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. 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.” https://imgur.com/a/Qvwnvpg 2 Barlgura.56 6 Lemure.76 6+3 Zombier.316 2 Githyanki.160 Council of the Wood High Elves Aryvandaar representative 19 Lyrandor Velayon - Stolt, strategisk, bitter Wood Elves 20 Red Lady / Morgwais Nattelund 17 Aelorin Greønbark - Praktisk, rolig, naturens beskytter Moon Elves Eaerlann representative - - Mostly Elvenport in the east 18 Seladria Månedanser - Krigerisk, håbefuld, diplomatisk Treants 15 Grandfather tree Emerald Enclave 14 Thalara Mossgrove - Fanatisk, kompromisløs, vilde metoder Barbarians Tree Ghost to the east Broken - They did not live up to their end of the alliance Giants Empty - They haven't showed up in a while. Lycanthropes 16 Irith Måneklo - Leaves early Harpers - no vote Demonic Envoys Vaelinya Floshin - Forførende, manipulerende, farlig 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. Demon Attack Assassination plot 37000 years ago the Sarrukh ruled the lands, they made many temples that provided access to the other planes. Guarded by bipedal dinosaur golems. After years of neglect, the demons invaded back and broke the golems to hell. Several places in the forest are dedicated to Leira. Leira was slain by Cyric. Her devoted places now host glamers, incorporeal aspects of her divine mantle. Elvenport ruined former home of the moon elves. Now host to Fey'ri / Vaerilmor Floshin has The unnamed dungeon which houses Fey'ri prisoners of war. The ruins of Lothen is now the home base of malar worshipping orcs. Stronghold of Nine Human adventurers took over former dwarven hold for inscrutable reasons. Entrance 1 Skum 1 Giant White Moray Eel 4 Giant Sea Eel https://preview.redd.it/dtgdtj849k361.jpg?width=640&crop=smart&auto=webp&s=1e26e7530535d081705343257dc86b9b7dafff0b Dragon Lair SD-| -|- - Pool | | Mushroomroom Alchemyroom -Slime Corridor- | Guardroom-|-| | | | | |- -|- Guardroom -O- Reflecting pool Cloakroom- | Kitchen | Entrance-|- -|- -|- \Shrine| Entrance: 2 Razorvine Blights (initially nonhostile. Oosith-image Triad Chamber: Filled with Razorvine Acrobatics check to avoid falling, taking 1 damage, and being subject to disease DC11 Sewer Rot, DC13 Cackle Fever, DC 15 Sewer Plague. Gleam & Cinder fail all. Kitchen: 8 Razorvine Blight Cloakroom No iron equipment, rotten provisions, healing potions. Guardroom: Kelran, Lyra, Rurik. 12 potions. Enslaved animals Enslaved eels Razorvine, 8HP/square: 1d6 skade. Mosquitos Skum Brackwater elementals Muddy difficult terrain squares Young Black Dragon (Enslaved) Ignorér Arkantos Easy DC: 15, Hard DC18. Bonus gained if succeeded by 5 or more. Malus gained if failed by 5 or more. Friendly Guide: Eldrin A mysterious figure appears offering guidance, but their true motives remain unclear. CHA(Persuasion), WIS(Insight), INT(Investigation), + Advantage in a skill check of choice later. - Disadvantage on skillcheck of choice later. Fierce Predator: A fearsome creature stalks the players, viewing them as intruders in its territory. CHA(Animal handling), WIS(Survival), DEX(Stealth), + Advantage in Treacherous Terrain. - Injury, disadvantage to skill checks related to a stat. Competitor Sabotage: Rival teams attempt to sabotage the players' progress, setting poisoned stake traps. INT(Investigation), DEX(Thieves Tools), CHA(Deception), + 9 doses of poison worth 20gp Each. - One character Poisoned for 24h. Treacherous Terrain: Jagged rocks and narrow ledges impede progress. DEX(Acrobatics), STR(Athletics), INT(Nature), + Advantage on a skillcheck of choice later. - Injury, disadvantage to skill checks related to a stat. Rockfall: Loose rocks tumble down the mountain, threatening to knock climbers off their path. WIS(Perception), DEX(Acrobatics), DEX(Save), + Choice to autosucceed on Collapsed Path. - Injury, disadvantage to skill checks related to a stat. Collapsed Path: A section of the trail collapses, blocking the players' progress. WIS(Perception), INT(Investigation), STR(Athletics), + Find 2 Hellingebark roots, or remove an injury. - Disadvantage on skillcheck of choice later. False Trails: Deceptive markers lead climbers astray, wasting precious time. INT(Investigation), WIS(Perception), WIS(Survival), + Find Hidden Cave to avoid exhaustion if sleeping outside, or to avoid Whiteout event. - Disadvantage on Icy Patches. Icy Patches: Slick ice patches cover parts of the ascent, making footing treacherous. DEX(Athletics), STR(Athletics), WIS(Survival), + Find Hidden Cave to avoid exhaustion if sleeping outside, or to avoid Whiteout event. - Injury, disadvantage to skill checks related to a stat. Whiteout: A sudden blizzard engulfs the mountain, reducing visibility to near-zero. WIS(Survival), WIS(Perception), INT(Nature), + Unexpected Allies: Treasure(Hotsprings, 8 rations, old corpse (48 GP), and advantage in future skill check. - 1 level of exhaustion. Misleading Flora: Similar-looking flowers litter the mountain, confusing climbers. INT(Nature), WIS(Perception), INT(Investigation), + 4 Hellingebark rødder. - One character Poisoned for 24h. Thin Air: The higher altitude makes breathing difficult, causing exhaustion and dizziness. CON(Save), WIS(Survival), WIS(Medicine), + Inspiration. - 1 level of Exhaustion. Avalanche: A rumble echoes through the mountainside as an avalanche cascades down. STR(Athletics), DEX(Acrobatics), INT(Survival), + 3 Hellingebark rødder. - 1 level of Exhaustion. Ærede Rejsende fra Noanar's Hold, Med solstrålenes lethed og månens dybe refleksion vil min taknemmelighed blomstre som en sjælden orkide i de mest skjulte skove af mit hjerte. Jeres gavmilde offer af det legendariske stagesværd, "Bidende Vind," har vævet en guirlande af ærefrygt og ærbødighed omkring min kongelige person. Som Gorth-Khyors bølgende floder, der stille strømmer imod stjernens omfavnelse, har jeres gerning strømmet ind i min sjæl og ladet taknemmelighedens flodvande oversvømme mit sind. Hvor vindens susen i skovens kroner er en symfoni af naturens visdom, så har jeres gerning skabt en uforlignelig sonata af venskab, der genlyder i mit hjerte. "Bidende Vind" er mere end et simpelt stagesværd; det er en nøgle til fortidens ærefulde legender og en vagt over fremtidens udfordringer. Ligesom en stjerne, der troner i nattehimlen og leder søfarende gennem mørket, vil dette sværd vejlede mig og mit folk gennem de udfordringer, der uvægerligt vil krydse vores vej. Mens sværdets skærpe klinge skinner som lysstråler i duggens perler, har min tid været dedikeret til at genskabe orden i hoffets dyrebare kompleksitet. Ligesom en kyndig gartner, der plejer haverne, har jeg forvandlet kaos til harmoni og opbygget et sted af skønhed og kraft. Jeres gave har givet mig styrke til at skabe dette tableau af majestætisk pragt, hvor enhver blomst i min rige stræber efter at nå op mod himlen og spejle stjernernes glans. I mine drømme er jeg som en albatros, der svæver frit over de skummende bølger, drevet af de uudgrundelige skæbnes vinde. I de dages sammensvejsede vævning har jeg imidlertid også set skyer af mulig udfordring trække sig sammen i horisonten. Her er min anmodning, som en bøn sendt mod himlen, at I, mine fremtidige allierede, vil komme til min side som de klipper, der står urokkelige mod havets raseri. Jeres hjælp vil være som et skjold af styrke, der beskytter mit rige mod enhver storm, der måtte komme. Lad vore skæbner flettes sammen som elvens dans med solens stråler, og lad vores bånd være stærkere end de stærkeste sten, der holder bjergene fast. Med jeres venskab og mod vil vi sammen skabe en legende, der vil udstråle som stjerneskud på nattehimlen og blive fortalt gennem tidens æter. Med hjertet fuld af tak og håb, Serissa, Dronning af Kæmperne +1 Hide Armor of nature's guidance. +1 Nature. Beorunna's Horn: Cracked horn from giant goat. Rage Elixir - Drikker man den går man i Rage som en level 1 barbar. Vellum Scroll of Tribal Wisdom: Commune with Nature 2 Bearclaw Balm: A jar of soothing balm made from herbs and bear fat. Aid + Enhance Ability Con Totem Tattoo Thunderbird: 1 hour to inscribe after which the recipient can Call Lightning(DC14) once. 3 Wisebark Root KingManticore Large monstrosity, Lawful Evil HP: 170 AC16 (Natural) Flees at 50%HP Speed 30 ft., fly 50 ft. Senses Darkvision 60 Ft., passive Perception 11 Languages Common STR DEX CON INT WIS CHA 17 (+3) 16 (+3) 17 (+3) 7 (-2) 12 (+1) 8 (-1) Actions Multiattack. The manticore makes four attacks: one with its bite and two with its claws, and one with its Tail. Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 3) piercing damage. Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 3) slashing damage. Tail- Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (2d4 + 1) piercing damage, and ConSave DC 13 or be Poisoned until Magical Healing or LongRest. Tail Spike. Ranged Weapon Attack: +5 to hit, reach 100/200 ft., one target. Hit: (1d8 + 3) piercing damage. 24/LR Frightening Howl: ChaSave DC 14 or be frightened for 1 round. Legendary Resistance 2/Day Legendary actions: 2/round Detect: Make Wisdom-Perception check. Tail Sting: Attack with Tail. Quillstrike: Attack with Tail Spike Area1 loot: /roll 1d100 You got: 67 You find a Ring of Free Action. This ring is made of silver and has a stylized feather engraved on it. While you wear this ring, difficult terrain doesn’t cost you extra movement. In addition, magic can neither reduce your speed nor cause you to be paralyzed or restrained. /roll 1d100 You got: 14 You find a Figurine of Wondrous Power. This is a small statuette of a creature that can magically come to life when you use an action to speak the command word. The type of creature is determined by rolling a d8. /roll 1d8 You got: 5 You have a Marble Elephant. This figurine is carved from white marble and has ivory tusks. When you use the figurine’s magic, you become the owner of the elephant for the duration of the effect. The elephant is friendly to you and your companions and obeys your commands. It acts on your initiative count as your ally. It remains for up to 24 hours and then reverts to a figurine. It can’t be used again until 7 days have passed.