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Overview The Otyugh Evindar Hill Giants Scorpion Guild Scrags Second Death Salt Mines Giants' Caves |
Weather Conditions: Clear.
Maroth: Waning
Background Natural caves riddle Mount Tessel -- and, indeed, the entire chain of mountains. Many pitfalls await the seasoned adventurer, in a natural cave: long drops, zero light, sharp rock formations, narrow crawl spaces, and even nasty creatures that call the darkness their home.
Darkmantle: small magical beast; ECL1; HD 1d10+1; 6hp; Init +4; Spd 20ft, fly 30ft (poor); AC 17/11/17 (+1 size, +6 natural); BA/G +1/+0; Attack +5 melee (slam, 1d4+4, crit20x2); S/R 5ft/5ft; SA Darkness, improved grab, constrict 1d4+4; SQ Blindsight 90ft; SV Fort +3, Ref +2, Will +0; Str 16, Dex 10, Con 13, Int 2, Wis 10, Cha 10. Skills and Feats: Hide +10, Listen +5*, Spot +5*, Improved Initiative. Darkness (Su): 1x/day, darkness as 5th-level caster. Improved Grab (Ex): Can hit a Large or smaller creature with slam, and attempt grapple as free action without provoking attack of opportunity; if it wins grapple check, attaches to opponent's head and constricts. Constrict (Ex): Deals 1d4+4 damage with each successful grapple. Blindsight (Ex): Sees by sonar; silence spell blinds it. Skills: Darkmantle has +4 racial bonus to Listen and Spot; lost if blindsight is negated; variable coloration gives it a +4 racial bonus to Hide.
During the original War of the Undead, Rakore was probed by several Nabrolian
strike forces from the recently conquered Kur Maeth. As such, a number of
Nabrolian hill giants were stranded in Rakore when their triremes were sunk or
disabled. Most of the hill giants were tracked down by the dwarves -- who
long ago eliminated them from the lands around Rakore. Several hill giants
escaped to the Tikranor Plateau; several have made Mount Tessel their home.
The entrance to the caves, from the salt mines, is a narrow 4'x4' archway that
was reinforced by the original miners. Beyond the entrance, all is silence
for a considerable distance. The party should have no trouble navigating
the narrow passageways, until they begin to hear the roar of running
water. The water confuses sounds, and begins to invoke penalties to Listen
checks (-8 penalties).
The narrow passageways wind up along the beach of a small underground
lake. The roar of water is an underground river pouring into the lake,
echoing off of the cave's glisteningly wet formations that are heavy with
mineral deposits in strange shapes. The lake itself is perhaps a hundred
feet across, but in limited lighting, it's far edge might seem considerably
farther away. The strange shapes along the ceilings and floors and walls
throw weird shadows in any kind of light, or frighten the hands and the feet if
there is no light.
Inside the lake float the feces of the giants that live farther up the cave
system; Spot check (DC 14). The water smells relatively fresh, but the
presence of the large logs of feces may clue the party in to an otyugh if
someone makes a successful Knowledge (nature) check (DC 19). One fecal log
even has a kobold skull still inside of it.
The otyugh would be happy to have fresh meat, and will attack any lone members
of the party, attempting to drag them into the water. If successful, the
battle should take place under water, away from the attention of the rest of the
party. (This is an excellent opportunity for the DM to send everyone else
away, and do combat with just one member of the party.)
Otyugh: large aberration; CR 4; HD 6d8+9; 36hp; Init +0; Spd 20ft; AC 17/9/17 (-1 size, +8 natural); BA/G +4/+8; Attacks +4 melee (2 tentacles, 1d6, crit20x2) and -2 melee (bite, 1d4, crit20x3); S/R 10ft/10ft (15ft w/ tentacle); SA Constrict 1d6, disease, improved grab; SQ darkvision 60ft, scent; SV Fort +3, Ref +2, Will +6; Str 11, Dex 10, Con 13, Int 5, Wis 12, Cha 6. Skills and Feats: Hide -1*, Listen +6, Spot +6, Alertness, Toughness, Weapon Focus (tenacle). Constrict (ex): Deals automatic tentacle damage with a successful grapple check. Disease (Ex): Filth fever f/ bite, Fort DC 14, incubation period 1d3 days, damage 1d3 Dex and 1d3 Con, with Con-based save. Improved Grab (Ex); After hit with tentacle attack, can attempt to start grapple as free action w/out attack of opportunity; if it wins grapple, establishes hold and can constrict. Skills: Otyugh has +8 racial bonus on Hide checks in its lair, due to coloration.
The lake itself is nearly 40 feet deep, and has a watery vortex at the bottom
that shuttles the underground river on to its next conduit. For every 10
feet of depth in the lake, characters take a cumulative -2 penalty on their Swim
checks. The distance from the vortex to the nearest air pocket along the
underground river is close to 22 miles, and the river eventually lets out into
the headwaters of the Boulderdash river, which feeds into the Slav a few miles
south of Kashin.
Evindar Ahmeneth was a slate ranger that patrolled the Tikranor Plateau,
defending the small towns and villages against the ravages of orcs and the evils
of stagnant magics. Evindar led a long and glorious career as a ranger,
and was considered a friend of Rakore. Unfortunately, he met his match in
the hill giants that had taken up residence in Mount Tessel. Evindar
escaped further into the caves, but in his weakened state, he was killed by a
darkmantle while he was walking along the ceilings of the caves, using his boots
of spider climbing. His body remains stuck to the ceiling, barely held
together by his armor and equipment. One touch from the party will bring
the upside-down body crashing to the ground, save for the boots and the bones
within them.
Evindar Ahmeneth's possessions: mighty composite longbow
+2 (+3 Str bonus) (8,700gp), studded leather armor +1 (shadow)
(4,175gp), boots of spider climbing (2,050gp), amulet of natural armor
+2 (32,000gp) [cursed item -- gives a -2 AC bonus], Heward's handy
haversack (2,000gp), purse with 115sp, empty quiver, hilt of a broken longsword still
in the scabbard, golden ring of a snake wrapped twice around the finger
(10.2gp).
All along the caves leading back up to the surface, from that point forward, the
party can find scratch marks on the wall from Evindar's broken sword (Search
check, DC 12) to keep from getting lost. Otherwise, the party should
circle in on itself at least twice, if they do not have some way of marking
turns or passages. The passages go up, down, and around very subtly, and
it is quite easy to become lost.
Two hill giants have made the entrance of the caves their home. One of
them took the brunt of Evindar's attacks, and lost an eye to the ranger, as well
as having half a broken arrow under the skin of his forehead. Brutish and
rather ugly, both giants were trained to be steeds for Nabrolian priests, and
were also trained somewhat in the arts of war.
Over the decade and a half since the hill giants escaped into Rakore, they have
carved out for themselves a small kingdom. No villages or towns lie too
near to their side -- the northwest side -- of Mount Tessel. As such, they
have survived on wolves, goats, sheep, deer, and whatever they could catch,
including the occasional traveler or caravan. The natural cave entrance
was enlarged by the giants, and giant-sized, crude weapons lie about the massive
fire pit in the center of the cave. Otherwise, they sleep on piles of
rotting and untreated furs. The cave itself is forty feet by sixty feet,
with the entrance being about twenty feet wide; the whole of the cave is about
30 feet tall at its fire-blackened peak.
One corner of the cave contains a pile of bones, from camels to dwarves.
The cave's entrance smells horribly, and a small pool of water in the back
serves as both a cistern and a toilet -- complete with floating fecal
matter. The smell is nearly unbearable.
Both giants will likely be in. Because Evindar hurt them so badly, and
then faded into the back of their cave -- where they cannot reach because of
their size -- they set a crude trap to catch the 'tasty morsel' that
escaped. The trap has fallen into disrepair, but it is still functional --
and even more hidden because of the passage of time.
Net Trap: pressure-sensitive trap that yanks a hidden net up, and thwacks
it against the wall; Reflex save to avoid the trap entirely (DC 23); Search
check to find (DC 21); Disable check (DC 22); Escape check to get out (DC 19);
damage is 3d6 points, and then it suspends victims 10' from the ceiling, and 20'
from the floor, spinning dizzily; trap holds up to 4 Medium-sized creatures.
The trap is rigged up to some primitive bells -- three dwarven breast-plates
that have seen better days. Even if the bells did not go off, the noise of
the trap being sprung would likely wake up the giants, if they were sleeping.
First Giant's Stats (one-eye blind): male Nabrolian hill giant (10'8", 1,100lbs, szL, blind in one eye, 120y old, former Nabrolian priest-mount); ECL 13; Gia7, War2; HD 7d12+2d8+63; hp 113; AC 24/24/8 (+3 armor, +4 shield, -1 Dex, -1 Size, +9 natural); Spd 40ft; Init -1 (Dex); BA/G +7/+2 / +21/+16; Attack +14/+9 melee (greatclub in one hand, 1d10+10, crit20x2); SA Rock Catching, Rock Throwing; SQ low-light vision; AL NE; SV Fort +15, Ref +1, Will +2; Str 31, Dex 9, Con 24, Int 6, Wis 10, Cha 9. Languages Spoken: Giant, Nabrolian. Skills and Feats: Jump +4, Listen +5, Spot +5, Cleave, Combat Reflexes, Improved Unarmed Strike, Power Attack. Possessions: giant-sized great club, giant-sized studded leather armor (made from scraps of leather and armor), giant-sized tower shield (made from logs and scraps of armor and leather).
Second Giant's Stats: male Nabrolian hill giant (9'4", 800lbs, szL, 110y old, former Nabrolian priest-mount); ECL13; Gia7, War2; HD 7d12+2d8+54; hp 93; AC 23/21/11 (+2 armor, +1 shield, -1 Dex, -1 Size, +2 Dex, +9 natural); Spd 40ft; Init +6 (Dex, Improved Initiative); BA/G +7/+2 / +18/+13; Attack +8/+3 ranged (shortswords, 1d10+10, crit19-20x2, RI20ft) or +13/+8 melee (shortsword, 1d0+10,crit19-20x2); SA Rock Catching, Rock Throwing; SQ low-light vision; AL CE; SV Fort +14, Ref +4, Will +2; Str 24, Dex 14, Con 22, Int 12, Wis 10, Cha 7. Languages Spoken: Giant, Nabrolian. Skills and Feats: Climb +12, Craft (leatherworking) +3, Craft (trapmaking) +7, Listen +8, Spot +10, Alertness, Dodge, Improved Initiative, Quick Draw. Possessions: about a dozen shortswords, giant-sized leather armor (made from scraps of leather armor), giant-sized buckler (made from a man-sized kite shield).
Underneath the pile of bones lies the treasures of a number of dwarves,
adventurers, and even a few caravans. In all, the bodies of 23 humanoids
lie in the pile of nearly a hundred other animals' bones.
Giants' Treasure: Gems -- temair gem
(125.2gp). Coin -- 2,932 silver coins, 1,496 gold coins. Potions
-- potion of gloom (50gp) (fuchsia-colored, herbal odor/taste, viscous,
translucent appearance), potion of endure elements (fire) (50gp)
(gold-colored, bilious odor/taste, effervescent, clear appearance). Miscellany --
agate gold earring (646.9gp), black velvet mask with numerous citrines (48.5gp),
golden circlet with 4 aquamarines (5,019gp), golden flagon, intricately
decorated, with a long fiery yellow corundum dominating the neck (3,092.1gp),
ivory inkpot (311gp), silver comb with moonstones (965.9gp), 1ft x 2ft, locked
(Open Lock check DC 25), iron-bound, wooden chest*. Wondrous
Items -- Artemesia's Garrote (12,500gp), saddle of the master
riders (1,200gp). Armor -- large steel shield +1
(1,170gp), chain shirt +3 (9,250gp), 2 suits of chainmail, 1 breast
plate, 1 suit of banded mail. Weapons -- shortsword
+1 (2,310gp), dagger +1 (flying) (8,302gp), broken blade matching Evindar Ahmeneth's broken
hilt, 7 daggers, 4 battleaxes, 3 greatswords, 2 shortswords, 2 longswords, 1
kama, 2 scimitars, 1 shortspear, 2 longspears, 4 maces.
*contains oiled canvas (waterproofed) scroll case with Arcane
Scrolls -- Lesser Acid Orb (l1, cl1) (200gp), Magic Weapon
(l1, cl1) (200gp), Ice Bolt (l2, cl3) (200gp). Divine Scrolls -- Spectral
Stag (l2, cl3) (175gp), Hell's Razor (l1, cl1) (175gp), Regenerate
(l7, cl13) (5,750gp).
Outside the cave, the area is denuded by the giants' activities. More
piles of bones decorate the landscape, here and there, although nothing of value
lies in them. It is nearly 100 feet from the entrance, before any greenery
can be found, as everything has been either rooted up or trampled. The
northwest side of the mountain looks onto a little hillock that blocks the view
down into the Tikranor Plateau.
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