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<blockquote data-quote="Echohawk" data-source="post: 4380273" data-attributes="member: 9849"><p><strong><u>Frosty the Snowman</u></strong></p><p></p><p>Frosty is a happy and mischievous creature whose only aim in life is to have lots of (relatively) harmless fun - throwing snowballs (which cause no damage) at passing strangers is just his way of introducing himself. He will do this from a place of concealment. When he finally shows himself he is a large, happy looking snowman dressed in a tall hat and scarf, carrying an old broom. Frosty should be treated as having a charisma of 17.</p><p></p><p>He will readily aid anyone in distress or those who fight against evil, but he will have no part in hunting his friend the yeti. On the other hand, Frosty is not very friendly with the Snow Dwarf, because he knows that the dwarf cheats at cards.</p><p></p><p><strong>Frosty the Snowman</strong>: AC 3 (wet); MV 9"; HD 5; hp 32; #AT 1; SA see below; SD immune to cold-based attacks, double damage from firebased attacks; AL CG; S L (8' tall); 250xp.</p><p></p><p>Frosty can control weather (as the 7th level clerical spell) once per day. He can also hide in snow (cf hide in shadows) 80% of the time, becoming totally invisible at distances greater than 10 feet.</p><p></p><p>Frosty's scarf acts as the equivalent of a rope of entanglement and his tall hat is also magical- it raises charisma by 1 or to 17, whichever is most advantageous. His broom is a wand of snowballs which can project a snowball equivalent to a fireball. This is the only magical function that the broom can perform, but it can still be used as a broom. It has 24 charges.</p><p></p><p><strong><u>Lurker Between</u></strong></p><p></p><p><strong>Lurker Between</strong> (or Spam Monster): AC 26 (always gets bitten), Move 0"; Hit Dice NA; hp NA; #AT 1 per bite; SA see below; AL N; S Fairly Dinky; xp NA.</p><p></p><p>These terrible monsters are indistinguishable from luncheon meat. They hide (90%) in ordinary food and wait to be eaten. Each time it is bitten it will attack, from the inside! It automatically causes 1 hit pointof damage and the victim must roll under his or her constitution on a d100. Failure indicates that the victim is violently ill for 1-10 rounds. Only Vikings are immune to this attack - they value the creature as a rare delicacy and will pay up to 20gp for a fine specimen.</p><p></p><p><strong><u>Turkey</u></strong></p><p></p><p>The cells on 'Death Row' all have transparent ice doors, barred on the outside by massive icicles. Only one cell is occupied, by a very corpulent turkey - the yeti's Christmas dinner.</p><p></p><p>The turkey will plead with the adventurers to save him from the dinner table. If they agree, he will tell them where the yeti hides his treasure (358 wolves' teeth - see below). Getting the turkey out will not be easy since the cell door is only 3 feet in width, and the turkey is 3' 6" wide even when he breathes out.</p><p></p><p>The turkey will squeal loudly (this will not attract anyone's attention, but don't tell the players that) at any attempt to pull it through the door (roll as though attempting to break down a door). Chipping away enough ice to get him out will take 1 turn. Should the players get him out he will not stop complaining about all the hardships he has had to endure.</p><p></p><p><strong>The Turkey</strong>: AC 10 (tender); MV 3"; HD 4; hp 25; #AT 1; D 1-2; SA Boredom, save vs spells at +2 or fall asleep for 5 rounds due to the extreme dullness of the turkey's conversation; AL N; S Fat; xp 110.</p><p></p><p>(All from "Do Not Ask... For Whom the Bell Jingles", by P Howard, G Baker and L King; Imagine Magazine #21, December 1984.)</p><p></p><p>Side note: This adventure has an encounter in it titled "The Snow Dwarf and the Seven Wights" <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Echohawk, post: 4380273, member: 9849"] [b][u]Frosty the Snowman[/u][/b] Frosty is a happy and mischievous creature whose only aim in life is to have lots of (relatively) harmless fun - throwing snowballs (which cause no damage) at passing strangers is just his way of introducing himself. He will do this from a place of concealment. When he finally shows himself he is a large, happy looking snowman dressed in a tall hat and scarf, carrying an old broom. Frosty should be treated as having a charisma of 17. He will readily aid anyone in distress or those who fight against evil, but he will have no part in hunting his friend the yeti. On the other hand, Frosty is not very friendly with the Snow Dwarf, because he knows that the dwarf cheats at cards. [b]Frosty the Snowman[/b]: AC 3 (wet); MV 9"; HD 5; hp 32; #AT 1; SA see below; SD immune to cold-based attacks, double damage from firebased attacks; AL CG; S L (8' tall); 250xp. Frosty can control weather (as the 7th level clerical spell) once per day. He can also hide in snow (cf hide in shadows) 80% of the time, becoming totally invisible at distances greater than 10 feet. Frosty's scarf acts as the equivalent of a rope of entanglement and his tall hat is also magical- it raises charisma by 1 or to 17, whichever is most advantageous. His broom is a wand of snowballs which can project a snowball equivalent to a fireball. This is the only magical function that the broom can perform, but it can still be used as a broom. It has 24 charges. [b][u]Lurker Between[/u][/b] [b]Lurker Between[/b] (or Spam Monster): AC 26 (always gets bitten), Move 0"; Hit Dice NA; hp NA; #AT 1 per bite; SA see below; AL N; S Fairly Dinky; xp NA. These terrible monsters are indistinguishable from luncheon meat. They hide (90%) in ordinary food and wait to be eaten. Each time it is bitten it will attack, from the inside! It automatically causes 1 hit pointof damage and the victim must roll under his or her constitution on a d100. Failure indicates that the victim is violently ill for 1-10 rounds. Only Vikings are immune to this attack - they value the creature as a rare delicacy and will pay up to 20gp for a fine specimen. [b][u]Turkey[/u][/b] The cells on 'Death Row' all have transparent ice doors, barred on the outside by massive icicles. Only one cell is occupied, by a very corpulent turkey - the yeti's Christmas dinner. The turkey will plead with the adventurers to save him from the dinner table. If they agree, he will tell them where the yeti hides his treasure (358 wolves' teeth - see below). Getting the turkey out will not be easy since the cell door is only 3 feet in width, and the turkey is 3' 6" wide even when he breathes out. The turkey will squeal loudly (this will not attract anyone's attention, but don't tell the players that) at any attempt to pull it through the door (roll as though attempting to break down a door). Chipping away enough ice to get him out will take 1 turn. Should the players get him out he will not stop complaining about all the hardships he has had to endure. [b]The Turkey[/b]: AC 10 (tender); MV 3"; HD 4; hp 25; #AT 1; D 1-2; SA Boredom, save vs spells at +2 or fall asleep for 5 rounds due to the extreme dullness of the turkey's conversation; AL N; S Fat; xp 110. (All from "Do Not Ask... For Whom the Bell Jingles", by P Howard, G Baker and L King; Imagine Magazine #21, December 1984.) Side note: This adventure has an encounter in it titled "The Snow Dwarf and the Seven Wights" :) [/QUOTE]
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