just finished running a very heavily modified version of Storm King's Thunder. We started with Phandolin and continued from there.
TLDR: Great setting, but more of a gazetter for the Storm Coast. It takes a lot of work, to really make work.
I ended up taking a few of the major beats from the module and using those as story marks, but then creating other content around them, to then slowly get to those milestones/ideas.
We ran for roughly 40 session at 4 hrs each going from level 1 - 10 (the party dinged all post-campaign). If you have spoiler questions, DM me. For non-spoiler questions let's contribute to the thread so we can all get a bit better.
Early chapters: I used giants to establish "pressure" in the game, an ever present threat which the party had to combat, interact with, or deal with the repercussions of. Additionally, introduce the villain early.
Mid Chapters: I suggest being creative and improvising. This area is a huge sandbox, so keep in mind what salient points you want to get across while the party explores the world and creates new narratives.
End Chapters: the storm court is a mess. I recommend streamlining that. Also, introduce some of those NPCs early, otherwise it is too much too quickly for the players. It barely makes sense as written if you just read it -- it's too much to ask players to puzzle all of that out.
Finale: Make your own version. In the module it felt tacked on. Use the finale the summarize your version of the campaign, try to give hero moments and make it feel epic.
Just my thoughts, now time for a beer and a sigh of relief :) Cheers!
"An' things ha' come to a pretty pass, ye ken, if people are going to leave stuff like that aroound where innocent people could accidentally smash the door doon and lever the bars aside and take the big chain off'f the cupboard and pick the lock and drink it!"
Will add a FAQ if there are enough comments/discussion.
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"An' things ha' come to a pretty pass, ye ken, if people are going to leave stuff like that aroound where innocent people could accidentally smash the door doon and lever the bars aside and take the big chain off'f the cupboard and pick the lock and drink it!"
Certainly not the intent of the post. Everyone's players are different, so I can't speak for that.
I can speak for changes that may help other DMs considering running SKT so that more people can enjoy the story the module presents.
Thanks for contributing though.
Rollback Post to RevisionRollBack
"An' things ha' come to a pretty pass, ye ken, if people are going to leave stuff like that aroound where innocent people could accidentally smash the door doon and lever the bars aside and take the big chain off'f the cupboard and pick the lock and drink it!"
It is sword coast, not storm coast. and yes the Storm King's module has some chapters that tell a story. Of which most chapters can be skipped since the PC's only need 1 scounch and not 5. I believe it is chapter 2 that has a ton of concise info that are meant to be inspirational hooks for the DM. something the DM can use to flesh out each village in the Sword Coast that the PC's decide to visit. And thus create homebrew content using the starting inspirational information. However a lot of the descriptions make each village sound way too mundane. requiring the necessary added flavor. Running Hill and Stone giant chapters seem the most boring to do and assume most groups will skip those in favor for the others.
Once my players dealt with Red Hand of Doom, which they'll be starting soon, they get time off to do whatever for an in-game year. Build up their keep, become quest givers to a new group of spin-off adventurers that want to clear that "mega dungeon" they got their eyes on. And want to build a keep and trading village on top of it as distraction while they excavate and such. And who knows what else they want to do.
After that year they'll be drawn into the second half of Tyranny of Dragons...the Rise of Tiamat. As other Dragon Cult terrorist cells are doing their thing. And the heroes are called upon to fight a foe that they have more experience with then anyone else. I'm planning to stretch it out to lvl20 not 15. Meaning a lot of additional content will be added. Both homebrew and other official modules. I'm planning to add Storm King's Thunder info to flesh out the Sword Coast villages/cities more for them to explore and have that sandboxy feel. Getting dragged into either modified/upscaled versions of the Frost or Thunder Giant chapter depending what they choose on after meeting the oracle. Needing to free Hekaton, or establish an alliance with his daughter, to fight against Tiamat's army. Simply because the Giant Alliance in Rise of Tiamat is just too short/shallow to make it feel impactful.
Adding Waterdeep Dragonheist with Jarlaxle as enemy. Which I modify a bit to fit another city. Allowing the PC's to choose that if they desire. Part as a backstory of a tabaxi rogue/bard in the group. With the tie in of that hoard which the Dragoncult is after as well as offering to Tiamat.
Having some homebrew/adventure leaguea stuff to flesh out the Red Mages of Thay arc. Offering the PC's options for the jungles of Chult.
And of course with demons/devils involved with Tiamat... I'll be modifying/homebrewing Descent into Avernus stuff as well. Noticed that Acquisitions Inc is a great supplement to flesh out devils and their hierarchic bureaucracy even more.
Basically using almost all official books in one form or another. Either re-skinning parts, or using it as written with upscaled situations. Can't imagine giving these players a more epic, iconic and complete D&D experience for their very first time. Before jumping into my homebrew world.
Rollback Post to RevisionRollBack
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Hey all,
just finished running a very heavily modified version of Storm King's Thunder. We started with Phandolin and continued from there.
TLDR: Great setting, but more of a gazetter for the Storm Coast. It takes a lot of work, to really make work.
I ended up taking a few of the major beats from the module and using those as story marks, but then creating other content around them, to then slowly get to those milestones/ideas.
We ran for roughly 40 session at 4 hrs each going from level 1 - 10 (the party dinged all post-campaign). If you have spoiler questions, DM me. For non-spoiler questions let's contribute to the thread so we can all get a bit better.
Early chapters: I used giants to establish "pressure" in the game, an ever present threat which the party had to combat, interact with, or deal with the repercussions of. Additionally, introduce the villain early.
Mid Chapters: I suggest being creative and improvising. This area is a huge sandbox, so keep in mind what salient points you want to get across while the party explores the world and creates new narratives.
End Chapters: the storm court is a mess. I recommend streamlining that. Also, introduce some of those NPCs early, otherwise it is too much too quickly for the players. It barely makes sense as written if you just read it -- it's too much to ask players to puzzle all of that out.
Finale: Make your own version. In the module it felt tacked on. Use the finale the summarize your version of the campaign, try to give hero moments and make it feel epic.
Just my thoughts, now time for a beer and a sigh of relief :) Cheers!
"An' things ha' come to a pretty pass, ye ken, if people are going to leave stuff like that aroound where innocent people could accidentally smash the door doon and lever the bars aside and take the big chain off'f the cupboard and pick the lock and drink it!"
[reserved]
Will add a FAQ if there are enough comments/discussion.
"An' things ha' come to a pretty pass, ye ken, if people are going to leave stuff like that aroound where innocent people could accidentally smash the door doon and lever the bars aside and take the big chain off'f the cupboard and pick the lock and drink it!"
I I ii iiiiiiiiiiiI did this or that.
You said nothing other than what you did this or that. As a DM it's not about you. It's about the players.
So your just filling that ego about what you did. Well done. I'll clap?
Certainly not the intent of the post. Everyone's players are different, so I can't speak for that.
I can speak for changes that may help other DMs considering running SKT so that more people can enjoy the story the module presents.
Thanks for contributing though.
"An' things ha' come to a pretty pass, ye ken, if people are going to leave stuff like that aroound where innocent people could accidentally smash the door doon and lever the bars aside and take the big chain off'f the cupboard and pick the lock and drink it!"
It is sword coast, not storm coast. and yes the Storm King's module has some chapters that tell a story. Of which most chapters can be skipped since the PC's only need 1 scounch and not 5. I believe it is chapter 2 that has a ton of concise info that are meant to be inspirational hooks for the DM. something the DM can use to flesh out each village in the Sword Coast that the PC's decide to visit. And thus create homebrew content using the starting inspirational information. However a lot of the descriptions make each village sound way too mundane. requiring the necessary added flavor. Running Hill and Stone giant chapters seem the most boring to do and assume most groups will skip those in favor for the others.
Once my players dealt with Red Hand of Doom, which they'll be starting soon, they get time off to do whatever for an in-game year. Build up their keep, become quest givers to a new group of spin-off adventurers that want to clear that "mega dungeon" they got their eyes on. And want to build a keep and trading village on top of it as distraction while they excavate and such. And who knows what else they want to do.
After that year they'll be drawn into the second half of Tyranny of Dragons...the Rise of Tiamat. As other Dragon Cult terrorist cells are doing their thing. And the heroes are called upon to fight a foe that they have more experience with then anyone else. I'm planning to stretch it out to lvl20 not 15. Meaning a lot of additional content will be added. Both homebrew and other official modules. I'm planning to add Storm King's Thunder info to flesh out the Sword Coast villages/cities more for them to explore and have that sandboxy feel. Getting dragged into either modified/upscaled versions of the Frost or Thunder Giant chapter depending what they choose on after meeting the oracle. Needing to free Hekaton, or establish an alliance with his daughter, to fight against Tiamat's army. Simply because the Giant Alliance in Rise of Tiamat is just too short/shallow to make it feel impactful.
Adding Waterdeep Dragonheist with Jarlaxle as enemy. Which I modify a bit to fit another city. Allowing the PC's to choose that if they desire. Part as a backstory of a tabaxi rogue/bard in the group. With the tie in of that hoard which the Dragoncult is after as well as offering to Tiamat.
Having some homebrew/adventure leaguea stuff to flesh out the Red Mages of Thay arc. Offering the PC's options for the jungles of Chult.
And of course with demons/devils involved with Tiamat... I'll be modifying/homebrewing Descent into Avernus stuff as well. Noticed that Acquisitions Inc is a great supplement to flesh out devils and their hierarchic bureaucracy even more.
Basically using almost all official books in one form or another. Either re-skinning parts, or using it as written with upscaled situations. Can't imagine giving these players a more epic, iconic and complete D&D experience for their very first time. Before jumping into my homebrew world.