Monday, September 26, 2016

Fire Giants are Hard

At the end of the last game session the party had just slain a group of Hill Giants that were feasting on humans, and a few halflings as well. Giants shouldn't segregate!

They see a few people tied up and they untie them. One of them is an experienced Cleric. The Cleric tells that party that they were being taken to the Hill Giant Chief Ugh. They had mentioned that she was very hungry and wanted more food!

The party then continues on the ten village road, on there way to Ironmaster, a valley that is controlled by Ironmaster Dwarfs. They welcome all dwarfs, and shun anyone else. Dwarf Lives Matter!

They finally get to Hundlestone, a town filled with Deep Gnomes and Dwarfs. As the party goes to the only Inn that is there for tall people, they see a lot of deep gnomes and dwarfs covered in dirt from mining all day for ore and other precious metals. They joking say 'Better bow down!' since a lot of the buildings are specific for short people.

After a somewhat ok night of rest, they then continue onto Ironmaster. As they go they see more stranded villagers that are running from Giant invasions of their homes.

They get to Ironmaster and speak with Grimph Brightbuttom. He says thank for their journey to inform him of the request. Offering the dwarfs in the party to have a drink. They politely say no. The party then decides to head back to Bryn Shandor since they have some giant heads now.

On their way back they fight a group of bandits. Then shortly after that fight they come across a Fire Giant with a group of hellhounds, Mephits, and Fire Elementals. This large force actually seems to be a little stronger than what the party can handle. So they run for their lives!


Monday, September 19, 2016

Frost Giants Are Easy

Loot


Each of the players received a magical item, which has many attributes! ;)

Ciyuri - Dragonborn Gravity Knight - Gets the Ild Rod

This 4 ft long, weighing 100 pounds. This heavy metal pole which is more of a staff, but being so wide can be understood to be a giants rod. It has 10 charges of locate object. Also in the past, the rod has vibrated and lurch when creatures of giant subtype have been nearby. The user of the rod suspects there are other special abilities this rod may have...

Dorn - Human Fight - Banner of The Krig

5 ft high, 3 ft wide, this red thickly clothed banner has the War Rune Giant Glyph on its side. As a bonus action, Mark of Courage - the user can touch the banner to emanate courage within a 20ft radius. This gives advantage on saving throws and ability checks. Also in a 20 ft radius the user can See Invisible creatures and stealthy creatures. The user suspects the banner has more abilities...




Din - Tiefling Warlock - Pennant of the Vind Rune


This blue pennant is created from silk and is 5 ft long, whipping about as if buffeted by a wind. The user can caste Wind Step - fly 20 ft. Wind Grasp - If you fall take no damage. Wind Walker - levitate as a bonus action. All of these abilities require a long rest before they can be re-used.


Jom - Dwarf Fighter - Gravel of the Venn

Appears to be a Warhammer... Attacks against welder have disadvantage. Definitely has more abilities...








Boonlogin - Gnome Wizard - Shard of Ice

The user who has this item on their person, is resistant to fire damage. Can caste Icy Mantle - standard action creates icy mantle of protection. Within next minute, if you or another creature takes bludgeon, slashing, or piercing damage, that damage is reduced to zero. Definitely more this shard can do...




Quests!
As a group of Frost Giants attack Bryn Shander, a molti-crue of adventures run from the tavern to the Southwest Gate, since that were they hear a booming voice. As they approach the Gate it finally breaks open and two Giants attack viciously a couple of the players. Yet the players are bad ass and take out the leader of the Frost Giants, as well as her counterparts. Once they defeat the Giants the rest of them run away. The city is now in ruin, but the adventures go back to the tavern to celebrate their victory! But as they go back and start drinking, a bunch of people approach them with quests:

Markham Southwell asks the players to patrol the ten villages nearby for Giants. If they bring back heads of these Giants, they will receive the title "Defender of Icewind Dale". They receive paper envelopes that state they are deputies of Bryn Shander.

Duvessa Shane, the leader of Bryn, goes to Alric and asks him to give a note to her aunt, Iniva Coldwater, captain of the ship called the Dancing Wave in Waterdeep.

Sirac of Suzail confesses he is Son of Arus Cimber, who has the Ring of Winter. He was last found in Waterdeep. He asks the party if he can join them to Waterdeep to find him.

Augrek Brighthelm asks the party to go to Ironmaster and ask for help to defend Bryn Shander.

Beldora asks the Boonlogin to find Thwip Ironbottom in Hundelstone.

Sir Baric Nylef asks the party to look for Mushroom, an evil dwarf. He believes that Sir Lanniver in Neverwinter may know where he is...

The party then leaves Bryn with horses and a cart. As they leave they find a village that has been destroyed by a band of Hill Giants. They track the giants to a campsite and kill 5 of them. They now have 5 heads to give to Markham and get their title!





Monday, September 12, 2016

Bryn Shandar - Why do Frost Giants want Ciber?

Loot!

1. Each player is getting a magical item based upon their Journey to Iceland Dale area of Furen!

Story So Far

The players learned that they needed to help some NPCs in Bryn Shandar as a large group of Frost Giants attack the city. They are asking for Cimber? Cybor? No is completely certain who they were asking for since Frost Giants have such a weird accent when speaking common.

As the Frost Giants are almost finished demolishing the South West Gate, the NPCs and PCs are running up to the gate. Roll initiative!


Wednesday, September 7, 2016

Bryn Shander - Walled town in the cold heart of Icewind Dale

The party is in Bryn Shander, a walled town in the cold heart of Icewind Dale. It is a fortified farming settlement and abbey northeast of Waterdeep. The party will be tested of their leadership and tactical skills, and characters who don't exercise some degree of caution will likely perish.