** CHAPTER 4: The Glacial Rift of the Frost Giant Jarl **


 

It is assumed that the party has either followed
a map obtained at the Steading or used
the magical chain found there, to arrive in the
neighborhood of the Glacial Rift. If they
spend a few hours searching the AREA, they will
discover a hidden cave in which they can safely
hide themselves, their mounts, their equipment,
and even treasure if they take min.
precautions with respect to keeping
their hiding place secret, i.e. do not lead pursuers
to the spot, make undue noise there, etc.

In any event, the same SEARCH will also reveal
the Rift. The thick arrow indicates the
beaten path which the giants follow to enter
the place. There are 2 icy ledges along either
face of the Rift. Both slope slightly downward, <cf. wsg>
with occasional high steps which
combine to make the paths progress from 250'
above the bottom of the Rift at their beginnings
to about 150' above at their far
ends to the S. The Rift, and the openings
along it are the entrance to the caves and tunnels
in its face. Caves and caverns are from 25'
to 45' high, tunnels and passages are
from 20 feet to 30 feet ceiling height. The
party may travel on the surface of the glacier-mountain
(over the caves shown) to circumvent
the whole Rift if they so desire. Ropes can
be lowered to gain the ledges below--from 50'
to about 150' depending upon position.
As the rim and the ledges are covered by
ice && snow, each turn that the party is moving
along them a die is to be rolled; 1 in 6 indicates
a member of the party has slipped and
fallen, and there is a 3 in 6 chance that the
character falling will continue to slip and slide
over the edge. If the party is roped together, <cf. wsg>
when 1 member slips over the edge, the
next must be rolled for with a 2 in 6 chance of
following. If more than 1/2 of the party goes
over the edge, all fall. Each member falling to
the bottom of the Rift takes 1d6 damage for
every 10 feet falling distance, 10 dice maximum
due to the cushioning effects of snow
drifts.

The whole place is windy and very cold. Visibility
atop the Rift is about 150'. The
wind at the bottom of the Rift is worse still,
and visibility there is only 30 feet. The floor of
the rift is a maze of snow and ice hillocks and
mounds, with peaks of ice and rock thrusting
up here and there like fangs. Movement
through this howling maze of cold is reduced
to 50% of normal. Due to wind force and eddying
currents, levitation or flying there will
cause movement in a random direction equal
to 1/2 the distance flown or levitated.
(Use 1d8 to determine direction: 1 = north,
2 = northeast, 3 = east, and so forth.)

The map the party has shows only the entrance
to the Rift, and they have no idea as to
which path to follow or what they will encounter
(other than the certainty of frost giants).
Other than a few traces of giant
footprints, the ice and wind-driven snow hide
all traces of who |or| what use the ledges to gain
access to the caves. The party must learn for
themselves what lies in store.

Notes for the DM
There is considerable info contained
herein which is descriptive && informative
with respect to what the players see &&
do. This does not mean that you, the
DM, must surrender your creativity
and become a mere script reader. You must
supply considerable amounts of additional
material. You will have to make up certain details
of areas. There will be actions which are
not allowed for here, and you will have to
judge whether or not you will permit them.
Finally you can amend and alter monsters and
treasures as you see fit, hopefully within the
parameters of this adventure, and with an eye
toward the whole, but to suit your particular
players. Morale checks for the giants should
NOT normally be made. If time permits, the giants
will organize traps, ambushes, and last
ditch defenses against continuing forays into
their stronghold. You must work up such cases
and plans according to existing circumstances,
but assuming clever advice to the giants.

When playing this chapter, be certain to
keep track of the fate of important giants and
their allies and captives. The former will generally
flee to the next higher ranking stronghold,
and the latter will be available for
assistance to some parties. This assumes survival,
of course, as well as opportunity. Some
provision for movement of surviving giants is
shown, but you will have to modify or augment
these groups according to the outcome
of previous adventuring by your party. This
principle will also hold true with regard to any
additional scenarios which you use if they concern
any of the creatures connected with this
series. Such continuity of encounters will certainly
tend to make the adventures of the
party more meaningfid and exciting.

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