Griff Mountains


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World of Greyhawk

LATITUDE:

As the name implies, the peaks of these mountains
are the habitat of many monstrous creatures. The
Griff range extends from the western terminus of the
Corusks at Hraak Pass, southwest and west for over
100 leagues. These mountains divide the Hold of
Stonefist from the Duchy of Tenh and the Theocracy
of the Pale below. Being only a trifle lower than the
Corusks, the Griff Mountains are similarly uninviting
to human settlement, although there are some
sprinkled here and there, for these mountains do
contain valuable mineral deposits. There is supposedly
a small and beautiful land in the heart of this range.
Ruled by a powerful prince, and protected from all
invasions by magic and might, this tiny realm is said
to have buildings roofed in copper and silver, gold
used as lead is elsewhere, and jewels lying about on
the ground.

ENCOUNTERS
01-04 Aarakocra
05-06 Dwarves
07-10 Dwarves, Mountain
11-14 Giants (01-02 = Cloud Giant, 03-04 = Ettin, 05-06 = Fire Giant, 07-08 = Fog Giant, 09-10 Frost Giant, 11-80 Hill Giant, 81-82 = Mountain Giant, 83-85 = Stoner Giant, 86 = Storm Giant, 87 = Titan, 88-99 = Giant Troll, 00 = Giant Two-Headed Troll)
15-20 Griffons
21-25 Humanoids (01-05 = Gnoll*, 06-10 = Goblin, 11-15 = Hobgoblin, 16-94 = Orc**, 95 = Qullan, 96-100 = Xvart)
26-27 Men, Raiders
28-36 Men, Tribesmen (mountaineers)
37-38 Ogres
39-40 Trolls
41-00 Use Standard Encounter Tables

* 10% of all gnoll encounters will include flinds.
** 5% of all orc encounters will include ogrillons.
 

COLD WILDERNESS Mountains (d8+d12)
2 Giant, Mountain
3 Hoar Fox
4 Galeb Duhr
5 Toad, Ice
6 Lycanthrope, Werebear
7 Dragon, White
8 Wolverine
9 Dwarf, Mountain
10 Rhinoceros, Woolly
11 Mammoth
12 Raven, Normal
13 Ogre
14 Lion, Mountain
15 Giant, Hill
16 Giant, Frost
17 Fortress
18 Taer
19 Yeti
20 Dragon, Red

Skrellingshald
It is commonly held that the Flan peoples of eastern
Oerik were simple tribesmen before the events that led to
the Suel and Oeridian migrations. There remain to be
explained certain ruins found in the Griff and Corusk
Mountains. The massive stone foundations, straight level
roads, and flattened or terraced areas of mountainside
seem from the proportions of the rarely preserved doorways
to be intended for creatures of human size, and it
seems unlikely that elves or humanoids would have had
the inclination to produce such works. What is more, the
occasional jade carvings and green ceramic figurines found
both at these sites and occasionally in rivers flowing out of
the mountains show a people of Flannish features and
dress, and there remain in the Duchy of Tenh and among
the Coltens stories of a powerful mountain state of Flannish
race. Perhaps the dwarves of the region know more, but
if so they show the typical reticence of demi-human races
concerning prehistoric events. One of the greatest works of
this ancient people, whoever they were, is the mountain
known in Flan as Tostenhca, but more commonly known by
the name the Suel barbarians gave it, Skrellingshald. It is
a place which has been discovered many times, and as
often lost again from human knowledge.

Skrellingshald is among the Griff Mountains, but unlike
the untamed crags surrounding it its peak is entirely leveled.
Perched on this plateau is a city of heroic portions
carved from the rock itself. It holds many noble houses, as
well as large pyramids and ramps of unknown purpose.
There are large water storage tanks, and evidently water
was once piped through the entire city. The broad avenues
are lined with tall statues of the same greenish-black rock
as the mountain and city, all of them showing typical
Flannish features (from which trait the name of the city is
derived). Some of the dwellings may be three or more stories
high, and the interiors contain among other things
murals with pigments that are still fresh and scenes that
depict the lives of the inhabitants. One block covered with
such work was brought to the town of Calbut in the Duchy
of Tenh, and exhibited as an example of ancient Flan excellence,
but it is regarded by some as a clever forgery.
Beneath the city and leading downward to various openings
on the lower mountain is a series of tunnels. Most of
these terminate in terraced regions that must once have
been farmers’ fields. The climate of the region must surely
have been more pleasant in its heyday, for much of the year
the city is wreathed in snow.

For all its enigmatic glory, Skrellingshald might remain
relatively obscure were it not for the stories that great
treasure might be found there. Indeed it bears some passing
resemblance to a land placed by popular legend in the
Griff Mountains, where the buildings are (‘roofed in gold.”
However, the citadel of Skrellingshald is most certainly
not inhabited by any human race, and does not flaunt what
treasure it may have so openly. Its inhabitants are reported
to be particularly malevolent and cunning kobolds, and
perhaps certain diabolic allies, who haunt the tunnels
beneath the mountain. The skies of the region are the
hunting ground of griffons and gigantic eagles. The city
itself is supposedly guarded by its statues. If the city ever
had gold roofing it has long since been looted. What
remains is a wealth of jade jewelry and statuary scattered
throughout the region, and a great store of gold in most
unusual form: it is in spheres about the size of a double
fist. The troves of gold spheres are to be found somewhere
within the pyramids, but it is supposedly unhealthy to
meddle with them. Stories have it that those who carry
away the spheres contract a horrible wasting and rotting
disease.

The citadel is protected not only by its remote position
and the ferocious inhabitants. It is surrounded on all sides
by deep gorges or high mountains, and the high altitude
saps the strength of lowlanders. The weather is chilly and
windy in all seasons, and often so cloudy that vision is
obscured over distances of more than a few hundred yards.
The precise location of the place is not known. Few have
sought it out, and those who have returned after finding it
are generally reticent. Typical is the case of Hradji Beartooth,
a chieftain of the Frost Barbarians, who took a band
of men in search of the marvel in 520.

Hradji returned later that year with a diminished following
and with a greatly increased wealth which consisted
largely of the aforementioned golden spheres. He quite
naturally refused to disclose the location of the mountain,
as he planned to gather a stronger force for the next season
and return with still greater booty. Unfortunately Hradji
and the majority of his men died within the year, some of
them as soon as they arrived home. What is more, all those
who had any prolonged contact with the gold similarly
sickened and died. Hradji’s heir disposed of the hoard by
trading it to merchant interests in the Great Kingdom, and
reputedly the curse still circulates as the coin of that land,
although this last may be a tale fabricated to weaken the
Emperor’s currency.

In confirmation of Hradji’s story that he had reached
Skrellingshald, it is noteworthy that he also brought with
him two young griffons and a shield of a pebbly, fireresistant
hide which has since been identified as that of a
diabolical creature.

It is rumored that certain of the dwarvish clans of the
Griff Mountains know the location of the citadel. Certainly
they make use of the roads supposedly produced by Skrellingshald’s
constructors, as well as their tunnels and roadside
fountains. It would not be surprising to find that they
had discovered something of Skrellingshald’s whereabouts.

Notes to the Dungeon Master
The kobolds of Skrellingshald are well prepared to fight
off invasions, and to do so with little use of kobold lives.
They use missile weapons from a height, and roll down
boulders to crush any opposition. Their average intelligence
is higher than that of typical kobold tribes, and their
shamans and witch doctors are numerous. The chieftain
bears a medallion which allows the bearer to summon an
ice devil once per year if one intelligent creature is sacrificed.
Those who attempt the difficult ascent of the mountain
from the outside, or who take an aerial approach, must
deal with griffons and white dragons and the uncertain
and windy weather (increase all windspeeds around Skrellingshald
by 15 miles per hour). The constitution of lowlanders
drops 2 points at this altitude.

The city is guarded by stone golems (a portion of the statuary)
and, if tombs or altars are disturbed, by natural and
magical traps and by undead or extraplanar beings. Artwork
taken from the city will be of high value if it can be
removed, especially in the Duchy of Tenh.

The magical curse of the golden spheres is permanent,
but its effects on an individual can be removed with cure
disease and remove curse. The chance of success with each
of these is equal to the chance of dispel magic against a
12th-level enchantment. The curse affects anyone who
owns the golden spheres, or who remains near them for
more than four hours. It takes effect as a chronic severe disease
of the blood and skin, which strikes within ld4 weeks
and worsens to a terminal case once it has seen full effect as
a severe malady.
 
 
 



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