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Wild Things
Table of Contents
Ettercaps and Spiders (JT) .
Manticores and Griffons (JT)
White Dragon (JT) ......:secc
‘Ores, Orogs, and Half-Ores (JT)
Red Dragon (GB) ... sede
Wemics, Lamia, and Thri-Kreen (DM
Trolls and Centaurs (CM) ...., :
Bandits and Storm Giants (CM) ...
‘Credits
Design; Grant Boucher (GB), David Martin (DM), Christopher
Mortika (CM), John Terra (JT)
Development and Editing: Newton H. Ewell
Interior Art: Jim Holloway, Daniel Horne
‘Cover Art: Jeff Easley
TSR, Inc. io TSR Ltd.
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ISBN 1-Se070-050-8Ettercaps & Spiders
Terrain: Heavy woods
Total Party Levels: 24 (Average 4th)
Total g.p.: 3,360 gp
Set Up
* While trudging through a thick, heavy forest, the PCs come
upon a very old trai] marked with a small stone. The stone has
several faint runes scratched into it. The runes are elvish, and
indicate that there is an elven outpost further down the ancient
trail,
* A druid asks the party to fetch her some rare plants and herbs
which grow wild near an old, abandoned elven outpost. The herbs
are used to create.a salve that neutralizes poison in the same way
as the Fourth level priest spell neutralize poison. The druid gives
each PC one vial of the salve as a reward, provided that they
successfully get the plants. She gives the PCs a map of the general
area, which is a day's march to the north, The PCs should look
out for an old elven trail.
* Rumor tells of an ancient, abandoned elven outpost that lies
at the end of a trail. The trail is marked with a small stone with
elven runes carved into it. The outpost is reported to contain an
elven treasure hoard, originally kept there for safekeeping until
a particular crisis blew over. It suppesedly has never been re-
elaimed. (This is an exaggeration. The elves left a few things, but
hardly enough to qualify asa “hoard!")
The Lair
The trail is extremely old, and some parts of it are overgrown
with brush, Many tracks of different game animals, particularly
deer and wild pigs, crisscross the area. For movement purposes,
the trail is to be considered Rugged terrain (see the Encumbrance
and Movement rules in the Wilderness Survival Guide). The trail
is 15 miles long, A proficiency check is required every turn to
keep on the trail, The DM should roll this check for the tracking
player. Failure does not mean that the PC can no longer see the
trail, rather it means that he believes the trail goes in a direction
different from the actual path,
A smart PC with direction sense can use this proficiency to
verify that the party is on the right track. This proficiency check
should also be made by the DM,
Aside from the risk of getting lost, the trail is otherwise not
too bad. A stream well populated by fish flows perpendicular
to the trail at the seven mile mark, and there is an abundance
of game animals and birds. DMs can determine the weather using
the Weather Charts in the WSG, but it is recommended that the
adventure begin with clear, comfortable weather and little wind.
Random encounters should be rolled for every mile of the path,
the last roll made when the group is one mile from the outpost.
There are many edible plants along the path, but none are of
the variety that the PCs are looking for if they have been sent
to look for herbs.
Two miles from the outpost, tracking checks reveal a marked
lack of animal tracks. If herd animals are encountered from this
point on, a proficiency check using animal lore reveals that the
creatures anticipate danger and are avoiding the area in the diree-
tion of the outpost.
If the PCs are using mounts, these animals begin acting up once
the PCs get to within one mile of the outpost. All mounts become
nervous and excited, requiring a proficiency check in animal
handling fer each animal to be calmed down. This can only be
tried once per animal. [If the check fails, the animal refuses to
go any farther, Should the check succeed, the anima! continues
onward but additional animal handling checks must be made
every turn.
Any animal, wild or domesticated, that is spoken to by magical
means says the same thing: “Much blood...fresh... much
blood, ,fresh...death...”
When the small outpost is finally in view, the PCs see that it
js built from the trunks of huge oak trees. The structure is a 20
foot by 20 foot cube with a single door located in the middle of
the south wall, Twe arrow slits flank the door, which is ajar,
The other walls each have three arrow slits, A 20 foot high obser-
valion platform rests atop the building's flat roof. Many plants
grow around the building. A few even can be found growing right
in the outpost’s threshold. There is a tiny clearing 25 feet in
diameter that starts from the outpost’s door (the path is on the
opposite side of the clearing),
The entire building is covered in moss and ivy, with long vines
trailing off the eaves. Three large oaks grow a scant few feet from
the north, east and west walls. The trees are over 100 feet high,
and their branches overhang the little outpost, The entire area
is silent, no bugs peeping or birds chirping. The air is still.
PCs who were sent here to look for plants must make herbalisrn
proficiency checks to identify the right plants, They are growing
at the bases of the three oaks, in the threshold of the building,
and in a spot exactly halfway across the clearing. There are suf-
ficient herbs to brew 24 poison-neutralizing potions.
Any successful tracking attempts reveal numerous large
arachnid tracks, and three sets of humanoid tracks, the latter
being unidentifiable as to race. The tracks go in and out of the
building,
The outpost's interior is uninspiring. The floor is thick with
dust, Spiderwebs hang from the walls and ceiling. The interior
is one large room, any partitions having fallen down or been taken
as firewood ages ago. There is a trap door on the ceiling, which
leads to the watchtower
A group of four giant spiders lurk deep in the webs and they
are hungry, There are no bones or husks around to give their
presence away
Giant Spiders (4): AC 4; MV 3, wh 12; HD 4+4; hp 24:
THACO 17; #AT 1; Dmg 1-8; SA poison and webs; ML 13; AL
CE. These arachnids are the pets of the ettercaps.
The PCs could always just set fire to the building, which
destroys all treasure in the secret recess in the floor. If the PCs
do use this unsportsmantlike tactic, consult the fire rules in theEttercaps & Spiders
Wilderness Survival Guide. Remember that the entire building
is made of wood, the webs inside are Hammable, and there are
trees and plants touching the building. Things could get out of
control very quickly.
In the northwest corner of the outpost, a trap door lies con-
cealed in the floor (Treat this as a secret door for any detection
attempts). The trap door is four by four feet.
Below the trap door is a recess, within which is a beautiful
sheathed long sword +2 flame tongue. a suit of elt sized elven
chain, a shield +2 with a realistic oak leaf painted on it, a
longbow +1, a quiver of 12 sheaf arrows +1, and a steel coffer.
The coffer is locked.
Inside the coffer sit a dozen emeralds worth 100 gp each, a
platinum headband set with a single emerald, total worth 2,000
gp. a silver holy symbol of Solonar Thelandira (elven god of
archery) worth 25 gp, two jars of Keoghtom’s ointment, anda
magic missile scroll written at 10th level ability, The coffer has
a false bottom. The space holds a scrap of parchment with the
word “aloria” written on it (the command word for the sword).
A three by three foot trap door is located in the middle of
the ceiling. [t is presently closed. There is an old locking
mechanism, but it has not been used. There is no ladder to
facilitate access to the trap door
No matter how the PCs get to the trap door, an Open Doors
roll has to be made to open it. After all, it has not been opened
in centuries. When the door is opened and PCs begin moving
through it, they are attacked by a group of huge spiders that lurk
here amidst the dead branches on the reat,
Huge Spiders (6): AC 6; My 18; HD 24-2; hp 14; THACO 19;
#AT 1; Dmg 1-6; SA Surprise and poison; ML 8 AL N, The
spiders leap out of the dead branches, in hopes of surprising the
PCs (—6 on PC surprise rolls),
The observation platform is an old, rickety structure,
overgrown with plants. Due to the great number of trees in the
area, the view is severely limited. It is apparent that the forest
was much thinner during this outpost’s heyday, A ladder still
stands to provide access to the top of the plathorm from the out-
post roof. The observation platform itself consists of a six by six
foot floor with four posts that support an equal sized roof, There
are no walls.
[If more than 300 pounds of weight is placed on the platform,
there is one chance on a d6 that the entire plattorm comes tumbl-
ing down, The three oak trees are within arm's reach of the plat-
form. PCs can attempt to grab hold of a branch and travel along
the length of one of the trees. This requires a climbing proficiency
check. Using the guidelines set forth in the WSG, consider the
surface Rough slope, Severe,
If the PCs remain inside the outpost proper, the ettercaps and
their remaining spider allies seal the adventurers’ doom, If one
or two PCs are kept outside the building as guards, the ettercaps
send two giant spiders to silence them, This includes making an
attempt to gag the guards using spiderwebs. There is one etter-
cap lurking in each of the three trees that surround the outpost,
Each one lairs deep in the heart of the branches, about 75 feet
up from the ground.
‘Two giant spiders live with each ettercap, acting as bodyguards
and “watchdogs”, For battles in the trees, the spiders will always
be encountered before the-ettercaps.
‘Once the ettercaps realize that their actions have not been seen,
they and their giant spider allies spin thick webs and seal off the
entire building, choking every slit and exit with a large amount
of sticky webs. They begin with the front door, proceed to the
ceiling trap door, then finish with the arrow slits. In essence. the
monsters turn the building into a giant cocoon.
The entire dastardly deed takes one turn to accomplish. lt takes
three Strength rolls to break a door free of the webs. During this
time, of course, the spiders can sense the vibrations along the
web and rush to attack the PC who is attempting to break out.
The ettercaps wish to just let the PCs starve,
Conscientious DMs should warn PCs that if they attempt to
burn their way out, they may just succeed in setting themselves
on fire as well, All of the webs will catch fire and burn down
the outpost with the PCs still inside,
Should the PCs not fall for this trick and instead figure out
that something truly nasty dwells in the three oaks, the ettercaps
have their traps all set up in their respective trees, Finding them
requires either a suecesstul findremove traps or detect snares and
pits.
The west oak has a series of trigger branches set up at its 50
foot mark. If a PC grabs one for leverage, it gives way. The
branches are connected to large, thick, but supple branches that
are held in place under great tension. Pulling a trigger branch
releases the larger branch which acts like a giant broom, PCs must
make either a climbing proficiency check or roll half their Dex-
terity or less, lest they be swept right off the tree. A nasty 50
foot fall awaits those who fail either of these rolls. Each PC takes
adé points of damage from the sweep plus Sdé6 falling damage.
The branch is set to break off on impact, sending it hurtling
down on the PCs, The branch weighs 200 pounds, Once on the
ground, each PC must make a Dexterity ability check or take
an additional 2dé6 points of damage from the falling branch, Lf
a PC is hit by the branch, there is a chance (50% ] of being pinned.
The north oak has a net of webs set up at its 40 foot mark.
Each PC must make a Dexterity ability check or be stuck. Once
the trap is sprung. the resident ettercap and his spiders attack.
The eastern oak has a series of false branches that are nothing
but large masses of sticky webs with twigs and leaves covering
them, These branches are located at the 45 foot mark in all direc-
tions. Touching one of these branches resulls in the victim being
held fast as if ina spider web, Bach PC who reaches the 45 Loot
mark has tour chances on a dé of being stuck fast, The ettercaps
use the opportunity to attack anyone who is not stuck, then turn
their attention to the helpless victims
DMs should note that the traps are set up at the right height
for PCs who get the idea to invade the trees by climbing up the
observation platform and shinnying up one of the overhanging
branches.
Ettercaps (3): AC 6; MV 12; HD 5; hp 25; THACO 15; #AT
3; Dmg 1-3/1-3/1-8; SA Poison and webs; ML 13; AL NE.
Though only two ettercaps al the most are ever encountered in
an area, the third ettercap is just passing through and is staying
for just a few weeks. This is the ettereap in the northern tree,
as is evidenced by the simplicity of his trap,
Giant Spiders (6; AC 4; MV 3, wh 12; HD 4+4; hp 36;
THACO 17; #AT 1; Dmg 1-8; SA poison and webs; ML 13; AL
CE. These spiders are the special, well-fed and cared-for pets of
the ettercaps, hence their full hit points per hit die, The slaying
of any of these spiders moves the ettercaps into a fighting frenzy.
The ettereaps and spiders themselves do not have any treasure,
However, the monsters have slain a few victims (though they
did not use the outpost trick), Any PC who feels so inspired can
search the area for possible cast-off treasure. The entire area is
about 1600 square feet. For every 100 square feet searched, there
isa 5% chance of finding one of the following: rusted shart sword
(13 vs. Ivcanthropes and shapechangers), sling of seeking +2,
wand of metal and mineral detection (8 charges left}, an ald pouch
with 10 gp, an old pouch with six agates worth 20 gp each, a
brass ring with mysterious runes on it (5 gp), and a buckle knife
+4. Each item can be found only oncel
It the PCs were sent here ta fetch the plants, they are to be
rewarded according to the terms set down in the Set Up. If the
PCs set the outpost on fire and the druid is informed of this, the
PCs lose their reward, though they get to keep their lives.Manticores & Griffons
Terrain: Mountains
Total Party Levels: 40 (Average Sth)
Total g.p.: 3,632 gp
Set Up
= The same druid whe sent the party looking for rare herbs
has another task for the players, The druid has recently happened
upon a clutch of griffon eggs (two to be exact), The eggs have
to be returned to their proper nest, which is located high up on
amountain. As far as a reward is concerned, the druid cryptically
declares that such things will come in time, What the PCs de not
know is that the druid gave the griffons half a treasure map for
safekeeping, and the creatures will relinquish it to whoever returns
the eggs
® While travelling through mountainous terrain, the PCs see
a group of four manticores killing two griffons in a spectacular
mid air battle. The griffons appeared to have been defending
something in their nest. Something large. Something which cat-
ehes the sun's rays and dazzles the PCs. Something golden, The
nest is set high up a mountainside, something which requires a
dangerous climb, Whatever the thing is, it must be big if it can
be seen from so far below, After the manticores kill the griffons,
the horrid batwinged things fly off.
The Lair
The griffon lair is not the primary issue here. The manticore
nest located on the same mountain but on the opposite face is
the issue, The griffon nest is set on the eastern face of the moun-
tain and is quite a sheer drop. The manticore nest is on the western
face, where the mountainside is a bit better suited for climbing
DMs should consult the Climbing rules in the Wilderness Sur-
vival Guide, The east face of the mountain should be considered
Normal slope, severe, The west face is Rough slope, severe, [f
the PCs ask, the north and south slopes are both Cliff, smooth,
no ledges, All surface conditions are rated as Non-slippery. If
the DM is using the weather rules and changes in the weather
eccur, the conditions could change.
Speaking of weather, gusts of wind of 5-60 (5d12) miles per
hour are frequent hazards. These gusts of wind come from
nowhere and last for 2-20 (2d 10) minutes, The WSG gives rules
for moving and fighting in windy conditions.
There is one insidious feature to the east face of the mountain:
al the 5,000 foot mark, the surface becomes Cliff, smooth, no
ledges, This lasts for 1,500 feet. PCs must go around to the west
side if they want to have favorable conditions again.
PC with the mountaineering proficiency are a valuable part
of the group, as are rogues and their climbing ability, DMs should
make a careful note as to what equipment the PCs are carrying,
not only for the purposes of determining encumbrance (the PCs
will be lifting themselves and their heavy equipment up the moun-
tain) but also for determining what climbing options are open
tothe PCs. After all, it is hard to use grappling hooks te climb
the mountain if no one brought any.
Both lairs are located at an elevation of 7,000 feet, The man-
ticores use a cave that is well-concealed until the party is almost
on top of it. The griffons’ lair is an open-air nest with a few hardy
trees for shade and protection from rain. The mountain itself is
14,555 feet high, with a dense fog covering the last 2,000 feet
At the 4,500 foot mark, on the west side of the mountain, there
is an empty cave 80 feet in diameter. This would be a perfect
place for the party to rest. In fact, the cave shows signs of hav-
ing been used long ago as a rest stop of some sort, judging by
the very old remains of campfires and the nearly worn smooth
runes scratched into the cave walls. A successful read languages
roll reveals the following message: “Borhald the Ranger passed
here, Venture not any further up the great mount. "Tis not the
domain of man but of winged creatures.”
The cave has no inherent dangers, though PCs who stay In
it overnight have a 10% chance of spotting 1-4 manticores on
a nocturnal hunt, Each manticore has a seven in 20 chance of
spotting the PCs in the cave, though the chance is doubled to
14 if the PCs have a brightly burning campfire in the cave, If
the PCs have taken extra precautions to conceal the cave or
themselves, the chance of being detected drops to two in 20. Initial
manticore range from the cave is 500 feet, Initial altitude from
sea level is 4,700 feet,
Manticores who spot the party begin a dive for the cave en-
trance, firing off one volley of spikes to “soften up” their vie-
tims, They Ay right inte the cave, claws flailing. Consider this
a charge, with the appropriate bonuses and penalties. If the
monsters are outnumbered two to one or more, they fight their
way back to the cave mouth and take to the air again, Other-
wise, the manticores attack the PCs in hopes of securing a good
supply of fresh food
LU there are any halflings or gnomes in the party, a manticore
may attempt to grab one and fly out of the cave, Once outside,
the horrible beast drops the demi-human from the great height
in hopes of killing the victim, then swooping down and collec-
ting its ready-made meal.
Manticores (1-4); AC 4: MY 12, Fl 18 (E); HD 6+3: hp 35;
THACO 13; 4AT 3; Dmg 1-3/1-3/1-8; SA Tail spikes; ML 14,
AL LE, These creatures have no treasure on them; this is a food
raid. They are not from the nest on this mountain, but from an
adjacent peak. This entire area is infested with manticores, most
of which are recent arrivals, moving in on what has been griffon
lerritory until recently
If the PC do not camp out in the cave, DMs should inflict them
with the 1-4 manticores anyway, making itan outdoor encounter
somewhere halfway up the mountain, Do not rell random en-
counters on this mountain! This place is under control of the man-
ticores, with oceasional clashes with the former residents
The environment around the griffon nest is rough rock with
three stubborn trees growing up behind the nest, their branches
spread as a ‘canopy’ 30 feet above the nest. Approaching the
nest is a dangerous affair; the terrain is classified as Smooth slope,
moderate
The griffon nest is a round structure 40 feet in diameter and
1é feet deep. The nest is made up of leaves and branches (espe-Manticores & Griffons
cially from the adjoining three old trees}, and bones of cattle and
game animals. A staff of striking, a wand of enemy detection,
a rod of smiting, and a bone scroll case are mixed into the building
materials, The items can be found only if either magic is detected
for, or the PCs roll an ability check using half their Wisdom,
A successful check means that the PC in question finds one of
the above items. The bone scroll case contains a scroll of protec
tion from undead,
‘The western section of the nest leads into a 20 foot semi-circular
depression in the mountain's face. Settled snugly in this depres-
sion are two griffon eggs. Each egg is 18 inches long, 10 inches
wide, and weighs 25 pounds. Both eggs will hatch in a fortnight.
Scattered in the depression are 26 gp, 22 pp, and a pretty
aquamarine worth 500 gp.
A large (128') golden statue sits on the rim of the nest. It is
hollow, and made of brass witha thin gold overlay. It weighs
75 pounds, and sits on the rim of the griffons’ nest, The gold ean
be scraped off (this takes two hours}, netting the PCs 100 gp,
The statue depicts a robed woman with a crown of leaves, holding,
a sickle in her right hand, [tis a druid, the same druid that sent
the PCs to return the eggs, if that Set Up was used, (NOTE: No
matter which set-up you use, the druid’s relationship with the
griffons is clear. This statue is a gift from the druid to the grif-
tons, Detacing the statue in any way automatically incites the
griffons’ wrath|)
The griffons are not present if the PCs climb up to the nest
in the daylight. They are off hunting, but return tive rounds after
the PCs arrive.
Griffons (3): AC 3; Mv 12, Fl 30 (C}; HD 7; hp 56; THACO
13; #AT 3; Dmg 1-4/1-4/2-16; ML 12; ALN. There are two
females and one male. The male is the last surviving griffon of
its gender in this area. It is battle-scarred and tough, being the
dominant male of this pride, This majestic creature is concerned
for the pitiful remains of his pride,
If the PCs were sent to return the eggs, they had better speak
up quickly either by spells or by hand gestures. The battle-
hardened (perhaps shell-shocked) griffons are enraged at seeing
intruders in their nest.
If a rapport is somehow set up with the griffons, the male ex=
presses his concern for his mates and the eggs. The area is over-
run with manticores, the worst being the ones on the other side
of the mountain. If that pack were exterminated, the manticores
on the other mountains would think twice about coming around
to this mountain again, The PCs should feel free to step in at
this point and offer their services. The three adults even volunteer
lo take three riders over to the manticore nest.
Bear in mind that if the PCs try to persuade the griffons to
give them their eggs, under no circumstances will the griffons
part with them, These eggs are the only hope the griffons have
of repopulating the region.
The manticore nest is located on terrain classified as Normal
slope, severe, The lair isa circular cave 135 feet in diameter, with
an entrance 40 feet wide. There is a 30 foot drop from the en-
trance to the cave floor, while the ceiling is set 90 feet from the
entrance,
The floor is littered with bones of humans, griffons, and
livestock, In a grisly imitiation ot other evil creatures who hoard
magic and treasure, a three-weeks-dead manticore rests atop a
pile of valuables. Needless to say, the cave smells terrible.
There is a 75% chance that the manticores are “at home”.
regardless of the time of day, If they are not present, the beasts
are out hunting, and return in 2d10 minutes, The only living
creatures are the three eight-month-old manticore cubs prancing,
around the lair,
Manticore Cubs (3); AC 4, MV 12; HD 1; hp 4; THACO 20;
#AT 3; Dmg 1/1/1-2; ML 4; AL LE. The cubs have the faces of
little boys, bearing a disturbing resemblance to schoolyard bullies.
Like bullies, they attack until one cub is injured, then turn tail
and run to the farthest point of the cave,
When the two mated pairs of manticores return, they are in-
furiated to find humans and dermi-humans in their lair. If the cubs
have been injured or killed, the manticores will be ina homicidal
berserker rage, increasing the monsters’ base morale as reflected
below,
Angry Manticores (4): AC 4; MV 12, Fl 18 (Ej; HD 6+; hp
51, 50, 42, 38; THACO 13; #AT 3; Dmg 1-3/1-3/1-8; ML 14 (18);
AL LE. If the PCs are planning on using the griffons to conduct
an aerial battle against the manticores, the DM should be aware
that the manticores attack from the southwest in a diamond for-
mation, cruising at an altitude of 7,300 feet, DMs should check
the WSG section that deals with flying mounts.
The manticores are not interested in verbal communication of
any sort, They want blood,
The treasure hoard of the vile beasts (once the rotting man-
ticore carcass is removed) consists of a heap of 3,440 sp and 2,724
gp, all mixed together, Buried at the bottom of this pile is a shield
+1, a cloak of elvenkind, and a suit of halfling-sized leather ar
mor #2,
If the manticores are indeed defeated, the griffons are grateful.
Regardless of the PCs’ success in either of the “egg” Set Ups, the
male griffon shows the PCs a leather pouch that is secured around
the creature's neck, and tells them to remove open the container.
Inside the pouch is a map to a treasure hoard. The griffon tells
the PCs that the map is now theirs, This is the reward that the
druid spoke of. The griffons know the druid personally, since
she was the one who set them up on this mountain a decade ago.
The creatures have a fierce love for the druid, and convinced her
to give them a likeness of her for their nest.
Tf the PCs rode any of the griffons in battle against the man-
licores, make a reaction roll for each steed using the Indifferent
column, De not include any bonuses or penalties except for the
pride leader, who gets. a +4 modifier, If a Friendly result is rolled,
that particular griffon offers to serve as a steed for the PC whe
rode him or her in battle,
For further adventures, the PCs could be sent by the druid to
find out just who caused the manticores to swarm over the moun-
tain range. Did some evil wizard summon the creatures to the
area to act as guards for his complex, also hidden in these moun-
tains? Or were the manticores driven out of their old stomping
grounds by an even bigger threat? Only time and the DM will tell,White Dragon
Terrain: Arctic {all terrain!
Total Party Levels: 48 (Average 11th)
Total g.p.: 38,325 pp
Set Up
* As the PCs are struggling through a howling blizzard, they
catch a fleeting glimpse of a vast castle seemingly made of solid
ice. The structure is set upon a hill, Lying next to this beautiful
building is a vast white lump. definitely draconian in shape.
* [n the course of their travels through the frozen wastes of
the North, the PCs come upon a small town, protected by a large
wall. A huge snowstorm looms on the horizon, It arrives in seven
hours, Patrols make frequent rounds in the town, and watch-
towers bristle with spearmen and archers,
The tavern talk is about Old Frostjaw, a male white dragon
of colossal size, As the oft-quotes proverb goes, “With every bliz-
gard comes cutting wind, bone-chilling ice, suffocating snow, and
the freezing death of the White Wyrm’, Old Frostjaw, W
Wyrm, White Dragon, Icicle Teeth, Freezing Death With Wings,
all names that mean the same thing: a huge white dragon that
attacks the tawn whenever a snowstorm hits, The dragon has
been doing this for centuries. Its treasure hoard is considered
beyond counting,
The town is not part of any kingdom, so it cannot appeal to
a Crown for protection. Several bands of adventurers have been
asked to go slay the beast. The groups either flat-out refused,
went to the lair and returned in full retreat terrorized (and less
a few heroes), or went to the lair and never returned. The last
group, a band of eight adventurers, set out three days ago. If
the PCs are willing, they will be provided with a map and sent
on their journey,
hile plodding through a snowstorm in a frozen arctic
waste, the PCs see a group of eight statues in the distance. Draw-
ing closer, the PCs discover to their horror that they have stum-
bled upon a party of eight adventurers, frozen solid with their
death screams still showing on their faces. A proficiency check
using healing reveal that the group died sametime between yester-
day and eight days ago,
Whatever attacked them did so from the sky, for the vast ma-
jority of the victims are looking upward, If any PCs are feeling
rather ghoulish, all of the victims’ items are ruined. The victims
include a heavily armored dwar! male, a robed human female,
a male gnome in leather armor, a female in plate armor wield
ing a bastard sword, a holy symbol emblazoned on her breastplate
(paladin), a male human in furs and wielding a battleaxe, a female
halfling in leather armor, a male human in clerical garb, and a
male elf in chainmail, frozen in the act of firing a bow
The only salvagable item is a piece of leather hide parehment
on the paladin, It is a map showing a small town (see second
Set Up), and a series of hills to the northeast, Anyone with the
direction sense proficiency can read the map and tell where things
are located, provided a proficiency check is made (with a +3
bonus to the proficiency). The town appears to be hall a day's
mareh, the hills a six hour march. There is a single word scrawled
over the hills on the map: “Wyrm
DM's Information
Though white dragens are the least intelligent of dragonkind,
this fellow has had an unusual run of good luck. First of all, the
dragon has a scarlet and blue spherical ioun stone orbiting his
head, This boosts his intelligence by one point. Secondly, the
dragon found a gem of insight, which increased its intelligence
again by one point. Thirdly, the dragon came upon a Tome of
Clear Thought, which he read, and gained yet another point of
intelligence. The end result is a white dragon with great wisdom
and an intelligence score of ten. PCs who dismiss white dragons
as stupid nasty brutes are in for a horrible surprise. This dragon.
has gained brains and is ready to use them,
The dragon's favorite raiding tactic is te attack during a
snowstorm. The great beast is less affected by the high winds and
driving snews thal hamper the human and demi-human defenders
of the town. Furthermore, the terror that accompanies a wild,
raging storm is the perfect supplement to the paralyzing feeling
of dragonfear. The town defenders’ morale is at a low during the
storms and raids,
The town has a militia of 50 humans and 50 dwarves. The
humans wear studded leather, and carry long bows, flight ar-
rows, short swords, spears, and daggers. They are first level
fighters with eight hit points, all of varying good alignments, and
an eight morale rating.
The dwarves have chain armor, battleaxes, light crossbows and
bolts, and short swords. They are second level fighters with 15
hit points, all of lawful good alignment, and a 12 morale rating.
PCs who advocate taking command of the militia, setting up
a defense and waiting for the dragon to come to them, may do
so, The AD&D Battlesystem™” rules can be used to tesalve the
battle. If this tack is used and the white dragon is slain, the PCs
are in for a rude surprise if they think that the lair is now
unoccupied,
Old Frostjaw, being an intelligent white dragon, no longer does
his own raiding, He has made an agreement with another white
dragon, in which the lesser intelligent dragon goes on raids
planned by Old Frostjaw, The two creatures split the spoils and
the dumber dragon goes back to its own lair. Frostiaw has no
intention of leaving his hoard unguarded for a measly mouthful
af cow!
The other dragon is called Bloodblizzard, and he is not as old
as Old Frostjaw. The townsfolk are not aware of the duplicity
as it is rather difficult for one te tell white dragons apart in a
snowstorm while one is being breathed up on.
Bloadblizzard (Not wery smart adult white dragon}: AC -1;
MV 12, Fl 40 (C), Br6, Sw 12; HD 13; hp 78; THACO 7; #AT
a + special; Omg 1-64+6/1-6+6/2-16+6; SA Breath weapon
6dé+6, dragontear 20 yards save at +2; MR 10%; ML 16; AL
CE. Bloodblizzard has an effective intelligence of five. He is
stupid, brutish, and easily manipulated or confused. BloodblizWhite Dragon
zard dwells ora hillside 40 miles north of Old Frostjaw, and has
ho treasure whatsoever (Frostjaw conned him out of it),
The Lair
Travel to Old Frostjaw’s lair is a daunting undertaking. The
snowstorm impedes progress as well as potential combat. No ran-
dom encounters need be rolled for the trip, since no sentient
creature is about to intrude on the domain of a white dragon.
Using the weather system outlined in the Wilderness Survival
Guide, the storm is classified as a Severe snowstorm. Elfective
temperature is 25 degrees Fahrenheit, There is a strong wind blow-
ing in from the north, at 50 miles per hour. This unusual storm
lasts for 15 hours and dumps one and a half inches of snow per
hour, Consult the WSG for wind chill, movement and combat
penalties, and other possible environmental factors, PCs with the
weather sense proficiency can have the DM roll a proficiency
check for them to see if they can ascertain the storm's statistics.
The DM should make the check secretly, giving the PC a false
reading if the check is not successful (“Oh, yeah, you can tell
that this storm will let up in twe hours or so...no problem, You're
sure of your instincts on this one..”},
Regardless of which Set Lip is being used, the storm is already
over Old Frostjaw’s lair. As mentioned before, the storm lasts
for 15 hours-ever any given area. If the PCs are still in the area
when it blows over, DMs can either roll for new conditions, ar
use the following: as the storm blows away, skies turn crisp and
clear though the temperature drops to 10 degrees and the wind
shifts to the southwest at 30 miles per hour, with occasional gusts
to 50 miles per hour. Bear in mind that the 10 degrees temperature
is the daytime temperature. It gets worse at night
When the party comes to the hillside that Old Frostiaw prowls
around, they can make out the following when they get inte visual
range. There is only one feature that. breaks up the white
monotony of the arctic landscape: a gently sloping hill which
ascends to an apex of 750 feet, Atop the hill are a castle made
of solid ice, and a menacing draconian shape that appears to be
sleeping next to the castle, The top of the hill covers a space about
100 yards in diameter. The party is facing the western slope of
the hill.
The castle made of solid ice stands on the peak of the hill, The
structure is 80 feet high, and has an area of 1,000 square feet.
A single open entrance on the castle's western wall is the only
way to gain entry, The walls are topped with icy parapets, and
a 100 foot high tower stands at each corner, Though the entire
structure is made of ice, PCs cannot see through many of the
walls. There appear to be several unmoving, indistinct shapes
beyond the walls.
The draconian shape is about 90 feet long. It does not move
when the PCs approach, and with good reason, The thing is made
entirely of snow, This is Old Frostjaw's idea of a decoy and a
joke, The snowdragon is set up 100 feet south of the castle.
The castle has no roof. The interior is nothing but an over-
sized maze with an occasional blast-frozen victim set up as a
gruesome decoration, Old Frostjaw loves swooping down on the
castle and breathing frost down on the adventurers who are try-
ing to negotiate the maze,
The maze leads mowhere, and its exact hallways do not mat-
ter. The initial hallway which starts off at the entrance goes 70
feet into the castle (heading east), then branches inte a north-
south T-intersection, From there, the hallways twist and turn ran-
domly at 20 foot intervals, The ice walls disorient would-be ex-
plorers’ senses of direction, PCs swear that they see things mov-
ing out of the corners of their eyes. Proficiency checks using either
tracking or direction sense are needed every round in order to
keep the party from getting lost, Once lost, the PCs can attempt
to retrace their steps or get their bearings once per turn, again
using tracking or direction sense, but at a -2 penalty to the skill.
PCs who climb to the top of the hill and look down the other
least) side see a vast structure set up 100 feet from the bottom
of the hill's eastern face. [| appears to be a chaotic jumble of great
stones and massive tree trunks (obtained from someplace far from
here, no doubt) frozen together into a gigantic cone-shaped pile
200 feet high, and 400 feet at the base, This is Old Frostjaw’s lair.
Access is gained by climbing up the pile and entering through
the hole at the apex. The hole js 95 feet wide. Use the climbing
rules in the WSG, treating the surface as Rough slope, moderate:
Inside this huge ice cone lies Old Frostiaw. It is difficult to see
him because of his coloration against the snow-encrusted walls
of the lair. Infravision cannot spot him, for he loves to use snow
as a blanket. In fact, if the PCs climbed up the cone, Old Frost-
jaw felt the vibrations and has taken steps Lo conceal himself.
He lies in wait, absolutely still under a layer of snow.
Old Frostjaw (Venerable White Dragon): AC 8-5; MV 12, Fl
40 (C), Br 6, Sw 12; HD 17; hp 119; THACO 3; #AT 3+ special;
Dmg 1-6+ 10/1-6+10/2-16+10; SA breath weapon 10d6+410,
dragonfear 40 yards save at -2; Spells: Magic missile, color spray,
taunt; MR 30%; ML 16; AL CE. Old Frostjaw is a formidable
opponent who revels in his new found intelligence. Though the
dragon is probably smarter than any other white dragon in ex-
istence, this still does not mean much, However, it says much
to Old Frostjaw, who has becomes overconfident of his mental
prowess, This dragon will actually talk to PCs if the opportunity
arises (he speaks Common)! This may be his downfall,
Old Frostjaw’s treasure includes the foun stone that orbits his
head, the geen of insight (can be used again since it was used by
the dragon 52 years ago), a bastard sword, frost brand, long
sword, flame tongue, spear +3, shield +2, plate armor +2, chain
mail +3, dwarven chain mail +1, two rings of warmth, a ring
of feather falling, a necklace of adaptation, a staff of curing, a
figurine of wondrous power —onyx dog, an amulet of inescapable
location, beats of the north, and a potion of extra healing, Ad-
ditionally, the dragon has 4,500 sp, 1,800 pp, and 12 diamonds
worth 1,000 gp each, All of this treasure is Frozen in a semicir-
cular hollow 25 feet deep,
The treasure is buried under at least 10 feet of ice, making it
difficult to find. Each PC must make an ability check using half
of his Intelligence. A successful check means that someone has
noticed some dark shapes in the ice, though exact forms cannot
be made out, Detection spells would be useful here.
One smart thing that Frostjaw did was to create an escape tun-
nel from the cone, A circular area 70 feet in diameter exists in
the eastern section of the lair floor, which is made up of nothing
but packed snow, no ground underneath it, It takes at least S00
pounds of weight on the circle area for it to collapse,
The hole is. an opening into a tunnel that goes down vertically
for 90 feet, then becomes horizontal, stretching eastward for 180
feet, slowly rising to the surface, The tunnel opens out into the
fresh air, though it is covered from casual eyes by a layer of icy
snow.
Old Frostjaw has also secreted a minor treasure stash near the
secret exit, as an emergency nest egg. Stored inside a 60 pound
bag of holding are 1,000 pp, 2,000 sp, a matched set of a dozen
diamonds, each worth 1,000 gp, a potion of ESP, potion of
longevity, a ring of shooting stars, a wand of conjuration, a
talisman of Zagy, a scimitar nine lives stealer, and a helm of op-
posite alignment.
IF the PCs wish, they may be informed about the second white
dragon, perhaps by Old Frostiaw himself, [t must be stressed that
Bloodblizzard does not have his own treasure. Frostjaw’s hoard
includes the lesser intelligent dragon's fortunes.