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[D&D 5e] There Might Be Giants 000: Recon 1 & 2.
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<blockquote data-quote="Goonalan" data-source="post: 9778241" data-attributes="member: 16069"><p style="text-align: center"><strong><span style="font-size: 26px">There Might Be Giants</span></strong></p><p></p><p><strong><span style="font-size: 18px">The Task.</span></strong></p><p></p><p>As explained/presented to the Players/PCs i.e. C&P straight from Fantasy Grounds.</p><p></p><p>You have been teleported into a cavern which is situated seven miles, as the crow flies, from the Steading of the Hill Giant Chief Nosnra.</p><p></p><p>You are situated in the foothills, at the head of a wild-steppes like valley, a lot like modern day Mongolia- but with more hills, and a lot wetter, the rain here falls all the while. Likewise, and because of the geography and the environment the place is also fond of mists and fogs.</p><p></p><p>[ATTACH=full]423779[/ATTACH]</p><p></p><p>Your task, as already stated, is to infiltrate the Steading and find information which indicates who or what is behind the various giant attacks.</p><p></p><p>This info is all it takes to succeed at this adventure, and nets you 1,000gp each.</p><p></p><p>However, a secondary task- payment 2,000gp each can be claimed for proof of the demise of Chief Nosnra. His head would suffice. But again this is secondary to the task above.</p><p></p><p>The third task, for which there is no set reward, is to cripple the giants- by which your employer means to do as much damage as you can to their numbers.</p><p></p><p>This third task, your employer was keen to let you know, would allow you to make more money by robbing the dead giants of all their treasure. Rumour has it after all that Nosnra has a significant treasure worth robbing.</p><p></p><p>If you can 'take' the steading, by which I mean kill or scatter all enemies present then you could gain the time you need to rob the place of every thing it has.</p><p></p><p>Your employer has guaranteed you 50%+ value on all saleable treasure that you can get your hands on.</p><p></p><p>Furthermore, at the end of your time in the steading the DM will compere a grande auction for the spoils of your adventure, and with even better prices for your stolen/newly acquired treasures.</p><p></p><p>Obviously you can use the money between adventures to re-equip and buy new (magic) stuff.</p><p></p><p><strong><span style="font-size: 18px">The Portal Cave.</span></strong></p><p></p><p>Within it as a magic circle, as you can see, and a clean (and bounteous) water supply. The entrance to the cave, situated in the lower reaches of a small group of squat hills is protected by an illusion. It looks like a hillside- with no cave opening. This illusion is purely visible, it has no other components. It does not shield light, sound, or smell- and it yields to touch.</p><p></p><p>[ATTACH=full]423780[/ATTACH]</p><p></p><p>You each possess a magic ring- not attuned- write this on your character sheet- call it Teleport Ring, or something similar. Do it now, I'll wait.</p><p></p><p>This ring allows the wearer to see through the illusion covering the cave entrance, and to access the teleport circle here. Each ring initially had four charges, however it cost one charge (on each ring) to bring you here. So, three charges left.</p><p></p><p>You can therefore, in an emergency- or else in other circumstances, retreat to the cave- teleport to Waterdeep (the place this teleport circle connects with) do some shopping or else rest, teleport back to the cave and then re-equipped/refreshed renew your attack on the Steading.</p><p></p><p>And still have one more charge on the ring to retreat when you are all done.</p><p></p><p>No more charges can be acquired for the rings, unless the DM says so (which he wont).</p><p></p><p>The ring only teleports one person- the wearer.</p><p></p><p>Got it, any questions about the cave and all of the other stuff above?</p><p></p><p><strong><span style="font-size: 18px">A word about Hill Giants.</span></strong></p><p></p><p>[ATTACH=full]423781[/ATTACH]</p><p></p><p>What do you know about Hill Giants? Well, the DM is going to look at the Stat block for a Hill Giant (bog standard) and then tell you a few things based upon your monster knowledge checks. Let's figure these out, and any bonuses you may have, before we get going.</p><p></p><p><strong><span style="font-size: 18px">Giant bags.</span></strong></p><p></p><p>Giants have giant bags, every adult giant has one, even the chief. A hill giant's bag looks like a huge backpack cobbled together from all manner of materials. Giants you see go wandering, and so their bags contain all their stuff for when they're out and about.</p><p></p><p>A giant bag will contain- spare sandles, dry tinder, some great rocks, a jar of pig grease, spare undies, mouldy bread, haunch of cow, pigs head, jar of pickled eggs, a live chicken or two- in a box with air holes, a wet bag filled with jellied human, ten pounds of potatos, a sack of coal, and... their treasure.</p><p></p><p>A typical hill giant's bag weighs 200-250lbs, it is bigger than probably all four of you put together.</p><p></p><p>[ATTACH=full]423782[/ATTACH]</p><p></p><p>So, a giant's bag takes one person five minutes (with a good-ish roll) and quite a lot of huffing and puffing to search.</p><p></p><p><strong><span style="font-size: 18px">The adventure.</span></strong></p><p></p><p>This is old school D&D, or else an old school module, there are little rooms with big monsters (and sometimes lots of them). Actually in this dungeon there are big rooms with lots of big monsters, the CR of some of the encounters is... off the scale, or else it can be.</p><p></p><p>Keep in mind that you are infiltrating the Steading of the Hill Giant Chief, this is an active environment, and so should you make a lot of noise, or else leave a trail of death and destruction, well... consequences.</p><p></p><p>That's not to say you shouldn't go full fury, just be aware, trouble may come looking for you.</p><p></p><p>With that in mind the DM is happy to let you know that when you enter the Steading the clock starts ticking.</p><p></p><p>There will be random encounters, or else the chance of 'em.</p><p></p><p><strong><span style="font-size: 18px">A word about treasure.</span></strong></p><p></p><p>Some of it will be out in the open, some of it will be hidden, very well hidden- some of it.</p><p></p><p><strong><span style="font-size: 18px">In precis.</span></strong></p><p></p><p>Get some.</p></blockquote><p></p>
[QUOTE="Goonalan, post: 9778241, member: 16069"] [CENTER][B][SIZE=7]There Might Be Giants[/SIZE][/B][/CENTER] [B][SIZE=5]The Task.[/SIZE][/B] As explained/presented to the Players/PCs i.e. C&P straight from Fantasy Grounds. You have been teleported into a cavern which is situated seven miles, as the crow flies, from the Steading of the Hill Giant Chief Nosnra. You are situated in the foothills, at the head of a wild-steppes like valley, a lot like modern day Mongolia- but with more hills, and a lot wetter, the rain here falls all the while. Likewise, and because of the geography and the environment the place is also fond of mists and fogs. [ATTACH type="full" size="1885x927"]423779[/ATTACH] Your task, as already stated, is to infiltrate the Steading and find information which indicates who or what is behind the various giant attacks. This info is all it takes to succeed at this adventure, and nets you 1,000gp each. However, a secondary task- payment 2,000gp each can be claimed for proof of the demise of Chief Nosnra. His head would suffice. But again this is secondary to the task above. The third task, for which there is no set reward, is to cripple the giants- by which your employer means to do as much damage as you can to their numbers. This third task, your employer was keen to let you know, would allow you to make more money by robbing the dead giants of all their treasure. Rumour has it after all that Nosnra has a significant treasure worth robbing. If you can 'take' the steading, by which I mean kill or scatter all enemies present then you could gain the time you need to rob the place of every thing it has. Your employer has guaranteed you 50%+ value on all saleable treasure that you can get your hands on. Furthermore, at the end of your time in the steading the DM will compere a grande auction for the spoils of your adventure, and with even better prices for your stolen/newly acquired treasures. Obviously you can use the money between adventures to re-equip and buy new (magic) stuff. [B][SIZE=5]The Portal Cave.[/SIZE][/B] Within it as a magic circle, as you can see, and a clean (and bounteous) water supply. The entrance to the cave, situated in the lower reaches of a small group of squat hills is protected by an illusion. It looks like a hillside- with no cave opening. This illusion is purely visible, it has no other components. It does not shield light, sound, or smell- and it yields to touch. [ATTACH type="full" size="3840x2016"]423780[/ATTACH] You each possess a magic ring- not attuned- write this on your character sheet- call it Teleport Ring, or something similar. Do it now, I'll wait. This ring allows the wearer to see through the illusion covering the cave entrance, and to access the teleport circle here. Each ring initially had four charges, however it cost one charge (on each ring) to bring you here. So, three charges left. You can therefore, in an emergency- or else in other circumstances, retreat to the cave- teleport to Waterdeep (the place this teleport circle connects with) do some shopping or else rest, teleport back to the cave and then re-equipped/refreshed renew your attack on the Steading. And still have one more charge on the ring to retreat when you are all done. No more charges can be acquired for the rings, unless the DM says so (which he wont). The ring only teleports one person- the wearer. Got it, any questions about the cave and all of the other stuff above? [B][SIZE=5]A word about Hill Giants.[/SIZE][/B] [ATTACH type="full" size="1439x717"]423781[/ATTACH] What do you know about Hill Giants? Well, the DM is going to look at the Stat block for a Hill Giant (bog standard) and then tell you a few things based upon your monster knowledge checks. Let's figure these out, and any bonuses you may have, before we get going. [B][SIZE=5]Giant bags.[/SIZE][/B] Giants have giant bags, every adult giant has one, even the chief. A hill giant's bag looks like a huge backpack cobbled together from all manner of materials. Giants you see go wandering, and so their bags contain all their stuff for when they're out and about. A giant bag will contain- spare sandles, dry tinder, some great rocks, a jar of pig grease, spare undies, mouldy bread, haunch of cow, pigs head, jar of pickled eggs, a live chicken or two- in a box with air holes, a wet bag filled with jellied human, ten pounds of potatos, a sack of coal, and... their treasure. A typical hill giant's bag weighs 200-250lbs, it is bigger than probably all four of you put together. [ATTACH type="full" size="1213x669"]423782[/ATTACH] So, a giant's bag takes one person five minutes (with a good-ish roll) and quite a lot of huffing and puffing to search. [B][SIZE=5]The adventure.[/SIZE][/B] This is old school D&D, or else an old school module, there are little rooms with big monsters (and sometimes lots of them). Actually in this dungeon there are big rooms with lots of big monsters, the CR of some of the encounters is... off the scale, or else it can be. Keep in mind that you are infiltrating the Steading of the Hill Giant Chief, this is an active environment, and so should you make a lot of noise, or else leave a trail of death and destruction, well... consequences. That's not to say you shouldn't go full fury, just be aware, trouble may come looking for you. With that in mind the DM is happy to let you know that when you enter the Steading the clock starts ticking. There will be random encounters, or else the chance of 'em. [B][SIZE=5]A word about treasure.[/SIZE][/B] Some of it will be out in the open, some of it will be hidden, very well hidden- some of it. [B][SIZE=5]In precis.[/SIZE][/B] Get some. [/QUOTE]
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