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.
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/XBmnnAs 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.
XP 2300 1900
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).
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.
ReplyDeleteThanks 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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