Roon and his friend Kilian travel to Nightstone with their new companions in tow. On the road, they encounter a dangerous first enemy…
www.alexisveenendaal.com
Use of music owned by FesliyanStudios
#shortstories #alexisveenendaal #thegiantsgamble #stormkingsthunder #dungeonsanddragons #fiction #fantasy #stories #books #author #audiobook #audiostories
Follow the beginning adventures of a strange group as they meet and begin their journey, following the story from Dungeons & Dragons, the Storm King’s Thunder.
www.alexisveenendaal.com
Use of music owned by FesliyanStudios
#shortstories #alexisveenendaal #thegiantsgamble #stormkingsthunder #dungeonsanddragons #fiction #fantasy #stories #books #author #audiobook #audiostories
The companions continue their battle against the ancient blue dragon, Iymrith, alongside their newfound storm giant and frost giant allies.
The companions return King Hekaton to his palace, but after some discussion, agree to help the storm giants fight Iymrith, the ancient blue dragon. With this mission in mind, they travel by airship to the Doom of the Desert, and accidentally spring a trap.
The Giant Saviours travel to the Trackless Sea in search of the kidnapped King Hekaton. They search fruitlessly for days before finally finding the society known as The Krakens, and the ship holding the Giant King captive.
The Giant Saviours get aboard a gambling ship and meet Castier Drylum, a man they suspect was involved in the kidnapping of King Hekaton. They make some interesting decisions in their quest to uncover the secret of the breaking of the giant’s ordning.
The companions take the magical conch, stolen from Duke Zolto, to the court of King Hekaton. There, they encounter the three sisters, Sarissa, Nym and Mirran, and must convince the giants to ally with them to repair the Ordning and save giant-kind. But first, they must uncover the secrets of Iymrith, the blue dragon.
The group leaves the court of King Hekaton with the blessing of the kidnapped King’s daughter, Sarissa, and travel back to Yartar to free an old friend from prison and find the meaning behind the golden goose token. They are led to a gambling den run by a rich diplomat, and must find their way through political schemes
The adventuring party escapes Duke Zolto’s lair with the magic conch, leaving the vonendod behind, and travel by airship to find King Hecaton. After some discussion, they use the magic conch and are transported into an underwater palace controlled by storm giants and other potential allies.
In Part 22 of The Giant’s Gamble, the adventurers travel through the depths of the iron slag mines and find some bubbling pots of mysterious contents being spiced and stirred by a variety of monsters and beasts.