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random:characters:notes [2024/09/23 13:39] din_mor |
random:characters:notes [2025/10/06 14:09] (current) din_mor |
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| + | <spoiler|IskæmpeNavne><code> | ||
| + | Gemini | ||
| + | Conversation with Gemini | ||
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| + | In Storm King's Thunder, Svardborg is a mobile ice berg and the home of the frost giants relevant to this adventure. My players have dropped onto svardborg using feather fall, snuck into the great hall, faced and defeated the two ice giants in the throne room, and captured the human zhentarim agent Nilraun for interrogation. | ||
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| + | It occurs to me that another giant should have proposed to Jarl Storvald to go whale-hunting to lift his spirits which are likely a bit down after not having found the Ring of Winter for months. | ||
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| + | Can you please outline the location of every giant in Svardborg? And most of them don't have names, we need something norse and giant-inspired. So please give all the until-now unnamed NPCs names too. And to give them a bit more character, let's give them a quirk, either behavioral or lookswise. Is that something you could help with please? | ||
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| + | Please first carefully consider the location of each giant according to the 5e Storm King's Thunder module. Especially the 4 groups of 5 giants that is returning from a whale hunt on the Krigsvind. | ||
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| + | Of course! That's a fantastic idea to breathe more life into Svardborg and create a dynamic, living fortress for your players to navigate. Giving the giants names and personalities will make the encounters much more memorable. | ||
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| + | Based on the Storm King's Thunder module, here is a detailed breakdown of every frost giant's likely location in Svardborg, complete with Norse-inspired names and character quirks. | ||
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| + | First, let's address the giants your players have already dealt with: | ||
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| + | Location: Area 14. Throne Room | ||
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| + | Status: Defeated. | ||
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| + | Posthumous Names & Quirks: | ||
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| + | Stigandr (The Unblinking): He was known for his unnervingly steady gaze and a habit of never blinking, even in the biting wind. | ||
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| + | Hrolf (The Fist-Cracker): He had a nervous tic of constantly cracking his massive knuckles, a sound that echoed like splitting logs. | ||
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| + | Giant Roster and Locations in Svardborg | ||
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| + | Here is the disposition of the remaining giants, assuming the alarm has not yet been raised. | ||
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| + | The Great Fortress (Upper Level) | ||
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| + | Area 12. Great Hall | ||
| + | There are typically 6 frost giants here, feasting, drinking, and trying to stay in the Jarl's good graces. | ||
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| + | Gunnar the Boastful: The self-proclaimed "greatest hunter." | ||
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| + | Quirk: He's currently telling a wildly exaggerated tale of fighting a kraken with his bare hands. He gestures so emphatically with his drinking horn that he sloshes icy mead everywhere. | ||
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| + | Helga Stone-Fist: An older, matronly giantess who manages the hall's servants (goblins, not present). | ||
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| + | Quirk: She has a habit of "tidying" by picking up and shaking out anything left on the tables, including weapons or sleeping winter wolves. She hums a deep, droning tune while doing so. | ||
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| + | Skabbi the Sullen: A bitter giant nursing a permanent leg injury from a past battle. | ||
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| + | Quirk: His left leg is stiff, and he walks with a pronounced, crunching limp. He glares at any giant who looks healthier or happier than he is and mutters curses under his breath. | ||
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| + | Finn and Foss (The Twins): Two younger, identical-looking giants. | ||
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| + | Quirk: They speak in unison but always finish each other's sentences with different words, leading to confusing statements. "We should go hunt for..." "...the biggest mammoth!" "...the warmest seal skins!" | ||
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| + | Runa the Riddler: A clever giantess who prefers wordplay to brute force. | ||
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| + | Quirk: She speaks almost exclusively in riddles or poetic kennings. Instead of "pass the meat," she might say, "Hand me the sea-whale's bleeding gift!" | ||
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| + | Area 13. Jarl's Bedchamber | ||
| + | Jarl Storvald is here with his two wives, despairing over his failures. | ||
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| + | Jarl Storvald: The lord of Svardborg. | ||
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| + | Quirk (from the module, amplified): His obsession with the Ring of Winter is all-consuming. He traces maps on frosted windowpanes with his finger, ignoring his wives and muttering Artus Cimber's name like a curse. | ||
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| + | Astrid (First Wife): Cunning and ambitious. | ||
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| + | Quirk: She has intricately braided silver chains woven into her long white hair that tinkle softly when she moves her head. She uses this sound to subtly draw attention to herself. | ||
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| + | Fridda (Second Wife): A formidable warrior in her own right, frustrated by the Jarl's inaction. | ||
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| + | Quirk: She carries a polished mammoth's rib which she uses to comb her hair aggressively. The sharp scraping sound is a clear sign of her agitation. | ||
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| + | Area 15. Barracks | ||
| + | There are 8 frost giants sleeping here off-shift. They are exhausted from endless patrols. | ||
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| + | Bjornulfr (The Snoring Mountain): The informal leader of this group. | ||
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| + | Quirk: He snores with the force of an avalanche. The stone walls of the barracks vibrate with each exhalation, making it impossible for anyone to sneak through the room without timing their steps to his rumbling snores. | ||
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| + | The Seven Sleepers (Kjell, Ivar, Leif, Harald, Egil, Magnus, Sven): The rest of the off-duty watch. | ||
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| + | Group Quirk: They are notoriously heavy sleepers but are prone to violent, confused thrashing if woken suddenly. They might attack the first thing they see before they are fully conscious. | ||
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| + | The Ramparts and Gates | ||
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| + | Area 2. Main Gate | ||
| + | Two frost giants stand guard here. | ||
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| + | Stenvik the Carver: A patient and artistic giant. | ||
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| + | Quirk: He passes the long hours of his watch by using a sharpened axe-head to carve incredibly detailed scrimshaw scenes of epic battles onto whale bones. He is easily distracted by his art. | ||
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| + | Knut the Watcher: Paranoid and jumpy. | ||
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| + | Quirk: He sees faces and figures in the swirling snow and shifting ice, often challenging the wind or a distant snowdrift to identify itself. He is constantly on edge. | ||
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| + | Area 17. Ramparts | ||
| + | Four frost giants patrol the upper walls, keeping an eye on the sea. | ||
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| + | Thrymmir the Gambler: The leader of this watch. | ||
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| + | Quirk: To fight the boredom, he organizes betting games with his crew using knucklebones made from polar bear paws. They wager duties and rations on things like who can spit furthest off the rampart or who spots the first seal of the day. This makes them observant, but also inwardly focused. | ||
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| + | Inga, Hakon, and Solveig: The other members of the watch. | ||
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| + | Group Quirk: They are all bundled in exceptionally thick furs, making them appear even larger than they are. They have a habit of stamping their feet in unison to keep warm, a rhythmic thump... thump... thump that can be heard across the fortress. | ||
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| + | The Returning Whale Hunters from the Krigsvind | ||
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| + | This is the ticking clock for your players. The module states the longship Krigsvind returns to Svardborg about an hour after the characters arrive, towing a captured adult white dragon and the carcasses of several whales. It carries 20 frost giants. They will disembark at the Docks (Area 19) in waves, creating a fantastic complication. | ||
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| + | Here is how you can break down the four groups of five giants. They are buoyed by their successful hunt and will be loud, boisterous, and eager to present their prizes to the Jarl. | ||
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| + | First Wave: The Vanguard | ||
| + | Led by Ulfgar the Singer. | ||
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| + | Quirk: This group is the loudest. They march from the docks towards the Great Hall singing a booming, discordant hunting shanty about the "pale sea-wyrm" (the white dragon). Their arrival will be heard long before they are seen. | ||
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| + | Second Wave: The Harpooners | ||
| + | Led by Bjornhild the Steady-Handed, a tall, grim giantess. | ||
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| + | Quirk: This group carries the bloody, heavy-duty harpoons and flensing tools. They are more professional and less celebratory than the first wave. Bjornhild has a tic of testing the sharpness of her harpoon on her thumbnail, which is covered in tiny scars. | ||
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| + | Third Wave: The Dragon-Binders | ||
| + | Led by Grimnir the Scarred. | ||
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| + | Quirk: These five giants are responsible for hauling the captured and heavily chained white dragon off the ship. They are covered in fresh frostbite and bite marks from the struggle. Grimnir is missing his left eye, a fresh and gruesome wound from the fight. | ||
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| + | Fourth Wave: The Haulers | ||
| + | Led by Harfang the Mighty. | ||
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| + | Quirk: This is the clean-up crew, responsible for hauling the massive whale carcasses onto the docks for butchering. They move more slowly, their muscles straining. They have a competitive habit of trying to lift their share with only one arm to show off their strength. | ||
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| + | Putting It All Together for Your Session | ||
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| + | Your players are in the Throne Room (14) with Nilraun. | ||
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| + | The 6 feasting giants are just next door in the Great Hall (12). Any loud, extended interrogation will surely draw their attention. | ||
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| + | Jarl Storvald and his wives are in their chambers (13), a prime target but also dangerously close to the throne room. | ||
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| + | The 8 sleeping giants in the barracks (15) are a potential threat if a widespread alarm is raised. | ||
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| + | The real pressure is the Krigsvind. Soon, Ulfgar's hunting shanty will echo from the docks, signaling the arrival of 20 fresh, battle-happy giants and a dragon. This gives the players a firm deadline to get what they want from Nilraun and decide their next move: escape, hide, or push their luck. | ||
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| + | Good luck, and may your players' plans survive contact with the frost giants! | ||
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| + | Garm (Frost Giant) Has an unblinking, wide-eyed stare that unnerves humanoids. He suggested the hunt to get out from under the Jarl's thumb. Leading the Whale Hunt in the Krigvind greatship. | ||
| + | Hjalti (Frost Giant) He is obsessed with "small-folk" trinkets and wears a dozen tiny, tarnished copper rings on one finger. On the Whale Hunt crew. | ||
| + | Thordis (Frost Giant) Her left tusk is broken, giving her a slight lisp when she speaks. On the Whale Hunt crew. | ||
| + | Bolverkr (Frost Giant) Constantly grinding his teeth, making a low, grating sound. On the Whale Hunt crew. | ||
| + | 1C. Jarl's Trophy Room Hrek (Ice Troll) He hums a tuneless, repetitive low note while on duty, which echoes ominously in the hall. Patrols near the great hall and Jarl's Quarters. On duty at the top of the stair. | ||
| + | 1D. Hall of Honor Ragnarok (Frost Giant) His armor is adorned with hundreds of tiny, braided human-hair locks he has collected from victims. Standing Guard in the Hall of Honor (main entrance/stairs). | ||
| + | 1E. Storvald's Cabin Nilraun (Frost Giant Shaman) He is albino with milky-white eyes and is obsessed with portents and signs in the ice (you said he is already captured). Captured by the players. | ||
| + | 1G. Temple of Thrym Sigrun (Frost Giant) She mutters blessings to Thrym under her breath, a constant, low prayer that sounds like a growl. Guard in the Temple of Thrym, protecting the valuable dragon eggs. | ||
| + | 2A. Common Room Vigi (Frost Giant) He never wears footwear, despite the cold, his feet are scarred and calloused from the ice. Idling, carving on a massive piece of walrus ivory. | ||
| + | 2B. Storeroom Hrolf (Frost Giant) His right arm is noticeably larger and more muscular than his left from years of swinging a massive, uneven axe. Working, moving supplies and complaining about the absent giants on the hunt. | ||
| + | 2D. Barracks Gudrun (Frost Giant) She has a severe limp from an old wound, making her footsteps heavy and uneven. Sleeping on her massive bedroll. | ||
| + | 2D. Barracks Ketil (Frost Giant) Wears a thick, furry animal pelt constantly, even indoors, giving him a shaggy, unkempt appearance. Sleeping on his massive bedroll. | ||
| + | 3A. Entry Kveld (Ice Troll) He has a smell of strong, old fish about him and frequently scratches at his back. Standing Guard at the main drydock entrance. | ||
| + | 3B. Drydock Bjornulf (Frost Giant) Chews constantly on frozen blubber strips, making an unpleasant, squishy noise. Working on repairs on the drydocked ship, likely frustrated by the difficulty. | ||
| + | 4. Prison Freyja (Frost Giant) She is unusually quiet for a giant, preferring to communicate with grunts and massive gestures. Standing Guard near the prisoner, checking on the captive(s). | ||
| + | 5. Hatchery Itha (Frost Giant) She has glowing blue eyes that look like small, frozen flames, perhaps a sign of Thrym's favor. Protecting the white dragon eggs. | ||
| + | Haki (Frost Giant): His movements were slightly sluggish and uncoordinated, perhaps due to over-celebrating with mead the night before. | ||
| + | Svein (Frost Giant): He had a shaved head with a single, braided ponytail hanging down his back. | ||
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| + | </code></spoiler> | ||
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| + | <spoiler|IsKæmpeRejse><code>I efterlader de hektiske gader i Mirabar for at flyve i luftskibet vestpå. Måske har i lige vændet jer til støjen fra byen der bugner med handel, men snart er byens lyd og lys langt borte. | ||
| + | Aftenen sitrer med en intens spænding, i føler jer rastløse. I fire dage har i planlagt hvordan i skal gribe Svardborg an, men nu er der kun tilbage at vente. | ||
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| + | Forankrer i? Holder i skiftevagt? Hvad er planen? | ||
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| + | "Hvad er den første ting, der falder dig ind, når du tænker på Harshnag?" | ||
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| + | "Harshnags død var voldsom. Hvilken følelse dominerer, når du tænker på det - sorg, vrede, eller en lyst til hævn?" | ||
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| + | "Hvad var det vigtigste, du lærte af ham?" | ||
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| + | "Da I var i alfaderens øje, hvad tror du, Harshnag var ved at fortælle jer, da I blev afbrudt?" | ||
| + | |||
| + | "Harshnag troede på Ordningen. Tror din karakter på den? Kan den genoprettes?" | ||
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| + | På andendagen går det op for jer hvor trængt der er om bord på et luftskib, i er vandt til at vandre men her er ingen steder at gå. Hvem end der ikke er i gang med at drive motoren kan tusse lidt rundt på dækket, eller ligge i en hængekøje i de trange kahytter. | ||
| + | Det går op for jer at selvom skibet er velplejet lugter det lidt af svovl, måske en efterladenskab fra hvor det tidligere var forankret? | ||
| + | Landskabet under jer er stadig en gold tundra, kun nogen gange afbrudt af en enlig bakke eller en flod der flyder fra verdenens rygrad på jeres højre hånd. | ||
| + | Om aftenen på andendagen kommer i til den store Sorteravnsflod, en flod med en kraftig strøm i ved flyder ud i Mirar floden. | ||
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| + | Tredjedagen byder på mere af det samme. Landskabet bliver mere bakket, frosne søer begynder at befinde sig imellem bakkerne. I flyver syd for Klauthsdal. Og ved aftenstid kan i, i det fjerne, se lyset fra Hundelstone. Dasharra fortæller det er en gnom-by og en del af Ti-Stier, vejen der forbinder Tiby med resten af verdenen. Den fører også igennem Brandsaks hvor hun er fra. Gleam er ikke langt fra hjemme. | ||
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| + | Fjerdedagen tager jer forbi den vestligeste del af verdenens rygrad, her hvor bakker giver vej for bjerge og nogle velbefærdede veje bugner sig under jer. Hvis ikke det var fordi i havde travlt med at overholde oraklets spådom ville det måske være fristende at stoppe og proviantere, få en øl, sove i en rigtig seng. Men der er travlt. | ||
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| + | Om aftenen på fjerdedagen ser i den, skyerne passerer og i ser den lyseste sjerne på himlen, det kan kun være Ieriyn, Søfarerens stjerne. Den lyser klart for jer og lokker jer nordpå i det kolde hav. | ||
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| + | På femtedagen begynder de trænge kår at gå jer endnu mere på. Den måde ballonen knirker på hver fjerde minut når rebene bliver rokket på den højre side begynder at være irriterende. Mazoris kolde blik over horisonten er for fjernt til at have med at gøre. Skal der ikke snart ske noget? | ||
| + | Men nej, i flyver over havet imellem vulkan-øen Istop of den vestlige spids af Den Vilde Grænse. Landet i har kaldt hjem den sidste lange tid. Vinden bider, griffene skræpper utilfreds, og durk forude er et kæmpe hav fyldt med intet andet end isflager. Jeg håber i har taget varm te med. | ||
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| + | Sjettedagen byder på bidende efterårsvind og ubehag. At spise rationer i fem dage er måske det i er vandt til, men der kan ikke rigtig tændes bål, man kan ikke rigtig gøre noget ved rationerne, det er tørre og nu også kolde, og rimelig kedelige. | ||
| + | I udholder det som bedst i nu kan, personen i motorrummet holder sig bedst varm, men selv med store kaninskindsfrakker på er det koldt. Hen imod eftermiddagen øjner i jeres mål. Et isbjerg hvor der stikker enden af nogle træhuse ud af. Hvordan er jeres tilgang?</code></spoiler> | ||
| + | <spoiler|IsKæmpeLewt><code></code>Boots of the Winterlands, Decanter of Endless Water, and Mariner's Armor (Chainmail). You can also add or substitute these consumable items: Potion of Frost Giant Strength, Spell Scroll (Ice Knife), and Potion of Superior Healing. If your party is low you can also add 2 regular potions of healing.</spoiler> | ||
| + | <spoiler|Historien Hidtil><code>Neverwinter - Andratath, Tayte, Gleam, Halrin, og Handy Joe. | ||
| + | Gundren Rockseeker | ||
| + | Phandalin | ||
| + | Rødmærkerne | ||
| + | Glasstav Iarno Albrek | ||
| + | Klippeskræntslottet | ||
| + | Tordentræ | ||
| + | Gifttand | ||
| + | Bølgeekkogrotten | ||
| + | Endeligt opgør med Glasstav | ||
| + | Afslutning | ||
| + | Andratath tager til Neverwinter og skriver sin bog. | ||
| + | Gundren og Nundro giver 300gp/ugen som belønning. | ||
| + | Sildren bliver efterladt som vagtkaptajn i Phandalin. | ||
| + | Falkor findes i byen, han er på jagt efter nye eventyr og skal østpå. | ||
| + | Linene Gråvind hyrer eventyrerene til at fragte en kærre med gods til Tresvin. | ||
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| + | De drager imod Tresvin og møder den fæle og forvirrede, aldrig irriterede, gurbel-zephyros. Han er hyggelig, lidt forvirret, holder griffe som katte, og serverer dårlig te. | ||
| + | De finder et avisudklip om at dronning Neri er fundet myrdet ud for sværdkysten syd for Neverwinter. | ||
| + | Han nævner noget om at deres skæbne er spændende og at de vil gå meget i møde. | ||
| + | Han er lidt ked af det, han har for nyligt mistet sit job som kongelig hofrådgiver, og er blevet erstattet af Iymrith. | ||
| + | |||
| + | Tresvin | ||
| + | Møder Darathra og hendes hest Buster. | ||
| + | Snører Narth Tezrin for betalingen for at fragte godset til Alaestra Ulgar og beholder kærren. | ||
| + | Finder noget mystisk historik med Sex-Vinduer et forfaldent motel. | ||
| + | Opklarer en Oni der hjemsøgte Gwaeron's Slummer - Modtager magisk Glaive "Bidende Vind". | ||
| + | Forsøger at løse en tvist imellem Murmeldyret Chip og en aggresiv hest. | ||
| + | Snakker med troldmanden Hyuth, noterer sig at ee bliver overvåget af hans statuer på bygningen. | ||
| + | Forsvarer byen imod ildkæmper og orcer. | ||
| + | Uldniath's Våben, Fjendehammers Esse, og Othovirs harnisk-forretning brænder ned og bebyggerene omkommer. | ||
| + | |||
| + | Røjser østpå imod Citadel Felbarr | ||
| + | Handler i Yartar møder Artan Rossolio og Lady Atalia Stormvind. | ||
| + | Bekæmper og fordriver Oozith. | ||
| + | |||
| + | Rejser videre indtil de når Noanar's Hold | ||
| + | Møder en stor lysende elg om natten der advarer dem imod Jagtherrene. | ||
| + | Falkor Følger den ind i Højskoven. | ||
| + | Møder Jagtherrene og istedet for at tage med dem på jagt, bekæmper dem. | ||
| + | Renser Kelemvors Krypt under Noanar's Hold for uhelligt ild og Orcuses Hjerte. | ||
| + | Der er stadig hundredevis af zombier dernede, de er måske nok låst inde. | ||
| + | |||
| + | Forlader Falkor som bestyrrer af Noanar's Hold og rejser videre til Everlund. | ||
| + | Får en invitetion til Audiens med en STOR beundrer i Klauthsdal. | ||
| + | Møder Ærkemager Krowen Valharrow der forklarer dem at det skjold de fik for at have reddet Tresvin. Som belønning vælger gruppen at få begrænset adgang til et udvalg af Harpernes teleportationscirkler uden at skulle betale for dem. | ||
| + | |||
| + | De trasker videre til Silverymoon | ||
| + | Møder den gamle antikvar Elarion Ilmáris og efterlader Helêl i hans varetægt. | ||
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| + | Der rejses igennem månepasset men bliver overfaldet af banditter der har hejst træstammer op på en bakketop og ruller dem ned derfra. | ||
| + | De redder heldigvis kærren, desværrer omkommer Handy Joe. | ||
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| + | De ankommer til Citadel Felbarr. | ||
| + | Udenfør møder de Iskæmpen Harshnag, dragen Felgolos, og den omrejsende eventyrer Cinder. | ||
| + | De får en audiens med Kong Morinn og Dronning Tithmel der beder dem give deres søn sendebud om at komme hjem, han er på ekskursion i Desarin Dalen. | ||
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| + | De rejser ud i Druarskoven og finder Beorunnas Brøn. | ||
| + | Her tager de en mandomsprøve fra Sortløve og Rødtiger barbarstammerne, og bekæmper en mytisk Manticore. | ||
| + | Tayte bruger alteret og danner pagt med landet hvor et af dets minder sårer det dybt. De fanger nogle kæmpekaniner, flår dem, og laver en frakke ud af dem til Cinder. | ||
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| + | Den nysammentømrede gruppe farer fluks sydpå uden Harshnag eller Felgolos til Jalanthar og hele vejen tilbage til Noanar's Hold. | ||
| + | Undervejs bliver de overfaldet af Hyuth og en skare af Gargoyles. | ||
| + | I noanars Hold møder de den omrejsende barde Mythiri der ønsker at betale dem for fortællingen om deres rejser. Hun tilbyder en gylden ring, men gruppen afslår. | ||
| + | De rejser til Kalde-horn en kro der tidligere var blevet ødelagt af en anden Iskæmpe. | ||
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| + | Efterfølgende drager de sydpå med intention om at krydse Dessarin floden, de kommer til et vadested der er hjemsøgt. De vælger at efterlade deres dyrbare vogn og traske videre til fods. | ||
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| + | De bliver overfaldet af banditter, de tager den ene til fange og lover han kan flygte imod at han fortæller om deres tilholdsted. Halrin myrder ham alligevel. | ||
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| + | De redder Halflingen Lily og hendes rejsekammarat, men på vejen ud bliver de overfaldt af bakkekæmper. | ||
| + | De flygter, og ønsker at tage hævn. | ||
| + | De drager Beliard og får at vide at kongesønnen Braegan Stenhammer netop er rejst ud og forventes tilbage om syv dage. Gruppen beslutter sig for at de til fods sagtens kan indhente kavaleriet og drager ud i samme retning. De bruger en tidag på at rejse hele Dessarin-dalen tynd og ender tilbage i Beliard hvor de har en audiens med Prins Braegan. Han nægter at tage hjem før problemet med bakkekæmperne er løst. | ||
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| + | De drager tilbage til Noanar's Hold for at planlægge men bliver forstyrret af en vild Zephyros der dukker op og fortæller dem de skal tage deres pæneste tøj på. | ||
| + | |||
| + | Med Zephyrosses hjælp teleporterer gruppen til kæmpernes hof dybt under vandet, og bevidner kroningen af dronning Serissa. De bliver opdaget af Iymrith der virker som om hun kender gruppen og er fjendtligsindet. | ||
| + | Halrin bruger forvirringen til at donere Bidende Vind til dronning Serissa, nævne at de kommer fra Noanar's Hold. | ||
| + | Slukøret vender gruppen tilbage til Noanar's Hold, og lægger en ny plan. Harshnag har nævnt et orakel på toppen af verdenens rygrad, det må findes så vi kan finde svar på hvorfor kæmperne agerer som de gør. | ||
| + | |||
| + | |||
| + | Gruppen drager til Yartar og benytter deres Harper-pas til at teleportere til Mirabar. Der er åbenbart en stor dusør for at finde en elverpige og få hende tilbage til Mirabar enten i live eller i genoplivelig tilstand. Gruppen skynder sig afsted, mødes med Harshnag uden for byen, drager til bjerget, og konkluderer han nok ikke passer ind i dværge-miner. Harshnag klatrer imens gruppen farer ind i minerne i hælene på 3 andre eventyrsgrupper. | ||
| + | |||
| + | Forviltret og forhutlet formår de at finde vej igennem mirabars miner, undervejs optrævler de et plot fra en troldmand om at bruge oraklets magi til at omdanne sig til en Lich. I kampen omkommer Halrin desværre, men de når at redde en enkelt overlevende fra de andre grupper før han også bliver ofret. | ||
| + | |||
| + | Akaus slår sig til føljet. | ||
| + | |||
| + | De kommer til toppen af verdenens rygrad hvor de mødes med Harshnag. | ||
| + | Falkor dukker op med sit kæleøksenæb han har båret hele vejen igennem Mirabars Miner. Han bærer et STORT takkebrev fra dronning Serissa. | ||
| + | De undersøger oraklet og løser kæmpernes gåde der åbner ind til oraklets centerkammer. De finder ud af de mangler en Shaman til at aktivere oraklet, held-i-uheld har en kæmpe tidligere slået sin søn ihjel. Og endnu mere heldigt er at Lichens korrumpere inflydelse har vækket hans spøgelse igen. Han er låst til oraklets centerkammer men Eigoron forsøger at bruge den stund han har i livet så godt han nu kan. | ||
| + | |||
| + | De finder ud af at de er skæbnens udvalgte. | ||
| + | At Kæmperne ikke har en arving på Dragekranietronen som kan aktivere den, måske fordi det er den forkerte arving. | ||
| + | At nogle elementer ikke synes det er vigtigt at adlyde kongen/dronningen hvis de ikke viser sig i stand til at sætte sig i respekt. | ||
| + | At for at spørge oraklet til råds skal man forstærke magien ved at ofre sit bånd til et af landets minder. | ||
| + | |||
| + | De slog en smuttur forbi RavneHøjen og sikrede sig et af landets minder på vej til Klauthsdal. Her mødte de den sorte dragefødte Mazori, og holdte audiens med Klauth, den store røde drage der giver dem et luftskib. | ||
| + | |||
| + | De drog med bedre afklaring tilbage til Dessarin dalen for at bekæmpe Høvdinginde Guh. Med meget møje og masen fik de reddet Prins Braegan, de sidste 2 af hans tropper, en elge barbar Gryhark, og en Harper Spion. | ||
| + | |||
| + | De havde mere eller mindre raseret Grudd Haug, så da de drog tilbage til Belliard for at slikke deres sår blev de belejret af resten af bakkekæmperne. De fik besejret den demon-besatte Guh, Solamithen i hende, og sendte resten af bakkekæmperne på flugt. De er nok mindre farlige uden en leder og borg. | ||
| + | |||
| + | De flyver til Yartar, hyrer en guide til midten af Everlund, finder nogle teleportationssten og under belejring af Rakor den sorte hersker teleporterer de til Lyn Amal. De audienser med Grevinde Sansuri der hjælper dem med at forstå deres plads i skæbnens spil, og forhandler den tilfangetagede indtrængende drage Felgolos imod at de giver hende Orcuses Hjerte. | ||
| + | |||
| + | Efterfølgende flyver de til Mirabar og så alfaderens øje. | ||
| + | |||
| + | Undervejs støder de ind i Jasper, en Gargoyle der er på eventyr for at besejre BanditKongen. | ||
| + | Det viser sig at Banditkongen er Falkor. | ||
| + | |||
| + | De tager tilbage til Alfaderens øje og lærer hvordan de kommer ti, Svardbog. | ||
| + | Og nogle andre ting. | ||
| + | |||
| + | |||
| + | |||
| + | </code></spoiler> | ||
| + | |||
| + | <spoiler|Thrain til Meanwhile Segmentet>{{:random:characters:thrain_er_bygget_som_en_arketypisk_dvaerg_lav_bredskuldret_og_solidt_funderet._han_ligner_tydeligt_.png|}}</spoiler> | ||
| + | |||
| + | <spoiler|Bakkekæmper>https://homebrewery.naturalcrit.com/share/1-h0o-MsCfyxkZL8GAcPoEttvlDEHK4wh5WSwN5UpwIO7 | ||
| + | |||
| + | Area Creature(s) Notes | ||
| + | 1 1 male hill giant | ||
| + | On Guh's command, the giant moves the boulder into the doorway and stands guard outside. | ||
| + | 1 round to entrance of Area 2. | ||
| + | 1d4+1 Mundane Items: Stuffed animal, Giant-sized pair of old sandals, Giant-sized waterskin (full), 30-foot-long hempen rope tied to a wooden bucket, Iron bell (with or without its clapper) | ||
| + | |||
| + | 2 Chief Guh, 5 male hill giants, 4 ogres, 6 goblins | ||
| + | Guh doesn't move. The giants and ogres defend her, while the goblins shoot from their ledge. | ||
| + | Conch of Teleportation, 1 TableF magic item. 1d4 TableB magic items. +1 Rapier, Keoghterm's Ointmen, philter of love, Scroll Summon Lesser Demons, Bag of Holding, 150 GP, 630 SP, 5600 CP, Wooden Rocking Horse 25 GP, 6 Vials of Holy Water, Life-size statue of halfling smoking pipe 25 GP, Battered bejeweled hat 250 GP, Gold Flute 250 GP, Jade Flowerpot 750 GP, Ornate Puppet Theater with puppets 2500 GP, | ||
| + | |||
| + | 3 4 wolves trained as mounts for goblins | ||
| + | A wooden gate confines the wolves to their pen. | ||
| + | Some gnawed bones. | ||
| + | |||
| + | 4 5 Hobgoblins | ||
| + | The orcs join their kin in area 9 by way of area 2. | ||
| + | 5 rounds to the slope down in Area 9 | ||
| + | Each Hobgoblin has 1d10 GP, they have 2 Healing Potions between them. | ||
| + | |||
| + | 5 6 goblins | ||
| + | The goblins retreat to area 14 by way of area 6. | ||
| + | 4 rounds to middle of Area 14 | ||
| + | Uncountable kitchenware, Halfling Sheepherder, Butcher's Bib | ||
| + | 4 doses of Purple Mushroom, Ingested: 2d12 FortSave13 halves. Can be consumed as material component to turn spell into poison dmg. | ||
| + | |||
| + | 7 1 hobgoblin | ||
| + | The hobgoblin investigates loud noises in area 5. Otherwise, it guards the north docks. | ||
| + | 2½ rounds to be next to oven and oversee Area5. | ||
| + | He has a healing potion | ||
| + | Elven ring 100 GP, 45 GP, 80 SP, | ||
| + | |||
| + | 8 4 hobgoblins | ||
| + | The hobgoblins remain in the tower until intruders reach the den, then head to area 2 by way of area 5. | ||
| + | 4 rounds to be next to oven. | ||
| + | Each Hobgoblin carries 1d10 GP, 4, 10, 9, 4 | ||
| + | |||
| + | 9 10 Hobgoblins | ||
| + | The Hobgoblins stay here to guard the animals. | ||
| + | Each Hobgoblin has 1d10 GP, Between them they have 4 Healing Potions. | ||
| + | |||
| + | 10 2 male hill giants | ||
| + | One giant moves the boulder outside area 9 to seal off the stockyard, stopping to fight enemies in its path. The other giant bolsters the orcs in area 9. | ||
| + | 5 rounds for westernmost giant to reach the boulder | ||
| + | 3 rounds for easternmost giant to exit the caves. | ||
| + | 10 pallets, each containing: 1d6x100 GP, 2d6x100 SP, 3d6x100 CP, and 1d3 Giantsbag items. | ||
| + | 400 GP, 800 SP, 1100 CP, Uprooted shrub or berry bush | ||
| + | 400 GP, 800 SP, 500 CP, Giant-sized necklace made of bones | ||
| + | 200 GP, 600 SP, 400 CP, 5-foot length of chain, Carved wooden statue of a halfling, Carved stone statue of a dwarf | ||
| + | 500 GP, 1100 SP, 1200 CP, Bag of dried mushrooms | ||
| + | 500 GP, 500 SP, 1100 CP, 10-foot-long hempen rope tied to a rowboat anchor, Wooden oar | ||
| + | 400 GP, 700 SP, 1600 CP, 5-foot length of chain, Bundled-up tent, 30-foot-long hempen rope tied to a wooden bucket | ||
| + | 500 GP, 900 SP, 700 CP, Giant-sized shabby cloak | ||
| + | 500 GP, 600 SP, 1100 CP, Small bag of salt, 3 humanoid skulls, Giant-sized skinning knife | ||
| + | 300 GP, 1000 SP, 1400 CP, 5 dragon scales, Giant-sized drum | ||
| + | 100 GP, 1100 SP, 1200 CP, Giant-sized necklace made of bones, Tombstone, Wagon wheel | ||
| + | Total 3800 GP, 8100 SP, 10300 CP, | ||
| + | |||
| + | 11 2 Caged Boars hankering for pig entrails | ||
| + | |||
| + | 12 1 Ettin (Oinker-Boinker), 7 bugbears | ||
| + | The ettin and the bugbears remain here. | ||
| + | |||
| + | 13 2 Bugbears | ||
| + | The bugbears stay here until they hear combat in area 12. They then investigate that area. | ||
| + | 2½ rounds to mid-Area12 | ||
| + | They each have a spoiled healing potion, normal effect but also sickened for 1 hour. | ||
| + | 5 Cages of Prisoners | ||
| + | Human farmers: Father, Mother, Teenage girl and Two boys). | ||
| + | Gryhark (CN Male Human) Elk tribe Tribal Warrior | ||
| + | Ghalvin Dragonmoor (CG Male Half-Elf) Scout for Emerald Enclave | ||
| + | Prins Braegan Stenhammer, +1 Dværg | ||
| + | 3 dværge | ||
| + | |||
| + | 14 1 male hill giant (Slub), 1 otyugh | ||
| + | The hill giant and otyugh remain here. | ||
| + | Gavel of the Venn Rune as a necklace | ||
| + | 2 potions of antiplague, which gives advantage on fortsaves against disease for 24 hours. | ||
| + | |||
| + | 15 Half a barrel of pig snouts, half a barrel of vinegar, 1d6x100 GP, 2d6x100 SP, 3d6x100 CP, 1d4 giantsbag items. | ||
| + | 100 GP, 200 SP, 800 CP. Mangy fur pelt | ||
| + | |||
| + | 16 1 hobgoblin, 2 goblins | ||
| + | The hobgoblin climbs the ladders behind the smithy and heads to area 7. The goblins stay here and attempt to hide. | ||
| + | 4 rounds to be next to oven. | ||
| + | Smith has 1d10 GP, each goblin has 1d10 GP. | ||
| + | |||
| + | |||
| + | Carrying Chieftain Guh: 8 Hill Giants | ||
| + | |||
| + | Herding Pigs: 5 Hill Giants, 10 Hobgoblins | ||
| + | |||
| + | Scouting and Reconnaissance: 10 Hobgoblins | ||
| + | |||
| + | Carrying Supplies: 5 Hill Giants, 10 Hobgoblins | ||
| + | |||
| + | Guard Duty and Defense: 8 Ogres, 10 Hobgoblins | ||
| + | |||
| + | |||
| + | |||
| + | Sabotage Supplies: The players can sneak into Grudd Haug and poison or steal a portion of the giants' food and water supplies, weakening them before the march. | ||
| + | |||
| + | Target Leaders: Assassinate key leaders like the hobgoblin commander or the giants' second-in-command, causing confusion and disrupting their chain of command. | ||
| + | |||
| + | Set Traps: Lay traps around the perimeter of Grudd Haug, such as pit traps or explosive devices, to injure and demoralize the giants when they try to leave. | ||
| + | |||
| + | Create Diversions: Use illusions or minor attacks to create diversions, drawing the giants and hobgoblins away from critical areas, allowing the players to strike more effectively. | ||
| + | |||
| + | Free Prisoners: If there are any captured creatures or slaves within Grudd Haug, the players can free them to cause chaos and potentially gain allies for their cause. | ||
| + | |||
| + | |||
| + | |||
| + | Ambush Patrols: Attack small patrols or scouting parties sent out by the giants, chipping away at their numbers and morale. | ||
| + | |||
| + | Destroy Bridges: If the giants need to cross any bridges or similar structures, the players can destroy them, forcing the giants to find alternate, more difficult routes. | ||
| + | |||
| + | Set Fires: Use hit-and-run tactics to set fire to the giants' supplies or sleeping quarters during rest periods, causing panic and loss of resources. | ||
| + | |||
| + | Harass with Ranged Attacks: Use ranged weapons and magic to harass the giants from a distance, gradually wearing them down without engaging in direct combat. | ||
| + | |||
| + | Block Roads: Fell trees or create landslides to block narrow passes and roads, slowing down the giants' progress and making them more vulnerable to further attacks. | ||
| + | |||
| + | |||
| + | |||
| + | 1 dag til Beliard. | ||
| + | 2 dage til Grudd Haug | ||
| + | 1 dag smedjen og tårnet. | ||
| + | 1 dag forsøg med bagindgang | ||
| + | 1 dag svømme ind og redde fanger | ||
| + | 2 dage tilbage | ||
| + | |||
| + | Allerede lootet: | ||
| + | 269gp (150gp, 630sp, 5600cp) | ||
| + | 1550gp (310x5) | ||
| + | |||
| + | Ej-endnu lootet: | ||
| + | 3800gp, 8100sp, 10300cp. | ||
| + | 100gp, 200sp, 800cp | ||
| + | 4841gp (468x5+1) | ||
| + | |||
| + | Møde med Zephyros | ||
| + | - Gargoyle Overfald | ||
| + | |||
| + | Beskatning af Noanars Hold for 9028gp | ||
| + | |||
| + | |||
| + | 1 luftdag til Yartar | ||
| + | 1½ luftdage til Noanar's Hold | ||
| + | 8 Gargoyles AC15 33HP, Res-all, Fly60', 2x +4 2d4+2 dmg. | ||
| + | 6 Gargoyle+ AC15 44HP, Res-All, Fly60', 2x +6 2d4+6 dmg. | ||
| + | 4 LøjtnantGoyles Large, 55HP, Res-All, Fly60', 2x +8 4d4+6 dmg. | ||
| + | |||
| + | 4-12 MPH | ||
| + | Fra Beliard | ||
| + | 385 mil til Alfaderens Øje | ||
| + | 98 mil til Yartar | ||
| + | 148 mil til Noanars Hold | ||
| + | 194 mil ti Waterdeep | ||
| + | 152-287 mil til Evermoors sumpen. | ||
| + | |||
| + | Fra Noanars Hold | ||
| + | 358 mil til Alfaderens Øje | ||
| + | 118 mil til Yartar | ||
| + | 38-143 mil til Evermoors sumpen. | ||
| + | |||
| + | </spoiler> | ||
| + | <spoiler|Kæmpe Spådomme><code> | ||
| + | Hej gutter, jeg har været i Noanar's Hold i 5 dage nu, jeg er tilbage efter at i sendte mig for at finde | ||
| + | |||
| + | Jeg har opdaget mere information om de kæmper der var problematiske. Jeg har ikke lyst til at sende det via magi, vi bør | ||
| + | |||
| + | Disse opdagelser har taget sin told på mit sind, og jeg tror jeg har brug for en ferie efter denne opgave. Har i | ||
| + | |||
| + | Der er også to andre folk her for at besøge jer, en eller anden dame fra Yartar. Hun virker flink, men jeg | ||
| + | |||
| + | |||
| + | Zalto | ||
| + | “I jernets mørke hjerte, der varmer op til brand, | ||
| + | En titan under bjerget, ku’ vælte alt på land. | ||
| + | Fra slaggerne i ilden, han genopstår engang, | ||
| + | Landsbyer og fæstninger, vil knuses med et bang.” | ||
| + | |||
| + | |||
| + | Storvald | ||
| + | “I nordens is og sne, hvor intet menneske går, | ||
| + | Her findes vinterens jarl, som fryser alt i stå. | ||
| + | Han jager efter ringen, der holder kulden fast, | ||
| + | Og når han bærer ringen, bli’r verden lagt i last.” | ||
| + | |||
| + | |||
| + | Høvding Guh | ||
| + | "Hun æder uden ende, til maver skriger svang, | ||
| + | Et gab så stort som verden, og sulten varer lang. | ||
| + | En dæmon driver hende, og vokser hendes krop, | ||
| + | Alt er hendes spisebord, og hun vil spise op." | ||
| + | |||
| + | |||
| + | Than Kayalithica | ||
| + | "I kløften hun sig bygger, en hær af klint og sten, | ||
| + | Med golemmer hun rydder, små knogler og små ben. | ||
| + | I mørket styrer hænder, af skarpt og tyst granit, | ||
| + | Hun vil kun se det rene, verden falder til sidst." | ||
| + | |||
| + | |||
| + | Grevinde Sansuri | ||
| + | “På vinger i det høje, der flyver slottet stort, | ||
| + | Hun søger magtens perler, gemt væk fra verdens kort. | ||
| + | Når himlen først er kuet, og intet kan sti' op, | ||
| + | Vil stormen føje hende, mens tårne står i top.” | ||
| + | </code></spoiler> | ||
| <spoiler|Shadowtop Cathedral><code> | <spoiler|Shadowtop Cathedral><code> | ||
| https://imgur.com/a/Qvwnvpg | https://imgur.com/a/Qvwnvpg | ||
| Line 26: | Line 567: | ||
| Empty - They haven't showed up in a while. | Empty - They haven't showed up in a while. | ||
| Lycanthropes | Lycanthropes | ||
| - | 16 Irith Månbeklo - Leaves early | + | 16 Irith Måneklo - Leaves early |
| Harpers - no vote | Harpers - no vote | ||
| Line 32: | Line 573: | ||
| Vaelinya Floshin - Forførende, manipulerende, farlig | Vaelinya Floshin - Forførende, manipulerende, farlig | ||
| Malrathar Floshin - Dominerende, ambitiøs, destruktiv | Malrathar Floshin - Dominerende, ambitiøs, destruktiv | ||
| + | |||
| + | High Elvere | ||
| + | 3 20 Betterberries | ||
| + | 5 +1 Sværd | ||
| + | |||
| + | Wood Elvere | ||
| + | 3 Blessing til 1 enkelt person der giver et enkelt brug af Phantasmal Killer | ||
| + | 5 Blessing for +1 Wisdom Save til en enkelt person. I løbet af en Short Rest kan denne gives videre. | ||
| + | |||
| + | Måne Elvere | ||
| + | 3 Forsvars alliance for +2 magt 1 gang. | ||
| + | 5 Magtperle | ||
| + | |||
| + | Enter | ||
| + | 3 Spiselig Bark der giver Barkskin | ||
| + | 5 Hjælper byen | ||
| + | |||
| + | Smaragdenklaven | ||
| + | 3 Consumable der giver midlertidige HItDice. | ||
| + | 5 Hjælper Byen, ++1 til en stat. Kan genvælges 1 gang om året. | ||
| + | |||
| + | Dæmon | ||
| + | 3 Consumable der giver sorcery points og 2 sorcelations | ||
| + | 5 Emblem der giver frit lejde igennem Højskoven,- og som kan gives til en Fiend for at få lov til at forsøge at bruge Diplomati med dem igen. | ||