** CHAPTER 2: Into the Mountains **

Use the encounter charts provided below
when the characters are adventuring in the Jotens,
the Crystalmists and the Hellfurnaces.
For the purposes of this adventure, these areas
have been broken into separate regions on the
map. Players may find the secret escape passages
from the hill giant's steading (or the
jarl's glacier), and so avoid large sections of
further outdoor encounters. But should they
not, use the following encounter charts.

The Joten range is a spur to the south of
Sterich, serparating that land from the
Yeomancy further to the south. The Jotens are
the most acccssable of the three ranges
through which the party may journey, as all
but the tops of the highest peaks are below the
timber line. Pine forests are the norm in this
region, with thick clumpings of maple, usk,
and other northern broadleaf trees in the valleys.

The Crysralrnist mountains, the parent
range of the Jotens, dwarfs its child with its
heights. Most of the peaks in this range are
snowcapped, and glaciers are common
throughout its length. The greatest of these
glaciers forms the headwaters of the Davish
river. Travel is perilous in this region due to
the ever-present snow and sheer icy drops.

The Hellfurnaces, just south of Crystalmists,
are barren of snow and ice, though
an occasional peak will show white through
the steam. The Hellfurnaces are still active,
and the traveler is always in sight of some
smoke plume, hot spring or eruption when
traveling through the area. The heat of the
land negates the coldness of the altitude to a
great degree, and this land is the home of
warmth-loving creatures that relish the heat.
Sages propose that the incredible activity in
the Hellfurnaces indicate some sort of gateway
into the elemental plane of fire, but this has
yet to be proven.

Random Encounters
Check once each 12 game hours by rolling
1d6. An encounter occurs if the result is a 1.
Refer to the appropriate chart, and roll ldloo
to determine the creature type.

All creatures randomly encountered have
standard chances of being found in lair. Treasure
types are given, but the exact details are
left to the DM's discretion.

<tables>

Use standard details for most creatures, except
as detailed below.

Bugbear: IL 25%; TT JKL or M (B). These
creatures have joined the giants in their plunder
of the land. If any are encountered within
30 miles of one of the giants' headquarters
(the steading, the glacial rift, or the hall of the
fire giant king), there is a 20% chance that
one bugbear knows the exact location.

Caveman: IL 40% ; TT Variable

Chimera: IL 40% ; TT F

Dragon, Red: HD 10; hp 20; no spells; IL
60%; TT HST

Dragon, White: HD 6; hp 30; no spells; IL
20%; TT EOS

Mountain Dwarf: IL 50% : TT Mx5 + Qx20 +
GR. Patrols of mountain dwarves are hunting
for giant raiders. There is a 60% chance that
any such party encountered within 2 hexes of a
giant headquarters will know its location,
though they will not aid the PCs in attacking
it.

Firedrake: IL 80%; TT Nil

Firenewt: IL 75 % ; TT KMF

Firetoad: IL 20% ; TT C

Cloud giant: IL 40 % : TT E + Qx5. Cloud giants
of good alignment will not attack the
party unless attacked themselves. If approached,
they offer general directions and
possibly aid against their more malicious kin.
Evil cloud giants attack the party, or if faced
with powerful opponents offer aid with the
intention of later betrayal.

Fire giant: IL 35 % ; TT E. All fire giants in the
Hellfurnaces know the location of the hall of
their King and Liege, Snurri Iron Belly. Those
encountered in other mountainous areas have
only a general idea (within 2 map hexes) of the
locations of any giant headquarters.

Frost giant: IL 30%: TT E. All frost giants
found in the Crystalmist Mountains know the
location of the glacial rift of their Jarl. Those
encountered in other mountainous areas have
only a general idea (within 2 map hexes) of the
locations of any giant headquarters.

Hill giant: IL 25%; TT D. All hill giants
found in the Jotens know the location of their
chief's steading. Those encountered in other
mountainous areas have only a general idea
(within 2 map hexes) of the locations of any
giant headquarters.

Mountain giant: IL 90%; TT E. These giants
have yet to join the other types in the attack
on Sterich and humanity. Due to the activity
in the area, they have only a 10% chance of
success if they summon aid (ogres, trolls, or
hill giants). They will attack any group of Little
Folk who may provide treasure and a good
meal.

Stone giant: IL 30%; TT D. These giants are,
as a group, undecided about the growing war
with humankind. They do not attack unless
attacked first, nor will they aid the party in
any way, save to hint at dark forces pulling the
strings of the leaders of the other giant types.

Storm giant: IL 55%; TT ES+ Qx10. The
storm giants have little to do with the dealings
of their lesser brothers, although they occasionally
meet with them. If encountered in a
friendly fashion before the PCs reach the Jarl's
glacier (Chapter 4), the storm giant will relate
a problem of his own -- a missing companion
known as Olgani. Unbeknownst to her kin,
Olgani is being held prisoner by the Jaril.

Goblin: IL 40%; TT K (C).

Hell hound: IL 30% ; TT C.

Mountain lion: IL 10%; TT Nil.

Manticore: IL 20%; TT E.

Ogre: IL 20%; TT BSQ+ Mx10. Many of
these brutish creatures have been usedas fodder
for the giant invasion. There is a 10%
chance that one of the ogres knows the location
of any one unplundered giant headquarters.

Orc: IL 35%; TT L (COS+ Qx10).

Prospector (Mad Amos, 5th Level Fighter):
AC 4; hp 38; MV 9"; #AT 1; Dmg 1-8 (longsword)
or 1-3 (knife, in bolt); THACO 16; TT Q;
AL CG; IL 10%; XPV 280

Mad Amos was a captain of the guard in the
Yeomancy before taking to the Jotens to search
for gems. He is a little bit eccentric as the result
of being alone so long, but has finelyhoned
survival skills and knows the Jotens like
the back of his hand. For a sizeable fee, he will
gladly take the PCs to the valley of the hill giants'
steading. He will not accompany them
into the steading itself. (One of his finelyhoned
survival skills is staying away from, or
directly behind, all hostile creatures, especially
large ones.)

Troll: IL 40%; TT D.

Troll, giant: IL 30% ; TT C.

Troll, ice: IL 10%; TT D.

Wolverine, giant: IL 15 % ; TT Nil.