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| + | <spoiler|Stor Dame><columns><spoiler|Deckhand><code>Mind-Linked Deckhand | ||
| + | Medium humanoid (any race), neutral evil | ||
| + | Armor Class 16 (Chain Shirt, Shield) Hit Points 44 (8d8 + 8) Speed 30 ft. | ||
| + | STR DEX CON INT WIS CHA | ||
| + | 20 (+5) 12 (+1) 13 (+1) 10 (+0) 12 (+1) 20 (+5) | ||
| + | |||
| + | Saving Throws Wis +3, Cha +7 | ||
| + | Skills Athletics +7, Perception +3 | ||
| + | Senses passive Perception 13 | ||
| + | Languages Common, telepathy 60 ft. | ||
| + | Challenge 4 (1,100 XP) (Defensive CR 1/4, Offensive CR 7) | ||
| + | |||
| + | Hive Mind of the Deep. The deckhand is immune to the charmed and frightened conditions as long as another creature with this trait is within 30 feet of it. | ||
| + | Pact-Bound Prowess. The deckhand's attack bonus for its weapon and spell attacks is +8. (This is derived from its +5 Strength/Charisma and a +3 proficiency bonus granted by its pact). | ||
| + | |||
| + | Actions | ||
| + | Scimitar. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) slashing damage. | ||
| + | |||
| + | Bonus Actions | ||
| + | Summon Psychic Echo (1/Day). The deckhand summons a Psychic Echo in an unoccupied space it can see within 30 feet. This echo is a translucent, watery duplicate of the deckhand. It lasts for 1 minute or until the deckhand's concentration is broken (as if concentrating on a spell). | ||
| + | As a bonus action on its turn (including the turn it's summoned), the deckhand can move the echo up to 30 feet and make a melee spell attack from the echo's space. Melee Spell Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) psychic damage. | ||
| + | |||
| + | Psionic Barbs. If the deckhand is not concentrating on its Psychic Echo, it can use its bonus action to wreathe itself in psionic energy. The next time a creature hits the deckhand with a melee attack before the start of the deckhand's next turn, that creature takes 5 (1d10) psychic damage. | ||
| + | </code></spoiler><newcolumn><spoiler|Pow Ming><code>Pow Ming, Slarkrethel's Hand | ||
| + | Medium humanoid (human), neutral evil | ||
| + | |||
| + | Armor Class 12 (15 with Pact Armor) Hit Points 71 (13d8 + 13) Speed 30 ft. | ||
| + | STR DEX CON INT WIS CHA | ||
| + | 8 (-1) 14 (+2) 12 (+1) 16 (+3) 14 (+2) 20 (+5) | ||
| + | |||
| + | Saving Throws Int +6, Wis +5, Cha +8 | ||
| + | Skills Insight +8, Deception +8, Persuasion +8 | ||
| + | Damage Resistances Psychic | ||
| + | Senses passive Perception 12 | ||
| + | Languages Common, Deep Speech, telepathy 60 ft. | ||
| + | Challenge 5 (1,800 XP) | ||
| + | |||
| + | Hive Mind of the Deep. As with the Deckhands, Pow Ming is immune to the charmed and frightened conditions as long as another creature with this trait is within 30 feet of it. | ||
| + | Pact Armor (1/Day). As a bonus action on her first turn in combat, Pow Ming can magically manifest a shimmering field of psionic force. Her AC increases to 15 for 1 hour. | ||
| + | |||
| + | Actions: | ||
| + | Mind Spike. Ranged Spell Attack: +8 to hit, range 120 ft., one target. Hit: 27 (5d10) psychic damage. | ||
| + | |||
| + | Synaptic Scramble (Recharge 5–6). Pow Ming releases a burst of psionic static in a 20-foot radius. Each creature in that area must make a DC 16 Intelligence saving throw. On a failed save, a creature takes 28 (8d6) psychic damage and must subtract 1d6 from all attack rolls and ability checks it makes before the end of Pow Ming's next turn. On a successful save, the creature takes half as much damage and suffers no other effect. | ||
| + | |||
| + | Grasping Abyss (1/Day). Pow Ming conjures a 20-foot square of grasping, shadowy tentacles (or watery, mind-bending tendrils) on the ground at a point she can see within 60 feet. This ability functions identically to the Evard's Black Tentacles spell (Save DC 16). | ||
| + | |||
| + | Bonus Actions: | ||
| + | Detect Thoughts (At-Will). Pow Ming targets one creature she can see within 30 feet. She gains insight into its surface thoughts (as the Detect Thoughts spell). As an action on subsequent turns, she can probe deeper (DC 16 Wisdom save to resist). This is perfect for her to call out the party's plans or mock the warlock. | ||
| + | |||
| + | Reactions: | ||
| + | Ink Cloud (Recharge 5–6). When Pow Ming is damaged by a creature within 5 feet of her, she can use her reaction to release a 10-foot-radius cloud of magical, inky darkness centered on herself. The cloud lasts until the end of her next turn. She can then move up to 10 feet without provoking opportunity attacks. | ||
| + | </code></spoiler><newcolumn><spoiler|Captain Storn><code>Captain Nelvin Storn | ||
| + | Medium humanoid (human), neutral evil | ||
| + | |||
| + | Armor Class 20 (Plate, Shield) Hit Points 136 (16d8 + 64) Speed 30 ft. | ||
| + | STR DEX CON INT WIS CHA | ||
| + | 18 (+4) 10 (+0) 18 (+4) 10 (+0) 14 (+2) 16 (+3) | ||
| + | |||
| + | Saving Throws Str +7, Con +7, Wis +5 | ||
| + | Skills Athletics +10 (Expertise), Insight +5, Intimidation +6, Perception +5 | ||
| + | Damage Resistances Psychic | ||
| + | Senses passive Perception 15 Languages Common, Deep Speech, telepathy 60 ft. | ||
| + | Challenge 6 (2,300 XP) | ||
| + | |||
| + | Hive Mind of the Deep. Storn is immune to the charmed and frightened conditions as long as another creature with this trait is within 30 feet of it. | ||
| + | Mind-Crushing Grasp. At the start of each of its turns, any creature grappled by Storn takes 5 (1d10) psychic damage. | ||
| + | |||
| + | Actions | ||
| + | Multiattack. Storn makes two attacks. He can replace one of these attacks with a Grapple attempt. | ||
| + | Pact-Infused Warhammer. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage. | ||
| + | Grapple. Storn attempts to grapple one creature. His +10 bonus to the Athletics check makes him exceptionally good at this. | ||
| + | |||
| + | Bonus Actions | ||
| + | Commander's Order (Recharge 5–6). Storn telepathically barks an order at one Mind-Linked Deckhand he can see. That Deckhand can use its reaction to immediately move up to half its speed and make one Scimitar attack. | ||
| + | |||
| + | Reactions | ||
| + | Protect the Crew. When a creature Storn can see attacks a target other than himself that is within 5 feet of him, Storn can use his reaction to impose disadvantage on the attack roll. | ||
| + | </code></spoiler><newcolumn><spoiler|Lord Drylund><code>Lord Khaspere Drylund | ||
| + | Medium humanoid (human), neutral evil | ||
| + | |||
| + | Armor Class 17 (Pact-Woven Robes) Hit Points 135 (18d8 + 54) Speed 30 ft. | ||
| + | STR DEX CON INT WIS CHA | ||
| + | 10 (+0) 14 (+2) 16 (+3) 16 (+3) 18 (+4) 20 (+5) | ||
| + | Saving Throws Int +7, Wis +8, Cha +9 | ||
| + | Skills Deception +13, Insight +12, Persuasion +13 | ||
| + | Damage Resistances Psychic | ||
| + | Senses passive Perception 14 | ||
| + | Languages Common, Deep Speech, telepathy 120 ft. | ||
| + | Challenge 10 (5,900 XP) | ||
| + | |||
| + | Hive Mind of the Deep. Drylund is immune to the charmed and frightened conditions as long as another creature with this trait is within 30 feet of it. | ||
| + | Desperate Escape. The first time Drylund is reduced to half his hit points (67 HP) or fewer, he can use his reaction to cast Misty Step (psionic-flavored) and telepathically scream for help. His allies (Pow Ming, Storn, and Deckhands) are alerted and arrive in 1d4 rounds. | ||
| + | |||
| + | Actions | ||
| + | Greed's Sting. Melee Weapon Attack: +9 to hit (uses Charisma), reach 5 ft., one target. Hit: 7 (1d8 + 5) piercing damage plus 18 (4d8) psychic damage. On a hit, the target must make a DC 17 Wisdom saving throw or be overcome with avarice. The target must use its reaction to move up to its speed toward the most valuable object it can see (as determined by the DM). | ||
| + | |||
| + | Idol of the Deep (Recharge 5–6). Drylund summons the psionic image of a kraken in a 20-foot cube. Each creature in that area must make a DC 17 Intelligence saving throw. On a failed save, a creature takes 36 (8d8) psychic damage and is Stunned until the end of Drylund's next turn. On a successful save, the creature takes half as much damage and is not Stunned. | ||
| + | |||
| + | Whispers of Madness (1/Day). Drylund targets one creature he can see within 60 feet. This functions identically to the Dominate Person spell (Save DC 17). | ||
| + | |||
| + | Bonus Actions | ||
| + | Lord's Command. Drylund issues a one-word telepathic command to one creature he can see. This functions identically to the Command spell (Save DC 17). He typically uses "Grovel," "Flee," or "Drop." | ||
| + | |||
| + | Reactions | ||
| + | Golden Bonds. When a creature Drylund can see hits him with an attack, he can use his reaction to wrap the attacker in psionic chains. The attacker must succeed on a DC 17 Charisma saving throw or become Restrained until the end of its next turn. | ||
| + | |||
| + | Legendary Actions | ||
| + | Lord Drylund can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. He regains spent legendary actions at the start of his turn. | ||
| + | Teleport (Costs 2 Actions). Drylund teleports up to 30 feet to an unoccupied space he can see. | ||
| + | Use Bonus Action. Drylund uses his Lord's Command. | ||
| + | Grasping Psyche. One creature Drylund can see must make a DC 17 Strength saving throw or be pulled up to 15 feet in a straight line toward him. | ||
| + | |||
| + | Lair Actions (His Office) | ||
| + | On initiative count 20 (losing initiative ties), Drylund can take a lair action to cause one of the following effects; he can't use the same effect two rounds in a row. | ||
| + | Aquarium's Wrath. The squid in the aquarium causes a spectral tentacle to lash out. One creature Drylund can see must make a DC 17 Dexterity saving throw. On a failure, the creature takes 13 (3d8) cold damage and is Grappled (escape DC 17) by the spectral tentacle. The tentacle has a reach of 30 feet. | ||
| + | Ink Cloud. The squid squirts ink, magically filling a 30-foot-radius sphere with inky darkness (as the Darkness spell). It lasts until the start of the next lair action. Drylund can see through this darkness. | ||
| + | </code><spoiler></columns></spoiler> | ||
| + | <spoiler|IskæmpeNavne><code> | ||
| + | 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. | ||
| + | |||
| + | 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. | ||
| + | |||
| + | 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? | ||
| + | |||
| + | |||
| + | 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. | ||
| + | |||
| + | 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. | ||
| + | |||
| + | 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. | ||
| + | |||
| + | First, let's address the giants your players have already dealt with: | ||
| + | |||
| + | Location: Area 14. Throne Room | ||
| + | |||
| + | Status: Defeated. | ||
| + | |||
| + | Posthumous Names & Quirks: | ||
| + | |||
| + | Stigandr (The Unblinking): He was known for his unnervingly steady gaze and a habit of never blinking, even in the biting wind. | ||
| + | |||
| + | Hrolf (The Fist-Cracker): He had a nervous tic of constantly cracking his massive knuckles, a sound that echoed like splitting logs. | ||
| + | |||
| + | Giant Roster and Locations in Svardborg | ||
| + | |||
| + | Here is the disposition of the remaining giants, assuming the alarm has not yet been raised. | ||
| + | |||
| + | The Great Fortress (Upper Level) | ||
| + | |||
| + | Area 12. Great Hall | ||
| + | There are typically 6 frost giants here, feasting, drinking, and trying to stay in the Jarl's good graces. | ||
| + | |||
| + | Gunnar the Boastful: The self-proclaimed "greatest hunter." | ||
| + | |||
| + | 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. | ||
| + | |||
| + | Helga Stone-Fist: An older, matronly giantess who manages the hall's servants (goblins, not present). | ||
| + | |||
| + | 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. | ||
| + | |||
| + | Skabbi the Sullen: A bitter giant nursing a permanent leg injury from a past battle. | ||
| + | |||
| + | 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. | ||
| + | |||
| + | Finn and Foss (The Twins): Two younger, identical-looking giants. | ||
| + | |||
| + | 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!" | ||
| + | |||
| + | Runa the Riddler: A clever giantess who prefers wordplay to brute force. | ||
| + | |||
| + | 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!" | ||
| + | |||
| + | Area 13. Jarl's Bedchamber | ||
| + | Jarl Storvald is here with his two wives, despairing over his failures. | ||
| + | |||
| + | Jarl Storvald: The lord of Svardborg. | ||
| + | |||
| + | 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. | ||
| + | |||
| + | Astrid (First Wife): Cunning and ambitious. | ||
| + | |||
| + | 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. | ||
| + | |||
| + | Fridda (Second Wife): A formidable warrior in her own right, frustrated by the Jarl's inaction. | ||
| + | |||
| + | 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. | ||
| + | |||
| + | Area 15. Barracks | ||
| + | There are 8 frost giants sleeping here off-shift. They are exhausted from endless patrols. | ||
| + | |||
| + | Bjornulfr (The Snoring Mountain): The informal leader of this group. | ||
| + | |||
| + | 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. | ||
| + | |||
| + | The Seven Sleepers (Kjell, Ivar, Leif, Harald, Egil, Magnus, Sven): The rest of the off-duty watch. | ||
| + | |||
| + | 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. | ||
| + | |||
| + | The Ramparts and Gates | ||
| + | |||
| + | Area 2. Main Gate | ||
| + | Two frost giants stand guard here. | ||
| + | |||
| + | Stenvik the Carver: A patient and artistic giant. | ||
| + | |||
| + | 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. | ||
| + | |||
| + | Knut the Watcher: Paranoid and jumpy. | ||
| + | |||
| + | 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. | ||
| + | |||
| + | Area 17. Ramparts | ||
| + | Four frost giants patrol the upper walls, keeping an eye on the sea. | ||
| + | |||
| + | Thrymmir the Gambler: The leader of this watch. | ||
| + | |||
| + | 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. | ||
| + | |||
| + | Inga, Hakon, and Solveig: The other members of the watch. | ||
| + | |||
| + | 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. | ||
| + | |||
| + | The Returning Whale Hunters from the Krigsvind | ||
| + | |||
| + | 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. | ||
| + | |||
| + | 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. | ||
| + | |||
| + | First Wave: The Vanguard | ||
| + | Led by Ulfgar the Singer. | ||
| + | |||
| + | 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. | ||
| + | |||
| + | Second Wave: The Harpooners | ||
| + | Led by Bjornhild the Steady-Handed, a tall, grim giantess. | ||
| + | |||
| + | 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. | ||
| + | |||
| + | Third Wave: The Dragon-Binders | ||
| + | Led by Grimnir the Scarred. | ||
| + | |||
| + | 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. | ||
| + | |||
| + | Fourth Wave: The Haulers | ||
| + | Led by Harfang the Mighty. | ||
| + | |||
| + | 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. | ||
| + | |||
| + | Putting It All Together for Your Session | ||
| + | |||
| + | Your players are in the Throne Room (14) with Nilraun. | ||
| + | |||
| + | The 6 feasting giants are just next door in the Great Hall (12). Any loud, extended interrogation will surely draw their attention. | ||
| + | |||
| + | Jarl Storvald and his wives are in their chambers (13), a prime target but also dangerously close to the throne room. | ||
| + | |||
| + | The 8 sleeping giants in the barracks (15) are a potential threat if a widespread alarm is raised. | ||
| + | |||
| + | 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. | ||
| + | |||
| + | Good luck, and may your players' plans survive contact with the frost giants! | ||
| + | |||
| + | |||
| + | 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. | ||
| + | |||
| + | </code></spoiler> | ||
| + | |||
| + | <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. | ||
| + | |||
| + | Forankrer i? Holder i skiftevagt? Hvad er planen? | ||
| + | |||
| + | "Hvad er den første ting, der falder dig ind, når du tænker på Harshnag?" | ||
| + | |||
| + | "Harshnags død var voldsom. Hvilken følelse dominerer, når du tænker på det - sorg, vrede, eller en lyst til hævn?" | ||
| + | |||
| + | "Hvad var det vigtigste, du lærte af ham?" | ||
| + | |||
| + | "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?" | ||
| + | |||
| + | |||
| + | |||
| + | 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. | <spoiler|Historien Hidtil><code>Neverwinter - Andratath, Tayte, Gleam, Halrin, og Handy Joe. | ||
| Gundren Rockseeker | Gundren Rockseeker | ||
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| Opklarer en Oni der hjemsøgte Gwaeron's Slummer - Modtager magisk Glaive "Bidende Vind". | 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. | 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. | Forsvarer byen imod ildkæmper og orcer. | ||
| Uldniath's Våben, Fjendehammers Esse, og Othovirs harnisk-forretning brænder ned og bebyggerene omkommer. | Uldniath's Våben, Fjendehammers Esse, og Othovirs harnisk-forretning brænder ned og bebyggerene omkommer. | ||
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| Forlader Falkor som bestyrrer af Noanar's Hold og rejser videre til Everlund. | 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. | 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. | ||
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| Den nysammentømrede gruppe farer fluks sydpå uden Harshnag eller Felgolos til Jalanthar og hele vejen tilbage til Noanar's Hold. | Den nysammentømrede gruppe farer fluks sydpå uden Harshnag eller Felgolos til Jalanthar og hele vejen tilbage til Noanar's Hold. | ||
| - | De møder den omrejsende barde Mythiri der ønsker at betale dem for fortællingen om deres rejser. Hun tilbyder en gylden ring, men gruppen afslår. | + | 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. | De rejser til Kalde-horn en kro der tidligere var blevet ødelagt af en anden Iskæmpe. | ||
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| 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 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. | At for at spørge oraklet til råds skal man forstærke magien ved at ofre sit bånd til et af landets minder. | ||
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| + | 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 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 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. | ||
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| + | 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. | ||
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| + | Efterfølgende flyver de til Mirabar og så alfaderens øje. | ||
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| + | Undervejs støder de ind i Jasper, en Gargoyle der er på eventyr for at besejre BanditKongen. | ||
| + | Det viser sig at Banditkongen er Falkor. | ||
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| + | De tager tilbage til Alfaderens øje og lærer hvordan de kommer ti, Svardbog. | ||
| + | Og nogle andre ting. | ||