Storm kings thunder pdf download






















The Giants have arisen vigorously to pose a serious threat to civilization as Stone giants occupying lands after Storm King Hekaton is disappeared mysteriously from the Forgotten Realms. The Hill giants steal all the livestock and the grains, while Fire giants and Frost giants are significantly increasing in desert and sword coast. The only way for the survival of Faerun to retrieve their control is to turn the powers of the Giants against them.

This fantastic adventure module is developed to take player characters from the 1st level to the 11th level. Get ready to start this new adventure and take on the giants to eliminate the threat to the civilization.

Click on the button below to get storm kings thunder pdf downloaded to your device:. Download PDF. This fantastic monster manual is available in the Hardcover edition on the Amazon Store at a significantly discounted price. Moreover, some used copies are also available at the lowest price. You might want to have the heroes see these chips during their earlier adventures. See chapter 11 for everything about the chip.

Alternate Giant Powers : Make sure you check out the giant options on page There are fun new powers you can give your giants to keep them from getting repetitive. My favorite power is 'Fling,' where the giant throws you 60 feet. Klauth the Red Dragon : The group should hear about the red dragon Klauth before chapter four. You should try to build up the legend of Klauth.

This dragon gives the group an airship and it will have more impact if they know who Klauth is in advance. See page 95 for info on this dragon. Also, check out this article by Ed Greenwood. Familiarize the Players with the Names of the Giant Lords : When you use the giants, I think you should have them call out the name of their leader, or the group hears them talking about their leader, whatever. You are going to want to make sure that your players are aware that the leaders control the schemes and are the ones that need to be defeated.

When the group gets to the oracle on page , it is somewhat expected that they will ask the oracle about the leaders. The group will ultimately need to pick at least one giant lord to kill. The Importance of the Conch : Every giant lord has a conch of teleportation. The heroes will need one of these to find King Hekaton. Dragons vs. Giants : Remember that in this adventure, the group can team up with all sorts of dragons, even evil ones.

It could lead to lots of fun things. Big Map at the End : Be aware that you might want to make a big poster map of Iymrith's amphitheater page way at the end of the campaign.

It's hard to draw, but it seems like if you can do it you should give it a try. Storm Giant Stats : Don't forget that storm giant stats are on the very last page of this book page That should save you a little bit of shuffling during the game.

The Overall Storyline : King Hekaton, ruler of the giants, is dead or missing. The giants are all fighting to re-organize their caste system, known as The Ordning. Mirran and Nym, two of Hekaton's daughters, secretly killed their mother and sent Hekaton on a wild goose chase looking for the murderers few are aware that Hekaton has since been captured by the Kraken Society. Now their sister Serissa rules the giants. Iymrith, a dragon, is manipulating Mirran and Nym.

All of them want to overthrow Serissa. No Pressure : On page 16, it is noted that there is no time pressure. The group is free to wander. It's kind of tricky to convey that, though. I mean.. Why would you take your time? Leveling : The group should not hit level 10 until they've finished chapters 10 and 11 aka, once they've rescued King Hekaton.

Getting Captured : Because of the deadly encounters, the book advises you to have them be taken prisoner rather than just being killed. He explained a lot of things that I think you should know: The Giants Are Supposed to be Too Powerful : The idea of this adventure is that it is supposed to be similar to the walking dead. Low level characters are trying to survive and figure out how to deal with giants who are far too powerful for them to handle.

Eventually, the group becomes powerful enough to take them on. He mentions that forming an alliance with other giants is a major option.

Sandbox : He says that this adventure is sandbox-y because the sandbox elements of previous adventures were well-received. Random : They put in the choices and randomness so that the adventure is different each time people run it. Support a Daughter : The characters will have to choose which daughter to support. Choosing the wrong one has grave consequences for the realms. In this adventure, because they are trying to protect their interests, they will team up with the Harpers and other factions.

Links to the Future : There are things that you find in this adventure that come into play in future adventures. Chapter 3 Happened for a Weird Reason : Chris says that he realized after his pitch was accepted that there was tons of space between all of the lairs.

He needed to describe all of the areas in between. The research was this huge, daunting thing. He raided the library, took a week off to go through all of the old books volo's guides, savage frontier, etc. Winged Cats : The tressym winged cats are in the adventure because they had some space to fill in the appendix. They went back and wrote them into the adventure. The Wyrmskull Throne : The wyrmskull throne was put into this adventure because they came up with a title for the adventure that involved the throne.

But ultimately they ended up using a new name, and the throne remained. Acquisitions Inc. Airship : The airship from chapter 4 is exactly like the one that the Acquisitions Incorporated group has. Adventure Outline There's a nice synopsis of the adventure on page 16 and a sweet flowchart on page Here's a quick list that should give you the gist of things: The group checks out a village that was recently attacked by giants A cloud giant takes the heroes to a settlement their choice: Bryn Shander, Goldenfields or Triboar.

The group must defend that settlement from a giant attack. From there, the group can follow one of a billion hooks to have all sorts of side adventures indifferent areas. Eventually, they meet the frost giant hero named Harshnag. Harshnag brings the group to an oracle who helps them figure out what is going on with the giants. The oracle first wants the group to retrieve giant artifacts from barbarian burial mounds.

The group goes to 9 different mounds and gets the items. The group returns to the oracle with the items and are allowed to ask 6 questions. They can learn that they need to find out what happened to King Hekaton and that they need to get a conch from a giant lord. Iymrith the blue dragon attacks during the oracle thing. Harshnag holds her off while the group escapes.

The group basically picks one giant lord out of five and attacks them. That giant lord has a conch of teleportation that will get the group to the undersea realm of Maelstrom. She gives them a clue - a gambling chip. Investiagtion reveals that the chip is from a gambling business in Yartar.

Going there ultimately reveals that the cult of the kraken has captured King Hekaton and they are keeping him on a boat. The group rescues King Hekaton from the cult of the Kraken. The group may have to deal with the powerful kraken Slarkrethel, who will try to sink their ship. The group can use the conch to return to Maelstrom. Hekaton finds out that Iymrith was behind his abduction and the slaying of his wife. Teamed up with King Hekaton, the group has an epic final battle with Iymrith in her desert lair.

Sits on the wyrmskull throne, an artifact. Thinks that the Lords' Alliance killed his wife. She was actually killed by the Kraken Society. It is possible for the group to resurrect her if they think of it. Good guy. Wants to create a new giant empire.

She thinks that when Mirran rules, she'll fail and Nym will take over. Iymrith : Blue dragon that can turn into a storm giant. Manipulating everything. The Kraken Society : Mirran and Nym hired them to kill their mother using a legendary kraken named Slarkrethel. Who is Iymrith?

I'd never heard of her before. There's a big article about her in Dragon Magazine by Ed Greenwood. This entire article was updated to 3e rules and posted on the wizards site. Here's what we learn: Iymrith, 'the Dragon of the Statues,' was first sighted in DR, making her at least a little over years old. She served a lich for a time. He actually rode her with a saddle and everything. Iymrith creates gargoyle servants out of dead adventurers!

She also has the ability to shift her essence into statues and control them. She has six such statues, each of them carved to look like a blue dragon.

She can cast spells through them or she can inhabit them. When she has possessed a statue, the eyes come alive with tiny flames. Iymrith may be able to exist as a disembodied, mistlike flying spirit Just like Palarandusk from Force Grey! She has mastered two new spells which you might want to add to your game: lvl 4 Flame Sands : For 6 rounds, the target can vomit sand that is almost molten.

That's 2e damage, you should make the damage somewhat comparable to level 4 5e spells. 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



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