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Credits Forward Contents

CREDITS CONTENTS Designer: Brian Ehrler Editor: Honeybun Introduction ...... 3 Template: Simple MS Word Template by Laura Hirsbrunner Adventure Synopsis ...... 3 Cover Illustrator: DMs Guild Adventure Mechanics ...... 3 Interior Illustrators: Some artwork © 2020 Dean Spencer, used with permission. All rights reserved. Grand Tour of ...... 4 Special Thanks: Brian Hamilton (content tips and sanity check) Giants and Dragons...... 7 Playtesters: Nik, Jeremy, Elena, AJ, David, and Liam Giants of Eberron ...... 7 D&D reference material and inspiration: Dragons of Eberron ...... 8 Eberron: Rising from the Last . , 2019. Factions and Organizations ...... 9 Wayfinder’s Guide to Eberron. Wizards of the Coast, 2018 Storm King’s Thunder. Wizards of the Coast, 2016. Factions ...... 9 Eberron Factions ...... 9 Location Conversion ...... 10 FORWARD Starting Locations ...... 10 Chapter 3 Locations ...... 10 The introduction section of Storm King’s Thunder Chapter 4 Locations ...... 11 cites that you can adapt the adventure, by changing Chapters 5-9 Locations ...... 11 names of the locations and factions. That is certainly Final Chapters ...... 11 easier said than done. The process of successfully changing the setting of an adventure you are running Appendix A: Optional NPC / Monster ...... 13 involves several steps. Gorodan Ashlord, Fire Giant ...... 13 • First, familiarize yourself with Storm Kings Spirit of Eskelia (Ghost of a Frost Giant)...... 13 Thunder material, in its current setting. Skim Appendix B: Handouts ...... 14 each chapter, determine the main points of Appendix C: Adventure Location Biomes ...... 15 what occurs, and how the adventure progresses. • Determine the key locations, these are the must-change, locations in the adventure. • Identify the factions and organizations involved and convert, as necessary. • Finally, conversion of the organizations and locations to those specific to Eberron. This document provides a conversion for the five factions of the Forgotten Realms, used in Storm King’s Thunder, along with the conversion suggestions for the key locations. There are several optional locations that are left up to the DM to convert to their liking. All locations, converted or not, are categorized by biome (mountains, tundra, forest, desert, plains etc.) so they can be easily plugged into the Eberron location of your choosing. Artwork – Giants Rest My hope is you can use the information in this guide The artwork on page 5, Giants Rest is from Dean Spencer Art. to convert your campaign, and that you and your You can contact Dean at [email protected] players have a great time exploring Eberron. Brian Ehrler [email protected] October 2020

DUNGEONSSample & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, , Eberron, the dragon ampersand, and all otherfile Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the Community Content Agreement for Dungeon Masters Guild. All other original material in this work is copyright 2020 by L. Brian Ehrler and published under the Community Content Agreement for Dungeon Masters Guild. Version 1.1 | October 2020

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NTRODUCTION ADVENTURE MECHANICS I Storm King’s Thunder is currently set in a large area of one continent. Moving the setting to Eberron allows This document contains techniques and advice on for the DM to customize the adventure locations, how to adapt the Wizards of the Coast published onto a single continent such as Xen’drik or onto adventure Storm King’s Thunder into the setting of multiple continents such as, Argonnessen, Khorvaire Eberron. and Xen’drik. If you have not already done so, make sure you read If you are planning on running Storm King’s and the Introduction section of the Storm Kings Thunder across multiple continents you should take Thunder adventure. Knowing the basics of the some time, prior to the campaign and work out how published adventure, including the background and the PCs, NPCs and monsters are going to travel to the the significance of characters and events, will help various locations where they are needed. The good you to apply the advice from this document. news is in Eberron you can travel by a variety of modes, land, sea or air. Making the task of travelling ADVENTURE SYNOPSIS easier for the PCs and the DM. Travelling through The basic run down of the published adventure is: Khorvaire is quite simple using the lightning rail or Giants are running amok. The ruler of the giants, an airship. Transition the party to the location of the King Hekaton is missing, leaving his daughter giants, Xen’drik can be done via a sailing ship or Serissa in charge of the kingdom. airship. Across the land the remaining giants are fighting Once in Xen’drik the PCs can set up a home base in to change the caste order of the giants. Sparking this Stormreach, which is a well-supplied city in chain of events, Hekaton’s other daughters Nym and Xen’drik. From Stormreach PCs can take a Lyrandar Mirran secretly killed their mother (the queen) and airship across most of the continent. Note: When the sent Hekaton on fools’ errand to find her. This led to PCs are travelling by air, does not mean they are free the kidnapping of Hekaton. Nym and Mirran have from harm. DMs can find an aerial random always acted a bit out of sorts, but in this adventure, encounters table in Chapter 4. they are being influenced by Iymrith, a dragon, who is attempting to overthrow the giants.

Sample file

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GRAND TOUR OF EBERRON

If you want to turn Storm King’s Thunder into a grand work in a trip to the Library in Korranberg for the PCs tour of Eberron, start in central Khorvaire near to find information about the Giants of Eberron. Zilargo. There are a lot of towns, farms, and wooded Followed up by travelling via lightning rail to Sharn areas to launch the Storm King’s Thunder adventure. to consult with the Morgrave University scholars If you are starting with Chapter 1 and level 1 PCs you regarding the History of Xen’drik. One or both plot can start in Tzanthus, a small port town north of hooks can compel the PCs into the main quest line Trolanport. This sets the PCs up to play Chapter 1, and keep them on track. then travel to the nearby city of Trolanport to Along the way to the library and university the PCs restock, buy gear, hold up, etc. Transitioning into can experience the Chapter 3 locations reframed into Chapter 2 if you want the PCs to defend a city against Eberron. I would suggest visiting no more than 10 the Hill Giants, they can move overland to locations during Chapter 3 as the PCs often begin to Mistmarsh. Using Mistmarsh is a convenient for the lose the plot as they go on a tour of cities and towns. DM as the town is near a manifest zone. Using the As the DM you should reserve some of the locations manifest zone in the Faded Forest and those in in Chapter 3 and spread them into Chapter 4 as the Droaam and Xen’drik, provide the explanation of PCs locate the artifacts and relics of the giants. The how giants suddenly appeared in Breland and started unused locations from Chapter 3 could be travel stops tearing up small towns. This leads to the defense of for the PCs between named locations in Chapter 4. Mistmarsh from the foraging Hill Giants. Additionally, unused locations could be used in a An alternate popular start location for Chapter 2 is similar fashion as the players transitioning into later Triboar, which can be placed in Alvirad in the Eldeen chapters to visit a giant stronghold. At some point Reaches. Note: In this case, the DM could easily run during Chapter 3 the PCs will need to transition to Chapter 1 in Redleaf along the Wynarn River with the Xen’drik. characters being able to resupply in Varna. Allowing for To add layers of interest to the adventure or to re- a shorter overland move up to Alvirad for Chapter 2. hook the PCs, the DM can have the PCs go on a pre- Running the first two chapters in Khorvaire is quite Xen’drik adventure travelling to Droaam, during easy if you keep the players localized to central Chapter 3, searching for the source of the hill giants, Khorvaire. and to seek out Gorodan Ashlord, a Fire Giant who was banished from Xen’drik to Droaam years ago. The PCs would likely have heard about Gorodan during either the Library or University visit. Gorodan Ashlord can provide additional information about the giants and their culture. Recommend the PCs hire a guide from House Tharashk, or a Xen’drik local, to overcome the Traveler’s Curse, and to seek out Eskelia, a peaceful Frost Giant (who Gorodan believes to be alive and well) living in Icefang Vale. Note: Gorodan and Eskelia stats are provided in Appendix C. Chapter 3 is a bit of a storyline challenge as the The combination of Morgrave University, and/or locations are a wide-open sandbox of places to go, Korranberg Library, and/or Gorodan Ashlord can with the weakest of story hooks. During the early part point the players to Xen’drik to investigate the of Chapter 3 the PCs need to learn about issues with problems with the giants. The PCs can travel the giants in Khorvaire and Xen’drik. Additionally, overland to any nearby port city [Sharn, Korranberg the PCs needed to perceive a widespread giant or Zarash’ak], and sail or take an airship to problem that is being caused by some outside force. Stormreach in Xen’drik. Make sure when the PCs are While the Storm King’s Thunder adventure is a bit travelling to include an at sea, or in the skies over the vague for plot hooks in Chapter 3, there are sea, encounter with Iymrith or the Kraken to opportunities for character background and Eberron foreshadow the forces compelling the giants. relatedSample quests to guide the characters into the plot The remainder of the adventurefile occurs in Xen’drik hooks. and on/under the Thunder Sea using Stormreach as a Rather than having the PCs travel all over home base. When the PCs first arrive in Stormreach, Khorvaire, visiting 100+ locations, with giant issues; they can check in with the harbormaster. The the DM could have the PCs travel to a few towns and fight giants to get the flavor of the adventure. Then

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harbormaster will direct them to meet with the Stormreach Council. DMs can add in an interaction with the Stormreach Guard and the Iron Watch [ security force] for some additional flavor. In Stormreach the PCs can hire a guide if they have not done so already through House Tharashk. Xen’drik is the wild west of Eberron, and quite primitive by Sharn standards. There are ships of the sea and air available for travel, just on a less frequent and unreliable schedule. The PCs will do most of their exploring overland in Xen’drik. If the PCs are following up on Gorodan’s recommendations then upon their arrival at Icefang Vale, they can meet Eskelia to get further information or as an alternate meet Harshnag there along with Eskelia to guide the PCs to Chapter 4 and the Eye of the All Father. If the PCs did not meet Gorodan Ashlord in Chapter 3 they can take an airship from Stormreach to Tal Esk and from there travel South to meet Harshnag and start Chapter 4. The PCs meet the Oracle in Chapter 4 who sends them on a quest to retrieve various artifacts from barbarian tribal burial mounds spread across Xen’drik. Harshnag knows the names and locations of all nine spirit mounds and can draw a map of the area marking the location of the mounds. Harshnag will not accompany the PCs on their quest to retrieve the giant relics. Instead he waits for the PCs return, in Annam’s temple, and guards the portal. The PCs are under no obligation to complete this task if they are in possession of a conch of teleportation from an earlier adventure in Chapters 1-3. When the PCs exit the Eye of the All Father to retrieve artifacts, they are supposed to encounter members of the Cult of the Dragon, who are riding around in an airship. Since House Lyrandar has the market corned in Eberron for airship transport, DMs can skip this unlikely encounter if the PCs have an airship already. The DM can add an encounter with Klauth [ancient red dragon]. Klauth has been scrying on the giants this whole time as well as Harshnag and the PCs. Klauth knows the small folk will not put up with a giant uprising and directs the PCs to mobilize and take the fight to the giant lords. The PCs can then takeoff to retrieve the artifacts for the Oracle. Once the PCs have completed the retrieval of one or more of these artifacts they can return to the Oracle, and the Oracle will answer six questions about the giants. Upon leaving the Oracle for the second time the PCs are confronted by Iymrith [ancient blue dragon] who Samplehas come to visit the Oracle. fileThe dragon is arriving in the Portal of the Eye of the All Father through the large opening. Upon arrival she destroys the airship [if it is there] and confronts the PCs. If Harshnag is with the PCs he fights Iymrith while the PCs escape, if Harshnag is not with the PCs, they can negotiate

STORM KING’S THUNDER IN EBERRON 5 safe escape from Iymrith, out through the ice from the Kraken Society after which Hekaton can tunnels. PCs looking back upon escape notice Iymrith unite the giants, or 2. Fight Iymrith to bring an end transform into a Stone Giant and activate the portal to her meddling, once the Kraken Society figures out for entry. The PCs are off to their chosen giant there is no longer protection from the dragon, the stronghold: giants can get Hekaton back from the Kraken Society. Chapter 5: Den of the Hill Giants – Grudd Haug There is a third option and that is to do both. Launch Chapter 6: Canyon of the Stone Giants - Deadstone Cleft into Chapter 11 and investigate the Kraken Society. Chapter 7: Berg of the Frost Giants - Svardborg The PCs will find the Grand Dame, gambling ship in Chapter 8: Forge of the Fire Giants - Ironslag port at Stormreach. For some added flavor the PCs Chapter 9: Castle of the Cloud Giants - Lyn Armaal can employ a few of the Iron Watch to help them with part of the mission in Chapter 11. After infiltrating the Grand Dame and finding the information they need from Lord Drylund. The PCs should set out to find the Morkoth. Which can be located in the Thunder Sea near the island chain north of Stormreach. There are several ways to track down the Morkoth, using a airship, or a regular sea going ship, perhaps even a ride in the cloud castle or a dragon mount. The PCs once at the Morkoth should free Hekaton and return to the Maelstrom. If they PCs hang around more than an hour after freeing Hekaton that starts and encounter with Slarkrethel [giant kraken]. The PCs with or without Hekaton will return to the Maelstrom, at which point the adventure comes to a close, as an option the PCs can continue on and battle the remaining giant lords at their strongholds or choose to take on Iymrith. If the PCs journey into Chapter 12 they will need to travel to the South Eastern edge of the Skyraker Claws in the Menechtarun desert. Iymrith is a powerful ancient blue dragon and the PCs will need to be dialed in and at least level 12 before they consider fighting the dragon alone. Smaller groups of PCs may want to employ some of their newfound allies by bringing along Harshnag, or another To add some spice to the travel to the giant’s friendly giant. Additionally, the grateful Storm stronghold, the DM could have the PCs run across a Giants will give the PCs a number of magical rewards defunct warforged colossus and tour the inside of it and potions to aid in the battle against Iymrith. (find a battle map for this in Eberron: Rising from the • Iymrith is an ancient blue dragon known as the Last War). Alternately, if the PCs are strong enough “Doom of the Desert.” She is also called the the DM could add a random encounter with an active “Dragon of Statues” because she creates living Warforged Colossus, use caution they are CR 25 with statues (actually gargoyles) to guard her lair. 410 HP, this encounter would be deadly for a group of • Her lair is a ruined amphitheater half-buried in PCs level 8 or 9. the cold desert sands northwest an ancient and Once the PCs complete their visit to the giant abandoned elven city. stronghold and have retrieved a Conch of • She is a spellcaster and, like all blue dragons, is Teleportation. The PCs can use the conch to teleport immune to lightning damage. themselves to the Maelstrom, which is a stronghold Iymrith is a proud dragon and will fight to the death under the Thunder Sea. to defend her lair. If the PCs succeed in defeating At the Maelstrom, (Chapter 10) the PCs should be Iymrith, they may continue thwarting giant lords, able Sampleto expose the secret that Iymrith is behind the not conquered from Chapters file 5, 6, 7, 8 and 9. trouble with the giants and the uprising. The PCs upon returning to the lair will find a new Additionally, the PCs will have a couple of clues as to “Doom of the Desert” as Iymrith’s offspring have the location of Hekaton. The path of the PCs is taken over… dependent on their choices to either 1. Free Hekaton

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GIANTS AND DRAGONS GIANTS OF EBERRON Giants have lived in Eberron for more than 60,000 years. The giants were native to the continent of Xen’drik and were titans, superior in every way to the giants we know of today. These early giants were able to harness the power of the arcane, unlocking its secrets and performing feats that are still unmatched. As the giants grew in power, they explored Eberron, the planes, and even other worlds. They became a diverse culture and, in some ways, drove the evolution of Eberron forward. The giants were expanding their control in Eberron and other worlds. At one point, the giants used their cataclysmic magic to destroy one of Eberron’s moons, blocking the Quori from entering Eberron through the manifest zones. As the empowered giants continued to flex their muscles influencing civilization, of Argonnessen stepped in and put a stop to their expansion. The dragons destroyed the civilizations of Xen’drik and cursed the land. The giants are not limited to Xen’drik. Today groups of giants can be found organized in Droaam, and in small bands throughout Eberron. There are a few named giants, such as Gorodan Ashlord, the fire giant of Droaam, and Eskelia, the frost giant ghost haunting Icefang Vale that player characters can visit. All of the giants are in an uproar. Reports of giant attacks throughout Xen’drik and Khorvaire, stoking fears that the giants are waging war against humans, dwarves, elves, and other small folk. The giants thought, by most in Eberron, to be localized to Xen’drik have found their way to Khorvaire and other continents. The Stone Giants were the first to appear. Three weeks ago, on Xen’drik after the dismantling of the Ordning, the remnants of the giant civilizations began fighting. During one of these fights, a warband of Stone Giants attacked the Fire Giant stronghold of Ironslag. The Fire Giants were quick to repel the attackers and made chase, to vanquish the Stone Giants. As the Stone Giants were retreating across the Valley of the Shadows, they ducked into a cave to hide from their pursuers. As they entered the cave, they noticed several bodies of druids, long dead. Towards the back of the cave, well hidden from sight, one of the giants foundSample a manifest zone portal and stepped into it. The file remainder of the warband followed and the Stone Giants found themselves is Khyber. As the Stone Giants wandered through Khyber, for what seemed weeks, they began to change, the

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arcane curses that affected them in Xen’drik were no longer affecting them and the realm of Khyber began to become familiar. The warband came across a rift in the plane and noticed as they got closer the view through the rift appeared to be of a slope of talus. As the giants stepped through the rift, they realized they were in the Blackcap mountain range in Khorvaire. With the curses gone the Stone Giants began to strategize to take over Khorvaire and leave Xen’drik behind. The Stone Giants returned through the manifest zone to Xen’drik reporting their findings to Kayalithica. While the war party recorded being in Khyber for 19 days, only three days had passed in Xen’drik, since they entered the cave. Not long after the Stone Giants’ discovery, the other groups of giants heard of this feat and began to make excursions of their own, traveling through the manifest zones from Xen’drik to Khorvaire. Over the past several weeks there has been a marked increase in the reports of giant sightings in Khorvaire. DRAGONS OF EBERRON Unlike the Forgotten Realms, the dragons of Eberron are not color coded for your convenience. You could have a metallic dragon that is Chaotic Evil, or a blue dragon that is Lawful Good. The dragons found in Eberron are a homogenized culture with a wide mix of ideals. The dragons were one of the first races in the world. The dragons developed as a society, fought all manner of creatures of Khyber during the Demon Wars era. In later phases of the dragon civilization, they would aid the civilization of the giants to help defeat the enemies from Dar Quor. A few generations later, the giants had grown in power and had dominated and enslaved the elven races on Xen’drik. When there was an elven uprising, the giants were on the cusp of defeating them with Eldritch machines. The dragons, in response to the threat against the elves, turned on the giants and wiped out the giant civilization and cursed the lands of Xen’drik. Many of the modern-day dragons follow the Draconic Prophecy, checking their actions, making sure they align with fates and omens predicted. At the other end of the spectrum there are a few outliers that are part of The Chamber, who work to Samplemanipulate events in Khorvaire file regardless of fate.

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FACTIONS AND ORGANIZATIONS

Storm King’s Thunder provides several interaction points for player characters that are in a faction. EBERRON FACTIONS Throughout the adventure you will find subplots, The Aurum – A society of rich and influential people. side quests, and locations that are influenced by one At first appearance they seem to be a legitimate or more of the factions. One such example is concerned philanthropist. However, there is a Goldenfields, a town that is a stronghold of the shadowy side of the organization pursuing their Emerald Enclave, with a key NPC that is part of the interests by less than honorable means. Zhentarim. Alliance of Houses. The combined The choice is up to you, the DM, if you want to use dragonmarked houses are most influential force in factions. They can add a bit of spice to the the Five Nations of Eberron. adventures, however, if you choose not to use Morgrave University. A group of scholars interested factions, that works also. If you choose to use in studying the world of Eberron. This organization factions, the basic factions for published adventures has been tainted as priceless artifacts used for set within the Forgotten Realms are detailed below. “study” have made their way to the black market, and sold to private collectors, as well as others. FORGOTTEN REALMS FACTIONS The Gatekeepers. This druidic organization protects Lord’s Alliance. The association of the ruling class the natural world of Eberron from the unnatural who work in solidarity to keep evil at bay. The forces. They work against the undead, aberrations, agents of this organization ensure the world they and extraplanar beings to preserve the natural live in is civilized. order. Harpers. A clandestine group of individuals all Templars of the Silver Flame. A group of templars working to favor the innocent and oppressed. They who work to spread good and to stamp out evil are the champions for good and work tirelessly throughout Eberron. behind the scenes to make sure the “right” outcome prevails. OTHER FACTION OPTIONS Emerald Enclave. The protectors of nature and the If the five base factions do not fit your needs, there natural world. Members of this group are self- are dozens of other organizations within Eberron. reliant and know how to survive in the wilderness. You can mix and match to suit your particular PCs They work to restore the natural order and destroy and your campaign needs. that which is unnatural. There are a wide variety of factions and Order of . Members of the order pursue organizations of interest that could be used in an evil to the darkest depths of a dungeon, across Eberron setting. Adventuring Guilds, Crime continents to the end of the world. With a devout Syndicates, Espionage Agencies, and Military Forces conviction to smite evil wherever it is found. are a few of the available categories. You will find Zhentarim. An organization of rogues, mercenaries some of these organizations partially align with the and others who use influence to their advantage, five major Forgotten Realms factions while others both within and outside of the law. are wholly unique. For example, the Order of the Within the world of Eberron you will find dozens of Emerald Claw, which is an extremist group in organizations and factions for PCs and NPCs. For the Eberron, does not match any of the Forgotten Realm purposes of transitioning a Forgotten Realms factions, rather it is the idealistic opposite of adventure, the Eberron factions that parallel the Templars of the Silver Flame [Order of the Gauntlet traits of the Forgotten Realm were used. in the Forgotten Realm].

Sample file

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OCATION ONVERSION CHAPTER 3 LOCATIONS L C As the PCs progress into Chapter 3, there is a large selection of cities, towns, and ruins to explore. These There are 160+ unique locations mentioned within locations have not been converted to a specific Storm King’s Thunder. Most of which are found in the Eberron location in this guide. A table of all Storm . The closest in the lore of Eberron to King’s Thunder locations with the respective biome is a savage frontier is the continent of Xen’drik. provided in Appendix A. DMs can add in locations as Conveniently, it is also the ancestral home of the needed, depending on the party and the planned giants of Eberron. campaign duration. This chapter is travel intensive, requiring several STARTING LOCATIONS hours to several days of travel to each location. The The table below provides the locations to start the chapter eludes to speeding up travel by having the adventure on the continent of Khorvaire or Xen’drik. PCs discover the Inner Circles. DMs can choose to include this option or leave it out. If you use the teleportation feature of the Inner Circles, they can be tied to House Orien. As House Orien has long worked on teleportation as the next evolution in travel. House Orien, in an attempt to outpace their transportation competitor House Lyrandar, has equipped a number of key locations with teleportation hubs. From these teleportation hubs PCs can travel, for a small fee, to any other hub on the continent of Khorvaire. Currently, service to Xen’drik is limited according to the published lore, but a DM could add in a couple of experimental House Orien Hubs in Stormreach, Tal Esk, Dar Qat and other logistically helpful areas.

Sample file

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WRAPPING UP CHAPTER 3 stronghold to attack and head to that stronghold to move the adventure forward. The Old Tower has a short cut option for the DM to The standard adventure is to travel to one giant lead into an encounter and possibly recovery of the stronghold, defeat the giant, get the teleportation Hill Giant’s Conch Shell with the encounter of Moog. conch and travel to the Maelstrom to face the Storm Moog is living in the Old Tower, located on the border Giants in Chapter 10. of Droaam and Shadow Marches near Arashuul. Once There are variants of the adventure where player the PCs interact with Moog, she can then take the visit several giant strongholds, eventually getting characters to Grudd Haug along the shores of the the ability to teleport the to the Maelstrom. DMs can Blackwater River across from Dhavin’s Post. use the table of key locations to visit as many of the Traditionally, if you do not use the Hill Giant short giant strongholds as their campaign demands. cut option, the chapter ends with the PCs discovering Harshnag, presumably, somewhere in the southern portion of Xen’drik, near Dowron's Shield or at FINAL CHAPTERS Icefang Vale with Eskelia. The PCs arrive at the Maelstrom under the Thunder Sea, and deal with Serissa and her siblings, Mirran CHAPTER 4 LOCATIONS and Nym. Depending on the outcome, the PCs move on to rescue Hekaton from the Kraken Society and/or Chapter 4 brings the characters to the oracle and the battle the dragon behind it all Iymrith. quest to find the artifacts of the giants. The location of the Eye of the All Father and the artifacts are widely spread across continent of Xen’drik. Harshnag’s Map of Xen’drik artifact locations can be found in Appendix B. The PCs should travel to the artifact location(s) and retrieve at least one of them, possibly all of them, and return to visit the oracle a second time at the Eye of the All Father. The oracle will give them information on which giant stronghold to purse.

Sample file CHAPTERS 5-9 LOCATIONS Chapters 5-9 are dependent upon the choices of the PCs made in Chapter 4. In the standard adventure, it is assumed the PCs are going to decide on a giant

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