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The Crystal Caves

Room

DCC 72 · p.14

Open source p.14

Area 3-7 – The Crystal Caves

The narrow cave is suffused with a soft blue glow from light reflected off the icy walls, ceiling, and floor. Glittering stalactites and iced-over draperies hang from the ceiling like some chill fairy realm. A brittle silence pervades the caves.

A frozen river runs through the chamber, culminating in a 20-foot frozen waterfall at the head of the cavern. Only expert climbers can ascend the iced-over waterfall unaided (climb, DC 15) but once a rope is affixed, their companions may follow. Less skilled climbers can ascend the waterfall with the aid of pitons or spikes.

A trio of giant ice toads lurk silently atop the waterfall, lying in wait for the first climber. Once their position is given away, the toads leap down onto the remaining PCs.

Driven by hunger, the toads focus on smaller targets (dwarves, elves, or halflings), swallowing their target on a successful attack roll of 17 or better. Once swallowed, a target must make a DC 15 Fortitude save every round or be frozen solid. Finally, a successful bite from an ice-ridden maw numbs the target for 1 round (-1 die to action dice and spell checks, AC).

The toads have no treasure, but a search of the adjoining chambers reveals the mutilated corpse of an ice giant. The corpse is blackened with decay and is missing an arm (which was gnawed off by the toads). If the PCs hack open the giant’s frozen neck pouch, they find 6 polished blue opals worth 150 gp each.

Ice Toads (3): Init ; Atk bite melee ( plus chill); AC 15; HD ; hp 20, 19, 17; MV 35’; Act ; SP swallow on 17+, chill (-1 die to action dice and AC for 1 round); SV Fort , Ref , Will ; AL C.