Post by The Dungeon Master on Dec 11, 2014 13:16:49 GMT -5
The Steading Of The Hill Giant Chief
Giants have been raiding the lands of men in large bands, with giants of different sorts in these marauding groups. Death and destruction have been laid heavily upon every place these monsters have visited. This has caused great anger in high places, for life and property loss means failure of the vows of noble rulers to protect the life and goods of each and every subject — and possible lean times for the rulers as well as the ruled. Therefore, a party of the bravest and most powerful adventurers (that's you!) has been assembled and given the charge to punish the miscreant giants. You must deliver a sharp check, deal a lesson to the clan of hill giants nearby, or else return and put their heads upon the block for the headsman's axe! Yet
this charge is not as harsh as it may seem, for all have been fully equipped with all standard items needed for both wilderness an dungeon exploration; and each member of the party has likewise been given the finest horse available. Guides are available to help, and the leader has a splendid map showing exactly where the
great timber fortress of the chief of the hill giants in the area is. This chief, one Nosnra, is a grossly fat and thoroughly despicable creature, sly and vicious, loving ambush and backstabbing. Furthermore, you have been cautioned to expect a secret force, some motivational power behind this unusual banding of
different races of giants. More surprises might be in store . . . Finally, you have been instructed to keep any and all loot they chance upon, this to be their reward for the perils they are to face. You are to follow any clues discovered if such point towards the sinister hand suspected of guiding the rising, but to return at once if you should determine exactly the reason or force behind the unholy alliance. Some relic of great evil might be at hand.
It is assumed that you have safely arrived at a spot near the giants' stronghold—a small cave, well hidden, where you can be assured of being undetected. You come to the place of the giants just at dusk. There are no windows visible, but no giants—or any other creatures—can be seen about the place, although occasional bursts of shouting and laughter can be heard faintly from within. Your map warns of two giant guards at the great doors to the Steading, but none are there. The time has come to see what is afoot!
If you decide to retire between forays against the Steading, you may be assured of relative safety at the hidden cave base camp—provided you take moderate precautions not to leave a plain trail or be followed to this sanctuary. There are sufficient supplies there for several weeks' stay. It may likewise be assumed that magic-users have their spell books hidden there.
Giants have been raiding the lands of men in large bands, with giants of different sorts in these marauding groups. Death and destruction have been laid heavily upon every place these monsters have visited. This has caused great anger in high places, for life and property loss means failure of the vows of noble rulers to protect the life and goods of each and every subject — and possible lean times for the rulers as well as the ruled. Therefore, a party of the bravest and most powerful adventurers (that's you!) has been assembled and given the charge to punish the miscreant giants. You must deliver a sharp check, deal a lesson to the clan of hill giants nearby, or else return and put their heads upon the block for the headsman's axe! Yet
this charge is not as harsh as it may seem, for all have been fully equipped with all standard items needed for both wilderness an dungeon exploration; and each member of the party has likewise been given the finest horse available. Guides are available to help, and the leader has a splendid map showing exactly where the
great timber fortress of the chief of the hill giants in the area is. This chief, one Nosnra, is a grossly fat and thoroughly despicable creature, sly and vicious, loving ambush and backstabbing. Furthermore, you have been cautioned to expect a secret force, some motivational power behind this unusual banding of
different races of giants. More surprises might be in store . . . Finally, you have been instructed to keep any and all loot they chance upon, this to be their reward for the perils they are to face. You are to follow any clues discovered if such point towards the sinister hand suspected of guiding the rising, but to return at once if you should determine exactly the reason or force behind the unholy alliance. Some relic of great evil might be at hand.
It is assumed that you have safely arrived at a spot near the giants' stronghold—a small cave, well hidden, where you can be assured of being undetected. You come to the place of the giants just at dusk. There are no windows visible, but no giants—or any other creatures—can be seen about the place, although occasional bursts of shouting and laughter can be heard faintly from within. Your map warns of two giant guards at the great doors to the Steading, but none are there. The time has come to see what is afoot!
If you decide to retire between forays against the Steading, you may be assured of relative safety at the hidden cave base camp—provided you take moderate precautions not to leave a plain trail or be followed to this sanctuary. There are sufficient supplies there for several weeks' stay. It may likewise be assumed that magic-users have their spell books hidden there.