Storm King’s Thunder is built around two core structures.
The primary structure is node-based. In Phase 1 of the campaign, the adventure begins in Nightstone, where the PCs get a lead to one of three cities (Bryn Shander, Goldenfields, and Triboar).
In Phase 2 of the campaign, whichever city the PCs go to will be attacked by giants, resulting in the PCs getting a wide variety of leads which will point them to various locations across the Savage Frontier, the northern realms of Faerûn.
This launches Phase 3, featuring the second structure of the campaign, which more or less acts like a pointcrawl. Locations throughout the Savage Frontier are keyed with encounters, which the PCs will trigger as they navigate through the region (primarily by road). Many of these encounters, in turn, will point to other nodes/locations.
Thus the node-based structure prompts PCs to move throughout the Savage Frontier, which triggers content in the pointcrawl, which gives the PCs more leads to the node-based content.
The node-based elements of Phase 3 are, at least hypothetically, designed to funnel the PCs to the Eye of the All-Father, an ancient giant oracle. In Phase 4 of the campaign, the Eye requires the PCs to recover artifacts stolen from the giants by the Uthgardt tribes and scattered around the Savage Frontier. For each artifact the PCs recover, the Eye gives them a lead to a citadel of a giant lord:
- Den of the Hill Giants
- Canyon of the Stone Giants
- Berg of the Frost Giants
- Forge of the Fire Giants
- Castle of the Cloud Giants
The PCs can raid one or more of these citadels during Phase 5 of the campaign. Each giant lord possesses a magical conch of teleportation, which is keyed to the court of the Storm Giants. This is another funnel leading to Phase 6, with the PCs using the conch to travel to the Storm Giant court (in an underwater fortress called Maelstrom) and forge an alliance with Serissa. Serissa gives them a wooden coin that was found at the location where her mother’s body was recovered, and she believes it may also be connected to her father’s, Lord Hekaton’s, disappearance:
- The coin leads to a gambling riverboat called the Grand Dame.
- On the Grand Dame, the PCs must question Lord Drylund, who tells them that Lord Hekaton is being held on a ship called the Morkoth.
After being rescued from the Morkoth, Lord Hekaton invites the PCs to join him in assaulting the lair of Iymrith, a blue dragon who had infiltrated his court and was responsible for his kidnapping.
Note: There are two places in the campaign where the PCs are abruptly given access to aerial travel. At the end of Phase 1, a cloud giant offers to give them a lift in his flying fortress. And at the beginning of Phase 4, a dragon randomly decides to send the PCs an airship that they can use for the rest of the campaign.
If you look at the structural analysis of the campaign above, you can see why this happens: Overland travel in Storm King’s Thunder is handled through the Phase 3 pointcrawl. Because the content of this pointcrawl is keyed for Phase 3 (what’s happening in the game world at that time; what clues and leads are relevant to the PCs during that phase), it would cause problems for the PCs to encounter that keyed content before Phase 2 or after Phase 3 is complete. To avoid that, the designers simply arrange for the PCs to literally fly over the pointcrawl unless the PCs are in Phase 3.
For ease of use, let’s title these phases:
- Phase 1: Nightstone
- Phase 2: The Three Cities
- Phase 3: The Savage Frontier
- Phase 4: Eye of the All-Father
- Phase 5: The Giant Lairs
- Phase 6: Finding Hekaton
We’ll be referring to these phases throughout the Remix.
STRONG HOOKS
The campaign as written is underhooked. The PCs are never given a strong reason to actually care about all this giant stuff that’s going on.
The book includes four hooks:
- Get paid to fight goblins in Nightstone. (This is resolved by the end of Phase 1.)
- Get paid to guard nobles in Nightstone. (This goes nowhere.)
- Get paid to negotiate with elves. (This goes nowhere.)
- Contact an agent in Nightstone who can connect you with high-paying jobs. (He apparently can’t do that. But he will give the PCs some letters to deliver.)
As you can see, most of these dead end in Nightstone (and only one of them actually has anything resembling a satisfactory conclusion). This isn’t necessarily a problem, as you can structurally pull the PCs into an introductory scenario like Nightstone and then deliver the big, meaty hook that will pull them into and through the rest of the campaign.
Unfortunately, this doesn’t really happen either. Instead, Morak Ur’gray gives them a mail carrier hook with a generic message in order to procedurally shuffle them along to Phase 2. And even if you flesh those hooks out a bit more (as we’ll do in Part 3A: The Three Cities), the fundamental problem remains that there’s not really anything motivating them to figure out what’s going on with the giants.
This is not to say that they won’t investigate the giant stuff. But it becomes quite likely they’ll end up doing it because it just sort of… seems like the thing they’re supposed to be doing? The unmotivated play will become rote, with the players kind of drifting through the campaign. These are the types of games that often just wither away as the players put less and less priority on playing.
Of course, many players will find ways to motivate themselves or become motivated by the events of actual play. That’s the gold standard, and will almost certainly be the most effective motivation. (Stuff that actually happens at the table is almost always seen and felt to be “more real” than stuff concocted for back story.) But we can certainly prime the pump a bit.
Connections to Nightstone. In the first two phases of the campaign, giants attack four different communities. Simply giving the PCs a strong connection to one or more of these communities can do most of the heavy lifting for getting them invested in the campaign.
In the case of Nightstone, simply look at the list of prominent families and their dead (SKT, p. 31). Having the players related to one of these families not only makes for easy pathos, it can also easily explain why they’re coming home to Nightstone in the first place.
Alternatively, a PC might still live in the Nightstone. Having the cloud giant attack wipe out their home and/or business can easily motivate them. (At the beginning of the campaign, they might have been out of town on an errand. Alternatively, they can just finish digging their way out of the rubble as the other PCs show up.)
One potential problem with Nightstone-related hooks, however, is that, as written, the PCs will never actually track down the giants who attacked the town. Being unable to find that closure (or even make an iota of progress towards finding the cloud giants responsible) will be very frustrating for the player(s). Check out “Creating New Giant Lords” on p. 12 of Storm King’s Thunder and be prepared to flesh out an additional cloud giant faction.
You’ll probably also want to steer clear of having a PC related to Lady Velrosa Nandar, unless you want the campaign to really disappear down a rabbit hole. Nandar’s heir will be the de facto ruler of Nightstone after her death, making it overwhelmingly likely that the campaign will remain rooted in the village as the PCs focus on rebuilding in the wake of the crisis.
Connections to the Three Cities. Connections to the three cities of Phase 2 — Bryn Shander, Goldenfields, or Triboar — can all the follow the same basic pattern as connections to Nightstone. There’s plenty of lore there to flesh out a PC’s background and lots of notable NPCs for them to have a connection to.
This connection can help justify the link from Nightstone to Phase 2. (“You’re from Triboar? Can you take this message there for me?”) If they already have a connection to one of the prominent NPCs, it’ll also add oomph to the scenario hooks delivered after the giant attacks in Phase 2.
It’s also possible to weave these connections together. For example, a PC might be from Bryn Shander and a member of the Southwell family. Coming south to Nightstone to visit their sister Semile, they tragically discover that she’s been killed by the cloud giants. The Delfryndels (see Part 3A) give them a bundle of Semile’s things that they’ve gathered together, and they’ll need to return to Bryn Shander to let their brother Markham know that Semile has died.
A History With Giants. The other option is to simply tie a PC directly to the giants. Was their mentor/mother/first love killed by a giant? Or, flip it around, and their mentor/mother/first love IS a giant.
You may want to be a little wary of characters who “hate all giants,” though. Even though that seems like a really natural character concept for a Fight the Giants! campaign, Storm King’s Thunder requires that the PCs be willing to work with at least some of the giants. The Remix will, in some ways, reduce that strict necessity, but will also hopefully be enriching the options for giant cooperation and it might be a shame to nip those options in the bud.
(On the other hand, a character who has good cause to be prejudiced against all giants who learns that the reality is more complicated than that could be an incredibly powerful roleplaying experience at the table.)
Friendship can actually be just as strong as animosity here: There’s something wrong with the giants. The breaking of the Ordning has shattered their society, and while that’s an opportunity for some, it’s arguably a problem for all of them. If there are giants that the PC(s) care about, they’ll be strongly motivated to solve this problem. (And to do so in a way that either keeps the giant(s) they care about safe, benefits them, or both.)
MAKING THE HOOKS
How do you actually seed these elements into the PCs’ back stories?
It depends on how you actually go about creating characters for the campaign. There are, of course, lots of ways of doing this. I’ve previously written in detail about the method I typically use for campaigns like this in Running the Campaign: Designing Character Backgrounds, the short summary is:
- Establish the campaign concept.
- Have the players pitch their character concepts.
- Collaborate on a public integration, with the GM using their expertise in the setting to take generic archetypes of the character concept (e.g., northern barbarian) and make them specific (e.g., an Uthgardt barbarian).
- Have the GM do a private integration of the character, tying them into the larger structure of the campaign (e.g., Is there a major villain? Make the long-lost brother of one of the PCs).
- Bring the party together. At least 95 times out of 100, you’ll want to explain why the PCs are all going to hang out and do things together — specifically, the usually crazy things the campaign concept is predicated on — before you start your first session. 4 times out of the remaining 5, you’ll probably want to have things pre-arranged so that they fall in together within the first few scenes.
Most of the concepts described above are going to fall into the public integration phase. Is there a PC from a small village? Suggest Nightstone and begin feeding them appropriate lore to flesh out their back story there. A major city? Triboar. Are they a druid? Give them connections in Goldenfields.
And so forth.
Note that the PCs don’t all need to have the same hook. And these hooks may or may not be the reason that they’re adventuring together. You might want to check out Random GM Tip: Bringing the PCs Together for additional tips.
If this process has not already explained why the PCs are heading to Nightstone, I recommend working with the players to come up with a better reason for that than just “maybe there’s some money to be earned there.” What you’re looking for is something specific. For example:
- Some highly specific lore about the nightstone itself. (For example, the PCs may have stumbled across information relating to the apocalyptic capacity of the stone during a previous adventure and they’re following up on those leads.)
- Did one of the players decide to create a Zhentarim? Then they’re being sent to meet with Kella Darkhope (replacing the zhent agents who would normally show up).
- They’ve been hired by someone to assassinate Lady Nandar.
- A rich uncle has left the Nespers a tidy sum of money and the PCs have been hired to deliver it.
But try to avoid anything that can’t actually be resolved by the end of Phase 1, unless you do, in fact, want to spend extra time in Nightstone and Ardeep.
When I ran SKT 2 years ago, I cut Nightstone entirely. I made the Kraken Society the main bad guys of the campaign, starting the party off in Yartar so they’d cross paths with them and so when the chip is found later on they have a eureka moment. I’m really not sure there’s much in Nightstone worth salvaging.
I have been looking forward to this remix since I read it and I bought SKT due to finally being able to have a cohesive plot and finale after reading the Synopsis from prior posts.
Keep it up and I look forward to throwing money at the final book before running it for my crew.
This may be a thing where the problem is that I don’t have and haven’t read the actual SKT, but if I understand right, the Nightstone scenario kind up up and smacks the PCs in the face, what with cloud giant attack and all, so it almost doesn’t matter why they’re there as long as they’re willing to work together. The part where a strong hook is needed seems like it comes next: why do they then *leave* Nightstone? Why do they decide that the giants’ war is their problem?
I feel like it might be helpful to have a specific DM checklist for the background integration phase, to turn this from general advice “how to do character backgrounds” to specific “how to do character backgrounds for SKT”.
My best guess pulling things out from what’s written here:
* Does everyone have some kind of motivation to take the giant attacks personally?
* Is there someone who can express sympathy for the giants’ position (even if it’s “they’re not usually like this”)?
* Is there someone who has a connection to want to help one of the three cities?
One thing I’m definitely not sure I understand is the function of the choice of which of the three cities the PCs go to next. Is it a fake random choice like the “which path do you follow in Hell” thing from DiA? Or are the PCs going to be presented with enough information that they can express a meaningful preference about what interests them? Will they even understand that they’re making a choice?
Thank you for posting these! I really appreciate having the examples of how you put your tool box in play with an actual adventure. I learned a ton from your Dragon Heist remix and look forward to learning from this one as well.