Giant Diplomacy - 1-4
Giant Diplomacy - 1-4
Fruul’s army. HSING comes forth to communicate that she wants you to see if you can find some
         way to either insure Gralm remains neutral, or to encourage the creature to challenge Bad Fruul
         to single combat in the hopes that he might wrest control of the hill giant’s forces and turn them
                                                                                    back from Parnast.
Adventure Designer
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                                                                                    If you know the composition of the group
                                                                                     beforehand, you can make adjustments as noted
Welcome to Giant Diplomacy, a D&D Adventurers
                                                                                     throughout the adventure.
LeagueTM adventure, part of the official D&D
Adventurers LeagueTM organized play system and
the Storm King’s ThunderTM storyline season.
  This adventure is designed for 1st through                                       Ask the players to provide you with relevant
4th–level characters, and is optimized for five                                    character information:
4th–level characters. Characters outside this level
range cannot participate in this adventure. A player                                Character name and level
with an ineligible character can create a new 1st-                                  Character race and class
level character or use a pregenerated character.                                    Passive Wisdom (Perception)—the most common
  This adventure starts in Parnast and then moves                                     passive ability check
between The Lonely Moor and the Forgotten Forest.                                   Anything notable as specified by the adventure
                                                                                      (such as backgrounds, traits, flaws, etc.)
                                                                                   Ensure that each player has an official adventure
                                                                                   logsheet for his or her character (if not, get one from
The D&D Adventurers League™ is the official
                                                                                   the organizer). The player fills out the adventure
organized play system for DUNGEONS &
                                                                                   name, session number, date, and your name and DCI
DRAGONS®. Players can create characters and
                                                                                   number (if they have one). In addition, the player
participate in any adventure allowed as a part of the
                                                                                   also fills in the starting values for experience, gold,
D&D Adventurers League. As they adventure,
                                                                                   downtime, renown, and number of permanent magic
players track their characters’ experience, treasure,
                                                                                   items. He or she fill in the other values and write
and other rewards, and can take those characters
                                                                                   notes at the conclusion of the session. Each player is
through other adventures that will continue their
                                                                                   responsible for maintaining an accurate logsheet.
story.
                                                                                      If you have time or see the need to do so, you can
  For more information on playing, running games
                                                                                   do a quick scan of a player’s character sheet to
as a Dungeon Master, and organizing games for the
                                                                                   ensure that nothing looks out of order. If you see
D&D Adventurers League, please visit the D&D
                                                                                   magic items of very high rarities or strange arrays of
Adventurers League home at:
                                                                                   ability scores, you can ask players to provide
                                                                                   documentation for the irregularities. If they cannot,
             www.dndadventurersleague.org
                                                                                   feel free to restrict item use or ask them to use a
                                                                                   standard ability score array. Point players to the
                                                                                   D&D Adventurers League Player’s Guide for reference.
                                                                                      If players wish to spend downtime days and it’s
Before you show up to Dungeon Master this                                          the beginning of an adventure or episode, they can
adventure for a group of players, you should do the                                declare their activity and spend the days now.
following to prepare.                                                              Alternatively, they can do so at the end of the
                                                                                   adventure or episode. Players should select their
 Make sure to have a copy of the most current                                     characters’ spells and other daily options prior to
  version of the D&D Basic Rules or the Player’s                                   the start of the adventure, unless the adventure
  Handbook.                                                                        specifies otherwise. Feel free to reread the
 Read through the adventure, taking notes of                                      adventure description to help give players hints
  anything you’d like to highlight or remind yourself                              about what they might face.
  while running the adventure, such as a way you’d
  like to portray an NPC or a tactic you’d like to use
  in a combat.
 Get familiar with the monster statistics in the                                  Throughout this adventure, sidebars provide
  Appendix.                                                                        information to assist you in making adjustments for
 Gather together any resources you’d like to use to                               smaller or larger groups and characters of higher or
  aid you in running this adventure--such as                                       lower levels than the adventure is optimized for.
  notecards, a DM screen, miniatures, and                                          This is typically used exclusively for combat
  battlemaps.                                                                      encounters. These adjustments are not required, nor
                                                                                   are you bound to the suggestions made by the
Not for resale. Permission granted to print or photocopy this document for personal use only.
DDAL05-10 Giant Diplomacy                                                                                                2
adventure—they are recommendations provided for                                    improvisation, so long as you maintain the original
guidance and convenience.                                                          spirit of what’s written.
  This adventure is optimized for a party of five                                    Challenge Your Players. Never being challenged
4th-level characters. To figure out whether you                                    makes for a boring game, and being overwhelmed
need to adjust the adventure, do the following:                                    makes for a frustrating game. Gauge the experience
                                                                                   level of the players (not the characters) with the
 Add up the total levels of all the characters.
                                                                                   game, try to feel out (or ask) what they like in a
 Divide the total by the number of characters.                                    game, and attempt to give each of them the
 Round fractions of .5 or greater up; round                                       experience they’re after when they play D&D.
  fractions of less than .5 down.                                                  Everyone should have the opportunity to shine.
You’ve now determined the average party level                                        Mind the Time. Watch for stalling, since play loses
(APL) for the adventure. To figure out the party                                   momentum when this happens. At the same time,
strength for the adventure, consult the following                                  make sure that the players don’t finish too early;
table.                                                                             provide them with a full play experience. Try to be
                                                                                   aware of running long or short. Adjust the pacing
                                                                                   accordingly.
Party Composition Party                     Strength
                                                                                     Keep the Adventure Moving. When the game
3-4 characters, APL less than               Very weak
                                                                                   starts to get bogged down, feel free to provide hints
3-4 characters, APL equivalent              Weak                                   and clues to your players so they can attempt to
3-4 characters, APL greater than            Average                                solve puzzles, engage in combat, and roleplay
5 characters, APL less than                 Weak                                   interactions without getting too frustrated over a
5 characters, APL equivalent                Average                                lack of information. This gives players “little
5 characters, APL greater than              Strong                                 victories” for figuring out good choices from clues.
6-7 characters, APL less than               Average                                The Dungeon Master’s Guide has more information
6-7 characters, APL equivalent              Strong                                 on the art of running a D&D game.
6-7 characters, APL greater than            Very strong
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DDAL05-10 Giant Diplomacy                                                                                               3
*These spells require an additional expenditure of                                 spell. A raise dead spell cast in this manner costs the
downtime days (150 for resurrection and 350 for                                    character 1,250 gp.
true resurrection). This cost can be reduced by 50                                   Character’s Party Pays for Raise Dead. As above,
days for each faction rank above 1 that the character                              except that some or all of the 1,250 gp for the raise
possesses. This downtime is spent in community                                     dead spell is paid for by the party at the end of the
service for the church that provided the spell in                                  session. Other characters are under no obligation to
question. The Acolyte Background feature does NOT                                  spend their funds to bring back a dead party
reduce the gp or downtime cost for either of these                                 member.
spells.                                                                              Faction Charity. If the character is of level 1 to 4
                                                                                   and a member of a faction, the dead character’s body
                                                                                   can be returned to civilization and a patron from the
A character possessing the acolyte background requesting                           faction ensures that he or she receives a raise dead
spellcasting services at a temple of his or her faith may                          spell. However, any character invoking this charity
request one spell per day from the Spellcasting Services table                     forfeits all experience and rewards from that session
for free. The only cost paid for the spell is the base price for                   (both those earned prior to and after death during
the consumed material component, if any.
                                                                                   that session) and cannot replay that episode or
   Acolytes can call upon spellcasting services in and around
                                                                                   adventure with that character again. Once a
the three towns as follows:
   Parnast (Tier 1). Mielikki
                                                                                   character reaches 5th level, this option is no longer
   Stagwick (Tier 2). Chauntea                                                     available.
   Beregost (Tier 3). Lathander, Waukeen
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DDAL05-10 Giant Diplomacy                                                                                                4
Grindle. Depending on their success, Gralm agree to                                revenge upon the satyr, Blassios, or finds
sign one of two contracts with the adventurers if                                  redemption for his past misdeeds.
some local fey are dealt with.
  Part 4. Fight or Fight. The adventurers have the
option to hunt down one of two sets of fey.
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DDAL05-10 Giant Diplomacy                                                                                               5
                                                                                   has worked with Azam in the past and is confident in
                                                                                   the latter’s ability to hire the correct team for the
Expected Duration: 10 minutes
                                                                                   task.
Read or paraphrase the following after the players
                                                                                     Azam presents the characters with the following
have had a chance to read their respective handout:
                                                                                   information as part of his bid to hire them. Hsing has
                                                                                   every appearance of snoozing peacefully during the
You easily find The Golden Tankard. Raggnar Redtooth, the                          discussion, and says nothing—even if directly asked.
dark-haired burly bar owner, immediately recognizes you,
and escorts you to one of the few private sitting rooms at the                      Gralm’s realm is in The Lonely Moor which is a
small establishment.                                                                 tenday away through the Forgotten Forest.
                                                                                     However, urgency is of the utmost importance
  Also seated at the table is a dusky, half-elven Rashemi
                                                                                     because it is unknown when Bad Fruul will make
man. He smooths his neat mustache before gesturing to a
                                                                                     his move.
dozing gold pseudodragon, curled tidily around his neck.
                                                                                    The Forgotten Forest is known for a high
  “They have arrived, Hsing; wake up.” The man says,                                 population of fey creatures. Many, but not all, have
shrugging his shoulders to jostle the sleeping creature. “For                        become hostile towards travelers from Parnast
those of you who have not met me, I am Azam, and this is my                          because of the scarcity of food.
patron, Hsing. Thank you for coming. This mission is of the                         Gralm’s forces consist of mostly goblins and
utmost importance. Tell me about yourselves.”                                        hobgoblins.
                                                                                    Rumor has it Gralm has been hunting down many
Allow the players to introduce their characters.                                     of the local fairy creatures and not just because of
                                                                                     food shortages.
“Some of you may have heard of the ettin, Gralm. The ettin’s                        The characters are given two scrolls with the
                                                                                     intention that Gralm will put his mark on one as
goblin and hobgoblin minions have been causing no end of
                                                                                     proof of a successful pact—one states that Gralm
problems for travelers on the Black Road. We have received
                                                                                     vows not to align with Bad Fruul, the other states
word that Bad Fruul, a particularly worrisome hill giant, plans
                                                                                     that Gralm vows to challenge Bad Fruul to single
to cow Gralm into submission. This cannot happen. Perhaps                            combat. They are also given vague (but sufficient)
you are familiar with the phrase, the enemy of my enemy is                           directions to Gralm’s domain.
also my friend…?”                                                                   If the characters can get Gralm to sign either scroll,
                                                                                     Azam promises them a 100 gp reward.
                                                                                   Characters that succeed at a DC 12 Intelligence
Hsing has been around a long, long time. However, while he                         (Nature) check know that fey crossings might be
seeks those who are insightful and direct, Hsing is distracted                     present in the Forgotten Forest, making the journey
and speaks in vague, cryptic riddles. He is also quite lazy and                    unpredictable. Characters succeeding on this check
his preferred place is curled up around someone’s shoulders.                       make any Wisdom (Perception) check related to fey
Although he is blind, he has very well developed hearing and                       crossings in Part 1 with advantage.
an acute sense of smell to help him navigate. Hsing’s                                Following the meeting, Hsing flies off to report
blindness is not curable.                                                          back to the Seer and Azam waits for the characters’s
   Quote: “Zzzzzzzzz...”                                                           return.
Azam has been travelling the Black Road for decades and
knows what can make or break a venture. He’s been paid                             A character succeeding on a DC 12 Charisma
well to work with Hsing (and the dragon’s mistress), but he                        (Persuasion) check manages to secure a 25 gp
does care about the future of the area and is highly                               advance from Azam.
concerned if a possible alliance between Gralm and Bad Fruul                         If at least one of the adventurers has the
is not stopped.                                                                    Defenders of Parnast story award from DDAL05-03
    Quote: “I need to know that you are willing to do whatever                     Uninvited Guests, they are given a potion of healing. If
it takes. Think of not just the lives here, but how these events                   none of the characters have the Glory before
could echo in a greater realm sense.”                                              Goodwill story award and at least one of them has
Hsing has been sent by Seer to ensure that the                                     Defenders of Parnast story award, they instead
characters stop the alliance of Gralm and Bad Fruul,                               receive a potion of healing and a potion of greater
ideally convincing Gralm to challenge Bad Fruul. He                                healing.
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DDAL05-10 Giant Diplomacy                                                                                                6
Expected Duration: 10 minutes                                                        1d6        Effect
                                                                                     1          The creature is transported six seconds into
During this encounter, the adventurers are
                                                                                                the future, leaving only a pile of fine dust! The
ambushed by minions of Gralm. However, one of the
                                                                                                creature reappears in the space it left at the
minions is a fairy, Oblivillish; he is in disguise and                                          end of its next turn.
been unwillingly convinced to fight with Gralm’s                                     2          The creature regains 2d4 + 2 hit points. If the
minions. Oblivillish is a servant of Prince                                                     creature is at its maximum hit points, it gains
Thornacious, a sprite from DDAL05-03 Uninvited                                                  2d4 + 2 temporary hit points.
Guests. Following the combat, the adventurers have                                   3          The creature’s skin becomes translucent and
the option to befriend Oblivillish and enlist his help                                          it becomes vulnerable to bludgeoning,
getting through The Forgotten Forest.                                                           piercing, and slashing damage for the next
  If a player asks about searching for fey crossings or                                         1d10 hours.
search while they travel, a successful DC 18 Wisdom                                  4          The door casts shocking grasp on the creature
(Perception) check reveals the outlines of the hidden                                           touching it (+5 to hit, 2d8 lightning damage
portals to the fey crossing during the fight.                                                   and the target can’t take reactions until the
Remember that any player that succeeded at a DC 12                                              start of its next turn).
Intelligence (Nature) check in the previous                                          5          The creature is polymorphed (no saving
                                                                                                throw) into a chicken (same statistics as an
encounter has advantage on this check.
                                                                                                eagle) until the start of its next turn.
  Have the players set a marching order for their
                                                                                     6          A 15-foot wide cloud forms above the
long trek to The Lonely Moor and then read the                                                  creature and begins to hail meat or cheese
following:                                                                                      (determined randomly) upon the creature for
                                                                                                the next hour. The unusual hail creates an
The weather on your journey through The Forgotten Forest                                        area of difficult terrain in a 5-foot radius
has transitioned from slightly overcast to light drizzle to                                     around the creature.
raging thunderstorm. Around midday, the storm abruptly
stops, the clouds break and the blinding sun emerges, making                       Stepping onto the forest path are four goblins lead
it almost as hot as the desert of Anauroch. Several snarling                       by Mohm (a hobgoblin captain). Oblivillish (a
                                                                                   pixie) hides nearby—disguised as a goblin
goblins emerge on the road before you, led by a hobgoblin
                                                                                   spellcaster.
wielding a gleaming greatsword.
                                                                                     These are Gralm’s minions, and have been sent to
    “MOOOOHHHHMMMM” the leader screeches as they
                                                                                   hunt down fey creatures and any travelers from
move to attack. Roll initiative.                                                   Parnast that they happen upon. While Mohm fights
                                                                                   to the death, his cronies can be intimidated into
                                                                                   surrendering or flight if too many of their number
The area has the following general features:                                       are slain.
   Lighting. Even though the forest has a lot of                                     Use Oblivillish to make the fight more interesting--
foliage, it is extremely (one might say unnaturally)                               feel free to have him fight half-heartedly as he is not
sunny, so the lighting is bright.                                                  fully committed to Gralm’s cause. A character
   Terrain. The rough dirt path is 15-feet wide. Any                               succeeding on a DC 11 Wisdom (Perception) check
terrain in the forest is difficult and there are                                   notices that he is wearing a particularly well-made
scattered trees that block terrain.                                                disguise. Important: a character succeeding on a DC
   Fey Crossings. Several of the trees near where                                  11 Wisdom (Insight) check notices that he appears
Oblivillish is hiding have feint outlines to hidden                                to be an unwilling combatant.
portals that lead to fey crossings. A successful DC 18
Perception (Wisdom) check reveals them. Touching
a door during the combat causes one of the following                                Very Weak: Replace the hobgoblin captain with a goblin
                                                                                     boss.
effects (feel free to add more effects):
                                                                                    Weak: Remove two goblins.
                                                                                    Strong: Add two goblin bosses and a hobgoblin captain.
                                                                                    Very Strong: Add two goblin bosses and two hobgoblin
                                                                                     captains.
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DDAL05-10 Giant Diplomacy                                                                                                     7
The goblins have a total of 5 gp between them.
Mohm’s greatsword is quite well-made and is
emblazoned with the symbol of Annam the All-
Father (two hands with wrists together) and worth
50 gp.
  Oblivillish wears a silvered double-helix chain
worth 15 gp.
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DDAL05-10 Giant Diplomacy                                                                       8
                                                                                      Stepping through the gate, you almost lose whatever is left
                                                                                   of your mid-day meal and are in a cold, fifteen-foot square
Expected Duration: 20 minutes
                                                                                   room with walls made of blue marble and floors made of
The adventurers enter a shortcut through the
Feywild to reach The Lonely Moor. Inside the fey                                   plush velvet cushion. You hear disembodied giggles, snickers,
crossings is Pandi, a fey spirit dog, who wants them                               and low guffaws.
“play” by solving several puzzles. If the players seem                                A small dog with a vibrantly-colored mane appears before
disinterested by the puzzles, feel free to let the                                 you and yelps excitedly in your head.
adventurers use ability or skill checks to proceed.                                   “Travelerrrrs! Travelerrrrs! I knew YOU would come. I
                                                                                   know. I RRRREEEU. I have been so bored. But in order to let
                                                                                   you through first we play--word game word game. I’m
                                                                                   learning lots of new words now. Tell me what you seek. At
After you have gathered yourselves from the combat, a                              this very very moment!”
nearby tree flickers and glows more brightly than the others
with an iridescent blue flame. It almost beckons you to
approach, as if it knows you need to quickly travel                                Pandi is a very, VERY bored, excitable fey spirit dog that
somewhere. An outline shaped like a door lights up. Could                          watches over this crossroads. He always makes any non-fey
this be an entrance to the Feywild? Time is short. A shortcut                      passing through complete some sort of challenge. He has a
could make the journey shorter.                                                    feeling that the adventurers are on a journey with a noble
                                                                                   purpose, but wants to make sure. Pandi constantly asks the
                                                                                   adventurers about their motives, hopes, and dreams. He
                                                                                   appears as a Small sized hellhound, except his mane looks
If Oblivillish is with the party, include the following:                           just like a rainbow and is very cool to the touch.
                                                                                      Quote: “Can we play a game? I want to play a game! Can
“That better not be what I think it is… The Forgotten Forest is                    we? CAN WE!!!”
trying to help us but why does it always do this? I’ll bet a                       Pandi want the adventurers to play a word game and
fistful of fire ants that door leads to a puzzle room. Well, at                    guess the word “Passage”.
least it’s probably a shortcut… hopefully not to our inevitable                      To that end, these are some examples of hints that
demise.”                                                                           he gives to the characters. He grows impatient (but
                                                                                   no less excited) by wrong answers:
Anyone with the Sage profession can automatically                                    “What do you seek?”
activate the door to the fey crossings. It can also be                               “How do you expect do get out of here?”
activated by casting any spell of at least 1st level,                                “What do you need if you are in danger? Safe…”
channeling a ki point, or channeling divinity. A                                     “What’s another name for something really, really,
character can figure this out by trial and error or                                   really long—like a hallway?”
with a successful DC 12 Intelligence (Nature or                                     “What gift does a fairy provide?”
Arcana) check. If Oblivillish is present, he casts a                               If the characters guess the word, Pandi laughs and
spell if requested.                                                                leaps around the room in joy before continuing to
  Alternatively, a character can activate the door                                 his next game.
with a successful use of thieves tools DC 15 Dexterity
or a quick word or prayer DC 18 Intelligence (Arcane
                                                                                    “Now for the rrreal fun!”
or Religion). Failure results in blue flames lashing
out (+5 to hit) and inflict 5 (1d10) fire damage.                                     Pandi bites at the air and a rainbow of various shapes
                                                                                   cascade out of an invisible pocket.
                                                                                      “As rrrue you can, my pawwws arrren’t verrry good fur
Upon activating the door:                                                          picking up tiny tiny rrrobjects. Isn’t that the saaadesst thing
                                                                                   everrr? My rrrrooom needs rrrarrrtwork for the rrralls! Will
The blue flames in the doorway swirl like a distant galaxy. A                      you put these ruetogether to make a picture? For me? Forrr
friendly, toothy maw coalesces and yips enthusiastically                           me? For ME? Can you can you?”
before abruptly disappearing.
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DDAL05-10 Giant Diplomacy                                                                                                       9
This puzzle is a “Tangram.” If you are short on time,
the shapes on Player’s Handout 3a can be cut out
ahead of time.
  In order to solve the puzzle, the characters must
assemble the smaller puzzle pieces so that they fit in
the desired larger shape. There are multiple puzzles
to choose from (in case one of the players has
participated in the adventure before).
  Give the players pieces and a goal shape to
assemble from Player’s Handout 3b.
  If the players seem disinterested in the puzzle, the
adventures can make a DC 13 Intelligence group
check to correctly assemble the pieces. If the
characters assemble the pieces incorrectly, black
tentacles lash out to assemble the pieces correctly
and then attack the characters (+7 to hit) and inflict
5 (1d10) piercing damage.
  The solutions can be viewed at DM Appendix I.
Puzzle Solution.
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DDAL05-10 Giant Diplomacy                                                                       10
Expected Duration: 15 minutes                                                      Gralm, an ettin, has two heads.
The adventurers arrive at the lair of Gralm and must                                  The blonde, braided head is formal to a t; he speaks and
negotiate for Gralm to sign one of the two contracts.                              addresses everyone with the utmost intelligence, but he is
                                                                                   utterly cold and calculating. He is above average intelligence
Emphasize to the players the size of Gralm’s
                                                                                   and wants to make sure he is getting the best deal and upper
gathered host.
                                                                                   hand. His voice is slightly higher pitched than the other side.
                                                                                      The bald, fire-eyed head is angry, impulsive, prone to
Gralm’s army is a force to be reckoned with. Your best guess                       violence (hence, one of the ways he keeps all of his minions
is that his encampment could be heard from at least a mile                         in check - fear of retribution). He speaks in the third person
away. Bonfires billow to the sky. Tents, huts, and various                         and in short jolted sentences with a low rumble to his voice.
ramshackle buildings blend into one another, as a sea of                              Quote: ”Tell us in as short a sentence as possible your
humanoids busy about. Countless guards patrol the outskirts                        possible use to our future prosperit-SMASH IT! I wants is dead
                                                                                   as a tent nail D-E-D DEADS.”
of the camp. How best to approach…
                                                                                   Gralm is willing to listen to the plea from the
Allow the adventurers to decide how they want to                                   adventurers but wants to know why he should put
approach the camp. If Oblivillish is with them, he can                             his life at risk by challenging Bad Fruul.
be convinced to try to talk to a guard to get passage                                 During the course of conversation, it may become
to Gralm. Without his help, however, the                                           apparent that Gralm is suffering from sleep
adventurers must convince the guards with a good                                   problems (due to the encroaching fey) as the balding
story or Diplomacy or Intimidate (Charisma), sneak                                 head constantly complains of noise or fairy music--
in with Stealth (Dexterity) checks, or even surrender                              discoverable through good roleplaying or a
themselves to reach Gralm.                                                         successful DC 15 Insight (Wisdom) check. He would
  Alter the following text depending on their                                      very much like all of them eliminated.
approach:                                                                             Gralm is relatively small in stature, so he realizes
                                                                                   that alliances should be made with creatures of all
                                                                                   sizes. If the adventurers sound reasonable, he
You are lead under the glaring and suspicious eye of many a
                                                                                   suggests a night of contests to test their worthiness
goblin and hobgoblin and was that a hill giant? No, that could                     that pit the adventurers against the local ogre
not have been a hill giant sleeping under that construction.                       Grindle.
   Reaching the center hut, if you could you call something
thirty feet tall a hut, a flap is opened to reveal a floor made
entirely of skulls. Upon a ragged wooden throne sits Gralm,
wearing only a simple loincloth and deerskin boots. He stands                      The following scenario is a contest that alternates
                                                                                   drinking with “Giant Feats of Strength”. Keep a
deliberately and stands only nine feet in height, surprisingly
                                                                                   running tally of successes (to see if any of the
short, but you can feel his immeasurable presence filling the
                                                                                   adventurers can beat Grindle, an ogre). Feel free to
entire room as his four eyes examine you.
                                                                                   allow tactics not accounted for and assign bonuses
   “We knew you were coming,” smiles the head with                                 or penalties dependent on how the players describe
fancifully braided blonde hair.                                                    trying to perform each task. Grindle stumbles out
   “Shh. Who what interrupt quiet! Arrrrgh.” shouts the bald                       from under a piece of hut to challenge the
head, fire in his eyes.                                                            adventurers.
   “We want to hear them speak. Elaborate. Tell us why we
should not devour you.”
   “No. Less talk. More eat! Hunnnngry. YOU LOUD. MUSIC                            Grindle is a big (for an ogre) at 13 feet tall and believes his
                                                                                   great-grandmother was a hill giant. He speaks very broken
EVERYWHERE. QUIET.”
                                                                                   common and is used to only being awake at night, hence a
   “Patience. We always have patience. Speak your case
                                                                                   dislike for bright light. He has an affinity for children, small
posthaste,” and Gralm waits.                                                       creatures, and very simple toys (a set of marbles made of
                                                                                   pixie and elf bones is hidden in his person). Grindle’s “attire”
                                                                                   looks like he was rolling around in mud and various building
                                                                                   materials got stuck to his skin (thatch, hay, twigs, tiles, etc).
                                                                                      Grindle has a Strength (Athletics) check of +6, and a
                                                                                   Constitution saving throw modifier of +3.
Not for resale. Permission granted to print or photocopy this document for personal use only.
DDAL05-10 Giant Diplomacy                                                                                                      11
  Quote: “Grindle best! Drink best. Wrest best. Look best.                         imbiber must succeed on a DC 12 Constitution
Grindle best!”                                                                     saving throw or be wracked with debilitating
                                                                                   hiccups.
                                                                                     Until the character completes a long rest, any
A creature drinking this sickly-sweet, garnet                                      Dexterity ability checks it makes are made with
concoction, must succeed on a DC 7 Constitution                                    disadvantage.
saving throw. This is charm effect.
  Those that fail find their minds clouded with
ethereal bubbles and any saving throws made to                                     A creature must eat as many boar dogs in 5 minutes
avoid further intoxication are made with                                           as possible. This challenge consists of three
disadvantage.                                                                      successive Constitution saving throws (DC 8, DC 10,
                                                                                   and DC 12, respectively). Halflings make this check
                                                                                   with advantage. Whomever eats the most wins!
These giants don’t just herd boars—they perform
DEADLIFTS with them! Success is measured by the
                                                                                   Check               Result
result of a DC 18 Strength (Athletics) check.
                                                                                   Natural 20          Eat 3d4 boar dogs!
                                                                                   Success             Eat 2d4 boar dogs
Check                 Result                                                       Failure             Eat 1d4 boar dogs
Success               “Doth thou even hoist?!”                                     Natural 1           Absolutely stuffed. Eat none.
Failure               The boar is dropped; take 5 (2d4)
                      bludgeoning damage
Natural 1             As above, and the boar dies.                                 This violent frothing substance, contains the laments
                                                                                   of an entire world in one little shot glass. Characters
DM NOTE. Any boars that die are quickly made into                                  consuming the drink must succeed on a DC 13
food for Challenge C. The Whole Hog, below.                                        Constitution saving throw or be faced with the
                                                                                   possibility of going mildly mad. A character
                                                                                   succumbing to the drink must succeed on a DC 11
A creature drinking this smooth dark ale with hints                                Charisma saving or develop a severe phobia of
of orange must succeed at a DC 10 Constitution                                     alcohol until the character completes a long rest.
saving throw. Dwarves and creatures with Orcish
heritage make this saving throw with advantage.
  On a failure, the imbiber becomes aggressive and
                                                                                   A character with the A Giant Challenge story award
rude; all Charisma (Deception or Persuasion) checks
                                                                                   earned in DDAL05-03 Uninvited Guests, that acts in
are made with disadvantage. Additionally, any
                                                                                   spirit of the contest (i.e., does not use any magic or
saving throws made to avoid further intoxication are
                                                                                   magical abilities), and succeeds in more than half the
made with disadvantage.
                                                                                   checks for this contest, this interaction satisfies the
                                                                                   story award’s objective of befriending a Huge
                                                                                   humanoid.
A creature must knock down a brick wall with its
                                                                                     If any of the adventurers best Grindle, he pouts for
bare feet. The creature’s success is measured by the
                                                                                   a bit but ultimately congratulates them by pouring
result of a DC 15 Strength (Athletics) check.
                                                                                   an entire vat of Pixie Sangria on top of them.
                                                                                     Depending on how the adventurers interacted
Check                 Result                                                       with Gralm and Grindle, have their representative
Success               You knock down the wall!                                     attempt a DC 15 Charisma (Persuasion) group check
Failure               Pelted by rotten strawberries                                using the modifications found below:
Natural 1             Pelted with giant-sized fruit 5 (2d4)
                      bludgeoning damage
                                                                                     Variable                           Result
                                                                                     Each adventurer participating in   Cumulative +1
                                                                                     every round of the contest         (maximum +4)
This small glass of crème liqueur is mixed with sour                                 At least one adventurer            +2
juice and drank immediately. Upon drinking it, the                                   successfully deadlifting a boar
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DDAL05-10 Giant Diplomacy                                                                                                  12
 Discovering Gralm has sleep               +2
 problems
 Preemptively offering to help             +3
 with the troublesome fey
 Any grievous insult or threat             -2 or cancel below
                                           Advantage
                                           (discretion)
 Adventurer winning the drinking           Advantage
 contest
The eyes of the blonde Gralm tighten as the bald one widen.
   “We appreciate the proposition you have brought us.”
   “Eat faeries I hunnngerrr.”
   “Yes. This arrangement shall be amicable. We know that
Bad Fruul’s power wanes as ours waxes. The time to strike is
now. We shall challenge and defeat him, if you bring us the
heads of some of the forest creatures who have been
plaguing us.”
   “Sleep. Quiet. I tired. I always tired. Be quiet now.”
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DDAL05-10 Giant Diplomacy                                                                       13
                                                                                   If the characters attack Blassios proceed to Fight A. If
                                                                                   the party proceeds to attack the unseelie fey proceed
Expected Duration: 30 minutes
                                                                                   to Fight B.
During this encounter, the adventurers run into
Blassios (DDAL05-03 Uninvited Guests), a satyr
found in service to Thornacious--the fey lordling
who banished Oblivillish. Anyone with A Giant
Challenge story award immediately recognize                                        The Satyr throws down his flask, licks a bit of ruby wine
Blassios.                                                                          dripping from his lips, lets forth a low growl, “Aid me spirits!”
                                                                                      The eyes of the eagle glean with excitement, eager for a
You have been tasked with bringing back the heads of some                          fight.
of the fairy creatures who have been gradually moving more
and more of their population onto Gralm’s territory.                               Lighting. The Lonely Moor has normal light.
   Eventually, you find a small pond surrounded by an open                         Terrain. Stepping outside the clearing is difficult
area and a thicket of trees. Drinking from the pond is a satyr,                    terrain. The pond is fifteen feet wide and the same
who is also drinking from a hip flask. A giant eagle with                          depth at its deepest point.
majestic brown and golden wings and an ornamental leaf                                Random bits of terrain are swampy (difficult).
necklace sits next to him, its head constantly looking towards                     These only take up one in every four or five 5 ft.
the sky. This creature does not appear to be the type to                           squares. Blassios and his ally are mostly aware of the
cause the mischief that has been plaguing Gralm, but in the                        location of the swampy terrain.
fey world looks can be deceptive.                                                     Upon being attacked, Blassios (a satyr) and the
                                                                                   giant eagle, call upon a few forest spirits for aid. Out
                                                                                   of the trees step two dryads and a halfling wizard.
If Oblivillish is with the party, add:                                                The dryads and the halfling wizard enter combat
                                                                                   at the beginning of the second round just outside the
“That’s him!” screeches Oblivillish. “That blasted Satyr                           clearing. The dryads begin combat having cast
Blassios is the reason I was banished from Thornacious’s                           barkskin on the previous round. They use entangle to
service! We should attack – now!!!” Hearing the squeals, the                       keep the wizard safe.
satyr drops his flask and looks up in confusion.
A successful DC 12 Wisdom (Nature) check reveals                                   Blassios carries a ring of jumping. The giant eagle has
that giant eagles are typically good-aligned                                       an ornamental leaf necklace worth 20 gp.
creatures. Any druid or ranger makes this check
with advantage.
  Oblivillish seeks revenge upon Blassios for his                                  After the combat, Oblivillish is extremely grateful for
banishment (Blassios was the one who drunkenly                                     his vengeance. Any characters with the A Giant
revealed to Thornacious that Oblivillish killed a                                  Challenge story reward must remove this story
stag—obviously, a big no-no).                                                      reward.
  If not attacked, Blassios suggests that he might                                    The adventurers can return to Gralm with their
seek redemption by dealing with some “vicious stag-                                fairy trophies.
eating carnivores” that have been in the company of
some “dastardly unseelie fey who cheat at cards and
                                                                                      Very Weak: remove one dryads and the halfling wizard.
sing and strum at all hours of the day and night.”
                                                                                      Weak: remove the dryads.
                                                                                      Strong: add two halfling wizards.
Blassios is usually quite quiet unless he has had a bit to drink.                     Very Strong: add two dryads and two halfling wizards.
He carries a wide selection of faerie spirits (from Royal Ruby
Forget Me Forever wine to Miranda’s Mildly Mind Erasing
Mulled Mead to the never mentioned Goblin Grog). He is
fairly easy going and laid back.                                                   Blassios leads the adventurers to a clearing and
   Quote: “…we could have a quick drink, if you like…”                             observes the fight. He also encourages sampling of
                                                                                   alcohol on the way.
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DDAL05-10 Giant Diplomacy                                                                                                      14
Blassios takes you to a clearing where you can see a group of
dryads and seedy halfling men and women playing cards with                         Expected Duration: 5 minutes
a large pile of coin in the center. A broken harp lies in pieces                   Depending on the success of the previous
next to one of the dryads. Occasionally a heated word                              negotiations, read the appropriate ending.
escapes from one of them as their eyes search the table,
                                                                                    Gralm Will Remain Indifferent to Bad Fruul:
their opponents, and their surroundings in paranoia. The card
game has all of them on edge.
                                                                                   One of Gralm’s heads cocks slightly to the side and a few
   Randomly scattered in the clearing are large stuffed animal
                                                                                   stray blond braids fall in his eyes, “You have kept your end of
lions, tigers, and bears that are rotted with age.
                                                                                   the bargain, small ones. As you entreated, we shall not ally
                                                                                   our forces with Bad Fruul.”
Scattered around the card players are an abundance                                     He puts a casually scrawled X upon the contract and tosses
of stuffed lions, tigers, and bears that create areas of
                                                                                   it at your feet.
difficult terrain.
                                                                                       “Eeat eeeat I HUNGGEEER. The bodiessss. NOW!!!”
  This ragtag group is an unseelie theatrical group
                                                                                       “Silence! At least we shall have silence. And sleep. Excuse
(hence the broken instrument) that has gotten more
on edge with each other over the lack of food.                                     yourself from our field of vision before we change our mind.”
Despite appearances, there are only two dryads and                                     You have done the best you can, but was it enough to keep
a halfling wizard here. The dryads already have                                    the safety of the nearby areas? Only time will tell.
barkskin cast. The others “playing cards” are puppets
and fall to the ground when combat begins. Any from                                 Gralm Will Attack Bad Fruul:
the troupe that appear as female are actually males
dressed as females. A lion and a black bear
                                                                                   One of Gralm’s heads cocks slightly to the side and a few
prowling in the forest nearby enter the clearing at
                                                                                   stray blond braids fall in his eyes, “You have kept your end of
the beginning of the second round.
                                                                                   the bargain, small ones. As you entreated, we shall challenge
                                                                                   the foolish Bad Fruul.”
If they are successful, Blassios gifts the party with a                                Gralm writes his name with the utmost precision upon the
ring of jumping. The giant eagle gifts the party with                              contract and tosses it at your feet.
an ornamental leaf necklace worth 20 gp. The pile of                                   “Eeat eeeat I HUNGGEEER. The bodiessss. NOW!!!”
coins that the troupe was haggling over is worth 80                                    “Silence! We shall have silence. And finally sleep. Later.
gp.                                                                                Tonight. But first, in remembrance of your show of power,
                                                                                   little creatures, we shall feast. Join us once again before you
                                                                                   strike off back to your homelands.”
After the combat, Oblivillish is extremely grateful for                                You have done the best you can, but will Gralm be able to
redemption. Anyone who already had A Giant                                         defeat Bad Fruul? Only time will tell.
Challenge receives the story award Satyr Training.
   The adventurers can return to Gralm with their
fairy trophies.                                                                    If the adventurers successfully negotiate for either
                                                                                   contract with Gralm, they receive the Story Award
                                                                                   Defenders of Parnast. If they had Glory Before
 Very Weak: Remove the lion, black bear, and one of the                           Goodwill, this instead allows them to cross off that
  dryads.                                                                          Story Award.
 Weak: Remove one dryad and the black bear.                                          If the adventurers successfully negotiate for Gralm
 Strong: Add two halfling wizards, a lion, and a black bear.                      to challenge Fruul in single combat and they already
 Very Strong: Add three halfling wizards, three lions, and a                      had Defenders of Parnast, they replace that story
  black bear.                                                                      award with the Greater Defenders of Parnast story
                                                                                   award.
Proceed to Conclusion, below.
                                                                                      If they have Glory Before Goodwill, replace that
                                                                                   story sward with the Defenders of Parnast story
                                                                                   award.
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DDAL05-10 Giant Diplomacy                                                                                                     15
                                                                                   magic item, the DM can determine who gets it
                                                                                   randomly should the group be unable to decide.
Make sure players note their rewards on their
                                                                                      Permanent magic items are divided according to
adventure logsheets. Give your name and DCI
                                                                                   a system. See the sidebar if the adventure awards
number (if applicable) so players can record who
                                                                                   permanent magic items.
ran the session.
Name of Foe                                 XP per Foe                             D&D Adventurers League has a system in place to determine
Goblin                                      50                                     who is awarded permanent magic items at the end of a
Goblin Boss                                 200                                    session.
Hobgoblin                                   100                                    Each character’s logsheet contains a column to record
Hobgoblin Captain                           700                                    permanent magic items for ease of reference.
Royal Pixie                                 50                                      If all the players at the table agree on one character taking
Satyr                                       100                                      possession of a permanent magic item, that character gets
Dryad                                       200                                      the item.
Giant Eagle                                 200                                     In the event that one or more characters indicate an
Halfling Wizard                             450                                      interest in possessing a permanent magic item, the
Black Bear                                  100                                      character that possesses the fewest permanent magic
                                                                                     items gets the item.
Lion                                        200
                                                                                   If there is a tie in the total number of permanent magic items
                                                                                   owned by contesting characters, the item’s owner is
                                                                                   determined randomly by the DM.
Task or Accomplishment                      XP per Character
Navigating the Feywild                      50
Getting Gralm to sign a Contract            100
                                                                                   Ring, uncommon (requires attunement)
  The minimum total award for each character                                       This ring is made of interlocking pieces of animal
participating in this adventure is 1,275 experience                                chitin. When activated, it creates a loud, chirping
points.                                                                            sound; similar to that of a cricket that can be heard
  The maximum total award for each character                                       100 feet away. A description of this item can be
participating in this adventure is 1,700 experience                                found in Player Handout 4.
points.
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DDAL05-10 Giant Diplomacy                                                                                                     16
If the adventurers successfully negotiate for Gralm
to challenge Fruul to single combat, they receive one
renown point.
   Members of the Zhentarim who rescue
Oblivillish and make peaceful contact with him
receive one additional renown point.
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DDAL05-10 Giant Diplomacy                                                                       17
This section is provided to the Dungeon Master to
help keep track of the various NPCs present in the
adventure.
   Azam (Ah-ZHAM). A merchant, caravan master,
and member of the Lords’ Alliance. Azam travels
with the characters throughout the adventure.
   Hsing (SING). A pseudodragon that serves as the
ally of a Lords’ Alliance spymaster. He appears to
make sure the right adventurers join Azam to end up
in Parnast, where they are needed for future
movements against the threat of the giants.
   Pandi (PAHN-dee). An almost ethereal fey spirit
dog who loves to play games. He guards many fey
crossings and appears as a small hellhound with a
rainbow mane.
   Oblivillish (Oh-BLI-vil-lish). A sprite and former
servant of Thornacious, who is seeking redemption
for killing a stag. Currently begrudgingly working
with minions of Gralm.
   Gralm (GRAHLM). An ettin that lives in The
Lonely Moor with a huge following. One head (the
blonde) is well-spoken and calculating; the other
head (bald with fiery eyes) is prone to destructive
rage and primal urges.
   Grindle (GRIHN-dihl). An ogre that believes he is
descended from a hill giant and lives in The Lonely
Moor under Gralm’s service. He is their champion
drinker and eater.
   Blassios (BLAH-zee-ohs). A satyr that is
sometimes in the company of Thornacious. He is
kind and caring and concerned about fellow sprites,
but also very caring about his spirits.
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DDAL05-10 Giant Diplomacy                                                                       18
                                                                                   Medium fey, neutral
                                                                                   Armor Class 11 (16 with barkskin)
Medium beast, unaligned                                                            Hit Points 22 (5d8)
                                                                                   Speed 30 ft.
Armor Class 11 (natural armor)
Hit Points 19 (3d8 + 6)                                                               STR        DEX       CON       INT       WIS       CHA
Speed 40 ft., climb 30 ft.                                                           10 (+0)    12 (+1)   11 (+0)   14 (+2)   15 (+2)   18 (+4)
  STR         DEX         CON         INT       WIS          CHA                   Skills Perception +4, Stealth +5
 15 (+2)     10 (+0)     14 (+2)     2 (−4)    12 (+1)      7 (−2)                 Senses darkvision 60 ft., passive Perception 14
                                                                                   Languages Elvish, Sylvan
Skills Perception +3                                                               Challenge 1 (200 XP)
Senses passive Perception 13
                                                                                   Innate Spellcasting. The dryad’s innate spellcasting
Languages —
                                                                                   ability is Charisma (spell save DC 14). The dryad can
Challenge 1/2 (100 XP)
                                                                                   innately cast the following spells, requiring no material
Keen Smell. The bear has advantage on Wisdom                                       components:
(Perception) checks that rely on smell.
                                                                                   At will: druidcraft
                                                                                   3/day each: entangle, goodberry
Multiattack. The bear makes two attacks: one with its
                                                                                   1/day each: barkskin, pass without trace, shillelagh
bite and one with its claws.
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one                             Magic Resistance. The dryad has advantage on saving
target. Hit: 5 (1d6 + 2) piercing damage.                                          throws against spells and other magical effects.
Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one                            Speak with Beasts and Plants. The dryad can
target. Hit: 7 (2d4 + 2) slashing damage.                                          communicate with beasts and plants as if they shared a
                                                                                   language.
                                                                                   Tree Stride. Once on her turn, the dryad can use 10
                                                                                   feet of her movement to step magically into one living
                                                                                   tree within her reach and emerge from a second living
                                                                                   tree within 60 feet of the first tree, appearing in an
                                                                                   unoccupied space within 5 feet of the second tree.
                                                                                   Both trees must be Large or bigger.
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DDAL05-10 Giant Diplomacy                                                                                                     19
the effect on itself on a success. Otherwise, the effect
lasts 24 hours or until the dryad dies, is on a different                          Large beast, neutral good
plane of existence from the target, or ends the effect
as a bonus action. If a target’s saving throw is                                   Armor Class 13
successful, the target is immune to the dryad’s Fey                                Hit Points 26 (4d10 + 4)
Charm for the next 24 hours.                                                       Speed 10 ft., fly 80 ft.
   The dryad can have no more than one humanoid and
up to three beasts charmed at a time.                                                 STR        DEX       CON       INT       WIS       CHA
                                                                                     16 (+3)    17 (+3)   13 (+1)   8 (−1)    14 (+2)   10 (+0)
                                                                                   Skills Perception +4
Small humanoid, neutral evil                                                       Senses passive Perception 14
                                                                                   Languages Giant Eagle, understands Common and
Armor Class 12 (15 with mage armor)
                                                                                     Auran but can’t speak them
Hit Points 22 (5d8)
                                                                                   Challenge 1 (200 XP)
Speed 25 ft.
                                                                                   Keen Sight. The eagle has advantage on Wisdom
   STR        DEX         CON        INT        WIS         CHA                    (Perception) checks that rely on sight.
  7 (-2)     14 (+2)     11 (+0)    17 (+3)    12 (+1)     11 (+0)
Skills Perception +1, Arcana +5, Stealth +4                                        Multiattack. The eagle makes two attacks: one with its
Senses passive Perception 11                                                       beak and one with its talons.
Languages Common, Halfling, Sylvan                                                 Beak. Melee Weapon Attack: +5 to hit, reach 5 ft., one
Challenge 2 (450 XP)                                                               target. Hit: 6 (1d6 + 3) piercing damage.
Lucky. When the halfling wizard rolls a 1 on an attack                             Talons. Melee Weapon Attack: +5 to hit, reach 5 ft.,
roll, ability check, or saving throw, it can reroll the die                        one target. Hit: 10 (2d6 + 3) slashing damage.
and must use the new roll.
Halfling Nimbleness. The halfling wizard can move
through the space of any creature that is of a size
larger.                                                                            Small humanoid (goblinoid), neutral evil
Naturally Stealthy. The halfling wizard can attempt to                             Armor Class 15 (leather armor, shield)
hide even when obscurbed only by a creature that is at                             Hit Points 7 (2d6)
least one size larger than it.                                                     Speed 30 ft.
Spellcasting. The halfling wizard is a 4th-level
                                                                                       STR       DEX       CON       INT        WIS      CHA
spellcaster. Its spellcasting ability is Intelligence (spell                          8 (−1)    14 (+2)   10 (+0)   10 (+0)    8 (−1)   8 (−1)
save DC 13, +5 to hit with spell attacks). The fey wizard
has the following spells prepared:
                                                                                   Skills Stealth +6
Cantrips (at will): light, fire bolt, shocking grasp                               Senses darkvision 60 ft., passive Perception 9
1st level (4 slots): shield, mage armor, magic missile                             Languages Common, Goblin
2nd level (3 slots): invisibility, misty step                                      Challenge 1/4 (50 XP)
                                                                                   Nimble Escape. The goblin can take the Disengage or
                                                                                   Hide action as a bonus action on each of its turns.
Dagger. Melee Weapon Attack: +2 to hit, reach 5 ft.,
one target. Hit: 3 (1d4 + 2) piercing damage.
                                                                                   Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft.,
                                                                                   one target. Hit: 5 (1d6 + 2) slashing damage.
                                                                                   Sling. Ranged Weapon Attack: +4 to hit, range 30/120
                                                                                   ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.
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DDAL05-10 Giant Diplomacy                                                                                                     20
Small humanoid (goblinoid), neutral evil                                           Medium humanoid (goblinoid), lawful evil
Armor Class 17 (chain shirt, shield)                                               Armor Class 18 (chain mail, shield)
Hit Points 21 (6d6)                                                                Hit Points 11 (2d8 + 2)
Speed 30 ft.                                                                       Speed 30 ft.
   STR        DEX         CON        INT         WIS         CHA                      STR        DEX       CON       INT       WIS       CHA
  10 (0)     14 (+2)     10 (+0)    10 (+0)     8 (−1)      10 (0)                   13 (+1)    12 (+1)   12 (+1)   10 (+0)   10 (+0)   9 (−1)
Not for resale. Permission granted to print or photocopy this document for personal use only.
DDAL05-10 Giant Diplomacy                                                                                                     21
Medium humanoid (goblinoid), lawful evil                                           Large beast, unaligned
Armor Class 17 (half plate)                                                        Armor Class 12
Hit Points 55 (6d8 + 12)                                                           Hit Points 26 (4d10 + 4)
Speed 30 ft.                                                                       Speed 50 ft.
  STR         DEX         CON        INT        WIS         CHA                       STR        DEX       CON       INT      WIS       CHA
 15 (+2)     14 (+2)     14 (+2)    12 (+1)    10 (+0)     13 (+1)                   17 (+3)    15 (+2)   13 (+1)   3 (−4)   12 (+1)   8 (−1)
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DDAL05-10 Giant Diplomacy                                                                                                    22
Tiny fey, neutral                                                                  Medium fey, chaotic neutral
Armor Class 17                                                                     Armor Class 14 (leather armor)
Hit Points 14 (5d4)                                                                Hit Points 31 (7d8)
Speed 10 ft., fly 30 ft.                                                           Speed 40 ft.
   STR        DEX         CON        INT        WIS         CHA                       STR        DEX       CON       INT       WIS       CHA
  2 (-4)     24 (+7)     10 (+0)    12 (+1)    14 (+2)     17 (+3)                   12 (+1)    16 (+3)   11 (+0)   12 (+1)   10 (+0)   14 (+2)
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DDAL05-10 Giant Diplomacy                                                                                                     23
A fine scroll sealed with a crane sigil was delivered
to you. You have been personally invited by a
mysterious SEER to go to Parnast in the Anauroch
Desert. A map is included.
Not for resale. Permission granted to print or photocopy this document for personal use only.
DDAL05-10 Giant Diplomacy                                                                       24
A delicate scroll stamped with a gold coin was found
mysteriously on your person.
Kin;
Your Family
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DDAL05-10 Giant Diplomacy                                                                       25
These are the puzzle pieces presented that the
characters must use to create the various shapes
presented in Player Handout 3b.
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DDAL05-10 Giant Diplomacy                                                                       26
These are the shapes that the characters must form
with the puzzle pieces found in Player Handout 3,
below.
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DDAL05-10 Giant Diplomacy                                                                       27
Ring, uncommon (requires attunement)
While wearing this ring, you can cast the jump spell
from it as a bonus action at will, but can target only
yourself when you do so. This item can be found in
the Dungeon Master’s Guide.
  This ring is made of interlocking pieces of animal
chitin. When activated, it creates a loud, chirping
sound; similar to that of a cricket that can be heard
100 feet away.
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DDAL05-10 Giant Diplomacy                                                                       28
The characters have the opportunity to earn the
following story rewards during the course of play.
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DDAL05-10 Giant Diplomacy                                                                       29
These are the solutions to the puzzles presented in
Player Handout 3a and 3b.
Not for resale. Permission granted to print or photocopy this document for personal use only.
DDAL05-10 Giant Diplomacy                                                                       30
Not for resale. Permission granted to print or photocopy this document for personal use only.
DDAL05-10 Giant Diplomacy                                                                       31
Not for resale. Permission granted to print or photocopy this document for personal use only.
DDAL05-10 Giant Diplomacy                                                                       32
Not for resale. Permission granted to print or photocopy this document for personal use only.
DDAL05-10 Giant Diplomacy                                                                       33
If you are DMing this adventure during the months of December – January 2017, please show your players this page.
The QR code below can be scanned, and will allow them to give feedback and results on the adventure to influence
the storyline in the future!
If a player does not have a mobile device, please tell them to head to dndadventurersleague.org/results to enter
their results.