Page 182 - Tales from the Yawning Portal
P. 182

UPPER LEVEL:  GENERAL FE  - -                     LOCATIONS  ON THE UPPER LEVEL
               Map 6.3 shows the layout of the upper le  e  of   The following locations are identified on map 6.3.
               rift. The passage from the northea  t at  e
               map indicates the beaten path that the 2:ian :  f;   1.  GUARDROOM ICE  CAVERN
               enter the glacial rift. The path fork  inside   -ance.   One frost giant keeps watch here at all times to prevent
               each side leading to one of the icv ledges a on~ ei  er   any unauthorized use of the long passage that leads
               face of the rift. The caves and ca;ern - he:-ein ;re ba-i-  south. If  combat goes against the giant, he flees through
               cally formed from ice, with a few area  of roe -outcrop-  this passage to give a warning of intruders to the guards
               ping here and there.                              at areas 9 and 10.
                 Both ledges slope gradually dowmvard. a  indica ed   The room contains piles of hides, a giant sack, and
               by the elevation markers on the map, from a heigh  of   a pile of rocks and ice chunks for hurling. The guard
                250 feet above the bottom of the rift at their northern   certainly hurls missiles if not immediately forced into
                beginnings to about 150 feet above the rift at the ledges·   melee. His treasure is at area 6. Note that the giant in
                far ends to the south. The central area is the rift itself.   area 2 will hear sounds of combat here and rush to aid
                and the openings along it are the entrances to the caves   his comrade (and vice versa).
                and tunnels in its face.
                 Boulders. Several cave mouths on this level are   2.  GUARDROOM ICE  CAVE
                blocked by huge boulders (at the places marked B on the   One frost giant waits here on standby guard. On the
                map). For Medium or smaller creatures, moving these   floor of the cave are a pile of sleeping skins and two
                obstructions out of the way requires a successful DC 20   bags. The guard has an ample supply of rocks and ice
                Strength (Athletics) check.                      blocks at hand for hurling at opponents.
                 Ceilings. Caves and caverns have ceilings from 30 to   If  the giant hears noise from area 1, he rushes there to
                45 feet high, while tunnels and passages are from 25 to   help; conversely, if attacked, he will raise a cry to bring
                30 feet high.                                    the guard from area 1 to aid him.
                 Illumination. Throughout this level a faint greenish   Treasure. Under the pile of skins is a silver belt worth
                light penetrates from above, making torches or similar   250 gp. The giant wears a jeweled chain on his wrist (a
                lights unnecessary.                              500 gp necklace), and one of the sacks holds 950 gp.
                 Secret Doors. Secret doors in the rift are coated in   3.  EMPTY ICE  CAVE
                ice and snow, and thus difficult to find. It requires a   If  loud noise is made in the unoccupied chamber south
                successful DC 20 Wisdom (Perception) check to find   of the guardroom, the ceiling of ice and icicles in this
                such a door.                                     area partially collapses. A creature beneath the ceiling
                 Slippery  Jee. Fireball spells or other fire effects used   must make a DC 15 Dexterity saving throw, taking 16
                in these icy areas will make the footing within the area   (3d10) bludgeoning damage on a failed save, or half as
                of effect very slippery. A creature hit by an attack or that   much damage on a successful one. Softer noises or vi-
                moves more than half its speed over slippery ice must   sual clues could give warning of the unstable ice.
                succeed on a DC 10 Dexterity (Acrobatics) check or fall
                prone. For 5 minutes after such magical fire is used, the   4.  SMALL ICE  CAVE
                area will also be filled with fog that renders the area   This bone-strewn cave is the den of two adult winter
                heavily obscured.                                wolves and their three half-grown pups (use the dire
                                                                 wolf statistics). If  the young are harmed, the parents
                TOKENS  OF FREE PASSAGE
                                                                 fight recklessly, risking opportunity attacks and ganging
                In a few locations within the rift, the characters can   up to kill quickly.
                find and obtain special items that enable them to move
                through the stronghold without raising an alarm. If  one   5.  ICE  CAVERNS
                member of a group displays a token of free passage, its   In a chamber southeast of the wolves' lair, the giants
                privilege extends to the entire group. Those individuals   have preserved eight corpses of mutilated victims,
                are safe from attacks by the giants or the giants' allies   standing them upright and enclosing them in blocks of
                as long as they take no aggressive action.        transparent ice. These exhibits are meant to frighten off
                                                                  any trespassers. The bodies are obviously hacked and
                RANDOM ENCOUNTERS                                 very dead, not merely frozen whole.
                On the upper level of the frost giant stronghold, the   Treasure. Each of these corpses has some valuable
                chance of a random encounter occurs on an hourly   item with it in the ice. Beginning with the northernmost
                basis. At the end of each hour, roll a dl2. On a roll of 1,   one and proceeding clockwise, the ice blocks contain:
                which indicates a random encounter, choose from the
                following possibilities:                          •  A dwarf and a +1  battleaxe
                                                                   An elf with a long case at its feet (containing a
                  ld4 + 1 yetis                                    staff  of  frost)
                  One frost giant                                  A human wearing a jeweled belt (worth 1,000 gp)
                  ld4 + 1 ogres                                   •  A human with a tube in its hand that contains a scroll
                  ld6 + 1 winter wolves
                                                                   of  protection (elementals)
                                                                  •  A dwarf that has a spilled pouch of gems at its feet
                                                                   (thirty-seven in all, worth 10 gp each)

                                                                                    CHAPTER 6   AGAIN>;T  fHE  GIANTS
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