Giantsrapture
Giantsrapture
By Stephen Chenault
Conversion: JASON VEY
Editor: TIM BURNS
Front Cover: PETER BRADLEY Interior Art: PETER BRADLEY AND JASON WALTON
Art Direction/ Cartography: PETER BRADLEY
©2018 Troll Lord Games. All Rights Reserved. Castles & Crusades® is a registered Trademark of Chenault & Gray Publishing LLC, d/b/a Troll Lord
Games. SIEGE Engine™ is Trademark of Chenault & Gray Publishing LLC, d/b/a Troll Lord Games. Amazing Adventures is a Trademark of Chenault &
Gray Publishing, d/b/a Troll Lord Games. The Troll Lord Games, Castles & Crusades, SIEGE Engine, Amazing Adventures and Troll Lord Games logos
are Trademarks of Troll Lord Games. All Rights Reserved. 2018.
Art, artwork, cover art, cartography is copyright Peter Bradley of Ravenchilde Illustrations, 2018 or Troll Lord Games. All Rights Reserved. All content
copyright 2018 Troll Lord Games. All Rights Reserved.
BACKGROUND
When the Winter Dark Wars ended and the old Empire
collapsed, a plethora of kingdoms, counties, baronies, and free
towns rose up in the ashes. In the lands of eastern Ethrum there
were nine districts, as established by the empire. The districts
were comprised of old aristocratic families that in many cases
predated the Empire itself. In the ashes of its collapse, many
of these districts declared themselves independent. The first
of these districts was Anglamay-ot-Neider. Its leading family
declared themselves the County of Anglamay, and all the other
districts followed suit.
GIANT'S RAPTURE 3
SPECIFIC CLASS REWARDS: bottom of the wagon that can be spotted with a successful DC 16
A cleric or druid is awarded a small building, either in town or Investigation check. Inside the wagon are comfortable pillows
outside of it, to outfit as he sees fit as temple to their deity of and decorations. The wagon is driven by two of the drovers,
choice. Fastred and Artur. Fastred is the main driver. The wagon is
pulled by four oxen.
Any spellcasters are given access to Eurich’s personal library to
NOTE: Artur knows who is in the wagon.
make copies of what sorceries they may find there. This will
include up to fifteen new spells. FASTRED Commoner, Human (N Medium Human): HD1d8
A bard is given a post at court with a 10gp a month stipend. (HP 6), AC 11, Mv 30ft. Str 17 (+4) Dex 10 Con 10 Int 10
Wis 10 Cha 10. Perception 10 . Knife or hand axe +2 (1d4).
Rogues are given choice of post at court to serve the Count and SA None. Treasure: 1d6cp. Fastred is kind but bull-headed, and
his staff, making them Doge of Spies. listens to Artur in all that he does. Fastred is an able singer.
Rangers are made Wards and given fifty square miles of land to ARTUR Commoner, Human (N Medium Human): HD1d8
govern. Ownership is retained by the Count. (HP 8), AC 13, Mv 30ft. Str 16 (+3) Dex 17 (+4) Con 10
Int 10 Wis 10 Cha 10. Perception 10 . Knife or hand axe +2
(1d4). SA None. Treasure: 1d6cp., Artur is smart and rather
THE ESCORT
quiet. He uses two spoons as instruments.
The escort party consists of three wagons and two carts. There
are eight drovers who accompany the expedition. The princess WAGON 1: This wagon is much smaller and carries the
remains in one of the wagons, hidden from all for the entire trip. expedition’s food supplies. There are 420 days’ worth of foods
stuffs in the wagon. They are packaged in bundles of 1-day
The adventuring party should consist of at least one cleric, one standard rations and stored in ten crates. The wagon is pulled
ranger and a paladin. If a paladin is not being played, allow one by two oxen. Behm and Sauer drive this wagon.
of the characters to be of noble blood. It is to this individual
that the Count assigns the duties of escort, and this individual BEHM: Commoner, Human (N Medium Human): HD1d8
alone knows the nature of the cargo and the importance of (HP 5), AC 11, Mv 30ft. Str 18 (+4) Dex 10 Con 10 Int 10
the missions. On pain of forfeiture of all titles, rights and lands Wis 10 Cha 10. Perception 10 . Knife or hand axe +2 (1d4).
(and possibly their life), they are charged both with keeping the SA None. Treasure: 1d6cp. Behm is an expert hunter, and can
princess safe and with the success of the mission. It is up to that set snares and traps. He carries a small hunting bow and 16
individual to inform the party of what is in the wagon or not. arrows. He carries a hunter’s horn.
The drovers are not to be informed at all.
SAUER: Commoner, Human (N Medium Human): HD1d8
NOTE: The Count plays upon the honor of the character charged (HP 6), AC 11, Mv 30ft. Str 15 (+3) Dex 10 Con 10 Int 10
with leading the expedition. Wis 10 Cha 10. Perception 10 . Knife or hand axe +2 (1d4).
SA None. Treasure: 1d6cp. Sauer carries a mouth harp and is
THE DROVERS: There are eight drovers, two on each wagon and quite good at it.
one each for the carts. The drovers are all zero level non-player
characters and are not trained to fight. Each drover carries WAGON 2: This wagon is much like wagon 1 and carries the
his own personal affects with him in his wagon or cart. These expedition’s water and travel supplies. There are eight barrels of
include clothes, a sleeping roll, personal effects such as holy water and four barrels of beer in the wagon. There is only a ten-
symbols, and each has 20sp for the journey. day supply of water. The wagon also carries the following: 200
feet of heavy rope, a wood axe, four extra wagon wheels, three
The drovers have a number of musical instruments with them, crowbars to replace wheels, four small barrels of oil, six pots of
and they are quite apt at playing them and singing. If given the pitch, 500 strips of linen (each two inches wide and 36 inches
chance, they sing and play music in the evenings, occasionally long for bandages and other uses), a small fire-furnace for minor
while on the road as well. blacksmith repairs, a hammer, a set of tongs, two small beaver
traps, cooking kettles, and a bucket. The wagon is pulled by two
The drovers are not heroes, but neither are they cowards. They oxen. Maier and Thones drive this wagon.
are fearful of the monsters that are encountered below, but so
long as the characters stand their ground, the drovers do as well MAIER: Commoner, Human (N Medium Human): HD1d8 (HP
. . . even if that is on the wagons. They do not openly attack, 5), AC 11, Mv 30ft. Str 15 (+3) Dex 10 Con 10 Int 10 Wis 10
and if they are attacked by large monsters, they scatter, but will Cha 10. Perception 10 . Knife or hand axe +2 (1d4). SA None.
return. If the opportunity presents itself to leap in and aid a Treasure: 1d6cp. Maeir has a large family and wants to return home
fallen character for instance, they do so, dragging them from to them.
the melee.
THONES Commoner, Human (N Medium Human): HD1d8
THE BOX WAGON: This wagon is heavy with large iron bound (HP 10), AC 11, Mv 30ft. Str 18 (+4) Dex 10 Con 12
wheels. Its large axles are braced with shocks to soften the road. (+1) Int 10 Wis 10 Cha 10. Perception 10. Warhammer +4
It has no visible doors. Access is gained through a hatch in the (1d8+4) bludgeoning. SA None. Treasure: 1d6cp. Thones is
CART DRIVERS, LEO AND LEON (BROTHERS) Commoner, CAROLISA Acolyte, Human (LG Medium Human):
Human (N Medium Human): HD1d8 (HP 6), AC 11, Mv HD2d8+4 (HP 18), AC 11, Mv 30ft. Str 17 (+4) Dex 10
30ft. Str 17 (+4) Dex 10 Con 10 Int 10 Wis 10 Cha 10. Per- Con 17 (+4) Int 10 Wis 10 Cha 15 (+3). Perception 10 ..
ception 10 . Knife or hand axe +2 (1d4). SA None. Treasure: Treasure: 1d6cp. Carolisa has no particular skills beyond those
1d6cp. normal to a woman of her station. She can read and write vul-
gate and Ethrum, and she speaks Vulgate, Ethrum, Aenochian
THE PRINCESS and Elvish. She is a skilled seamstress, and her spellcasting abil-
ity is Wisdom (spell save DC 12, +4 to hit with spell attacks.
The princess remains in the heavy wagon. Her quarters are Cantrips (at will): sacred flame, 1st Level (2 slots) bless, cure
comfortable, pillows and blankets covering the wagon. Her food wounds. She is only 17.
she gains from a decanter of endless water and a small box given
to her by the priests of St. Luther that can create food and water If for whatever reason she is removed from the wagon, she
for 35 days. The days are cool, the wagon closed, so that she proves to be a very agreeable person. She is kind, thoughtful,
is warm and comfortable. She is able to hear what is going on and looks to the welfare of others. Her greatest concern is for
around her due to several smallish holes cut in the wagon here her father, their County and the people that live within. She
and there. has a backbone and will do nothing to dishonor her family. She
will fight if needed (though she has no skill in that regard). She
will help the wounded where she can, and is not squeamish in
doing so.
If word gets out, the King of Anglamay (who has troops not
fifteen miles from the Great Wall) quickly learns of it, and in
a snap understands what the Count is doing and where he is
sending his daughter. He dispatches riders to pursue her. They
are mounted knights and men-at-arms who move 60 miles in a
day. There is only one road beyond the Great Wall, through the
wilderness to Kayomar, and that is the road the knights take.
GIANT'S RAPTURE 5
The knight carries 250gp worth of jewelry and coin. He rides a bandits and monsters who would take the gift as their
medium warhorse.) own, destroy it or despoil it. This gift I have placed in a
wagon so that none may know of it. The wagon will be
ANGLAMAY SERGEANTS X 4: Sergeant, Human (NG Me- with a caravan, so that none shall suspect it is special.
dium Human): HD 5d8 (HP 25), AC 15, Mv 30ft. Str 14
(+2) Dex 12 (+1) Con 10 Int 10 Wis 12 (+1) Cha 10. It is a dangerous journey, made more so by the caravan.
Perception 11. Treasure: 1d6cp. Each wears breastplate and The journey is long, over 400 miles, taking you through
carries broadsword, knife and a lance. Each has 50gp worth of the wilds where no power rules. I have charged the
coin and jewelry. They all ride light riding horses. Paladin here with this task, and I call upon you as friends
of his, and from whatever loyalty you have to me and my
ANGLAMAY GUARDSMEN X 20 Guardsman, Human (NG people, to carry out this task.
Medium Human): HD 2D8+2 (HP 12), AC 16, Mv 30ft. Str
12 (+1) Dex 12 (+1) Con 12 (+1) Int 10 Wis 10 Cha 10. I have chosen you for this task because there are many
Perception 10. Treasure: 1d6cp. ,Each wears chain shirt and of the bastard’s spies about, and few will look to a
shield, carries a battleaxe, and has 10-20gp worth of jewelry caravan of wagons leaving the town, led by a party of
and coin. They all ride light riding horses. adventurers. They shall suspect only that you are leaving
the County before the King overwhelms us.
ANGALMAY CROSSBOWMEN X 10 Crossbowman, Human
(NG Medium Human): HD 2d8 (HP 10), AC 11, Mv 30ft. I do not expect your loyalty to be free, so I offer you
Str 10 Dex 12 (+1) Con 10 Int 10 Wis 10 Cha 10. Perception further recompense. Each of you shall be given 1000
10. Treasure: 1d6cp. Each wears studded leather, and carries a golden ducats. You shall be pardoned of any crimes
crossbow, twenty bolts, short sword, and have 10-20gp worth of against you or charges against your family. Further, upon
jewelry and coin. They all ride light riding horses. your return I shall grant you, or in case of your demise,
your next of kin, a patent of nobility and the title of
THE JOURNEY BEGINS Knight-Errant, as well as one hundred parcels of land
to sell or rent or dwell upon as you see fit. But to each,
As noted, the Count has gathered all the characters into his
reward is due, and for each of you the following . . . .
private meeting hall. The room is sparsely decorated, reflecting
the Count’s nature. A large wooden chair stands at the end Here he grants the class specific rewards to each party member.
of the rectangular room, and six torches flutter in the cool air All this is guaranteed upon success of the mission.
brought in from the two arrow slits. A large fireplace fights off
the early autumn chill. The characters are brought in and made
to wait for a short while, after which the Count enters with one
ORGANIZING THE JOURNEY
of his guards. The adventure is designed to play out in three 3-hour sessions.
Each of the three adventures includes overland travel, which
The Count is a tall man, bearded, with a stern if comforting breaks down as follows:
look. He wears a suit of banded chain mail, with an iron sword
strapped to his side. He wears no mark or symbol reflecting his Sixty miles and six days from Castle Olmutz to the Great Wall.
rank. Everyone knows who he is.
Twenty miles and two days from Great Wall to Ashflat (end of
Read or paraphrase the following: A Stone’s Wager)
I have gathered you all here, for I have a task for you 80 miles and eight days from Ashflat to the Mettlock Hills
to complete. If you are successful, the rewards shall be
great. Failure is not an option. For if you fail, we are all Eight miles and one day through the Mettlock Hills
lost. As you know, we have been at war with the bastards
25 miles and three days from Mettlock Hills to Eil Wood (end
of the north and that self-styled King. They have spent
of Winter’s Promise)
the spring and summer ravaging our holdings beyond the
Tot River and have only just recently seized the castles 225 miles and 25 days from Eil Wood to the Tar Kiln and Hells
of Ire and Peth, those same bergs that hold the river Furnace
crossings. Next spring they will cross with their armies
and sack the County, despoiling all who live here- our 25 miles to the headwaters of the Ardeen River and Safety (end
families, the people… everyone. of Trial by Fire)
So we must seek aid. And that aid I can only find with It is a journey of several weeks (indeed, of well over a month) if
our friends in the south, in the Kingdom of Kayomar. there are no mishaps or delays. This roughly equates to nineteen
To do this, I am sending a gift of wondrous value to the miles per day for the wagons and carts. Clearly if the wagons
Lords of those Lands. It must be escorted to the town of are abandoned for whatever reason the journey may pick up in
Twin Forks and it must be done so secretly. The bastard speed. Doing so of course exposes the princess to harm and the
has spies along all the roads surrounding Kleaves, and spies of the King, if she is seen on the road.
watches even in the wilderness. Beyond that there are
GIANT'S RAPTURE 7
There is only one encounter of significance during these three On the morning of the fifth day whoever wakes first must make
days. a DC 10 Perception check. If successful they see a mounted
figure some 1000 yards off from the camp. It is clearly watching
KEIL THE MULE them. The figure is mounted on a nag horse and possesses a
long spear with a red rag hanging from it. The figure seems
Keil the Mule is a friar in the service of the Horse God Ores
to be wearing armor but with the distance it is difficult to
Tsar. He is well traveled and has, some years past, followed the
determine. If there is an elf in the party, or they have some type
south road, called by men the Hollows Road. Whether he joins
of spy-glass they can determine what it is with a successful DC
the party for dinner or just meets on the road, he freely passes
10 Intelligence check.
on what information he has.
It is a hobgoblin scout.
KEIL THE MULE: Acolyte, Human (CG Medium Human):
HD2d8 (HP 10), AC 11, Mv 30ft. Str 15 (+3) Dex 10 Con The hobgoblin watches the party for a short while, and then
10 Int 10 Wis 10 Cha 10. Perception 10. turns and rides off. If anyone even shows signs of pursuit he rides
pell-mell to the west.
The road they are on splits after about 30 miles. One goes north
to the Hanse City, while the other, the Hollows Road, goes About five miles north of the road lies a large party of hobgoblins.
south to the Great Wall and Wilderness. The Hollows road splits They are mounted on a breed of rugged horses, tall and stout.
into two roads just before the Great Wall, with both sections If the hobgoblin scout is pursued, he leads his pursuers directly
directed toward two different gates in the Wall. These gates are toward the larger war band. If he is not pursued the he rides to
the only easy way to get through the wall unless you climb it. the war band, alerting them to the caravan. They all immediately
The northernmost gate, Keil is almost certain, is held by a large mount up and attack.
band of hobgoblins. The second one he cannot comment on, as
he does not know. He has heard that giants have settled on the There are 51 in all. They are all mounted and dressed similarly.
Hollows Road and warns the party to be cautious. There is one chieftain here, and one sub-chief. They attack in
a semi-organized manner. Splitting into two parties of roughly
At no point does he ask about the wagons or their content. fifteen each, they sweep out into a pincer movement, trying to
Nor does he show interest in their journey. Keil’s alignment is hit the caravan from the front and rear simultaneously.
Chaotic Good, and a short conversation and successful DC 12
Wisdom (Perception) check will reveal to the party that he is a In hobgoblin society, hierarchy is extremely important. If the
trustworthy individual. hobgoblins suffer the loss of their Chief and Sub-Chief, their
morale begins to break. The Chief and Sub-Chief cannot break
ONTO THE HOLLOWS ROAD and run or they lose face (as well as their place in the hobgoblin
hierarchy), so those two at least stand and fight until they are
After three days, the characters come to a split in the road. One killed or all the characters are dead.
branch turns due north, heading up toward the Hanse City States.
The south track splits off, heading in a southwesterly direction. Any character with experience with hobgoblins may make a
A wooden placard marks the spot. A sign pointing south says successful DC 10 Insight or Nature check for this knowledge of
“Hollows Road/Wall” while a second sign reads “Hanse Road” the hobgoblin hierarchy.
and points north. Read or paraphrase the following:
HOBGOBLIN, CHIEF Hobgoblin (LE Medium Humanoid) HP
The weather continues to hold as you turn your caravan 21 (HD 3d8+6), AC 17, Spd 30ft. Str 15 (+3) Dex 13 (+2)
to the south and head down the Hollows Road. The sky Con 14 (+2) Int 10 Wis 10 Cha 9. Perception 10. Longsword
is a light blue with no clouds in sight. The rolling plains +3 (1d10+1) or Longbow +3 (1d8+1; 150ft/600ft). SA
tumble into the west, vanishing into the dark-lined Extra damage (1/round +2d6); Darkvision 60ft. He carries
horizon. The road itself appears to be little traveled, the a long spear that he uses as a lance. He is wearing chain with
dirt tracks overgrown with grasses of many colors. plate on his arms and legs. He also has a shortbow with twelve
arrows. The chief carries a pouch of magical nord stones. There
Any ranger, druid or bard knows that that dark line on the are eight of these stones. If placed in the sunlight, a stone will
horizon is actually the Great Wall, that massive fortified line flake. The flakes can be chewed, healing 1d4 points of damage.
that stretches from the Bergrucken Mountains in the south to Each stone can create 1d4 flakes per hour while in sunlight.
the Inner Sea in the north.
HOBGOBLIN, SUB-CHIEF Hobgoblin (LE Medium Human-
Also, anyone with any weather sense can make a DC 12 Survival oid) HP 18 (HD 3d8+3), AC 17, Spd 30ft. Str 14 (+2)
check. If successful they realize that the light blue sky, is a sign Dex 13 (+1) Con 12 (+1) Int 10 Wis 10 Cha 9. Percep-
of cold weather to come. tion 10. Longsword +3 (1d10+1) or Longbow +3 (1d8+1;
150ft/600ft). SA Extra damage (1/round +2d6); Darkvision
The fourth day is much as the first three, slow moving and
60ft. He carries a long spear that he uses as a lance. He is
eventless. By the end of the day everyone can clearly see the
wearing chain with plate on his arms and legs. He also has a
massive wall in the distance. It now becomes a permanent part
shortbow with twelve arrows.
of the horizon.
THE WALL The Hollows Road continues to the far southern reaches of the
Great Wall, dividing about six miles out into two smaller roads,
On the morning of the sixth day the party should be within ten
both of which go on to the wall, penetrating it roughly ten miles
miles of the wall. It dominates the horizon. As they approach
apart. The characters can chose to go either way, the warning of
a little down the road, they come to the crossroads. Read or
the traveling friar not withstanding.
paraphrase the following.
The wall, which has loomed in the distance for many NORTH GATE
miles, now comes into sharp focus. It dominates the This gate is in ruins, with much of the whole wall has collapsed
horizon, winding over the flat lands to the north like a and been carted off or tossed to the side so that it looks as if a
shaft of iron; to the south it climbs into the mountains huge axe has cloven the wall in half. In only a few places is the
which now hem your journey in. Its bulwarks are wall still connected over the gate, allowing passage from one
some sixty feet high, though the ruins of it leave many side to the other.
breaches. Towers and bastions top the wall here and
there, but many of these have fallen to the wayside, The Northern Gate is held by a large tribe of hobgoblins (use
leaving nothing but an echo of fallen stone. The road the 5e MM Hobgoblin stats), in fact, the very same tribe that
splits here, one track heading due west, the second assaulted the party the previous day. They live within the wall,
winding on to the south. on both sides of the gate. Their scouts have long since alerted
them to the caravan’s approach. They have fortified the gate
The Great Wall of Ethrum is several hundred miles long, and against them, piling all manner of debris inside the wall’s road
ranges in both height and width. The average width is 100 feet to block the wagons’ passage.
and the average height about sixty feet. The towers that remain
are higher still. A broad road mounts much of it, with many Even though the gate is blocked, the hobgoblins are plain to
forts and castles built upon its height. Barracks and dungeons, see. There are hobgoblins moving here and there about the
with corridors to connect them, run throughout the complex structure, making it obvious that passage through here will be
structure. difficult to say the least.
In the early days of man, the people of Ethrum and Aenoch HOBGOBLIN (LE Medium Humanoid) HP 12 (HD 2d8+2),
struggled for mastery of the lands of Ursal, the lands to the east AC 11, Spd 30ft. Str 13 (+2) Dex 12 (+1) Con 12 (+1) Int
and west of the Ursal Straights. The Aenochians conquered 10 Wis 10 Cha 9. Perception 10. Longsword +3 (1d10+1)
much of the world, so that only the Tarvish Emperors remained or Longbow +3 (1d8+1; 150ft/600ft). SA Extra damage (1/
to struggle against them. round +2d6); Darkvision 60ft. They carry long spears that
they use as lances.. Every fourth hobgoblin carries a shortbow
During the great battles, called the Isles of Mark, the Tarvish with twelve arrows.
Emperors saw that they could not master the Aenochians,
so they reflected upon how best to defend their homeland of The party’s options are limited:
Kayomar. First, they fortified the fjords and bridges which
crossed the rivers Saline and Ardeen. They did likewise 1) Bargain with the hobgoblins. This is possible but the
throughout the Bergrucken Mountains. There they constructed hobgoblins will require all the wagons and their content.
GIANT'S RAPTURE 9
2) Attack the hobs and force the gate. This will be difficult, good condition and show only the slightest signs of age.
as they are dug in and have numbers on their side. Even a The mortar has chipped away, some stones are cracked,
conservative estimate on the task of clearing enough debris from and the wall has settled, making it dip here and there.
the gate to get the wagons through would put it at a week’s task. Pillars of stone stand out from the wall; some are very
high, and some are attached to the wall. They appear
3) Head south for the southern gate. The plains here are easy incongruous with the greater edifice, almost as if they
enough that the party can just cut south looking for the gate, or were stalagmites, grown from the wall itself.
they can back track to it.
The pillars are stone giant homes. Stone giants prefer the sun,
If the characters attack, the hobgoblins cannot be dislodged wind and rain to the cold dark of the underground. They live
until all their Chiefs, Sub-Chiefs, War Chiefs and Shaman
are killed. Even then they only retreat to inside the wall, from
where they continue to hound the characters.
The hobgoblins have fortified the gate house very well. Large
stone blocks set at various angles disallow any quick movement
through the tunnel. Some twenty heavily armed hobgoblins, in
half plate with halberds and awls hold the tunnel about mid
way, fifty feet in. They have placed another thirty or so on the
upper wall and thirty occupy each side of the gate (for a total
of sixty). These are armed with crossbows, burning pitch, fire
hoops and other incendiary devices.
Refer to the stat blocks above if the party attempts to force the
gate.
SOUTH GATE
The south gate is in far better shape than the north. Where it
intersects with the wall, it is in very good order. The gate itself is
arched, thirty feet wide and eighteen feet tall. The tunnel cuts
through with few obstructions. It is the most commonly used
gate and the road here shows all the normal signs of traffic.
The tracks of course belong to the stone giants who have taken
up residence in the wall. They have moved down from the
Bergrucken Mountains in search of more interesting hunting
grounds, and settled upon the Great Wall, for its stone facade
and massive size appealed to them. Now they occupy the gate.
They have settled upon the sides and top of the Great Wall,
constructing huge towers of stone into their homes.
The gate comes into view, wide and tall, with no obvious
obstructions. It leads into a tunnel that passes beneath
the Great Wall, and the tunnel looks to be at least a
hundred feet long. The wall and gate are in amazingly
GIANT, STONE X 17 (N Huge Giant) HP 126 (HD When queried what his terms are, he says that to pass through the
11d12+55), AC 17, Spd 40ft. Str 23 Dex 15 Con 20 Int 10 gates, the party must best him at four challenges simultaneously,
Wis 12 Cha 9. Perception 14 (+4). Athletics +12. Hurled and a fifth challenge after the four are completed. If they
Cow +9 (4d6; 60/240) or rock +9 (4d10+6; 60/240ft). SA succeed, they can pass without harm. If they fail, they must
Darkvision 60ft, Stone Camouflage, Rock Catching (DC 10 move on their way.
Dex). A greater stone giant can use the 4th-level transmutation
By this time the other giants have come to join the leader, or
spell Stone Shape at will, as a spell-like ability. If a stone is larger
have gathered on the walls above to watch the players tackle
than 5 feet in all dimensions, they can target individual 5-foot
the challenge.
sections, working over the entire larger stone in this manner,
with each 5 foot section requiring one standard action to shape. PLAYING THE CHALLENGES: The challenges are not designed
This ability does not affect the Challenge or XP value of the to kill the party, nor make it impossible to get through the
giant. gate and tunnel. The giant’s true purpose is an afternoon of
entertainment. They fully intend to allow the party, wagons
THE FIVE CHALLENGES and all, to pass unmolested so long as the characters offer them
Stone giants are not evil, nor particularly violent. However, no true violence. If the party attacks the giant, at least half the
they do love to gamble. When they see the party approaching, other giants come to join the brawl.
their leader, the largest of the giants who lives upon the top of
The giant presents the first four challenges to the party, holding
the wall, takes note. He immediately determines that the party
the fifth for last, as it is the most dangerous. If asked, he says just
might offer him some form of entertainment. He watches them
that. The challenge are: 1) One of the party must climb the wall
for a short while and waits to see what they do.
GIANT'S RAPTURE 11
to the top taking with them a magic jar; 2) Someone must move Do not repeat these steps. At no point should they make more
the stone that blocks the tunnel; 3) Someone must wrestle the than three Dexterity checks, no matter how many times or how
giant; 4) Someone must retrieve a gem from beneath the wall, far they fall down the wall.
5) A nest of cockatrices have taken up residence in one of the
pillars, they must be cleaned out. ELEMENTAL: There is an air elemental that dwells upon the side
wall. It inhabits the crevices between the stones, moving back
DIVINING THE GIANT'S INTENTION: Any spell or ability that and forth along the surface of the wall, utterly undetected from
allows characters to determine what others are thinking below or above. It is extremely playful and completely unaware
or feeling reveals that the giants mean them no true harm of any other creature’s inability to fly or ride the winds.
but desire entertainment only. Similarly, a successful DC 10
Perception check will reveal the same. ELEMENTAL (AIR), LESSER (N Medium Elemental) HP 10
(HD 2d8), AC 12, Spd 90ft (fly). Str 13 (+2) Dex 14 (+2)
THE DROVERS: The drovers are clearly not equipped to fight, Con 13 (+2) Int 8 (-1) Wis 12 (+1) Cha 7 (-2). Percep-
or in any other way engage the giants. During the encounter tion 11(+1). Slam +2 (1d8 bludgeoning). Immune to poison.
they stay close to the wagons and carts. If for some reason Challenge 1/2 (100 XP).
combat breaks out most flee but the wagoners on the princess’s
wagon do stay with the wagon, trying to get her to safety. They As soon as someone reaches sixty feet up the wall, the elemental
do not run far, returning after the combat is over. Assuming takes notice and moves toward the individual. Allow that person
the characters take up the challenges, the drovers remain at a DC 13 Perception check. If successful, they notice moss or
their wagons, terrified, but holding their own. They help the lichen moving in a very deliberate straight line pattern meaning
characters if the opportunity presents itself. either something odd is afoot, or a very tiny and very focused
straight line wind is moving along the surface of the wall.
NOTE: The challenges themselves are designed to engage all
the party members. It is best not to run them separately, but The elemental moves to the characters’ locations, stopping
rather all together. The rogue should be climbing the wall and directly in front of their face. It then proceeds to kick out
fighting the air elemental while the fighter and fighter types are dust and mortar between stones, making the wall weaker.
wrestling the giant and the wizard and cleric are moving the The elemental continues to do this for four full rounds as the
stone. In this way no one at the table is sitting still, bored while characters either goes up or down. The characters should be
someone else is completing a challenge. made to fear whatever is pursuing them.
GIANT'S RAPTURE 13
If anyone sits in the chair while she is there, they feel a bitter even unto violence against their allies. Characters thus affected
cold creep through their bones. After 4 rounds they suffer 1d4 are entitled to a new save at the end of each of their turns,
points of damage. ending the effect upon themselves with a success, but if they
continue to possess the gem at the start of their next turn, the
The banshee cannot see anyone in the room until they touch process begins anew each round.
the sarcophagus lid. As soon as they do, she is alerted to them
and sees them as shadows of hell coming to drag her body to If the characters take one ruby (and one only), and bring it
Aufstrag. She begins a low keening sound, a moan that anyone to the giant, they have succeeded the challenge. When they
can hear on a successful DC 10 Wisdom (Perception) check. show him the ruby he tells them to keep it as a reward for the
challenge. At this point, the ruby’s power to charm its bearer
NOTE: The banshee has not fully materialized at this point and fades and the hero is no longer compelled to return it.
doesn’t until someone reaches their hand into the sarcophagus.
So she cannot be turned as of yet. If they take more than one, they fail. Even if they hide the
rubies the giant will know, as his affinity for stones and gems
Removing the lid is not difficult; it is surprisingly light and in particular allows him knowledge of the stones. If they have
unattached. It is held in place by stone shelving on the inside done this, he hints that perhaps the creature that dwells in the
of the lid. It must be lifted off the tomb. Doing so requires a crypt has suffered too much and it would be a shame to relieve
successful DC 15 Strength (Athletics) check. Anyone can her of all her gems. If they opt to return the gems he lets them.
attempt this action three times. The DC increases by 2 for each However, they will have to fight the banshee again if they put
subsequent attempt. their arms in the sarcophagus.
As soon as the lid is free and clear of the tomb, the banshee
begins to howl and moan. Anyone and everyone can hear the EXTERMINATORS
sound. Her voice is deep, filled with despair tinged with rage. The giant says: “Upon the wall above lies a pillar of stone,
The temperature in the room falls precipitously. Within a few fashioned by one of our Masons not long ago. It has
rounds the noise is a loud keening that begins to affect everyone’s become infested with wilderland birds. The challenge is
concentration. Any hero who fails a DC 17 Constitution save for you to clean out the nest. But be wary, for their bite
suffers disadvantage to initiative checks. is like poison to us and stone to you.”
AREA 3: THE SARCOPHAGUS The fifth and final challenge is brought up only after the rest
of the challenges are completed, whether successfully or not.
As soon as someone reaches their hand into the tomb the The largest and tallest of the pillars stands upon the top center
banshee materializes in the chair. She howls like madness and of the wall. It is sixty feet high and forty feet round at the
attacks the party. Now she can be turned. base, narrowing to thirty feet at the top. A pack of six nasty
cockatrices have taken up residence beneath the top stone. The
BANSHEE (CE medium undead), HP 54 (HD 12d8), AC 12,
stone giant desires the characters to clean it out.
Spd 40ft. (fly) Str 10 Dex 16 (+3) Con 10 Int 8 (-1) Wis 10
Cha 16 (+3). Perception 10. SA darkvision 60ft, brute, Ne- Anyone can attempt a DC 15 Wisdom (Nature) check for
crotic touch attack +3 (2d6+6). SA: Detect life, incorporeal knowledge of stone giants and poisons. Upon a successful check
movement, horrifying visage (DC 13 Wis save or be frightened they know that the only poison a stone giant fears is the bite of
for one minute; new save each turn), wail (1/day; DC 13 Con a cockatrice. Where it turns a normal man to stone, for a stone
save or drop to 0 hit points. Success = 3d6 psychic damage). giant it destroys all their affinity with stone; they cannot shape
stone in any way, and even the touch of it is repulsive. For this
If the banshee is turned she only leaves for ten rounds, at which
reason the stone giants will not clean out the nest themselves.
point she returns to the chair. If there are people still mucking
around in the sarcophagus, she attacks again. The characters can all act together now. There are six
cockatrices living in a small cleft beneath the uppermost stone.
Inside the sarcophagus is the wrinkled body of a woman, dressed
They infested the pillar soon after it was made, nested, had
in finery that has long since lost its luster. She wears no jewelry,
young ones and now dwell there, leaving periodically to hunt.
but beneath her feet is a small metal box. The box is unlocked
The stone giant who dwelt here was bitten, went insane and
and contains 25 rubies. Each of the dark, red gems scintillates
fled into the wilderness.
in the light (assuming there is a torch, lantern or magic item),
which seems to bounce around the rubies’ cut sides until it slows There is rock shelving that leads all the way around the pillar to
and passes away. the top so that the characters can walk, single file up the pillar.
It is sixty feet high. The top of the pillar is flat, made of four
MISSY'S RUBIES: Each of the rubies is magical. If held up in any
flat, very smooth stones stacked one on top of the other. The
light the ruby captures that light and tosses it about the gems.
upper most stone weighs about 300 lbs, and is not melded to the
Anyone unaware of the ruby’s properties must make a DC 15
others. There is a cleft here. This is where the cockatrices live.
Charisma saving throw every round that they are in possession
of the gem, or be charmed by the gem. Characters thus charmed COCKATRICE, X 6 (Unaligned small monstrosity), HP 36
will refuse to remove it, or to allow anyone else to remove it, (HD 8d6+8), AC 10, Spd 20ft., 40ft fly, Str 8(-1) Dex 11
WINTER'S PROMISE
If you are picking up this adventure from A Stone’s Wager, there
are several items that the party should have acquired that may
help them out. The healing water, Missy’s Ruby, the four figurines
of wondrous power: silver raven, onyx dog, obsidian steed, and
serpentine owl and the blue bottle with the air elemental in it.
These items are not necessary to successfully complete Trial by
Fire or A Winter’s Promise, but they may be very helpful.
GIANT'S RAPTURE 15
ASHFLAT wears studded leather armor and wears a +1 ring of protection.
On his horse he carries a shortbow with 36 arrows in a bundle.
This small town exists in the middle of the wilds, falling prey
He has a small pack he carries with four days’ worth of food, a
to all manner of beasts from the woods, the mountains and the
water flask and flint and steel. He keeps 89gp and a 100gp gem
plains. Her people are rough around the edges, but tough and
in a pouch hidden inside his shirt.
resilient. Here, the weak die.
There is no one ruler here. However, one strong arm or the TO THE METTLOCK HILLS
other takes charge of the town’s defenses, and the town has This journey to the Mettlock Hills takes eight days from Ashflat.
somehow managed to build a wooden wall around the bulk of The road is bumpy but sound, the ground slowly freezing over as
its houses. Her streets are dirt, and muddy in the rainy seasons. the weather continues to be cold and stay cold. Every few days
The buildings are a wide mixture of wood, stone, wood and snow flurries hound the party. Read or paraphrase the following:
stone and mud houses. There are several small taverns, but a
large two floor affair in the center of town is called the Frost The rocky slopes of the Bergrucken curve to the south
Giant’s Rift. and the road follows them; to the north and west the
heavy eaves of the Blaudun Timberland hem you in.
The townsfolk are friendly, always looking for fresh faces to buy The pale blue sky is lost beneath a rolling blanket of
and sell their wares to. It is the perfect place for the party to clouds. The temperature drops precipitously, and the
resupply, and the only place left to them. Almost anything can light mist in the air turns to flurries of snow, promising a
be bought in the town. freezing night and a long journey ahead.
He approaches in a very friendly manner, and asks only general 1) CROSSING SMALL RIVER: The caravan comes to a small river
questions. In the course of the conversation he drops careful winding down the mountain slopes. It spills into a gulley that
hints about his skill as a tracker and hunter as well as his crosses the valley floor and meanders to the forest beyond. It
voluminous knowledge about the Hollows Road. He clearly is not deep, but recent rain or snow has increased its depth to
knows they are headed south (as everyone in town does), so about three feet. The road vanishes into the water.
he mentions that moving wagons south in the winter months Lutke explains that the bottom is very muddy and pushing these
is dangerous. wagons is going to be extremely difficult, so the more hands on
Around this point he offers his services as a guide. If they take deck the better.
him up on it, he needs only a few hours to settle his affairs, pay Getting the wagons across requires each team (or the characters)
his tabs, and get enough food for the journey. He knows the to dismount and push the wagon through the muddy water. The
country and is happy to guide them as far as the headwaters of first wagon requires a DC 15 Strength (Athletics) check to push
the East Fork Run. The cost will only be 25gp. it through. Assisting a person that pushes the wagon allows the
Lutke is actually a bandit scout and he has set up an ambush in check to made with advantage. One individual should make
the Mettlock Hills. When he mentions he has gone to settle his the check. For each wagon or cart that goes through the water
affairs the party can attempt to follow him to see where he goes. increase the DC by 1 as the bottom becomes muddier. A failed
He is very careful, however, and following him in this unknown Strength check means the wagon is stuck in the mud and the
town will require a successful DC 15 Wisdom (Survival) check, characters are going to have to unhitch a team of mules and
barring magical means. He goes to one of the small stores, pays oxen and hitch it to the moribund wagon to get it out.
a tab and tells the store owner to let his Captain know that he’ll Anyone on the ground pushing must make a successful DC 10
have the caravan in the Mettlock Hills in 8-10 days, where they Dexterity saving throw or fall into the water while pushing the
can then ambush them. wagon. The water is extremely cold and deals 1d4 points of cold
LUTKE Infiltrator (NG medium human scout), HP36 (8d8), damage per each round the character remains within. Climbing
AC 17. Spd 30ft. Str 17 (+4) Dex 17 (+4) Con 16 (+3) Int out against the current and through the mud requires a DC 10
8 Wis 11 Cha 9. Perception 10. Morning star +4 (2d8+2) or Strength (Athletics) check.
Javelin +4 (2d6+2; 1d6+2 - 30ft/120ft). SA darkvision 60ft, 2) WAGON WHEEL BREAKS: In the course of the journey one of
brute, surprise attack (+2d6).In battle he uses a +2 longsword the wagon wheels on the main wagon breaks; four of the spokes
and a dagger coated in poison (on a successful attack, make a shatter while going over a rock. As the wagon lurches to a halt
DC 15 Constitution save or be poisoned for ten rounds). He
4) DROVER BREAKS LEG: The ground has become moist with The characters may discover he’s missing, either through seeing
rain and snow melt. At some point a wagon becomes stuck. him leave, or checking his bedroll. If they do, it is up to Lutke
The drover dismounts and, taking a long pole from the wagon, to keep himself alive. He will come clean if forced to, but his
begins to leverage it out. The team pulls forward, the wagon desire is to just skip the whole ugly incident. If questioned, or
lurches, the pole snaps with a loud crack and the wagon rolls if he goes undiscovered, he tells them that he has scouted the
back, catching his leg and crushing it. pass for the morrow’s ride and discovered bandits on the road.
He then suggests an alternate route that will put them out of
Allow any character near the drover to make a DC 14 Dexterity their element, but should put them back on track beyond the
saving throw to pull the drover out of harm’s way. Eil Wood.
If his leg is broken, someone is going to have to set it; A The alternate route bypasses the bandits by placing them on
successful DC 10 Wisdom (Medicine) save will allow someone a trek that leads into the Blaudun Timberland, north of the
to make a splint for the leg if a healing spell isn’t available. Mettlock hills.
His movement is cut in half and he’ll be largely useless in
THE SHORTCUT
walking and setting up camp. He volunteers to cut firewood,
grease axles, etc. The shortcut takes the caravan through a narrow forest track
that hardly accommodates the wagons. It is dark, dreary, snow
NOTE: Lutke joins in and helps in any and all of the encounters. drifts against the trees, and it is very slow going. The drovers
His personality comes out. He is neutral good, being kind and have to leave the wagons constantly and clear the trek of
attentive. He takes watch and sets to any burdens asked of him. bramble, limbs and other forest debris.
Assuming the characters are kind to him, he begins to lose his
desire to set them up, and is having second thoughts about The caravan must spend at least one night in the forest. At
taking them to the Mettlock Pass. some point on the journey they pass under or camp beneath
a feulk nest. This huge, amorphous creature occupies the top
GIANT'S RAPTURE 17
of trees. When viewed from the ground it looks like little more BANDITS X24 (NE Medium Human): HD 2D8+2 (HP 12),
that tangles of vines. Any ranger or druid might detect it on AC 16, Mv 30ft. Str 12 (+1) Dex 12 (+1) Con 12 (+1)
a successful DC 15 Nature check. Regardless of whether the Int 10 Wis 10 Cha 10. Perception 10. Treasure: 1d6cp. Each
creature is detected or not, it attack the party, dropping huge wears chain shirt and shield, carries a battleaxe, and has 10-
tendrils down from above to grab up the nearest mule or oxen, 20gp worth of jewelry and coin.
following that with attacks on the party.
NOTE: As with the prior encounter, at least one drover should
FEULK (Unaligned large monstrosity) HP 132 (HD be killed in this encounter. Later the other drovers bury him
15d10+45), AC 15 (natural armor), Spd 0ft. Str 18 (+4) or at least give services, requesting the cleric to officiate and
Dex 16 (+3) Con 17 (+3) Int 2 (-4) Wis 12 (+1) Cha perhaps sanctify the ground.
6 (-2). Perception +4, Stealth +6, Survival +4. Bite +6
(1d6+4; must grapple first). Tentacle +6 ( 10ft., 1d8+4, plus CONFRONTATION WITH LUTKE: Lutke is (or was) a bandit.
1d4 acid; DC 15 Strength save or be grappled, restrained and His back story is simple. He’s fallen on hard times and has
suffer 1d8+4 bludgeoning and 1d4 acid damage each round, joined this bandit crew, as he can track and hunt. His job was
plus automatic bite attempt. New save at the end of each of the to lure the caravan into the pass where it could be sacked. If
victim’s turns) SA darkvision 60ft, immune to acid, cold, poi- the party has been truthful, and the paladin (or any character)
son, charmed, exhaustion, frightened, grappled, incapacitated, acted nobly toward him, then Lutke has a complete change of
paralyzed, petrified, prone, restrained, unconscious, resistant to heart and desires to convert to whatever deity is worshipped.
bludgeoning, vulnerable to fire, multiattack (3 tentacles). He asks for no mercy, but swears his faithful service if given
the chance.
NOTE: The feulk should kill at least one mule or ox. This impairs
the wagon’s rate of speed as they enter the next round and the If not, and it looks like death is in the offing for the hapless
frost giant encounter. ranger, he’ll try to escape into the wilds at the first opportunity.
TREASURE: If killed, the feulk has 1000gp in coin and gems; a LAST LEG
set of +3 leather armor,, four spells for a wizard or sorcerer, and a
Whether they pass through the forest or go through the
horn of goodness.
Mettlock hills, the next stage of the journey takes them south,
See the New Monsters section at the end of this work for a full pass the Eil Wood to the Ruins of Pendelion. This should take
description of the Feulk, and New Magic Items for the horn of two days. Two more days past the ruins, they come to the Wet
goodness.. Fork Run, which is a small river spanned by an old stone bridge.
NOTE: At least one drover should be killed in this encounter. The journey should allow them time to heal from their previous
Later the other drovers bury him or at least give services, encounter and make what adjustments they need to the
requesting the cleric to officiate and perhaps sanctify the wagons. At this point their food may be running out as well.
ground. Encounters on the road are left entirely to the CK’s discretion.
But as always, the drovers behave well. Read or paraphrase the
FORCING THE PASS following.
If they force the pass they are attacked by the mounted bandits. The track winds across the snow covered plains beneath
The bandits attack in two groups spread out, and their intent the empty sky until it comes to a stone bridge spanning a
is to scatter the wagons and the party to keep everyone from small river. It is old, as are many such constructs in these
supporting each other. They attempt to kill some, but not all of lands, but well built and seems sturdy enough. Beyond
the oxen, to slow or stop the wagons. it lies the open plain, free of mountains and forests, and
the last leg of your journey to the south.
Lutke fights for the party against the bandits, unless he was
horribly mistreated. It is a two-day journey to Twin Forks, but the caravan is never
slated to get there.
BANDIT CAPTAIN KABAL (NE Human Ranger 8) HP 55
(HD 8d10), AC 17, Spd 30ft. Str 16 Dex 18 Con 14 Int
12 Wis 12 Cha 9. Perception 15(+4). Athletics +7, Bow-
THE FROST GIANTS
yer +5, Nature +5, Stealth +8, Survival +8. Sv: Str +7, Frost giants live in a realm beyond the northern wind where
Dex +8. Warhammer +9 (1d8+7), Longbow +8 (1d8+4; they mock the sun and sky, and revel in a hatred of all things
150ft/600ft). SA Favored Enemy (Orcs, Giants), Natural good and pure. In their realms of ice and snow they brew storms;
Explorer, Dueling, Colossus Slayer (+1d8 if enemy below hp they conjure the cold, harness the wind and rain, and stir it all
max; 1/turn), Primeval Awareness, Extra Attack. Spellcasting: into a maelstrom great enough to carry them into the realms of
1-level (4 slots) – Cure Wounds, Ensnaring Strike, Hunter’s mortal men. Once they harvest their brew they unleash it upon
Mark; 2-level (3 slots) – Cordon of Arrows, Spike Growth. He the world. Storms lash the lands and sea, while ice and snow,
wears chain mail armor and carries a +2 warhammer, ring of and wind and hail all pummel the world, and these unnatural
poison resistance, longbow, 20 arrows, pack, hunting gear, 12gp. blizzards bring the giants upon their backs.
GIANT'S RAPTURE 19
At some point, allow for a cart or wagon to drop behind the THE DROVERS: Clearly the drovers are terrified during the
column to make sure the caravan elongates. If needed, read or whole encounter. The storm does not hold fear for them but the
paraphrase the following: giants on chariots certainly do. The laughter unnerves them. At
this point they have real faith in the party, calling to each other
The snow is thick and heavy, and the wind biting. that the party will protect them. This should be used to play
Whatever cover you have does little to stop the storm’s upon the emotions of the players involved, to aid the helpless.
sharp sting. Your flesh, your face and hands feel like glass,
hard and cold, as if even a wrinkled brow might shatter GIANT, FROST (NE Huge Giant) HP 138 (12d12+60) AC
your visage. Huddled over the saddles or on wagons, you 16, Spd 40ft. Str 23 Dex 9 Con 21 Int 9 Wis 10 Cha 12.
lumber forward, the world barely visible. Somehow you Perception 13 (+3). Atletics +9. Saves Con +8, Wis +3,
notice, almost by instinct, that the wagons are moving at Cha +4. Greataxe +9, (3d10+6; 10ft), Rock +9 (4d10+6;
different paces and the caravan is becoming elongated. 60/240). Immune to cold, Multiattack (2 greataxe).
The frost giants are out in the storm, waiting for a cart or wagon Each giant rides a large chariot-sled. They wear little in the way
to break free from the caravan. As soon as this happens one of of clothing, relishing the sting of the air. They may wear some
them launches forward on his sled, rapidly cutting through the armor, but their power resides in the iron bands upon their arms.
snow to torment, kill, or capture his prey. These bands each impart a +1 to their AC (already accounted
for in stats) and each depicts that giant’s accomplishments,
NOTE: The frost giants attempt to avoid the party members creatures they’ve fought, items they’ve stolen, people they’ve
at first, targeting the drovers and beasts of burden, for these tortured, and all the significant events in their lives. These
seem more sporting targets, with less fight in them. Anyone armbands shrink to fit and can be used by mortals, though they
that shouts after being cut or wounded delights the giants, carry the memories of the giant who wore them. The exact
and in order to enhance the suffering, they are imparting the effects of these memories are left to the CK to determine.
open tunnels in the wind and snow, allowing some others in the
caravan to hear the tormented cries of the damned. Those at They also carry a haunch of food, frozen and uncooked, a large
the front of the caravan are just too far removed. ten gallon flask of beer, four grapples with 100 feet of stout
coiled rope, and a variety of weapons. They prefer dull cleaving
When the giants attack, they do not do so to kill the victim. weapons, glaives, bardiches, axes and the like. Each wagon also
Rather, they ride by on their sleds and cut them with their long carries chains and manacles for those they wish to carry back to
glaives, be it man or beast, whichever offers a more opportune beyond the north wind.
target. Either way, whoever is struck shouts, brays or bellows
into the snow, realizing that something is out there. One of the giants also possesses a great horn, that when sounded
correctly, summons a storm of vengeance. See New Magical
SPOTTING THE GIANTS: Spotting the giants is entirely possible, as Items for more information.
they do not move at superhuman speeds, and aren’t particularly
concerned about being seen. With a successful DC 12 Wisdom SAFE HARBOR
check anyone within fifty feet of the giants has a chance to see
the form of the creatures, the huge chariot, and the giant elk. The caravan, assuming it was traveling through the storm,
covered a great deal of ground. Even as the giants strike, they
The giants then follow the victim deeper into the snow, are drawing near the ruins of the temple that Lutke (assuming
continuing the torment. he was spared and remained with the caravan) revealed to them.
Their design is to break up the whole caravan, forcing some As the rear of the caravan becomes enmeshed in chaos, the
members to hunt for the tormented victims, while others plod scouts or vanguard spy the ruins of buildings. Read or paraphrase
on or try to circle the wagons. Whenever another member of the following:
the caravan breaks off, a second, third or fourth giant strikes
that one, attempting to capture, maim or kill their opponents. Topping a rise, a long slope slides down before you,
covered in a thin blanket of snow. The snow and wind
CIRCLING THE WAGONS: If for some reason the wagons and break enough to allow the far side of the valley to come
carts are circled or kept together, this does not deter the giants. into view, along with the frozen waterway and the ruins
They ride past on their sleds laughing and singing. Whenever of a large complex. An L-shaped building dominates the
they get within fifty feet, they hurl their grapples with rope into scene; around it is a smattering of smaller structures and
the party, trying to pull people and/or beasts of burden over and walls holding back snow drifts and the like. The building
out of the protective formation. They are not powerful enough possesses two floors, more like a lodge in design; the
to pull over any of the wagons. If they hook one, they drop the lower half is stone, the upper is wood. It too is in some
grapple, as it might disrupt their sled. Anything pulled into the disrepair.
snow is tormented and used to lure others out.
The giants, if there are any left, hound the party to the very
Eventually the giants storm the wagons, plowing their chariots doors of the temple. They do not enter the temple, for they
into the caravan in rampant slaughter, attempting to capture detest enclosed places. However, they are easily distracted, so if
anyone and pull them out into the snow. they have captured any of the party, drovers or beasts of burden,
GIANT'S RAPTURE 21
trussed up and taken north, bound to poles like any common by wolves. There are blood and remains everywhere. The trail of
game animal. The Lord Commander survived, but the other the giants is easy enough to pick up in the snow. It heads north
five knights all died on the field. to the bridge described above and leads into the wild.
The Lord Commander lies in a litter outside of town. He is The giants are moving pell-mell across the country, and within
grievously wounded. No amount of healing or magic can bring four days of the encounter have returned to their lair. The
him back from the brink. He has given himself over to St. characters (if they left from town and are mounted) are probably
Luther. He does however beg the party to use their knowledge only a few hours behind them. If they investigated the field first,
of giants, so recently acquired, to pursue the fire giants to their they are only a day or two behind the giants.
lair in the Tar Kiln and fetch the both the princess and his liege
man from their bondage if possible. THE TAR KILN
The pay will be handsome. They are promised title, land in the The Tar Kiln lies between the Wilds and the Maenluth Plains.
realm of Kayomar, a thousand gold pieces, and all the booty Here the land rises in a mighty butte, a country hundreds of
they can carry from the fire giant hold. miles long and wide. The forests are sparse, mostly pine, with
some hardwoods clinging to the banks of lakes; small wooded
The Lord Commander has no men to give over to the effort- vales in the gulches mark the country. The Mud River cuts its
not quickly, at any rate. Help has gone south, but it will be western flank and the Oday Breaks mark the border with the
a week’s time before troops can be brought up. There are no broad and deep Blaudin Timberland.
seasoned troops in Twin Forks- only the town garrison, which
is mostly militia. His knights are now dead, and the bulk of his The country is broken with many small hillocks, and is cut by
professional soldiers are as well. deep gulches and creek beds. Worse, there are tar pits, great and
small, scattered through the Kiln. The restless ground vomits
PICKING UP THE TRAIL the dark filth, belching it across the tortured land, or it seeps
up through crevices to linger in the dying grass. Smoke drifts
The lair of the giants is well known. It lies some 100 miles
from the pits, and the wind picks up the stench of tar and burnt
across the wilds at the edge of the Tar Kiln; a wilderness of
ground.
scrub, breaks, tar pits, and forest. It is occupied by all manner of
creatures, fire giants being only one. The characters need not, There are no roads through the Kiln, only tortured paths cut
unless they desire it, return to the scene of the battle. A bridge by beasts, or monsters. Here all manner of creatures find refuge
spans the Jung-Mul River twenty miles west of town. And as it from the world, from the bull-headed men, drakes, salamanders,
is the only one outside of the town for many miles, the giants no and worse. Fire giants are not uncommon, living in the blasting
doubt crossed over it. heat of the tar pits, reveling in the world’s torture.
If they desire to investigate the battlefield it takes them about a And here lie the Kiln Halls.
day to get there. It is as described above, but much picked over
GIANT'S RAPTURE 23
brute force. It can be done so on a successful DC 20 strength narrowest point. Touching it immediately imparts 2d8 points of
check. If this is done the gate pulley starts unwinding and it damage and the lava clings to whatever it touches.
quickly opens, crashing into the ground with a loud clang,
alerting one of the salamanders in Area 2. Finding the vent that emits the gas is easy enough, as it is located
on the floor just around the first corner (see map). Covering the
AREA 2: GUARD CHAMBER vent blocks the gas, forcing it out some other, crevice or crack.
It takes about 10 rounds for the gas to clear from the room.
Once across the bridge, the tunnel turns immediately to the left
and then again to the right. After that it opens into a broad, Improvised masks (such as urine soaked clothes) cut the damage
irregularly shaped room. Lava flows though the room, pooling above in half.
here and there. Immediately inside, the floor is buckled from
below, an obvious sign of volcanic activity under the floor. The gas can of course be moved by Gust of Wind or a similar
weather control spell.
There are four pools of lava in the room, each roughly four feet
in diameter, but all oddly shaped. AREA 4: SMITH'S CHAMBERS
Each of these pools houses a salamander. This room is buried deep in the bowels of the mountain. It serves
the fire giant smith as his quarters. It is a simple misshapen
SALAMANDER (NE Large Elemental) HP 90 (HD room, dominated by a short, squat funnel that oozes a constant
12d10+24), AC 15, Spd 30ft. Str 18 Dex 14 Con 15 Int 11 stream of burning lava. The lava seeps across the floor slowly
Wis 10 Cha 12. Perception 10(0). Spear +7 (2d8+4 plus 1d6 until it vanishes into a lava tube beneath solidified stone.
fire; 20/60 thrown), tail +7 (2d6+4 plus 2d6 fire plus grappled
and restrained/DC 14, reach 10ft). SA Multiattack (spear and The hallway to the room has a trap door in the floor that may
tail), Immune fire, resist damage from nonmagical weapons, be spotted with a DC 15 Wisdom (Perception) check (or passive
vulnerable cold, heated body (2d6 fire w/in 5ft), heated weap- perception of at least 15). The trap does not spring until the
ons (any metal weapon salamander holds deals extra 1d6 fire). giant activates it by stomping on a floor-plate by his table. When
he does so two doors rapidly rise from the floor to the ceiling,
There is no treasure to speak of in the room. Anything the trapping the giant and whosoever is there with him in the room.
salamanders leave behind, the giants take. Anyone close can attempt to leap through the doors before they
close with a successful DC 15 Dexterity check,. Prying open
AREA 3: GAS CHAMBER the doors requires a DC 18 Strength check or triggering the
pressure plate in the floor by his bench. A knock or similar spell
The Guard Chamber gives way to a broad but short corridor.
opens the doors as well.
Anyone entering the corridor sees that it clearly ends in a
thick cloud of gas. The gas hovers several feet off the floor (24 In the center of the room, bent over the river of lava, is a large
inches), but rises all the way to the ceiling. The gas covers the fire giant. His dark red skin is burnt black from years of toil.
entire area marked on the map, extending to both entrances, He is even now putting the finishing touches on a two handed
where the tunnel cuts into a Y, and leads to Area 4 and Area sword. When the party enters he looks up at them and grins.
5. The gas is difficult to see through, dropping visibility by 75%, He sets the sword gingerly aside and picks up his great maul. He
and it is toxic. attacks immediately.
The gas originates from a single point, rising up and filling the GIANT, FIRE (NE Huge Giant) HP 162 (13d12+78) AC 18,
chamber. It leaves the chamber through several vents above. Spd 30ft. Str 25 Dex 9 Con 23 Int 10 Wis 14 Cha 13. Percep-
The gas is held in place and doesn’t spread about the whole tion 16 (+6). Athletics +11. Saves Dex +3, Con +10, Cha
dungeon due to venting heat from the floor trapping it in the +5. Greatsword +11, (1d12+7; 10ft), Rock +11 (4d10+7;
room. 60/240). Immune to fire, Multiattack (3 greatsword).
Anyone entering the gas must make a successful DC 15 He fights to the death, no quarter asked or given.
Constitution save or suffer 1d4 points of burn damage to their
mouth, throat and lungs. For each round they are in the gas, the The giant’s tools hang from stone pegs on the walls. These
DC increases by 1 and the damage is cumulative. In the second consist largely of hammers and tongs of various sizes, chisels and
round they suffer 2d4 points of damage, third round 3d4 points the like. In a box high on the wall, set upon some irregular stone
of damage, 4th round 4d4 and so on. For instance, a rogue enters are his prized possessions, a set of intricately worked stamps and
the chamber and fails his save. In the first three rounds in the bits. There are 120 in all, each designed to set in a small bar.
chamber he has suffered 6d4 points of damage. These allow the fire giant to craft the exquisite armor that his
comrades wear.
Anyone crawling on the floor avoids the gas, but their movement
is quartered. TREASURE: The giant has amassed a small fortune. It is kept
hidden in a secret panel in the south wall (discoverable with
After crawling half way down the corridor, they come to a stream a DC 15 Passive Perception check). Within he has a store of
of lava that must be crossed. The stream is one foot wide at its gems, ten 20gp gems and five 100gp gems. He has a small bar of
The room has little of value in it. In the far corner, next to the When roused he attacks with gusto.
door that leads to Area 6 (the Kitchen) are four dead animal
carcasses. Three of them are deer but the fourth is a minotaur. FIRE GIANT, WARLORD (NE Huge Giant) HP 243
They are heaped unceremoniously upon the floor, the minotaur (19d12+114) AC 18, Spd 30ft. Str 25(+7) Dex 9 (-1) Con
at the bottom. He bears some wicked wounds, the worst of 23 (+6) Int 10 Wis 14 (+2) Cha 13 (+2). Perception 16
which ended his life as it opened him from chin to waist. He has (+6). Athletics +11. Saves Dex +3, Con +10, Cha +5.
Crowbill +11, (6d6+7; 10ft), Rock +11 (4d10+7; 60/240).
GIANT'S RAPTURE 27
APPENDIX A: NEW MONSTERS When a feliul stone is successfully killed or turned, the stone
itself cracks and falls to pieces. Whatever treasure the creature
may have falls to the earth where it stood.
FELIUL STONES
Feliul stones are magical stones that have been possessed by
FELIUL STONE
the spirit of a fallen dwarf, gnome, giant or goblin (far more
commonly a dwarf). Usually the victim has died some horrible
Large Undead, Neutral Evil
death, through torture or the like. Some feliul stones are
possessed of the spirits of those that have died before some Armor Class: 17 (natural armor)
great task was completed. Whatever the case, the spirit lingers Hit Points: 157 (16d10 + 64 HD)
in the living world and takes up residence in the stone about Speed: 20 ft.
it. These spirits live within the rock and stone, trying to fulfill Str: Dex: Con: Int: Wis: Cha:
their spent lives’ lingering needs. After many years they are
able to shape the very rock within which they reside. They 20 (+5) 8 (-2) 18 (+4) 7 (-3) 10 (+0) 7 (-3)
shape it to resemble all manner of things from boulders to Damage Immunities: Poison
statues. Condition Immunities: exhaustion, grappled, paralyzed,
petrified, poisoned, prone, restrained, unconscious
Feliul stones are undead creatures and as such they can be
Damage Resistance: Slashing and Piercing from nonmagical
turned. Feliul stones are generally evil, for they possess some
weapons
nascent memories of their past lives, which leaves them
frustrated. These memories escape them like fleeting thoughts Senses: Darkvision 120ft., Passive Perception 10
and they brood on what they cannot wholly remember. In time, Languages: Common, dwarf, goblin
frustrations and rage twist them into creatures of ill intent and Challenge: 8 (3,900 XP)
disposition. So they haunt the ground where they fell or were Suggestible. Feliul stones suffer disadvantage on Wisdom
buried and terrorize those who come within their domain. They saving throws. In addition, a successful DC 12 Charisma
are not wholly stationary, but they never leave the ground (Persuasion) check can stop the creature from attacking.
around which they fell. Feliuls stopped in this manner will parlay with the attackers,
who must then convince the creature they are not enemies.
They do possess treasure, sometimes absorbing it into the stone
that makes up their host bodies. Actions
Multiattack. The feliul stone makes two slam attacks.
BULLS IN A CHINA SHOP
Slam. Melee weapon attack: +8 to hit, reach 5ft., one target.
The feliul stone attacks by crashing into its opponent. They use Hit: 27 (4d10+5) bludgeoning damage.
whatever shape they have taken to their advantage. If they are
humanoid shaped they punch or crush the enemy, a boulder Stone Spray (recharge 5-6). The feliul stone spews forth
rolls over them, etc. etc. Feliul stones do not, however, have a cone of razor-sharp stone spars in a 30-foot cone. Each
faces and can never be surprised or attacked from the rear or creature in the cone must make a DC 14 Constitution saving
flank. They are aware of everything around them. throw, taking 42 (12d6) slashing damage on a failed save, half
as much on a successful one.
DEFEATING THE FELIUL STONE. Defeating a Feliul Stone is not
an easy task. Battering it to death is possible, but it is an arduous
job. It can be hit by non-magical weapons and the stone can be FEULK
destroyed. But the spirit is not destroyed and reconstitutes its The feulk dwell in deep forests and jungles. Their bodies are
stony shape within 1-4 days. Magical weapons will destroy the amorphous masses of tissue clinging to the tops of trees through
spirit. A successful turn forces the spirit to leave the host and a series of adhesive secretions. The body has no definable shape,
flee. But it will return within 1-4 days. Any number of spells stretching from tree stem and branch in large globs. Though
may work, such as rock to mud, rock to flesh, etc. but such they cannot move, they do grow in their nests, often leaving
spell craft does not destroy the creature. It is able to reconstitute one area for another. Older, dying sections of the feulk tend
itself in 1-4 days. to fall over, lying on the ground or sticking to the trees. They
have long arm-like, fully retractable tendrils they project from
These creatures are very susceptible to suggestion. They long
their body. These tendrils are similar to vines; complete with
for a life they barely remember, and anyone who attempts to
a hardened covering (the drying mucous) that resembles bark.
talk to the creature may meet with some success. Spells such
The feulk are able to adapt to their surroundings changing color
as suggestion, charm person, etc. can yield the source of the
from green to brown and many shades thereby. They are not
creature’s pain, and promises to finish the task or remedy
noticeable from the ground unless someone is experienced in
whatever happenstance kept the spirit in the world serve to
finding these strange creatures.
calm the creature into not attacking. Anyone who attempts any
of these things should be awarded extra experience points. Their young are born spontaneously, emerging from the
mucous. The vast majority die by falling to the earth, where
GIANT'S RAPTURE 29
30 5TH EDITION ADVENTURE
GIANT'S RAPTURE 31
OGL
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System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based
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Giant’s Rapture, Copyright 2018, Troll Lord Games: Author Stephen Chenault.