Authors Note: This is a midlevel adventure, and not overly difficult or challenging. A basic slip in, rescue the hostages, and fight it out adventure. Its a good one for developing the adventurers teamwork skills.

The ranchers of Mistshore on Crestwave Isle have a problem.

A giant problem!

The town and ranchers have prospered through the trading of cattle and the arcane arts, but recently, their survival is threatened by a tribe of hill giants who have settled nearby. Raiding from a nearby island, these giants have begun raiding Mistshore for their stocks of cattle, supplies and food. The town’s defenses are ill-prepared for such large foes, and the mayor has called for brave adventurers to help.

Table of Contents

Setting:

Crestwave Isle is known for its rugged coastlines and rolling plains, an ideal enviroment for the raising of cattle. The hill giants have made their camp in the forest’s clearing near the island’s cliffs. It is reported they are stealing the towns cattle and selling them to parts unknown.

Port Town: Mistshore

  • Description: Mistshore is encircled by stone walls, originally intended to protect against pirates. The town features cobblestone streets and is known for its vibrant market and the Mistshore Academy of the Arcane Arts.
  • Notable Locations:
    • The Salty Squid Inn: A popular gathering spot for sailors and adventurers.
    • Mistshore Academy: An institution that studies magic and history, containing valuable tomes and artifacts.

The Salty Squid Inn

Description: The Salty Squid Inn is a lively and raucous establishment in Mistshore, popular among sailors, adventurers, and the occasional pirate. It’s built from the timbers of old ships and is decorated with maritime relics and trophies from the sea. The inn is always filled with music, tales of the sea, and the clinking of mugs. The innkeeper, a retired sea captain named Hargrim Seastrider, is famous for his hospitality and for brewing a potent ale known as “Kraken’s Brew.”

Five Non-Player Characters (NPCs) at The Salty Squid Inn

  1. Kaela Swiftwind
    • Class: 5th Level Fighter (Swashbuckler)
    • HP: 45
    • Weapons: Twin daggers and a hidden wrist crossbow
    • Armor Class (AC): 7 (leather armor)
    • Unique Abilities: Kaela can add her Charisma bonus to her initiative rolls and specializes in dueling, allowing her to move away from combat without provoking opportunity attacks.
  2. Borin Ironfist
    • Class: 4th Level Fighter (Battlemaster)
    • HP: 37
    • Weapons: Warhammer and shield
    • Armor Class (AC): 4 (chain mail and shield)
    • Unique Abilities: Borin can use combat maneuvers to disarm, trip, or frighten his opponents, making him a tactical asset in any fight.
  3. Lirael Moonshadow
    • Class: 4th Level Wizard (Diviner)
    • HP: 25
    • Weapons: Staff and spellbook
    • Armor Class (AC): 10 (without armor, relies on spells for protection)
    • Unique Abilities: Lirael can foresee glimpses of the future, allowing her to manipulate rolls twice per day either for herself or against her foes, which is invaluable for avoiding danger or ensuring critical successes.
  4. Borkum the Battler
    • Class: 6th Level Fighter (Barbarian)
    • HP: 55
    • Weapons: Greataxe
    • Armor Class (AC): 9 (furs, gains bonuses from totem spirits)
    • Unique Abilities: Torgar can channel the spirits of animals to gain their powers; for example, the Bear Spirit to increase his strength and resilience or the Eagle Spirit to enhance his speed and perception.
  1. Mirielle Thistledown
    • Class: 5th Level Bard (College of Lore)
    • HP: 41
    • Weapons: Rapier and a collection of small throwing knives
    • Armor Class (AC): 7 (studded leather armor)
    • Unique Abilities: Mirielle’s songs can inspire her allies, heal wounds, or dishearten foes. She also has access to a broad range of knowledge, allowing her to use her bardic inspiration to aid in almost any ability check.

These NPCs can be introduced as patrons or regulars at The Salty Squid Inn, each with their own reasons for being in Mistshore and potentially looking for an adventure. Their backgrounds and abilities could provide useful hooks for various quests or challenges that you plan for your players in the adventure.

Mistshore Academy: An Institution of Magic and History

Overview Mistshore Academy is a prestigious center of learning located in the bustling port town of Mistshore, on the edge of the Arcane Isles. Renowned for its extensive library and expert faculty, the academy attracts scholars, wizards, and historians from across the region who seek to deepen their understanding of magic and the ancient history of the land.

Architecture and Layout The academy is housed in a grand, ivy-covered building made from weathered stone, with tall, arched windows and a large observatory dome at its center. Its design incorporates elements that facilitate magical studies, such as acoustically designed lecture halls for the amplification of incantations and heavily warded vaults for the safekeeping of magical artifacts.

Library and Resources The heart of Mistshore Academy is its vast library, which contains thousands of volumes, scrolls, and manuscripts. Some of its notable collections include:

  • The Eldritch Collection: Rare spellbooks and grimoires containing arcane secrets and spells that are centuries old.
  • Historical Archives: Detailed records and chronicles that trace the history of the Arcane Isles and surrounding regions, including original documents from significant events.
  • Artifact Chamber: A secured area within the library that houses magical artifacts collected from archaeological digs, donations from alumni, and acquisitions from adventures sponsored by the academy.

Faculty and Areas of Study The faculty at Mistshore Academy is comprised of distinguished mages, seasoned adventurers, and learned historians, each specializing in different fields of study:

  • Arcane Arts: Courses focus on spellcraft, magical theory, and practical applications of magic.
  • Divination: This department provides training in the arts of foresight and prophecy, utilizing various magical tools and techniques.
  • Alchemy and Potion Making: A hands-on program that teaches the creation of magical potions and elixirs.
  • History of Magic: A scholarly program that explores the evolution of magical practices through the ages, integrating field trips to ancient ruins and magical sites.

Extracurricular Activities and Societies

  • The Arcane Society: A club for students interested in experimental magic and interdisciplinary research.
  • Historians’ Guild: Organizes lectures, exhibitions, and expeditions to historical sites around the Arcane Isles.
  • Magical Duels Club: Allows students to practice and hone their combat magic in a controlled environment.

Role in the Community Mistshore Academy not only serves as an educational institution but also as a cultural hub for Mistshore and the surrounding areas. It regularly hosts public lectures, magical demonstrations, and exhibitions of artifacts that draw visitors from all over the region. The academy is also a significant contributor to local defenses, with advanced wards and magical protections developed by its faculty and students.

Mistshore Academy remains a beacon of knowledge and magical research, its influence felt far beyond the confines of its stone walls.

Archmage Eldrin: The Wizard Who Runs Mistshore Academy

Background and Description Archmage Eldrin, a venerable wizard with a reputation for both his profound wisdom and potent magical abilities, oversees Mistshore Academy. Eldrin is an elderly human with a flowing white beard and piercing blue eyes that seem to shimmer with arcane energy. Typically clad in robes of deep midnight blue adorned with silver celestial patterns, he carries a staff topped with a glowing crystal that serves as both a symbol of his office and a powerful magical tool.

Abilities and Magical Expertise Eldrin is a master of several schools of magic, with particular expertise in enchantment and divination. His abilities include:

  • Advanced Spellcasting: Eldrin can cast high-level spells from any school of magic, including rare and ancient spells not commonly known to the broader wizarding community.
  • Divination: He has a renowned ability to see into the future, uncover hidden truths, and locate distant or concealed objects or persons.
  • Enchantment: Eldrin can craft powerful magical items, imbue objects with persistent spells, and create wards and protections for the academy.

Magic for Sale or Trade

Items and Artifacts Archmage Eldrin occasionally makes available magical items and artifacts for sale or trade, particularly to those who can offer something of equal value in return, such as rare ingredients, ancient tomes, or services that benefit the academy or advance magical research. As such, he is a great resource for the selling of magical items too if the adventurers find themsleves short of funds and heavy on the magical items.

  1. Wands and Staffs
    • Staff of Power: Offers enhanced spellcasting abilities, spell storage, and defensive capabilities.
    • Wand of Fireballs: Allows the wielder to cast the fireball spell a certain number of times per day without using their own spell slots.
  2. Potions and Elixirs
    • Potion of Healing (Superior and Supreme Grades): Heals a significant amount of hit points.
    • Elixir of Invisibility: Grants temporary invisibility when consumed.
  3. Enchanted Books and Scrolls
    • Scrolls of Arcane Knowledge: Contain spells that can be learned by those capable of spellcasting.
    • Tome of Clear Thought: Increases the intelligence of the reader permanently after a set period of study.
  4. Protective Items
    • Amulet of Proof Against Detection and Location: Protects the wearer from being scryed or magically located.
    • Cloak of Displacement: Causes attacks against the wearer to have disadvantage due to illusory duplicates of the wearer.
  5. Rare Artifacts
    • Occasionally, Eldrin might trade artifacts unearthed by the academy’s research teams, such as ancient rings or enchanted armor, which possess unique and powerful properties.

Services Archmage Eldrin also offers services such as spellcasting, magical identification, and even personal tutelage in the arcane arts for those showing significant promise or willingness to dedicate themselves to the betterment of the magical community. Archmage Eldrin is currently offering three unique spells that he has created and is willing to train a novice in their use. For the right price of course. These are as follows:

Offensive Spell: Eldrin’s Arcane Lance

Description: A powerful offensive spell that conjures a spear of pure arcane energy, capable of piercing through magical defenses.

  • Level: 3rd
  • Components: V, S, M (a shard of crystal worth 50 gp)
  • Casting Time: 1 action
  • Range: 60 feet
  • Duration: Instantaneous
  • Costs: 2,000 GP

Effect: You create a lance of crackling arcane energy and hurl it at a target within range. Make a ranged spell attack against the target. On a hit, the target takes 3d10 force damage, and any magical defenses (such as shield or mage armor) are temporarily weakened, reducing their effectiveness by half for 1 minute.

At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3rd.

Defensive Spell: Eldrin’s Aegis

Description: A protective spell that creates a shimmering barrier around the caster, absorbing incoming damage and magical effects.

  • Level: 2nd
  • Components: V, S
  • Casting Time: 1 action
  • Range: Self
  • Duration: Concentration, up to 10 minutes
  • Costs: 4,000 GP

Effect: You are surrounded by a protective barrier that absorbs up to 15 points of damage from any source. While the barrier is active, you have advantage on saving throws against spells and other magical effects. Once the barrier has absorbed 15 points of damage, it dissipates.

At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the barrier absorbs an additional 5 points of damage for each slot level above 2nd.

Basic Use Spell: Eldrin’s Handy Hand

Description: A versatile spell that creates a magical hand capable of performing simple tasks at the caster’s command.

  • Level: 1st
  • Components: V, S, M (a small piece of leather)
  • Casting Time: 1 action
  • Range: 30 feet
  • Duration: 1 hour
  • Cost: 2,000 GP

Effect: You conjure a spectral hand that can perform simple tasks such as retrieving items, opening doors, and carrying small objects. The hand can manipulate objects, unlock doors and containers, stow or retrieve items from an open container, or pour out the contents of a vial. The hand is not strong enough to wield weapons or activate magical items.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the hand’s duration increases by 1 hour for each slot level above 1st

In his role at Mistshore Academy, Eldrin not only administers the academic and operational aspects of the institution but also actively engages in the broader magical and scholarly community through the trade and development of magical knowledge and items. His goal is always to enhance the standing and capabilities of Mistshore Academy as a premier center of learning and magic.

The Adventure Begins…

Enroute to the to Hill Giants encampment, their is a 20% chance per day of encountering a random monster(s) or some other character(s). If the dice to not favor our adventurers this day, simply roll a 10D for the random encounter.

  1. Bulette
    • AC: -2/4/6 (natural armor)
    • HP: 70
    • Weapons: Bite 4-48/3-18/3-18
    • Special Abilities: Deadly Leap (jumps out of the ground to surprise and land on victims, causing 3d6 + 4 bludgeoning damage and 2d6 + 4 slashing damage to each creature in the area).
  2. Giant Ants x 100
    • AC: 3 (natural armor)
    • HP: 10
    • Weapons: Bite (1-6)
    • Special Abilities: Acid Spray (upon death, sprays acid in a 5 ft. radius, dealing 2d4 acid damage).
  3. Baboons (Pack of 5)
    • AC: 7
    • HP: 3 (1d6)
    • Weapons: Bite (1-4)
    • Special Abilities: Pack Tactics (Baboons have advantage on an attack roll against a creature if at least one of the baboon’s allies is within 5 feet of the creature).
  4. Dryads x 1
    • AC: 9 (natural armor)
    • HP: 14
    • Weapons: Dagger (1-6)
    • Special Abilities: Tree Stride (Once on her turn, the dryad can use 10 ft. of her movement to step magically into one living tree within her reach and emerge from a second living tree within 60 feet of the first tree, appearing in an unoccupied space within 5 feet of the second tree).
  5. Berserkers (Group of 3)
    • AC: 7 (leather armor)
    • HP: 4, 5, 7
    • Weapons: Axe (1-6)
    • Special Abilities: Reckless (At the start of its turn, the berserker can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until its next turn).
  6. Merchants (Caravan of 20)
    • AC: 10
    • HP: 9
    • Weapons: Dagger (1-6)
    • Special Abilities: Call for Help (Merchants can scream for help, possibly attracting nearby creatures or guards). Merchants can be a great source of information, and/or trade.
  7. Purple Worm
    • AC: 6 (natural armor)
    • HP: 85
    • Weapons: Bite (2-24)
    • Special Abilities: Tunneler (The worm can burrow through solid rock at half its burrow speed and leaves a 10-foot-diameter tunnel in its wake).
  8. Ogres (Pair)
    • AC: 5 (hide armor)
    • HP: 32 and 25
    • Weapons: Greatclub (1-10)
    • Special Abilities: None.
  9. Cockatrice
    • AC: 6 (natural armor)
    • HP: 27
    • Weapons: Bite (1-3)
    • Special Abilities: Petrification (If a target is hit by the cockatrice’s bite, it must succeed on a DC 11 Constitution saving throw or be magically petrified).
  10. Hill Giants (Scout)
    • AC: 4 (natural armor)
    • HP: 55
    • Weapons: Greatclub (1-10)
    • Special Abilities: Rock Throwing (Throw rock: range 60/240 ft., one target. Hit: (2-16) bludgeoning damage).

The Tribe of Hill Giants: The Gorgar Clan

  • Chief Balgor: A formidable leader known for his cunning, more strategic than typical hill giants. He wears patchwork armor from raided ships and wields a massive spiked mace as a weapon.
  • The Gorgar Giants: This tribe is relatively small but incredibly strong, each giant adorned with seaweed and shells, making them slightly more resistant to attacks.

The Gorgar Clan Encampment

Location and Distance from Mistshore: The Gorgar Clan has made their encampment about five days ride north of Mistshore, nestled along Thunder Ridge, in a natural valley surrounded by steep hills, which provide a strategic advantage and natural fortification. The valley is dense with thickets and has a single narrow pass that serves as both an entrance and a potential choke point. This location was chosen for its defensibility and proximity to the town, allowing the giants quick access to raid but remaining distant enough to avoid casual encounters with town patrols.

Encampment Description: The Gorgar Clan’s encampment is rudimentary but effective, reflecting the giants’ simplistic lifestyle and focus on survival and strength. The main features of the encampment include:

  • Central Fire Pit: A large fire pit sits at the heart of the encampment, used for cooking and warmth. It is surrounded by large, flat stones used as seats. Examining the fire, the adventurers will find lots of cast off bones; cattle, bear and what appears to be human bones.
  • Sleeping Quarters: The giants sleep in makeshift shelters constructed from large branches, animal hides, and scavenged materials from raids. These are clustered around the fire pit, providing communal safety and warmth.
  • Defensive Structures:
    • Boulder Piles: Large piles of boulders are strategically placed near the entrance and around the camp’s perimeter. These can be rolled down the hills or thrown at intruders.
    • Spike Barricades: Wooden spikes, sharpened and reinforced with metal scraps, are erected at vulnerable points, particularly the narrow pass leading into the valley.
  • Lookout Points: Younger giants or those deemed as lookouts are positioned at higher elevations along the valley’s edge, equipped with horns made from large seashells to sound alarms.
  • Storage Areas: Caverns within the hills are used to store stolen goods, food reserves, and large casks of drinkable water and fermented brew.
  • Cattle: A herd of stolen cattle are nearby, awaiting transport to parts unknown


Perimeter Guards

1. Gurth the Watcher

  • Armor Class (AC): 4 (Natural Armor)
  • Hit Points (HP): 45
  • Weapons: Massive wooden club (a repurposed tree trunk).
  • Damage: 1-10
  • Role and Description: Gurth is responsible for watching the main entrance to the camp. His primary weapon is his club, but he also has a massive horn made from a giant conch shell to sound alarms. He is equipped with a crude leather helmet adorned with boar tusks, enhancing his intimidation factor.

2. Morga Shieldbreaker

  • Armor Class (AC): 4 (Improvised Armor)
  • Hit Points (HP): 41
  • Weapons: Large shield (used as a bash weapon).
  • Damage: (1-12)
  • Role and Description: Morga is positioned to block a strategic narrow pass within the encampment. Her shield not only serves as protection but also as a lethal weapon to bash and knock back intruders. Her armor consists of a combination of metal scraps and thick hides, giving her extra durability against attacks.

3. Throm Ironfist

  • Armor Class (AC): 4 (Natural Armor)
  • Hit Points (HP): 39
  • Weapons: Throwing rocks and boulders.
  • Damage:
    • Rock Throwing: range 60/240 ft., one target. Hit: (1d10) bludgeoning damage.
  • Role and Description: Throm holds a vantage point on the edge of the camp and specializes in ranged attacks. His primary mode of defense is hurling large rocks at approaching threats, effectively keeping enemies at a distance. His minimal armor allows him agility and ease in his elevated position, focusing on his strength in throwing.

These hill giants are well-equipped to guard their encampment, utilizing their natural size and strength, enhanced by strategic weapon choices and positioning. Each giant’s weapon and role are chosen to maximize their effectiveness in keeping the camp safe from intruders.

The Dire Wolves of the Gorgar Clan

The Gorgar Clan has domesticated a pack of dire wolves, using them both as guards and companions. These dire wolves are larger and more ferocious than ordinary wolves, with thick fur and piercing eyes. They roam the perimeter of the hill giant encampment, alert for any signs of intrusion or threat.

As the adventures approach the encampment, no matter how careful they are, their is 50% chance of the wolves alerting to their presence and sounding the alarm. Once they are alerted, they will attack in mass.

Number of Wolves: The pack consists of about eight dire wolves. This size allows them to cover the camp effectively without stretching them too thin.

Stats for the Dire Wolves x 8

  • Armor Class (AC): 6 (natural armor)
  • Hit Points (HP): 14,15,17,19,19,21,24,24
  • Speed: 50 ft.
  • Weapons: Their primary weapons are their powerful jaws.
  • Bite Attack:
    • Attack: reach 5 ft., one target.
    • Hit: (2d4 ) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.
  • Keen Hearing and Smell: The dire wolves have advantage on Wisdom (Perception) checks that rely on hearing or smell, making them excellent sentries.
  • Pack Tactics: The dire wolves have advantage on an attack roll against a creature if at least one of the wolf’s allies is within 5 feet of the creature and the ally is not incapacitated. This reflects their cooperative nature when hunting or defending their territory.

Role in the Encampment

The dire wolves serve multiple roles in the Gorgar Clan’s encampment:

  • Early Warning System: Their keen senses allow them to detect approaching enemies or unusual activities at a great distance, alerting the giants to potential threats.
  • Defense: In the event of an attack, the dire wolves are trained to harass and hold off intruders, using their ability to knock opponents prone to disrupt enemy lines and strategies.
  • Hunting Companions: They also accompany the giants when hunting large game, helping to track and take down prey to feed the tribe.

These dire wolves add a significant layer of security and efficiency to the Gorgar Clan, integrating well with the giants’ lifestyle and adding to their overall survival strategy.

Buildings, Shelters, and Tents of the Gorgar Clan Encampment

The Gorgar Clan, primarily composed of hill giants, utilizes a variety of structures within their encampment, each serving different purposes based on their rudimentary lifestyle and needs:

Sleeping Tents of the Hill Giants

Structure Description: The sleeping tents of the hill giants are large, rugged structures crafted primarily from sturdy branches and covered extensively with various layers of animal hides and large pelts. These tents are designed to accommodate the massive size of the hill giants and provide protection against the elements. The interiors are sparse, primarily featuring bedding made from a collection of furs, moss, and soft earth for added comfort.

Capacity and Usage: Each tent is typically home to 2-3 hill giants, depending on their size and rank within the clan. Higher-ranking giants, like the chief or the shaman, have individual tents that are slightly larger and more decorated to signify their status. There is a 50% chance that between 1-3 giants will be in their tent sleeping at the time the adventurers search the tent.

However, as the fighting rages, or the wolves sound the alarm, then more and more hill giants will be on the prowl looking for the intruders and the element of surprise will be lost.

Hill Giants’ Combat Details

  1. Common Hill Giant (residing in shared tents) x 10
    • Number in Tents: 2-3 per tent
    • Armor Class (AC): 4 (natural armor)
    • Hit Points (HP): 50 (Average)
    • Weapons: Large clubs made from tree trunks or boulders for throwing.
    • Damage:
      • Club: reach 10 ft., one target. Damage: 1d10 bludgeoning damage.
      • Thrown Rock: range 60/240 ft., one target. Damage: (1d10) bludgeoning damage.
    • Treasure: These giants often keep modest personal belongings, such as bone ornaments, simple jewelry made from beads or shells, and occasionally small amounts of coins or trinkets collected from raids.

Hill Giant Armory

The hill giant armory is a robust and rudimentary structure within the encampment, constructed from a combination of large, salvaged wooden planks and metal pieces. It serves as a central repository for the tribe’s collection of weapons and armor. The interior is spacious with various weapons such as large clubs, makeshift spears, and shields leaning against the walls or hanging from rugged supports. Armor pieces, mostly cobbled together from metal scraps and leather, are displayed on simple wooden stands or piled in corners.

Hill Giant Blacksmith

Name: Gronk the Forger

Description: Gronk is a particularly skilled hill giant who has taken on the role of the clan’s blacksmith. Unlike his brethren, Gronk has a rare patience and a knack for metalwork, which he learned from observing and eventually overpowering a dwarf blacksmith during a raid.

  • Armor Class (AC): 4 (improvised metal armor)
  • Hit Points (HP): 59
  • Weapons:
    • Massive Hammer: Used both for forging and combat.
    • Attack Bonus: +1 to hit
    • Damage: Hammer (reach 5 ft., one target. Hit:(2d8) bludgeoning damage).

Role and Abilities: Gronk is responsible for maintaining and occasionally crafting new weapons and armor for the clan. His skills, though primitive compared to more civilized blacksmiths, are sufficient to forge the heavy, durable weapons and simple armor pieces needed by the giants.

Armory’s Treasure

Contents: The armory holds several items of value, not only to the giants but potentially to adventurers as well:

  1. Rare Metals and Materials: Small quantities of rare metals and other materials, perhaps remnants of items taken in raids, which could be refined or used in crafting more sophisticated items.
  2. Enchanted Weapon: Hidden among the ordinary weapons, there may be an enchanted club or spear, inadvertently stolen and unnoticed by the giants for its magical properties. This weapon could deal additional elemental damage (e.g., +1d6 fire damage) or have a specific ability like knocking enemies prone on a critical hit.
  3. Crafting Tools: While crude, the tools Gronk uses could be of interest to any smiths or crafters, particularly those interested in unique, oversized items that are hard to find elsewhere.
  4. Protective Amulet: Worn by Gronk, a protective amulet that grants him resistance to fire, a trait he believes enhances his ability to work with metal. This amulet could provide fire resistance when worn.

This armory, under the care of Gronk the Forger, represents a crucial resource for the Gorgar Clan, enhancing their ability to defend their territory and go on raids. For adventurers, the armory offers both potential loot and the unique challenge of dealing with a giant blacksmith who is more capable and better equipped than his peers.

The Shaman’s Tent

Structure and Appearance: The Shaman’s tent is distinctively more elaborate than the typical hill giant shelters. It is larger and reinforced with various mystical symbols and artifacts that signify its spiritual importance. The tent is draped with heavy animal hides inscribed with runes and tribal symbols, and adorned with totems made from bones, feathers, and stones. Inside, the space is filled with an assortment of ritualistic items, such as a large stone altar, ceremonial drums, and piles of herbs and incense.

Shaman Zog

Description: Shaman Zog is a venerable figure among the hill giants, distinguished by his deeper knowledge and spiritual connection. He is draped in robes made from bear skins and adorned with mystical talismans.

  • Armor Class (AC): 4 (natural armor, enhanced by magical charms)
  • Hit Points (HP): 58
  • Weapons:
    • Staff of Power: A mystical staff that serves as both a weapon and a tool for casting spells.
    • Attack with Staff: reach 5 ft., one target. Hit:(1d6 + 2) bludgeoning damage.
    • Spellcasting: Zog can cast spells like thunderwave (2d8 thunder damage, DC 13 CON save to avoid being pushed), lightning bolt (8d6 lightning damage, DC 14 DEX save for half damage), and spiritual weapon (1d8 + 3 force damage).

Creature Companion:

  • Guardian Spirit: A spectral cave bear that can be summoned to protect the shaman and attack his foes. The spirit has its own initiative and acts according to Zog’s commands.
    • AC: 6
    • Hit Points: 40
    • Attack: reach 5 ft., x 3
    • Damage: 1-8/1-8/1-12

Treasure and Magical Items

In the Shaman’s Possession:

  1. Mystical Crystal: Enhances divination powers and can be used once per day to perform a scrying spell.
  2. Amulet of Health: Increases the constitution of the wearer, increasing their constitution score +2.
  3. Potions:
    • Potion of Healing: Several small vials that heal for 2d4 + 2 HP when consumed.
    • Potion of Clairvoyance: Allows the user to see and hear a particular location that is familiar to them, for up to 10 minutes.
  4. Ancient Relics: Include a set of old bones that are said to belong to a legendary giant hero, used in rituals to seek guidance from ancestral spirits.

Shaman Zog’s tent and his belongings reflect his crucial role in the spiritual and magical aspects of hill giant life. His tent serves as a hub for healing, guidance, and protection through magical means, making it a point of interest for anyone delving into the mystical side of giant culture.

The Hill Giants’ Main Hall

Structure and Layout: The Main Hall is the largest structure within the hill giant encampment, serving as the central meeting point for the tribe. Constructed from massive logs and covered with a thick, sturdy roof of interwoven branches and hides, this hall is both imposing and functional. Inside, the floor is dirt, strewn with large animal skins and rough-hewn wooden furniture that serves as seating. A large fire pit sits in the center, providing light and warmth, and the walls are adorned with trophies from raids and hunts, showcasing the clan’s prowess.

Inhabitants of the Main Hall

  1. Chief Brugar:
    • Description: Brugar is the chieftain of the hill giants, known for his formidable size and strength.
    • Armor Class (AC): 4 (improvised armor made from pieces of metal and leather)
    • Hit Points (HP): 60
    • Weapons: Enormous greatclub inlaid with iron spikes and stones.
    • Damage: Greatclub (Hit:, reach 10 ft., one target. Hit: 28 (1d12 + 1) bludgeoning damage).
    • Treasure: Brugar wears a heavy gold chain around his neck, embedded with various gemstones (worth 200 GP). He also possesses a Ring of Resistance (Fire), granting him resistance to fire damage.
  2. Bodyguards (Two Hill Giants):
    • Description: These are the largest and most loyal giants chosen to protect the chieftain.
    • Armor Class (AC): 4 (leather and metal scraps)
    • Hit Points (HP): 45, 51 each
    • Weapons: Large axes made from metal parts of wrecked ships.
    • Damage: Axe (Hit: +1 to attack, reach 10 ft., one target. Hit: (1d10 + 1) slashing damage).
  3. Pet Cave Bear:
    • Description: A massive and fiercely loyal cave bear that the chieftain has raised from a cub.
    • Armor Class (AC): 6 (natural armor)
    • Hit Points (HP): 45
    • Weapons: Claws and teeth.
    • Damage:
      • Bite: (reach 5 ft., one target. Hit: (1d12) piercing damage).
      • Claws: (reach 5 ft., one target. Hit: (1d8 ) slashing damage) x 2.

Additional Magical Items and Treasure

Located in the Main Hall:

  • Chest of Raiding Spoils: Contains assorted coins and jewelry worth approximately 2,000 gold pieces, collected from various raids.
  • Magical Shield: An ancient shield that grants the bearer a +2 bonus to AC and the ability to cast shield once per day.
  • Healing Totems: Carved from sacred trees, these totems can be used to cast cure wounds at the 2nd level once per day.
  • Purchase Order: The Hill Giants have received an order for a 100 catttle to be delivered to the Frost Giants of the North in ten days. This is a clue to the next adventure.

The Main Hall is not only a symbol of the chieftain’s authority but also a treasure trove of the clan’s collected wealth and magical items. It serves as the heart of the hill giant community, where plans are made, feasts are held, and tribal issues are resolved.

Cave Network

The hill giants have an extensive cave network carved into the side of a large hill near their encampment. These caves serve multiple purposes:

  1. Meat Storage: The deepest parts of the cave are naturally cold, making them ideal for storing large quantities of meat from hunts and raids. This section is lined with stone shelves where the meat is salted and hung to cure.
  2. Stolen Goods Storage: Another section of the caves is used to store a variety of stolen goods, ranging from bolts of cloth and barrels of ale to weapons and armor. These items are often piled haphazardly, though more valuable items are kept in locked wooden chests.
  3. Captives Area: A separate, more secure area of the cave is used to hold captives taken during raids. This area is fortified with heavy timber doors and guarded to prevent escape.

Cave Guardians

The caves are guarded by a specially appointed group of hill giants known as the Cave Sentinels. These giants are selected for their loyalty to the chief and their prowess in battle.

  1. Guardian Details:
    • Number of Sentinels: 3 hill giants
    • Hit Points (HP): 45,56,57
    • Armor Class (AC): 4 (makeshift armor pieces scavenged from raids).
    • Weapons: Each carries a large club (made from tree limbs hardened by fire) and several large rocks for throwing.
    • Damage:
      • Club: reach 10 ft., one target. Hit: (1d10) bludgeoning damage.
      • Rock Throwing: range 60/240 ft., one target. Hit: (1d10 + 1) bludgeoning damage.
  2. Treasure:
    • Each sentinel wears simple jewelry such as bone necklaces and bracelets, which are more sentimental than valuable.
    • Hidden in a small alcove guarded by one of the sentinels is a chest containing 300 gold pieces, a collection of semi-precious stones, and a magical item—Cloak of Elvenkind, which aids in stealth and hiding.

Security Measures

The entrance to the cave network is obscured by thick foliage and guarded by the Cave Sentinels at all times. Each sentinel is also equipped with a large horn made from a mammoth tusk, used to alert the main camp in case of an attack or breach.

The cave system is essential for the hill giants’ survival and operations, storing their supplies and keeping their captives secure. The strategic importance of these caves makes them one of the most heavily guarded locations in the hill giant territory.

The Dover Captives

Background of the Dovers: The Dovers are a group of seven hardy farmers who were captured during one of the hill giants’ raids on nearby settlements. Known for their skill in agriculture and animal husbandry, they have been coerced into serving the hill giants by taking care of the giants’ burgeoning herd of cattle. This herd is crucial for the giants, as it provides a consistent source of food and materials.

Living Conditions: The Dovers are kept in a secured area within the cave network, separate from the storage sections. This area is somewhat adapted to provide minimal shelter and containment. The living space is crude, with sleeping areas marked out by straw bedding and makeshift blankets made from the hides of cattle. Despite their captivity, the Dovers are provided with basic necessities to keep them healthy enough to perform their duties, as their wellbeing directly affects the health of the cattle they care for.

Daily Life: Under constant watch by the hill giants’ sentinels, the Dovers’ primary responsibility is the care and maintenance of the cattle. This includes feeding, grooming, and ensuring the health of the herd. The giants, lacking the finesse and patience for such tasks, rely heavily on the expertise of their captives to manage these animals effectively.

The Dovers’ Skills and Value:

  • Animal Husbandry: The Dovers have extensive knowledge about animal care, breeding, and management, which has inadvertently increased the productivity and size of the giants’ cattle herd.
  • Agricultural Knowledge: They also possess basic skills in agriculture, providing the giants with advice on which crops to raid and how to store them effectively to last through the seasons.

Security and Monitoring:

The cave area housing the Dovers is always guarded by at least one hill giant sentinel, ensuring that the captives do not escape and are available to tend to the cattle as needed. The entrance to their quarters is secured with a heavy wooden barrier that can only be opened from the outside.

The plight of the Dovers adds a layer of complexity to the hill giants’ encampment, introducing opportunities for varied interactions beyond mere combat.

If the adventurers ask what the plan was for the cattle, the dovers will respond that the plan was to ship the cattle to the Frost Giants of the north.

The newly freed Dovers excitedly ask the adventurers if they will be taking on the Frost Giants of the North. The adventurers have to ask themselves the same thing. Well, will they?

The adventures of the giants continues in module G-2.

A Murder of Crows: Thalen Crowkeeper

Thalen lives a small hut off from the Hill Giant’s encapment. A large flock of crows and ravens are always near him. He serves the Hill Giants as their avian messenger, sending messages to the the other giant clans (Frost, Fire, Stone, Cloud, and Storm). As a neutral character, he has no intrest in adventures, but is more than willing to talk all things giants.

Backstory Thalen Crowkeeper was once a young scholar from a remote village, fascinated by the ancient legends and lore surrounding giants. After his village was destroyed by marauding giants, Thalen was taken captive. However, rather than being killed or enslaved, his curiosity about the giants and his quick wit allowed him to survive by serving the giants in an unusual capacity.

Realizing the value of communication between the scattered hill giant factions, Thalen proposed to train and use crows as messengers, leveraging his childhood experience of raising and training birds. The giants, seeing the practicality of his skills, allowed him to live and work for them as long as he proved useful. Over time, Thalen has carved out a niche for himself, becoming an indispensable yet neutral figure among the giants.

Character Class: Ranger (Druid)

Level: 5

Abilities and Skills

  • Favored Enemy: Thalen has no enemys.
  • Natural Explorer: Forests. Having lived among the giants, he has adapted to their environments.
  • Animal Companion: Thalen’s primary companion is a large crow named Grit. This crow is exceptionally intelligent and serves as the leader of the flock.
  • Ranger Archetype: Beast Master. Thalen’s bond with Grit and his flock is strong, allowing him to use them effectively as messengers.
  • Special Abilities:
    • Beast Communication: Thalen can communicate with birds and has trained his flock of crows for specific tasks and messages.
    • Stealth and Survival: High proficiency, enabling him to navigate and survive in the territories occupied by the giants.

Equipment

  • Simple Leather Armor: Provides basic protection without hindering mobility.
  • Longbow and Arrows: Used for hunting and self-defense.
  • Staff: Doubles as a walking stick and a weapon.
  • Messenger Bags: Small pouches carried by the crows, used to transport messages and small items between giant factions.

Personality Thalen is a pragmatic and resourceful individual. He has learned to cope with his unique and dangerous situation by adopting a neutral stance. While he does not agree with many of the giants’ actions, he understands the power dynamics well enough to navigate through them safely. His ultimate goal is to survive and perhaps find a way to use his position for greater good, potentially aiding in negotiations or peaceful resolutions between humans and giants.

Alignment: True Neutral

Current Goal Thalen seeks to expand his network of avian messengers, potentially using them to gather intelligence. His unique position could evolve into that of a mediator or informant, serving larger communities beyond the giants if he can navigate the dangerous politics of his situation wisely.

Thalen’s story adds depth to an adventure, providing a contact who can offer unique insights into the world of giants and serve as a bridge between human and giant factions.

The Giant Modules:

G-1 The Hill Giants of Thunder Ridge

A Pact of Ice and Earth (G-2)

The Path of Elements: A Journey Through Fire and Ice (T-1)

The Throne of Embers: A Fire Giant Adventure (G-3)

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