WITCHSTONE
by Carl Smith
Bywater is a quiet town on the White River near the hills
which
separate the civilized lands from the mountain wilderness. Long
ago this lowland area by the river was won from the hill giants
and forged into the empire by the might of a hero named Garvin
Iron-hand. He protected the small human settlement and drove
back the giants time and time again with his mighty blade Fersil,
against which no giant could stand. At last, the hill giant chieftan
saw the wisdom of cooperation and swore peace with Bywater.
The old chief was as good as his word, and peace endured long
after Iron-hand's death. But now the giants are on the rampage
again. With no hero to protect it, Bywater has been nearly
destroyed by the unexplained attacks of the giants. Because of the
reports of strange happenings and unusual magical phenonema
connected with the attacks, the king has decided to send a team of
professional adventurers to investigate the source of the trouble
and restore a lasting peace between Bywater and its large neighbors.
It is early winter when you arrive at Bywater. The White River
has disappeared completely, leaving only an muddy, half-frozen
riverbed to show where it used to flow. Beyond it lie the Ragged
Woods; beyond them are the Stone Trees, and ultimately the Hills
of the Giants, silouetted against the mountains
which loom forbiddingly
in the distance.
Bywater looked serene enough at first view. But as you came
closer, you could see the scarred walls and battered gates that told
the mute story of city fighting for its very life. In two or three
areas, the mighty walls had been breached, leaving only piles of
rubble.
Inside the walls lay a city beseiged. Buildings were randomly
smashed, their timbers sticking up through mud and bricks like
broken bones. Thatching was torn, burned, and scattered. The
few city guardsmen left on the walls stared at you with dark-circled
eyes before returning their gaze to the distant hills, where
signal fires burned here and there. There were giant, muddy
footprints almost two feet long at the gates and all along the outer
walls. Stones too large to have fallen from the collapsed buildings
littered the street.
Two men were conversing in sober tones by the city gate when
you arrived. Turning to face you with hope in their eyes, they
identified themselves ad the burgermeister and the captain of the
city guard. "You are the reinforcements sent by the king? You are
just in time. Last night's raid nearly killed us all."
"Before the hill giants' attack, there was little here", continued
the burgermeister sadly. "Since the giants have been marauding,
there is even less. People leave in droves, more anxious to save
their lives than their meager possessions. Please help us. We stand
no chance unless you stop the raids soon."
The guard captain took you through the town and out to the
river to survey the damage. "I don't know if we can take any
more", he said. "They've been at us almost a week. Every time
they attack we kill some, but that doesn't seem to do any good.
There are always more to take their place."
Turning back toward the town, he muttered, "They may destroy
Bywater tonight. Last night they got up to the walls -- I don't
think we can take another night like that."
"I seen it all, but this is the worst. I don't like hill giants,
but I can handle them -- at least, I always could before. I saw
HER last night -- tall as a house she was, bigger than some of the
male giants. At her command, rocks came flying out of nowhere
by themselves and smashed into the walls. She's a witch, just like
the stories said. She raised her hand, and that amulet she wore
flashed -- then the stones rained down on us. It's magic." The
guard commander shook his head sadly. "It's magic, and we can't
deal with that ourselves. But if you could take care of the witch,
we can probably deal with the rest. In fact, they might even agree
to peace. They're no more eager for war than we are. It's HER
that keeps them after us. They're all afriad of her -- and I don't
blame them.
"You'll need Fersil to slay the witch", continued the captain.
That's Garvin Iron-hand magic sword -- the one that kills
giants. We couldn't pry it out of his hands when he died, so it was
buried with him. Garvin's tomb is about a mile down the North
Trail in the Ragged Woods. The old cleric put some kind of magical
protections on it before he died, so be careful. Good luck!"
With that, the captain turned back to the barracks and disappeared
from view.
Background for the DM
The story
The old chieftan is dead. The hill giants
are now under the leadership
of the mad giantess, Maezera. Hungry for power, she plotted
and schemed in secret with her son, a giant troll, to kill the old
chief
and take over the tribe.
Realizing that the giants would not be likely to take orders from a
female, and knowing that she could not win the leadership through
combat as was the custom, Maezera devised a plan to convince the
rest of the tribe that she had fearful arcane powers by arranging a
few
strange occurences that looked like magic. Then, in a master stroke,
she announced that if the chief did not turn over the leadership to
her, she would make the very river stop flowing. When he refused to
give in, Maezera and the giant troll went into the mountians one
night and dammed up White River at its source, channeling its flow
down the other side of the mountain.
Convinced that Maezera was a witch, the chief became frightened.
The burgermeister of Bywater refused to get involved when the chief
requested help in destroying this menace to both of them, so the chief
decided ot "borrow" Fersil from Iron-hand's tomb in the Petrified
Forest, knowing that even Maezera could not stand up to that. But
he failed to reckon with the magical protections set by the local
preists to guard the tomb of their her, and was killed by one of the
clay golems set at the entrance.
Unbeknownst to the chief, Maezera and her son had followed him,
intending to lay an ambush, and saw him defeated. Seizing the opportunity,
they stripped the old chief's body and burned it, then returned
to the hills to inform the other giants that their chief has been killed
by her magical fireball.
To keep up her mysterious appearance and prevent the other giants
from growing too curious about her "powers", Maezera has set up a
few additional parlor tricks throughout the old chieftan's cavern
complex, where she and her son now reside. The only real magic she
has available is her carpet of flying, which gives her the mobility
she
needs to escape when danger threatens.
For defense, Mazera has used part of the old chief's treasure to
hire 40 mercenary ogres, who take turns patrolling, standing guard
duty inside Maezera's cave complex, and operating the catapults for
the siege.
Maezera is determined to drive the humans from the lowlands and
reclaim the area for the giants. She plans ot level the town as an
example to all who would take land from the hill giants. Maezera is
not interested in making peace with the humans, although she may
use negotiation as an excuse to lure the adventurers to her lair if
they
constitute a serious threat to her plans.
Upon the death of the witch, the son of the old chief will assume
leadership
Upon questioning, the burgermeister will reveal that the old chief
visited 2 weeks earlier and requested assistance. The burgermeister
didn't believe his story of a witch
in the tribe, since everyone knows
giants have no spellcasting powers. The old chief has been seen
since.
The White River was Bywater's major supply line. Since it stopped
flowing, several attempts have been made to bring in supplies overland,
but all have been intercepted by the hill
giants. Food and other
supplies are currently being rationed to the remaining inhabitatns,
but there is only about 1 week's worth left. The town is slowly being
evacuated, as more and more of its inhabitants attempt to escape.
If the characters set out for Maezera's cave immediately, go
directly to the encounter key. If they choose to syay in town and witness
an assault, use the standard information given below to run the
attack. Modify the composition and strategy of the standard force as
needed for any subsequent attacks. Remember that Maezera is an
intelligent opponent, and will compensate for changes in the town's
defenses.
If Maezera's attack force is seriously depleted, she will cease direct
assaults on Bywater until the characters leave. After a day or two,
she
will send a message inviting the characters ot her cave to discuss
terms of peace, in order to lure them out Bywater and destroy
them. Use the encounter key for the trip to the caves.
The city is surrounded by a 40' high rectangular wall with a tower
on each corner and crenellations along the top. Standard defensive
equipment and weapons are available.
A small military force, consisting of the guard captain and 50 men-at-arms,
remains to defend the city. Assume that the giants kill 15 of
the men-at-arms with each assault unless modifications are made in
the city's defenses of the composition and strategy of the assault
force.
Captain: 1, AC 2, MV 12, F5, AT 1, Dmg by weapon, STs14/STw11,
THACO 16, hp 42. The captain wears plate mail +1 and
carries a longsword +2. Other magic: 3 potions
of extra-healing, 1
ring of warmth.
Men-at-arms: 50, AC 5, MV 9, F0, AT 1, Dmg by weapon,
STs19/STw16, THACO 20, hp 2 each.
Each night the giants bring the following standard force down from
the hills by the East Trail to attack the town.
Hill giants: 12, AC 4, MV
12, HD 8+1, HD 8+1, AT 1, Dmg 238,
STs11/STw8). THACO 12; hp 20, 35, 35, 42, 46, 48, 50, 50, 53, 55,
60, 63. Throw rocks for 2d8 points each; 30% chance to catch boulder-sized
missiles.
Ogres: 16, AC 5, MV 9, HD 4+1,
AT 1, Dmg 1d10 or by
weapon, STs14/STw11, THACO 15, hp 9, 10, 12, 13, 16, 19, 20, 23,
23, 26, 27, 27, 29, 30, 33, 34.
Maezera: 1, AC 4, MV 12, HD 8+2, AT 1, Dmg 2d8, STs11/STw8,
THACO 12, hp 53. Throws rocks for 2d8 points each; 30%
chance ot catch boulder-size missiles. Magic 1 carpet
of flying, 3 persons, MV 30" (5 x 7)
A catapult of the type used by the ogres can fire 1 rock every 1
rounds and requires a minimum crew of 4 ogres. No benefits are
gained from additional crew. A catapult hits as its operator with all
targets treated AC 0 (-5 for mobile man-sized targets). Minimum
range is 18"; maximum range is 36". A rock missile inflicts 2d12
points of damage to ay creature it hits (4d4 vs. large). Assume that
the ogres will hit no creature targets when firing from behind the
trees. Missiles will hit walls or buildings at random. Structural
damage
on buildings for catapult hits
and catapult modifiers and damage
for rocks hurled by the giants
are given in the DMG (p. 109-110).
A catapult is considered disabled and non-functional when it has
taken 6 defensive points damage.
The ogres start down the trail first,
armed with clubs and pushing
carts full of boulders to usse as ammunition for the catapults, which
are stored in a clearing just inside the border of the Ragged Woods.
The use the time until Maezera's arrival to bring the catapults into
position and load them for the first volley. Sixty boulders are brought
down for each assault.
The 12 giants set off one turn after the ogres leave and proceed
directly to Bywater, where they hurl rocks into the city for one full
turn. Maezera leaves last on her carpet of flying. She flies to the
clearing to check on the ogres, then walks out to the edge of the Ragged
Woods.
When Maezera comes into view, the giants move out of the catapults'
line of fire and continue throwing rocks from the sides. At the
witch's signal, the ogre opens fire. Maezera laughs wickedly, then
walks back into the woods, climbs on her carpet, and flies back
to
her cave, leaving the rest of the force to fend for itself.
The ogres continue firing the catapults until they run out of
ammunition, then camoflage the catapults with brush and return to
the caves via the East Trail. The giants hurl rocks for a few more
rounds, then withdraw into the forest and return to their caves by
the
same route.
Assume that at the start of the adventure, there are 40 male giants
left out of the tribe's original 45. As the siege progresses, the DM
may modify the force to reflect the resources available to the giants.
If the available attack force is seriously depleted, Maezera will cease
attacks until the adventurers either leave the town or seek her out.
In
no case will Maezera allow the number of male giants to drop below
the 11 needed to protect her cave complex and the valley.
Captured giants will talk, but note that their knowledge is somewhat
limited. They are under the misconception that Maezera is a witch
and believe that she has magical powers. They know that mercenary
ogres have been hired as guards, but are unaware that the catapults
exist.
If the party cures 75% or more of the damage a captured giant has
suffered, he will show them the way to the valley, but will not enter
for fear of his life.
The guards listed for Maezera's cavern complex are on duty at all
times, whether she herself is there or not. While Maezera is away on
an assault, the giant troll will be lounging in her quarters.
Just inside the Ragged Woods, you see a clearing to the left of the
road
road. At the fringe of the clearing rise stumps of large trees, which look freshly cut. Deep drag marks run from the trail into the clearing, and there are many large footprints in the soft earth. |
Rangers and druids can tell that the
trees have been cut within the
last ten days. The catapults are still here, concealed under the brush.
There is a clearing ahead on the North Trail. Two large, skeletal
feet block the entrance ot the clearing. As you come closer, you see that they are attached to a giant skeleton. The bones are broken her and there, and the entire skeleton is charred as though burned by magical fire. The bones have been picked clean by scavengers. |
This is all that remains of the old hill
giant chief. His charred remains
have been left here as a warning to any in the tribe who would disobey
Maezera.
A square building of grey, stained granite surmounted by a bronze
dome faces the path. There are no windows, and all is covered with verdigris. A rusted grill locked with a massive padlock covers the double doors, and there is an 8' tall clay statue on either side of the entrance. Nothing moves. |
Clay golems: AC 7, MV 7,
HD 11, AT 1, Dmg 3d10, STs10/STw7,
THACO 10; hp 50 each. Golems can haste themselves for 3
melee rounds after the first; can only be hit by blunt magic weapons;
move earth will drive golem back 12" and inflict 3d12 points of damage;
disintegrate will slow golem 50% and inflict 1d12 points damage;
earthquake will stop golem for 1 turn and inflict 50 points
damage. Immune to all other spells. Damage caused by a clay golem
can only be repaired by a heal spell from a cleric of 17th level or
greater.
There is a glyph of paralyzation on the ground immediately in front
of the doors. Anyone passing over it without speaking the name of
the glyph must save vs. spells or be paralyzed for 5d4 rounds. The
golems will stand clear of the glyph when they position themselves
in
front of the doors.
The clay golem on the left will animate when anyone comes within
10' of the entrance, or if attacked. It will step in front of the entrance
and block the doors, attacking anyone within range. Once animated,
the golem will not move from its position in front of the doors until
killed, or until someone says the word for the glyph on the ground
aloud. The golem on the right will animate when anyone tries to
leave the tomb, or if attacked. It will block the exit until the name
of
the glyph is spoken again.
In archaic script, the oxidized bronze doors are inscribed:
Herein rules Garvin Iron-Hand,
Inside, dust covers all. Projecting from the back wall is a dais on
|
The body on the dais is Garvin Iron-hand's mummy.
It will animate
if any of the treasure in the tomb is touched, or if an attempt is
made
to remove Fersil from its grasp. The mummy attacks only those
characters who have taken its treasure. All others will be ignored,
although it will defend itself if attacked. If all the treasure is
replaced,
the mummy will allow the party to leave in peace. The mummy will
reanimate 1 turn after being slain or destroyed.
If the characters explain that they need Fersil to save Bywater and
promise to return it when they are finished, the mummy will hand
the sword to a fighter and return to the dais. Garvin will not allow
the group to take anything else from the tomb. If the party fails to
return the sword after the adventure, Garvin's mummy will pursue
them to get it back.
Mummy: 1, AC 3, MV 6, HD 6+3,
AT 1, DM 1-12, STs13/STw10,
THACO 13, hp 33, AL LE.
Notes: Disease per touch, prevents all magical curing until
removed. All creatures within 6" must save vs. spells (humans at +2)
or be paralyzed with fear for 1-4 rounds. Can only be hit by magical
weapons, which do half normal damage. Immune to poison, paralysis,
and sleep, charm, and cold-based spells. Raise dead causes the
mummy to save vs. spells or turn into a normal human of 7th level
fighting ability. Fire causes damage as follows: torch blow 1-3 points,
burning oil 1d8 points per flask the first round and 2d8 the second.
Holy water does 2d4 points per vial. Creatures killed by a mummy
rot and cannot be raised unless a cure disease and raise dead spell
are used within 6 turns of death.
Both chests are locked, but not trapped. The chest on the right
contains 2000 gp, 700 sp, 8 gems worth 1000 gp each, 1 gold crown
set with rubies worth 4000 gp, and a periapt of health. The one on
the left contains 2 necklaces worth 5000 gp each, bracers
of defense
(AC 4), 1 jar of Keoghtom's ointment, 1 hammer +2, 24 arrows +1,
ring of delusion, potions of healing (x2), and heroism. Concealed in
a
compartment under the false bottom is an axe +3. The tapestry on the
wall is worth 1500 gp.
Fersil is is a +2 Giant Slayer. It has a +3 bonus "to hit" and damage
vs. any giant, ettin, ogre mage, or titan. Against any of the true
giants
The air is cooler in the woods. A light snow begins to fall. As you
follow the old East Trail, far-off howlings sound behind you from the direction of the woods and the tomb. Even as you listen, the howlings repeat, this time seeming much closer than before. |
Two hill giants returning from a scouting mission with five worgs
have caught the party's back trail and cut through the woods to catch
up.
Hill giants: 2, AC 4, MV
12, HD 8+1-2, AT 1, Dmg 2-16,
STs11/STw8, THACO 12; hp 41, 50. Throw rocks for 2d8 points
each; 30% chance to catch boulder-sized missiles.
Worgs, 5, AC 6, MV 18, HD
4+4, AT 1, Dmg 2d4, STs14/STw11,
THACO 15; hp 20 each.
The hill giants and worgs move to cut off the party on three sides
(north, west, and east). One worg will stand before and one behind
the party on the trail. The worgs will engage armored characters firt
while the giants pick off the spellcasters with hurled rocks from the
woods. The giants and worgs in the woods have 25% cover, so missile
attacks on them are at -2 "to hit".
After the first attacker casualty, each giant rolls percentage dice
for
morale. Their base morale is 85%; the death of each worg reduces
that by 10%. Once a giant has received more than 20 pts of damage,
his morale is further reduced 10%. When one fails the morale check,
he runs through the woods and across the Sulfur Flats into the lair
of
the hill giants to warn them of the adventurers.
The first hill giant has a medallion worth 8500 gp, a ring of fire resistance,
and a mace +1. The second hill giant wears a ring of mammal control
on his left ring finger, which he uses to make the worgs
track men. There is a non-magical gold ring on his right ring finger
worth 2000 gp. Although the magical rings and mace look oversized,
they neatly fit the hand of any user.
Trees stretch naked limbs to the cloudy night sky. Freshly-fallen
snow covers all the boughs. A few trees lie on the ground, shrouded in snow. The snow lessens, gradually stopping altogether. The ancient, leafless trees line the path like grim guardians. They do not sway in the breeze. |
The trees here are all stone. There is no sign of life, either animal
or vegetable, and there are no recent tracks in the snow.
The path lies thinly disguised under newly fallen snow. Between
the trunks of the rock-hard trees, a few glimpses of the rising hills layered with snow can be seen. The sky is clear. |
To the northeast of the Sulfur Flats, the bluffs of the Hills of the
Giants rise, impassable. At the top of the nearest hill, a solitary
gigantic figure stands silhouetted against the grey night sky, facing
your party. After a moment, it turns and walks away from you, down
over the crest of the hill and into the valley below.
Any character stepping into the hot sulfur springs takes 1-4 points
of
heat damage per round of contact from the burning mud.
Around the Sulfur Flats, the snow melts within the half hour. A
patch of denuded ground circles each, and the virgin snow lies beyond that. Two hundred yards into the flats, the ground is pock-marked
|
The 15' deep holes have no hand holds, and the edges are smooth
and well-worn. Characters spending more than one melee round at
the edge of a hole disturb the tiger flies, who will emerge in groups
of
four every six rounds and attack any visible opponents.
Tiger Flies (male): 8, AC 4,
MV 6/18, HD 6, AT 2 and 1,
Dmg 1d8/d18<1d8>, STs14/STw11, THACO 13; hp 12, 16, 17,
20, 25, 29, 30, 36. May opt to hit with 2 forelimbs for 1d8 each, or
"grab" with the other two forelimbs (which do no damage, but hold
victim securely until it or the tiger fly is dead). Grabbed victims
are
stung automatically the next melee round for 4d6 points (no "to hit")
roll required), and must save poison or die.
Tiger Flies (female): 8, AC
4, MV 6/18, HD 4, AT 1, Dmg
4d4, STs16/STw13, THACO 15; hp 7, 11, 15, 19, 23, 28, 30, 31.
Must score a "to hit" roll with any 2 of 4 arms to "grab" victim,
then stings automatically (no roll required) for 4d4 points on the
next
round. Victim must save vs. paralyzation of be paralyzed (cf. wand
of paralyzation). Females will lay eggs in dead or paralyzed victims.
13-24 hours later the victim will die when the eggs hatch unless a
heal
spell is applied.
All the shafts connect below ground in a central chamber where the
treasure is kept. It consists of 2,000 cp, 5,000 sp, 1000 ep, 2000
gp, 2
gems worth 1000 gp each, 6 gems worth 500 gp each, 3 necklaces
worth 500 gp each, dust of disappearance, and 3 arrows of slaying (1
each for avians, magic-users, and druids).
Maezera's mercenary ogre guards patrol the outer perimeter of the
hill giants' valley at all hours. If the party's approach has not been
noticed, the ogres will be on a routine patrol of the area outside
the
mouth of the cul-de-sac in 4 groups of 3 ogres each. Place the patrols
at evenly-spaced intervals outside the valley, and assume that each
patrol will cross its given area once every 2 turns. Om, the leader,
will be with one of the central groups. Each ogre is armed with 2
spears and 1 longsword.
Ogre Patrol: AC 5, MV 9, HD 4+1,
AT 1, Dmg d10 or by
weapon, STs14/STw11, THACO 15; hp 8, 10, 14, 14, 18, 20, 21, 21,
24, 28, 30, 31.
Leader (Om): 1, AC 3, HD 7, AT 1, Dmg 2d6 or by weapon +2,
STs14/STw11, THACO 13, hp 32. Om uses a cursed sword -1.
If any patrol group encounters the party during its watch , one ogre
will be sent back to warn the giants, while the others try to hold
off
the party until reinforcements arrive. The rest of the patrol will
close
in from the other directions within 2 rounds. Reinforcements will be
dispatched 1 round after the lone ogre reports the trouble.
The groups will fan out so that each is as far away from all the
others as possible to minimize the possibility of party spellcasters
catching more than one group in an area effect. The ogres with pepper
the area with spears from several sides, hoping to induce the
party to separate and close with individual groups. In melee, Om will
preferentially attack as a fighter-type in metal armor.
If the adventurers have been sighted by the sentry (Encounter E),
or their approach has been reported by an escaped giant from any
earlier encounters, the patrol will move to intercept them 200 yards
from the mouth of the valley.
Reinforcements: The giants send an orc unit mounted on
worgs to aid the ogre patrol if trouble is reported.
Worgs: 12, AC 6, MV 18, HD
4+4, AT 1, Dmg 2d4, STs14/STw11,
THACO 15; hp 8, 9, 12, 15, 15, 18, 23, 27, 30, 32, 36.
Orcs: 12, AC 6, MV 9, HD 1, AT 1,
Dmg 1d8 or by weapon,
STs17/STw14, THACO 19; hp 1, 1, 2, 2, 3, 3, 4, 4, 5, 5, 6, 6.
As soon as they are among the adventurers, the orcs dismount and
begin fighting on foot. When the attackers have taken 50% casualties,
they begin to fall back toward the canyon in a fighting withdrawal.
If their casualties total 80% or more, they break off combat
and flee into the canyon.
If the characters follow the remains of the patrol, go to Encounter
G1 and run the ambush. If the pary does not pursue, another patrol
consisting of 2 giants and 2 worgs will be sent out after 1 hour to
search the area for the intruders. The other six giants hold their
position until the patrol returns. If the new patrol finds the intruders,
it will keep them under surveillance and report the party's positoin
to
the valley periodically. If the search turns up no results, the giants
will return to their caves.
The path is little more than an indentation in the new snow leading
into a horseshoe-shaped valley. The walls of the hills rise around it, steep and unbreachable. At the back of the valley, admist the rocks, a thin trail leads to the mouth of a dark cave at the top of the largest hill. A lone figure is seated on the ledge outside the cave. |
There are 45 caves in all, each containing 1 giantess, and from 1-6
young giants. If the giants have been alerted, 8 of the remaining
males wait in hiding on the canyon floor, as detailed below. Otherwise,
all surviving males not occupied with guard duty or scouting
are in their caves with their families. Each cave has 1000 gp in coins,
gems, and jewelry concealed somewhere in the single room.
Concealed behind the ridge above Maezera's cave are 8 catapults
like the ones used for the siege. There are enough boulders in the
area for each catapult to fire 2 volleys. The catapults are kept loaded
at all times. If the giants have been alerted, 2 teams of 4 ogres each
stand ready to fire 2 catapults per round on Maezera's signal. As
before assume that the ogres will hit no creature targets when firing
into the valley, although the giants will defend against the flying
rocks. Each ogre has 1 spear and 1 longsword within reach in case of
attack.
Ogres: 8, AC 5, MV 9, HD 4+1, AT
1, Dmg 1d10 or by weapon,
STs14/STw11, THACO 15; hp 7, 11, 14, 15, 20, 22, 25.
Maezera and the giant troll have stacked boulders on wooden
restraining scaffolding just under the mouth of Maezera's cave. If
the
giants have been alerted, the troll will be hiding behind rocks on
the
cliff face, ready to cut the support beams.
If an encounter with the patrol has occured, the remaining ogres,
orcs, and worgs retreat to the rear wall of the canyon, then turn to
fight. If the characters follow the patrol into the cul-de-sac, 8 giants
move from behind the rocks to block the exit to the canyon, an open
fire with their rocks.
Hill giants: 8, AC 4, MV
12, HD 8+1, AT 1, Dmg 2d8, STs11/STw8,
THACO 12; hp 12, 18, 27, 30, 39, 41, 53, 60. Throws rocks
for 2d8 points each; 30% chance to catch boulder-sized missiles.
The giants throw rocks until an opponent closes, then pick up clubs
made from petrified tree branches and wade into melee, attacking
spellcasters first in order to disrupt casting. They attempt to force
the
adventurers to put the eastern slope of the valley at their backs so
that the mouths of the lower caves are behind them.
Maezera steps in front of a mirror fastened just inside her cave
entrance so that her image appears on the cliff face outside. Her
amulet flashes red as she moves. She signals to the catapult operators,
who commence firing 2 catapults per round until their ammunition
is exhausted.
The hill giants have a 30% chance of catching the stones. Hill
giants who are catching rocks may take no other actions that round.
At Maezera's next signal, the giantesses in the lower caves on the
east wall will release 3 giant lizards with shiny metal collars. Hissing
evilly, they will attack the nearest character with a +2 (rear attack),
if
applicable.
Giant lizards: 3, AC 5, MV 15, HD 3+1, AT 1, Dmg 1d8, STs16/STw13; THACO 16; hp 15 each. Inflicts double damage on a "to hit" roll of 20)<>.
When the giants have taken 50% casualties, they abandon the giant
lizards and make a fighting retreat back towards the caves, shouting
"Help us, Maezera!". Maezera signals the giant troll to start the
avalanche sound begins. Rocks on the cliff face begin to move, picking
up speed as they roll downhill, smashing all in their path.
The avalanche moves at 18" for 500' down the cliff face, then
decreases speed to 15" across the valley floor, finally stopping just
inside the mouth of the canyon. The ground level caves have been
evacuated, and characters close to the canyon walls may be able to
duck inside and avoid being crushed. Creatures hit by the avalanche
take 1d% points of damage and must save vs. petrification or be
pinned beneath it. Pinned characters will suffocate in 2-5 rounds if
not rescued.
Here is where Maezera's "magic" changed the course of the river.
She and her giant troll friend built a dam near the source and redirected
the river through the mountains and into some gullies on the
far side. The dam can be torn down if desired, returning the river
to
its original course. It will 4 man-hours of work to tear down the
dam.
If the avalanche has been triggered, the path from the valley floor
to
the mouth of the cave has been demolished, but the piles of rock
make a handy surface for climbing.
There is a hill giant armed with a club guarding the mouth of
Maezera's cave at all times. A pile of boulders for throwing is at
hand, and there is a gong that will sound inside the caverns mounted
just inside the cave entrance. If the giants have not been alerted,
the
guard may (40% chance) be asleep. Every 4 hours another hill giant
comes from inside the cave to take over.
Hill giant: 1, AC 4, MV 12,
HD 8+1, AT 1, Dmg 2d8, STs11/STw8,
THACO 12; hp 38. Throws rocks for 2d8 points each; 30%
chance to catch boulder-sized missiles.
The guard can see all of the valley from his perch except the area
immediately below the cave. He will sound the alarm inside the
caverns as soon as any visible intruders approach, and throw rocks
at
any opponents in range. He will pick up his club when the party is
close enough to melee.
Unless otherwise stated, all passageways in the cavern complex are
15' wide and 15' high, hewn out of the natural stone.
The tripwire at this spot opens a 10' x 10' shifting wall section 20
feet
behind it on the east wall. The 6 ogres waiting inside are armed with
spears (1d6+3) and longswords (1d8+3), and surprise on 1-4 (on 1d6).
Ogres: 6, AC 5, MV 9, HD 4+1, AT
1, Dmg 1d10 or by weapon,
STs14/STw11, THACO 15; hp 10, 11, 16, 19, 20, 24.
Ahead is a large, kidney-shaped cavern. A rift at least a hundred
feet wide and eighty feet deep cuts through the center. Arching over the rift is a shimmering rainbow bridge, 15' wide. A set of 4 golden stairs leads up to the bridge, and a similar set is visible at the other end leading to the exit tunnel. Engraved on the golden stairs are the words: No Need to Tread Lightly On Me,
Two hill giants stand side by side in the center of the bridge, clubs
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The rainbow bridge is a magical item made especially for the hill
giants to ensure the privacy of the chieftain and his family. The
bridge radiates a force that pushes outward, preventing creatures
with less than a certain weight from stepping on it. It takes a weight
of at least 600 lbs. to counter that force and use the bridge. Characters
may carry one another across, or strong characters may pick up
enough additional weight to make up 600 lbs. (Note that either of
these options will make meleeing the two giants difficult.)
Hill giants: 2, AC 4, MV
12, HD 8+1, AT 1, Dmg 2d8, STs11/STw8,
THACO 12; hp 43 each. Throws rocks for 2d8 points each;
30% to catch boulder-sized missiles.
The giants will throw rocks at any visible opponents on the ground or
in the air while taunting the characters and urging them to come up
and fight. Any creature struck in melee on the rainbow bridge takes
damage and must save vs. wands or fall 100' into the rift.
Standing guard inside the depression are 6 of Maezera's mercenary
ogres. They are placed to block the exit tunnel in the west wall. She
has warned them that invisible intruders may try to slip past, so they
have spread flour over the floor of the rift. They will stop and interrogate
any suspicious creatures who enter, including giants, since giants
would normally use the bridge. As soon as the ogres see any obvious
intruders, one of them will leave via the tunnel to warn Maezera.
Ogres: 6, AC 5, MV 9, HD 4+1, AT
1, Dmg 1-10 or by weapon,
STs14/STw11, THACO 15, hp 9, 12, 20, 29, 30.
This corridor is built of wood and ankle-deep in dust. At a point 45'
past the entrance of the passage, any weight greater than 50 lbs. will
trigger the pit trap on the right hand side of the corridor, plus a
large cloud
of dust. A 4-part revolving wall section moves 1/4 counterclockwise,
dropping anyone standing on the 10' x 10' section closest to the
wall into a pit, and replacing him with the contents of the 10' x 10'
compartment inside the wall -- a large, warty toad. The dust cloud
momentarily obscures vision while the switch takes place.
Anyone falling into the pit takes 1d6 of damage from the 10' fall,
and finds himself in a narrow tunnel leading south to a T-intersection
with the tunnel connecting cavern #2 and cavern #6. The trap will
not function a second time unless reset.
This room has obviously been carved out with tools, unlike the
natural caverns comprising most of this network. The walls are unfinished, jagged stone, with ridged mineral veins in a variety of hues. The only apparent exit is a wooden door in the south wall. In the center of the west wall, a golden handle protrudes from the rock. Carved into the wall above it is the following inscription: Men of good faith, those who would help the weak,
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On the walls are 4 tentamorts concealed on the rough stonework. A
detect invisible spell, infravision, or careful inspection will reveal
them; otherwise they will surprise on 1-3 (on 1d6). There is one
tentamort to either side of the exit on the south wall, and one to
either side of the handle on the west wall. The tentamorts wait until
the adventurers approach either the door of the handle, then attack.
Tentamort: AC 1/3, MV 1, HD
8 (2 per tentacle, 4 for the head
and body), AT 2, Dmg 1-6/1-6, STs13/STw10, THACO 12; hp 11
per tentacle; 25 per body).
Notes: Tentacles immobilize victim on a roll of 2 or more than
needed "to hit" or 20 on a d20, whichever is less. Thereafter,
the
constrictor tentacles does an automatic 1d6 of damage each round
until tentacle or victim is dead; the needle tentacle paralyzes victim
automatically the following round (no "to hit" roll needed, but save
vs. paralyzation applies). Killing the head and body of the tentamort
causes both tentacles to release their victims. It takes 2 rounds for
the
tentamort to inject a full dose of saliva into a man-sized victim,
and
another 2 rounds for the victim to die (half those times for creatures
smaller than man-sized). Cure disease administered within 1 hour
can save victim if less than one full dose has been injected; otherwise
a heal spell or a regenerate followed by a cure wounds spell
is needed
within one hour.
The handle in the west wall is actually the hilt of a sword (+1 flame
tongue, +2 vs. regenerating creatures, +3 vs. cold-using, inflammable,
or avian craetures, +4 vs. undead) embedded in the rock. The magic
word is "law", which must be spoken aloud while pulling the
blade
from the wall. The tentamorts have no treasure.
The tunnel ahead is 20' high and pitch dark inside. You can hear
the echo of your own footsteps as you approach. |
4 doombats are hanging in the tunnel. They will be disturbed by any
noise (such as the magnified sound of the party's footsteps), and
swoop down shrieking upon the group.
Doombats: 4, AC 4, MV 18, HD
6+3, AT 2, D1d6/1d4, STs13/STw10, THACO 13, HP 18, 39, 42. Picks up creatures
or objects
up to 300 lbs weight on a successful hit; shriek prevents spell use
and
gives opponents a penalty of -1 on all "to hit" rolls within 100' for
2-5
rounds. Bright light (i.e. light spell, but not torch or lantern light)
will keep bats at bay.
The cavern is well-lit. At the far end, a huge giantess sits on a
golden throne. She wears a gold crown set with sapphires, a ragged scarlet dress, and a pinkish amulet on a chain around her neck. Maezera the Hill Giant Witch grins in an evil fashion, and beckons you forward. "Welcome gnats. You have come to die. That saves me the
|
Maezera the Hill Giant Witch: 1, AC 4, MV 12, HD 8+2, AT 1,
Dmg 2d8, STw11/STw8, THACO; hp 53. Throws rocks for 2d8
points each; 30% chance to catch boulder-sized missiles.
Although she appears opposite the mouth of the tunnel, Maezera is
actually in the alcove to the side of cavern #6. What the adventurers
see is an image reflected in a mirror fastened to the back wall.
Through a peculiarity of nature, the cavern's acoustics make it seem
that her voice is coming from the mirror. Maezera taunts the party,
hoping to make the spellcasters use up a perfectly good spell on the
reflected image. A detect invisible spell will reveal cracks between
the
mirror and the stone wall.
The mirror will shatter if struck, and must save as glass against
any potential damage. Note that a magic missile spell will have no
effect if cast (breaking up as if by Magic Resistance), as it must
be
used on a creature. When the mirror shatters, Maezera shrieks, "Kill
those meddlers!" and sends the flinds and the giant troll into battle.
Flinds: 5, AC 5, MV 12, HD 2+3,
AT 1, Dmg 1d6 or 1d4 with
flindbar, STs16/STw13, THACO 16; hp 6, 9, 11, 13, 15. Attacks at
+1 "to hit"; 2 attacks per round with flindbar. If either hits, victim
must save vs. wands or be disaarmed.
Giant Troll: 1, AC4, MV 12, HD
8, AT 1, Dmg 2d8, STs13/STw10, THACO 12; hp 52. Infravision 90'; regenerates
as a troll at a rate
rate of 2 points per round; cannot re-bond severed limgs; cannot be
killed until at least 10 points of fire damage have been inflicted.
Three of the flinds carry clubs; all have flindbars. Any character
disarmed must pull another weapon, or fight the flind bare-handed,
as his weapon is flung away from the melee by the action of the flind
bar. It takes 1-2 rounds to retrieve a weapon.
Each successful hit Maezera scores in melee means that she has
grabbed her opponent and thrown him 10-60 feet away from the
battle, inflicting 2d8 points of damage when he lands. This keeps the
adventurers from "ganging up" on her. If she manages to throw all
her attackers aside, and none can reach her to continue melee, she
charges the party spellcasters, intent on meleeing and killing one of
them.
When Maezera dies, the stone aorund her neck goes red, then
clear, then finally dull black. Anyone examining the stone immediately
recognizes it as a "mood" stone, similar to "mood rings",
which are common and non-magical.
The tribe's tresure is kept in the locked alcove where Maezera
and her friends, were waiting. The crown on the witch's head is
worth 10,000 gp.
6a. Treasury
Stacked around the room are the following: 1 crystal
ball,
wands of lightning (40 chg) and paralyzation (35 chg),
1 rod of resurrection (12 chg), 1 wand of paralyzation (35 charges),
1 bowl of watery death, 1 pair of gauntlets of ogre power, 1 shield +3,
1 shield -1 (missile attractor), plate mail +2, scale mail +1,
2 longswords +1, and a mace +2.
There is large treasure chest in the corner, locked and trapped
with poison gas (save vs. poison at -2 or die). In it is the entire
remaining cash treasury of the giants: 3 necklaces worth 800 gp each,
4 rings worth 500, 500, 600, and 1000 gp, 5 gems worth 1000 gp
each, 5 gems worth 500 gp each, and 12,900 gp in cash.
END OF WITCHSTONE
Design: Carl Smith
Development: Penny Petticord
Art and graphics: Roger Raupp
Editorial Assisstance: Frank Mentzer
Production:
Kim Lindau
Roger Raupp