Map 3.14: O10 Tower
Her tower contains enough rubble that she won't run
‘out of rocks to throw anytime soon. Any character who
tries to allay Moog's concerns by speaking to her calmly
and soothingly in Giant can make a DC 12 Charisma
(Persuasion) check. If Moog is also bribed with food or
treasure, this check is made with advantage.
Ifthe check succeeds, Moog stops attacking long
‘enough to hear what the character has to say. She also
reveals why she's so unhappy. Ifthe characters promise
to reunite Moog with her husband, she is delighted and
tries her best to help them in return. Moog knows where
Chief Gun lives and can lead the party to Grudd Haug
(see chapter 5, “Den of the Hill Giants"). She also knows,
that Grudd Haug is full of orcs, goblins, hobgoblins, and
‘ogres. Moog is more frightened of Chief Guh than she is
Of the characters and won't voluntarily help them attack
Grudd Haug. She prefers to remain a safe distance away
from the hill giant den (at least half a mile), but charac:
ters can convince Moog to accompany them by claiming
that they need her help to identify Hruk and rescue him
from the hill giant chief. Even when coaxed into joining
the assault on Grudd Haug, Moog won't attack other hill
giants. If she comes across her husband, she grabs him,
by the hair and leads him far away from Grudd Haug.
‘Moog is chaotic evil, and thus prone to abrupt mood.
‘swings. She loses patience with the characters and at-
tacks them if they don’t continually renew their promise
to help her and give her food. Whenever Moog awakens
after a long rest, she forgets who the characters are and.
attacks them, whereupon a character must repeat the
Charisma (Persuasion) check to regain her trust.
INNER CIRCLES
Various special quests in chapter 2 can lead adventurers
to Moongleam Tower in the city of Everlund. If the char-
acters receive none of these quests, you can still use this
encounter by having an agent of the Harpers approach
the party and suggest that they visit Moongleam Tower,
particularly if they're looking for a faster mode of travel.
Moongleam Tower is described in more detail in the
“Everlund” section earlier in this chapter. Its resident
archmage, Krowen Valharrow, is well aware of “the
giant problem” If the characters approach him, Krowen
‘warns them that the giants’ upheaval poses a grave
threat to the balance of power in the North. He has it
‘on good authority that the Harpers, the Lords’ Alliance,
the Emerald Enclave, the Order of the Gauntlet, and the
Zhentarim are all taking steps to protect civilization
against the giants’ depredations. Krowen knows that
giants and dragons have a long history of conflict, and
he suspects that the dragons might somehow be respon-
sible (directly or indirectly) for the giants’ uprising.
Krowen isn't very adventurous himself, but he's fond
of adventurers and uses them to do his dirty work. If
the characters explain that they're trying to thwart the
giants, Krowen grants the party free access toa secret,
network of teleportation circles that he and his fellow
Harper wizards use for travel. He also gives the charac-
ters a sheet of parchment that shows all six circles and
their sigil addresses (show the players figure 3.1). The
circlesare located in Everlund, Loudwater, Mirabar,
Neverwinter, Waterdeep, and Yartar. The specific loca-
(CHAPTER 3 | THE SAVAGE FRONTIER
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