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D&D 5E What do you do after Storm King's Thunder ? [spoiler]

Hi everyone, I'm looking for ways to continue or expand uppon the Storm King's Thunder module so there are still things to do even once they've finished the main quest and am searching for ideas, help and stuff.

I'm new to DMing, I've only been doing it for about 2/3 weeks now (4 sessions) but I've been playing 5th edition for a few years and watching 4th edition playthrough for a bit longer. I just recently decided to run SKT because I thought it looked absolutely incredible and cool as hell and it's been going well so far, really well in fact, there's only one problem though. My group have seemingly already become very attached to their character (awesome!) and they'd like to continue playing even after the module is "done", it suits me because I was hoping to do that anyway but now a new problem arises. What is there left to do ? I had planned to have them need to go take care of the 5 Giant Lords before being able to progress as opposed to the Module's requirement of only 1 of them but they do that what is there left to do ?

I don't know if it's a good idea but I was thinking to maybe have Klauth or something (the Red Dragon) go berserk once the Giants would have been taken care of, the heroes if they so desire would get to go fight the Red Dragon in an epic battle by a mountain but again, don't know if it's fine. I was also thinking about having them needing to convince the remaining Giant Lords or tribes that were left as they might not be happy with the ordning but I just don't know how they'd do that. Finally I really want them to have a big show off with the Kraken and take care of the Kraken Society since curiously nothing really ever happens to them, I mean they Kill Hekaton's wife but he and the other Giants let the Kraken live ? I'd have the heroes and Hekaton and maybe other Storm Giants warp the Kraken on a beach or island to take or maybe with the help of a major faction or Frost Giants with an armada of ships or something.

So that leaves us with

  1. Fight Klauth (maybe other dragons too?) since he started wreaking havoc ever since the Giants stopped being a nuissance, maybe he wants to take care of them too, I don't know.
  2. Convince the remaining Giants to accept the Ordning (don't know how the heroes could possibly do that or if it even makes sense. I was also planning to let the players decide of the Ordning through some means, I guess comunication with the All Father or something, I like to give players choices but I'm not 100% on that).
  3. Have the heroes fight the Kraken and the Kraken Society.
  4. If I (we) find enough stuff to have them be at max level I'd like to have them fight a Tarask.

Again, I'm open to all ideas and stuff really, I'm at lost here and really don't know if my ideas even make sense.
 
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You're 4 sessions in now. All these ideas might look really good at the moment. But consider that after 20-odd sessions, you're going to be really, really tired of giants and the world of SKT. I know I was.

So either come up with something completely unique that will take the players to new planes or different regions of Faerun, or take a long breather. Play through Tales from the Yawning Portal or something else, as a palate cleanser. Don't come back to SKT until you and your players are ready for it.
 

I have a couple of theories about the dragons at the end of SKT...

o Klauth intended for the PCs to interfere with Imyrith. He is very wary of competitors and is likely more concerned about her activities than the giants' Ordnung. He spends huge amounts of time scrying and would have a good idea what she's up to.

o Imyrith isn't really dead. It seemed weird to me that an ancient dragon would be defeated by some mid-level PCs (and a few storm giants). Then I see that Ed Greenwood says that she is an expert at magic and has methods of transferring her life essence outside her body and in fact may be able to exist spiritually outside her body if it were destroyed. So, she'll be back!
 

o Klauth intended for the PCs to interfere with Imyrith. He is very wary of competitors and is likely more concerned about her activities than the giants' Ordnung. He spends huge amounts of time scrying and would have a good idea what she's up to.

o Imyrith isn't really dead. It seemed weird to me that an ancient dragon would be defeated by some mid-level PCs (and a few storm giants). Then I see that Ed Greenwood says that she is an expert at magic and has methods of transferring her life essence outside her body and in fact may be able to exist spiritually outside her body if it were destroyed. So, she'll be back!

Oh man, this is very good, I'm gonna have to check that out, gives us a lot of cool possibilities, I wonder what Imyrith would try to do once defeated.

You're 4 sessions in now. All these ideas might look really good at the moment. But consider that after 20-odd sessions, you're going to be really, really tired of giants and the world of SKT. I know I was.

This is actually a very good point but I still want to think about some stuff so that when time comes (albeit in a long time) I'll be ready. I'll definitely check out Tales of the Yawning Portals though.
 
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Transition into Rise Of Tiamat. Iymrith is actually working with the dragon cult to distract the giants so they don't interfere.
 

I plan on King Hekaton asking the heroes to help stop a coup by three rebellious lords (Nostra, Grugner, and Snurre) who banded together to seize power during the Odning's collapse. They may also end up helping Syranna raid the Doomvault with another band of heroes (a friend and I are co-dming Dead in Thay). I'm also looking at Crypt of the Death Giants (AL, available 7/4) as a high level capstone for it all.
 



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