recursal/Fanatic-Fandom huggingface dataset:
Thunderpath

A **Thunderpath** is the Clan term for roads, streets, and highways. They have a hard, acrid surface, usually gray or black. Monsters use the Thunderpath to travel from place to place. It is dangerous to the Clan cats, as they are sometimes injured or killed by the monsters when they wander or cross on it.

## Description

Thunderpaths are oily paths that monsters travel on. The paths tend to be gray and black, and are often hot, sticky, and acrid. Many cats fear the Thunderpath, as some cats are injured or killed when attempting to cross it. In the forest territories at least one Thunderpath had to be crossed when traveling to the Moonstone. ShadowClan used a tunnel underneath the Thunderpath to travel to Gatherings, or attack other Clans. Some Thunderpaths are associated with Twolegplaces (scent, monsters, etc.).[7] Some cats also make references to dead animals on the path, such as "flat as a Thunderpath rabbit". Thunderpaths, at times, are often very busy, as seen by the amount of monsters on them.

## Location

### In the forest

A Thunderpath called Windover Road marks the ThunderClan and ShadowClan
border. Some cats have gotten injured or killed on it (i.e. Snowfur, Whitethroat, and Cinderpelt) and is featured throughout *The Prophecies Begin*. Twolegs later expand it, destroying the forest territories. Though the start of the new Thunderpath's construction is seen in *The New Prophecy*, the finished product is only viewed by Graystripe and Jaypaw. It is noted to be as wide as the lake.

West of ShadowClan's territory, there is another Thunderpath known as
North Allerton Road, which separates the territory between Highstones.
Twolegs also expand this path, as seen by Graystripe.

Far from the Clan territories, there is an intersection of Thunderpaths where WindClan sheltered after being driven out by Brokenstar. Graystripe and Fireheart see the intersection when traveling to rescue the Clan.

### By the lake

At the lake, there are four Thunderpaths, known as Littlepine Road,
Harehill Road, Whitchurch Road, and Quarry Road. The latter was used by
Twolegs for mining purposes before the Clans came to the lake.

## Known Deaths

*This is a list of deaths, ordered chronologically, that took place at Thunderpath.*

* Shaded Moss
* Turtle Tail
* Rain
* Shadowstar *(third life)*
* Shanty
* Snowfur
* Whitethroat
* Shrewpaw
* Pebbleshine
* Blade
Поющие бомбардиры

**Поющие бомбардиры** - одна из групп мутантов.

## Культура

Они одеваются как пилоты истребителей второй мировой войны. Всегда носят с собой свой взрывной нектар. Часть нектара была передана Скарламейну.

## Способности

* **Полет**
* **Меткость**

## Оружие

* **Взрывной нектар** - розовая жидкость, очень взрывоопасна.

## Интересные факты

* Музыка на заднем плане звучала как инструментальный ремейк "опасной зоны" Кенни Логгинса, тема песни для фильма "Top Gun", который был сосредоточен на реактивных пилотах.

* В эпизоде Mute-Eat-Mute World, где они смеялись над Джамаком, высокий и синий бомбардир сзади падает с дерева, а затем взлетает обратно.
Polta Wiki

**Welcome to the Polta Wiki!**
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## Important articles

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Mirran

A member of the Storm Giants

A spoiled brat with the forcefulness and unpredictability of a typhoon. She covets the power of the Wyrmskull Throne and believes it rightfully belongs to her. She is angry with her parents for placing Serissa next in the line of succession, and she has made her feelings plain. Mirran believes she is destined to rule and has seen signs that reinforce her belie. Once she claims the throne, Mirran expects all other giants to kneel before her. She plans to use her newfound power to resurrect the ancient empire of Ostoria, sweeping away the cities and kingdoms of the small folk.
Northlanders

The terms Northlander, Northfolk, and Northmen are interchangeable. They refer to one of several tall, fair­ haired, seagoing peoples that ply the cold northern waters and dwell on the islands of the west, including Tuern, Gundarlun, Ruathym, the Purple Rocks, and the Korinn Archipelago. Northfolk ancestors built small villages along the Sword Coast that have since become cities, including fabled Illusk (now Luskan), Eigersstor (now Neverwinter), and Nimoar's Hold (now Waterdeep). These early Northlanders farmed the rocky coastlines, fished coastal waters, and hunted seals and whales on the open sea. A few tribes of Northlanders braved and explored the ore-infested interior of the Savage Frontier, and these became the ancestors of the Uthgardt barbar­ians and the present-day denizens of Icewind Dale.

Although Northlanders are often referred to as bar­barians, not all of them fit this description. Along the Sword Coast, some tribes have become fairly civilized, primarily due to the growth of the coastal cities and the increasing influence of outsiders. These people farm, fish, and mine their rugged lands, then shrewdly trade their goods with foreign buyers. Many once-feared tribes have become merchants whose bartering skills are equal to or better than the warlike talents of their ancestors, such that many a Northlander merchant earns more booty than their raiding neighbors.
Health Bar

Kategoria: Paski życia
Podkategoria: **Health Bar**

Health bar jest podstawowym paskiem dla każdego typu gracza... każdego? nie do końca. Mała wioska galów do tej pory odpiera coś takiego jak pasek zdrowia żywiąc sie magicznym napojem XD

## Statystyki

każdy gracz który stwierdzi że określi swój typ badż bedzie brał udział w arenie (patrz: Typy Graczy ) dostanie ten podstawowy pasek życia o niezmiennej wartości 100. w zależności od użytych kart możesz zwiększyć ten pasek powyżej wartości bazowej jednak można przesadzić i nadziać sie na sromotne konsekwencje gdy twoje życie wybitnie przekroczy normę. Jeszcze nie ma takiej karty ale zakładamy że maksymalne kombo które może ci pierdolnąć w życie wynosi 200pkt obrażeń. (od jednego stworzenia ) dlatego póki co górną granice życia która jest dopuszcalna ustawiamy na 300pkt. po przekroczeniu tej granicy nawet przypadkowo możesz liczyć na dostanie tytułu/perka zagłady z listy poniżej. jeżeli z powodu istnienia tego perka/tytułu zginiesz w danej turze czyt. twoje punkty życia osiągną 0 trafiasz do memicznej warstwy limbo typu która może się róznić od okoliczności. Np. dla gracza typu right wing jest to tytuł "tyran" a dla left wing "nazista" . Zazwyczaj memiczne warstwy limbo paralizują twoje możliwości pojedynków na kilka/kilkanascie rund.I każą zapłacić niszcząc pewne karty na zawsze aby z niej wyjść. ew możesz zostać i wykonać pewne "międzywymiarowe czynnosci zza światów" definiowane przez dany perk/tytuł.

## Wady

jakąż wadą może być nadmiar życia? możesz nareszcie zrobic rzeczy które normalnemu smiertelnikowi nie przyszłyby do głowy. W końcu masz na wszystko czas... i tak mija 100 lat... 200 lat... 300 lat... 40.000 lat i budzisz sie pewnego dnia z plaga tyranidów w ogródku XD. wiele osób zastanawia się co dałoby się zrobić mając do dyspozycji wieczność na ziemi. My niby też nie wiemy bo w sumie to kwestia absolutnie indywidualna.dlatego tytuły/perki sa zazwyczaj podyktowane typem gracza lub talii. typu ekskluzywnie dedykowane pod to co tam w środku gra. nie chce nam sie rozpisywać jak dostać okreslony perk/tytuł za nadmiar życia. jest to czesto/gesto opisane w Typ Gracza i stronach temu podobnych więc tutaj tylko statystyka i kompedium.

Gdy przekroczysz 300pkt życia możesz zyskać jeden z perków/tytułów na drodze do zagłady.

1. Nieśmiertelność. Czas płynie dla ciebie inaczej, 10lat to jak mgnienie oka, 100 lat jak jednorazowy sen, straciłeś kontakt z rzeczywistością. przeciwnik może cie zaatakowac 3 razy w ciągu jednej tury

1. Utopia . Będąc praktycznie niesmiertlenym stwierdzasz że nie ma sensu dalej pracowac i należy się poświęcic przyjemnościom, aby to uczynić należy zautomatyzować każdy aspekt swojego życia. Pragniesz zastapić wszystkie rzeczy maszynami. Zniszcz wszystkie karty stworzeń i przedmiotów. w swoim posiadaniu.
Elves

Sun elves and moon elves, like dwarves, live among hu­mans in settlements throughout the North, particularly in Silverymoon. The elven kingdoms of old are distant memories even to elves, and only a few ancient ruins and relics of these kingdoms survive. Wood elves are known to haunt the forests of the North, the High Forest in particular, but **they are dangerous and xenophobic**.
Where in the World is King Hekaton

So, the string of events as presented in the book:

King Hekaton believed that his daughters, Mirran and Nym weren't fit to rule, so he told his wife Queen Neri that he wished to appoint his daughter Serissa as heir to the throne. Neri warned him against declaring any such pronouncement, but he did so.

Mirran and Nym stewed in their anger until this newcomer Iymrith came in and stirred them to action.

Iymrith petitioned the Kraken Society, who agreed to kill Neri and kidnap Hekaton. Iymrith let them believe they were coming up with all the ideas, while offering to "do the legwork" for Neri's actual death. So the cult kills her and makes it look like it was done by one of the factions she went to go visit. Imperator Uthor finds her body and the planted evidence, and returns to Hekaton with the obvious conclusion.

Then, Mirran and Nym feed Hekaton false information about rumors they've heard of who was behind the killing, and where he could find them. He, in a rage, left to find and kill the assassins who killed his wife. When he got to the location indicated by his daughters, he was ambushed by the cult and imprisoned in Morkoth, where he sits today.
Kella Darkhope

NE female Chondathan human

An NPC featured in Chapter 1. A spy for the Zhentarim. Renting a room in the Nightstone Inn (8F). She is currently holding down the fort, waiting for some Zhentarim reinforcements to arrive. She hopes they arrive soon, because this city would make a GREAT strategic stronghold for the Zhents.
Ascore

As one travels east away from the Silver Marches, the old road passes between the Vordrorn Forest to the north and the Arn Forest to the south. Before reaching the edge of Anauroch, the road ends at a great set of stone doors set into a high ridge. Statues of dwarves once stood in rows on either side of these doors, but all that remains of them now are the marble plinths upon which they once stood. The doors open to reveal a pas­sageway that goes underground for nearly a mile before emerging at the desert's edge. Standing outside the yawning exit are two gigantic stone statues of crouching griffons, and beyond them lies one of the great wonders and mysteries of the North: Ascore. This ruined dwar­ven city once overlooked a sea. Now it lies half-buried in the cold northern sands of Anauroch, its mighty stone docks still thrusting eastward, pointing toward the empty hulks of colossal stone ships lying half-buried in the sand. Dwarven magic once enabled these ships to float on water, but that magic has long since faded.

## Suggested Encounter

The ancient blue dragon Iymrith claims Ascore as part of her domain. Though she's not here to watch over it, two of her offspring have made separate lairs for them­ selves inside a couple of the great stone ships. These adult blue dragons, Anaxaster and Chezzaran, fre­quently accost each other in the sky, playfully jousting and breathing lightning as they zoom around. They are flying over Ascore when the characters first lay eyes on the ruined city. After an hour of fun, the dragons return to their lairs to rest. If the characters take no steps to conceal themselves and enter the city while the dragons are in the sky, the dragons spot the party and attack.

The ships that the dragons have turned into their lairs are hollow, sand-filled hulks surrounded by open desert. Each ship has ld6 + 4 gargoyles perched on it, watching the sands for treasure-seekers. If the characters make their way past the gargoyles into a dragon's lair and de­feat the dragon within, they find the dragon's hoard hidden under the sand. Roll on the Treasure Hoard: Chal­lenge 11-16 table in chapter 7 of the Dungeon Master's Guide to determine the contents of each dragon's trove.
Operation Crustacean

***Pike & Frilligan in "Operation Crustacean"*** is a *Pike's Lagoon* short that premiered on March 27, 2022. It is the twelfth short in the series overall. An alternate version was uploaded on July 3, 2023.

## Synopsis

Pike and Frilligan inadvertently walk into a fish market of horrors and help a trapped lobster escape.

## Trivia

* This is the first *Pike's Lagoon* cartoon to be released since "Pike Plays Catch" in 2019.
* This is both the first *Pike's Lagoon* short to be produced under the Horse Folder Productions rebrand as well as the first cartoon under the rebrand in general.
Nym

A member of the Storm Giants

The undercurrent to Mirran's ocean storm. The middle of King Hekaton's three children. Cold and calculating. She has always felt neglected by her parents, in part because Mirran was so demanding and Serissa so young. In truth, King Hekaton and Queen Neri loved Nym as much as they adored their other daughters, but they found her distant and difficult to please. Nym wants Mirran to seize the throne--and then, when Mirran makes enemies at every turn and proves to everyone that she is unfit to rule, Nym plans to supplant her. She has received omens that support her bid for power. Unlike her blustery older sister, Nym is worried about the consequences of the dissolution of the Ordning. Nonetheless, Iymrith has convinced her that she has an important destiny to fulfill, and that the gods will reward her if she brings about the return of Ostoria.
Duke Zalto

This fire giant duke believes that he can become the ruler of all giants by slaughtering their ancient enemies: dragons. Duke Zalto has set his minions to the task of finding and unearthing fragments of a dragon-slaying colossus called the Vonindod. Pieces of it were lost in battle while the rest was dismantled at the end of the ancient war between giants and dragonkind. Once all the pieces are found, Zalto plans to reforge the Vonindod and u8nleash it on the world. Beneath the Ice Spires lies an ancient fire giant forge called Ironslag. Unfortunately for Zalto, Ironslag's forges aren't hot enough to repair the colossus. The duke, undaunted, plans to steal Maegera, the fire primordial trapped in the subterranean dwarven fortress-city of Gauntlgrym, and trap it within Ironslag's adamantine forge. The dwarves rely on Maegera to heat their own forges. Hesitant to storm the dwarven fortress, Zalto has met with drow representatives of House Xorlarrin, who know the layout of Gauntlgrym well. With their aid, the fire giant duke plans to imprison Maegera in an inron flask and transport the primordial to Ironslag--a goal easier imagined than accomplished.
Iymrith

A closely-trusted friend to the court of the Storm Giants.

Iymrith is an ancient blue dragon who can assume the form of a storm giant. In this guise, she has infiltrated Hekaton's court. While concealing her true nature and agenda from the giants, Iymrith offers counsel to Princess Serissa and at the same time secretly feeds the anger and jealousy of Serissa's older siblings, with the ultimate goal of thrusting the giants into war with the small folk. The dragon also wants to wrest the Wyrmskull Throne from the storm giants and add it to her trove.

The disguised dragon put Mirran and Nym in contact with representatives of Slarkrethel, a legendary kraken that haunts the Trackless Sea. These small folk belong to a secret yet widespread organization called the Kraken Society. Using information given to them by the evil storm giant sisters, Kraken Society operatives ambushed and killed Queen Neri. Iymrith then planted rumors in the storm giant court that the queen had been assassinated by the Lords' Alliance, a confederacy of cities and settlements populated by small folk and scattered throughout the North. The Lords' Alliance represents one of the greatest threats to dragons in Faerun, so Iymrith is keen to bring about its end.
Thane Kayalithica

After fleeing Hekaton's court, Kayalithica, an inscrutable stone giant thane, withdrew to her canyon sanctuary of Deadstone Cleft. There, in its hallowed halls, she hoped to elevate her people to the top of the Ordning by first seeking divine inspiration. Deadstone Cleft is hidden within the Graypeak Mountains, east of Delimbiyr Vale and the High Forest, and northeast of the mining settlement of Llorkh. After weeks of meditation, IKayalithica concluded that the small folk had corrupted the dreams of all giants by building their wretched settlements on the bones of ancient Ostoria. She intends to wipe the land clean of their "filth," thus restoring the "dream world" to its rightful state. Kayalithica's stone giants strike forth from Deadstone Cleft to destroy the works of humans, dwarves, and elves, then return to carve the tales of their accomplishments into the walls for the gods to see and admire.
Amphail

North of Waterdeep on the Long Road.

Named after one of Waterdeep's early warlords, who is said to **haunt the surrounding hills in spirit form,** frightening away monsters.

Hobbies: Equestrianism.

A black stone statue of a famous war stallion stands rearing in the city's center. This horse is often decorated by high-spirited locals for holidays and events. Children are allowed to hurl stones at birds perched on the statue, to help keep it free of droppings. Children also climb the statue, though that is not allowed.

Plentiful farmland

Secluded estates held by rich Waterdhavians

Stands of dark duskwood and spruce trees are everywhere.

## Political Landscape

Three Waterdhavian families have the most influence: House Amcathra, House Ilzimmer, and House Roaringhorn. Together, they run the town, with the controlling family changing each Shieldmeet. The current Lord Warder of Amphail is Dauner Ilzimmer.

Thanks largely to the influence of its nobles, Amphail is a member of the Lords' Alliance and enjoys the protection of Waterdeep's city guard. **The Lord Warder also hires adventurers from time to time to take care of pesky bandits and monsters.**
Beorunna's Guardians

Takes place in Beorunna's Well

Ten members of the Black Lion tribe (CE male & female Uthgardt humans) guard the cavern. They include three berserkers, six tribal warriors huddle around the campfire in the northeast corner and are visible in the firelight. The remaining warriors are asleep in their tents. The shaman sleeps under a blanket of snow in the Sunken Grove and can be spotted by any character with a passive WIS(perception) of 20 or higher. The shaman and the warriors awaken to the sound of a loud disturbance. All the tribe members are hostile toward interlopers.

A manticore also calls the cavern home. Having formed a tenuous alliance with the Black Lion tribe, it lairs in the western corner of the room, on a rocky shore next to the spring. The shore is strewn with a humanoid and animal bones--the remains of the manticore's kills. The manticore joins any battle that unfolds in the cavern, eager for its fair share of meat.

Uthgardt Barbarians - Black Lion Tribe - PURELY PLACEHOLDER INFO

 AC
Nightstone Inn

caption

An inn in Nightstone. Run by the dwarf Morak Ur'gray. An ornate wrought-iron sign bearing the inn's name hangs above the entrance, facing the town square.

## Encounter Opportunities

Ur'gray takes notes on the backs of receipts, napkins, and other various scraps of paper. They're usually vague descriptions of a problem someone needs solved and how much they're willing to spend to solve their problem. He keeps them on a shelf under the counter.

When an adventuring party comes through looking to solve some problems, the barkeep is able to have a couple things on hand. He is regarded as highly trustworthy, and is keen to spot scammers. He acts as a moderator for requests.
Catching Song (Mia Kitten Version)

## Lyrics

Mia: This song's gonna get stuck inside yo' This song's gonna get stuck inside yo' This song's gonna get stuck inside yo' head This song's gonna get stuck inside yo'This song's gonna get stuck inside yo'This song's gonna get stuck inside yo' head This song's gonna get stuck inside yo'This song's gonna get stuck inside yo'This song's gonna get stuck inside yo' head

Gus and Gabby: 'Cause it's so catchy, catchy It's such a catchy song Gonna make you happy, happy Don't try to fight it, sing along

Babies and Mia: This song's gonna get stuck inside yo' (All: head) This song's gonna get stuck inside yo' (All: head) This song's gonna get stuck inside yo' head

Pip, Freddy and K.C.: This song's gonna get stuck inside you Run but you can't hide, I'll find you Shine so bright, my bling-bling blind you Sing this song, I must remind you Everybody roll out, screamin' and they shout Everybody in the house got it comin' from they mouth Runnin', runnin', let me get 'em Y'all have the rhythm stuck in your system? I'm goin' to the top Everybody goin' to the top Everybody head gon' rock Everybody say, "Don't stop" Everybody say, "Don't stop", ooh

Mia: This song's gonna get stuck inside yo' This song's gonna get stuck inside yo' This song's gonna get stuck inside yo' head This song's gonna get stuck inside yo' This song's gonna get stuck inside yo' This song's gonna get stuck inside yo' head

Gus and Gabby: 'Cause it's so catchy, It's such a catchy song Gonna make you happy, happy Don't try to fight it, sing along

Chloe, Babies and Mia: This song's gonna get stuck inside yo' (All: head) This song's gonna get stuck inside yo' (All: head) This song's gonna get stuck inside yo' head

Nathan: There's nothin' that you can do There's nothin' that you can say This song is stuck on replay You better sing it every single day From the mornin' and through the night I got it movin' from left to right And if you wonder who's to blame Yeah, it's me stuck in they brain Like a permanent stain and it won't change Even if you go insane This song is now in your brain And in your brain it will remain

Chloe, Babies and Mia: This song is now stuck inside yo' This song is now stuck inside yo' This song is now stuck inside yo' head This song is now stuck inside yo' This song is now stuck inside yo' This song is now stuck inside yo' head

Barry: 'Cause it's so catchy, catchy It's such a catchy song Gonna make you happy, happy Don't try to fight it, sing along
Chloe, All Babies and Mia: This song's gonna get stuck inside yo' (All: head) This song's gonna get stuck inside yo' (All: head) This song's gonna get stuck inside head This song's gonna get stuck inside yo'This song's gonna get stuck inside yo' This song's gonna get stuck inside yo' head
Order of the Gauntlet

< back to Factions

Members of the Order of the Gauntlet seek to protect others from the depredations of evildoers. Placing their faith in deities such as Torm, Helm, and Tyr, then bring the strength of their faith, their hearts, and their weapons to bear against villainy.

Knights of the order and their loyal squires can be found throughout the North, gathering information on the giants, searching for their lairs, and aiding the defense of settlements.
Kraken Society

< back to Factions

Far from being a benevolent faction, the Kraken Society is a group of spies, smugglers, slavers, and assassins. Only the society's leaders know that the founder of their organization is Slarkrethel, a magic-using kraken that lives in the depths of the Trackless Sea.

Krakens are forsaken creations of the gods, left behind after a cosmic war that ushered in the dawn of the civilized world. Ancient beyond reckoning, Slarkrethel longs to rejoin its creators in the heavens. For tens of thousands of years, the kraken has been searching tirelessly for a long-lost path to divine ascendancy. In the meantime, it stretches its tentacles across Faerun, laying low powers that might one day threaten it.

Worship of Slarkrethel began hundreds of years ago on the Purple Rocks. The humans who inhabit these islands cast their young into the sea as part of a ritual to appease Slarkrethel. These sacrificed offspring resurface and return to their villages years later as adults, albeit with piscine deformities. When they reach the end of their natural life span, they return to the sea and their fearsome master. The inhabitants of the Purple Rocks otherwise eke out quiet lives, unaware of the kraken's vast spy network on the mainland.

The Kraken Society's widespread organization wasn't born at the Purple Rocks, but in the cities of the North. The psychic abilities of the kraken are so great that it can reach out to creatures on land up and down the Sword Coast. Over the years, it has telepathically lured exiles, outcasts, and lost souls to its organization with the promise of a better life. Its agents are evil and grasping. When they are not gathering information for the kraken, they lurk in the shadows and indulge in activities befitting their evil nature.

Slarkrethel was old when the giants and dragons waged war against each other forth thousand years ago, and the kraken aims to rekindle that war and destroy the cities of the Sword Coast in the process. When Iymrith reached out for its agents for assistance, Slarkrethel instructed its devotees to humor the dragon by capturing Hekaton, the storm giant king, after slaying his queen. Iymrith wants Hekaton kept alive so that he can't be resurrected and so that he can be held for ransom if her plans are thwarted.

A seafaring Kraken Society wizard named Tholtz Daggerdark has turned his ship, the Morkoth, into a floating prison. King Hekaton lies bound and chained within, unable to escape without aid. The ship circles the islands of the Trackless Sea, far from prying eye.
Masked Lords of Waterdeep

The rulers of Waterdeep. They convene in secret and keep their identities hidden. Their Homer Flynn is known as the Open Lord of Waterdeep.

The current Open Lord is Lady Laeral Silverhand, and has held the position for only a few months.Many of the city's nobles and guildmasters are vying for her attention while ***conspiring to wrest power away from her office***.

There's also trouble brewing between the Zhentarim, which has gained an economic foothold in the city, and the Xanathar Thieves' Guild, which controls much of the city's criminal underworld.

Characters who belong to the Harpers, the Order of the Gauntlet, the Lord's Alliance, or the Zhentarim can find faction representatives in Waterdeep. (List them all here)
Beliard

Beliard is a market-moot for local cattle drovers. It surrounds the intersection of the dusty Dessarin Road and the Stone Trail.

Beliard is home to many cattle ranchers whose herds roam the hills around the village, particularly to the east. The community has a public well, as well as a pond where harnessed horses or oxen can be driven through the water to bathe them, drive off flies, and let them drink. It also boasts a tanner, a smith, some horse dealers and trainers who keep extensive stables, and an inn: the venerable, popular, and several-times-expanded Watchful Knight. The inn was named for an inoperative helmed horror that once stood in the common room. The creature mysteriously vanished years ago, and the inkeeper went missing shortly thereafter.

## Suggested Encounter

Hill giants have attacked many of the cattle ranchers around Beliard. Every attack is the same: the giants ignore the ranchers and instead raid the animal pens, making off with pigs, sheep, chicken coops, and cattle. The ranch owners have owners have pooled their resources and posted "Adventurers Wanted!" signs that promise a payment of 500gp to anyone who finds out where the hill giants' lair is located. Characters who visit the Watchful Knight and question its patrons learn that most of the giants fled southward with their loot. Characters who explore the hills south of Beliard might find an old tower containing a female hill giant who recently lost her mate (Encounter: Old Tower)
Nightstone

The setting for Chapter 1

A fortified settlement located a few miles south of the Ardeep Forest, in the untamed hills between Waterdeep and Daggerford A lonely wooden signpost, standing where the trail to Nightstone meets the High Road, points the way to the settlement.

Nightstone's closest neighbors are the elves of the Ardeep Forest. Hunters from Nightstone have incurred the elves' wrath on multiple occasions. However, elves are the least of the settlement's problems, as fledgling heroes who come to Nightstone in search of adventure quickly discover.

Nightstone got its name from a massive chunk of obsidian that once stood in the middle of the village square. The obsidian megalith had strange glyphs carved into it and radiated magic under the scrutiny of Detect Magic spells, but its properties and purpose couldn't be ascertained. The villagers assumed it was a relic of some bygone age or kingdom and left it alone. It was stolen by cloud giants three days before the opening of this campaign.

At time of writing, the villagers are huddled in the Dripping Caves, captured by goblins and being eaten one-by-one by orcs.

## Map Legend

### 1. Drawbridge

* Lowered
* 20'x10'
* Sturdy oak planks
* Iron chains
	+ Connect to twin winches

DC10 WIS(survival) - Dozens of differently-sized humanoid tracks, heading away from the city and then North

DC15 WIS(survival) - Smaller humanoid footprints heading in and out, along with unusually large canine pawprints. You would guess those are from a wolf, or similar creature.

### 2. Watchtowers

* 20' tall
* Good old-fashioned castle walls, with the up-and-down crenellated pattern to the stone
* Access to roof through trapdoor, reached by wooden ladder

#### 2a. West Towers

* Flank village entrance
* Each houses a winch, used to raise/lower the drawbridge.
* Winches are not networked - must be operated simultaneously to raise gate
* 1 round of winching == 30° drawbridge lift
	+ Fully raised/lowered in 3 rounds

#### 2b-c. Northwest/Northeast Towers

* Nothing of interest. One of them has some pigs milling about, eating grass.

#### 2d. East Tower

* Door is ajar. DC15 WIS(perception) && they approach quietly, they can hear a soft cooing coming from inside.
* Goblin! Found admiring the shine of a silver locket if caught unaware
* NAME: Gwerk
* LOOT: Silver locket. Shaped like a fish, contains a painted portrait of a rosy-cheeked male halfling named Larlow Summerhawk. The locket belongs to Larlow's widow, Taela Summerhawk, and is worth 25 GP. Taela is in the Dripping Caves.

#### 2e. Southeast Tower

* 2 goblins chill here, unless they hear combat in 4g.
* NAMES: Larv, Snokk
* LOOT
	+ Larv - sack filled with stolen utensils (On a bad investigation, they might be silver or some other precious metal) - 3 vials of perfume (5 gp ea)
	+ Snokk - sack containing a stuffed blood hawk
Kraken's Gamble

A module designed to introduce the Kraken is associated Society before their sudden appearance in Chapter 11.

Kraken Society

Should ideally take place while the characters are in/around the Dessarin Valley, somewhere between level 6-8

## Background

The Kraken Society has long sought to grasp the mid-sized city of Yartar in its slimy tentacles, and now the time has come to make a bold move. A few weeks ago, the Kraken Society sent one of its most capable operatives, the aboleth Oosith, to aid Society member Lord Drylund in becoming the Waterbaron of Yartar.

Over the past few weeks, Oosith, Lord Drylund, and a young psionic named Atalia have abducted young nobles. Lord Drylund invites them to his riverboat casino, where lady Atalia seduces them and leads them into Oosith's sewer lair. Here the aboleth infects them with an insidious disease,wraps them in a watertight cocoon, and sends them floating down the Dessarin River to Waterdeep. When they find their destination, other members of the Kraken Society gather them up, and then use them as hostages to blackmail their families, ensuring the noble houses' allegiance against the current Waterbaron Nestra Ruthiol.

Our heroes become entagled in the kraken's slimy appendages, when the third of these abducted nobled, young Lord Artran, is intercepted by a pack of giant birds, while floating down the river towards Waterdeep.
Waterdeep

The City of Splendors is a bustling, walled city on the Sword Coast. Some merchants have dubbed Waterdeep the best supply center in the world, with the largest collection of superb craft workers, experts, useful contacts, and potential hirelings to be found anywhere. Others caution that the city houses a veritable army of potential enemies for those who aren't careful--and everyone agrees that its wide crowded streets are full of spies.

Waterdhavian noble families and guilds hold tremendous political and economic sway up and down the Sword Coast, but within the city itself, true power lies with the Masked Lords of Waterdeep--rulers who convene in secret and whose identities are largely unknown.

## Suggested Encounter

Shortly after the characters arrive in Waterdeep, a cloud giant castle emerges from the clouds overhead and looms above the city, its ominous shadow causing widespread panic. Lady Laeral Silverhand dispatches heralds to calm the people and assure them that no harm will befall the city. If the PCs decide to investigate, they must devise a method of reaching the giant castle, which hangs 1000 feet in the air. The castle has a configuration similar to that of Lyn Armaal and is home to a neutral good clan made up of four adult cloud giants, three young cloud giants, four pet griffons, and eight stone giants that serve as guards. The young cloud giants use hill giant statistics, with the following changes:

* INT 10 (+0), CHA 12 (+1)
* Insight +4, Perception +4 (passive 14)
* They speak Common and Giant
* They have the cloud giant's innate spellcasting and keen smell features.

These cloud giants are cartographers engaged in remapping the Sword Coast while searching for ancient battlegrounds and long-lost relics of Ostoria. They mean no harm to Waterdeep, but the city intrigues them, for they believe it was built on an old giant settlement that was destroyed by dragons tens of thousands of years ago. The cloud giants plan to meet with the city's leaders to learn more about Waterdeep's history and determine whether any remnants of Ostoria survive today. The family's noble patriarch is a scholarly and cautious cloud giant named Count Nimbolo. His wife, Countess Mulara, is distrusting of small folk and doesn't allow the characters to move about her home unescorted.

Although these giants pose no threat to Waterdeep, they know of at least one evil cloud giant who is bent on conquering the lands of the small folk once the ordning is recast in her favor: Countess Sansuri. They tell the characters that Sansuri is looking for a lost trove of dragon magic, but they don't know where her cloud castle is located.

See SCAG for more detailed history on the place.

### TREASURE

If the characters fight and defeat the giants, they can plunder the giants' possessions. Countess Mulara wears two bejeweled necklaces (each worth 7,500 gp and weighing 125 pounds). Both she and the count own a collection of twenty ornate masks made of painted gold (each worth 750 gp and weighing 50 pounds). Among the furnishings in their bedchamber is an alabaster chest containing 800 pp and 1d3 magic items (see DMG chapter 7)
Queen Neri

Deceased queen of the Storm Giants and wife of King Hekaton.

She held a fondness for the small folk. She visited them often in the years before the Ordning was sundered, rising up out of the sea to meet them on the shores of the Sword Coast. Neri continually urged her husband to respect the civilizations of the small folk and leave them alone, if he could not countenance forming alliances with them. Hekaton, inherently distrustful of the small folk, wanted nothing to do with them, but he respected his wife's desire to treat them on occasion.

Neri continued to visit the small folk from time to time even after the upheaval--until the day when she failed to return from one of her trips to the Sword Coast. Hekaton's younger brother, Imperator Uthor, commander of the king's garrison, found Neri's corpse shortly thereafter on a small island where she had been known to meet with humans. It was clear that she had been killed by small folk, and Hekaton wept for days before threatening to unleash his vengeance on the unsuspecting coastal territories.

In truth, the elder sisters, acting in accordance with Iymrith's counsel, are responsible for both Neri's death and Hekaton's disappearance. Mirran and Nym blamed Neri for Hekaton's choice to appoint Serissa as the heir to his throne. With Iymrith's guidance, they plotted her death as their revenge for this decision.
Harpers

< back to Factions

The Harpers are spellcasters and spies who covertly oppose the abuse of power, magical or otherwise. Working alone or in small cells, they gather information throughout Faerun, discern the political dynamics within each region, and help the weak, the poor, and the oppressed, acting openly only as a last resort.

The Harpers were instrumental in defeating Tiamat and ending the tyranny of dragons ((ed: 🤞)), and with the reports of giant attacks on the rise, they see giants as an emergent threat to peace in the North. The Harpers don't know why the giants are becoming so active all at once, or what their ultimate goals are. As yet, no major towns or cities have come under attack, although the Harpers expect that situation to change. Harpers are eager to recruit adventurers to help them combat the giant threat.
Blood hawk

A bird of prey

Bright red coloring, with white striping under their wings

Solid red eyes

Taking its name from its crimson feathers and aggressive nature, the blood hawk fearlessly attacks almost any animal, stabbing it with its daggerlike beak. Blood hawks flock together in large numbers, attacking as a pack to take down prey.
Morkoth

A floating prison that currently holds King Hekaton. Owned by Tholtz Daggerdark, member of the Kraken Society.

Iymrith wishes King Hekaton kept alive, for if he were dead he could be magically resurrected. She also knows she could fetch a hefty ransom, even if her other plans fall through.

Currently circling the Trackless Sea, far from prying eyes.
Chief Guh

A gluttonous hill giant chief. She has raised an enormous timber steading in the hills northeast of Goldenfields, in the central Dessarin Valley. Comfortably housed within her lair, Guh has instructed her husbands to bring her all the food they can carry. Her plan is to consume all that is brought before her and grow to immense size. When she becomes the largest giant in the world, Guh believes the gods will reward her and elevate hill giants to the top of the Ordning. Guh has spent the past four months gorging herself, while nearby ranches, farmsteads, and orchards have been pillaged. Not content with the amount of food horded thus far, Guh's mates move to attack nearby settlements and plunder their fields and storehouses.
Morak Ur'gray

Runs the Nightstone Inn

Regards adventuring parties warmly, and has a nose for lucrative adventuring opportunities. He can usually see through to a person's heart, and does not suffer the selfish gladly.

+5 WIS

+9 Insight

## The Dripping Caves

Morak is a natural leader. Realizing that the village couldn't defend itself against the cloud giants' bombardment, he led his fellow villagers to the Dripping Caves.
Jarl Storvald

A fierce and adventurous frost giant jarl. He has traveled to the coldest reaches of the Sea of Moving Ice to reclaim Svardborg, the ancestral home of his forebears. He found a nest of white dragon eggs within the iceberg fortress and successfully enslaved a mated pair of white dragons by holding their eggs hostage. Within a matter of months thereafter, he also freed several gigantic longships from the ice and sent his giant raiders out to attack smaller ships and plunder their supplies, as well as to pillage wood from the mainland to repair the damaged ships and lodges of Svardborg. Storvald has childhood memories of a legend about the Ice That Never Melts--a powerful, frost-coated golden ring that can freeze the oceans and blanket the world in mountains of snow. The ring, which grants immortality to its wearer, was last seen in the possession of a human adventurer (and former Harper) named Artus Cimber. Guided by magical runes of tracking, Storvald plans to find the ring and bring about the Age of Everlasting Ice, thus ensuring his place at the top of the Ordning. Storvald procured a drop of Cimber's blood from a Zhentarim wizard named Nilraun, and used the drop to empower his runes. Unbeknown to Storvald, the runes are steering the frost giants not to Artus Cimber but to other, closer individuals who carry the Cimber bloodline--Artus's living relatives, most of whom know nothing about the ring's whereabouts.
Roaringhorn's Rager

It's Tylandar Roaringhorn's sixty-third birthday, and the noble wants all of Amphail to know it. He has imported the finest food and ale from Waterdeep for an outdoor banquet, and everyone in town is invited. Pavilion tents and tables have been set up in the town square. In the middle of the square is a platform where Tylandar plans to thank the crowd. Some cynical Amphailians view Tylandar's birthday banquet as a blatant attempt by the no­ble to warm hearts before he takes over as lord warder when Lord Ilzimmer's tenure is concluded.

If the characters stick around for the banquet, three male hill giants, drawn by the scents of roasted hog and grilled corn, barge into town. Some townsfolk hurl food at the giants, slowing them down long enough for other citizens to clear the square of children and elderly. If the characters do nothing, the town guards help get people to safety while the giants storm the tents and grab arm­fuls of food before fleeing north along the Long Road. It's clear that the giants mean no harm to the townsfolk.

If the characters defeat the giants or drive them off before they can grab food, Tylandar Roaringhorn (NG male Chondathan human noble) takes notice of their heroism. He tells them afterward that he has received reports of giants of various kinds attacking settlements throughout the Dessarin Valley.
Ardeep Forest

This forest east of Waterdeep and the Dessarin River was once part of the long-lost elven kingdom of Illefarn. Now it's home to a small clan of wood elves recently arrived from Evermeet. They refuse to leave their woods, guarding relics and ruins of ages past, and they want nothing todo with the world beyond their borders.
Zhentarim

< back to Factions

The Zhentarim, also known as the Black Network, is an unscrupulous shadow network that seeks to expand its influence and power base throughout the North. Its members crave wealth and personal power, though the public face of the organization appears much more benign, offering the best mercenaries money can buy. Adventurers allied with the Zhentarim are free to profit as they see fit, either by helping or hindering the giants.

The Black Network has spies and operatives in every major northern settlement, and it doesn't wish to see its footholds destroyed by rampaging giants. As it strives to protect its holdings, the Zhentarim also wants to understand the giants' motivations. The leaders of the Black Network are open to the possibility of establishing trade relations with the giants or bribing them, if necessary, to ensure their own continued wealth and prosperity. At the same time, the Zhentarim profits by selling the services of mercenaries to those who can't defend themselves.
Countess Sansuri

A vainglorious cloud giant countess. One of several cloud giant nobles who have retreated to their cloud castles and embarked on expeditions to map the present-day Sword Coast in search of long-lost Ostorian treasures and battlegrounds. Like archaeologists, they seek to uncover secrets of the past and retrieve relics of their ancient history to impress the gods. Sansuri, a powerful wizard, is searching for something more: a long-lost trove of dragon magic, hidden away by her ancestors. Once cloud giants knock storm giants from the pinnacle of the Ordning, she plans to use her newfound magic to destroy her rivals as well as Hekaton's court. But the countess is not happy at present, because her search for the lost trove has not been going well. Frustrated, Sansuri has used powerful magic and guile to capture the bronze dragon named Felgolos. She is torturing the wyrm for information. The dragon's terrible roars can be heard emanating from Sansuri's clopud castle for miles in every direction.
Heather's Storm King's Thunder Wiki

**Welcome to the Heather's Storm King's Thunder Wiki!**
Here be the organization and processing for Heather's Storm King's Thunder campaign.

Running the Game

## The Storyline

Where in the World is King Hekaton

NPCs and their Factions

Ordning

Chapter 1

Kraken's Gamble

## Locations

### Cities

Amphail,
Waterdeep,
Bargewright Inn,
Beliard,
Beorunna's Well,
Nightstone

### Regions

Anauroch,
Sword Coast

### Forests

Ardeep Forest,
Arn Forest

### Ruins

Ascore,
Illefarn,
Eaerlann,
Delzoun,
Netheril

## Notes, References, and LookEmUpLaters

https://www.youtube.com/watch?v=9aA47VknCc4

## Important articles

PlaceholderThe Savage Frontier

*Need help building out this community?*

* Getting Started
* How to Contribute
* Managing your new community
* Guides
* All Help articles

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Chapter 1

## Chapter 1 - A Great Upheaval

Location: Nightstone
Local NPCs: Nightstone Villagers

The characters may be going to Nightstone for one of the following reasons:

* The characters have heard rumors of goblins terrorizing the settlement. The High Steward of Nightstone, Lady Velrosa Nandar, is a Waterdhavian noble. She is reportedly offering a reward to anyone willing and able to deal with the goblin threat.
* Nightstone is a popular retreat for wealthy nobles who wish to hunt in the Ardeep Forest. Adventurers can earn good money by offering their services as guards on a hunt.
* The residents of Nightstone have a longstanding and seemingly irreconcilable conflict with their northern neighbors, the elves of the Ardeep Forest. Lady Velrosa Nandar has been searching for skilled mediators to help resolve the dispute.
* The Nightstone Inn is renowned for its food and cozy guest rooms. The dwarf inkeeper, Morak Ur'gray, has a fondness for adventurers and a nose for lucrative adventuring opportunities.

## Arrival at the City

Local NPCs: Kella Darkhope | Xolkin Alassandar

* Ringing bell as they approach (source: area 5), but everything is still
* The drawbridge is down (area 1)
* The keep (area 14) and the bridge that connects it to the village (area 11) have partially collapsed
* With a bit of a lookaround, the PCs can hear a faint scraping and grumbling of goblins

## The Lost Villagers

Suggested Level: 3

* Fled the giant attack, found a cave to huddle up in
* Uh oh, goblins/ogres have been living here for a month
* Slowly eating the villagers. A number of the villagers have already died.
Arleosa Starhenge

NG female Chondathan human commoner

Runs the Stag-Horned Flagon in Amphail

Born in a wild magic zone, Arleosa has the innate magical ability to cast the Alter Self spell three times per day. In her youth, she was a member of a treveling carnival and used this power to entertain folks. She no longer cares about using the ability, and no one in Amphail knows she even has it.