Chibbell
First Post
I'm looking for a bit of help writing up the lair for the White Wyrm, Frestkuul Icetongue (CR 21ish). Alas I have yet to write this up and am in desperate need of help from my fellow DMs. I really want to make this lair and encounter interesting, so any suggestions would be most helpful.
I am thinking three or four large chambers built into a iceberg floating offshore in an arctic area, connected by large tunnels, much like that in the Draconomicon. There will be several frost giants guarding the place, but not so many to completely weaken them before facing Frestkuul at the end.
I am looking for interesting things to place into the large chambers. I am also looking for various cold-friendly critters to populate the place. Frost Giants guard the entrance but rarely venture further in.
Any help detailing the various rooms and the sorts of things the creatures that live here might have or utilize, or things the dragon would do, showing off his vanity and conquests.
Room 1 - Entrance area...what might the frost giants have here?
Room 2 - Some sort of frozen trophy room? Any help with details?
Room 3 - No idea
Room 4 - Horde in a frozen chamber...any ideas on details beyond a big room with treasure everywhere?
Room 5 - Underwater entrance
Some background if it helps:
He is as noted above, a White Wyrm, who has collected quite a mass of Dwarven treasure and is currently leading a barbarian horde in an attempt to gain a highly sought artifact.
The heroes are attempting to sneak into the lair while Frestkuul is away to war and his lair is lightly guarded. They are hoping to free a friend and recover an item to resurrect another. He will of course be confronting them after they find his hoard, after being alerted to the parties intended direction by flying scouts.
The party has the aid of a golden dragon that will be taken out by an avalanche of ice during the fight. This is my control mechanism in case the party can't handle the encounter.
I am thinking three or four large chambers built into a iceberg floating offshore in an arctic area, connected by large tunnels, much like that in the Draconomicon. There will be several frost giants guarding the place, but not so many to completely weaken them before facing Frestkuul at the end.
I am looking for interesting things to place into the large chambers. I am also looking for various cold-friendly critters to populate the place. Frost Giants guard the entrance but rarely venture further in.
Any help detailing the various rooms and the sorts of things the creatures that live here might have or utilize, or things the dragon would do, showing off his vanity and conquests.
Room 1 - Entrance area...what might the frost giants have here?
Room 2 - Some sort of frozen trophy room? Any help with details?
Room 3 - No idea
Room 4 - Horde in a frozen chamber...any ideas on details beyond a big room with treasure everywhere?
Room 5 - Underwater entrance
Some background if it helps:
He is as noted above, a White Wyrm, who has collected quite a mass of Dwarven treasure and is currently leading a barbarian horde in an attempt to gain a highly sought artifact.
The heroes are attempting to sneak into the lair while Frestkuul is away to war and his lair is lightly guarded. They are hoping to free a friend and recover an item to resurrect another. He will of course be confronting them after they find his hoard, after being alerted to the parties intended direction by flying scouts.
The party has the aid of a golden dragon that will be taken out by an avalanche of ice during the fight. This is my control mechanism in case the party can't handle the encounter.
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