:Date: Tue, 30 Jun 1998 12:56:35 -0400
:From: Jason Zavoda <
nem...@MAGPAGE.COM>
:Subject: [GREYTALK] After the Giants: The Glacial Rift of the White
:Wyrm
: part6
LA#15. (Weapons cave)
This area was a small mustering point for guardsmen and Ice Men
being sent to the Upper Area. Other than signs of foot traffic it is
empty. Several Ice globes line the walls.
LA#16. (Common Quarters Cavern)
The 4 Human Guards and the Guards captain barracked here. While
two of the guardsmen were always assigned to duty in the Upper Area
they would alternate shifts every week. All 4 guardsmen kept quarters
within this barracks area. The southern area of this cavern was the
guards captains quarters, the middle was a common area and the north
occupied by 2 of the 4 guardsmen, though there are beds and furnishings
for 4.
Currently the area is in disaray. Signs of a hasty departure
are apparent. Chests and trunks are open and half empty. One table
has had clothes and personal belongings spread out across it.
The northern area of the cavern has furnishing for 4 but
two of the bunks (Belonging to Herv & Shavez) have an unused look.
The remaining 2 guardsmen while rushed still had time to loot the
missing guardsmens storage chests.
The common area at the center of the cavern also had several
tables, chairs and small chests. Inside are dice, cards, a set of
throwing
knives ( for a straw target against a far wall). In one corner is a fire
pit, in another are several chests of fine foodstuffs, too bulky to be
taken as traveling rations. A broached keg of ale sits on one table with
several flagons beside it. This area appears to have been left almost
untoughed by the fleeing guardsmen.
The southern area was the Captain of the Guards private quarters.
The furnishings are of slightly better quality, bought or stolen from the
human lands beyond the palteau rather than built by the guardsmen
doubling
as carpenters. A lazy smokey fire burns in an emptied chest. Papers books
and scrolls have been reduced to ashy fragments within. What information
they contained now lost, but a half page of fine parchment has slid
between a crack in the trunks planks. In a careful script is written out
an inventory list, detailing items such as a hundred weight of Yeti
pelts,
gold buckles, giant armbraces and teeth. But also listed are wares raided
from merchants in both Geoff and Sterich. Finally a large sum in gold is
totaled at the end and it is signed simply Zarchas.
If the PCs investigate at some future date they will find that
Zarchas is a wealthy merchant in Sterich well connected to members of
the Ruling class both in Sterich and in Keoland.
These quarters have also been stripped but in a much more careful
and methodic fashion. No items of value are left behind besides common
articles of clothing, furniture odds and ends and extraneous personal
items. The walls of this cavern are lined with ice globes such as are in
UA#2.
the Guardsmen are Fighters Level 6 and the Captain is a fighter
level 10 but do not appear in this scenario as presented.
LA#17. (Kennel Cave)
Cleaned out and turned into a storage area this is still filled
with piles of bear skins (at least 50/sledge) corded with rope onto
wooden
sledges. One sledge of yeti skins is near the southern entrance. The
wooden pallet underneath cracked and split in two. Most of the skins have
been removed and only a dozen were left behind on the broken pallet.
LA#18. (Caverns of the Carls)
This is the winter wizards main laboratory. Evenly spaced rows of
tables line the west wall. Though most are empty some still contain half
formed Ice Men all are inanimate. Several spaces have are emptied where
equipment recently stood and the sign of sledes, parts of crates,
hammers,
nails and rope are everywhere. Near the east wall are tables filled with
alchemical material some still steaming and tumbling with an apparent
life
of their own. If an untrained PC begins disturbing this mad array of
flasks, tubes, burners and what not catastrophic results will occur.
First
a green flash will go off, then sevreal tubes and flasks will shatter,
then billowing dense clouds of blue smoke will satrt pouring from these
tables. This smoke will stain any material a deep dark blue on contact
like a vaperous blue permanant ink. From the center of the table will
come flashes and the sounds of glass shattering. Then finally the entire
length of tables (40ft long) will explode in deafening thunderclap.Anyone
within 10ft of a table edge will take 4d10 worth of damage (save for 1/2
damage)
Several chests are lined against the south wall near the entrance
to LA#20. These contains quantities of common alchemical ingrediants. One
chest contains coal, another bars of lead, etc... all of little value.
While there are many of these chests it is apparent that several dozen
were recently removed.
besides smaller there is a large pentagram carved into the floor
near the center of the north wall.A huge table and winch near the west.
The body of a Dead Frost Giant lies against several pushed together
tables
in the south east corner, his skin peeled back from stomach and chest
like a frog on a dissecting tray.
This room is lit by Ice Globes.
LA#19. (Caverns of the Carls)
This is the room of the Winter wizards assistants. Whatever had
been left behind is now either ash or slag. A steamy smokey mist hangs
about the floor and ceiling.
The assistants were magic users level 8 and 7
LA#20 (Jarls antecavern and trophy hall)
The winter wizard used this as a banquest hall and stretegy room.
several wide blank spaces show where maps and hanging have been recently
removed. Dominating the room is a huge wooden table that could easily sit
two dozen. Its is finely carved and the chairs and two long benches are
carved to match it. While extremely valuable the ponderous size and
weight
of it makes removale daunting. A glass doored cabinet is also of
especially fine craftmanship its lower doors containg a rack with a
dozen bottles of fine and expensive wine. This room is lit with Ice
Globes.
LA#21. (Jarls Private quarters)
This was the home of the Winter wizard. Its has been stripped
bare, not a carpet, piece of furniture or piece of parchment remains.
Viewing the depradations that the PCs were making on the rift and
feeling that his relation with Glacier was becoming tenuous due to the
Orbs unstable effect on the Great Wyrms tempreament he decided that
descretion was the better part, and has scampered. while the Winter
Wizard
is extremely powerful in his own right (16th level magic-user) most
of his magic involved craft rather than battlemagic. With a small army of
Ice men, his most valuable treasures and supplies and most of his
followers and henchmen he has headed for a well prepared lair of his own.
New Monster
Ice Men are the results of the winter wizards experiments. Using
a
spell similar to animate dead he has created an animate man shaped
creature (non-sentient) out of ice that will obey any command. He has
constantly been tinkering with the spell and the resulting ice men to
improve their abilites (but with little success)
Ice Men are 1HD HP8 AC4 #At1 dmg 1d6. Basically frosty cannon
fodder. Edged weapons do -1 damage and blunt weapons do +1 damage. Cold
based and electrical attacks have no effect, fire does double damage. Ice
men can heal damage taken by being in contact with snow or ice at a rate
of 1hp /game turn. They cannot use weapons or shields. They can move
across ice as if it were firm ground.