 Giants have created disturbance among the lands. Multiple incidents of Giants attack have sprouted in a multitude of cities. This is surely more than just a coincidence. Perhaps you could investigate it. Storm King's Thunder is a Dungeons and Dragons adventure that has you travel the entirety of Faerun. This adventure is a rather slower paced one, focusing on an overarching plot but placed no real urgency to solve the issue at hand. While there is certainly a plot, it is one that unfolds days and weeks at a time. You aren't required to travel to locations within a specific time frame and the adventure makes it clear that you are to take your time with unfolding its story. Although slow, make no mistake that trouble is afoot. Follow me as I explore the story that unfolds in Storm King's Thunder. You've been traveling along the High Road for days. As evening approaches, you spot a wooden signpost next to a trail that heads north into the hills. Nailed to the post are three arrow-shaped signs. The two signs marked Waterdeep and Daggerford follow the High Road but point in opposite directions. The third marked Nightstone beckons you to follow the trail. If memory serves, Nightstone is roughly 10 miles up the trail. After following the trail for 10 miles, you hear the ringing of a bell. The sound grows louder as Nightstone comes into view. A river flows around the settlement, forming a moat. The village itself is contained within a wooden palisade, beyond which you see a windmill, a tall steeple, and the high-pitched rooftops of several other buildings. Apart from the ringing of the bell, you detect no other activity in the village. The trail ends before a lowered drawbridge that spans the moat. Beyond the drawbridge, two stone watchtowers flank an open gap in the palisade. South of the village and surrounded by the river moat is a cone-shaped, flat-topped hill on which stands a stone keep enclosed by a wooden wall. The keep, which overlooks the village, has partially collapsed. A wooden bridge that once connected the keep to the village also partially collapsed. Traversing through Nightstone, you find most of the buildings to be destroyed. Those that are left standing are in Astari State, with rocks littering the area. Among the rubbles and ruins are goblins rummaging through the debris for any remaining goods left from the previous tenants. You cross a bridge south of the village to find a rubble-filled keep. Not much remains of the keep, but you can spot a great hall, half of which still remains. Four guards have placed a body atop the shattered remains of an oak dining table and are arguing about the next steps. You approach the figures and they welcome you to their town, apologizing for the unsightly state. Currently, Nightstone is in no condition to house tourists. You question the guards about what happened and they share with you the events that had unfolded. Nightstone was bombarded by rocks dropped from a giant castle in the sky. The keep was cut off from the village when the rock tore away parts of the bridge. With nowhere to hide, the people in the village lowered the drawbridge and fled north. In the event of an attack, the villagers are supposed to retreat to the keep, with the bridge out that was no longer an option. North of Nightstone, about a mile away, are some bat caves. The villagers probably hid there. Several guards stationed in the village fled north with the villagers. Once the villagers had fled, four pale-skinned giants descended from the sky, uprooted a megalith in the village square and took it back to their castle. The cloud castle left soon thereafter drifting eastward. The guards request that you collect the villagers from the caves northward and you agree to do so, taking pity on the unfortunate town. You follow the direction of the guards, heading a mile north. After a bit of walking, you find a gaping cave mouth on the south face of a rocky hill topped with pine trees. Entering the cave, you attempt to rescue the villagers from the goblins that had infiltrated the cave and meet with the villagers that had resided in Nightstone. Due to a lack of a true leader, they had elected a dwarf named Morak to speak on their behalf. He introduces you to the families of the village and recounts the deaths that had occurred to each member and their respective family. This town has certainly encountered a tragic incident. Additionally, you find a goblin named Snigbat who offers freedom to the villagers from the cave in exchange for the death of the current leader of the goblin tribe, Hark. You agree to the ordeal and travel further into the cavern and slay Hark in his lair. In doing so, Snigbat becomes the new leader of the goblin tribe and allows everyone to walk freely back to the village. Once safely back in the village, Morak takes stock of the damage and makes arrangement to deliver news of the giant's attack to Waterdeep. He urges you to travel to one of three locations to relay the news. The locations are Bryn Shander, Golden Fields, and Triborne. After accepting his request, you rest for the night in a rundown inn before embarking on a long journey to the location. As day breaks, you hear an unsettling sound coming from Nightstone and exit the building. You see an enormous tower floating on a billowy cloud a thousand feet overhead. The tower must be hundreds of feet tall and its fire looks strangely like a pointy wizard tack. As the tower drifts closer, stairs made of clouds begin to form underneath it and descend toward you. The villagers are hiding in fear due to the sudden appearance of the tower and you decide to investigate the cloud building. Upon entering the building, you meet an eccentric cloud giant named Zephyros. You introduce yourself to Zephyros and a wide smile settles on the cloud giant's face. He informs you that he has been searching for you through some visions that he has been having. Zephyros believes that you could restore something known as the Ordning. Unsure what to believe, you can tell the giant is well mannered and means well. Zephyros offers to take you anywhere you wish on his cloud castle. Remembering that you were tasked by Morak to travel to one of three towns to relay the information of Nightstone's attack, your request that Zephyros takes you to that location. He gladly agrees and the floor beneath you begins to rumble as the tower lifts into the air, traveling at an alarming speed to the location of choice. You arrive to one of three towns just in time for an unfortunate event. Depending on the town you choose, three varying events will occur but they will all lead to the same outcome, destruction and chaos. The three towns in question are Bryn Shander, Golden Fields and Trivore. Bryn Shander is the largest settlement of ten settlements known collectively as Ten Towns located in the frigid heart of Icewind Dale. During your time here, twelve frost giants come to Bryn Shander looking for Arthas Simber and the Ring of Winter. The town knows of no such person nor ring but giants will not leave without either. They hurl boulders at the city and it leaves you no choice but to eliminate the frost giants before more damage is done. Golden Fields is a huge walled temple farm dedicated to Shantia, the goddess of agriculture. Your time here is one of enlightenment but is short-lived when an army of goblins, ogres, bugbears and hill giants arrive. They raid the farms and search for food but you are able to barely fend off the attack. Eventually the raiders flee with the exception of two hill giants who collectively share a brain cell. These two giants tell you that they were sent to gather food for their boss. When forced to lead the way to their lair, they are much too dumb to find their way home and it seems like your leads end here. The bustling mercantile town of Trivore stands where the long road meets the ever more way. The town is built on flat, fertile land with a few natural rises here and there. You explore the town of travelers until the arrival of fire giants put an end to your tourism. They've come in search of a fragment that once belonged to a dragon slaying construct called the Vonundad. Attempting to dig it up out of the town they lead an army and march in. You defend the town the best you can and eventually they retreat back to once they came. After defending the towns from their respective giants attack you can't help but wonder what is going on. With a few requests gathered from the townsfolk you venture into the savage frontier hoping to find some answers. The savage frontier, also known as the North, is a harsh and untamed wilderness dotted with fortified settlements and the layers of terrible monsters. It is portrayed as a vast, cold and lawless domain that defies all attempts to civilize it. As you travel the lands you stumble upon the city of Everland. Situated on the banks of the Raven River, Everland is one of the North's most active mercantile communities. A thick stone wall encloses the city pierced in five places by gates. Like the spokes of a wheel, broad straight avenues lead from each gate to the bell market at the city's center. Until recently, Everland was a member of the Lord's Alliance. The five leaders who currently comprise the city's council of elders voted three to two in favor of separation from the Lord's Alliance. The decision was touted as an opportunity for Everland to chart its own course, but more educated citizens believed the vote was orchestrated by the Zor family, a group of influential nobles that moved to Everland from Waterdeep over a century ago amid some scandal. The Zors have gained considerable political influence in Everland to the extent that they now have a representative on the council of elders. Entering the city, you explore the streets and stumble upon a prominent edifice known as the Moon Gleam Tower, a keep of black stone. It rises from one of the higher nolls in the city and consists of four narrow cylindrical towers joined together surrounded by a dry moat that can be quickly flooded through a system of cisterns and pumps. This tower serves as a stronghold for an organization that wishes to see balance in the world known as the Harpers. Within the tower, you meet a Harper wizard named Crowan Valhara, along with a multitude of Harper members. Crowan warns you that the sudden appearance of giants poses a grave threat to the balance of power in the north. He has it on good authority that multiple organizations are all taking steps to protect civilization against the giant's depredations. Crowan tells you that the giants and dragons have a long history of conflict, and he suspects that the dragons might somehow be responsible for the giant's uprising, whether directly or indirectly. You explain that you wish to help prevent the uprising of giants from happening, and Crowan grants you the free access to a secret network of teleportation circles that he and his fellow Harper wizards use for travel. He leads you to a circle of chamber in Moon Gleam Tower that consists of a teleportation circle. Crowan tells you that the teleportation circle is one of six that are linked together. The other five are located in Loudwater, Mirabar, Neverwinter, Waterdeep, and Yartar. Each teleportation circle will have an attendant that will help you travel to the other teleportation circle. If you are in need of quick transportation, these teleportation circles will come in handy. Crowan sends you forth back into the north to search for more information and perhaps a way to prevent the giants from destroying the lands. As you exit Everland, Fate brings you in contact with Harshenag the Grim, a legendary frost giant. He looks like a typical frost giant, except that he's clad in plate armor and wears the skull of a white dragon as a helm. He's a giant a few words who prefers to let his action do his talking. You recognize Harshenag from the legends, depicting him as a giant who slays his own kind at every turn. Telling him about your quest to prevent the destruction of civilization from giants, he stares at you sternly before speaking. Harshenag believes that he must consult with higher authority about the events that has been happening. He knows the location of a mountain temple built by his ancient ancestors under the spine of the world. He calls it the Eye of the Allfather. According to giant legend, the temple contains a divine oracle. Harshenag offers to lead you there so that you can consult with the oracle and learn how best to end the giant's threat to the north. You accept his offer and begin your journey to find this mysterious oracle. Guided by Harshenag, you travel to the spine of the world, scaling icy mountains to reach a temple built by giant lords. Within this complex, you find a 40 foot wide naturally formed stone cause weight leading to the entrance of the Eye of the Allfather. With the help of Harshenag, you eliminate some barbarians who reside at the entrance wishing to plunder the temple. Entering the temple, you see thick frost that clings to every surface of this 100 foot high vaulted chamber. Seven enormous statues dominate the room. The largest of them is an 80 foot tall roped giant. His arms outstretched and his face hidden beneath the stony cowl facing a glowy archway in the east wall. Kneeling in rows to each side of the statue are six statues half its size, each impressive in its own right and depicting a paragon of a type of a giant. These small statues face the bigger one in the room center. In their outstretched arms, five of the giants hold weapons, gifts for the Allfather. Only the frost giant statue is unarmed. Further in the room is an archway that is about 40 feet wide and 40 feet tall. Six different rooms are carved into it, each one inlaid with mithril and a glowing mist fills the archway. Through trial and error, you are able to solve the puzzle of the archway which opens up to a portal connecting to another room. Beyond the archway lies a hexagonal chamber whose walls rise 50 feet before tapering to a 90 foot high apex. Standing in each corner of the room is a life-sized statue of a giant holding up a heavy iron lantern with one arm raised. Each type of giant is represented hill, stone, frost, fire, cloud, and storm. A cold magical light radiates from each lantern, illuminating a giant corpse lying on the floor beneath the shroud of frost in the middle of the room. The corpse looks like it has been here for some time preserved by the cold. Next to the body rests a giant frost-covered morning star. You approach the body which causes the giant's ghost to rise up from the corpse. The spirit introduces himself as Agaron demands to know why you have come. You explain to him the situation of the giants and wish to contact the Oracle. He tells you that etched into the floor is a mithril inlaid circle inscribed with a rune in words. Ask your questions and know the truth. Agaron explains that the rune only has six charges so you must pick your questions wisely. You question the Oracle and it tells you the ordnance between giants have been broken. It was broken by the anim, the Allfather, to rouse the giants from their complacency. In order to stop the giants, you must find a magic conch of the Storm Giant King Hecaton. I'm using it to take you to Hecaton's court where you may root out the evil. The conch is currently in the grasp of one of five evil giant lords. The Oracle reveals the location in which you can find the evil giant lord and obtain the conch. After gathering the information that you need, you leave the archway back into the main room. You hear the crunch of frost under heavy feet as an enormous blue giant burst through the main doors of the temple. A blue dragon has entered. The crepe worm pays no mind to the statues here. Instead, it fixes its hateful gaze on you. Harshnag immediately engages the dragon and pleads with you to flee. Understanding that this valiant sacrifice must not be in vain, you turn your back onto the giant and leave him to fight the blue dragon as you make your way out of the temple and towards the evil giant. Depending on which hint the Oracle has given you, you travel to one of five evil giant lords, Chief Guh of the Hill Giants, Dane Cavalitica of the Stone Giants, Jarl Storvald of the Frost Giants, Duke Xalto of the Fire Giants, and Countess Sensuri of the Cloud Giants. Whichever path you embark on, you defeat the evil giant lord and obtain the magic conch and use it to teleport to Hecaton's court, known as the Maelstrom. You appear atop a glowing glyph carved into the floor of an alcove in the northeast corner of a rough chamber. The moist walls here are covered with bioluminescent lichen, snails, starfish, and barnacles. When you arrive at the chamber, you hear music, a powerful female voice accompanied by the deep haunting tones of a masterfully played pipe organ. The music comes within a spiral staircase. Following the music, you find yourself at a great hall. The room is split into two levels, mimicking that of an auditorium. The acoustics here are excellent to say the least. Barnacle covered pillars of hewn rock rise to meet the vaulted ceiling, and a huge crystal window allows in light that casts beautiful patterns on the walls. Performing in the hall are two female storm giants by the name of Miran and Nim. Miran is singing, and Nim provides instrumentals by tapping on a crab's shell with a pair of whalebone mallets. These sisters are entertaining several visiting giants. The two end their performance when you arrive. The guards quickly interpose themselves between yourself and the two female giants, but Miran orders the guard to stand down so that she and Nim can learn what brings these puny creatures to the court. You tell them of the situation regarding the ordning and you request to end the attack of the giants. The two giants tell you that the current queen of the storm giants, Sarissa, is their sister and is busy searching for a way to fix the broken ordning. You request an audience with the queen, but the sisters look upon you with disgust. Miran instructs the two storm giant guards to escort you to the guest quarters where you are to remain until summoned. You follow the giant guards to a guest room and wait for a while until Miran enters the room and tells you that your request for an audience with Sarissa has been granted. She leads you to a portal chamber where four giant lords wait to ambush you. As the giant lords attack you, Miran escapes the room leaving you to defend yourself. You fend off the giants and convince them that your presence in the castle isn't for violence but peace. After winning over the trust of the giants and defeating those who refuse to listen to you, you make your way to the throne room. Maelstrom's throne room resembles an amphitheater. Stone bleachers overlook an oblong chamber with a pool of sweet water near its center. Facing the pool are three enormous thrones. The middle one is carved from a solid chunk of obsidian as four blue dragon skulls affixed to its base and floats one foot above the floor. Sitting upon the throne is Sarissa. Flanking her signs are her two advisors, her uncle Uthor and Imrith, a blue dragon polymorphed as a giant. The queen is alarmed by your presence, thinking you to be an assassin from the information she gathered from her sisters. You tell her that that is further from the truth and inform her of your quest to prevent the giants attack around the world. Sarissa sighs in shame as she apologizes for the accusation. It seems like her sisters, along with many others, have a strong disdain for her smaller beings and orders you to present your case. You detail all that you've learned and your journey moves the queen. She climbs down from her throne and hands you a wooden coin painted with a golden goose insignia. Sarissa tells you that when she was little, her father and mother, King Hecaton and Queen Niri, used to take her on trips to the Sword Coast and the Moonshade Isles where they met small folk who were generous and kind. She believes that giants and small folk can learn to coexist peacefully, though her advisor would disagree. Sarissa has heard news of the death of her mother and father, but believes her father still lives. The wooden coin that she gave you was given to Sarissa by a storm giant who found it near Queen Niri's deceased body. It must belong to the ones who assassinated her. Sarissa believes that the people who murder her mother might also know what has happened to her father and the wooden coin is her only clue. She requests that you investigate what has happened and you accept her request. Protests erupts from Imreth as she disagrees with the decision Sarissa has made. She exclaims, for all we know, they're the ones who murdered your mother and abducted your father. Sarissa turns to her advisor in disbelief as Imreth just incriminated herself. How could she know that the king has been kidnapped? Suspicious of the advisor, he attacked Imreth and her drugonic form is revealed, that of a blue dragon. She curses you in drugonic and proceeds to declare that all giants and small folk are doomed. Imreth flees through the circular pool in the floor, swimming out of the stronghold. After the mastermind behind the evil is revealed, everyone is on edge as to what is to come. When the nerves settle, Sarissa leads you to a meditation cave where you may teleport to wherever you wish. She wishes you good fortune on your quest and informs you that if you find anything on her missing father, then use the magic conch and come back to the maelstrom. You bid her farewell and use the teleportation magic to travel to the lands of Faerun and find information regarding the coin. You spend the next few days traveling the lands and investigating the strange coin. Through your investigation, you learn that the coin is a gambling chip that belongs to Lord Caspier Dryland of the city Yartar. You travel to Yartar to find an ornately decorated riverboat owned by Lord Caspier called the Grand Dane. Posing as a wealthy noble, you board the ship just as it takes off on a scenic journey through a river. As the ship leaves the port, Lord Dryland emerges from its cabin and greets every guest with a smile and a handshake, offering his favorite handfuls a free gambling chip. As you explore the ship, you stumble upon the reason for the gambling chips, a large cabin transformed into a gambling hall. The centerpiece of the gambling hall is a gold plated wooden sculpture of a goose matching that of your coin. You sneak past the multitude of guards in the area and make your way to Lord Dryland's cabin where you corner him and interrogate the man for information. He surrenders without a fight and reveals that he is a member of the Kraken Society. In addition to revealing his allegiance, he divulges that King Hecaton is a prisoner aboard the Morkoth, a ship that sails around the northern islands of the Trackless Sea. Shortly after he informs you of the whereabouts of King Hecaton, Lord Dryland's eyes widen in terror as a wave of mind-shattering dread attacks the man. He keels over dead, blood running from his nose. Unbeknownst to you, a Kraken has sensed Lord Dryland's betrayal and killed him instantly. After a bit of time, the ship finally reaches back to the port and you exit the boat, setting your sights on the islands of the Trackless Sea. Using the magic conch to travel to the maelstrom, you rush to the teleportation room and teleport on board the ship of Morkoth. The Morkoth is a bizarre-looking, yet seaworthy vessel with a hole that resembles a giant squid. You arrive onto the deck of the ship at night and find most of the inhabitants to be asleep. Most alarming, however, is the giant, chained to the ship's hold, along with people dressed as cultists surrounding him. You maneuver the ship and stealthily release the giant from his chains. In doing so, the giant awakens and shouts, Lord's Alliance indeed! I'll see your alliance wrecked upon the waves for this treachery. You calm down the giant, mentioning your mission given to you by Sarissa to save King Hecaton. Hearing Sarissa's name, he calms down and identifies you as an ally. The giant and you fend off and fight the cultists on board till none are left. After the battle settles, he turns to you and introduces himself as King Hecaton. He demands to know what is going on, and you fill him in on the state of the giants, his family, and his capture. Skeptical of your words, he insists that the two of you travel back to his home. Using the conch, you teleport to the maelstrom just in time, as a kraken emerges from the water and attempts to destroy the ship. Once back in Maelstrom, King Hecaton is quick to act against the evil that threatens all giants. King Hecaton gathers his army to punish Imreth for her evil actions. The storm giants bear the burden of fighting the dragon, so that you can focus on preparing yourself for the final showdown. Hecaton and Sarissa know that the blue dragons favor desert surroundings, and it doesn't take much of research for them to discover that Imreth has a reputation in the north. They learn that Imreth is an ancient blue dragon known as the Doom of the Desert. She also goes by the name Dragon of statues because she creates living statues to guard her lair. Her lair is a ruined amphitheater half buried in the cold desert sands northeast of Ascor, an ancient abandoned dwarven city. Armed with this information, King Hecaton leaves Sarissa in charge of Maelstrom and sets out with four storm giant party guards to confront Imreth. They look to you with eyes of respect as King Hecaton invites you to join them. You agree and embark on your journey. The storm giants in you ride whales to Whale Bones Island. Once you are within half a mile of Imreth's lair, you dismount and approach on foot. Your long journey ends here, in the desert. A churning cauldron of black clouds fills the sky as thunder peels and lightning flashes. Half buried in the cold dunes is a crumbling amphitheater adorned with statues, many of them broken, the rest worn, smoothed by wind and sand. Two large trebuchets stand atop the ruins, where cheers once rang out across a great city. Now a solemn fortress stands before you, waiting for you to draw near. King Hecaton leads an attack onto the amphitheater, charging past gargoyles and smashing through walls. The army in you burst through the hole in the ground and enter Imreth's lair, a sand filled tomb with many enemies that fills the halls. King Hecaton declares a challenge towards Imreth and, in her arrogance, emerges from her hiding and lunges at the king. You fend off as many enemies as you can and help the giant king fight the blue dragon. Filled with pride, Imreth fights to the death in an attempt to defend her lair. As blood spills, the blue dragon falls onto the floor and King Hecaton delivers a final blow, killing the dragon. After the battle, you're rolling the death of Imreth forces King Hecaton to admit that he has misjudged the small folk. His beloved wife once told him that if giants and small folk could learn to coexist peacefully and help one another, the world would be better off. Moved by heroism, the king admits that he should have heated his wife's words. Storm giants and small folk can work together to create a better world, free from the tyranny of dragons, he proclaims. King Hecaton vows to honor his wife and you by allying with the small folk against other draconic threats. This, he believes, is the test that Anon the Allfather has thrust upon him and this alliance, he hopes, will restore the ordning as it was. Hello everybody, thanks so much for watching my story overview of Storm King's Thunder. This adventure was a request from my viewers, I decided to make a video on it. The adventure itself is a bit slow towards the beginning but certainly picked up the pace further into the chapters. If you have a request for me to cover any adventures, do let me know. Sorry this video took so long to make, these adventures take a while to read through and I try to isolate the important bits of the story. Sometimes I include a bit of the side stories but I primarily focus on the overarching plot of the adventure itself, so it takes time to identify what is important to the story. If you enjoyed the video, I appreciate a like and subscribe. Thanks!