I have recently started a new homebrew campaign. My players are really enjoying it, and I'm trying to make a very large sandbox world. At one point I plan on a fire giant invasion, putting a large chunk of the continent in a state of war for quite some time. The fire giants are at the head of an army of trolls and other monstrous humanoids who are all resistant or immune to fire. I'm taking that plot point from kingmaker.
I have the broad strokes of that invasion. But I'm looking for smaller side quests to make this feel more realistic and more fleshed out. What are some side quest ideas as multiple towns and small cities flee an oncoming hoard? The region is going to depopulate and flee south into the largest and only truly walled secure city.
I have recently started a new homebrew campaign. My players are really enjoying it, and I'm trying to make a very large sandbox world. At one point I plan on a fire giant invasion, putting a large chunk of the continent in a state of war for quite some time. The fire giants are at the head of an army of trolls and other monstrous humanoids who are all resistant or immune to fire. I'm taking that plot point from kingmaker.
I have the broad strokes of that invasion. But I'm looking for smaller side quests to make this feel more realistic and more fleshed out. What are some side quest ideas as multiple towns and small cities flee an oncoming hoard? The region is going to depopulate and flee south into the largest and only truly walled secure city.
Thank you!
Maybe they have to fight Mephit scouts, or Hellhound hunting parties? You could also have the Fire Giants lord over some weaker hill giants. For higher levels, the Fire Giant Dreadnaught in VGtM can be pretty tough, and I actually created a CR 15 fireslinging Fire Giant. If you want to see the stats for him, just let me know and I will share the link with you.
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All stars fade. Some stars forever fall. ------------------------------------------------------------------------------------------------- Homebrew (Mostly Outdated):Magic Items,Monsters,Spells,Subclasses ------------------------------------------------------------------------------------------------- If there was no light, people wouldn't fear the dark.
Ok, here's the stats (and flavor text, which you can use or ignore):
Fire Titan Fire titans are fire giants blessed with the ability to summon and wield fire, both in combat and in the forges. Fire titans are often the highest ranked fire giants in the Ordning, because of their magical powers.
Death Burst. When the giant dies, it explodes in a burst of flame. Each creature within 30 ft. of it must make a DC 20 Dexterity saving throw, taking 22 (4d10) fire damage on a failed save, or half as much damage on a successful one.
Heated Weapons. Any metal melee weapon the giant wields deals an extra 5 (1d10) fire damage on a hit (included in the attack).
Innate Spellcasting. The giant's innate spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
At will: create bonfire, control flames, faerie fire 3/day each: heat metal, fireball, wall of fire 1/day each: fire storm, incendiary cloud, investiture of flame
Legendary Resistance (3/day). If the giant fails a saving throw, it can choose to succeed instead.
Actions
Multiattack. The giant makes two greatsword attacks.
Greatsword. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 28 (6d6 + 7) slashing damage plus 5 (1d10) fire damage.
Mote of Flame. Ranged Spell Attack: +9 to hit, reach 120 ft., one target. Hit: 17 (2d12 + 4) fire damage.
Rock. Ranged Weapon Attack: +12 to hit, range 60/240 ft., one target. Hit: 29 (4d10 + 7) bludgeoning damage.
Legendary Actions
The fire titan can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The fire titan regains spent legendary actions at the start of its turn.
Detect.The giant makes a Wisdom (Perception) check.
Mote of Flame Attack.The giant makes a mote of flame attack.
Blazing Teleport (Costs 3 Actions). The giant magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see. After it teleports, each creature within 30 feet of the giant must make DC 17 Dexterity saving throw, taking 13 (2d12) damage on a failed save, and half as much on a successful one.
Regional Effects The region containing the fire titan's lair is warped by the creature's presence, which creates one or more of the following effects:
Metals within 1 mile of the giant's lair shimmer and shine, shedding dim light in a 5-foot radius.
Water sources within 1 mile of the lair are supernaturally warm and are tainted with sulfur.
Rocky fissures within 1 mile of the giant's lair form portals to the Elemental Plane of Fire, allowing creatures of elemental fire into the world to dwell nearby.
If the fire titan dies, these effects fade over the course of 1d10 days.
All stars fade. Some stars forever fall. ------------------------------------------------------------------------------------------------- Homebrew (Mostly Outdated):Magic Items,Monsters,Spells,Subclasses ------------------------------------------------------------------------------------------------- If there was no light, people wouldn't fear the dark.
The giants have arrived on the outskirts of the known world. You are dispatched to investigate vague rumors and bring back an accurate report on the situation (True Neutral).
You track the giants, protecting local refugees from ravenous goblin hordes (Chaotic Good), or you compete with said goblins for the choicest spoils of the destroyed cities (Chaotic Evil).
You act as an envoy to negotiate a truce between two fiefs, who should be allying against the giants instead of fighting each other (Lawful Good).
You start a business profiting off arms trade, selling to both sides (Lawful Neutral).
You go behind enemy lines and infiltrate a giant fortress to steal their secret battle plans. (Chaotic Neutral)
You go on a mission to thwart a small squad of antagonist adventurers allied with the giants, who are trying to carry out the linchpin of those secret plans. (Neutral Good)
You join sides with the giants, rising through the ranks of their military by accomplishing increasingly more brutal missions (Lawful Evil).
Maybe a quest in a dwarf ruin to get a Giant Slayer weapon? or a quest in a freezing environment for an ice-related weapon that would counteract the fire giants? perhaps
I have recently started a new homebrew campaign. My players are really enjoying it, and I'm trying to make a very large sandbox world. At one point I plan on a fire giant invasion, putting a large chunk of the continent in a state of war for quite some time. The fire giants are at the head of an army of trolls and other monstrous humanoids who are all resistant or immune to fire. I'm taking that plot point from kingmaker.
I have the broad strokes of that invasion. But I'm looking for smaller side quests to make this feel more realistic and more fleshed out. What are some side quest ideas as multiple towns and small cities flee an oncoming hoard? The region is going to depopulate and flee south into the largest and only truly walled secure city.
Thank you!
Maybe they have to fight Mephit scouts, or Hellhound hunting parties? You could also have the Fire Giants lord over some weaker hill giants. For higher levels, the Fire Giant Dreadnaught in VGtM can be pretty tough, and I actually created a CR 15 fireslinging Fire Giant. If you want to see the stats for him, just let me know and I will share the link with you.
All stars fade. Some stars forever fall.
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Homebrew (Mostly Outdated): Magic Items, Monsters, Spells, Subclasses
-------------------------------------------------------------------------------------------------
If there was no light, people wouldn't fear the dark.
Thank you! And yes, absolutely I would love to see the stats.
Ok, here's the stats (and flavor text, which you can use or ignore):
Fire Titan
Fire titans are fire giants blessed with the ability to summon and wield fire, both in combat and in the forges. Fire titans are often the highest ranked fire giants in the Ordning, because of their magical powers.
Death Burst. When the giant dies, it explodes in a burst of flame. Each creature within 30 ft. of it must make a DC 20 Dexterity saving throw, taking 22 (4d10) fire damage on a failed save, or half as much damage on a successful one.
Heated Weapons. Any metal melee weapon the giant wields deals an extra 5 (1d10) fire damage on a hit (included in the attack).
Innate Spellcasting. The giant's innate spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
3/day each: heat metal, fireball, wall of fire
1/day each: fire storm, incendiary cloud, investiture of flame
Multiattack. The giant makes two greatsword attacks.
Greatsword. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 28 (6d6 + 7) slashing damage plus 5 (1d10) fire damage.
Mote of Flame. Ranged Spell Attack: +9 to hit, reach 120 ft., one target. Hit: 17 (2d12 + 4) fire damage.
Rock. Ranged Weapon Attack: +12 to hit, range 60/240 ft., one target. Hit: 29 (4d10 + 7) bludgeoning damage.
The fire titan can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The fire titan regains spent legendary actions at the start of its turn.
Detect. The giant makes a Wisdom (Perception) check.
Mote of Flame Attack. The giant makes a mote of flame attack.
Blazing Teleport (Costs 3 Actions). The giant magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see. After it teleports, each creature within 30 feet of the giant must make DC 17 Dexterity saving throw, taking 13 (2d12) damage on a failed save, and half as much on a successful one.
Regional Effects
The region containing the fire titan's lair is warped by the creature's presence, which creates one or more of the following effects:
If the fire titan dies, these effects fade over the course of 1d10 days.
All stars fade. Some stars forever fall.
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Homebrew (Mostly Outdated): Magic Items, Monsters, Spells, Subclasses
-------------------------------------------------------------------------------------------------
If there was no light, people wouldn't fear the dark.
That looks fantastic, thank you so much
Here are some ideas, you may have to change them depending on the level of your players:
Escorting nobles or powerful people away from warzones.
Slow down or eliminate advance parties and shock troopers.
Gather intelligence from a fortress they have taken over.
Convince the local hobgoblins to not side with the giants.
Take down a commander or officer.
Steal of destroy a powerful weapon or item in the giant's possession.
Find a hidden powerful weapon or item before the giants or their minions.
Hope this helps
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The giants have arrived on the outskirts of the known world. You are dispatched to investigate vague rumors and bring back an accurate report on the situation (True Neutral).
You track the giants, protecting local refugees from ravenous goblin hordes (Chaotic Good), or you compete with said goblins for the choicest spoils of the destroyed cities (Chaotic Evil).
You act as an envoy to negotiate a truce between two fiefs, who should be allying against the giants instead of fighting each other (Lawful Good).
You start a business profiting off arms trade, selling to both sides (Lawful Neutral).
You go behind enemy lines and infiltrate a giant fortress to steal their secret battle plans. (Chaotic Neutral)
You go on a mission to thwart a small squad of antagonist adventurers allied with the giants, who are trying to carry out the linchpin of those secret plans. (Neutral Good)
You join sides with the giants, rising through the ranks of their military by accomplishing increasingly more brutal missions (Lawful Evil).
Maybe a quest in a dwarf ruin to get a Giant Slayer weapon? or a quest in a freezing environment for an ice-related weapon that would counteract the fire giants? perhaps
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