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Gate House

Room

DCC 72 · p.11

Open source p.11

Area 3-1 – Gate House

The snowy trail rises to the base of the grim, ice-ridden citadel. A dark stone gatehouse stands apart from the citadel, connected by a bridge of stone. A drawbridge, white with frost, extends from the gatehouse to the trail.

Cruel guffaws of laughter and loud taunts erupt from inside the gatehouse.

If the PCs speak Giant, it is easy to discern the voices of two young ice giants within the gatehouse, teasing a third for his cowardice. Though the two larger giants are distracted, the third will immediately notice if the PCs try to cross the drawbridge.

Once aware of the PCs, the two larger giants force the third out onto the drawbridge and then drop the portcullis, daring the PCs (in Common tongue) to face their mightiest “champion.” The pair leaves their companion to fight on his own, laughing all the while.

The drawbridge is slick with frost, and it is a 45-foot fall to the base of the snowy ravine. The victim of any melee blow that inflicts 6 hp or more damage, must succeed on a DC 10 Reflex save or slip and fall from the drawbridge. PCs are permitted a second, DC 13 Reflex save to catch the lip of the bridge before falling to their doom. Due to their mass, giants do not need to attempt the check.

The defeat of the lone giant immediately sobers the pranksters. One takes three rounds to pull up the drawbridge, while the other stabs at any PCs caught between the drawbridge and portcullis. PCs leaping from the drawbridge onto the roof of the gatehouse can slide down the slick shingles, landing on the far side. Once the drawbridge is raised, the giants hammer on an enormous drum, alerting the citadel of attack, before retreating across the causeway to area 3-3.

Inside the gatehouse are 13 giant-sized javelins (treat as spears) and 3 broad-headed spears (treat as lances). A large sack hangs in one corner. Within are three legs of mutton, half a round of moldy cheese, and a large bottle of potent wine.

The largest of the giants wears a jeweled hoop in his septum. Removing the hoop is grisly work; the hoop is worth 150 gp.

Giantling Guards (3): Init ; Atk spear () or thrown spear missile fire (, range 30’); AC 10; HD ; hp 34, 28, 24; MV 40’; Act ; SP immune to cold, crit on 22+; SV Fort , Ref , Will ; AL C.