Isle of the Storm Giants

In my campaign some of the characters/players have been obsessed with the idea of claiming a floating island as their own and building a magnificent stronghold there. Well they have caught hold of a rumor that one exists but is currently inhabited by giants. They have decided that they will crush said giants and take what ‘should’ belong to them. Part of me thinks that they don’t quite understand what they are getting into!

IF YOU ARE CURRENTLY PLAYING IN MY CAMPAIGN DO NOT READ THIS POST! Thanks 🙂

By Frank Tedeschi ( DnDiy.wordpress.com)

Adventure Synopsis:

There is a stronghold carved into the peak of a mountain on a floating isle, caught in an unending storm. This airy mountain castle was forged by storm giants lead by the titan Crakshar. His undying loyalty to the primordial Saeta-The Devoured, has brought him to this place because here he plans to finally unbind his former primordial master. In this floating isle the material between the planes is weak, allowing Crakshar to open a transient portal to the Elemental Chaos. The divine bonds that hold Saeta are nigh unbreakable, and only can be undone by great unholy power. That is why Crakshar has enslaved Cultists of Orcus to summon the Prince of Undeath himself and persuade him- by any means – to use the mighty Wand of Orcus to free his master.

The adventurers must make their way through the Sunken Pass, parlay with an unusual village of Orc and Goblin Monks, devise a way onto to the floating isle, and stop Crakshar before he frees a being of such catastrophic destruction and power, even the gods couldn’t kill him.

Background:

Mt. Evensil lies just beyond what is known at the Sunken Pass, a shortcut passageway through two mountains known as the Sentinel Peaks. The Sunken Pass is named for the large war galleon which is shipwrecked between the peaks a hundred miles from the nearest body of water. The path to Mt. Evensil lies through the heart of this cryptic ship whose origin has passed into myth.

Beyond the ship marks the base of Mt. Evensil, a 1000 foot sheer cliff. At the base of the cliff dwells a small village of huts and caves belonging to a mountain cult. The cult is an eccentric bunch of isolated men led by a tribunal of spiritual half-orcs which worship those found within the deep belly of the sunken galleon.

The floating isle itself was created during a devastating event at the end of the Teifling Empire, which led to the peak of Mt. Evensil breaking away from the rest of the mountain leaving a deep valley behind. A furious broil of thunder and lightning enveloped the isle which eventually drew Crakshar and the storm giants to claim it as their own. However Crakshar is not working alone he has enlisted the aid of a living glacier, who was once part of the holy glacial lattice which has imprisoned Saeta. Together they have begun to strengthen their numbers with both storm and frost giants.

The storm giants built many of the peripheral rooms open to the elements and storm outside. The red lines denote the absence of wall (and presence of cliff-like mountainside). The two circular rooms are slowly turning in the indicated directions.

A-Armory and merchant B-General storage C-Dining Hall  D-Kitchen E-Barracks F– Interrogation room G-Dungeon H-Cultist study/preparation room I-Summoning room for Orcus J-Throne/audience room K-Crakshar’s chamber L-Room of the stormstone golem whose magic keeps the isle afloat M-Large amphitheater like room, channel in center of room is used for entry/exit of the castle. This room is also used for grand storm rituals if they are to ride the wind into battle. N– Portal to Elemental Chaos and Saetia P-Tower of the Elder Elemental Eye

Due to the storm and seepage from the elemental chaos all rooms open to the outside are subject to random weather. Roll 1d10:

1.       lightning storm. Hazard rolls initiative. Every round on its turn each creature in area rolls a d20 any natural ones are stuck 3d10 +5

2.       Unusually fierce wind and snow. Movement at half speed -5 to ranged attacks.

3.       Driving rain. Sight is halved. -2 to atk rolls for obscured vision

4.       Ice. Half speed. Or acrobatics for full speed DC=16. Failure=prone slide three squares

5.       Fog. -5 perception checks. 6 squares away have partial concealment. Rogues have automatic combat advantage in this area and a +2 bonus to steath checks.

6.       Raging Wind hazard (the plane below 4e supplement)

7.       Very pleasant indeed.

8.       Overcast and quite chilly.

9.       Fist sized hail. Hazard rolls initiative. Attacks everyone on turn. +12 vs Reflex: 10 damage.

10.   Acid rain. Melee weapons deal 7 additional acid damage on hit. All armor wearers (except cloth) is at -1 AC

This is still a work in progress, one of which I hope will include many interesting encounters, side quests and unbelievable dangers. Once finished I hope to compile this adventure into a pdf module complete with some nice maps, monster stat blocks, and plenty of random generation table fun. I hope you guys enjoy this preview and check back later for the completed work!

Soon I will be making a post about the first two sections of this adventure: Coming to the village of New Village home to the strange Orc and Goblin Monks and the exploration of a crashed airship.

The Infernal Swarm Hazard and Heads of the Serpent Trap

The Infernal Swarm     Level 7 Obstacle (XP 600)

When you enter the room, you are greeted with the sounds of snapping jaws and a continuous grinding of scales. A long pit dividing the room swarms with dozens of glowing hot drakes. Also, within the pit are three obsidian obelisks covered in runes. Each has matching drake heads carved into its top.

The Setup

The pit is 40 ft. x 35 ft. and stretches the width of the room, barring passage. Above the pit are three rows of six ‘U’-shaped pipes that are embedded in the smooth stone ceiling. On the side of room through which the characters enter are three wooden chests, closed but not locked. The walls and ceiling of this room have been magically polished smooth, inhibiting physical climbing.

Chest 1: Contains twelve 3-ft.-long iron rods hooked on one end.

Chest 2: Contains three small jars of oil-based lubricant.

Chest 3: Contains five pairs of extra-thick leather gloves that can be tightened around the forearm by three belt straps.

The Mechanism

The ceiling pipes are scalding hot and cause 1d10 + 5 damage unless touched by metal. To cross, the players must strap the long iron rods to the leather gloves and used them to hook the ‘U’-shaped pipes in the ceiling. Three of the pipes are trapped: R1L2, R2L3, and R3L5. The row 1 and 3 pipes are unhinged on one end and attempts to use them drop a character into the swarm below; make a +5 vs. Reflex attack. If the character is missed, he or she can move to an adjacent pipe before it moves. Failure causes the character to slide to the end of the rod where his or her hook catches, dangling the character’s feet within reach of the drakes and causing 2d8 + 5 damage before he or she can move to safety. The trap in row 2 pulls down slightly when it is hooked and causes the obelisk to spew fire; +7 vs. AC, with 1d8 + 5 fire damage on hit.

The lubricating oil is a trick and induces an automatic failure on the unhinged pipes in rows 1 and 3 if rubbed on the iron hooks.

The Answer

Cross the pit using the provided materials, excluding the oil, while avoiding as many traps as possible. Moving from pipe to pipe is difficult terrain. Falling into the swarm inflicts 3d10 + 10 fire damage per round and is difficult terrain.

Note: If a drake is attacked, it is destroyed and is replaced by another drake, magically conjured by the obelisk.

Heads of the Serpent     Level 7 Trap (XP 300)

You enter a small room with strange brass piping covering the walls and ceiling. Worked into the system are four large serpent heads. There is a door ornately molded to depict hundreds of coiling snakes and drakes. At the center of the door is a large keyhole. The piping from around the room culminates with six valves, three on either side of the door.

Perception DC 14—The door is locked and does not appear to be trapped.

Perception DC 23—A success reveals that the doors are an activating mechanism of some kind. Failure reveals only that they appear to be connected to the piping in the room and are not trapped.

Perception DC 28—The lock appears to have a separate function beyond barring the door.

Thievery DC 15 (keyhole)—The lock is successfully opened, thus releasing the flow within the pipes and activating the serpent heads.

Trigger—If the lock is opened, then a barrage of magical snake-shaped cinders bursts from the four brass serpent mouths. Each head makes an attack every round until the lock is closed or the trap disabled.

Immediate Reaction; close blast 2

Target: All creatures in blast

Attack: +10 vs. Reflex

Hit: 1d6 + 3 fire damage.

Effect: When the cinder snakes hit any object, they disintegrate.

Countermeasures

Another Thievery check (DC 15) can be made to close the lock and stop the attacks, or the brass serpent heads can be disabled with a DC 25 Athletics or Arcana check. The door easily unlocks by opening all six valves.