of rp, then a big battle. The "Goldenfields" guide on DMsguild was really helpful.

BASICALLY, I focused on dropping a lot of hints and foreshadowing, started with Goldenfields, and am going to present to the Cloud Castle of Lyn Amaral next.

We were missing some players, so at the last minute I changed the start to Goldenfields instead of Waterdeep. Using the "Guide to Goldenfields" from DMsguild, the group wandered into the farm town. I included a lot of background and foreshadowing about giants, dragons, ancient wars etc. The characters got drunk in the inn, then giants and goblins attacked. After a lot of roleplaying it ended up being a one fight night and I narrated the aftermath because it was a late night. Four characters ranging from 7th to 9th level took out three hill giants and a dozen goblins fairly easily, though I forgot giants get two swings, which would have made a huge difference.
I dropped quest lines for the "Dragon Expert" in Waterdeep (which should send them out dragon hunting), the House Thann in Waterdeep (which should get them a decent introduction into noble society), and the mission to Shadowtop Cathedral (I'm thinking they can encounter Turlang the Elder Treant, and if they get him onside he can give them some helpful giant advice, possibly pointing them towards the Eye of the All Father, but he is less concerned with giant wars than he is with the impending Underdark wedding of the Aurumycos beneath the High Forest to the demon Zuggtmoy).
When they get to Waterdeep the group will be invited to a vegas style party featuring a casino boat in a moat (manned by a purple viking and other Kraken-y types), rumor will fly, and later on a drunken wizard will notice the Cloud Castle above the city and drop a whole bag of magic beans to get up to it (idea stolen from Sean's Powerscore blog).
Up in the castle Countess Sanrisa is torturing her new guest Fingalos, a Gold Dragon. She wants to know what the dragons are planning? Where is Blagothus of Skyreach Castle? Was it the dragons who slew King Hekaton? Where are the fugitives of the Maelstrom Court? Where is Harshnag the Grey Handed? He doesn’t know.
At this point I don't know how or if I'll work in Zephyros.

I'm realizing that this campaign can really go anywhere and will look really different at each table.
Is anyone else running this yet?
 

Harshnag is a storm giant following the portents around him, which lead him to the PCs. The Oracle is a Storm Giant Quintessent who manifests like the Nameless King from Dark Souls 3. The 5 giant lords conspired with the Kraken, who takes on a role similar to Aaron the Moor in the Shakespeare play Titus Andronicus, in addition to Iymrith (who takes on a role similar to the Queen of Goths), in the elimination of the Queen and Hekaton. The Kraken and Iymrith plan on supplanting the Storm Giant's rule with their own, taking control of the Wyrmskull Throne, and using the other 5 giant lords as Apocalyptic Horsemen who will go to war with the Smallfolk and destroy each other. Iymrith wants to do this both for her hated of the giants (Storm Giants killed her brood), her love for the kraken (he seduced her with his psionics), and her desire to rise to godhood amongst dragons to be like the Great Mother Tiamat and to be a god alongside her Kraken love, who also wishes to return to divinity (as all Krakens want to, so they can return home to the gods). Doing these things to add a more Shakespearean feel to my game. Working on fleshing out more things too in order to really bring home that tragic, 5 act-play style of story.
 

Daern

Explorer
I played a second session, going along with my post Barovia, Storm King + maybe Rise of Tiamat campaign. Basically, the party floated from Goldenfields to Waterdeep did some banking, went to a strange fashion party, lost money at trivia on the "Golden Goose" casino boat, narrowly avoided an anchor dropped by a flying castle. No fighting, much foreshadowing.

The session turned into a dice-less improvisational bad joke fest. We had a great time, but basically, I tried to play up the crazy fantasy city of Waterdeep. The players did some business, selling loot from Barovia, banking it and following up on a couple of quests. They kept asking for magic shops to buy potions and +1 things. I told them there were no magic shops and if they wanted to sell magic stuff they might as well go straight to the castle because the Lords' spies are everywhere and they frown upon a magic economy. I know it means there's not much use for gold, but I don't love the magic shop idea and they are already at a high enough level.

Otherwise I tried to keep things moving. I'm focusing on really bringing the Realms to life, referencing all the great place names of the Forgotten Realms, since they may actually go to any number of these places, so I'm seeding in as much foreshadowing lore as I can. I think I managed to get a fair amount in this session. I had a lady tell each one a fortune such as, "You will be scorned by three sisters!" and "You will find a cool hand in a burning sky!" "You will forget to look up". There were quite a few references to Gauntylgrm as well. It's always a bit awkward to have a session with no violence and few clearcut decisions for the players, but they enjoyed it and I made sure the anchor set up next session.

I awarded 1000xp each, based one having banked a huge amount of money. I don't think that was the right call. They are around 9th level, so it isn't much, but I think I should have based it on money spent, carousing table style. I should have given XP for money spent on gambling, wine and books, things like that. An arbitrary "Nice roleplayin tonight guys" doesn't really encourage any particular kind of play.

A narrative write up is posted on my blog.
 

Motorskills

Explorer
So my campaign structure is starting to take shape.

I just finished the Battle of Triboar. The party will be tasked with visiting Citadel Fellbar first, to follow up about the Fire Giants (that will include Ghelryn's quest and letter of introduction). My guys will shortly hit L7, so they are already tough for SKT, but that's not really an issue, easy to add extra baddies to almost all of the encounters.

They will do all the other quests on the way (I will relocate Darz' quest from Xantharl's Keep to Sundabar - which works great as the surface city is a ruin that is off-limits to non-dwarves, perfect place for a fugitive to lie low! :D ).

From Fellbar they will assault Ironslag, having encountered a few dead Fire Giants, and other indications that Harshnag is in the area.

They will encounter Harshnag on their way out (although I will have him in the area if the PCs really need rescuing).

That campaign structure will mean that the party do (at least) two of the Giant strongholds, which I'm happy about.


I will seed the journey with info about Klauth, the Doom of the Desert*, the gambling establishment, and more. That's where the Guide to SKT comes in very handy.


*A question - where is the name Iymrith used, only in Maelstrom? Or is it really as obvious as connecting Iymrith the Dragon to Iymrith the Giant?
What triggers the party to make the link that they are one and the same?
 

So my campaign structure is starting to take shape.

I just finished the Battle of Triboar. The party will be tasked with visiting Citadel Fellbar first, to follow up about the Fire Giants (that will include Ghelryn's quest and letter of introduction). My guys will shortly hit L7, so they are already tough for SKT, but that's not really an issue, easy to add extra baddies to almost all of the encounters.

They will do all the other quests on the way (I will relocate Darz' quest from Xantharl's Keep to Sundabar - which works great as the surface city is a ruin that is off-limits to non-dwarves, perfect place for a fugitive to lie low! :D ).

From Fellbar they will assault Ironslag, having encountered a few dead Fire Giants, and other indications that Harshnag is in the area.

They will encounter Harshnag on their way out (although I will have him in the area if the PCs really need rescuing).

That campaign structure will mean that the party do (at least) two of the Giant strongholds, which I'm happy about.


I will seed the journey with info about Klauth, the Doom of the Desert*, the gambling establishment, and more. That's where the Guide to SKT comes in very handy.


*A question - where is the name Iymrith used, only in Maelstrom? Or is it really as obvious as connecting Iymrith the Dragon to Iymrith the Giant?
What triggers the party to make the link that they are one and the same?

I had the crew of the airship identify her by name to the party after she wrecks the Eye of the All Father, and that it was very odd, if not provocative, for her to be within Klauth's domain. That clued them in later on when the name was mentioned in the Maelstrom (I believe I had my party, while they were eavesdropping on the giant lords during a break from the princess' concert, hear them talk about Iymrith being Sarissa's advisor; in fact, I used the occasion to info dump anything important they didn't ask the oracle, as well as cluing them in on the best way to talk to each giant lord during the later confrontation).

If you're seeding the gambling boat, since they are traveling from Triboar to the east, it's easiest to simply give them an invitation when they pass through Yartar. Your players will probably think it little more than amusing fluff and world-building at the time.... :)
 

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