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Giantsrapture

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sanjayaujla2
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We take content rights seriously. If you suspect this is your content, claim it here.
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GIANT'S RAPTURE

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

1818 North Taylor, #143, Little Rock, AR, 72207


email: troll@trolllord.com
website: www.trolllord.com or
www.castlesandcrusades.com

©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.

Printed in the United States of America


INTRODUCTION
This adventure comes in three parts. It is designed so that each
part may be run separately, or they may be run together as a
trilogy. The adventure is a basic journey, where PC’s escort an
item from the Castle Olmutz south to the southern Kingdom of
Kayomar. The player challenge is to get the cargo successfully
to its destination in one piece. The Castle Keeper’s challenge
is to bind the wagon masters to the characters in such a way as
to allow the final encounter to be gripping and fun, but also an
emotional roller coaster.

This adventure is designed for 4 to 8 characters of 6th-8th level


or higher. If more players join, the Castle Keeper should tweak
the hit points and number of monsters involved.

The first adventure, A Stone’s Wager, introduces the characters


to the task at hand, as well as the rewards. It carries them
through an overland journey to the Great Wall, where they
encounter a network of open tunnels occupied by stone giants.
The giants seek a contest of arms with the adventurers. Should
the adventurers win, they may cross in peace. If they fail to win,
they must pay a tax.

The second adventure, Winter’s Promise, pits the characters


against both the weather and a band of frost giants. A storm
overtakes them, dumping a great deal of snow upon the ground.
As their journey slows, a second storm hits, forcing the column
to stretch out and slow down. The second storm is the work of
a band of frost giants on sleds, being pulled by large bears. The
giants are merciless in their attack. Here the Princess flees and/
or is kidnapped, vanishing in the snow.

The third adventure, Trial by Fire, is slightly more challenging,


and far more dangerous. The Princess is taken by a frost giant
and hauled rapidly across the Wilds. At the edge of the Tar Kiln
she is sold to a fire giant and there hauled into the pits of the
Tar Kiln. The characters must rescue her and finally deliver her
to the King of Kayomar.

The adventures are each designed to run within a three hour


time-span, allowing players to come and go after each game.

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.

Kleaves, the westernmost of these new Counties, comprised the


lands of Elithian Wood and the rolling plains that abutted the
Great Wall, which itself was a catastrophe of ruin left of from
the Winter Dark. Kleaves struggled with the ghosts of the wall
and the rising power of Anglamay in the north. When those

2 5TH EDITION ADVENTURE


lords declared themselves Kings and demanded fealty of many The game begins in the Count’s meeting hall, with all the
of the other counties, it sparked years of war. characters gathered there. The paladin in his role is a minor
noble, the rogue released from prison, the ranger pulled from
Such a war is even now under way. The present Count of his hunt. All the characters know each other and have traveled
Kleaves, Eurich Gunshoff IV, recently called his knights to together at one point or another. The Count explains the
battle, and through the long hard spring and summer, contested rewards as noted below. The CK should make notes of the
the fields with the King’s much larger armies. Several castles fell specific class rewards offered to further entice the characters
to the King’s army, and the fortified crossings of the Tot River to push on.
were overthrown. Thus the campaigning season ended, leaving
Count Eurich in a horrible position, for come spring only a few Running all three adventures involves overland journeys, with
castles held the way against the King of Anglamay. small encounter areas, and one final adventure in the fire giant’s
hold. The Castle Keeper should not be overly focused on the day
Thus he is reaching out for aid. to day machinations of the caravan, but also should not totally
ignore them. The overall journey should take about thirty days,
No small power would do. So he looked south to the vast and
assuming the party does not have to rest due to wounds, or
powerful Kingdom of Kayomar. Here the Count numbers many
repair wagons, both of which are very likely to happen.
as his friends, for there the Paladin Kings rule, Knights of the
Holy Flame are held above all men, and almost all worship St. Each overland trek is detailed below with sample descriptions
Luther. And thus the ties are bound. For over sixty years, the given to use, elaborate on, or ignore and replace. The CK is
Counts of Kleaves have paid homage to St. Luther and protected encouraged to elaborate on the descriptions and have some
his temples and sacred places against all comers. Eurich’s great interaction with the drovers. If the CK chooses not to do this,
grandfather himself sent a reward of 100,000 golden crowns to the adventure will simply propel forward from one encounter to
the Paladins for the upkeep of their sacred grove. the next and lose a great deal of its effectiveness.
So Eurich has secretly turned to the Kings of Kayomar for aid. Interaction with the drovers is important, as it establishes a
To secure this, he has promised his daughter to the King of that link with the party that shall be tested in the second adventure
realm, Eadore I, with a promise of an army to fight the King against the frost giants. Allow for the drovers to sing and
of Anglamay. The Kayomarese have agreed to this, their only dance around their camp fire. Stress their common goodness
demand being that the girl be delivered to them at the large and willingness to help, but, more importantly, stress the fear
town of Twin Forks. they experience with each encounter, and also how they stand
regardless of it. It is stressed in the adventure below.
His daughter, the beautiful and kind Carolisa has agreed.
The weather, and the subsequent wear and tear on the vehicles,
THE CHALLENGE all play a part in the adventure, and will be outlined below, to be
used or discarded as the CK sees fit.
There are many spies in the County and traitors in Eurich’s own
court who would see the war end in the King of Anglamay’s The CK should pull the paladin aside and inform them of the
favor, and they would do anything to stop the alliance from mission, for they are charged with it before the party is gathered.
being formed if they knew about it. The Count’s daughter This person is appointed the caravan’s leader. It is up to the
traveling south would certainly bring attention to it. leader to organize the group and the caravan.
So the Count has decided to arm and equip a troop of
mercenaries and adventurers, led by a young paladin, to escort REWARDS
his daughter, who shall be safely placed in a covered wagon, Each character shall be given 1000gp and a ring of silver with the
and transported south across the wilderness to the Kingdom Count’s symbol emblazoned upon it, giving them safe passage in
of Kayomar. This will release King Eadore I’s gold and arms to the lands of Kleaves. All of the adventurers’ past crimes and
support Kleaves and save the County. misdemeanors shall be forgiven.
The rewards are generous. Everyone in the party shall be given a patent of nobility and
counted amongst the Knights-Errant of Kleaves. Further, they
RUNNING THE ADVENTURE shall be granted lands of 100 parcels apiece. They shall have
to pay homage for these lands, but they can improve the lands,
As this adventure was designed for tournament play at Gencon
fortify them, sell them, or derive rents from them.
2013, the characters should all have some common background.
All are from the County of Kleaves, and are adventurers well The leader (the paladin or noble) is granted 200 parcels of
known in those parts for their deeds great and small. The rogues allodial land that includes two small castles along the Tot
should have some criminal record, the clerics some connection River, and is given the title of Baronet. This land is freely given,
to the community, rangers known as hunters, etc. If someone meaning, though he must pay homage for it, it cannot be taken
chooses to play a paladin (as noted in the pre-gens) allow that from him/her, or their family. This type of land is the bedrock of
they are from a minor noble house who has fallen on hard times, any noble houses’ longevity.
possessing little land or wealth.

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

4 5TH EDITION ADVENTURE


not particularly brave, just very strong. He carries the holy sym- She passes her waste through a small hatch in the floor of the
bol of St. Luther openly. Thones is proficient in the lute. driver’s seat, giving it to Artur, who treats it as his own and
dumps it on the road.
CARTS: The first cart carries fifteen days’ worth of grain for the
oxen. The second cart carries various supplies for the journey: Her only contact is with Artur and the leader of the expedition,
boards to fix broken wagons, coal to heat the blacksmith’s should he choose to communicate with her.
furnace (a 24-hour supply), sixteen heavy wool cloaks, sixteen
pairs of woolen gloves, eight pairs of snow shoes, two large Carolisa is a calm woman, and she devoutly worships St. Luther.
shovels, a wood chopping axe, and a lute. The cart is pulled by She spends most of her days in quiet meditation, so as not to
two oxen and driven by Leo and Leon. suffer from boredom or bring unwanted attention to herself.

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.

REVEALING THE PRINCESS


Carolisa is a beautiful young woman, and her face is known by
many who travel the roads; merchants, vagabonds, circus folk,
even some bandits recognize her on sight with a successful DC
14 Intelligence check. Being seen by anyone of any importance
from Olmutz to Ashflat runs a tremendous risk of exposing who
she is.

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.

BERTCHOLD, ANGLAMAY KNIGHTS Knight, Human (NG


Medium Human): HD 8d8 (HP 40), AC 16, Mv 30ft. Str 16
(+3) Dex 14 (+2) Con 10 Int 10 Wis 10 Cha 10. Perception
10. Treasure: 1d6cp. The Knight Berchtold wears a chain shirt,
carries a shield and lance, a +2 flail and has a Ring of Resist-
ance (Cold). The knight carries 250gp worth of jewelry and
coin. He rides a medium warhorse.)

JEPBEDAH, ANGLAMAY KNIGHTS Knight, Human (NG


Medium Human): HD 8d8 (HP 35), AC 19, Mv 30ft. Str
16 (+3) Dex 14 (+2) Con 10 Int 10 Wis 10 Cha 12 (+1).
Perception 10. Treasure: 1d6cp. He wears +1 plate. The knight
carries a lance and a +2 longsword in battle, or a +1 battleaxe.

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

6 5TH EDITION ADVENTURE


A STONE'S WAGER The first three days go by without happenstance. The CK should
roll for encounters, but have none with monsters. Attempt to
If the paladin does not organize the caravan, Artur, the natural play out each day, though not spending more than a few minutes
leader amongst the drovers does. He places it in the following on each day. Here the characters should determine the watch
order: order and get to know the drovers.
Wagon 1 Each night the drovers help set up camp then retire to their own
Box Wagon camp and sing, eat, drink and talk late into the evening. If asked
at any point to stop, they do so without much complaint. They
Wagon 2 are a bit standoffish, and also nervous about the journey that
lies ahead. This should be made clear to the characters, though
Cart 1 not so much that they have contempt for them; the drovers are
just that - drovers, and not warriors or wizards.
Cart 2

The party leaves early in the morning, mid-Autumn. The ENCOUNTERS


skies are clear and the weather calm, if a little cool. Read or The roads are safe and the lands are occupied by various small
paraphrase the following: farm houses. People stop from their daily toil and wave the
caravan by, watching it as it passes in idle curiosity. Every few
As the wagons lumber out of the courtyard and pass hours they pass another group on the road, mostly merchants,
beneath the castle’s outer gates, the open road unfolds but some travelers. These are all from the north, and not the
before you. A massive sky welcomes you into the south, where the characters are headed. If asked about news,
fading greens of the plains as a cool wind buffets you. they have little, but the road seems clear.
Immediately the hustle and bustle of the castle is left
behind, replaced by the calm and quiet of a journey. NOTE: The characters should be made to realize here that there
Creaking axles on the wagon wheels settle into a rhythm are many eyes on the road to discourage them from pulling
that only adds to the calm; leather harnesses jangle in the princess out of the wagon and riding pell-mell across the
the cool wind that gingerly feels its way through armor countryside.
and clothing.

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.

8 5TH EDITION ADVENTURE


HOBGOBLIN (LE Medium Humanoid) HP 12 (HD 2d8+2), mighty fortresses. But in the north, the rolling lands of
AC 11, Spd 30ft. Str 13 (+2) Dex 12 (+1) Con 12 (+1) Int Angouleme offered easy access for any invading armies, so
10 Wis 10 Cha 9. Perception 10. Longsword +3 (1d10+1) there they set to building a great wall. Artisans, engineers and
or Longbow +3 (1d8+1; 150ft/600ft). SA Extra damage (1/ laborers worked for many long years building the edifice. All
round +2d6); Darkvision 60ft. They carry long spears that the while, the Tarvish Emperors spent their strength in blood to
they use as lances.. Every fourth hobgoblin carries a shortbow hold back the Aenochians. In the end it proved to no avail, for
with twelve arrows. the Aenochians crossed the Bergrucken instead and plundered
the rich valleys beyond. The wall was breached, many sections
NOTES: Two things to keep in mind. burned out, despoiled, and eventually utterly abandoned.
1) Nord stones are not common, but most clerics, rangers, The wall stood for many hundreds of years, sometimes
druids and the like know of them and how they work. If there occupied, sometimes abandoned. So great is its size that the
is one such person in the party, they can readily figure out what wall became home to whole peoples of all races. Soon it became
they are and their value to the party. laced with tunnels, dungeons and more fortifications. During
the Winter Dark it suffered neglect, and the harsh climate did
2) This encounter is partially designed to establish a relationship
much to reduce it, with entire sections falling into ruin. But
between the party and the drovers. They behave with courage,
since those days the Great Wall has become an attractive place
though with obvious terror. They respond to commands
for adventurers, for its chambers, forts, and castles are reputed
given quickly (nervously) and help where they can, grabbing
to be full to overflowing with treasures and wonders of the old
wounded, horses or what have you.
world.

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.

NOTE: Make it clear to the characters that the hobgoblins are


well entrenched, and unlike most humanoids, they are able
tacticians.

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.

TRACKING: If a ranger checks for recent traffic, a successful DC


10 Survival check reveals that no wagons or carts have passed
through on the road in several months, not since late spring, as
far as the signs reveal. Roll a second DC 10 Survival check; if
successful, this check reveals the signs of large bare feet. If the
ranger succeeds in a knowledge check on the tracks, he or she
can tell with a certainty that the tracks were made by a human
or humanoid type creature that stands roughly ten feet tall and
is very heavy.

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

10 5TH EDITION ADVENTURE


upon escarpments, ledges and the edges of high mountain If they proceed to pass through the wall as a group, he breaks
cliffs. When they build their homes, they stack rocks one upon free of his ledge and begins to climb down to confront them. He
the other, using their rock shaping ability to meld the stones moves slowly, with a methodical pace.
together. These pillars are easy to climb for a stone giant, with
ledges wrapping around the pillar until they get to the uppermost If they set up camp, he waits until the following day to come
heights, where the stone giant itself perches, melding with the down and stop them.
stone upon which he sits. There they rest, watching the world
If they send a scout through he waits until the main party begins
unfold.
passing through and climbs down to stop them.
There are nine of these pillars visible. From the top of the wall
If the party sees him first and wishes to parlay, he comes down
(if someone should brave it) there are a full 23 of them. Six are
from on high to parlay.
unoccupied.
In any case, he attempts to come down to stop the party and
SPOTTING THE GIANTS challenge them to a contest. Read or paraphrase the following:
There are seventeen stones giants in and around the gate,
The highest of the dozen pillars stands directly over the
some on the far side, and some on this side. A successful DC
gate, lashed by wind and rain. From its highest point, a
15 Nature check will allow the party to know how stone giants
figure breaks free and begins to climb down the pillar.
live, and know that these oddly shaped pillars are the homes of
He is tall, thin, well muscled and agile. The rock proves
such creatures.
little challenge to him. His descent is methodical,
Anyone studying the pillars may attempt a DC 12 Perception though far more rapid than expected. In short order a
check to spot the creatures sitting upon their ledges. It is large stone giant, some eleven feet tall stands before the
difficult as they do not move except to breathe, and even that gate, blocking your entry to the tunnel beyond.
is in long, shallow breaths that are almost impossible to discern.
The giant hails the party and asks them to stop. He is not
The stones giants keep their personal wealth, always in the guise even vaguely curious about their mission, and does not ask any
of gems or melded precious metals, upon their highest ledge, personal questions about them or it. He talks slowly, and shows
where they themselves sit. Here they place the treasure into the no obvious signs of aggression. His voice is deep and full. Read
stone. Anyone looking may attempt a DC 14 Perception check or paraphrase the following:
to successfully spot some of these treasures on one of the pillars
“This gate is mine - as are the walls as far as I can see from
glinting on high.
my perch above - and you cannot pass, for it is closed to
you. But I am feeling generous today and will make a
FORCING THE GATE wager with you. I’ll wager you the gate’s passage that
If the party desires to force the gate and battle the giants they you cannot overcome five simple challenges. If you win,
may do so. In this case at least half of the seventeen giants you may pass unmolested. If you lose, the gate remains
eventually become involved and join the fray, many simply closed and you can go north where the hobgoblins live,
hurling stones from above. or south and climb the impassable mountains.”

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.

After four rounds, the elemental detaches itself from the


CLIMBING THE WALL wall and harasses the players with wind by changing into a
The first challenge involves climbing the wall. Someone must whirlwind and picking up the characters. Once picked up, it
begin at the bottom, next to the arched gateway and climb to brings the character back down the wall forty feet, and leaves
the top. The climb itself is about 140 feet, and on the surface them hanging on the wall again. The elemental does this until
does not look terribly difficult. The wall itself is made of large reduced to half hit points, killed, or trapped in the bottle.
blocks of stone, quarried from the Bleached Hills in the west
and mortared together. There are plenty of cracks in the stone, THE BLUE BOTTLE: The bottle contains an extra-dimensional
dissolved mortar and broken rocks to allow rogues and rangers space that mimics the elemental plane of air. If opened within
to find ready foot and hand holds. the proximity of the air elemental, the creature is immediately
drawn into the bottle. Whoever is holding the bottle can feel
The challenges lie in the wall’s height, and in the air elemental the power of the creature as it passes into the bottle, in in-rush
that has taken up residence upon the wall above. of air which creates a cacophonic sound, vastly increases the
pressure in the room, and makes it impossible to breathe for
HEIGHT: The wall is 140 feet high. Rangers and rogues are able a few seconds as the area gets unbelievably cold in a 30-foot
to climb the wall with a successful DC 8 Athletics or Acrobatics diameter; as soon as the noise stops the elemental is contained
check; anyone else must make a successful DC 15 Dexterity and the pressure, temperature and air in the room quickly
check every twenty feet. Because the rocks are old and loose, returns to normal. It remains there until the bottle is opened
it is easy enough to make the climb. Pulling out sections of the and the creature summoned. Whoever possesses the blue bottle
wall for hand and toe holds the greatest challenge, though the can command the air elemental. Though the creature will not
challenge per attempt is a successful DC 6 Strength check. fight to the death for the bottle’s owner, it will follow simple
commands.
The danger comes from sections of the wall falling down and
taking the character(s) with them. At least three times during
the climb, allow the characters to make a successful DC 10 COMBAT
Dexterity check. If they fail, a section of the wall falls away This challenge involves fighting the stone giant. He takes four
and they fall with it. For each twenty feet they slide and tumble stones and sets them on the ground in a square 50 feet wide
down the walls, they take 1d6 points of damage. Every twenty on each side, clearly marking out an arena. One is considered
feet they must may make another DC 10 Dexterity check to thrown out of the box if they have one foot or half their torso
grab ahold of the wall and arrest their fall. forced out.

12 5TH EDITION ADVENTURE


This is a straightforward grappling and unarmed combat magical weapons, disadvantage on Wisdom saves, plus will par-
challenge. Any form of combat is permitted other than use of lay on DC 12 Charisma (persuasion) check.
weapons. The giant will punch an opponent, but all damage
taken is pummeling, and when a PC reaches zero hit points, The giant is indifferent as to how this task is completed,
the giant chooses to render them unconscious. Under normal whether the characters resort to killing the stone or convincing
circumstances, a creature cannot grapple or shove another it to move on its own. However, if the party magically moves the
creature who is more than one size larger; in this case, it is stone without having to kill it, the creature rolls out of the way
permitted if at least two PCs remain standing. Each PC makes of the tunnel, heading due east, in the direction of the party. It
the appropriate check under the grappling and shoving rules takes up a new roost on the far side of the gate.
found in the core Fifth Edition Player’s Manual, and if both
As the stone rolls out of the tunnel it leaves in its wake four
succeed, they win the contest. If even one fails, however, they
figurines of wondrous power. They are silver raven, onyx dog,
lose the contest for that round.
obsidian steed, and serpentine owl.
MOVE A GIANT STONE
RETRIEVE THE GEM
The giant says: “This challenge shows you the true
This challenge involves exploring a short tunnel and retrieving
face of the living stone. On yonder road stands a great
a gem from a crypt. The tunnel is too small for the stone giants,
boulder that must be moved. Be gentle, for rocks possess
and worse, it is guarded by a banshee. Within the crypt is a
more spirit than you might guess.”
sarcophagus containing the body of a woman, buried long ago.
This challenge requires the party to move a large block of stone Beneath her feet is a small chest filled with rubies.
that lies in the middle of the tunnel. The giants set it here in
order to block easy passage through the tunnel, and because AREA 1: THE DOOR
they like to make people move stones. The catch is that the The door to the crypt is made of stone, and is set on two hinges
stone is a feliul stone, a stone possessed by the spirit of a fallen on the inside of the room, with one heavy iron bar on the
dwarf. outside of the door set in two brackets. The bar slides into the
brackets, locking the door from the outside.
Approaching the stone reveals its great weight and the absolute
necessity of moving it before the wagons will fit in the tunnel. To open the door, the bar must be slid back. It requires a
It is about twelve feet in diameter and perfectly round. It successful DC 10 strength check. The check may be made
weighs several tons. Due to its great weight it has settled into three times by the same person, but each time a new check is
the ground about six inches, pushing the flagstones of the road done, the DC increases by 1. When the bar is broken free of its
down where ever it touches. moorings and slides back, it does so with a horrendous noise, as
the metal grinds against the metal brackets. Flakes of iron and
The characters can attempt to move it through brute force but
rust fall to the floor. As soon as the iron bar is moved the door
this is not likely to happen. Pushing the stone out of the divot
settles a little, making securing it with the bar very difficult.
it has caused will be nearly impossible. Its weight alone makes
moving it hard and requires a successful DC 22 Strength check. The door swings inward.
Character may attempt to build machines to leverage it out,
and, though it is possible, it should be very difficult. Tools exist AREA 2: THE CRYPT
in the wagons, but no lumber is anywhere around.
The crypt is forty feet long and thirty feet wide. The walls, floor
The stone is of course living, and any detect magic or similar and ceiling are all made of stone. Four half round pillars built
scrying spell reveals the spirit within. The spirit is of a dwarf, into the walls mark the room with its only décor, aside from a
and is good and therefore not subject to turning as evil feliul chair sitting in the corner of the room, to the right of the head
stones are. However, the stone is highly susceptible to suggestion of the sarcophagus that dominates the room’s center.
spells, commands, and even influence from charisma based
classes, such as the bard. The door swings wide reluctantly, dragging on the floor
where it settled after the bar’s release. A cold, dry air
Refer to New Monsters below for the full monster. wafts out, carrying with it the telltale scent of marigolds
on a late spring day; warmth and sun come to mind.
Killing the monster is possible, though difficult. If it is killed, it Before you stands a sparsely decorated stone crypt. A
shatters. chair with red velvet cushions sits in the far corner
facing a large stone sarcophagus, upon which lies the
FELIUL STONE (Neutral evil large undead) HP 157 (HD
frieze of a noble woman carved into the lid.
16d10+64), AC 17, Spd. 20ft., Str 20 (+5), Dex 8 (-2) Con
18 (+4) Int 7 (-3) Wis 10 (0) Cha 7 (-3). Perception 10 (0). The room is haunted by a banshee, the spirit of the woman in
Slam +8 (4d10+5), Stone Spray (recharge 5-6, 30ft. cone, the sarcophagus. She lingers on the edge of sight and is visible
12d6, DC 14 Con half). SA: Darkvision 120ft, Immune Pio- to any cleric or paladin upon a successful DC 12 Wisdom check.
son, exhaustion, grappled, paralyzed, petrified, poisoned, prone, She is sitting in the chair looking forward with a vacant stare.
restrained, unconscious, resist slashing and piercing from non-

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

14 5TH EDITION ADVENTURE


(+1) Con 12 (+1) Int 8 (-1) Wis 11 (+1) Cha 5 (-3). Per-
ception 11. Bite +1, 1d4+1 piercing followed by DC 10 Con
save or target is petrified, SA darkvision 60ft.

END OF A STONE'S WAGER


Once the characters have destroyed the nest and climbed back
down the pillars, the giant, who watched the entire battle from
the Wall, approaches the party. Read or paraphrase the following:

The giant approaches you from the wall, an ear-to-ear


grin on his face. “I congratulate you, my friends, and
thank you for your good-spirited nature. You are free to
pass through my tunnels, and absolved of any trespasses
you may have committed in my home. I wish you good
journeys, but I must warn you:

Beware the road south, for the spirit of fire possesses


some, and they have built Hell Furnaces upon the road.”

He gives each of you a flask of water collected at the


base of the shaman’s pillar. “This drink,” he says, “has
special and magical healing properties. May it bring you
succor in times of need.”

THE GIANT'S WATER


In game terms, the water in the flasks has little taste but remains
cold, regardless of how long the heroes keep it. In addition, each
draught of water (five per flask) allows a hero to instantly roll
one hit die and heal the result in damage, but the rolled hit die
is not expended, nor does the character need to be resting to
gain this benefit.

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.

If characters have not played in the preceding adventure, the


items listed above should be doled out. Explain to the party that
they recently passed through a gate and tunnel held by storm
giants by overcoming several challenges, and not only were they
allowed to pass, but they were given these magical items.
As the Great Wall slowly fades behind, and the road
The adventure begins just west of the Great Wall. It is a day’s
pulls ever closer toward the mountains, a cold wind
long journey to Ashflat where they can resupply, hire guides or
picks up. Brought on currents from the mountains, the
what have you.
temperature seems to drop within a few hours. The sky
remains a pale blue and the sun recedes in the distance,
THE WEATHER BREAKS seeming smaller than it truly is. The drovers, shivering
After the party passes through the gate, they officially enter the in the chill, pull cloaks from packs or blankets from
wilderness, leaving behind them the last vestiges of the settled beneath their benches, wrapping their heads and bodies
lands. The weather breaks and the cold arrives. The weather in warmth.
is important, as it sets the stage for the coming encounter with
It is a day’s journey to the town of Ashflat.
the frost giants.

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.

LUTKE It is unnecessary to cover each day in detail. But cover each


Assuming the characters enter the town and do not wholly day with small events, such as setting up camp, post guards,
bypass it, they pique the interest of a number of people, not the etc. In the course of the journey the drovers continue to prove
least of which are the scouts for a bandit troop. One of these, their worth, working very hard to keep the wagons on the road
Lutke by name, watches them for a while and tries to find the and the caravan moving. Four events are listed below to use or
most agreeable individual, approaching them while they are discard as necessary; these may help supply real context to the
alone. journey and the great distance it covers.

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

16 5TH EDITION ADVENTURE


so does the caravan. Everyone up front must be alerted to the WEATHER
wagon’s stopping as well. The wheel snaps with a loud crack and At this point in the journey winter weather settles in. It begins
the wagon crashes to the ground, and the princess inside lets snowing off and on, and does so for many days until a good two
out an involuntary shout. Any characters near the wagon must to three inches with much deeper drifts blanket the ground.
make a successful DC 12 Wisdom (Perception) check in order
to hear her shout. The caravan is not necessarily slowed, as the oxen are well
versed in this weather and unaffected by the light snow on the
Repairing the wheel is not easy as the wagon is heavy. As the ground. Even gathering firewood from the forests to the north is
drovers move about the wagon, lifting it up to fit the new wheel, easy enough for the party.
the princess moves, requiring the same check as above. The
new wheel is pulled from the other wagon’s supplies, the axel NOTE: The snow sets up the coming encounter with the frost
greased and it is put on in only a few hours. giants.
During this time Lutke wants to take a scouting trip and asks
AMBUSH
several characters to go with him. He explains that they are
deep in bandit country and they should keep a sharp look out. Lutke sent word ahead to set an ambush in the Mettlock hills,
He takes the group and travels in a wide circle around the where the road doubles back to the east and enters a very narrow
caravan. valley only a mile or so across. Here his troop of 25 bandits lies
in wait.
3) TRACK BECOMES LOST: A heavy snow falls, accompanied
by powerful wind, and snow soon covers the narrow plain from If the characters have treated him decently, Lutke has a
mountains to forest. Lutke loses the track in the drifting snow complete change of heart and desires only to keep the party
and wind. He rides back to the column and asks for assistance from being attacked.
in finding it. If asked about going off road (as it is clear by the
terrain where they should be going), he explains that the ground As they approach the canyon, on day nine from Ashflat, he calls
is hard enough to take the wagons, but off the track the going a halt so that they can rest and then pass through the valley in
will be very difficult and they risk losing a wagon wheel or axle. one long day, and not be forced to spend the night there. That
night he attempts to slip out of camp. He uses all his ranger
Anyone who goes out with Lutke must make a successful DC abilities to hide and sneak in the wilderness. He takes his horse
15 Wisdom (Survival) check to find the track. The more eyes and heads rapidly south to shy off the bandits.
on the problem, the better (if at least three characters with
proficiency in Survival search, all gain advantage). He meets the troop about midnight and tells them to not attack
the caravan. It’s too dangerous. The bandits will have none of
This encounter allows the party to establish a bond of trust with it and order him to return to the caravan to keep the party from
Lutke. becoming suspicious.

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.

18 5TH EDITION ADVENTURE


At such times the giants adorn themselves in armor of bone NOTE: If they do not move on, and they hunker down, the
plate, leather, gold and silver. They take up weapons that rend nature of the encounter doesn’t change. The frost giants strike
and hack, that crush tissue and break bones. These giants and try to scatter the herd of oxen and mules first.
love helms as well. They adorn them with tusks, claws, wings,
and fangs. They carry horns to sound the storm and call their The party has about two hours to prepare for the blizzard. When
comrades and bring terror to their victims. They ride in huge it hits, it is blinding, carrying the following attributes:
iron sleds drawn by mighty elk that bray at the torment of their
1) Movement is cut to 10% of normal speed.
masters’ lashes. The chariots they carve friezes into, recounting
the story of their lives and deeds. 2) Vision is largely obscured, allowing close up vision of only a
few feet. The wagons and horses are visible as shadows up to
GIANT, FROST (NE Huge Giant) HP 138 (12d12+60) AC
thirty feet away.
15, Spd 40ft. Str 23 Dex 9 Con 21 Int 9 Wis 10 Cha 12.
Perception 13 (+3). Atletics +9. Saves Con +8, Wis +3, 3) The oxen are unaffected, but the mules are nervous.
Cha +4. Greataxe +9, (3d10+6; 10ft), Rock +9 (4d10+6;
60/240). Immune to cold, Multiattack (2 greataxe). 4) The carts offer particular problems. They can follow the one
wheel in one track of the wagons in front, but the second wheel
These giants, above all creatures wild and moribund, are fearless. will be in the snow, this causes them to veer off course every few
They have no thought of death, or life, loss or sufferance. They hundred yards. Furthermore, their movement is slowed to 5%
laugh at all things. And this is no maniacal laugh, but rather of normal. Where the wagons are going one mile per hour, the
a jovial side of evil that is rooted deeply in the suffering they carts are only able to travel about 1/2 a mile per hour.
bring. For these giants are evil, foul creatures who have no echo
of the All Father, but only a design for destruction. The caravan’s tendency is going to be to elongate. As vehicles
slow down, and the carts become stuck they have to be cleared
The giants revel in the hunt, knowing their blizzards are bound out. No one in the front is going to be able to see what is going
to catch some in the open. They ride their sleds into the storm on in the rear of the caravan. So if it stops, for whatever reason,
seeking signs of any that might be housed therein. the front continues to move forward. This exacerbates the
problem.
THE STORM
All this should be played up. Use the following short encounters
The storm breaks within a few hours after the caravan crosses the
for the snow storm:
bridge. There is little warning of it. It rises from the north, from
the timberland, and rolls across the plains like an avalanche. 1) STUCK WAGON: One of the wagon’s wheels falls into a
cleft and becomes stuck. The wagon must be pried out of the
The first thing the characters notice is a sudden drop in
snowdrift and put back on track. Refer to the Strength check
temperature. Shortly thereafter, a wall of clouds, black above
above for the river crossing.
and white below, grows on the horizon. However, the storm
does seem to be heading in an easterly direction, which means 2) DEAD MULE: A mule dies from the effort. The teams must
the bulk of it should pass by them. There is a slight chance to be switched up, with the loads abandoned or moved to other
outrun it. wagons. A character horse can be substituted for the mule.
Anyone with any knowledge of weather, weather sense, or 3) LOST IN THE SNOW: A character becomes temporarily lost
outdoors (this would include bards, druids and rangers) may in the snow. This should not last long, and should allow them
make a DC 12 Wisdom check to determine if it is a natural to find the caravan again with a successful DC 12 Survival or
storm or not. If successful they know the storm is not natural. Perception check.
Its source is more elusive, but its speed and sudden appearance
are beyond natural weather patterns. 4) HYPOTHERMIA: One of the drovers suffers from hypothermia
and falls off the wagon. He narrowly avoids being crushed, but
SAFE HARBOR: Lutke, if he is still with the party, imparts the the wagon master stops the wagon to help his friend. He can be
knowledge that there are ruins of a temple a day’s ride or more revived with spells or what not, but should be bundled up, etc.
ahead. They could push hard for them and take shelter there. These encounters lead up to the main frost giant attack, which
begins with a cart or wagon in the rear of the caravan.
WAITING OUT THE STORM: Some may suggest that they wait out
the storm. While this is possible, any ranger, druid, or naturalist
in the group knows that they run a serious danger of losing the STRAYING CARTS
livestock if they do so. The animals are not particularly adapted It is going to be difficult to keep the wagons and carts together.
to severe cold weather and tend to hunker down and freeze to The carts (if there are any left) move very slow, and the deeper
death during such storms. Loss of even a few of these beasts the snow gets, the harder time they have. If there are no carts,
could be problematic. For this reason, coupled with the fact that the wagons suffer the same problems, though not as severe.
they have a chance to outrun the storm, the characters should Each team moves at a different pace, particularly if there are
vote to move on. any wounded beasts.

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,

20 5TH EDITION ADVENTURE


they fall back to torment (though not kill) whoever is caught. Twin Forks is a large walled town that sits upon the plains between
This should give the party time to attempt to make the refuge. two rivers, the Ardeen and the Jung-Mul. It is the furthest point
The pursuit may only include one or two of the creatures. of the Kingdom of Kayomar, an outpost that borders the wild.
Here the knights await for the arrival of the caravan. They have a
The wagons can only negotiate the ruins to the temple with few scouts on the look out for it or for any group of riders coming
great difficulty. For each wagon, allow a character to make four their way. Spotting the party’s approach, they send messages, and
Strength (Athletics) checks (DC 15) with no bonuses for the within a few miles of the town, a troop of six knights and forty
wagon. If even one of the four checks fails a wagon wheel or mounted men-at-arms ride out to meet them.
axle shatters under the attempt.
As you cross the large wooden bridge that spans the
The doors are too small to accommodate the wagons and the Ardeen River, you spy the town of Twin Forks. Its
party is almost certainly going to have to open the box wagon massive, dark walls stand a bulwark against the white
and retrieve the princess to get her in the building. The door snow. Its roofs and towers, which jut over the wall,
is jammed and only opens on a successful DC 15 Strength are plain to see. As you ride across the long plain you
(Athletics) check. spy a troop of mounted men riding in your direction.
Pennants are flying, in full color and carrying the glory
Assuming the party makes it in and the giants have not been
of the realm of Kayomar.
defeated, the giants taunt and call to the party to come out and
play. If this fails, and if they’ve captured anyone, the giants bring The party is welcomed warmly by the Lord Commander and his
that person to the fore. If all else fails, the giants climb on top men, and is escorted back to town, where they are housed in the
of the building and begin tearing holes in the roof. Though they main keep that lies at the center of town. There they are fed,
detest enclosed places, they are not averse to opening those re-equipped and offered free housing until spring.
places up to their beloved storm.
If they have not discovered the princess yet, she is introduced to
The battle now either carries out on the steps, on the roof, them all, and thanks them profusely for their service in getting
or, if the giants open enough of the second floor roof to get her across the wilds to Kayomar. She blesses them all and gives
themselves in, and fall upon the party. The giants do not use them each a ring. Each of the rings carries her coat-of-arms and
fire under any circumstances as they detest its use as a sign of a blessing. The ring is magical; it may be used once to heal the
weakness. wearer for 2d8 points of damage.
TERROR & TORTURE: The giants are not inclined to fight to the Each member is given 500gp for their service from the King of
death. They find great joy in tormenting the living, not filling Kayomar. A great feast is also held in their honor.
the halls of the dead. The lingering fear of storms is another joy
the giants revel in, so allowing some to live to tell the harrowing The following day the knights head south with the princess.
story of their ordeals brings the giants satisfaction. Their real
purpose is to capture a few, maim a bunch, then leave into the Thus concludes A Winter’s Promise.
storm. They do not press the party until they have slain them
all; that utterly defeats their purpose. TRIAL BY FIRE
THE PRINCESS: The world of Aihrde is a harsh world, filled Trial by Fire begins with a quest for the princess whose troop
with monsters foul and cruel. Those who tread her mountains was attacked by a large band of fire giants. The giants scattered
and plains are a dour people, inured to the hardships of a world the horses, slew most of the knights and men-at-arms, and
of violence. The princess is no exception. Her family is one of kidnapped the princess. The adventure takes the party across
warriors and soldiers who have stepped to the fore to fight. Few the snowy wastes of the plains to the edge of the Tar Kiln where
in her line cowered behind others. As soon as she is out of the the fire giant hold lies.
wagon and thrown into danger she arms herself with whatever
she can. She defends herself if attacked and leaps to aid any KNIGHTS ATTACKED
who need it. She does not needlessly risk her life.
Within two days, a knight, battered and wounded, finds the
If the giants happen to capture the princess, skip forward to characters wherever they are at Twin Forks. He tells them that a
Picking up the Trail. band of fire giants attacked the troop, killed most of the knights
and kidnapped the princess. He begs them to attend his master,
who lies upon his death bed.
TWIN FORKS
The storm abates soon after the giants are slain or driven off. A En route he describes the battle. In short, the giants fell upon
foot or more of snow lies upon the ground. Drifts several feet the party in the early hours of the morning. They scattered their
deep stand against the walls. horses first and then proceeded to fall upon the knights and
men-at-arms. In the melee, seven of the giants were slain, as
It is a simple two-day journey to the town of Twin Forks where well as 32 of the men-at-arms. One knight took the princess
the paladins of Kayomar wait. The Castle Keeper should roll upon his horse and tried to escape per the Lord Commander’s
encounters as desired. orders, but the horse was taken down by a spear. Both were

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

22 5TH EDITION ADVENTURE


THE TRAIL failed check reveals a shadowy figure moving around the corner,
Following the trail, the characters find that it leads up the slopes when in fact there is none.
of the mountain, to the edge and down again into the crater, The temperature inside is very hot, though bearable. It generally
ending only at the water’s edge, where a boat bobs up and down averages about 110 degrees Fahrenheit (or 43 degrees Celsius).
in the filth. Read or paraphrase the following: There is little air movement, making the whole area very stuffy.
The trail leads over a mountain rim and tumbles into Anyone within the complex for over an hour starts to become
a water filled crater. Though snow covers the land, it dehydrated. Each character must make a DC 12 Constitution
is clear that this was once a large mountain, reduced check every hour. A failed check results in an increased level
now by some ancient eruption. And if the crater failed of Exhaustion. A long rest is required to remove one level of
to relay that story, the blackened lake at the bottom Exhaustion.
surrounds a smaller hump of a mountain, out of which The giants cut stone to fit their own size, so when examining
spills a slow moving fiery magma. A small landing at the the map, note that each block in the dungeon is equal to twenty
lake’s edge and a boat show the only way across the lake, feet.
to a rift in the small mountain -The entrance to the fire
giant hold.
AREA 1; ENTRANCE
The landing is not guarded, so taking the boat is simply a matter The front entrance is protected by a pool of lava, beyond which
of walking down to the lake’s edge and getting in it. There are stands a closed gate. The gate is built into the mountain and
oars within. The keel is covered in metal plates, suffering the consists of a stone arch and drawbridge. The bridge itself is iron
scalding waters of the rancid lake. It takes only an hour or so to and cast by the fire giants themselves, encrypted with runes,
cross the lake. and safe from the ever-present heat.
There a path leads up the ash covered slope. Tracks in the soot The path climbs the hill in a straight-forward manner
are plain to see and easy for even the most unwary to follow. If until it reaches the cave’s opening. Here funnels rise
a ranger is present they may make a DC 15 Survival check. If from the ground to either side of the cave, each vomiting
successful they determine that six fire giants came up the hill, the spoils of the earth in flame and tar. The lava pools in
five of whom were carrying odd shaped loads that affected their a pit before the gate, spilling over and slipping down the
gait. slope to either side of you. Beyond the pool is a gate, its
iron grate of a drawbridge closed. Three demon heads
KILN HALLS adorn the wall above the gate, watching with lurid eyes.
Upon the southern edge of the Tar Kiln lies a small, smoking The lava pool is roughly twelve feet wide and twenty feet long.
mountain, Ranajak. Ranajak is a volcano that long ago blew the
top off its mountain home and now remains as nothing more The drawbridge is opened by a pulley located above the arch.
than a water filled crater, within which rises a second, much The pulley is operated by one fly wheel attached to another
smaller plume. This one lies in the crater’s center, surrounded wheel by the arch on the left hand side. Turning this wheel
by sulfurous water and smoldering steam; a constant gout of raises and lowers the drawbridge.
burning rock seethes from its craggy top.
Getting to the gate is difficult, as it is closed.
A fire giant warlord has taken up residence here, carving a
home for himself out of the guts of the mountain. CLIMBING: The funnels are tall, ranging from a few feet to over
ten feet in height. They are hardened stone and can support a
The Kiln Halls exist in the heart of an ever-erupting volcano. great deal of weight. Anyone attempting to climb the funnels
The giants work hard to control the movement and flow of the must make a successful DC 15 Dexterity check but also runs
lava so that the mountain itself never fully erupts. But it means the risk of being struck by lava suddenly bursting from them.
that lava is constantly moving through the corridors of the Kiln. This happens on a roll of 1 in 8 for each round on the tubes. If
struck the climber must make a successful DC 15 Dexterity save
The Kiln is extremely loud because of the constant moving lava, or suffer 1d10 points of burn damage. If successful they take no
with the rising steam, rocks and stones popping and exploding, damage.
etc. Anyone entering the Kiln cannot hear normally. Unless
someone is shouting or making some extremely loud and very The door does not fully close, leaving a gap between the top and
unnatural noises, hearing is restricted to fifty feet. The giants the entrance about fourteen inches wide. Once someone has
are affected by this as well. mounted the gate they can climb down with ease and attempt
to drop the draw bridge.
Vision suffers a similar problem. Creatures in the Kiln can see up
to 100 feet, but not very well due to the heat and gases. Anyone Brute Force: Forcing the gate open by pulling it down is going to
attempting to look down a corridor beyond seventy feet must be very difficult. First, ropes and chains must be secured to the
make a successful DC 15 Wisdom save. If this happens, they gate, and then the whole must be pulled down. The giants have
may or may not see what is down the corridor. For example a locked the gate pulley with a bar so this must be broken with

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

24 5TH EDITION ADVENTURE


GIANT'S RAPTURE 25
platinum worth 1000gp. He also has a ring of regeneration. The been stripped of all valuables. They are waiting to be taken into
sword he was wielding is a magical +3 greatsword. Designed for the Kitchen for cooking.
a human client the blade is useful to anyone able to wield it; in
the hands of a human it deals 1d12+3 damage. AREA 6 THE KITCHEN
Fire giants despise uncooked flesh and never eat it. However,
AREA 5: COMMON AREA their treatment of food cannot be construed as cooking. Taking
Here lies the giants’ common area. Fire giants do not sleep as the slabs of meat, they set them in an open flame, burning it
do other creatures, but rather rest by sitting near a heat source. beyond recognition. They then devour the charred remains.
They have no beds, nor trunks to keep their equipment in.
They wear their armor at all times, and most of them carry The kitchen for the Kilns is little more than a square room with
their portable wealth with them. For this reason the room is not a pool of burning lava in it. The pool is fed by a small groove
furnished and is occupied by two giants and one rather large that channels the lava from Area 7 into the room. In turn, it
hell hound. leaves the room by another channel that cuts under the wall,
sending it to the lake beyond.
The giants are both resting from their battle and mad cap
charge across the countryside. One is horribly wounded, having The kitchen houses a single creature- the cook. The cook is a
suffered a horrific head wound in the battle. Much of his right troglodyte slave. He is chained to the wall by a length of chain
eye is gone and vision on that side permanently lost. almost fifty feet long, just long enough to allow him to go out of
the room and drag in the bodies of the evening’s meal.
The room is extraordinarily loud as the noise from the two pits
overwhelms almost any sound. It is very unlikely that the giants The trog is a horribly tormented slave and despises the giants. If
in the other rooms will hear anything. However, if the battle goes the characters find some way to communicate with him they may
on for an extended period one may wander into the room. Every make him a temporary ally if they desire. If they free him from
10 rounds roll a d12, on a roll of 1 a giant comes from Area 8. his chains, he offers to join them. And if they offer him freedom
from the dungeon, he’ll actually serve them until they leave. If
The tunnel broadens immediately into a huge room. Here he is not offered eventual total freedom, he’ll attempt to steal
fiery rock oozes through well cut flagstones and gathers from the party and escape at the nearest possible opportunity.
in two large pools. A large flat rock sits in the middle
of each pool, and upon each rock sits a fire giant. Both He does know about the secret door to Area 9 The Prison.
heavily armored giants are squatting on their haunches.
TROGLODYTE (CE Medium humanoid) HP 13 (HD 2d8+4),
One has removed his helm, revealing a horrific gash in
AC 13 (natural armor), Spd 30ft. Str 14 (+2) Dex 12 (+1)
his head that drips blood and pus. But even as you take
Con 14 (+2) Int 10 Wis 10 Cha 8 (-1). Perception 10. SA
in the scene a large black shadow detaches from the
Blend (chameleon ability); Darkvision 60ft; Multiattack with
back wall, and with a deep guttural growl starts to cross
one bite, two claws: Bite +2 (1d4 + 2) piercing, Claw +2
the room. It is a huge hell hound.
(1d4 +2) slashing.
FIRE GIANT X2 (NE Huge Giant) HP 162 (13d12+78)
He has no treasure. His name is incomprehensible to any
AC 18, Spd 30ft. Str 25 Dex 9 Con 23 Int 10 Wis 14 Cha
human, demi-human or humanoid. He is chaotic evil, and filled
13. Perception 16 (+6). Athletics +11. Saves Dex +3, Con
with hate, malice and madness.
+10, Cha +5. Greatsword +11, (6d6+7; 10ft), Rock +11
(4d10+7; 60/240). Immune to fire, Vulnerability to cold, There are charred remains of meat all over the room, but
Multiattack (2 greatsword). In a belt pouch one has a holy sym- nothing of value.
bol of St. Luther that, if carried by a cleric or paladin, enhances
all Wisdom checks by +1. There are also 400gp in assorted AREA 7 HALL OF THE WARLORD
coins and gems.
These are the personal quarters of the Warlord of the fire giants.
HELL HOUND (LE Medium fiend) HP 45 (HD 7d8+14), AC He is resting at the moment, his wounds from the battle with
15, Spd 50ft. Str 17 Dex 12 Con 14 Int 6 Wis 13 Cha 6. the knight only recently healed. He squats in the corner, head
Perception 15 (+5). Bite +5 (1d8+3), Fire Breath (recharge bent down, his great helm still on. This helm, coupled with the
6, 15ft. cone, 6d6 fire, Dexterity DC 12 half). SA Darkvision raging fire pit of burning lava in front of him, blocks almost
60ft., Immune to fire, keen hearing and smell (advantage on all sound from him. Unless someone comes into his room and
Perception), pack tactics (advantage if within 5’ of ally). purposely awakes him he continues to muse in his torpid state.

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).

26 5TH EDITION ADVENTURE


Immune to fire, vulnerable to cold, Multiattack (2 greatsword). them is going to be very difficult, requiring a successful DC 15
Challenge 10 (5,900 XP) Dexterity check. Anyone who attempts this however, must
make a DC 12 Constitution save or suffer 3d8 points of burn
The warlord’s armor is embossed with his life’s deeds, the slaying damage per round they are climbing on the funnel. A successful
of a dragon being the most prominent. He wields a huge black save reduces the damage by half. It takes 1-4 rounds to get
crowbill in combat. Upon a successful strike the end of the through the funnels.
crowbill sticks into armor and/or flesh, when he pulls back the
victim must make a successful DC 16 dexterity save or be pulled There is a secret door in the corner of the room, next to the
and thrown to the ground. Upon his brow sits a crown of beaten funnels, leading to Area 9. It can be found on a successful DC
silver, gold and platinum, topped by a large white diamond. The 10 Passive Perception check. It opens the wall, allowing easy
crown is worth 5000gp. access to the room.

AREA 8 TEMPLE AREA 9 PRISON


Here lies the heart of the Kilns, the temple to their god Unklar. This “L” shaped room serves as the prison. Here the princess
The room is the largest in the dungeon with multiple lava pools Carolisa is kept, along with the Knight they kidnapped with
and channels crisscrossing the room. Funnels rise from the her. Both are heaped on the floor, tied, beaten, burned and
floor in multiple areas, belching gas and flame. The room is blackened, lying beside the secret door.
dominated by a large stone complex with an altar to the Horned
One. This stands on the far wall, lava pooled at its feet and Anyone who comes in wakens the princess immediately. Her
slowly oozing out and across the room. eyes open in terror at first, but then soften at the sight of
her rescuers. In a broken, parched voice she croaks the word
The altar is a demon headed statue, carved into blocks of “water.” As soon as she gulps down the water she says “there is a
stacked stone. Dragon heads carved into the altar guide the demon in the flame!” If the characters manage to get her water
lava, and wreath the whole in flame. within five rounds, they can be warned of the fire elemental
taking shape behind them. If not, and if none are exploring or
This is the main temple, and it houses four lesser hell hounds looking toward the pools, roll the necessary surprise rolls.
and two fire giants. The giants are well rested, having suffered
the least from their battle with the knights. They are sitting Within five rounds of entering the room, the fire elemental that
before the altar, gambling over a pile of treasure taken from the keeps watch over the princess takes shape in the flaming pool
field of combat. When they spy the interlopers they attack. on the far side of the room. He leaps from the pool, two huge
fists and arms extending from a writhing ball of liquid flame. He
Giant, Fire (NE Huge Giant) HP 162 (13d12+78) AC 18, roars maddeningly and attacks.
Spd 30ft. Str 25 Dex 9 Con 23 Int 10 Wis 14 Cha 13. Percep-
tion 16 (+6). Athletics +11. Saves Dex +3, Con +10, Cha ELEMENTAL (FIRE) (N Large Elemental) HP 13 HP 102 (HD
+5. Greatsword +11, (6d6+7; 10ft), Rock +11 (4d10+7; 12d10 +36), AC 13, Spd 50ft. Str 10 Dex 17 Con 16 Int
60/240). Immune to fire, Multiattack (2 greatsword). 6 Wis 10 Cha 7. Perception 10. Touch +6 (2d6+3, plus ig-
nites for 1d10 per turn unless doused). Immune to fire, poison,
HELL HOUND X 4 (LE Medium fiend) HP 45 (HD 7d8+14), exhaustion, grappled, paralyzed, petrified, poisoned, prone, re-
AC 15, Spd 50ft. Str 17 Dex 12 Con 14 Int 6 Wis 13 Cha 6. strained, unconscious; vulnerable to cold, resists bludgeoning,
Perception 15 (+5). Bite +5 (1d8+3), Fire Breath (recharge piercing and slashing from nonmagical weapons. Challenge 1/2
6, 15ft. cone, 6d6 fire, Dexterity DC 12 half). SA Darkvision (100 XP).
60ft., Immune to fire, keen hearing and smell (advantage on
Perception), pack tactics (advantage if within 5’ of ally). Once the fire elemental is destroyed, the party can rescue the
princess and the Knight, carrying both to safety.
The treasure consists of 1000gp in assorted monies, a +1 small
shield, +2 leather armor, a+2 throwing dagger which returns when
thrown, a +1 long sword, a +1 mace, a +1 bow, 12 silver arrows
ENDING GIANT'S RAPTURE
and a quiver, a wand of magic detection, a book of 6 wizard and Upon returning to Twin Rivers the characters find a large army
6 warlock spells, a doss lute Instrument of the Bards and a staff of of 500 horsemen in the process of being assembled. Assuming
healing. they have the princess, they are welcomed as heroes and become
the toast of the town.
The statue is large and heavy. Pulling it down is possible with a
successful DC 18 Strength check. The stones behind it offer the They are given land grants in the Kingdom of Kayomar of 150
perfect brace to so. If it is pushed over into the flame it crashes parcels apiece as well as the title of Knight. Each is granted a
into the lava with a screeching sound that wakens the warlord royal stipend of 10 gp per month.
in Area 7 as well as the prisoners held in Area 9.
Similar awards, as outlined in the beginning of the adventure,
The funnels that dominate the wall that separates Area 8 and are granted upon their return to the County of Karilia.
Area 9 climb almost to the ceiling. A careful investigation of
the area reveals a room behind the funnels. Climbing through Thus ends A Giant’s Rapture.

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

28 5TH EDITION ADVENTURE


they are eaten, though some are able to cling to birds and are APPENDIX B: NEW MAGIC ITEMS
carried off into the forest. They drop off when they come upon
a suitable hunting ground, falling into the tree tops where they
cling and slowly grow, feeding at first on insects and birds but ARMBAND OF ARMOR
slowly moving up the food chain. Wondrous Item, uncommon (+1), rare (+2), very rare (+3)
(requires attunement)
Ambush Predators. The feulk cling to their treetop homes,
waiting for creatures to pass over, under or near their vines. They These iron armbands resize to fit their wearer and provide a
prefer to wait until they can strike with several vines at once, bonus to AC while you wear them. The exact bonus is either
but if their victim is moving away, they strike with whatever +1, +2, or +3, depending on the individual armbands found.
they can. They wrap their vines around the prey and proceed to
lift them into the heights of the trees to feed upon them.
HORN OF GOODNESS AND EVIL
FEULK Wondrous item, rare (requires attunement)

You can use an action to blow this trumpet. When blown, it


Huge Monstrosity, Unaligned
provides protection; all allies within a 30 foot cone are subject
Armor Class: 15 (natural armor) to the effects of a protection from evil and good spell that lasts for
Hit Points: 155 (20d8+60 HD) 10 minutes. The horn has 3 charges. It regains 1d3 charges daily
Speed: 0 at dawn.
Str: Dex: Con: Int: Wis: Cha:
18 (+4) 16 (+3) 17 (+3) 2 (-4) 12 (+1) 6 (-2) HORN OF STORMS
Wondrous item, very rare (requires attunement)
Damage Immunities: Acid, Cold, Poison
Condition Immunities: Charmed, exhaustion, Frightened, You can use an action to blow this horn, and summon a churning
grappled, Incapacitated, paralyzed, petrified, poisoned, prone, storm cloud which functions exactly as the storm of vengeance
restrained, unconscious spell. Once you blow this horn, you cannot use it again for 7
Damage Resistance: Bludgeoning days. Each use of the horn’s magic has a 20 percent chance of
Damage Vulnerabilities: Fire causing the horn to explode. The explosion deals 10d6 thunder
Senses: Darkvision 60 ft., Passive Perception 14 damage to the blower and all creatures and objects in a 10-foot
Skills: Perception +4, Stealth +6, Survival +4 radius, and destroys the horn. The blower automatically suffers
Languages: None. full damage from an exploding horn; others within the blast
Challenge: 7 (2,900 XP) radius may attempt a DC 16 Constitution saving throw for half
Acid Mucous. The feulk generates an acidic mucous from its damage.
tentacles; any creature grappled by the feulk suffers 2 (1d4)
points of acid damage per round they are grappled. This
damage persists each round after the creature is released, until
it is thoroughly washed with water (immersion or soaking for
at least 1 round). In addition, this mucous impairs movement,
causing disadvantage on all attack rolls and dexterity checks
and saves, until washed off.
Actions
Multiattack. The feulk makes three tentacle attacks every
round.

Tentacle. Melee Weapon Attack: +6 to hit, reach 10 ft., one


target. Hit: 8 (1d8+4) bludgeoning damage and target is
grappled and restrained unless it succeeds at a DC 15 Strength
saving throw. Creatures thus grappled suffer additional 8
(1d8+4) bludgeoning damage at the beginning of each of the
feulk’s turns, as well as acid mucous damage, and are subject
to a bite attack. The creature may attempt a new saving throw
at the end of each of its turns, freeing itself with a success.

Bite. Melee Weapon Attack: +6 to hit, reach 5ft., one target.


Hit: 7 (1d6+4) piercing damage. The feulk may only bite
creatures that are currently grappled by its tentacles.

GIANT'S RAPTURE 29
30 5TH EDITION ADVENTURE
GIANT'S RAPTURE 31
OGL
This book is published under the Open Game License version 1.0a by permission of Wizards of the Coast, Inc. The Open Game Content appearing in this book is derived from the System Reference Document v 3.0, copyright 2000 Wizards of the Coast, Inc.

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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.

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