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 (310×5)
Ej-endnu lootet:
3800gp, 8100sp, 10300cp.
100gp, 200sp, 800cp
4841gp (468×5+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.