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[GREYHAWK] After the Giants: The Glacial Rift of the White Wyrm part5

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May 15, 2013, 4:58:37 AM5/15/13
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:Date: Tue, 30 Jun 1998 12:55:24 -0400
:From: Jason Zavoda <nem...@MAGPAGE.COM>
:Subject: [GREYTALK] After the Giants: The Glacial Rift of the White
:Wyrm
: part5

LA#3. (Storage Cave)

The Winter Wizard returned this area to its original state. Racks
of wine, kegs of ale and beer. Chests of hard liquor fill this cave.

LA#4. (Deserted Cavern)

This large cavern serves several purposes. The west wall contains
many tables and work benches. Half finihsed chairs, a wooden chest and
a completed bed are in this area. The tables and walls have many saws,
hammers, nails, etc... a carpenters work area. Against the East wall
a large forge is set. The coals in it are still hot. Hammer and anvil
as well as sets of blacksmith and armorers tools are in this area.
11 Ice Men one with an Ice Collar (g#5) are hidden among this
area. They act normally as helper to the smith and carpenter but they
have
similar orders to those of UA#1

LA#4a.

The rubble around this area has been cleared away and it appears
as a normal wall, but a secret door is set into this area. It is wizard
locked by a 16th level mage. The secret passages opens up into the north
wall of area LA#21a.

LA#4b.

Wood and Iron supplies for the forge and the carpenter are kept
in
this area. All are carefully sorted and stored.

LA#5. (Entrance Cavern)

This cavern shows much foot traffic (at least Dragon foot
traffic)
but is otherwise empty.

LA#6. (Emissaries Cavern)

This is Home to the Very Old White Dragon 'Crystal'. She was
Glaciers mate before that young strumpet Aurora came along. She retains
her old Lair near to Glacier but she is no longer in favor. Ever since
that termite of a human mage brought the Green Orb to the rift her mates
nature had changed. Now he behaved more like a 100year old instead of the
mileniagenarian he actually was.
At one time she had a hoard of her own but Suddenly Glacier
insisted that his be the only hoard and with the aid of the wizard and
his
ice men all her precious treasure was removed.
Crystal resents Glacier, she resents Aurora and she resents
thewizard. But while she resents Glacier she also fears him. Beyond
anything else she values her life. If she spots the PCs she will first
check to see if they are wearing Ice Collars, if they are not she will
first use her breath weapon then turn and flee for LA#12 to find Glacier.
If she is brought to below 50% of her HP she will surrender if
possible. She will betray even Glacier and her own hatchlings so save her
own life, but she is untrustworthy and will seek to betray or escape from
the PCs at the first opportunity that is likely to succeed. If glacier is
present she will hide behind him using her breath weapon if the
opportunity presents itself.
Crystal HD16 HP104 AC-4 Breath Weapon 9d6+9 #At3 1d6+9x2/2d8+9

LA#7. (Guest Cavern)

This is where Crystals oldest child lairs. He is a Juvenile male
dragon badly abused by both Glaicer and Crystal. He is almost perpetually
injured but hasn't dared to leave the rift yet since he feels is mother
would track him down.
If confronted by the PCs he will not attack but will seek instead
to ally with them as his father has allied with the Winter Wizard. Since
he has been kept from the raids beyond the plateau his only contact with
humans has been the wizard and his followers. Now he assumes that the
adventurers must be powerful like the wizard. At heart this Dragon does
not believe that he can escape from the rift and that Glacier in one of
his more and more frequent rages will kill him. Instead of merely
escaping
this Dragon seeks the deaths of both his parents
He will fight if attacked but will surrender at the first
opportunity. He knows where his mother and siblings lair, the great hall
of his father. Where the Crystal Dragon Gem is held and the main entrance
exit from the Lower area but not much more.
He is HD11 HP(74) 52, AC1, Breath Weapon 4d6+4, #At3
1d6+4x2/2d8+4

LA#8. (Prison Cavern)

2 Very Young White Dragon Females lair in this cavern. They have
been badly abused by their mother and are both slightly injured. They
rarely leave the lower area and if confronted by the PCs will cower
rather
than attack. If attacked by the PCs they will defend themselves but after
receiveing more than 50% damage they will simply cower.
HD7 HP(35) 20, HP(28) 18, AC3, Breath weapon 2d6+2, #At3 1d6+2x2
2d8+2

LA#9. (Servants Quarters Cavern)

This cavern is Crystals Hatchlings lair. 9 hatchlings occupy this
cavern, 2 are dead from injuries and starvations. The 7 others are weak
and scrawny. They scream pitifully for food but pose no threat to the
PCs.
5 cannot move from where they crouch and the other 2 can only stagger
slowly. The cave smells from rot and refuse. Each of these Dragon could
be slain with a single swordthrust.

LA#10. (Antecavern)

This cavern is empty but shows the pasage of dragons and many
human sized feet.

LA#11. (Great Cavern Hall of the Jarl)

This Great Cavernous Hall was once filled with tables and
trophies
of the Jarl Grugnur, Now it is ablaze with light. Ice Globes line the
walls and descend from the ceiling in scores. But except for these myriad
blazing lights the hall is empty, empty except for Glacier the Great Wyrm
himself and beneath him an overflowing mounds of coin and treasure.

LA#11a. & LA#11b.

At both these points a huge 5ft sphere is set. These are Ice
Globes of tremendous size. If smashed they will be found to be hollow.
The
outer sphere formed of Ice shaped and faceted like a gem. Inside set
exactly at the center, balanced on a thin column of ice is a normal sized
Ice Globe.

LA#12 (Audience Alcove and Throne Dias)

Buried somewhere beneath this mound of treasure is the Huge
throne
of Grugnur the Last Jarl of the Glacial rift. Now this spot is buried in
countless coins of copper, 10s of thousands of silver pieces, and
thousands of Gold and Platinum coins. Carried by the strength of Dragons
this treasure is equal to all that was listed for every room, monster,
pocket or pouch in Module G2. Gems, garnets, diamonds, emeralds and
rubies, spill out of coffers, cups and goblets of gold. Magic belts,
buckles, swords and potions are mixed in with this vast hoard. (As much
or
as little as the DM feels is appropriate for their campaign. But no spear
sword or kings ransom resting here will aid the PCs against the owner
of these treasures. Sitting atop his hoard is Glacier. Old beyond Human
reckoning, he first drew breath centuries before the Suel Empire vanished
in a Rain of Colorless fire. The years have taken their toll, Glaciers
vast scaled body, 100ft long is scabbed and scarred along its entire
length. His mighty tail, 70ft of jagged flesh is cut short, ending in
a thick blunt stump. His great teeth are worn and flattened, one fang
broken and jagged. A gouge runs across his face from snout to ear and
along its length his left eye is bisected now but a sunken and empty
socket. The Great wings which would crowed the arching ceiling lie
shredded atrophied across his mountainous back, Glacier will never know
they sky again.
Flightless, maimed, half-blinded, Glacier is a testament of
survival, and his will is undimmed. He will greet the party as they enter
his lair only attacking if they attack first. At first he will be amused
at the PCs presence and will question them carelessly. All the time his
body will be moving, his good eye tracking them. He will first be coiled
around his treasure hoard overflowing it with his vast bulk. But as he
talks with the PCs he will gradually uncoil till he his facing the PCs.
He will respond to any attack made on him instantly or if the PCs
try to enter LA#14 or make a break for LA#15
Glacier, Great White Wyrm, HD20, HP150, AC-7, Breath Weapon
12d6+12, #At3 1d6+12x2/2d8+12 MR40%.
Glacier will try to pursue the party but pasages are only wide enough to
let his body pass through LA#10 to LA#5 to LA#1 then out onto the floor
of
the rift. He is strong enough to burrow his way through the ceiling of
the
great hall but it will take him time. Like wise he will can try to dig
into smaller caves but such excavations will cause roof collapse before
he
can create a passage for his bulk.
It is very likely that the death throes of Glacier will collapse
the great hall and bury him as well as his treasure.

LA#13. (Guard Area)

This area is empty.

LA#14. (Kitchen Cave complex)

The floor of this cave is layered with a thick scrub bush, the
walls are coated in vines and the ceiling is layered with the tough ends
of roots. There is an earthy smell about this rooms, strong and
vital. At the center there is a stone altar, ancient carvings along its
base have been worn into illegibility. Atop this altar set in a holder of
carved ash which still courses with life, is an 1ft round globe of
pulsing green. This is the Orb of Life, rested from a lost temple
hidden in the northern forest near the ancient land of Blackmoor. In the
presence of this Orb Glacier has regained the vitality and lust of his
milenia past youth and yet this power of life held in the Orb may be his
great undoing. Within 20ft of the Orb PCs will be swayed by a feeling of
well being, momentary and passing, but if they remained within this range
these pulses would strike them again and again, after 10minutes poisons
would be neutralized, minor curses lifted and diseases cured. At 10ft
distant, wounds will start to heal at 1hp every 10minutes, If the Orb is
held in its ash holder, the effects of lycanthropy will be dispelled.
The Orb is the bain of the Undead and lesser sorts such as
skeletons and zombies cannot even appraoch it while a Lich would suffer
terrible damage trying to grip the ash holder and would be destroyed
touching the orb itself.
But every boon has its cost. The life and viatlity so freely
given
by the Orb demands a payment in kind. For some time now Glacier has been
basking in the Orbs healing and a debt has been building which needs to
be
collected. Even the briefest of touches on the Orb itself will cause
a normal item to whither, a sword to rust, etc... instantly . A creature
touching the orb will age a year and lose 10hp /melee round.They
will lose a point of constitution every third melee round if they fail to
save versus their constituition. Magical items will be drained and
destroyed by prolonged contact as well. One charge of an item will be
drawn off per melee round of contact and either a + or a function will be
drained after every 5 melee rounds of contact. Once gripped the Orb can
only be set down atop the ash holder or against the living flesh of
another creature. The ash holder cannot be removed by any known means
(The winter wizard had the entire alter moved).


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