Wandering around doing quests is pretty much how Chapter 3 is. When they reach level 7, throw an extremely difficult situation at them and have Harshnag show up at the darkest hour, and have him invite the players to accompany him to the Eye of the All-Father. Why did you choose to keep him? Storm King's Thunder Campaign New Fangbreaker Island dungeon New item progression system - Ostorian Relics Major class balancing revamp for Guardian Fighter, Hunter Ranger, and Scourge Warlock. Storm King's Thunder . and I didn't have much of an answer. The party currently consists of Brother Bottom the Halfling Monk, Elo the Eladrin Fighter, Tommin the Gnome Wizard, Ogden the Human Fighter, Duke the Dwarven Bard, and a newcomer: Sir Beltar, a recently out-of-retirement human sorcerer. I think the gist is that you should choose a location and weave a series of loosely connected quests that drive the party closer and closer so they build some interest/animosity/friendship towards a specific type of giant. When I did this as a player, yeah, we basically went with the quests from the town we visited in Chapter 2 (Triboar, in our case) and ventured until we had completed all of the ones we obviously intended to do (taking us through Yartar, Calling Horns, Everlund, and Silverymoon), at which point we encountered Harshnag shortly after leaving Silverymoon to go towards Mithral Hall. Obviously, none of this is contingent on doing Triboar/Fire giants. I am going to be running SKT for the first time. The Oracle: To rouse his Annam 's children from their complacency. It is intended for use during Chapter 3 and … That's what I'm worried about. A place to discuss the latest version of Dungeons and Dragons, the fifth edition, known during the playtest as D&D Next. It is intended for use during Chapter 3 and 4, where your party is roaming the Savage Frontier, and has material enough for 1-2 full sessions. Yartar is (in my campaign) flooded with refugees from the Giant raids as well as in the middle of the "Hiring Fair" (read up on Yartar, it's cool... there's all kinds of shit going on underground). I slid Chapter 1 into Chapter 3 and let Chapter 2 happen organically (I swapped the orc attack until after the dripping caves, added some more travel encounters and sent the PCs to Waterdeep to report to the Open Lord on the state of Nightstone rather than giving them the horrendously weak hook of "go tell person X a billion miles away that person Y you never met is dead"), as I think it makes a lot more sense for the PCs to choose to be in one of the three towns when they get attacked rather than be unceremoniously dumped there after an infodump. The Chosen Path - a Storm King's Thunder DM's Resource. They haven't done much ground exploration since the first 6 levels flew by and Zephyros carried them around for most of it. It also gives the players opportunities to gain a number of magic items for the encounters ahead as well as start to pick up threads on exactly what is happening. A number of towns have suggested encounters with them. The Alliance/Harpers/Zhents/Enclave can task them, they should have some plot hooks from Chapters 1 and 2 that might interest them, and there should be liberal hints of what they're going to encounter in the next few chapters. Just travel around doing sidequests until Harshnag appears? You can plot out their course and the book has info on all the locations they could visit as well as several recommended encounters you should throw at them along the way. Here's my thoughts on Ch. Haven't even thought of how to play him yet. 1/3 Adventure, 2/3 Campaign Sourcebook. Point the party in a direction that loosely approaches that stronghold (if you follow the NPC quests from Triboar you'll have them heading to Silverymoon via Everlund. Following the map you can see that they'll have to follow the Northfurrow to waterdeep (assuming they dont want to go crosscountry), then up to rassalantar, then amphail, pass near the Westwood, then there's Red Larch and near there the Sumber hills and so on. Smallfolk - Remove the threat of the evil giant lords. Check out "Kraken's Gamble" on the DMguild website, it's a short 1-session that introduces all the characters in Yartar and helps ease later transitions in the campaign near Ch. Aside from the one main betrayal of the game (Iymrith’s infiltration of Maelstrom), I set the game up so that nearly every NPC could be taken at face value. While running it, don't skimp on random giant encounters if you roll them up, just to reinforce the threat. Storm King’s Thunder deviates from that path, effectively running from levels 5-10 (there is a lead-in adventure to go from level 1 to level 5, but it’s being extremely generous with the levels). Choose a giant stronghold (be open to others, never force them to follow you), I chose Fire Giants since the dungeon looks sweet and they just attacked Triboar. Now that I think about it I should have just plopped that encounter on a road they were on instead of making it in a set location. May 31, 2020 - Explore Greg Stultz's board "Storm King’s Thunder maps", followed by 125 people on Pinterest. Goldenfields felt too direct, while Brynn Shadar is so far away from everything else. I was surprised that no matter what I did I couldn't get them to chase the Weevil. Is there a story line to follow? This should give you a fairly good idea of where your group will be going, barring them running things completely off the rails (which of course can happen). chapter 3 is just "what to see while players go from point A to point B on the map". As they left Grudd Haug they met Harshnag and off they went on Chapter 4. My boys had a TPK last night in Chapter 3 (the sandbox chapter) of Storm King's Thunder. Don't give them the task of finding the temple until they've had time to explore the world, me and my group had a great time following the leads the npcs gave us after saving Bryn Shander. Additionally, some of those places have points in between that have encounters. My players get bored really easily, and keeping them engaged when there is really no pressing issue is something I'm definitely concerned about. It's pretty open ended and you can cherry pick what encounters you want to use or the players can explore the world without pressure. Does it essentially start with all the quests from one of the 3 towns? IMO aligning the players with factions helps with the "why are we doing this" problem in Chapter 3. New login screen Queue system, companion, enchantment, campaign, and PvP updates … My PCs loved hanging out with him. I personally ran Triboar and its follow-up quests, which gives the party a fairly easy itinerary that doesn't go all over the map - basically the area between Triboar and Silverymoon. I actually didn't run the encounter in the tower, either. I reveal my best advice and the lessons I learned while playing through Storm Kings Thunder. One of the characters is a Harper Faction Agent so getting them to go to there was super easy. Front Page; Adventure Log; Wiki; Characters; Maps; Chapter 4: The Chosen Path 3. If you’re already in Chapter 3, or your players don’t bite during Chapter 2, don’t fret. Along the way they'll encounter giants doing giant things, yelling or arguing about what their bosses want. First, I did Triboar since it plants the party squarely in the middle of things and isn't such a direct lead in to the Hill Giant story. How do you guys start chapter 3? Come up some hooks to lead the players to them if they're far away from them. I'd love and insight or resources you can offer though! The problem behind chapter 3 is that there is no player goal (no problem/solution combination). Storm King's Thunder Map Pack 1. Chapter 3 (by far the biggest chapter) is just a bunch of locations, with maybe a 2 paragraphs description. This map features gridded and ungridded maps for the following four locations: They went to Port Llast, decided not to get involved in the frost giant attack on the city, but encountered a couple giants anyway while getting away. Also, they'll gain access to the teleportation network). The feel of Storm King’s Thunder is consistent with that shorter level count. 10. /r/DMAcademy is a subreddit for Dungeons & Dragons Dungeon Masters to ask questions - new and experienced, all are welcome. It ended up landing on a night where most of the group couldn't make it, so those characters did the fetch quests in the background. Chapter 4, in particular, covers 164 locations over 46 pages. Chapter 3 … Harshnag is instrumental in wrapping up Chapter 3 and starting Chapter 4 of Storm King’s Thunder. Just having a hard time grasping this part of SKT. The suggested encounters in each location are a good start, but feel free to ignore them and use your own thing or grab an adventure from somewhere else and drop it into your world. Along the way they'll encounter giants doing giant things, yelling or arguing about what their bosses want. Storm King's Thunder Complete DM's Bundle includes these products (click each to read more or purchase individually): Total Price: 23.99$ 12.49$ (45% … SCAG isn't needed. Also I have the group roll for random encounters a lot, they are in the ‘Savage’ frontier. I used Chapter 3 as my open world to hook the party in. It all flows pretty organically, if they have the slightest reason to leave the first major town. Hand out the quests the npcs give, your players should easily pick the one that interests them the most. At the end of each chapter is a “ Character Advancement ” sidebar, which tells you the circumstances under which the characters advance in level. See more ideas about storm king, fantasy map, dungeon maps. Then, the oracle there will reveal the truth of what happened, should the players ask the right questions. Now, they have a bunch of quests lined up to go head NE up the Everlund way. The information and resources in this document is created to help you, the DM, enhance your players’ experience as they take on the Temple of the All-Father in Chapter 4 of the Storm King’s Thunder campaign.On the following pages, you’ll be presented with the following: For my kids, I wanted to avoid that. They literally said it out loud when presented with Grudd Haug "Why are we doing this?" I'm new to the Adventurer's League. The Spine of the World - Session 12 - 6/15/2017 …On the Ten Trail from Bryn Shander to Hundelstone: Ancharox, Baluran, Craig Purple and Valtyr are headed on horse to Hundelstone expecting a couple more days of travel. It's really straight forward once they have a place they're going. Chapter 3 is great for the players as they get to explore the world and see the effects the giants are having, as well as having a nice long journey along the way (our group went as south as Waterdeep), for me it gave me a sense of scale to the world. Festival set up. Chapter 3 needs mini-adventures and dungeons. (12:00) Coming up with better introductory hooks than the weak ones in the book. There are a few major reasons why Storm King’s Thunder stands out from the rest of the Wizards library and they all have to do with how content is presented. So, I think what you need to do is every time they get to an inn or town, just have everyone up in arms about random giant attacks. moment later, have them be invited onto the party barge, so they encounter the goose coins first hand (but don't emphasize it to signpost it as "This is IMPORTANT", but make it seem like local color until they get the clue much later). Either omit that specific item until Harshnag or give them some sort of feedback as they slay giants. Many of the Triboar quests lead them indirectly NE. New comments cannot be posted and votes cannot be cast. Read up on the quests they are going to receive, and then plot them out on the map. It is not set in a particular year, but is assumed to be after the Year of the Iron Dwarf's Vengeance, 1485 DR, and the orc conflict known as the War of the Silver Marches. Eventually they'll get to the network and... explored a good portion of the NE frontier, acquired some loot (from quests and random dungeons and such), talked to some non-hostile giants (Cloud giants and Stone giants don't have to attack), learned a bit about rune magic (spend a little time developing this for the end of the chapter), encountered the Uthgardt in various forms as they wander through different territories, learned about why the Giants are in upheaval (I had the factions using agents to investigate this and passing some small information on). I feel like the game is going to slow down a lot and get boring for my PCs as they kind of wander through the Sword Coast. The party accompanied Harshnag north to the Temple of the All Father, a temple dedicated to Annam that few knew of, even giants. Press J to jump to the feed. Now, remember to treat the journey as the adventure. Introduce the city! What is the proper order in which to run those adventures? In this case, it's the Old Tower featured encounter in Chapter 3. Let the players go where they want to go, do what they want to do, and drop the adventure into the places they want to go to. I don't have a deep knowledge of Faerun so I've been reading the Sword Coast Adventurer's Guide as well but I'm not sure how to turn all of this random knowledge into a campaign path. (Old tower etc). Alongside Sword Coast Adventurer's Guide, treat Storm King's Thunder like a Faerun setting guide. It all flows pretty organically, if they have the slightest reason to leave the first major town. Chapter 3 looks a bit daunting to me because it is so open world/sandboxy. Railroad them into going after the teleportation tower quest of you get nothing. Storm King’s Thunder clocks in at 248 pages, which is about right for full-length adventures and further reinforced this as the standard size. Alongside Sword Coast Adventurer's Guide, treat Storm King's Thunder like a Faerun setting guide. The Uthgardt were something I kind of read over and I thought there was a lot going on there that 1) I wont remember and 2) would just muddy up the plot with a really intricate subplot? To do that you need to find the dragonballs and the secret temple". This is DnD at its core, a balancing act of: DM planning, player agency, keeping the narrative pace up, providing room to amble and explore the world. Look at the map, see what road they'll travel, and deal with the town quests on the way. I put a side quest in that's kinda running in the background at the moment. But the moduel says Drylund is away. The sidequests don't really feel like they're fixing the big problem, and my players started to wonder what they were doing. There’s plenty of locations in the Savage Frontier, where the party can find their way to a giant stronghold: Beliard (suggested encounter leads to Old Tower – Old tower leads to Grudd Haug) Citadel Adbar (suggested encounter leads to Ironslag) I did this to them fairly early into chapter 3 because I did not want to watch them walk by foot around the entire overworld skeleton provided in the book. It's totally acceptable to jump into Chapter 2 of SKT at level 4. consider that for the trek from goldenfield to shadowtop it should require at least a month, probably two on foot/horse - just rolling sixty times on the random event table would be extremely dull - chapter 3 gives you something to make the road more interesting. Kraken's Gamble. That is what i am doing, only with more work behind it because i want to do some exposition with the plot devices. The site may not work properly if you don't, If you do not update your browser, we suggest you visit, Press J to jump to the feed. I will set the goal as "find out why the giants attacked. Issue the NPC quests however you like, but here's what I suggest for planning how to proceed. The party got all the NPC quests, and I had a two other goals that I tossed in to personalize the campaign. I'm a relatively new DM, and I'm really unnerved by how the campaign kind of completely comes off the rails for Chapter 3. But it's not as daunting as it first looks. - Adventurer 's prove their worth - Bring order to the Storm Giants court. Sometime during that, drop in Harshnag and have him be their best direct link to investigate further. Each map comes with a description of notable features, as well as ideas for running the suggested encounter. lets say that you ran goldenfield event and your players want to follow the tree quest up to Shadowtop - they still wont have a flying wathever so on foot or horse. They gathered up a bunch of NPCs from contacts they had made, and took the place down with a surprisingly little amount of effort. It is intended for use during Chapter 3 and 4, where your party is roaming the Savage Frontier, and has material enough for 1-2 full sessions. For Storm King’s Thunder, I wrote up the full list of 150+ locations mentioned in Chapter 3. None of that is helpful for figuring out how to handle it, so let me throw how I am handling it at you. This product contains four handdrawn maps for suggested encounters of Storm King's Thunder's Chapter 3. This adventure takes place after the events described in Hoard of the Dragon Queen and The Rise of Tiamat, but does not directly depend on them. I hate Zephyros the Plot Explainer with a passion and skip him entirely. I was thinking about the Gryphons but I don't know how early is too early to give them flying mounts. It's so incredibly vast and my party really enjoys strong consistent narrative. Chapter 3 should be primarily player-driven, and travel-focused. Press question mark to learn the rest of the keyboard shortcuts. I felt like the quests included were just fetch quests, and kind of aimless. Also going though this area means they will almost certainly visit Yartar, and if you want to really let you group have a nice "a-ha!" Ideally the player goal in Chapter 3 is to help out their new NPC friends. Feel free to ask follow up questions! Storm King's Thunder. This'll be... longish. Ideally give your characters a hook to explore one region of giants, if none of their NPCs survived. for each of these places you'll get a description and some suggestion about what could happen there. I have never encountered an official adventure that didn’t have tons of good ideas in it, but never before have those ideas been so clearly and cleanly articulated. Name the major NPCs and the events that may occur there. Luckily, one of my players chose to be a Harper Faction Agent for her background and is super into being a Harper and rising up through the Harper ranks, so they are definitely heading to Everlund. New comments cannot be posted and votes cannot be cast. They put a lot of stuff in, but don't really explain the purpose behind it, what it's supposed to add to the story and how to build with it. Disclaimer: Creatures and objects in this adventure are bigger than they appear. Read up on the locations in chapter 3 and jot down the ones you like and may want to use. I am about to run it in addition to what’s in the book, I went to DMs Guild and downloaded a few one shots/things like ‘Hey, Mister can you help me’. Examples (minor spoilers): Amphail - Great Sharlarn (horse statue). Or at a certain point railroad them to the 3 featured encounters? 3, which I think is fan-fucking-tastic. I really just built around where they currently were and their intial interests. Chapter 3. In chapter two of Storm King’s Thunder, three different towns have three different giant attacks that occur, but your players are only involved in one of them. Welcome Wanderer! Ideally the player goal in Chapter 3 is to help out their new NPC friends. I also introduced Lord Drylund here (he was hosting a drinking contest, naturally) and he became a close friend of the party. (13:00) The perils of using Storm King’s Thunder outside of the Forgotten Realms. I also made sure to point out that the party would pass giant-ruined farmsteads and villages, and periodically have survivors mention that they had been rescued by, of all things, a good frost giant (thus foreshadowing Harshnag, so he's not a complete surprise when they meet him). As they were finishing all the quests and other threads, I had them find the abandoned tower with the hill giant in it. Kraken's Gamble This adventure is designed for the Storm King’s Thunder campaign, and is meant to enhance your party’s connection to important events and NPCs. This adventure is designed for the Storm King’s Thunder campaign, and is meant to enhance your party’s connection to important events and NPCs. I think you did it right, running them into Grudd Haug as part of C3, but I'm surprised the PCs didn't feel like they were biting into the overall giant threat by removing the Hills from threatening that area. Which ever NPCs survive give quests so the players have places to visit in the world. Root out the evil therein. Storm King’s Thunder is marketed as being for levels 1-10, in actuality the bulk of the adventure is for levels 5+, with the first chapter (that’s right, just the first chapter) having short adventures that will get the party to fifth level via milestones so they can begin the main story.. UPDATE: Wizards of the Coast has made Chapter 1 “A Great … Vajra could easily send adventurers on a quest to debrief or rescue Harshnag, while first securing Waterdeep’s food supply. Press question mark to learn the rest of the keyboard shortcuts. Eye of the All-Father. My players and I found that the book's ways of getting the players from Nightstone to Triboar/Bryn Shander/Goldenfields to be pretty lame. Especially since it seems as if we're moving along the same path. Give them all the quests they've earned from the giant attacks. Like, let's be real, it's close enough. (Guh didn't have a conch, obviously). There's a lot of interesting stuff happening down south and if you put them right onto the relic hunt you're making them focus on a much smaller area and can miss out a lot of good story telling chances. Like a few other people have said, I presented all the NPC quests they started out with and then just made sure I'd read the book well enough to throw things in there that prompted more info and more story elements to come forward. It's incredibly open (good and bad) and thus up to you (or your players) to decide how to handle it. That led them to Grudd Haug, which I wanted to run outside the main quest because no one would ever choose to go there over the other giant types. I actually did Triboar as well and I'm in the middle of Kraken's Gamble as well (they're trying to get on the boat right now). Storm King's Thunder Sources Storm King's Thunder.
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