Dd storm kings thunder pdf download
Save my name, email, and website in this browser for the next time I comment. Terms and Conditions. Press ESC to close. Table of Contents. Purchase Hardcover Edition:. PDF eBooks. Show Comments. Leave a Reply Cancel reply. Share Article:. The cast fires a bolt of force that is six feet in diameter and up to 20 feet ling. It does some damage and causes the target to make two saving throws.
Each fail means that the target lost a spell slot or a memorized spell. I think you should say that Iymrith gets to pick, or determine the spell randomly. I would definitely use the flame sand-spewing gargoyles made from dead adventurers! And having her attack the party using dragon statues is really cool. That's a nice way for her to interact with the party without you worrying about whether or not the group will kill her or otherwise mess with her. Temporary Portals : There is a bit more in a follow-up article here on the wizards site.
It says she figured out how to make portals to other places in the Realms. These portals last for 12 hours. She sends her gargoyles through them. Iymrith has some fairly complicated stat adjustments for her cloud giant form. Let's just roll up our sleeves and make this thing: I used this free 5e monster maker program for this stat block. It worked pretty well. Stone Giant Thane Kayalithica : Wants to destroy settlements and rebuild the giant empire of Ostoria. Frost Giant Jarl Storvald : Seeking the ring of winter to plunge the world into an ice age.
Fire Giant Duke Zalto : Wants to trap a primordial! Cloud Giant Countess Sansuri : Searching for a treasure trove. Torturing a bronze dragon for information. Factions The factions come in handy on page They can provide the group with a boat. I'm going to try to list every faction member that appears in this adventure: The Harpers : They were 'instrumental' in foiling the dragon plot to summon Tiamat from Tyranny of Dragons. Has a sprite named Arrow who is first mate. Page 40 Beldora : Pretending to be homeless.
Page 40 Thwip Ironbottom : Based in Hundelstone. Beldora reports to him. Page 42 Artus Cimber : The dude with the ring of winter.
This guy is gone - apparently his location will be revealed in a future adventure. Page 42 Lord Zelraun Roaringhorn : Archmage, has parties. Page Nespril Menk : Reliable apprentice of Krowen. Page Flewen Aldhark : Sleep-deprived apprentice of Krowen. Page Revil Slombarr : A slovenly mage in Loudwater. Page Zazspar Bronzefire : A dwarven mage in Mirabar.
Page Sandyse Thunderquill : A studious mage in Neverwinter. Page Thestryl Mellardin : A tiny little mage with a shield guardian in Waterdeep. Page Kolban : A cantankerous mage in Yartar. Lords' Alliance : King Hekaton thinks they killed his wife. The alliance is paying a bounty: - gp per giant head! The alliance is credited with defeating the dragons in Tyranny of Dragons. They want to preserve the balance if possible.
Page Klarz : A hobgoblin who owes his life to an Enclave ranger. He is repaying his debt. Captain of the Koalinth. Page 46 Sevembra Tumbleleaf : Halfling druid who sells seeds in Goldenfields. Page 51 Tharra Shyndle : Half-elf druid, friends with a treant named Turlang.
Page 57 Zindra Winterbow : A guide who is noticing lots of giant activity. Page 83 Dasharra Keldabar : A dwarf who teaches people to ride griffons. Page 94 Quinn Jalanthar : Runs Jalanthar, part of his ear bitten off by a barbarian. Page Turlang : Treant, primary caretaker of Shadowtop.
The Order of the Gauntlet : Trying to protect people from the giants and gathering information. Cheery, overweight. Page 44 Sir Lanniver : Knight of Tyr. Page 44 Dannika Zarn : Joined a splinter group of overzealous inquisitors.
The Zhentarim : Trying to protect their holdings and bribe the giants to leave their stuff alone. Has an imp who is a bad influence. Page 43 Sorelisa Zandra : Spy, looking for dwarf fugitive to recruit him. Page 43 Naremos : Left arm was torn off by a troll. Page 46 Shalvus Martholio : Spy that is scoping out Goldenfields. Page 51 Zira : A half-elf actually a bronze dragon magically disguised who runs an inn in Daggerford.
Is on the Zhentarim payroll. Page 54 Urlam Stockspool : Red eyepatch, suave businessman. Page 54 Valken Nespeer : Urlam's bodyguard, half-elf assassin. In Daggerford. Page 81 Pencheska the Succubus : She has secretly replaced the ruler of Daggerford. Page 97 Telbor Zazrek : Ruler of Loudwater. Page Fylo Nelgorn : Priest of Bane, negotiating with the fire giants. Page Nilraun Dhaerlost : Teamed up with the Storvald, the frost giant lord to find the ring of winter.
Neutral Evil. The Kraken Society : Led by a godlike kraken named Slarkrethel who can psychically connect with people all over the realm. Killed Neri and captured Hekaton. Hekaton is being held on a ship called The Morkoth. I talked about this here. Every official adventure so far has had at least one mysterious, unexplained megalith.
In this case, four cloud giants stole it from Nightstone, thinking it to be an Ostorian artifact. Basic Scenario : The giants attacked the small settlement of Nightstone. The villagers fled to nearby caves. It turns out that there's goblins in them thar caves and we have ourselves an adventure! Arrival : The group comes to Nightstone to find it abandoned, save for goblins looting the village. Goblin MM page They'll hear the church bells The Ringing Bell : The church bell is ringing.
The group is likely to go check it out. The noise is caused by two goblins gleefully swinging on the rope connected to the bell in 5b. Drawbridge : The group can find two sets of tracks: Villager tracks that lead north Goblin and wolf tracks that lead in the same direction. Square : Worgs MM page Summerhawk Residence : Antitoxin PH page Herbalism kit PH page Nightstone Inn : Kella Darkhope is a Zhentarim agent that will be spying on the group through the hole in 8f.
If you run the 'Seven Snakes' event, seven Zhentarim will come to the village and call out for her. They want to make this place a Zhentarim base. Kella's Bedroom : Spy MM page Flying snake MM page Great Hall : 4 guards MM page They are Sydiri, Torem, Alara and Kaelen. They know a lot and want guidance.
Seven Snakes : This is really cool. Potion of Invulnerability DMG page Resistance to all damage for one minute. Ear Seeker : 20 Orcs fleeing elves! Orcs MM page Scouts MM page The elves can show up at a convenient time if you so choose. Dripping Caves 1b. Hot Mud Bath : An ogre taking a bath! Ogre MM page Goblin Warrens : You might want to think about your players attitudes. These non-combatant goblins might create a 'one player wants to kill the orc babies and the others don't' scenario.
The Blob : A black pudding inside a stalagmite. Black pudding MM page It has total cover, so that means it can't be targeted directly by an attack or spell. Prisoners : The number in parenthesis denotes how many of that family or group there are: Morak Ur'gray : Dwarf innkeeper, leader of prisoners.
Morak ends up handing out quests once this is done, so beware! Hiral Mystrum : Cowardly priest of Lathander. Son was eaten by the goblins.
Family is dead. The father died, crushed by a rock. Once it is all Over : Morak wants the group to go on a quest. Goldenfields : Go tell Mirok Xelbrin that his parents are dead and bring him the tressym winged cat. Triboar : Go tell Darthag's ex-wife the Darthag is dead. They give you the travel times and everything, pretty nice. It's All About the Journey : So this cloud giant ends up taking the group where they want to go in his tower with a wizard hat on it.
Aerie : Griffons MM page I like it. Invisible stalker MM page Bag of holding DMG page It affects up to 12 creatures within 60 feet, Wisdom save DC 17, Duration 24 hours. Zephyros needs to make a DC 15 Intelligence save. Fail: 6d6 psychic and insane until a long rest.
Insanity means he can't take actions, he can't understand people, can't read and can only speak in gibberish. Potion of gaseous form: DMG page Gain gaseous form as per the spell PH page Your movement is fly 10, you have resistance to nonmagical damage, you can pass through small holes, etc.
Copy and print out the NPC list that starts on page Chapter 2: Rumblings This is really odd. The group pick one of three settlements to defend. Each player will control their character and an NPC.
If the NPC lives, the group is rewarded with a quest. This thing is really dense, so get ready. There's actually metagame flavor text for the NPC situation on page I would recommend running a little scenario where the group goes to town and meets each of these people, and you hand out their stats to a players as they meet. Once the group has all of them, then we can let the attack kick in.
Each giant has d4 art objects worth 25 gp on DMG page Maybe roll items on table B in the DMG page It's a reward for the Sirac Quest page One more for Duvessa DMG page When given an option, a monster will attack an NPC over a character. Here's stat stuff: There are 3 gates barred from the inside, each 15 feet high. Open the Gates : Requires a strength check DC There are three gates, but this whole thing revolves around the southwest gate.
Sirac is close to the southwest gate. Beldora and Sir Baric are in the center of town. Sequence of Events : Here's a step-by-step rundown of how this whole thing unfolds: 3 frost giants approach the southwest gate. Drufi the leader demands to talk to Duvessa. Drufi demands that Artus Cimber come out. She doesn't know Artus Cimber isn't in town.
Read the flavor on page Drufi calls out for Artus. Alarmed, citizens head for somewhere safe. Nobody responds to Drufi's cry. Drufi blows a horn as an action. Her giants advance to within feet of the town. The giants start hurling rocks.
If you decide to have them throw from feet away, remember that's long distance. They have disadvantage to hit. Drufi and her bodyguards try to break down the gate. That's 6 attacks per round, doing 25 damage per hit. If you decide they auto-hit the door, that's points.
Either way, I think that door is going down in 2 rounds. Quest : Go to Waterdeep, end up finding loot from a wrecked ship. Markham Southwell : Sheriff - he's the guy the group came here for.
Quest : Go check Icewind Dale for giants page 43 , fight giants, come back. Augrek Brighthelm : She is a sheriff's deputy, guards the southwest gate. Quest : Get reinforcements from Ironmaster page Sirac of Suzail : A member of the Cimber family.
Has no idea where the ring of winter is. Quest : Go find Artus Cinder. Quest : Sends the group to chapter 3 to check out a splinter group of the faction. Beldora : Harper in disguise as a homeless person. Quest : Go say hi to Thwip in Hundlestone, get a clockwork dog. Goldenfields I found this Goldenfields expansion on the DMs Guild which has gotten a lot of good reviews. Why We're Here : The group has come here to tell Miros that his parents are dead and to give him his winged cat if it is still alive.
Stay the Night : You should probably have the group arrive in the evening, if possible, so that they spend the night in town. This giant attack occurs late at night. These are found on the bad guys. You might want to even place these items in town when the group arrives and have the bad guys steal them. For example, maybe the group sees someone in town who has a gold bird cage with electrum filigree with a bird in it.
During the rampage, an ogre eats the bird and keeps the cage. You could use a carved ivory statuette of Chauntea and a silk robe with gold embroidery. With the robe, you could say the group sees some obnoxious person wearing the robe walking around in town.
When the giants attack, this NPC went outside to see the ruckus and fainted straight away. An ogre took the robe quietly and let the person sleep. Giants Were Here Recently : Remember that Goldenfields has already repelled some hill giants recently see top left of page 49 Gates : The gate doors probably won't come into play in this scenario, but just in case: The gatehouse has an inner and outer set of doors. Sequence of Events : Here's how the attack unfolds: During the night I'd say around 3 AM , 12 bugbears, 30 goblins and 6 ogres climb the wall and try to creep around town hoping to steal food.
The hill giants are outside the town with empty sacks. They split into three gangs, each with: 2 ogres, 4 bugbears and 10 goblins. Don't forget that the ogres are wearing catapult-things that launch goblins see 'Goblin Huckers,' page The Moon Biters Gang goes to the animal pen G5, page The Eye Stabbers Gang goes to the central square G6, page The Hill Howlers Gang gang goes to the grain towers G4, page They are lost.
Oren Yogilvy spots the Eye Stabbers and sounds the alarm. Read the flavor, page The guards don't hear Oren' call, but the heroes do! So do the sidekick NPCs. The group and their NPCs will have to defeat all 3 gangs. After the second gang is defeated, the Abbot rings the bell. This frightens the last gang and they make a run for it.
Log and Obb, two hill giants, climb over the wall. They send some guards running and they head for Harvesthome Abbey G7, page Once the giants are beaten, townsfolk look for more threats as the sun comes up. They follow a trail to the wall. They see the pile of enemies on the other side of the wall! The enemies fire range attacks and chuck goblins. When Lob and Ogg are down to 15 HP, they will surrender and sob see top left of page Quest : Wow, a crossover with Princes of the Apocalypse.
Basically, the group can get help from a bronze dragon with something or other. Lifferlas : A tree! Page Quest : The group must seek out some people and are rewarded with allies: Two awakened trees MM page and one awakened shrub MM page An awakened shrub sidekick is pretty hilarious. There's a simple bonus quest where the group can get some nice magic items. Zi Liang : Unpopular, page Quest : Go to Waterdeep, get magic items.
Miros Xelbrin : Big hairy dude page Quest : Go say hi to someone in Amphail, get a magic ring that summons a spirit that points the group toward the tower in chapter three.
Naxine Drathkala : Quiet, bookish member of Lords' Alliance. Spy for Laeral Silverhand. Quest : Go talk to a green dragon. Oren Yogilvy : Page Halfling lute player. Quest : I really want to hear a player say: 'Lay off the Hardcheeses! Group roughs up the Zhentarim in Daggerford, scores some booze and snacks. Triboar Why We're Here : The group comes here to tell Alaestra Ulgar T6, page 54 that her ex-husband suffered a gory death courtesy of some giant rats.
It might be fun to do one for each adventure so far. Let's make some with adventure-specific references. Chest is hidden in the ethereal plane. Bracers of Defense DMG page The Vonindod is the mighty colossus that the fire giants want to put together to go on a rampage with. This piece is under the campground T2, page The bad guys have a rod that leads them right to it. The heroes probably won't be aware of this, but orcs attack Merrymeadow Ranch and Broken Yoke these places are on the little map on the corner of page The guards head there.
This is just a distraction to clear the way for the giants to march through town. Read the boxed text on page The giants are throwing boulders at Triboar.
They are coming right into Triboar. The orogs are in front of the giants. They scatter into town and attack civilians. The giants Ildmane and Okssort march right into town wreaking havoc, hoping everyone runs away. They do. Ildmane has a rod of the vodindod which leads her right to the campground. The giants point out buildings and the magmins set them ablaze.
They damage Othovir's T11, page They destroy Ransor's Open Road T7, page The giants dig at T2 for 10 rounds. Then they pull up the Vodindod fragment, which is 11 feet long and weighs a ton. The giants will flee if one of them drops to 85 hit points.
Quest : This one is cool. The group can magically travel to Moongleam Tower, a harper base. They have access to teleportation circles. The group gets scrolls of fly and some other utility spells. Darz Helgar : Elderly ex-thief that spent a lot of time in the clink. Quest : He sends the group after the Weevil and we jump to chapter 3. Narth Tezrin : Associated with the Lionshield Coster, an organization that is not well-liked at all in Triboar.
He is linked to Alaestra Ulgar, the woman the heroes are looking for. Quest : The group ends up in the White Hart Inn and get in the middle of a weird, deadly inheritance situation between the three brothers. Urgala Meltimer : Retired adventurer, owns Northshield House, an inn.
Quest : The group can try to get a giant slayer weapon DMG page from a corrupt watch captain. Othovir : Harness-maker, family are devil-worshipers and that is just not cool to him. Quest : The group goes to Silverymoon looking for stashed treasure and ends up neck deep in cambions! Ghelryn Foehammer : Makes weapons and armor. Getting old. Lion stats are on MM page Chapter 3: The Savage Frontier This chapter is overwhelming. I'm not exaggerating when I say this: They detail locations in 46 pages.
One hundred and sixty four! I'm going to try to just give you a quick rundown of the main scenarios here. That way, you can look them over and get a basic idea of what the heck is in here. The Point of This Chapter : The whole point of this chapter is to meet Harshnag, the frost giant good guy.
Whenever you want, just have the meet him using the material on page I kind of like the idea of having Harshnag show up when the group is in a tough battle. He can jump in to help and there you go, we just became best friends. There are two other large encounters. There's one on page that involves a hill giant who can lead the group to the hill giant lair in chapter five.
The other is on page , and it details the teleportation circles in Moongleam Tower. Overland Travel : PH page Definitely read up on this, as it is so easy to forget.
On average, the group will travel 3 miles per hour and 24 miles in a day. Even with horses! See 'Mounts and Vehicles' at the bottom of PH page Using the Map : In case you are a new DM, take a look at the map on page The scale on the bottom shows that one inch equals miles. So, eyeballing it, it looks like taking the road from Waterdeep to Mirabar is miles.
At 24 miles per day, that trip will take about 19 days. There's going to be a lot of travel in this adventure. Flying Mounts : Those on flying mounts travel 54 miles or more per day see Hawk's Nest, page There are a lot of opportunities for the group to get flying mounts. That includes hippogriffs, griffons, even dragons. At one point, the group can get an airship. It has a nice little chart that gives flying travel distances on page Hippogriffs : Page says that they can travel 54 miles per day three 3-hour flights with 1-hour rests inbetween.
Griffons : 'Flying Mounts' on page says that they can travel 72 miles per day. This Chapter is Wide Open : Some of you who are good at flying by the seat of your pants can roll with this.
If you're more like me and you like to prepare, definitely try to set up your sessions so at the end of one session, the group tells you where they want to go in the next session. That way you can prepare it all properly and insert encounters beforehand.
Reghed Barbarians page 64 Basically, the barbarians hunt reindeer, fight orcs and sometimes they raid towns. There are a whole bunch of tribes. The Tribe of the Wolf page 65 hunts the people of Ten Towns for sport. Maybe once during the day and once during a long rest? Roll a d An 18 or higher means a random encounter is triggered. Here's the encounters I like and would place in my game: Battlefield page 69 Dead giants and barbarians. Animals pick at the corpses.
This is a cool way to reinforce the idea that this giant rampage is widespread. Dig Site page 69 : A fire giant has a horde of exhausted flunkies digging for a piece of the vodindod. There's a lot of monsters, so I am amused to think what wacky scheme the group might come up with.
You might want to play up the fact that the goblins are abused and unhappy. The group could ally themselves with the goblins. Horse-Drawn Wagon page 71 : I love the idea of the merchants with all those barrels of ale. I can just imagine them camping with the group, opening the barrels and then everybody getting really drunk. They'd get loud and possibly attract a hill giant. Maybe the group could even offer to share their barrels with the giant, get it drunk or poison it?
Kill it? Question it? Ogres page 71 : Players love dumb monsters that can be tricked. These guys are lost and arguing with each other. I think players could have a field day with that. Stone Giants page 71 : I think it would be cool if the giants were restoring an old ruined area of Ostoria, and maybe it has a magic pillar or something and there's some kind of secret compartment with magic items in it.
Maybe the giants already found the treasure and the group will have to decide if they want to try to sneak over and steal the treasure pile, try to kill the giants, or just leave. Need More Encounters : It feels like there are not nearly enough random encounters in this chapter.
There is a ton of travel in this section, and the group will be coming back here in chapter four to go to all nine burial mounds. This inn from 3rd edition can be placed anywhere. Burial Mounds : In chapter 4, the heroes will learn that they need to go to all of the burial mounds and dig up giant artifacts.
I listed them all at the very end of this chapter. Amphail page 72 Tylandar Roaringhorn has a big festival. Three hill giants show up looking for food. There are two blue dragons here. Bargewright Inn page 75 : There's a whole adventure about this place in Princes of the Apocalypse.
In this book, it says this place is a secret Zhentarim meeting place. Few know there is a vampire on the premises who the Zhentarim use as a problem-solver. Beliard page 76 : Hill giants are attacking the farms. The source of this problem is the Old Tower page Calling Horns page 76 : Village and an inn.
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