Foreshadowing the Draakhorn
A while back I mentioned that I reworked things to foreshadow the Draakhorn's role in Rise of Tiamat. My players just survived the encounter last session, so now you all get to see it.
Oh, and a word of caution - this is an *extremely* tough encounter - the party was fully rested, full up on resources, it was the only encounter for the day, and it *still* took *everything* they had.
[h1]The Mysterious Fellow Travelers[/h1]
Notable NPCs:
- Lasfelro the Silent, Dragonfang/Wizard 2
- Leda Widris, Paladin 1
- The Draakhorn's Gargoyle
Lasfelro is a cultist, and a moderately high-ranking one at that. He was part of a cultist adventuring party that sought the Draakhorn for Severin. They found it, well-guarded. He is the only survivor, and is currently transporting the Draakhorn south to the Well of Dragons, which he must do by hand as the Draakhorn's power makes teleportation magics (like the portals) both unreliable and hazardous. He is actually of high enough rank that he would probably recognize Rezmir in her true form. As it is, he's barely observant, as he's still dealing with the trauma of the Draakhorn, both its recovery and its continued presence.
The gargoyle is an integral part of the Draakhorn's protection, but is docile if no-one investigates the wagon or attacks it.
Leda is a Paladin of Helm fresh out of her noviate; she attached herself to Lasfelro to watch over the gargoyle and help protect the cargo.
Lasfelro is a dragonfang, but rather than possessing an Orb of Dragon's Breath, the Draakhorn has caused it to merge with him, granting him fire bolt[3d10] at will, and burning hands[6d6] twice per day. The gargoyle is non-standard, and is closer to being a stone golem than a real gargoyle. Leda is a 1st Level Paladin of Helm.
[h1]The Barrow Giant's Attack[/h1]
This happens during the trip to the Carnath Roadhouse, at a fortified stop along the way. Because of the strenuous nature of the combat, this should not occur on the same day, the day after, or the day before, any other combat-based encounter.
[h3]Enc: The Barrow Giant's Attack[/h3]
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- 20 Dwarf Zombies
- 2 Giant Skeletons
- 6 Ogre Zombies
- The Barrow Giant
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Supplementary Monster Pack (not needed/used):
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During the night, attracted by the aura of the Draakhorn, a force of the Barrow-Giant , 2 giant skeletons , 6 Ogre Zombies, and 20 dwarf zombies attacks. They will be focusing their attacks on the Draakhorn. Without the player character's help, Leda Widris and Lasfelro will die, the Gargoyle will be destroyed, and the Draakhorn will be taken back to the Barrow-Giant's lair. Award a medium XP award if any of those three survive the attack due to the player character's efforts. For the remaining NPCs, the survival DC is 15+CR. Award the player characters an Easy XP award if any of the named NPCs survive the combat due to their efforts, award a Medium XP award if the NPC is Orvustia. Do not award bonus XP for the survival of Sulesdeg, Samardag, Aldor, or any of the cultists. The other NPCs are each being attacked by a wight and 12 zombies.
If Lasfelro does not die, he will go pale and start babbling about the danger of the Draakhorn and how it must be returned and safely guarded. If the gargoyle is destroyed, he will start trying to put it back together, babbling about how it kept the Draakhorn safe. Under the right guidance, Lasfelro will reveal that the necklace worn by the gargoyle helps keep the Draakhorn's energies suppressed.
If the gargoyle is not destroyed, it will pursue the Draakhorn immediately. and die before reaching the lair. Lasfelro (if alive) will tell the players to fetch the gargoyle, or at least its necklace, back.
Even if she survives, Leda is in no condition to pursue the Barrow-Giant.
If the party manages to keep the Draakhorn with the caravan, grant a Hard XP bonus award. Note that the Barrow-Giant will reform in 3 days if not killed in his lair, and he will continue to lead an identical force until the caravan passes beyond Carnath, or he successfully manages to acquire the Draakhorn.
If the party tracks the Barrow-Giant to its lair, it's easy to do so. However, the Mere does not count as difficult terrain for the Barrow-Giant's forces. It will take them 2 days to return to his lair. It will take the party 6.
[h2]Treasure:[/h2]
The Barrow-Giant was a Frost Giant King when he was alive, and warring against the dragons. His lair has the treasure hoard to reflect this: 1500 cp, 17000 sp, 4000 gp, 225 pp, 1 2750 gp circlet (which he wears), Spell Scroll of Web, Deck of Illusions, Boots of the Winterlands, and the Gauntlet of Frost (which he wears). The circlet and Guantlet of Frost are both parts of his regalia (as are the greataxes); returning these to the Giants grants a +3 bonus to any negotiations. Both the gauntlet and the circlet change size to fit the attuned wearer.
[h2]Development:[/h2]
If Lasfelro survives, he will repair, or replace, the gargoyle. Lasfelro has a ritual that can be used to replace the gargoyle, but it requires the necklace. If Lasfelro died, but Leda didn't, she will escort the Draakhorn to Waterdeep, as she knows who Lasfelro's contact was, but not about the gargoyle. If neither survive, the cultists will offer to escort the horn to Waterdeep. So will Sulesdeg and Samardag (who is young enough to not know what the Draakhorn is, and is no better at detecting cultists than the party). If the party insists on escorting it themselves, they will lose Rezmir and Skyreach Castle. Regardless, without the gargoyle, the Draakhorn increases Wandering encounters to the level used approaching Eastmarsh for the remainder of the trip. Additionally, every time a character is hit by a critical while within 5 miles of the Draakhorn, an additional 1 hit point of necrotic damage is inflicted, and no necrotic damage can be healed.
[h2]Custom Monsters[/h2]
Giant Skeleton
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Huge, Undead, unaligned
AC 13 (armor scraps); HP: 125; Speed 40 ft.
Str: 20 (+5), Dex: 8 (-1), Con: 19 (+4)
Int: 6 (-2), Wis: 8 (-1), Cha: 5 (-3)
Saving Throws: None
Damage Vulnerabilities: Bludgeoning
Damage Resistances: Piercing
Damage Immunities: Poison
Senses: darkvision 60 ft., passive perception 8
Languages: understands Giant
CR: 4 (1100 xp)
ACTIONS
Multiattack: The giant skeleton makes 2 greatclub attacks.
Greatclub: Melee Weapon Attack. +7 to hit, reach 10 ft., 1 target. Hit: 18 (3d8+5) bludgeoning damage.
Rock: Ranged Weapon Attack. +7 to hit, range 60/240 ft., 1 target. Hit: 21 (3d10+5) bludgeoning damage.
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The Barrow Giant
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Huge, Undead, Neutral Evil
AC 16 (chain mail); HP: 344 (16d12+112); Speed 40 ft.
Str: 25 (+7), Dex: 11 (+0), Con: 25 (+7)
Int: 9 (-1), Wis: 12 (+1), Cha: 17 (+3)
Saving Throws: Con +11, Wis +5, Cha +7
Skills: Athletics +11, Perception +5
Damage Resistances: Necrotic; Bludgeoning, Slashing, or Piercing from non-silvered non-magical weapons
Damage Immunities: Cold, Poison
Condition Immunities: Poisoned, Exhaustion
Senses: darkvision 120 ft., passive perception 15
Languages: Giant, Draconic, Archaic Common
CR: 9 (5000 xp)
Sunlight Sensitivity: While in sunlight, the Barrow-Giant has disadvantage on attack rolls, as well as on Wisdom(Perception) checks that rely on sight.
Turn Resistance: The Barrow-Giant has advantage on saving throws against any effect that turns undead.
ACTIONS
Multiattack: The Barrow Giant makes 2 greataxe attacks.
Greatclub: Melee Weapon Attack. +11 to hit, reach 10 ft., 1 target. Hit: 26 (3d12+7) slashing damage.
Rock: Ranged Weapon Attack. +11 to hit, range 60/240 ft., 1 target. Hit: 29 (4d10+7) bludgeoning damage.
Life Drain: Melee Weapon Attack +11 to hit, reach 10 ft., 1 targets. Hit: 26 (3d12+7) necrotic damage. The target must succeed on a DC 15 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies immediately if this effect reduces its hit point maximum to 0.
A humanoid slain by this attack rises 24 hours later as a zombie under the Barrow-Giant's control, unless the humanoid is restored to life or its body destroyed. The Barrow-Giant can have no more than 32 zombies under its control at any one time.
Ballista: Ranged Weapon Attack: +4 to hit, range 120/480 ft., 1 targets. Hit: 16 (3d10) piercing damage; loading (as crossbow)
Gauntlet of Frost (1/d): Ranged Spell Attack +5 to hit, range 120 ft., 1 target. Hit: 7 (2d6) cold damage. (Essentially, as circlet of blasting, but cold instead of fire.)
LEGENDARY ACTIONS
The Barrow Giant can use 1 legendary action at the end of an opponent's turn. His options are:
Life Drain: The Barrow Giant may make an additional life-drain attack.
Rock: The Barrow Giant may throw an additional rock.
Guantlet: The Barrow Giant may use the Gauntlet of Frost. This does not change the number of times per day the gauntlet may be used.
LAIR ACTIONS
While in his Barrow, the Barrow Giant may, at the beginning of the round, summon 8 Ogre Zombies or 4 Giant Skeletons.
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