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

I love this, and I'm kicking off my Lost Mine of Phandelver > Storm King's Thunder campaign on Friday, so I may have to steal this.
I just have to tweak it a little as my campaign is set before the great FR time jump, the discovery of Gauntlgrym, and the eruption of Mt. Hotenow. Some of those events may happen during/as part as of the campaign.

In fact, I had been debating moving Ironslag to the Crags, but I probably won't because I love the Silver Marches region and am keen to fit it into the campaign. Still debating some of the moving parts, but was already planning on tying LMoP/Wave Echo Cave into the main plot by having Nezznar be a part of House Xorlarrin with ties to Zalto. Fortunately, we'll probably only get through the Cragmaw hideout this week, so I still have time to toss ideas around in my head...but thanks for the contributions!

You are most welcome. What I LOVE about SKT is how everything can be tied together, with a little preparation

On which note!!!

I don't have SKT in front of me, but there is a tower(?) just outside Neverwinter which is a tower belonging to (IIRC) the Order of the Gauntlet. Later on, one of the random encounters from Chapter 3 can be running into a Knight. From that tower!

So mention it on the way past. Because you can! :)


What I did (mostly on the fly, you are better off than me! :) ) was draw a straight line from Phandalin to Citadel Felbar (i.e. Ironslag). I also made sure that each of the adventure hooks in Triboar lead to an encounter and plot development along that straight line. For example, So I moved the wanted guy (The Weevil) to a more convenient location on that straight line.

Retro-linking SKT to the Wave Echo Mine itself was a bit tortuous, you can likely do a better job than me (re-read this thread from the beginning).

But if I did it again, I would definitely tie in Gauntylgrym (who turned off the lights?!!!?), Halia Thornton / Zhents a bit better.

I also used JValeur's product that links the Kraken in a lot more. In fact, just buy all of JV's stuff, it's cheap and pretty. :)
 

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Glad to see you used my fire giant variants! I was going to use them too for the Ironslag fight, but, as mentioned a few pages back, my group completely derailed the situation by accidentally releasing a very angry Maegara, who then proceeded to take out most of the foes in the complex for them.

One of my players uses a Wild Magic Sorceror to great effect. So I am looking forward to the opportunity to throw some of that crazy stuff right back at them.

Like you, I feel that Incendiary Cloud may be A Bridge Too Far, but I would like to Sorc the Duchess up a little. I want my players to cry when I start burning Sorcery point on twinned Fireballs or summat. :)

Suggestions?
 

I don't have SKT in front of me, but there is a tower(?) just outside Neverwinter which is a tower belonging to (IIRC) the Order of the Gauntlet. Later on, one of the random encounters from Chapter 3 can be running into a Knight. From that tower!

So mention it on the way past. Because you can! :)

Yep, Helm's Hold. One of my PCs is a paladin of the Order of the Gauntlet and I was planning on having training at the hold be what brought him up to Neverwinter from his home in Waterdeep. Thanks for the reminder about that NPC, I can probably work out a direct connection between them.

Likewise, we have a PC wild elf Druid from Neverwinter Wood, and we've worked it so that Reidoth (from Thundertree) is his mentor.

I totally agree that it's awesome when you can tie it all together. It's why I always loved Seinfeld, and why one of my all-time favorite books is Les Misérables.
 

I used the undead encounter at Noanar's Hold to introduce my gang to Shadowtop Cathedral and to recruit another into the Emerald Enclave. I creeped the hell out of them "you get turned around very quickly, it's almost as if the forest itself is shifting around you."

Reidhoth is another good intro here.

I used Plantwalk(?) spell from the Treant-boss to fast-forward the party to Silverymoon. :)
 

I've really enjoyed and benefited from reading this thread as I've been DMing STK. Here are some notes of changes I've made (some of which come directly from this thread). Hopefully this is helpful for some of you.

Major Changes:
-Dropped the Kraken. Iymrith is behind everything. Her cult replaces the Kraken Society.
-Instead of a racial caste system, the ordning is just the law that prohibits giants from interfering with the smallfolk. It is enforced through the divine magic of Hekaton’s royal decree. His disappearance is causing the lack of enforcement and confusion. Serissa, although his rightful heir, can’t activate the divine magic of the throne. This is why she believes her father to still be alive. Returning Hekaton to the throne (or having him die so that Serissa can inherit it) is what will restore the ordning.


Players’ Backgrounds:
Kolgate (Dwarven Life Domain Cleric) grew up on a small turnip farm with his adoptive human family near Ardeep Forest. A band of traveling bards left him there as a baby. The farmers (Jonathan and Martha) didn't know why or where he came from but they were very religious and raised him to be too. One day he discovered a strange structure somewhere peaking out from the ground near the farm. That night, everyone in his family (Jonathan, Martha, and his adoptive brother Stefan) started having bad dreams and hallucinations. No matter how much they prayed, the dreams and hallucinations would not stop. In desperation, the family sent Stefan to go to the Eltorchul Academy in Waterdeep to send a scholar to come investigate. The academy sent Orville (Half-elf GOO Warlock), an archaeologist, to check out the site. The academy enlisted Neena (Human OOD Paladin), an acolyte of the Order of the Gauntlet, to offer protection for Orville.
Orville dug out the structure to reveal a strange cat-like statue. But, when he touched it, he started seizing and foaming at the mouth. He had a psychedelic vision of Lay'la, an ancient cat creature. He thought it was just a hallucination but when he awoke he found that he had some strange new powers and could still hear Lay'la's voice in his head sometimes. When Kolgate, Orville, and Neena returned to the farm they found that Jonathan had hung himself, driven completely mad by the side effects of the statue. Martha and Stefan cursed Arffur, having lost their faith, and told Kolgate to leave, blaming him for finding the statue and ruining their family.

Luna (Wood Elf Archer Ranger) watched this dramatic exchange from the shadows at the edge of the woods. She had been secretly having an affair with Jonathan and had been on her way to visit him after being exiled from her own village. She was exiled after being accused of murdering her sister, Nereida, when the two of them were out hunting. There was a pair of witnesses who were also out hunting and saw Luna do this from afar. It was actually not Luna at all. She was secretly with Jonathan when it happened. However, she is too stubborn to admit to this because her conservative elf parents and village would be outraged if they knew she was sleeping with a human so she had no alibi. Nereida was the only one who knew about the affair. After being exiled and since Nereida and Jonathan are both dead she has nowhere else to go and vows to find whoever framed her. However, her only clue is some dead leaves. Despite it being Spring, many of the trees near where her sister was murdered had leaves in shades of yellow, orange, and red.
Luna meets the rest of the party a short way down the road from Kolgate's farm. They see a notice posted on a fence along the road from Lady Nandar that Nightstone needs to hire adventurers as protectors. Neena wants to go to get another chance to prove her worthiness to the Order of the Gauntlet since this mission has not been very successful so far. Orville is reluctant to return to the Eltorchul Academy in Waterdeep because he does not want to become a subject of study and fears they will want to experiment on his brain. Never losing faith, Kolgate thinks this is just the sort of random adventure that Arffur, his deity, would have stumbled into. Luna wants to make some allies who may be able to help her hunt her quarry. The party heads to Nightstone.

Chapter 1 Changes:
-The tressym becomes Orville’s Familiar
-After clearing out the goblins, we ran the “Seven Snakes” and “Earseekers” encounters simultaneously. Each of the three factions (Orcs, Zhents, Nandar Keep Guards) want the PCs to help them defeat the other two. Dramatic fight with rushes to close the drawbridge as orc berserkers are scrambling over it and climbing up the scaffolding of the damaged bridge to the keep. Ultimately, the orcs were all killed (their bodies had evidence of a recent battle with hill giants), one guard barely survived, and Kella escaped as the rest of the Zhents were killed.
-Hark, the goblin boss, is incredibly confused when he sees Luna (wood elf ranger) because he is convinced that she is the one who showed his gang this cave and said she didn’t need it anymore. He doesn’t believe Luna when she says that he has the wrong person. There is also a very large bed in the back of the cave made of dead autumn leaves.
-Instead of Morak sending the PCs to deliver messages to dead villagers’ family members, he appeals to their curiosity. He sketches the rune that appeared on the stolen Nightstone (one of the ancient giant runes of your choosing) and suggests they find a faction who can tell them what it means-Goldenfields for the Emerald Enclave, Triboar for the closest town with a ranking Lord’s Alliance officer, or Bryn Shander for the last known residence of an old pal (Artus Cimber) who happened to be a Harper. If your party is more motivated by treasure or power he can instead suggest that these organizations might pay a reward for information about the rune or know how to unlock its power.
-On the way to their chosen location, the PCs run into a hill giant dragging a sack of stolen crops and livestock.
-After the hill giant encounter, Zephyros’ flying castle approaches. The PCs are incredibly weary after having just left a village that was decimated by a flying castle. The tressym darts up the cloud staircase so they have a reason to go up too. Zephyros, through his contact with other planes, has also had visions of the strange ancient cat creature that led him to meet Orville and the rest of the party. He knows that the ordning is shattered but doesn’t know why.

Chapter 2 Changes:
-My PCs chose to go to Bryn Shander. If they would have gone to Triboar, I would change Darathra Shendrel’s backstory to make her an officer of the Lord’s Alliance and their main point of contact. If they went to Goldenfields, Lifferlas or Zi Liang (or a repurposed druid Nathene Drathkala) would be their Emerald Enclave contact. Had they sided with Kella Darkhope and the Zhentarim in Nightstone, she would have sent them to meet a Zhent contact in one of these cities instead.
-I took the advice of one of the posters in this thread to have the PCs interact with all of the special NPCs before the fight.
--When entering the town, a guard gloomily comments "Welcome to Bryn Shander. (Sigh) I wish I was still stationed in Neverwinter. It's been overcast here for weeks. Curse Auril". This is an important clue in the Sirac of Suzail quest.
--The PCs wander past The House of the Triad which is a temple of Torm, Tyr, and Illmater. Sirac of Suzail is outside trying to resolve an argument that he asks Neena’s help for when he realizes she is a knight of Torm. The argument is based on this quest from Knights of the Old Republic but adjusted to be magical instead of science fiction. “Calder was found, murdered, in the snow outside of the Ten Towns this morning by an arrow to the chest. Another bloody arrow of a different make was found nearby. The acolyte's magic determined that arrow did not have Calder's blood. Etc.”
--Afterwards, Sir Baric approaches them thinking Kolgate is The Weevil in disguise. He apologizes once he realizes he is not and that Neena is also a member of the Order of the Gauntlet. He shares the wanted poster and warns the party to be on the look-out.
--After they've been walking for a while someone realizes they are being followed. It's Beldora. She is carrying the strange giant-hunting gear outlined in this thread somewhere else (crampons, crossbow with a harpoon attached to rope, etc.). If they press her, she will admit that she plans on hunting giants but not that she is a Harper. She says she's been following them because she overheard them talking about giants. She wants to fire a crossbow bolt with a rope line attached to it into a giant. Then she'll use a mechanism built into the crossbow to reel herself in at tremendous speed, launching herself onto the giant's body. She can use the claws and boots to grip the giant, climb around and stab it in vital places. She's never actually tried this before and her contraption is not ready yet.
--They finally get to the Speaker's Palace. The group finds Town Speaker Duvessa Shane, Sheriff Markham, and deputy Augrek in a meeting. The NPCs don't know anything about the Harpers, Artus Cimber, or the rune from the Nightstone. They're meeting because they are concerned that the giants are all over the place, causing problems. They offer that maybe there's someone in Ten Towns who knows what the rune means. They ask the PCs to stick around tonight and they will call a meeting of the Ten Towns tomorrow. (Drufi and the frost giants attack in the night and Sirac reveals his true identity).
-Instead of using the quest hooks from the surviving NPCs, I just assigned whichever ones I wanted from any of the towns to the NPCs here.
--Beldora admits she is a Harper but doesn’t know the meaning of the rune from Nightstone. She also says no one has heard from Artus Cimber in over 20 years. She does however reveal that she has heard rumors that the Storm Giant King Hekaton has gone missing. She gives you the name of another Harper, Dral Thelev, in Everlund to ask about Hekaton and/or the rune.
--Sir Balef shares that he heard The Weevil was last seen around [insert place of your choosing] Mirabar.
--Markham Southwell knows a legend about a magic giantslayer sword (Urgala Meltimer quest from Triboar)
--Sirac wants to go to Luskan so as not to draw any more heat to Ten Towns
--Orville (the GOO warlock) has a reoccurring dream about freeing the ancient cat-being Lay'la from a relic she is trapped inside in a place called Beorunna's Well.

Chapter 3 Changes:
-On their way out of Icewind Dale, around Hundelstone, they meet a well-dressed noble who wears fancy red clothes. If asked he will introduce himself as Lord Klauth. He heard about their victory in Ten Towns and is curious what they plan to do next. If they don’t offer this information he straight out asks if they are planning on killing more giants. He responds with satisfaction or “too bad” depending on their answers. The next innkeeper or whoever the party meets will be shocked and explain that Lord Klauth is a red dragon.
-Drop clues that the Weevil was seen near Xantharl’s Keep once the PCs are closer and then drop hints about the new stable boy once they arrive. A fire giant shows up to assault the front gate with the ogres and goblin huckers that the PCs didn’t get to see from the battle at Goldenfields. This, however, is a diversion so that some hobgoblins can sneak over the back wall with grappling hooks and escape with The Weevil. The party is challenged to defeat the giant and ogres while minimizing commoner casualties and preventing the hobgoblins for escaping with the Weevil.
-Somewhere near Triboar (or somewhere else - it doesn’t matter) some commoners get very excited when they see Luna. “You look just like her!” They explain that their bard caught a glimpse of Gwaeron Windstrom in the woods nearby and painted her portrait and Luna looks exactly like her. Insert the other information from the “Gwaeron’s Slumber” section of Triboar including the clues about the autumnal leaves despite it being Spring and the missing rangers. Upon investigation, the PCs find a cave with someone who looks exactly like Luna eating the corpse of an elf, some flameskulls, and some traps. When the cannibal elf’s hp goes down to half she reverts to her true Oni form. She loves the taste of elves. She saw Luna in the woods one day and stole her form so she could infiltrate her village. She killed Luna’s sister and was going to eat her but was interrupted by the witnesses so she fled. In her cave the PCs find a letter from Kella Darkhope asking the oni to send her the location of more Ostorian artifacts so she can leak them to the stupid giant lords and assuring her not to worry because the Zhentarim don’t suspect anything. This hints at the fact that some organization (Iymrith’s cult) is stirring up the giants and is growing right under the nose of the Zhentarim.
-Zymorven Hall goose chase for the giantslayer brings the players onto The Grand Dame where the wooden goose chips are mentioned nonchalantly.
-At the bottom of Beorunna’s Well, in addition to several Uthgardt guards, is an altar holding an urn with all kinds of depictions of demonic-looking cats and ancient warnings. The Uthgardt are distrustful of arcane magic users (witches) and hate cats. When the PCs arrive, the tressym darts for the urn and knocks it over which causes it to break. This opens a portal. Each round a different monstrous cat escapes and attacks-a displacer beast, a chimera, and a manticore. The Uthgardt attack the cats and the party unless the PCs find a way to win them over (ours didn’t). After the monster cats are defeated, a giant ancient cat creature (Orville’s patron Lay’la) emerges, does something odd, and then flies into the night.
-We did a quest based on the Xzar and Montaron quest from Baldur’s Gate 2. This was part of the giantslayer goose chase as Xzar offered info on where to find Zymorven’s son in Yartar in exchange for the party breaking into the upper level library of the Harper “Inner Circle” compound there to find out what happened to his partner. I replaced the spectral harpers with a golem and made some other minor changes to details.
-At some point, the PCs encounter a wagon of merchants who were just saved by a blue giant with a skull helmet. Maybe this could happen more than once.
-Eventually, it is one of the Harpers (could have been Lord’s Alliance or Emerald Enclave or Zhentarim if PCs had chosen different allies) who suggest they go seek out a frost giant up north to get answers about the nightstone rune/king hekaton/shattering of the ordning. Harshnag is cynical after having saved the world several times only to see new threats emerge. The party has to convince him that it is worth fighting for again and he will agree to take them to the Eye of the All-Father. It’s been a long time since he’s been to the Storm Giant Court but he can reveal a little more about the politics of what’s going on: Neri is dead, Hekaton is missing or dead, Hekaton named youngest daughter as heir because the other two are unfit, mean, cold, or whatever. This will help the PCs know what to ask when they consult the oracle and build on the hints dropped earlier in the story by Zephyros and Beldora.

Chapter 4 Changes:
-Rather than figuring out which rune meant what, the archway puzzle became a matter of getting the statues’ weapons into their hands. This allowed me to incentivize exploring the rest of the temple by hiding more than one weapon. I left the frost giant axe in the room with the remorhaz but I also hid one of the statue’s weapons in one of the secret rooms and another in the ice tunnels.
-I took out the quest hook to find Blagothkus because, after Chapter 3, the party was keen to focus on the main quest hook and not have any more sandboxing to do. Plus, it was hard enough to get them to not be interested in finding Artus Cimber back in Chapter 2...
-My party was very interested in Zephyros so he gave them a Scroll of ‘Sending’ to contact him after he dropped them off in Bryn Shander. When they tried to use it he responded that he had been captured and got cut off by the 25-word limit before being able to reveal where he was. When the party asked the oracle where he was, the oracle answered something like “seek the conch and you will find Zephyros nearby” so that he could be inserted into the cages of whichever dungeon they chose for the next chapter.
-I removed the retrieval of the artifact from Uthgardt because a) as others pointed out, its pretty shady and b) I already involved the Uthgardt as a faction and what I found to be their most interesting location through Orville’s patron quest. Instead the oracle finds a way to give them information on where to find all of the giant lords and they can just choose which one to pursue.
-Harshnag’s sacrifice was more dramatic because he could reference the specific conversation he had with the party to convince him to save the world one more time.
-If the PCs indicated that they would fight more giants to Klauth back in Hundelstone then the airship arrives and references that conversation.

We are in Chapter 8 now.
 

I love what you are doing Jiggy.

My #1 takeaway from this - should be a golden rule for all DMs, all the time - the players / party / PCs are always at the heart of everything that is going on, whether they immediately know it or not.

If I have one NPC talking to another NPC in secret, and the PCs never find out.....I'm failing at my job.
 

Enhancing "Storm King's Thunder"

What have people's experiences been with the special NPCs? Both in chapter 2 (Bryn Shander/Goldenfiels/Triboar) and elsewhere.

On the former, I love the idea of having the PCs interact heavily with these folks so as to build a better attachment to the town(s) being threatened, but part of me feels like it's a bit heavy handed to have the PCs control them, and especially to tell them up front that if they keep them alive they get special quests for each.

Likewise, I like the characters of Harshnag, Felgolos, and the storm giants in the last chapter but I'm debating the pros of having my them join the party with the danger of them overshadowing the PCs in terms of combat abilities.

How have they all worked out for those of you that have played through most/all of the campaign?


Sent from my iPhone using EN World
 

What have people's experiences been with the special NPCs? Both in chapter 2 (Bryn Shander/Goldenfiels/Triboar) and elsewhere.

On the former, I love the idea of having the PCs interact heavily with these folks so as to build a better attachment to the town(s) being threatened, but part of me feels like it's a bit heavy handed to have the PCs control them, and especially to tell them up front that if they keep them alive they get special quests for each.

Likewise, I like the characters of Harshnag, Felgolos, and the storm giants in the last chapter but I'm debating the pros of having my them join the party with the danger of them overshadowing the PCs in terms of combat abilities.

I ran Goldenfields last night - from where the halfling alerts the town, to when the last few Giants and Ogres ran away and gave up trying to get in and steal all the food. We had 4 players, and over the course of the session I handed out all 6 NPC's, but no-one ever ran more than one at a time. The awakened tree and Zi Liang joined later, the halfling dropped out, as did the zhent agent, so it was somewhat dynamic as to who had what, though what was three main fights and some exploration / scouting.

I usually try and role-play NPC's myself, but I prefer to give players NPC's to run in combats, so . So it worked as I normally would like things; to me, it made more sense that it wasn't just 4 PC's vs all the invaders; at least they had a bit of help even if some were not much help overall doe to limited power. Especially so as the players never tried hard to find guards etc to help defend the town (the setup does give you the impression that the captain of the guard is useless, and no doubt the players thought so too, as well as the usual player thing of wanting to be heroes not just run around telling the guard to do the work).

I definitely don't think it's heavy handed to have the PCs control the NPC's in battles, in fact I prefer that approach. Otherwise it's the DM playing dice with himself half the night (I've been a player in a game like that, once or twice). I role-play them initially, then hand them over when it's Encounter Time. I might do some role-play in between encounters, but generally the NPc is in the background, so last night there was very little of that except the zhent guy wanted to run off and check his sheep etc (the PC's mostly blocked him, saying it wasn't safe, which was fair enough; they let him go once they knew the way was safe).

I had only introduced two of the 6 NPC's the previous session - Miros the bar-keep, and Zi Liang who a PC had arranged to meet earlier through his back-story. I quickly introduced three more NPC's as part of the recap / intro last night (just flashed their pictures, gave a brief explanation of the players having met them), then the last NPC (the tree) just appeared from the grove after the P's found and defeated the first group of bugbears etc. So the PC's prior relationships with the NPCs was quite minimal. The way it played out, the session was basically the PC's and a few other 'heroes', who happened to be in the right place at the right time, and were inclined and capable of actually contributing (hence, the halfling quickly dipped out after the first fight).

Obviously having eight "heroes" instead of our usual 4-5, and a dozen or more Monsters for me, made things slower. But not a huge amount slower - I tended to use one figure to represent a 'stand' of monsters, and just rolled init for each group (e.g. bugbears, goblins, ogres). We got three big fights, some exploration and role-play, into a four hour session (less than 4, if you take out the initial start-up pieces like admin, someone arriving late, banter etc).

As for telling the players up front that if they keep the NPC's alive they get special quests for each... yeah, that part rubs me totally the wrong way. I certainly didn't do that. One NPC did die, which made for good story then and next session. The others - I might use one of two 'quests', definitely not all five! And as usual, I'll work them in as 'naturally' as I can, so it doesn't feel like a computer game. I don't plan on having the mid-game bogged down with a heap of side-quests / random walks; I doubt my players would be interested, either.

In fact, in last night's session, the PC's were already just headed out to find Chief Guh, but were interrupted during their final night's rest. The 'plot as written', where the PC's can't figure out where the Steading is, rubs me wrong (it stone-walls the players), and would likely frustrate some players too; in my game, the PC's captured a Hill Giant near Goldenfields, and it told them it was collecting food to impress Guh - he doesn't know exactly where it is, but he's now their prisoner and will try and help lead them there. So eventually he'll help them go there directly, by-passing the need for Harshnag etc. It will be a relatively 'linear' move from Goldenfields to the Steading, with the PC's aiming for Vengeance (that's the feeling I get, of what they want). Bear in mind though, I'm intending to play 3 "parallel plots" to use Bryn Shander, Goldenfiels and Triboar, each with different PC's; so one group will no doubt find Harshnag; likely, all five giant lairs will be trashed by the end.

Hopefully [MENTION=54629]pukunui[/MENTION] can give his perspective, from a player's point of view.
 

Hopefully [MENTION=54629]pukunui[/MENTION] can give his perspective, from a player's point of view.
I enjoyed playing Miros the "Yeti". His bearhug action was fun. He used it on several bugbears to great effect. Sadly, he was crushed by a giant's boulder after falling off the wall. But his death was not in vain and shall be avenged!
 


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