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Help with White Wyrm's Lair
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<blockquote data-quote="Chibbell" data-source="post: 2875426" data-attributes="member: 10521"><p>So many great ideas here. Thanks so much for the help folks.</p><p></p><p>So far here is what I am thinking.</p><p></p><p></p><p><strong>Frestkuul's Lair</strong></p><p>As you cross the frozen landscape, following the lead of your golden guide through the storm, you can barely make out the sounds of the ocean ahead of you. Occasionally you hear a loud crack and feel a trembling through the ice and snow.</p><p></p><p>Finally Glitzedelm stops you as the snow begins to abate. Blinking away your snowblindness you can make out a mountain of ice seemingly floating some distance from you across a bay of salty ocean water.</p><p></p><p>Standing in the dragons shadow, its easier to make out that there are several stone huts and trails of smoke rising up from the mountains shore. As you gaze across the bay some sort of animal breaches the surface of the water and lets loose a torrent of water into the air.</p><p></p><p>Glitz turns to you, "This is Frestkuul's lair. I am certain of it. I can smell the gold and diamonds from here." Its the first time you've seen Glitzedelm in this light. Despite being a force of good, he is still a dragon.</p><p></p><p>I'll describe the rest in breif.</p><p></p><p><strong>Shore of the glacier</strong> - Their are thousands of penguins here making an enormous racket. They've taken over the area after the giants and the white wyrm scared most of the seals away.</p><p></p><p><strong>Frost Giant Village</strong> - Guarding the entrance to Frestkuul's prison (note you can't reach his horde and lair from above ground) is a Frost Giant village. Its full of quite a few female and children giants as the majority of his forces have left to join Frestkuul's war. They remaining men guard the entrance to the prison/lair. They primarily live off of seal and whale and there will be plenty of carcasses around. They are fairly barbaric.</p><p></p><p>They have a simple relationship with Frestkuul. They worship him and act as a deterrant to whomever might find the giant iceberg. He doesn't eat them. The party will have already encountered their leader who is a half-whitedragon that had captured Glitz the Gold Dragon.</p><p></p><p>The party will face off against some easy frost giant opponents. This should make them feel powerful. I don't think all encounters should be scaled up just because the party is higher level.</p><p></p><p><strong>Room 1 - Guardians</strong></p><p>This is a simple guard room for frost giant guardians.</p><p></p><p><strong>Room 2, The Frozen Menagerie</strong></p><p>After following a long tunnel the party will come across an icy chamber where the ice has been smoothed to a bright polish. Light comes in through a large crack in the ceiling. The light bounces off hundreds of frozen figures, each in a icy moment of death. A great many seem to be dwarves, though the clothing and armor is of an old style. There is also an assortment of strange and wondrous creatures here. In one corner a great killer whale seems to be leaping from frozen water. Suspended by some sort of magic in the center is a large, bulbous creature with a great open maw for a body and a huge central eye. Several spindly tentacles extend in many directions, each with an eye at the end. Several are missing.</p><p></p><p>This is where the party will encounter an ice devil and a few bone devils. The dragon has dominated these creatures into his service and has recently sent them a telepathic message requesting that they delay the party as long as possible. They will use ice wall to great effect as the party gets cut off from one another, shattering statues as they try to maneuver for combat. The party will be stuck to half movement and a -2 penatly to attacks due to the statues on the ground. They will be at an additional -1 to skills and attacks due to the sometimes blinding reflections from the sun.</p><p></p><p>They have summoned a Remorhaz to contend with Glitz the gold dragon.</p><p></p><p><strong>Room 3 - The Prison</strong></p><p>This icy room has dozens of metal cages suspended from the ceiling over a large pit filled with water. Its a 50 ft. drop down to the water from the ledge and there seem to be no exits. This is where the wizard Lord Borrant, the parties friend, is imprisoned. There are a great number of skeletons in various sized cages, one with the gnarled remains of an ancient treant...where it came from is anyone's guess.</p><p></p><p>Here an advanced cryohydra protects Lord Borrant. This should prove a difficult fight, even with Glitz aiding them.</p><p></p><p><strong>Room 4 - Lair and Horde</strong></p><p>Here is Frestkuul's treasure horde. It is actually only accessible via an underwater entrance that is guarded by an assortment of huge fiendish dire sharks that live in the tunnel up to the horde.</p><p></p><p>Once through the tunnel the party will arrive in a huge chamber covered with vast amounts of gold. Most of the chamber is covered in a thick layer of ice. At one side, near the water, is a great blood stained area where Frestkuul does the majority of his feeding.</p><p></p><p>Here is where the party will find the body of their fallen comrade, Crum the Barbarian. Lord Borrant had hoped to bring him here with Glitz's aid, to defeat Frestkuul and use the White Wyrm's heart to resurrect his son, Crum (unknown to most of the party).</p><p></p><p>At the right moment, the voice of an ancient withered man will come from the direction of the pool. There stands Frestkuul in human form. His right arms and part of his face are disfigured from his last great fight with the dwarves of Margrok, when they managed to erupt the dead volcano they had lured him to. After a few clever lines he will transform into his full form and rake his tail across the ceiling, trapping Glitz in a hail of ice and debris.</p><p></p><p>I do not want to kill off the party just yet, so Glitz may make his way free to help the party when all seems lost.</p><p></p><p>What do you think?</p><p></p><p>Oh and I simply can't wait to drop this down on the table.</p><p></p><p><img src="http://www.spawn.com/toys/horror/dragons/fire/images/dragons_fire_photo_06_dp.jpg" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p></blockquote><p></p>
[QUOTE="Chibbell, post: 2875426, member: 10521"] So many great ideas here. Thanks so much for the help folks. So far here is what I am thinking. [b]Frestkuul's Lair[/b] As you cross the frozen landscape, following the lead of your golden guide through the storm, you can barely make out the sounds of the ocean ahead of you. Occasionally you hear a loud crack and feel a trembling through the ice and snow. Finally Glitzedelm stops you as the snow begins to abate. Blinking away your snowblindness you can make out a mountain of ice seemingly floating some distance from you across a bay of salty ocean water. Standing in the dragons shadow, its easier to make out that there are several stone huts and trails of smoke rising up from the mountains shore. As you gaze across the bay some sort of animal breaches the surface of the water and lets loose a torrent of water into the air. Glitz turns to you, "This is Frestkuul's lair. I am certain of it. I can smell the gold and diamonds from here." Its the first time you've seen Glitzedelm in this light. Despite being a force of good, he is still a dragon. I'll describe the rest in breif. [b]Shore of the glacier[/b] - Their are thousands of penguins here making an enormous racket. They've taken over the area after the giants and the white wyrm scared most of the seals away. [b]Frost Giant Village[/b] - Guarding the entrance to Frestkuul's prison (note you can't reach his horde and lair from above ground) is a Frost Giant village. Its full of quite a few female and children giants as the majority of his forces have left to join Frestkuul's war. They remaining men guard the entrance to the prison/lair. They primarily live off of seal and whale and there will be plenty of carcasses around. They are fairly barbaric. They have a simple relationship with Frestkuul. They worship him and act as a deterrant to whomever might find the giant iceberg. He doesn't eat them. The party will have already encountered their leader who is a half-whitedragon that had captured Glitz the Gold Dragon. The party will face off against some easy frost giant opponents. This should make them feel powerful. I don't think all encounters should be scaled up just because the party is higher level. [b]Room 1 - Guardians[/b] This is a simple guard room for frost giant guardians. [b]Room 2, The Frozen Menagerie[/b] After following a long tunnel the party will come across an icy chamber where the ice has been smoothed to a bright polish. Light comes in through a large crack in the ceiling. The light bounces off hundreds of frozen figures, each in a icy moment of death. A great many seem to be dwarves, though the clothing and armor is of an old style. There is also an assortment of strange and wondrous creatures here. In one corner a great killer whale seems to be leaping from frozen water. Suspended by some sort of magic in the center is a large, bulbous creature with a great open maw for a body and a huge central eye. Several spindly tentacles extend in many directions, each with an eye at the end. Several are missing. This is where the party will encounter an ice devil and a few bone devils. The dragon has dominated these creatures into his service and has recently sent them a telepathic message requesting that they delay the party as long as possible. They will use ice wall to great effect as the party gets cut off from one another, shattering statues as they try to maneuver for combat. The party will be stuck to half movement and a -2 penatly to attacks due to the statues on the ground. They will be at an additional -1 to skills and attacks due to the sometimes blinding reflections from the sun. They have summoned a Remorhaz to contend with Glitz the gold dragon. [b]Room 3 - The Prison[/b] This icy room has dozens of metal cages suspended from the ceiling over a large pit filled with water. Its a 50 ft. drop down to the water from the ledge and there seem to be no exits. This is where the wizard Lord Borrant, the parties friend, is imprisoned. There are a great number of skeletons in various sized cages, one with the gnarled remains of an ancient treant...where it came from is anyone's guess. Here an advanced cryohydra protects Lord Borrant. This should prove a difficult fight, even with Glitz aiding them. [b]Room 4 - Lair and Horde[/b] Here is Frestkuul's treasure horde. It is actually only accessible via an underwater entrance that is guarded by an assortment of huge fiendish dire sharks that live in the tunnel up to the horde. Once through the tunnel the party will arrive in a huge chamber covered with vast amounts of gold. Most of the chamber is covered in a thick layer of ice. At one side, near the water, is a great blood stained area where Frestkuul does the majority of his feeding. Here is where the party will find the body of their fallen comrade, Crum the Barbarian. Lord Borrant had hoped to bring him here with Glitz's aid, to defeat Frestkuul and use the White Wyrm's heart to resurrect his son, Crum (unknown to most of the party). At the right moment, the voice of an ancient withered man will come from the direction of the pool. There stands Frestkuul in human form. His right arms and part of his face are disfigured from his last great fight with the dwarves of Margrok, when they managed to erupt the dead volcano they had lured him to. After a few clever lines he will transform into his full form and rake his tail across the ceiling, trapping Glitz in a hail of ice and debris. I do not want to kill off the party just yet, so Glitz may make his way free to help the party when all seems lost. What do you think? Oh and I simply can't wait to drop this down on the table. [img]http://www.spawn.com/toys/horror/dragons/fire/images/dragons_fire_photo_06_dp.jpg[/img] [/QUOTE]
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