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Storm Kings Thunder - Transition from Chapter 2 to Chapter 3

So I've encountered a small issue with transitioning my party from Chapter 2 to Chapter 3. There's no clear direction, and it seems much more like a random romp around the North instead of a structured story.  As a DM I'm at a loss of what to do with my players to help them get further into the story. This isn't an issue I've encountered with any other Module/campaign from WotC 5e modules. (for the record I've run Curse of Strahd, Princes of the Apocalypse, and Hoard of the Dragon Queen.) I'd love some advice from DMs who've run this campaign or players that have participated in it to help me transition my party through to the next chapter with a better idea then just "meander around the north till I'm happy you're miserable enough."
1555816746
Spren
Sheet Author
They should have a few simple quests at the end of chapter 2. The npcs give them out, just pick a few to give them and the players can decide which they like. The general idea for chapter 3 is to have them wander a bit and learn about the situation then, when you feel like it, have them encounter a hook to the next chapter. If you don't want them to wander and would rather they have a set goal, then they can find Harshnag right away and then begin a trek to the eye of the all father. Once they get to the eye of the all father they get sent on a fetch quests anyway so it's fine to do that to give them direction.Or you can skip the fetch quests and they can go right after giant lords. It's up to you. Worth noting though is to remember that this trekking is where you do your seed planting about the giant situation. So any clues you want to drop about Hekaton, Iymrith, particular giant lords, or whatever, is usually done as they wander.