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Let’s cut to the chase: How do you solve the giant problem in Storm King’s Thunder?

(Pun intended.)

DESTROY THE THREAT

The most direct approach would be to simply smash the giants so that none of the giant factions pose a threat.

This can be crudely achieved by going from one giant lair to the next and stabbing giants in the face until there are no more giants, but I think there are both aesthetic and practical problems with this. The short version is that it’s difficult to really take the giant threat seriously if it can be trivially solved by five people acting alone.

This is something a lot of narratives — particularly “chosen one” narratives — get wrong. To understand why, consider two examples that get it right: Star Wars and The Lord of the Rings. Luke, Han, Leia, Chewbacca, and the droids can all be absolutely essential to the rebel victory, but if the Death Star was just blown up by the Millennium Falcon flying solo (pun intended), the stakes would immediately collapse. The same would be true if there were no armies in Middle Earth and Frodo and Sam could just walk up to Mt. Doom unaided and defeat Sauron. In both cases, the heroes are larger than life because they are the essential lynchpins in a much larger effort.

So if the PCs want to pull this off, they’ll need to start forming alliance(s) to make it happen.

PATH OF CONQUEST

The giants are the biggest problem (puns all over the place today), but the root of the problem is the Ordning, and clever PCs can flip this problem around and turn the Ordning into the solution by selecting one of the giant factions and helping them come out on top in the Ordning-Yet-to-Come.

Probably the most straightforward path here is “ally with a giant faction, then help them fight all the other giant clans into submission.” Any clan which has the strength to subjugate the other clans will naturally become Annam’s default pick for the new Ordning.

If you want to push this concept into the campaign, you can easily do so by waiting until the PCs have scored one or two big successes — e.g., crushing one of the giant factions — and then have one of the other giant factions approach them with the idea of forming an alliance. Even better, have two different clans approach them simultaneously, giving the players the opportunity to choose which faction they want to align with. (They could easily end up choosing a third, completely different faction. Or, of course, rejecting the concept entirely and choosing a different path.)

Following this path is a big deal: The choice becomes a crucible in which the characters not only express their most heartfelt beliefs, but shape the future of the Forgotten Realms in a truly fundamental way.

A variant of this idea would be to choose a giant not-of-the-clans and champion them as a new King of the Giants. Harshnag, for example, would be an obvious choice (see Part 3C), but one could easily imagine the players embracing another candidate, such as Zephyros (SKT, p. 33).

Along these same lines, the PCs might champion a clan while also deciding that the current leadership of the clan is kind of shit. (Most of the leaders presented in the book, after all, are villainous jerks.) So stage one of this plan might be removing the troublesome leader and replacing them with someone more amenable to the agenda of the PCs and/or their allies (by staging a formal duel, assassination, or some other surreptitious means).

A DRACONIC CRUSADE

Military campaigns of domination and subjugation, however, are not necessarily the only way a giant clan could have skarra shine upon them.

The reason Annam broke the Ordning is because the giants have allowed the dragons — the ancient enemies of giant-kind — to grow strong. Tiamat, the evil dragon goddess, stirs in her prison, and during the events of the A Tyranny of Dragons campaign she almost managed to escape without the giants doing anything to stop it.

So an alternative path to the Ordning-Yet-to-Come would be to ally with one of the giant clans and help them lead a Draconic Crusade. Such a clan would mark themselves as ready to lead the giants into a new era.

The sequence from Storm King’s Thunder in which Iymrith is hunted down in her lair could obviously serve as a seed here, but there are a number of other dragons detailed in the campaign book as well that we can develop.

A super-ambitious approach here would be to also remix A Tyranny of Dragons and run it simultaneously with Storm King’s Thunder: Annam isn’t angry because the giants were lackadaisical about Tiamat’s threatened return; he’s angry because it’s happening right now. Finding ways to seed the activities of the Cult of the Dragon into Storm King’s Thunder is certainly non-trivial, but probably not overwhelmingly so if you’re using node-based campaign design.

Something to note with any of these “ally with the giants” options for the campaign finale is that they will almost certainly represent a seismic thematic shift in giant society: The new Ordning will have been established on a principle of cooperation between the giants and the “little folk.” As a divine mandate from heaven, this will sink deep into the culture and politics of giant-kind, with ramifications that will be felt for years, decades, and even millennia. This might include stuff like:

  • Giant pilgrims coming to the communities of humans, elves, dwarves, and others to help and learn the lessons of the little folk.
  • A political alliance between giants and the Lords’ Alliance, perhaps representing a joint effort to wipe out the Cult of the Dragon. (Either initiating a Draconic Crusade, if it hasn’t already begun, or continuing it, perhaps even pursuing the Cult into the East.)
  • The founding of a New Ostoria ruled jointly by both giants and little folk.

Tip: You might want to use an epilogue structure for your campaign finale, allowing you to emphasize these long-term effects of the PCs’ actions.

LEAD THE FUTURE

Along similar thematic lines, rather than having the PCs choose their horse for the Ordning race, you could instead have one or more of them saddle up as the new King of the Giants.

There are a few ways you could seed this option into the campaign:

  • Giants who are defeated (or who see their leader defeated) by the PCs might bend the knee.
  • Outriders of a clan whose citadel the PCs have wiped out might seek them out.
  • Giant scholars like Zephyros and/or Countess Mulara (SKT, p. 113) might seek out the PCs to chronicle their deeds, creating — perhaps alongside Harshnag — the beginnings of a giant retinue and counsellors.
  • Rogues, exiles, and other lone giants who have become separated from giant society — either before or because of the breaking of the Ordning — might seek the PCs out, either to get revenge on their former clans, in an effort to save their people, or for any other reason that makes sense given the PCs’ agendas and actions.

Old school D&D had the concept of high-level characters simply “attracting followers” due to their renown, and this would follow a similar logic (and tie in nicely with the broader concepts of forming alliances): The PCs are building a rep for themselves, and like Robin Hood or Spartacus or Guan Yu, they can gather a retinue of NPCs inspired by their deeds.

This path can then be escalated with divine connotations, for example:

  • Giant pilgrims and/or warrior bands seek out the PCs, claiming to have followed “the beacon of Annam” and to see them “illuminated by the light of Annam.”
  • The chosen PC(s) begin receiving cryptic visions from Annam.

This is likely all happening while the PCs are simultaneously pursuing a Path of Conquest, a Draconic Crusade, or both.

In any case, all of these threads can ultimately culminate with the PC(s) actually being anointed by Annam as the new leader of the giants during the forging of a new Ordning. This could happen during a communion with the Eye of the All-Father. (In fact, the PCs being responsible for rediscovering the lost oracle of Ostoria could play a significant role in the divine path.) One could imagine a ceremony in which representatives from all of the giant clans come to the Eye — summoned by decree, drawn by Annam’s will, or brought in captivity — and are present for Annam’s manifestation on the mortal plane.

If any of the PCs are a half-giant or goliath (or something of similar flavor), they would be a natural fit for this, but even that isn’t necessary. It wouldn’t be the first time Annam disowned the giants and spurned their failures. His primary goal remains the restoration of Ostoria as a perfect society on the mortal plane, and the destruction of the dragons who have so often sought (or achieved) Ostoria’s destruction. If he comes to believe that scions of the little folk are the most capable of achieving those goals — helping to fuel a rebirth of giant cultures which have become stagnant and moribund — then a radical transformation of giant society isn’t out of the question.

Perhaps such character(s) might become known as Divine Regents, leading the giants until such time as the Promised King comes at last. (A prophecy which may not be fulfilled until centuries from now.) Or perhaps Annam might give them the divine gift of giantdom, creating a new caste of giants.

Go to Part 5C: Running the Final Act

6 Responses to “Storm King’s Remix – Part 5B: Solutions”

  1. Harlequin81 says:

    Holy cats, I love the idea of weaving Storm King’s Thunder and Tyranny of Dragons into one campaign! I was running SKT before our group went on hiatus at the beginning of the pandemic – we were at the part right before the climax where you’re supposed to just pick one giant lord and take them out, but doing extra ones gets more milestone levels, and my group elected to take out all five for the two bonus levels. We were on giant lord three and the group’s energy was flagging and I was having trouble figuring out why (obvious in retrospect, but isn’t it always?). I’d previously tried to run ToD and it had been a total failure. It’ll be quite a while before I’m ready to run my next campaign (we’re nearing the end of your Dragon Heist remix and it’s going great!) but I’m deffo going to look into working out how to run this!

  2. John Sikking says:

    I love the idea of remixing the two campaigns – perhaps even with Out of the Abyss mixed in as a concurrent menace (demons and their opportunism). In reading that the Players could become leaders of the Giant race – perhaps the PCs begin to grow. A physical manifestation of Annam’s blessings. Perhaps they end up as Titians.

  3. Josh says:

    I did actually sort of combine STK and ToD when I ran it. I had gone massively off book by the time I got to the end of STK, and had ended up in a feedback loop of needing to up the stakes because the stuff from the book was so underwhelming.

    In the end I decided that Irymith was speeding all the chaos with the giants to turn the Lord’s Alliance (and other humanoid factions) against the giants so that both would be distracted as she put together a new ritual to summon Tiamat. The events of ToD had happened about 10 years before, and she wasn’t going to trust humans to do a dragon’s job this time. Annam had broken the Ordning because he was pissed that the Giants were too proud to join in the alliance that stopped the last ritual, just because it was organised by small folk.

    The finale was then Giants (led by the newly freed Harshnag) and the Lord’s Alliance, Harper’s, etc. mounting an all out assault on Irymith’s lair, fighting hundreds of dragons, to provide an opening for the party to sneak in under the defences and stop the ritual. When they succeeded in stopping the ritual, Annam was pleased that the Giants had worked together and with the small folk and restored the Ordning.

  4. Josh says:

    Oh, actually, that’s another change I made. The Ordning had been broken for a while, ever since ToD, but Giant society was able to hold together while Harshnag was around, because he was such a naturally good leader, even without it. It was only after the got kidnapped that everything fell apart.

  5. Seth says:

    Thank you for continuing your work on this remix! Looking forward to seeing all of it! I just bought your Game Master book. Great content as always!

  6. Mary Kuhner says:

    This is reminding me of when I ran _City of the Spider Queen._ There is a giant army investing the titular city, and the module enumerates what’s there with the clear intention of the PCs NOT FIGHTING IT. But my player is a tactician, and said, you know, I think we could, if you don’t mind running it. So we did. He was quite correct, in fact it was fairly easy to mop up several hundred giants with a systematic approach.

    The same motif–massive giantish camps which you are not supposed to fight–reappears in Paizo’s _Fortress of the Stone Giants_ and _Giantslayer_. I had the same player, so I’ve done this sort of thing three times now.

    What I learned from this painful first-hand experience:

    This is BORING. Once you have established the PCs can do it, it’s extremely hard to find a way to keep their method from repeating endlessly and mindlessly, unless the giants can both find out what happened and develop countermeasures. (My player likes to do everything in one horrific speedrun, to prevent this.)

    Giants are hugely vulnerable. Paizo has an editorial in _Giantslayer_ on how their decision to make giants humanoids led to ghastly vulnerabilities to charm magic; there are plenty of other weaknesses of this kind. In Pathfinder 1st Edition you can make things somewhat better by having thrown stones hit touch armor class, not regular armor class, which has the effect of making stone-chucking giants scary rather than laughably bad. This prevents flying archers from being a complete solution to all non-caster giants. Flying archers with greater invisibility still are, though. In general giants are statted as big melee brutes, and there’s a very large arsenal of ways to negate big melee brutes.

    My advice is to run one iteration, and say “Cross off equal supplies; you beat the others, too.” Or have something go wrong just once, and run that one. Don’t have something go wrong every time, it will just annoy the players (at least, it annoys mine fiercely) and it feels unfair. Failing that, you need giant casters, and it’s also good to make every camp quite different. In _Giantslayer_ each module is basically a different giant type and each and every one had outstayed its welcome, as far as I was concerned, by the end of the module…. Fire and Ice were the worst, back to back, not different enough despite the different element, and I nearly died of boredom. (To be fair, the player didn’t dislike it nearly as much as I did.)

    I think if I were writing something that naturally produced big giant camps I’d try to build in a reason, *other than it being too difficult*, that the PCs should not fight them all. Because in my experience it’s likely not as hard as the author may think.

    My other observation about giantish campaigns is that a PC party with 6 modules worth of opportunity to optimize as giant-slayers will become (in Pathfinder 1st and D&D 3rd at least) WAY TOO GOOD AT IT. Unbelievably good, punching several levels above expectations. This is true of any monomorphic set of enemies but it seems to come up with giants and undead more than other types.

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