Isle of the Storm Giants: New Village Village

The first stop along the way to Mt. Evensil and the floating isle will most likely be New Village (aka The Village of New Village or New Village Village). It is possible that the adventures might perceive and want to check out that crashed airship nearby but without the permission of the village ‘elders’ they may meet some resistance from villages who are worshiping at or around their ‘Sacred Ship’


General Information

A small village built at the bottom of a cliff leading up to the Sentinal Peaks. Strangely enough this isolated village is filled with half-orc and goblins who are not only peaceful but have apparently achieved enlightenment.

Population: ~50

Inhabitants: From most to least prevalent Half-orc, Half-goblin, Orc, and really short goblins.

Government: Ruled by Six of the eldest villagers, who rule on principle.

Trade: Virtually none. The are simple hunters and gatherers, relying heavily on simple grains, nuts, roots, and seeds. They do keep a small but functional bit of livestock including a few cattle, chickens, and sheep, one of which is named Shadowfax ‘Lord of all Sheep’.

Culture: All who live here have been trained carefully and diligently by an expert Githerzai Monk. Many revere this monk as ‘father’ and may very well actually carry that relation. The villagers do not like to talk about the ‘father’ and will avoid the topic at great lengths. For the characters it is something of a mystery why the orcs and goblins here act like monks in a Githerzai way and can be discovered if they explore the cave (known as Father’s Cave), or if the perform a task which deems them worthy of such personal information.

Their monk training has led them to a tranquil life of balance and markedly civilized behavior. They view any outsider who is not trained in monk-like ways or peace and strength of mind to be savages. Savages are animals, and animals may not enter the village proper confining them to the barn with the livestock, unless proven to be civilized.

Coming to New Village Village

Entering the village can be somewhat tricky, and it is up to the DM to decide how far to push the PCs. The town is simple, and the people here are civil, nice, but stubborn. They are extremely reluctant to allow ‘savages’ into their village, especially fighters, warlords, and other heavily militarized classes. Rangers (one with nature), Druids(one with the animals), and Wizards(one with knowledge/history) with a show of knowledge and enlightenment can be permitted on a case by case basis. A Monk, especially a Githerzai monk, is permitted instant access and can help vouch for his companions. However, until truly proven to be ‘enlightened’ to their monastic expectations they must stay and sleep with the livestock.

At the village gate visitors will be met by two muscled and robed sentries and a short goblin dressed in white robes covered in smears of ink. The goblin has a ledger book, ink pot, and quill at hand and takes note of the comings and goings of the village (especially when outsiders are involved). The inky goblin, known as Groint, is not quite rude but is definitely firm about not admitting savages, but would be willing to set up an audience with the elders to grant access to the village. Again, non enlightened characters are confined to the livestock field and barn, while Githerzai monks and other high minded folk may walk about freely and are given a hut to spend the evenings.

Groint performs his day to day functions adequately, however he is reluctant to admit these fellows because he is possessed by an Indwelling devil..

Inside New Village Village.. Father’s Cave.. Tomb of the Orc Slayer and more!……Next time!

Isle of the Storm Giants

In my campaign some of the characters/players have been obsessed with the idea of claiming a floating island as their own and building a magnificent stronghold there. Well they have caught hold of a rumor that one exists but is currently inhabited by giants. They have decided that they will crush said giants and take what ‘should’ belong to them. Part of me thinks that they don’t quite understand what they are getting into!


By Frank Tedeschi (

Adventure Synopsis:

There is a stronghold carved into the peak of a mountain on a floating isle, caught in an unending storm. This airy mountain castle was forged by storm giants lead by the titan Crakshar. His undying loyalty to the primordial Saeta-The Devoured, has brought him to this place because here he plans to finally unbind his former primordial master. In this floating isle the material between the planes is weak, allowing Crakshar to open a transient portal to the Elemental Chaos. The divine bonds that hold Saeta are nigh unbreakable, and only can be undone by great unholy power. That is why Crakshar has enslaved Cultists of Orcus to summon the Prince of Undeath himself and persuade him- by any means – to use the mighty Wand of Orcus to free his master.

The adventurers must make their way through the Sunken Pass, parlay with an unusual village of Orc and Goblin Monks, devise a way onto to the floating isle, and stop Crakshar before he frees a being of such catastrophic destruction and power, even the gods couldn’t kill him.


Mt. Evensil lies just beyond what is known at the Sunken Pass, a shortcut passageway through two mountains known as the Sentinel Peaks. The Sunken Pass is named for the large war galleon which is shipwrecked between the peaks a hundred miles from the nearest body of water. The path to Mt. Evensil lies through the heart of this cryptic ship whose origin has passed into myth.

Beyond the ship marks the base of Mt. Evensil, a 1000 foot sheer cliff. At the base of the cliff dwells a small village of huts and caves belonging to a mountain cult. The cult is an eccentric bunch of isolated men led by a tribunal of spiritual half-orcs which worship those found within the deep belly of the sunken galleon.

The floating isle itself was created during a devastating event at the end of the Teifling Empire, which led to the peak of Mt. Evensil breaking away from the rest of the mountain leaving a deep valley behind. A furious broil of thunder and lightning enveloped the isle which eventually drew Crakshar and the storm giants to claim it as their own. However Crakshar is not working alone he has enlisted the aid of a living glacier, who was once part of the holy glacial lattice which has imprisoned Saeta. Together they have begun to strengthen their numbers with both storm and frost giants.

The storm giants built many of the peripheral rooms open to the elements and storm outside. The red lines denote the absence of wall (and presence of cliff-like mountainside). The two circular rooms are slowly turning in the indicated directions.

A-Armory and merchant B-General storage C-Dining Hall  D-Kitchen E-Barracks F– Interrogation room G-Dungeon H-Cultist study/preparation room I-Summoning room for Orcus J-Throne/audience room K-Crakshar’s chamber L-Room of the stormstone golem whose magic keeps the isle afloat M-Large amphitheater like room, channel in center of room is used for entry/exit of the castle. This room is also used for grand storm rituals if they are to ride the wind into battle. N– Portal to Elemental Chaos and Saetia P-Tower of the Elder Elemental Eye

Due to the storm and seepage from the elemental chaos all rooms open to the outside are subject to random weather. Roll 1d10:

1.       lightning storm. Hazard rolls initiative. Every round on its turn each creature in area rolls a d20 any natural ones are stuck 3d10 +5

2.       Unusually fierce wind and snow. Movement at half speed -5 to ranged attacks.

3.       Driving rain. Sight is halved. -2 to atk rolls for obscured vision

4.       Ice. Half speed. Or acrobatics for full speed DC=16. Failure=prone slide three squares

5.       Fog. -5 perception checks. 6 squares away have partial concealment. Rogues have automatic combat advantage in this area and a +2 bonus to steath checks.

6.       Raging Wind hazard (the plane below 4e supplement)

7.       Very pleasant indeed.

8.       Overcast and quite chilly.

9.       Fist sized hail. Hazard rolls initiative. Attacks everyone on turn. +12 vs Reflex: 10 damage.

10.   Acid rain. Melee weapons deal 7 additional acid damage on hit. All armor wearers (except cloth) is at -1 AC

This is still a work in progress, one of which I hope will include many interesting encounters, side quests and unbelievable dangers. Once finished I hope to compile this adventure into a pdf module complete with some nice maps, monster stat blocks, and plenty of random generation table fun. I hope you guys enjoy this preview and check back later for the completed work!

Soon I will be making a post about the first two sections of this adventure: Coming to the village of New Village home to the strange Orc and Goblin Monks and the exploration of a crashed airship.

Floating Isle of the Storm Giants

In my previous post I had talked about writing a complete adventure module, well, the good news is I’ve made excellent progress. Here is a rough map of the storm giants lair carved inside of a mountain, on top of a floating isle, in the midst of a storm. I have more details of the adventure and surrounding areas however I’m still putting some finishing touches on them. Consider this just a small teaser of more to come.

Just their lair.

Adventure Time.

I begun development of an adventure Module inspired mostly by D&D 4e materials but heavily reliant of my own design. I am putting this module for 9th-11th level characters. The plan is to have it not as text book walkthrough like the current 4e modules, rather, more location and sandbox based, while still achieving a nice story arc.

I will post little snippets here, however my goal is to make something which i can transform into a nicely laid out intuitive design layout.. much akin to how a real published module would be produced. The best part though is that once finished. You can has fo’ free.