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  2 | P a g e  
   
  Introduction 
  Giantslayer is a Dungeons & Dragons 
  adventure designed to be completed in about 
  3-4 hours of play. The combat encounters 
  have been calculated to present a tough 
  challenge to four 1st level characters. They will 
  present a less difficult, though still enjoyable, 
  challenge to 2nd level characters or larger 
  parties.  
  Not every loose end is tied up in the following 
  text, nor every possible reaction accounted for. 
  Be ready to improvise, and do so with 
  confidence! Unless stated otherwise, assume 
  NPCs have the stats of a commoner.  
   
  Foul Fey 
  The PCs are travelling to Frickley, a small 
  farming hamlet on the western border of the 
  High Forest, not far from the Sumber Hills. 
  You will need to determine a reason for their 
  trip. Here are some suggestions - 
   A PC grew up in Frickley, and has received 
  word that their father is dying 
   A PC owes a favour to one of the hunters 
  in Frickley, who saved their life. The 
  hunter is calling in the favour, asking the 
  PC to come because there is “trouble 
  brewing.” 
  You could also ask the players themselves to 
  suggest reasons for their journey. Once their 
  motivation is established, read the following: 
  You have spent several days on foot, making 
  your way to the tiny hamlet of Frickley on the 
  borders of the High Forest. Rolling plains have 
  given way to a light forest as you follow an 
  overgrown dirt road that wends its way 
  through the trees. 
  You suddenly hear shouts and cries from up 
  ahead; rounding the corner you see an old cart 
  perhaps a hundred yards down the road. It’s 
  being pulled by a large draught horse and 
  driven by a plainly dressed man and woman; 
  there are several young children cowering in 
  the back. 
  Dancing around the cart, singing and 
  whooping, are two strange fey creatures. From 
  the waist up they appear to be human, save 
  for the horns curling from their heads. 
  However, their goat-like legs are covered with 
  thick fur and end in hooves. 
  The creatures laugh as they jab away at the 
  family with shortswords that shimmer and 
  glint in the morning light, their joy growing in 
  counterpoint to the humans’ terror.  Even as 
  you watch, one casually dodges a pitchfork 
  being inexpertly wielded by the man and 
  neatly slices through the chair being jabbed at 
  it by the screaming woman. 
  The fey creatures are two satyrs. They are 
  tormenting the family on the cart for their 
  amusement, but don’t actually intend to do 
  any real harm. 
  When the satyrs become aware of the party 
  they will whoop obscenities and let loose a 
  barrage of crude taunts. One of the satyrs has 
  a set of panpipes and will play a frightening 
  
  3 | P a g e  
   
  strain on them when the party are in range, 
  while the others mock and taunt. 
  Ultimately, the satyrs are interested in having 
  a bit of fun, not getting into a stand-up fight 
  with a well-armed party of adventurers. If 
  combat breaks out they will flee as soon as one 
  of their number is reduced to less than half 
  HP. 
  If the party gives chase, they will find the 
  Satyr’s comfortable little house about 500 
  yards away in a hollowed out tree. Inside is a 
  cache of 80sp, as well as several worthless 
  household items and a barrel of excellent ale. 
   
  The Family 
  On the cart are Randur and Nathra 
  Brighthearth with their 3 young children. 
  They are farmers from the small village of 
  Scorton, about a day’s travel away by cart. 
  Randur has narrow eyes, bright red hair and a 
  large build, and will take the lead in all 
  conversations. Nathra is a small woman with 
  green eyes, and though she rarely talks her 
  husband tends to defer to her when she does. 
  After thanking the party profusely for their 
  help, Randur asks if they will accompany his 
  family to Frickley – exactly where the PCs are 
  heading. The cart is stacked with furniture 
  and other household items, but the 
  Brighthearths are happy to make room for the 
  PCs to ride in it. 
  As the cart rumbles on, Randur will tell the 
  sad tale of why they’re on the road with all of 
  their possessions in a cart. 
  We come from Scorton, a little village about 
  seven leagues back that way. Born and bred 
  there, both of us. Best little place in the 
  world… well, it used to be. 
  About a week ago we had a giant come to the 
  village. An honest-to-goodness giant - must 
  have been a dozen feet tall! Fat too, like you 
  have never seen. 
  Told us his name was Yegor Bonecruncher. 
  Said we had two days to bring him all the food 
  in the village – every last scrap. If we didn’t 
  he’d find another way to fill his belly… and we 
  were pretty sure we knew what he meant by 
  that. 
  Well, we were in a right fix. Some folks wanted 
  to leave, some wanted to fight, and some 
  wanted to just give him the food and hope he 
  went away. ‘Twas the last crowd that won out. 
  We spent the next day gathering every scrap of 
  food in the village. Cows, sheep, chickens… all 
  were slaughtered. My grain was milled and 
  turned into bread, and all the fruit and 
  vegetables were harvested too – ripe or no. 
  It made quite a pile outside the village when 
  the giant returned. He sat down, smiling like a 
  babe, and he ate. And ate. And ate. Took six 
  hours but he ate the lot. 
  He then stands up without so much as a 
  thank you - and here’s where things get bad. 
  Suddenly he pulls out an old sack, and quick 
  as a flash plucks four of the fattest farmers 
  out of the crowd and squashes ‘em in there! 
  Then he strolls off, as if nothing in the world 
  was happening. 
  Continued next page… 
  
  4 | P a g e  
   
  Well… as you may expect we didn’t exactly feel 
  safe in Scorton no more, and with no crops or 
  animals left we didn’t have a reason to stick 
  around. 
  Most of ‘em headed over to Triboar, but my 
  brother Andel lives in Frickley so we set off on 
  our own. Seemed like a good idea too until we 
  ran into those disgusting forest creatures… 
  The PCs can question Randur as they wish. He 
  will do his best to answer their questions, but 
  they will find him to be a little stupid. 
  They will arrive at Frickley a few hours later – 
  it is about noon. 
  Frickley 
  Frickley is a small, sleepy village made up of 
  around 30 houses that sit within the confines 
  of a 10’ wooden palisade. 
  As the adventurers approach, they will notice 
  that the main gate has been hastily patched 
  up and is being held together with rope. It’s 
  trivial to untie the knots and enter. Should 
  any of the PCs look for tracks, a DC 8 
  Survival check will allow them to spot giant 
  footprints in the dirt near the gate. 
  The small village appears deserted at first, but 
  as the PCs get draw closer to the inn – the 
  Blue Duke – they will hear raised voices 
  coming from within. 
  Frickley 
  Population: 152 (31 families). Governed by a 
  town council. Shrine: Loviatar. Inn: The Blue 
  Duke. Occupations: 8 farmers, 10 hunters, 5 
  artisans, 6 laborers, 2 paupers. Trade: wheat, 
  fur. 
  The Blue Duke 
  The Blue Duke is a comfortable, if rather 
  rustic, inn where farmers and hunters share 
  gossip over a flagon or two of ale and the odd 
  bowl of mutton stew. 
  When the adventurers arrive, the inn is filled 
  to capacity with worried villagers, all talking 
  over one another and banging angrily on the 
  tables. 
  The arrival of outsiders – especially well-armed 
  ones – temporarily silences the hubbub, and 
  the community will be keen to seek advice 
  from (what they presume to be) experienced 
  adventurers. 
  Though virtually everyone in the village is 
  present, the conversation will be led by Grigor 
  Dunhold, Tastra Fleetsong, and Pello 
  Stoutpipe (see sidebar).  
  Grigor Dunhold 
  Human male. Farmer. Tall. 
  Ideal: The world beyond our walls is a crazy, 
  dangerous place. The common people like me 
  need to stay together if we’re going to be safe. 
  Bond: The village of Frickley has been my 
  home all my life. I’d give anything to keep it 
  safe. 
  Flaw: Outsiders, especially ones that act as 
  though they’re better than us, are always 
  trying to exploit the common people. 
  Tastra Fleetsong 
  Half-Elf female. Hunter. Red hair. 
  Ideal: In the wild, the most important thing is 
  making sure you can take care of yourself 
  and your family. 
  Bond: Frickley has been good to me over the 
  years, but villages are made of people, not 
  houses. 
  Flaw: I have no respect for anybody who can’t 
  make themselves useful or who doesn’t show 
  ambition. Who would want to spend their 
  entire life tending to the same field over and 
  over again? 
  
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  Pello Stoutpipe 
  Halfling male. Innkeeper. Ruddy-faced. 
  Ideal: Home and hearth – there is nothing 
  more important. 
  Bond: I’ve worked hard to create a livelihood 
  in Frickley – I’m not going to abandon it. 
  Flaw: I am very stubborn; once I’ve made my 
  mind up, there is no use trying to reason with 
  me. 
  Tastra will explain that Frickley has also seen 
  a visit from Bonecruncher. He appeared the 
  day before and laid down the same ultimatum 
  he presented to Scorton – offer up all their 
  food, or else. The giant is due to return 
  tomorrow at noon. 
  The villagers are split on what to do. The 
  farmers, led by Grigor, want to stay in the 
  village and accede to the giant’s demands. The 
  hunters, led by Tastra, want to abandon 
  Frickley. They will ask the adventurers for 
  their advice. 
  DM Tip – NPC Arguments 
  Presenting an argument between NPCs can be 
  tricky – most people feel a bit silly arguing 
  with themselves. Instead of having the NPCs 
  address each other directly, have them make 
  their cases to the PCs, using them as a kind 
  of proxy. For example, “Tastra turns to you 
  and says, ‘Don’t you agree that fleeing the 
  village is the only sensible option?’” 
  If the adventurers don’t share what they know 
  about Bonecruncher’s time in Scorton, Randur 
  (who also entered the inn) will pipe up with a 
  blood-curdling version of the story. Randur’s 
  brother Andel is in the room, and will vouch 
  for his integrity.  
  This new information sends the villagers into a 
  panic. The arguments will intensify, with 
  Grigor now wavering, while Tastra is even 
  more convinced that they should flee.  
  At some point Pello will intervene, leaping onto 
  a table and whistling loudly. He’s going to fight 
  for his home and wants the rest of the village 
  to do the same. While they may not be able to 
  put up much resistance on their own, if the 
  adventurers are willing to help there is 
  someone who can tip the scales in their favour 
  – Jahia Giantslayer. 
  Legend of the Giantslayer 
  Jahia is a local legend. According to the 
  stories, she grew up in Frickley a long time ago 
  but left while still young to pursue a career in 
  adventure. Her most famous deed – and the 
  one that earned her the nickname ‘Giantslayer’ 
  – was single-handedly killing a frost giant that 
  had been terrorising a clan of dwarves up in 
  the northern mountains. 
  Jahia returned from her travels many years 
  ago, but has chosen to live in an isolated 
  cottage up in the High Forest, near the 
  Weeping Rock. The track through the forest is 
  known as Weeping Rock Trail; it is very 
  dangerous to traverse due to the presence of 
  wild fey magic. 
  Pello’s story of the Giantslayer will provoke 
  even more heated debate, especially as very 
  few people have actually met her. Some will 
  claim she is just a legend, some will say she 
  died years ago and others will say she never 
  returned to Frickley. Everyone agrees that she 
  must be old now, if she is still alive. 
  Pello will not listen to the doubters (though he 
  has never laid eyes upon her himself). He says 
  that if the party will go and fetch her he’ll give 
  them his “family jewels” - a cache of five pink 
  pearls worth 200gp in total. He’ll also prepare 
  a guide and provisions for them. If they set off 
  immediately, they should be able to return 
  before nightfall. 
  The meeting will break up soon afterwards, 
  with Tastra and the hunters determined to 
  leave in the morning, and Grigor and the 
  farmers troubled and uncertain.  
  
  6 | P a g e  
   
  Choosing a Guide 
  If the party agree to help, Pello will be able to 
  supply them with provisions and some basic 
  adventuring supplies (rope, torches, etc.). He 
  will also give them a choice of guides. 
  The first possibility is a tall, weather-beaten 
  man named Sholt. He’s surly, but is an 
  experienced hunter and tracker who can pull 
  his weight in a fight (use the stats of a bandit 
  [MM p343] with a shortbow instead of a light 
  crossbow). 
  The second possibility is Bayle, a young, 
  flaxen-haired half-elf who is barely 14 years 
  old. A cheerful, optimistic boy, Bayle has spent 
  his entire life wandering all over the 
  countryside, and has entered the High Forest 
  on a number of occasions. Only two years ago 
  he ventured as far as Weeping Rock itself, and 
  is pretty sure he still knows the way. However, 
  he’s never been in a fight (use stats of a 
  commoner [MM p345], but with no attack 
  actions). 
  Both know that the trail is around seven miles 
  long and should take 2-3 hours at a decent 
  pace. They also know that stepping off the 
  path and into the forest is a recipe for 
  calamity, especially as so many odd creatures 
  are known to live there. 
  DM Tip – Persuasion 
  At a number of points in this adventure the 
  PCs will need to use the Persuasion skill. 
  Rather than just make a roll, you should 
  ensure the PC actually roleplays out the 
  argument they are going to use. If they make 
  a particularly compelling case, you should 
  award them advantage on their roll. It’s also 
  worth remembering that PCs can work 
  together, rather than just have one individual 
  make the attempt [PHB p175]. 
  Stay or Go? 
  Before they leave, Pello makes one final 
  request. He wants his fellow villagers to say 
  and fight for their homes, but the hunters are 
  determined to leave, and the farmers are 
  starting to lean that way as well. 
  Asking the untrained peasants to actually face 
  the giant in melee would be impossible, but 
  Pello believes the farmers can prepare traps 
  while the hunters could put their shooting 
  skills to use. 
  The villagers look to Grigor and Tastra for 
  leadership, so they’re the ones that need to be 
  talked around. Pello hopes that an 
  impassioned plea from respected outsiders will 
  be enough to convince them to stay and help 
  with the battle. 
  Persuading Grigor will require a DC 12 
  Persuasion check, while persuading Tastra 
  will require a DC 15 Persuasion check. Any 
  attempt to intimidate either of the proud 
  leaders results in an automatic failure. 
  If they decide to stay, the villagers will want to 
  discuss tactics – but Pello will insist this 
  should wait until after the party find the 
  Giantslayer. 
  Weeping Rock Trail 
  Weeping Rock Trail begins a few hundred 
  yards east of the village gates and quickly 
  disappears into the High Forest. A map can be 
  found on the last page of this adventure.  
  After half a mile or so the trail forks, with the 
  right-hand path appearing to be slightly more 
  worn. Both guides will say that the right-hand 
  fork will take them to a bridge over a small 
  river, while the left one requires them to climb 
  over stepping-stones, though it’s quieter and 
  less likely to have any trouble on the path. 
  Sholt will recommend the route over the 
  bridge, while Bayle will tell them he crossed 
  using the stepping-stones on his previous 
  journey. 
  
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  Off Trail 
  In the unlikely event that the party decide to 
  leave the trail, use the Forest Monster list 
  [DMG p302] to determine what they 
  encounter – the stranger the creatures the 
  better. 
  Longer Adventure 
  The forks in the trail mean that the party will 
  only have 2 or 3 encounters before reaching 
  the Giantslayer’s cottage. If you want a longer 
  game session, you can easily take the 
  encounters they have skipped and place them 
  in their path. 
   
  Fallen Tree 
  You come upon a huge tree – much larger than 
  any of the others you’ve seen in the forest – 
  lying at an angle across the path. The smell of 
  damp and rot wafts towards you, and you can 
  see the ripple of vast insects moving across the 
  trunk. 
  A DC 13 Nature check will reveal that the 
  overlarge tree probably fell after growing too 
  big to support its own weight. 
  Sholt will suggest the party need to pre-
  emptively attack the giant insects. Bayle will 
  say that the insects probably won’t bother 
  them unless the party attracts their attention 
  with a loud noise. 
  The trunk of the tree is seven or eight feet in 
  diameter and very wet and rotten. There are 
  many handholds, however, so it requires only 
  a DC 5 Athletics check to scale it.  
  If the party is attempting to sneak across the 
  fallen tree, they will need to make a successful 
  DC 13 Stealth group check. Upon failure they 
  will attract the attention of three giant 
  centipedes (MM p323) that live in the trunk. 
  The Bridge 
  A few hundred yards down from the fallen tree 
  is an old stone bridge, and after that the path 
  forks again. Sholt will sniff the air and say that 
  the right fork feels like the best choice, while 
  Bayle thinks the left fork will take them to the 
  path he followed two years ago. 
  Stepping Stones 
  The sound of running water drifts down the 
  path towards you, and soon you emerge onto 
  the steep banks of a narrow but fast-flowing 
  river. Several slim columns of grey stone jut 
  up through foaming white water, forming a 
  path of stepping-stones. 
  Downriver you can see a number of dark 
  shapes moving back and forth, just under the 
  surface… 
  The stone columns are slippery with spray 
  from the river, which is about 3’ below them. 
  The river itself is about 20’ across, with 
  stepping stones roughly every 4’. 
  Each character (including the guide) must 
  succeed on a DC 10 Athletics or Acrobatics 
  check to cross the stones, requiring only one 
  check for the entire crossing.  
  If they fail, they slip on the stones or simply 
  fail to make the jump. This sends them 
  plunging into the water, which is roughly 8’ 
  deep in the middle, and drags them 15’ 
  downstream (north) each round. The fall will 
  not injure them, but soon after they resurface 
  the dark shapes downstream reveal 
  themselves to be four giant crabs [MM p324], 
  which will attack any creature in the water. 
  See [PHB p182] for basic swimming rules - but 
  you will probably need to improvise some rules 
  as well. 
  
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  Ruby Tree 
  The winding forest path opens out into a wide 
  clearing, with a single large cherry tree in the 
  very middle. As it rustles in the breeze, 
  however, you see glints of sparkling red light 
  shining through the leaves. 
  A closer examination of the trees will reveal 
  that rather than cherries, the branches are 
  laden with clusters of small rubies! However, a 
  suspicious adventurer that examines them 
  closely may attempt a DC 20 Intelligence 
  check to work out that they are in fact magical 
  illusions. 
  Anybody that picks one of the rubies must 
  make a DC 15 Constitution save or fall into a 
  deep magical sleep for ten minutes. 
  The illusion was set by a pixie (MM 253) called 
  Cherry Vineglimmer. She lives within the tree 
  and is watching the adventurers while 
  invisible. She will let out a high-pitched giggle 
  at any adventurer who falls for her trap; she 
  will then sneak out and steal small items from 
  their pockets and place them high up in the 
  branches of her tree. She will also play pranks 
  on the other PCs, such as drawing on their 
  faces, sticking wet fingers in their ears or tying 
  their shoelaces together. 
  Cherry only speaks sylvan. She is playful 
  rather than malicious and will react well if the 
  adventurers respond to her pranks with jokes 
  and laughter. 
  If the party hurt her in any way, she will fly off 
  squealing “Big meanies! You’ll be sorry!” About 
  a minute later she will return riding a growling 
  brown bear, who will attack the PCs. 
  A small hollow in the trunk of the tree 
  contains her stash of stolen goods. This 
  includes 11gp, a silvered dagger and an actual 
  ruby worth 30gp. The hollow can be spotted 
  with a DC 14 Perception check. 
  Pyramid of Ice 
  The air ahead of you seems to be getting 
  strangely cold, and upon rounding the corner 
  you see why. In the middle of a small clearing 
  is a pyramid that appears to be made entirely 
  of ice. 
  It sits maybe five feet tall and in the very 
  centre you can just make out a glittering blue 
  speck. It’s hard to get close, however, as all 
  around its base is a thick tangle of thorny 
  bushes. 
  A DC 14 Perception check will reveal what 
  might be a pair of faces within the ice - though 
  it might just be a trick of the light. 
  Sholt will suggest the blue speck could be 
  something valuable, while Bayle will say that 
  it’s clearly fey magic and they should just 
  move on. 
  Touching the ice will cause the entire pyramid 
  to crack and shatter into thousands of pieces. 
  Two figures will emerge from the shards, each 
  a small winged humanoid made entirely of ice. 
  These are two ice mephits (MM p215), one of 
  which is clutching a sapphire worth 100gp. 
  The creatures will immediately attack the 
  party and fight to the death. 
  At the end of the first round of combat, the 
  PCs will hear loud, tuneless singing coming 
  from further down the path.  
  Babano 
  The singing is coming from a druid (MM p346) 
  named Babano, who is absent-mindedly 
  gathering herbs around the next bend. He is a 
  bit deaf and so hasn’t heard the combat, but 
  he will come to the aid of the party if someone 
  rushes up to him and explains the situation. 
  Once the battle is over, Babano will explain 
  that he discovered the ice mephits “causing 
  mischief” last winter, and froze them in place 
  
  9 | P a g e  
   
  with magic. He was planning to dispose of 
  them eventually, and cheerfully thanks the 
  adventurers for their help. 
  Babano has six goodberries that he will give to 
  the party, and will chat with them about the 
  forest. He will mention that he’s heard that a 
  lot of giants have been on the move recently. 
  Though Babano is concerned, he will not leave 
  the forest to help the adventurers or the people 
  of Frickley. He has not heard of Jahia 
  Giantslayer. 
  Should the party mention their plan to head to 
  the Weeping Rock he will warn them that a 
  squirrel told him that something foul has 
  taken up residence there in recent weeks. 
  The path begins again at the eastern end of 
  the glade. If the adventurers do not release the 
  ice mephits they will run into Babano along 
  the path, where he is gathering herbs. 
  Weeping Rock 
  The path continues to wind uphill for some 
  time, but eventually the trees begin to thin out 
  and you find yourself following a fast-flowing 
  stream. Coming to the top of a small rise you 
  spot the source of the water - the ‘Weeping 
  Rock’ itself. 
  You see a grey boulder that is easily 50’ high 
  and topped with moss. From this angle, the 
  huge rock bears a striking resemblance to a 
  stony face with a low cave for a mouth and 
  craggy nose. A steady gush of water flows from 
  two wide holes that resemble sad, weeping 
  eyes, before flowing down the hill toward you. 
  Several weeks ago a harpy (MM p181) moved 
  into Weeping Rock, taking up residence in the 
  ‘eyes’ of the enormous boulder. It is hiding in 
  the shadows as the party approaches, and 
  spotting it requires a DC 15 Perception check 
  - though beating DC 12 will allow them to 
  notice a large number of bones in the water at 
  the base of the rock. 
  The foul creature will hide until potential 
  victims draw close, and then begin its Luring 
  Song. Characters charmed by the song will 
  attempt to climb up towards the harpy, 
  requiring them to make a DC 10 Athletics 
  check. If they succeed, the harpy will wait for 
  them to climb a good distance from the 
  ground, and then attack them in a bid to 
  knock them off and send them plummeting to 
  their death. 
  The harpy’s lair contains 75gp worth of mixed 
  coins, as well as rotting meat and bones. 
  The path continues around the Weeping Rock. 
  After another mile the party will reach Jahia’s 
  Cottage. 
  Jahia’s Cottage 
  After hours spent trekking through virgin 
  wilderness, the small, bucolic cottage before 
  you appears rather out-of-place. Made from 
  sturdy wooden logs, it’s surrounded by a very 
  tidy garden with only a low fence separating it 
  from the forest. 
  Between two large trees is a netted hammock. 
  Lying in the hammock is a half-elven woman 
  wearing a simple white shirt and leather 
  trousers; her blonde hair is streaked with gray 
  and she is snoring gently. A silvery medallion 
  around her neck glints in the light, and a 
  sheathed longsword rests against a tree trunk 
  within easy reach. 
  The woman in the hammock is, of course, 
  Jahia Giantslayer (veteran [MM p350]). 
  Sneaking up on the her requires a DC 15 
  Stealth check. The medallion around her neck 
  is engraved with a dwarven rune meaning 
  ‘Giantslayer’. 
  
  10 | P a g e  
   
  Once awake, Jahia will greet the adventurers 
  cordially, but without much warmth or 
  enthusiasm. She will listen to their story, but 
  laughs bitterly when they ask for help. 
  The legend of the Giantslayer, she explains, 
  has become rather exaggerated over the years. 
  She did deliver the killing blow to a rampaging 
  frost giant, but that was with the help of 
  several other adventurers. The creature had 
  also sustained wounds from a previous battle 
  with the dwarves. 
  On top of that, she was young at the time and 
  at her physical peak. She’s still a powerful 
  fighter, but is nowhere near as strong and 
  skillful as she once was. Facing Bonecruncher 
  will mean certain death. 
  Jahia Giantslayer 
  Ideal: I spent the best years of my life 
  protecting the world from evil. It can take 
  care of itself now. 
  Bond: I’ve buried many comrades, friends 
  and lovers over the years; if I isolate myself I 
  won’t have to suffer the pain of losing 
  anybody else. Still, as much as I deny it, I 
  can’t stop myself from righting wrongs when I 
  see them. 
  Flaw: I’m afraid that I’m not as strong as I 
  used to be, and dread somebody dying 
  because I’m not powerful enough. 
  Jahia will attempt to rebuff the adventurers, 
  but the spark of heroism that saw her battle 
  evil throughout her youth still burns within 
  the Giantslayer. By drawing on this, the party 
  can persuade her to return and help fight 
  Bonecruncher. 
  Talking Jahia around requires a DC 15 
  Persuasion check. Any attempt at bribery or 
  intimidation will be instantly rebuffed. The 
  adventurers may make three separate 
  attempts to persuade Jahia over the following 
  hour. The party must bring a different 
  argument or approach to each attempt – they 
  can’t just repeat an argument that has already 
  failed.  
  If they succeed… 
  If they succeed, the aging Giantslayer will 
  throw up her hands in surrender, mutter “we 
  all have to die sometime”, and ask the party to 
  wait while she gets ready. After a few minutes 
  inside her cottage she gloomily emerges in full 
  armor, a heavy crossbow slung across her 
  back and a longsword and shortsword at her 
  belt. She will say a sad farewell to her little 
  cottage before leaving. 
  If they fail… 
  If all attempts at persuasion have failed, Jahia 
  will get tired of the bothersome adventurers 
  and instruct them to leave her property - or 
  she’ll make them leave. In the event that a 
  fight breaks out she will attempt to stun rather 
  than wound the PCs. 
  Return to Frickley 
  The trip back to Frickley will be quiet and 
  uneventful. If Jahia is with them, she will be 
  very downcast and will mutter things like, 
  “this will be the death of me”.  
  As they enter the village, they will notice it is 
  bustling with activity. Returning with Jahia in 
  tow will earn the party applause and 
  excitement – but this will be replaced by 
  concern as they see how old and melancholy 
  Jahia looks. If the party return alone, the 
  villagers will be very deflated. 
  A Final Plea 
  If the hunters and/or farmers have decided to 
  leave, there will be several carts laden with 
  goods outside the village palisade, along with 
  families making preparations to go. You may 
  optionally give the PCs one final chance to 
  persuade them to stay.  
  
  11 | P a g e  
   
  Evacuation? 
  If the hunters and farmers both decide to 
  leave the village, there will only be a handful 
  of laborers and artisans left. The party may 
  then decide to help evacuate the village rather 
  than try and defend it. They will need to 
  determine where to go, and the best way to 
  ensure they are not followed. On the way out, 
  they might encounter a dire wolf that 
  Bonecruncher has set patrolling the area.  
  Pello will not leave the village under any 
  circumstances. 
  Battle Plans 
  Pello will greet the party and ask them to join 
  him in the inn to discuss plans for the defence 
  of Frickley. If Grigor and/or Tastra have 
  decided to stay, they will be present as well. 
  If Jahia is present, people will naturally ask for 
  her advice. She will explain, however, that she 
  is a warrior rather than a tactician, and can 
  offer only a conventional plan – create some pit 
  traps to soften up Bonecruncher, have the 
  hunters in a secure position raining arrows 
  upon him, then have Jahia and the party 
  engage him in melee. She despondently 
  predicts that she might be able to last “20 or 
  30 seconds” against the hill giant. 
  Battlefield 
  On his first visit, Bonecruncher approached 
  the village from the south, crossing over a 
  large fallow area known as Windmill Field. He 
  left across the same field, so Pello is confident 
  he will come that way again. Windmill Field is 
  several hundred feet long and wide, with trees 
  on either side and some low hillocks marking 
  the southern boundary. There is also an old 
  windmill in the field. 
  It’s now up to the party to create a plan. 
  Bonecruncher is due at noon the next day, so 
  they have about 16 hours to prepare. They 
  may come up with something very creative, so 
  the DM will need to be ready to improvise. 
  The Farmers 
  The farmers (if they stay) will not engage in 
  combat under any circumstances. They will, 
  however, work through the night setting up 
  traps. They will have time to set up three 
  well-hidden traps. Bonecruncher is not very 
  perceptive so he is unlikely to see any traps 
  in his path. Assume any traps will do an 
  average of 12 damage. Hidden pits are the 
  most obvious trap, however the PCs may have 
  more imaginative ideas – if so, these should 
  be rewarded with higher damage.  
  Trip wires are another good idea – they don’t 
  inflict damage, but will leave Bonecruncher 
  prone. 
  The Hunters 
  The hunters (if they stay) will not engage in 
  melee, but will be willing to put their 
  shortbows to good use. These have an 
  effective range of about 300’. Rather than roll 
  attack and damage separately for all 10 
  hunters, assume they collectively inflict an 
  average of 14 piercing damage on 
  Bonecruncher each and every round that he 
  is in range. 
   
  
  12 | P a g e  
   
  Bonecruncher 
  Around noon the next day, the thud of 
  impossibly heavy footsteps reverberates 
  through the village. The hill giant (MM p155), 
  Yegor Bonecruncher, appears over the low 
  hillocks to the south, and begins plodding 
  toward the village over Windmill Field (just as 
  Pello predicted).  
  Jahia will stare grimly at the hill giant and 
  mutter, “It is a good day to die.” 
  Bonecruncher is a gross figure, towering to the 
  height of a tree but as wide as a cart. Rolls of 
  fat hang over a filthy loincloth and crusted 
  blood rims his crooked grin. In one hand he 
  carries an uprooted sapling, while the other 
  holds a vast brown sack dotted with various 
  unwholesome stains. 
  If nothing interrupts him, the giant will plod 
  towards the gate and bellow his demand for 
  food. He will respond to any attacks with a 
  howl of rage and immediate retaliation. He is 
  very stupid and will switch his attention to 
  anyone who is taunting him.  
  Special Battle Rules 
  In order to make combat easier to run and to 
  maximise player agency, it’s recommended 
  you use an average damage calculation rather 
  than making attack and damage rolls for 
  every monster and NPC. 
  Jahia has the stats of a veteran [MM p350]. 
  If she engages in melee combat with 
  Bonecruncher, she will inflict an average of 
  12 slashing damage on him every round.  
  Bonecruncher will inflict an average of 18 
  bludgeoning damage on Jahia every round 
  while in melee. So long as Jahia is standing 
  and in range, Bonecruncher will focus his 
  attacks on her.  
  The hunters, as mentioned above, will inflict 
  an average of 14 piercing damage on 
  Bonecruncher each round that he is in range. 
  If Bonecruncher decides to attack one of the 
  PCs (after Jahia goes down), make an attack 
  roll as per normal. If he hits, don’t roll 
  damage – assume the PC goes immediately to 
  0 hit points and begins making death saves 
  the next round. 
  Any PC attacks on Bonecruncher should be 
  rolled normally. It’s recommended that the 
  DM use the optional flanking rules [DMG 
  p251]. 
  With regards to initiative, assume the slow 
  and clumsy Bonecruncher goes last.  
  Conclusion 
  If Jahia survives the battle and was supported 
  by the villagers, she will agree to stay in 
  Frickley, finally accepting a place in the 
  community she left so long ago. If none of the 
  people of Frickley stayed to help, she will 
  return to her isolated cottage as soon as the 
  job is finished. 
  In any case she will gift her ‘Giantslayer’ 
  amulet to the adventurers. It is made of mithril 
  and is worth 500gp. A character wearing the 
  amulet has advantage on all social 
  interactions with dwarves. 
  If Jahia dies, her final words will be, “It was a 
  good life, and a good death. Now comes the 
  mystery…” The medallion will be ruined if she 
  has been killed (though the mithril fragments 
  are still worth 100gp). 
  In the event that the adventurers and Jahia 
  could not stop Bonecruncher’s rampage, the 
  giant will level most of Frickley and eat any 
  villagers he can find. Unsurprisingly, Pello will 
  refuse to hand over his family jewels if this 
  happens! 
  
  13 | P a g e  
   
  Credits & Legals 
  Design: Richard Jansen-Parkes & M.T. Black 
  Cartography: Richard Jansen-Parkes 
  DUNGEONS & DRAGONS, D&D, Wizards of 
  the Coast, Forgotten Realms, the dragon 
  ampersand, Player’s Handbook, Monster 
  Manual, Dungeon Master’s Guide, D&D 
  Adventurers League, all other Wizards of the 
  Coast product names, and their respective 
  logos are trademarks of Wizards of the Coast 
  in the USA and other countries. All characters 
  and their distinctive likenesses are property of 
  Wizards of the Coast. This material is 
  protected under the copyright laws of the 
  United States of America. Any reproduction or 
  unauthorized use of the material or artwork 
  contained herein is prohibited without the 
  express written permission of Wizards of the 
  Coast.   
   
   
   
  
  14 | P a g e  
   
   
  Frickley 
  Fallen Tree 
  Stepping Stones 
  Pyramid of Ice 
  Ruby Tree 
  Weeping Rock 
  Jahia’s Cottage 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/M.T. Black/lvl 1-2-Giantslayer.pdf