The giants are concentrating
skyward, so it would be relatively easy to sneak up on them from below.
If the PCs remain hidden, the frost giants will complain loudly about
the dragon attack, and suggest to each other that the dragon must be
working with the Duke, and they blame the humans for setting up the
ambush. After a few more minutes, they will gather up the bodies of
their companions, and head back to their tribe. If the PCs are detected,
give them enough time to attempt to explain themselves, but any overt
offensive action will result in the giants attacking.
The giants will
initially believe that the PCs are in league with the dragon, and have
plotted to finish what the dragon started. Therefore the giant's initial
attitude toward the PCs is hostile, and they will first threaten the
party before attacking. These giants speak both giant and common. The
PCs can attempt Diplomacy, or Charisma checks:
Unfriendly (DC
20): Information: the giants will indicate that the dragon took
the statue. If the giants learn that the PCs have the gems for the exchange,
they may attack the bearer of the gems, and then flee when they have
the loot (perhaps even taking the gem-bearer!).
Indifferent
(DC 25): Information: the giants will relate general information
about the area. They know the dragon lives in the midst of the glacier,
past the "ice canyons."
Friendly (DC
35) or Helpful (DC 50): Information: the giants avoid the glacier
because of the "hot worms" that live there. The last horn
blast should have alerted Velg the Dragon Tamer, and Velg will likely
be on his way soon to the glacier.
If the PCs loot
the corpses of the fallen giants, the remaining giants will become hostile.
Treasure: a sack
on the 110-hp frost giant contains 1071 gp, and a +1 longspear
is on the corpse of the leader.
Wounded Frost
Giants (2): hp 80, 110; see Monster
Manual
page 98.
The party must now
head west, in the direction the dragon flew, toward its lair. Assuming
normal means of transportation, the trek to the glacier takes about
a day. During this time, the frost giant ranger Velg, also known as
Velg the Dragon Tamer, heard the warnings of the horns, and has likewise
journeyed to the glacier to do battle with this draconic foe. His trusty
servant Zim is with him.
When the PCs arrive
at the glacier, they see Velg and Zim sitting on the ice, about 200
feet from the tree line, finishing off a meal of venison. Velg wears
eyes of the eagle, and has +16 to Spot checks, so unless the PCs
were particularly sneaky, Velg has spotted them as they approach the
edge of the glacier.
Initial reaction:
Indifferent: Velg will start the encounter by lobbing large snowballs
at the nearest PCs. He lobs one per round as Zim busily packs more snowballs.
Treat the snowball as a rock attack, +12 ranged, 1d6+9 subdual damage,
with a 100-ft range increment. If the PCs respond with regular attacks,
Velg's attitude will become unfriendly and he will throw until
he or Zim has taken 20 points of damage, at which point Velg he will
call for a cease-fire. If the PCs persist in their attacks, the giants
will become hostile and move to engage in melee.
Friendly (DC
15, 25 if the PCs attacked): Velg will share his meal, and talk
about his upcoming conquest over the white dragon Whildenstrank. He
will also warn of the dangers of the "ice canyons": the "hot
worms" that melt weapons, so use ranged attacks on them, and the
"cold worms" that stun opponents with a screeching trill.
He might join the group if asked, but will demand the dragon's hide
and half of the dragon's treasure other than the golden lion. Zim will
stay behind and await word.
Helpful (DC
30, 40 if the PCs attacked): Velg will join the group for the dragon's
hide and an equal share of the hoard. Zim will still be ordered to stay
behind, to inform others of Velg's fate.
For the DM:
The addition of Velg to the group could make combat encounters easier
for the party. Consider increasing the strength of the creatures in
subsequent encounters, or have Velg refuse to fight, and instead save
his strength for the dragon.
Velg the Dragon
Tamer: Male frost giant Rgr3; CR 12; Large giant; HD 14d8+70, 3d10+15;
hp 164; Init +3; Spd 40 ft.; AC 21 (touch 8, flat-footed 21); Atk +11/
+6/ +1 ranged (2d6+9rock); or +23/ +18/ +13 melee (2d8+14/19-20/x2,
Huge +1 greatsword); SA Rock throwing; SQ cold subtype, darkvision
60 ft., favored enemy dragons, rock catching; AL CN; SV Fort +17, Ref
+4, Will +9; Str 29, Dex 9, Con 21, Int 12, Wis 14, Cha 13.
Skills and Feats:
Climb +14, Hide -7, Intuit Direction +7, Jump +14, Knowledge (nature)
+5, Listen +6, Spot +9, Wilderness Lore +6; Alertness, Cleave, Great
Cleave, Improved Initiative, Iron Will, Power Attack , Sunder, Track,
Two-Weapon Fighting, Weapon Focus (greatsword)
Cold Subtype:
Immune to cold damage; takes double damage from fire unless a saving
throw for half damage is allowed, in which case it takes half damage
on a success and double damage on a failure.
Darkvision:
The creature can see in the dark as though in normal daylight.
Favored Enemy:
The ranger has selected dragon as a favored enemy. He gains a +1 bonus
to his Bluff, Listen, Sense Motive, Spot, and Wilderness Lore checks
when using these skills against this type of creature. He gets the same
bonus to weapon damage rolls against creatures of this type. He also
gets the damage bonus with ranged weapons if the target is within 30
feet. The bonus doesn't apply to damage against creatures that are immune
to critical hits.
Possessions:
Chain shirt, eyes of the eagle, Huge +1 greatsword (not
useable by most PCs due to size), 2 longswords, large white dragon hide
cloak, black dragon hide boots, 656 gp, platinum belt buckle (400 gp
value).
Zim, male frost
giant: hp 120; wields huge greataxe; see
Monster Manual
page 98