Showing posts with label cold. Show all posts
Showing posts with label cold. Show all posts

Tuesday, June 29, 2021

Ice Linnorm

Linnorms occupy an interesting niche, being considered dragons, but at the same time being a distinct set of creatures of their own. With a breadth of folk stories regarding them, there is no shortage of inspiration to draw from. The Bestiary takes note of this—just look at the sidebars regarding kings slaying linnorms to claim their birthright or the great beasts laying a curse with their dying breath.

Not as intelligent as traditional dragons, these two-legged slithering monstrosities represent a more primordial threat—not one that should be taken lightly. They occupy the hostile areas of northern regions of the world where they reign supreme.

Let us look at the Ice Linnorm for today's example. It can crawl (35 ft.), fly (100 ft.), and swim (40 ft.). This alone is quite impressive, though when you consider that the linnorm is always under the effects of freedom of movement, it becomes even more so. An unstoppable force. Access to true sight means that it is considerably harder to get a jump on the bugger. When it comes to offensive capabilities, it's no pushover either. It has 3 melee attacks, all with a reach ranging from 20 to 25 ft., all of which deal considerable damage. Its attack of opportunity has an incredible range with its tail strike, alongside raw power from its jaws that can inflict Ice Linnorm Venom—a nasty thing in its own right. Of course, being a dragon, it also has access to Breath Weapon—a 60 ft. cone of freezing ooze that not only does a lot of damage, but can also immobilize targets (and, while immobilized, the target takes even more cold damage!). One would be inclined to think that the problems end with killing the damn thing; that couldn't be further from the truth. Once slain, an ice linnorm's parting gift comes in the form of Curse of Frost.

All in all, a pretty solid contender for a legendary creature the roaming frozen wastes of the far north, wouldn't you agree?

- Max

Hook 1 (Max) - Scourge of the Golden Hall

The Grand Golden Hall of King Arnhast is said to be one of the greatest wonders of this world, its ruler allegedly being the richest man in the world. He built his keep far to the north, carving a great hall in the mountains and has it guarded night and day.

Just as legendary as his treasury is the king's greed, for there are many stories of his unwillingness to part with even a single coin that he considers his—a vice that has made him many enemies over the years and continues to do so to this very day.

Something is amiss in the Golden Hall, though. No one has heard from it in a long time and none of the emissaries sent there have returned. It won't take long before some vagabonds are either hired to see what's happening or take interest themselves.

Stepping into The Hall through a long and vast bridge—its first line of defense—one will easily spot dozens of frozen corpses scattered about. The gate is found hanging on its hinges, seemingly busted open from the inside. An unnatural cold permeates the air, regardless of the time of year, and the inside of the keep is a scene of ravenous and indiscriminate slaughter. It looks like some enormous beast has wreaked havoc upon this place. Should you look for the body of the ruler of The Hall, you couldn't find it, as he is, in fact, the one responsible. The king's love of gold has finally turned him into a monster whose love of gold rivals his own.

The fortress goes deep, deep underground, interconnected by a network of spacious tunnels that are unfortunately big enough to accommodate Arnhast's new, monstrous form. He now spends most of his days sleeping on top of his majestic treasury, guarding it with his very life, only occasionally stalking the corridors of his once-proud domain.

Hook 2 (TJ) - Shivering Simon

The creaking of a rocking chair punctuates the crackling of the hearth at the Last Oasis. Despite the fact that this tavern is in the middle of a desert, the innkeeper keeps the fire crackling day in and day out, creating a swelteringly hot common room. Sitting in the chair next to this affront on homeostasis is Shivering Simon, a wrinkled human well into his seventies. 

As if the fire wasn't enough, Simon—dripping sweat—peers out from beneath a layer of blankets and a homespun sweater. For a mug of (hot) cider, Simon will tell you stories of his life as an adventurer. At the end of a long night of libations, Simon will finally be willing to tell the story of how he got to where he is. With a distant look, he relates the tale of his fateful night slaying a gruesome, icy, draconic beast. The last one standing in his adventuring party, Simon dealt the death blow after what felt like hours of brutal combat. The curse he received still haunts him to this day. All of his wealth gained from adventuring has been spent on trying to avoid the bone-chilling cold that he's never been able to shake, but it's starting to run out...

Hook 3 (Nemanja) - Old Boombreath

Old Boombreath, a volcano in the Mixotixican archipelago, is a place where three planes converge—the plane of fire, the plane of earth, and the mortal plane.

For the immortal denizens of the elemental planes, this makes it a battlefront, where they clash in violent combat time and time again.

For the islanders, this makes it the biggest source of their income—the fallen elementals leave heaps of riches behind, and the archipelago has become a popular trading hub where adventurers from afar come to seek scavenged goods.

Unfortunately for both the elementals and the islanders, the crater has recently become the nesting ground of an ancient wyrm. Oddly enough, the old wyrm seems to be a creature of elemental frost. Even more oddly, when actually exposed to frost magic—even that of its own making—it seems to back away.

A deeper investigation might uncover the fact that the ice linnorm has in fact slain another of its kind. It now suffers the effects of a curse of frost, making its own existence a constant and everpresent agony.

Sunday, May 16, 2021

Frost Drake

Related to white dragons, Frost Drakes display malice and cruelty rivalling that of their distant relatives. Their innate bloodlust may lead them into suicidal rages, as it is not unheard of for a single one of them to attack a town on its own; reticent to back down even when severely wounded.

Dwelling in frozen wastes, their scales most often take on a hue ranging from white to navy, veins bulging beneath their thin hide may give a Frost Drake a frail appearance, however to underestimate one is most unwise.

As Frost Drakes are accustomed to constant blizzards, they can move through them with expertise, their vision not obscured by snow, their ability to burrow through snowdrifts allowing for setting up nasty traps. Their signature Freezing Mist Breath can ruin anyone's day, with its considerable range and damage, as well as creating a patch of difficult terrain, it becomes quite a tool in harassing players who find themselves either out of position or clustered too close together.


Hook 1 (Max) - Frozen Horror
The blizzard is bearing down on you relentlessly; white clouds of snow obscure your vision, the cold siphons away your strength, and the deafening wind echoes around the gaping chasm below you. The cliffside you traverse would be a nerve-wracking journey even for the most hearty traveler.

Despite the hardships, you plant one foot in front of the other, pushing onward until you trip on something buried beneath the sleet. Upon inspection, it's revealed to be a partially-devoured, ice-covered head. Frozen gore spouts from its left side, while the intact half bears an expression of frozen horror that seems to bore straight into you.

Then you hear it, breaking through howl of the storm. A steady beating of wings, approaching faster by the second. Fear of the soul-tearing shriek is an odd comfort in contrast to the blast of bone-tearing cold that follows.

Hook 2 (Reece) - The Curse of Jurdenhast
The fjords of Jurdenhast are one of the most hostile environs in the world. It's said, far beyond the unforgiving cliffs of Yngrim, that the ancient ruins of a long forgotten people lie untouched and full of treasures long forgotten in the ice. Should you find yourself brave enough, with the proper crew or guide, an expedition into the ruins could be quite fruitful, provided you survive Yngrim's Cursed Guardians.

These Frost Drakes, forever cursed by an ancient Oracle to guard the ruins so long as they live, take to ambushing unsuspecting adventurers from the deep snow banks that cloak the skeletal remains of the once-great city.

Hook 3 (Nemanja) - The Edge of the World
The Great Ice Wall At The End Of The World has drawn the attention of mankind for at least as long as writing has existed, and probably far longer.

Sadly, any daredevil insane enough to try scaling the three hundred and thirty-three feet-high structure is swiftly dealt with by the dozens of frost drakes nesting in the wall. The drakes seem unnaturally docile when the wall remains unbothered and stories of them appearing from the other side of the wall with with what appear to be fresh kills only fuel the mystic appeal of whatever lies beyond.

Saturday, May 15, 2021

Frost Giant

Frost Giants, like their other giant kin, are just- Really large people.

Sort of.

Generally, they're portrayed as large, tribal, and often barbaric peoples who serve as a Viking or Nord stand-in. This, in my opinion, doesn't do them justice. The most notable thing about the Frost Giant is how many of it skills and abilities can be activated with just a single action. This design choice could lead to some of the most dangerous encounters you could make. Why? **Because any creature can Ready a single action as a two-action activity.** These are intelligent creatures, you should run them as such.

A group of frost giants stumbling across travelling, frost-bitten players could easily make short work of them. Use their plethora of single-action activities to turn the battlefield into a living (icy) hell for your players:

  • A player goes to move and ends up adjacent to an ally? That triggers the **ONE ACTION, 15 FOOT CONE** Chill Breath one of the Giants had Readied.
  • Try to move away from an ally? That triggers the Throw Rock another giant had saved for just this moment.
  • All bunched up or have the giant surrounded? Guess who has a Wide Swing action all Ready to go?


Frost Giants are an opportunity to give your players a chilling reminder that some things are more prepared to take them out than others.


Hook 1 (Nemanja) - The River Beyond The Wall
Should anyone somehow evade or defeat the dozens of frost drakes that guard the ascent to the Land Beyond The Wall, they will find a tribe of unusually civilized Frost Giants. The citizens of this great society all talk in riddles and wear ridiculously long fur togas. Outsiders are taken to lavish feasts and festivities and treated with amicability. Should the outsiders try following the massive river that is born at the very base of the wall, the giants change disposition completely, becoming sadistically violent in an instant.

Hook 2 (Max) - The Cripple
The Cripple, despite his crass moniker provided by the locals, is a fearsome and famed mercenary in these lands. He takes on the most dangerous and lucrative contracts, hoping to gather power and experience to defeat the giant who long ago robbed him of his arm and eye, reclaiming his birthright as the clan leader.

His years on the road have taught him a thing or two. Fighting dirty and pressing any advantage you might posses are things you learn living the mercenary's life. Hence, he's always prepared with a plethora of useful tools, traps and gadgets at his disposal.

Hook 3 (Reece) - The Mithral Lands
The Frostguard Giant Clan and The Dwarven Mithral Mining Co. have been at odds for nearly a hundred years. Skirmishes with The Company in addition to fouling water and dying wildlife have greatly reduced the clan's numbers. Desparate, a single druid among the clan breaks tradition and seeks aid from outsiders. An agreement seems impossible given the incompatibility between the march of progress and the old ways. Helping the giants take back their tundra seems a mortal duty to some; though those who want to help are not only putting themselves at odds with The Company, but all those who rely on them for profit.

And Power.