The hook suffers from serious one-point failure. The PCs have absolutely no reason to trust this cloud giant who just showed up to a town that was recently ransacked by cloud giants, but if they don’t, the adventure just doesn’t happen. Also, there’s a huge chunk of the adventure that’s literally just “run some other adventures until the PCs are high enough level for the next part” with no other guidance. I’d be willing to bet the parts that seem “a bit lumpy” are the parts that are actually written in the adventure, and the good parts are entirely of your DM’s creation. Not because they’re going off-script but because there isn’t even a script to be on.
With Storm King's Thunder, the best advice I can give is to ignore "A Great Upheaval". It is designed to get the PCs up to level 5 really quickly, and, like the other "fast track" adventures (in Princes and Curse), actually manages to detract from the adventure.
SKT works a LOT better if you come into it from the Starter Set. The proper structure is:
- You are adventurers wandering the Sword Coast doing quests
- You discover a town being attacked by giants and help.
- You return to wandering the Sword Coast doing quests, but - oh look - there are more giants about
- Harshnag finds you and the plot proper begins.
That's what it's designed as. Problem is, when you play "A Great Upheaval" first, then you're thrown into the "Giants are attacking" storyline way before you're ready for it - and then you abandon the storyline for no good reason, because it assumes you're wandering adventurers. SKT is a
brilliant adventure to introduce to the players when they don't know it's coming.
It's my third-favourite adventure of the releases.
Second favourite is Curse of Strahd. You probably know why.
My favourite is Tyranny of Dragons. And it's one I put in the top 5 of all D&D adventures of all time.
Tomb of Annihilation has two major problems:
- The quest for the Soul Monger is handled really badly. It's an investigation with nothing to investigate. (There are about 2 or 3 NPCs who know where it is, and a huge jungle with no clues to its presence).
- The final dungeon is a bit too big and one-note. (Big wouldn't be a problem if there were more NPCs to interact with, but it's long enough that the players may forget while they are there).
I do think Omu is amazing. And the jungle crawl is good - but it's not really integrated well into the adventure. (More clues about the Soul Monger there would make it a lot better).
Cheers!