I need some advice with Storm King's Thunder. I'm a relatively new DM running a game for a large group (8 players) coming off of Lost Mines and into SKT. The group delivers a message to Triboar when the attack occurs. Because its a large group i did not hand out the NPCs (a mistake, I'll admit), thinking the number of players would offset the need for them and to preserve their lives for quests following the attack. Well my little plan backfired as the group, which was gung ho to fight a green dragon, would not seriously engage the enemy during the attack on Triboar. The giants gained the fragment and are now marching back home. I did not see this coming, so i'm a little flat-footed as to how to continue the adventure. Since the party did little to help during the attack i'm remiss to hand quests from grateful NPCs who would not, in this circumstance, be very grateful. I'd appreciate any advice to get the party moving back along the story-line. Thanks.
The third chapter (next chapter for you) of SKT is open world content where the players would normally spend their time following up on those quests they would or would not get. I would spend some time looking through the places and what's going on there. You might be able to make up some NPCs that can talk with them and throw some quests/destinations their way. This will bypass your problem where they failed to get any quests from the NPCs.
Another option would be to have those NPCs who would normally hand out quests out of appreciation and understanding that the party has the capability to help, and instead have them hand out quests out of anger and frustration as a way for the players to "make it up to them."
No problem! Just remember that in general everything is a guideline for you as the DM. For me there have been plenty of parts of SKT that I changed up, moved around, deleted, etc. because it fit the narrative better for what my players wanted to experience. We also meet once every 3-4 weeks to play, so I try to shorten the amount of cruft they need to deal with (like rolling for attacks every 8 hours walking to their destination).
I just ran the same things, and my players also let the giants take the thing. I just planned to suggest they help with the towns cleanup and hear about the quests while working with the locals.
That's good too. I was thinking the giants give the order to the orcs and magmin to destroy the town while the giants walk away with the construct item. The NPCs (which were held in reserve) come out to defend Triboar and the threat is less so maybe the party joins in. Maybe have one of the innkeeper's mastiffs (who a party member has befriended) cut down by orcs or burned by magmin? If cruelty to a dog doesn't get them off their butts i don't know what will.
If your players wont go to the action, bring the action to them. Have the orcs and magmin "stumble across" the party during their attack, forcing the encounter to happen. It really doesn't matter if the giants get away with their prize or not, the point is to establish the threat of giants to the world. In fact, it might give the party motivation to pursue the fire giants to their stronghold later in the adventure. Or you can have the townsfolk insist the party help in the impending giant conflict, aka the adventure, as a way to make up for the damage done to their town because of the party's inaction.
Also, don't be afraid to bend the adventure around your already established campaign. See if you can work that green dragon your players are amped to fight into the adventure, either as a substitute for a dragon that appears in the adventure or as a minion or ally of the adventure's villain. Or during their quest to slay this dragon, drop more seeds of the ever increasing giant threat so that once they've fought the dragon, their next objective should seem more clear.
I need some advice with Storm King's Thunder. I'm a relatively new DM running a game for a large group (8 players) coming off of Lost Mines and into SKT. The group delivers a message to Triboar when the attack occurs. Because its a large group i did not hand out the NPCs (a mistake, I'll admit), thinking the number of players would offset the need for them and to preserve their lives for quests following the attack. Well my little plan backfired as the group, which was gung ho to fight a green dragon, would not seriously engage the enemy during the attack on Triboar. The giants gained the fragment and are now marching back home. I did not see this coming, so i'm a little flat-footed as to how to continue the adventure. Since the party did little to help during the attack i'm remiss to hand quests from grateful NPCs who would not, in this circumstance, be very grateful. I'd appreciate any advice to get the party moving back along the story-line. Thanks.
The third chapter (next chapter for you) of SKT is open world content where the players would normally spend their time following up on those quests they would or would not get. I would spend some time looking through the places and what's going on there. You might be able to make up some NPCs that can talk with them and throw some quests/destinations their way. This will bypass your problem where they failed to get any quests from the NPCs.
Another option would be to have those NPCs who would normally hand out quests out of appreciation and understanding that the party has the capability to help, and instead have them hand out quests out of anger and frustration as a way for the players to "make it up to them."
these are good ideas thanks i really appreciate the help
No problem! Just remember that in general everything is a guideline for you as the DM. For me there have been plenty of parts of SKT that I changed up, moved around, deleted, etc. because it fit the narrative better for what my players wanted to experience. We also meet once every 3-4 weeks to play, so I try to shorten the amount of cruft they need to deal with (like rolling for attacks every 8 hours walking to their destination).
Be creative and make it your story!
I just ran the same things, and my players also let the giants take the thing. I just planned to suggest they help with the towns cleanup and hear about the quests while working with the locals.
That's good too. I was thinking the giants give the order to the orcs and magmin to destroy the town while the giants walk away with the construct item. The NPCs (which were held in reserve) come out to defend Triboar and the threat is less so maybe the party joins in. Maybe have one of the innkeeper's mastiffs (who a party member has befriended) cut down by orcs or burned by magmin? If cruelty to a dog doesn't get them off their butts i don't know what will.
If your players wont go to the action, bring the action to them. Have the orcs and magmin "stumble across" the party during their attack, forcing the encounter to happen. It really doesn't matter if the giants get away with their prize or not, the point is to establish the threat of giants to the world. In fact, it might give the party motivation to pursue the fire giants to their stronghold later in the adventure. Or you can have the townsfolk insist the party help in the impending giant conflict, aka the adventure, as a way to make up for the damage done to their town because of the party's inaction.
Also, don't be afraid to bend the adventure around your already established campaign. See if you can work that green dragon your players are amped to fight into the adventure, either as a substitute for a dragon that appears in the adventure or as a minion or ally of the adventure's villain. Or during their quest to slay this dragon, drop more seeds of the ever increasing giant threat so that once they've fought the dragon, their next objective should seem more clear.