Friday, 22 October 2021

Tomb of the Frost Shamans

 A few weeks ago a map for the lost dwarven fortress of Tarrag Duun included an undescribed location on the map - the Tomb of the Frost Shamans, north of Castellan Keep and deep in the Altan Tepes mountains, near the border with Darokin and Ylaruam.. 


This is the place where the frost giants of the region have buried their most revered leaders and shamans for the last five centuries. It is carved deep into a frozen mountainside high up among the snow-crusted peaks.

Although Karameikos is considered suitable for low-level adventures (it is where most of the B adventures are situated), this location and its inhabitants should be considered much higher level - characters of levels 12-15 are suggested. 

The upper level is inhabited by one of the strongest frost giant clans of the Altan Tepes, the Hruggnir clan (roughly translates as dwarf-chewers). At least 30 strong, they have held this prestigious site by strength, guile and fervour born of the absolute belief that they are the best of giant-kind and they deserve, and are destined, to rule here. They have fought off other frost giant clans, cloud giants, white dragons, hundreds of dwarves and the occasional human adventuring party, thus confirming their zealous superiority. 

Frost Giants by Jesper Ejsing source: https://www.artstation.com/artwork/XBmnn

As well as normal frost giants, there are frost giant leaders, shamans and their chief, Jarl Krunthaass the Vicious, and various monstrous pets, including a pack of Winter Wolves as guards and hunting companions (borrowed from AD&D) and a pair of Frost Salamanders. 

The Hruggnir clan is not automatically hostile to other frost giants, and if another clan seeks to bury a respected member here, they may do so with the Hruggnir's permission (usually involving offers of food, treasure or temporary allegiance). 

Beneath this lair of living frost giants are the catacombs, where their honoured dead are laid to rest - great champions, war-chiefs, shamans and rune-carvers. They are often buried with great treasure (both magical and monetary) to demonstrate their prowess and position. However, woe betide anyone, frost giant or other species, that enters with theft or desecration on their mind, for those giants buried in this tomb can rise as undead when they are disturbed. The warriors and chiefs, known as Frozen Gaunts,  have paralytic strikes similar to ghouls except their targets are frozen rigid - this need not be direct contact with the undead giant's peeling skin but can be transmitted through their weapons. Meanwhile the undead giant shaman, sometimes known as Frozen Horrors, can drain energy levels like wights or wraiths with strikes from their huge iron maces, and they can still call upon the powers of Chaos for clerical spells. And finally there is also a retinue of animated frost giant skeletons ready to defend the tomb at the undead shamans' commands.

Because decay happens so slowly here, it may not be obvious to intruders that the catacomb inhabitants are undead - just gaunt, unhealthy-looking frost giants with weird black eyeballs and occasionally fatal-looking wounds. Despite being in close proximity to the living frost giants, the undead giants are unlikely to help them - the frost giant philosophy of self-sufficiency, might makes right and selfishness means that the frost giants are expected to hold their own and defend their territory without asking for help.

Monster Name    Frost Giant Leader    Frost Giant Shaman
Armour Class    2                     4
Hit Dice        12+5                  11+3*
Move            120' (40')            120'(40')
Attack          1 weapon  or boulder  1 weapon or spell
Damage          4d6+2 or 3d6          4d6 or special
No Appearing    1                     1
Save As         Fighter 12            Cleric 11
Morale          11                    10
Treasure Type   E + 5000gp            E + 5000gp
Alignment       Chaotic               Chaotic
Intelligence    Average (10)          Very (12)
XP              1100                  1900

Frost giant leaders are bigger, burlier frost giants who are able to bully their kin around. Like normal frost giants they can throw boulders for 3d6 damage up to 200' away. They tend to have better armour than other giants, similar to over-sized banded armour.

Frost giant shamans are the priests and spiritual leaders of frost giants. They look almost the same as normal frost giants except they tend to wear chaotic symbols as amulets and wield huge clubs, maces or hammers (no edged or pointed weapons). They can cast clerical spells as if clerics of levels 2-5, and they usually prepare spells suitable for chaotic clerics. Typical spells include Hold Person, Rage, Darkness and Blight (reversal of Bless). 

Monster Name    Frozen Gaunt*         Frozen Horror*
Armour Class    0                     0
Hit Dice        14*                   12*
Move            120' (40')            120'(40')
Attack          1 weapon              1 weapon or spell
Damage          4d6+2 + paralysis     4d6 + level drain or special
No Appearing    1                     1
Save As         Fighter 14            Cleric 12
Morale          12                    12
Treasure Type   E + 5000gp            E + 5000gp
Alignment       Chaotic               Chaotic
Intelligence    Average (10)          Very (12)
XP              2300                  1900

Frozen gaunts are undead frost giant leaders and champions. They look like frost giants but in various states of decay (though in their usual arctic habitat this decay can be very slow). Like frost giant leaders they wear huge sets of banded armour and wield massive weapons. They are powerful undead and cannot be hit by normal weapons; +1 or better enchantments are needed to hit a frost gaunt. If a frost gaunt strikes an opponent (either with its weapon or a bare fist) the target must save vs paralyzation or be frozen stiff for 2d4 turns. A paralysed opponent can be attacked at +4 to hit.

Frozen Horrors are undead frost giant shamans. They still retain some spellcasting ability and can cast spells as chaotic clerics of levels 2-5 (possibly higher at DM's discretion). Like frost gaunts, frozen horrors are immune to normal weapons and opponents need +1 or better magic weapons to hit. Any successful hit by a Frozen Horror will drain an opponent of 1 experience level as if by a wight (or 1 HD if not a character).
As undead, both Frozen Gaunts and Frozen Horrors are immune to Sleep, Charm, death magic and poison. They can both be turned by clerics as if Haunts (see D&D Companion Set). Although as undead they are hateful and inimical to life, they may allow living frost giants to pass unscathed as long as the frost giants are respectful and do not attack or steal. Any other species can expect no mercy. 


2 comments:

  1. Nice! Sounds a bit like an elephant's graveyard for powerful Frost Giants. I could also see it as a center for shamanic learning where budding young shamans from other clans might go to learn their skills.

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  2. Thanks Greenbrier. Other clans and frost giants dealing with the Hruggnir clan about matters other than burial is interesting, though I'm sure the Hruggnir wouldn't do any favours for free. Quid pro quo and the like. I remember an article from Dragon Magazine detailing undead giants, 1 of each major race, and although it was 2nd edition AD&D and I've lost that issue, I still thought undead giants are a cool idea. This was the perfect opportunity to create a scenario that would involve them.

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