Page Quest : The group must seek out some people and are rewarded with allies: Two awakened trees MM page and one awakened shrub MM page An awakened shrub sidekick is pretty hilarious. There's a simple bonus quest where the group can get some nice magic items. Zi Liang : Unpopular, page Quest : Go to Waterdeep, get magic items. Miros Xelbrin : Big hairy dude page Quest : Go say hi to someone in Amphail, get a magic ring that summons a spirit that points the group toward the tower in chapter three.
Naxine Drathkala : Quiet, bookish member of Lords' Alliance. Spy for Laeral Silverhand. Quest : Go talk to a green dragon. Oren Yogilvy : Page Halfling lute player. Quest : I really want to hear a player say: 'Lay off the Hardcheeses! Group roughs up the Zhentarim in Daggerford, scores some booze and snacks.
Triboar Why We're Here : The group comes here to tell Alaestra Ulgar T6, page 54 that her ex-husband suffered a gory death courtesy of some giant rats. It might be fun to do one for each adventure so far. Let's make some with adventure-specific references. Chest is hidden in the ethereal plane. Bracers of Defense DMG page The Vonindod is the mighty colossus that the fire giants want to put together to go on a rampage with. This piece is under the campground T2, page The bad guys have a rod that leads them right to it.
The heroes probably won't be aware of this, but orcs attack Merrymeadow Ranch and Broken Yoke these places are on the little map on the corner of page The guards head there. This is just a distraction to clear the way for the giants to march through town. Read the boxed text on page The giants are throwing boulders at Triboar.
They are coming right into Triboar. The orogs are in front of the giants. They scatter into town and attack civilians. The giants Ildmane and Okssort march right into town wreaking havoc, hoping everyone runs away.
They do. Ildmane has a rod of the vodindod which leads her right to the campground. The giants point out buildings and the magmins set them ablaze. They damage Othovir's T11, page They destroy Ransor's Open Road T7, page The giants dig at T2 for 10 rounds.
Then they pull up the Vodindod fragment, which is 11 feet long and weighs a ton. The giants will flee if one of them drops to 85 hit points. Quest : This one is cool. The group can magically travel to Moongleam Tower, a harper base.
They have access to teleportation circles. The group gets scrolls of fly and some other utility spells. Darz Helgar : Elderly ex-thief that spent a lot of time in the clink. Quest : He sends the group after the Weevil and we jump to chapter 3. Narth Tezrin : Associated with the Lionshield Coster, an organization that is not well-liked at all in Triboar.
He is linked to Alaestra Ulgar, the woman the heroes are looking for. Quest : The group ends up in the White Hart Inn and get in the middle of a weird, deadly inheritance situation between the three brothers. Urgala Meltimer : Retired adventurer, owns Northshield House, an inn. Quest : The group can try to get a giant slayer weapon DMG page from a corrupt watch captain.
Othovir : Harness-maker, family are devil-worshipers and that is just not cool to him. Quest : The group goes to Silverymoon looking for stashed treasure and ends up neck deep in cambions! Ghelryn Foehammer : Makes weapons and armor. Getting old. Lion stats are on MM page Chapter 3: The Savage Frontier This chapter is overwhelming. I'm not exaggerating when I say this: They detail locations in 46 pages. One hundred and sixty four! I'm going to try to just give you a quick rundown of the main scenarios here.
That way, you can look them over and get a basic idea of what the heck is in here. The Point of This Chapter : The whole point of this chapter is to meet Harshnag, the frost giant good guy. Whenever you want, just have the meet him using the material on page I kind of like the idea of having Harshnag show up when the group is in a tough battle. He can jump in to help and there you go, we just became best friends.
There are two other large encounters. There's one on page that involves a hill giant who can lead the group to the hill giant lair in chapter five. The other is on page , and it details the teleportation circles in Moongleam Tower. Overland Travel : PH page Definitely read up on this, as it is so easy to forget. On average, the group will travel 3 miles per hour and 24 miles in a day. Even with horses! See 'Mounts and Vehicles' at the bottom of PH page Using the Map : In case you are a new DM, take a look at the map on page The scale on the bottom shows that one inch equals miles.
So, eyeballing it, it looks like taking the road from Waterdeep to Mirabar is miles. At 24 miles per day, that trip will take about 19 days. There's going to be a lot of travel in this adventure. Flying Mounts : Those on flying mounts travel 54 miles or more per day see Hawk's Nest, page There are a lot of opportunities for the group to get flying mounts. That includes hippogriffs, griffons, even dragons.
At one point, the group can get an airship. It has a nice little chart that gives flying travel distances on page Hippogriffs : Page says that they can travel 54 miles per day three 3-hour flights with 1-hour rests inbetween. Griffons : 'Flying Mounts' on page says that they can travel 72 miles per day. This Chapter is Wide Open : Some of you who are good at flying by the seat of your pants can roll with this.
If you're more like me and you like to prepare, definitely try to set up your sessions so at the end of one session, the group tells you where they want to go in the next session. That way you can prepare it all properly and insert encounters beforehand. Reghed Barbarians page 64 Basically, the barbarians hunt reindeer, fight orcs and sometimes they raid towns. There are a whole bunch of tribes. The Tribe of the Wolf page 65 hunts the people of Ten Towns for sport.
Maybe once during the day and once during a long rest? Roll a d An 18 or higher means a random encounter is triggered.
Here's the encounters I like and would place in my game: Battlefield page 69 Dead giants and barbarians. Animals pick at the corpses. This is a cool way to reinforce the idea that this giant rampage is widespread.
Dig Site page 69 : A fire giant has a horde of exhausted flunkies digging for a piece of the vodindod. There's a lot of monsters, so I am amused to think what wacky scheme the group might come up with. You might want to play up the fact that the goblins are abused and unhappy. The group could ally themselves with the goblins.
Horse-Drawn Wagon page 71 : I love the idea of the merchants with all those barrels of ale. I can just imagine them camping with the group, opening the barrels and then everybody getting really drunk.
They'd get loud and possibly attract a hill giant. Maybe the group could even offer to share their barrels with the giant, get it drunk or poison it? Kill it? Question it? Ogres page 71 : Players love dumb monsters that can be tricked. These guys are lost and arguing with each other. I think players could have a field day with that.
Stone Giants page 71 : I think it would be cool if the giants were restoring an old ruined area of Ostoria, and maybe it has a magic pillar or something and there's some kind of secret compartment with magic items in it. Maybe the giants already found the treasure and the group will have to decide if they want to try to sneak over and steal the treasure pile, try to kill the giants, or just leave. Need More Encounters : It feels like there are not nearly enough random encounters in this chapter.
There is a ton of travel in this section, and the group will be coming back here in chapter four to go to all nine burial mounds. This inn from 3rd edition can be placed anywhere. Burial Mounds : In chapter 4, the heroes will learn that they need to go to all of the burial mounds and dig up giant artifacts. I listed them all at the very end of this chapter. Amphail page 72 Tylandar Roaringhorn has a big festival.
Three hill giants show up looking for food. There are two blue dragons here. Bargewright Inn page 75 : There's a whole adventure about this place in Princes of the Apocalypse.
In this book, it says this place is a secret Zhentarim meeting place. Few know there is a vampire on the premises who the Zhentarim use as a problem-solver. Beliard page 76 : Hill giants are attacking the farms. The source of this problem is the Old Tower page Calling Horns page 76 : Village and an inn.
There's a quest to Everlund that involves 'a fire giant slapping around a troll Yakfolk posses the guards and try to kill the king. This is further discussed in page , 'Yakfolk Neighbors. The king and queen want the group to investigate fire giant activity - sending them to chapter 8. In return, the dwarves will build the group a tower!
That's awesome. The construction will take days. Now, Pencheska the succubus is magically disguised as the ruler, Lady Morwen. They might run afoul of the Zhentarim and battle some stone giants, who flee. If the group pursues them, they'll end up in chapter 6. Everlund page 81 : This is where Moongleam Tower is, the Harper base. There are teleport circles in the tower, described on page page 'Inner Circles'.
I think you should have Krowen Valharrow archmage MM page talk obsessively about wanting to learn the spell sequester so he can hide his treasure chest from 'prying eyes of the Zhentarim' or whoever. This is done to clue the group in on how to find Iymrith's horde way at the end of the adventure area 4 page She's sequestered her loot and it is very hard to find.
Fireshear page 83 : A meteor crashed here long ago. Miners dig up the rock. The frost giants in the boat from chapter 7 show up and 12 frost giants attack! There's a bit more info on Dasharra on age Her personal griffon is named Screecher.
Gauntlgrym page 85 : This is a legendary dwarven city featured in Out of the Abyss. Drow sneak in and capture Maegera, the primordial who powers the dwarven forge. There's a weird situation where the group can try to stop them, but the adventure seems to really want the drow to get away.
I think this whole situation is meant to be resolved in chapter 8, so I'd say don't even dangle Maegera in front of the group.
Maybe have a splinter group of drow try to kill the king and let the group deal with that. That makes it easy for the other drow to steal Maegera.
These drow thieves bring Maegera to the fire giant lair of Ironslag this event is detailed on page Grayvale page 87 : The group meets a brass dragon that tells them stone giants are up to no good in Deadstone Cleft, which is in chapter 6, page Grayvale Run page 88 : The group finds stone giants taking a house apart. Hawk's Nest page 90 : The group can take down some fire giants and get an offer to join the Order of the Gauntlet.
Characters who are already in the order get knighthood and a hippogriff mount. Helm's Hold page 90 : This place is run by the Gilded Eye. They watch the heroes like a hawk. The group has a chance to take down 3 frost giants and check out their ship.
There's 16 more frost giant who will be returning to the ship soon. Icewind Dale page 92 : This place has its own random encounters. I love Arveiaturace, the white dragon who has a dead wizard on her back that she talks to. Check out this awesome article on her by Ed Greenwood.
Klauthen Vale page 95 : Egad. Klauth the red dragon runs this place and he is extremely powerful. He can dual-wield wands! Ed Greenwood wrote a huge article about him here. According to that article, Klauth has 6 wands on his wings! In this adventure, he has two: a wand of lightning bolts and a wand of fireballs.
The entire vale is his lair, so he can use his lair actions anywhere in Klauthen Vale. Kryptgarden Forest page 96 : There's a green dragon here named Clauguyliamatar Ed Greenwood has you covered. She has a ' She tells them to seek out Harshnag and to go to the Temple of the All-Father. Llorkh page 96 : There are six stone giants here reorganizing things. Loudwater page 97 : Refugees are flocking to this place, displaced by the stone giants who are messing with this region.
You might want to put Elister's clockwork shop here. Elister has been captured by the Stone Giant Thane see pages Luskan page 97 : When the group shows up here, they see smoke in the harbor. Frost Giants are attacking. On page , it is noted that there is a pirate named Captain Vaalrik Redreef here in Luskan. Mornbryn's Shield page : The Zhentarim are here looking for a lost tomb. They really don't want the heroes poking around and they tell them to leave. Neverwinter : On page , it is mentioned that there is a ship called the Seabreaker in Neverwinter.
The captain is Draevyn Thornbolt, an albino wizard. Noanar's Hold page : Ruled by wights called the Hunt Lords. Orlbar page : This place was flattened by the stone giants. One friendly mute giant remains, making big stacks of rocks. He can direct the group to Deadstone Cleft chapter 6. Port Llast page : This place is being attacked by 20 frost giants! There is a heavy fog, so the group can move around and kill the giants one or two at a time if they like. Sea of Moving Ice page : There are frost giants hunting whales.
Arauthator and Arveiaturace, both white dragons, live in a glacier detailed in Rise of Tiamat. Secomber page : There are two friendly cloud giants here that can give the group a lot of information on the backstory. Shadowtop Cathedral page : Emerald Enclave meeting place, protected by Turlang the treant and awakened trees and shrubs.
Stone Bridge Stone Bridge page : This bridge is two miles long and feet high. Halfway across, the group spots a fire giant and a hell hound coming their way.
You might want to say it's foggy, otherwise in theory the group will see this giant from very far away. Uluvin page : Hill giants are attacking. Villagers are hiding in the woods. Waterdeep page : Cloud giants hover over the city in a flying castle. The giants mean no harm, they're just checking out the city. The group can score points with Laeral Silverhand if they can get up there and find out what is going on. On page , it is mentioned that there is a ship in Waterdeep called the Bobbin' Flagon.
The captain is Lady Taska Sonadora, an insane noble who dreams of killing a white dragon. Thestryl Mellardin page the harper mage also lives here. A frost giant shows up with 50 goblins, 10 hobgoblins and five ogres. The giant wants to collect the 5, gp bounty on the Weevil's head.
Yartar page : The Kraken Society is quietly trying to take this place over largely though a noble named Lord Drylund.
Drylund is the owner of the boat where King Hekaton is being held. Zelbross page : The group meets a barbarian kid who ran away from his tribe. With all that out of the way, now we get to the actual point of this chapter - the featured encounters: Old Tower page : An upset hill giant named Moog is here.
Chief Guh stole her husband, Hruk. Moog can lead the group to Grudd Haug page , lair of the hill giants. Hruk is in the entrance of the hill giant lair area 1, page If the group brings Moog see area 2, page there, she will drag him away and the entrance will be clear.
There is a harper spellcaster at each site who can cast teleportation circle to activate them. Here's where the portals are: Everlund : Moongleam Tower, a harper base. Loudwater : The Smiling Satyr, a tavern. Mirabar : The circle is hidden under hay in a stable. Neverwinter : An attic of a three-story house. Waterdeep : A crypt in the Waterdeep cemetery. Yartar : A villa owned by the Harpers and protected by a hallucinatory terrain spell. Harshnag page : This encounter can be dropped in wherever you like.
Harshnag befriends the heroes and wants to take them to an oracle who can help sort out this giant situation. Burial Mounds : I'm not sure where to put this burial mound list. The group could find them in this chapter, but they'll be sent to them in the next chapter: Beorunna's Well page 76 : 10 barbarians and a manticore lurk in a pit this blood-soaked altar. Flint Rock page 84 : A weird place with an altar. The group might get cursed.
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