Frozen Offerings
RoomDCC 72 · p.13
Open source p.13Area 3-5 – Frozen Offerings
Beyond the towering portal you spy a strange workshop. The chamber is dominated by several man-sized bodies placed atop a makeshift table of planks. All the bodies are wrapped in cloth that has been inscribed with blue runes. Two giants look up from their work, pausing as they complete wrapping the final body.
You hear a pained gasp from the table and realize to your horror the mummies are still alive!
The giants are in the process of mummifying living captives, before presenting them as offerings to the White Worm (in area 3-6). The giants fight to escape the PCs, hoping to alert the rest of the fortress.
The seven captives are a mix of races, all former servants of the Horned King. The judge can use this opportunity to substitute in a new PC or to provide additional hirelings. Freed from their bonds, the captives willingly join the PCs against the giants in a desperate bid to free their master. As NPCs, each captive has a mere hp.
An inspection of the chamber reveals several rolls of white cotton, inscribed with runes exalting a creature/god re-
ferred to as the “White Worm.” A large jar adjacent to the worktable contains several pounds of azure pigment. Mixed with wine or water, the pigment grants a spell check bonus to spells involving runes or sigils. The jar contains sufficient pigment for 5 applications.
Giant Acolytes (2): Init ; Atk spells or mace melee (); AC 13; HD ; hp 29, 27; MV 40’; Act ; SP spellcasting (spell check , first and second level cleric spells), immune to cold; SV Fort , Ref , Will ; AL C.