0% found this document useful (0 votes)
25 views7 pages

Icewind Dale Adaptation #2

Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
25 views7 pages

Icewind Dale Adaptation #2

Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd
You are on page 1/ 7

Icewind Dale Adaptation #2 Stonebones Hall

The PC's emerge from the Tomb of the Black Wolf into an immediate ambush by Lysan

(9th level Scout) and 2 ettins - 65 hp each, +3 initiative, 30 ft speed, AC 18 touch 8 flat footed

18, +17 grapple, full attack: +12/+7 Morningstars (2d6+6 dmg) or 2 javelins +5 ranged (1d8+6),

10 ft reach, low light visions, superior two weapon fighting, Fort +9, Ref +2, Will +5, Listen +10

Search +1 Spot +10, Feats: Alertness, Improved initiative, Iron Will, Power Attack, standard

treasure. CR 11

After the conflict resolves in addition to the treasure the PC's find a note that says: "

Rejoin the force en route to Stonebones Hall after you have ensured the adventurers don't make it

back to Kuldahar. You should make it back in time to help in the recovery of the Heartstone

Gem. Succeed and be rewarded, fail and fall to torment eternal. The Ettins are yours to help in

your mission. Do with them as you like. They will obey. - Y

The Y at the end of the note has six "arms" instead of just the normal two.

At this point the PC's should head back to Kuldahar being as they are unfamiliar with the

area, and will need directions and more info on Stonebones Hall. Arun Delver explains that

Stonebones Hall is a Stone Giant temple dedicated to the worship of their deity Skoraeus

Stonebones. Generally the Stone Giants in the area stick to themselves, but they do congregate in

and allow non-giants to visit their Hall if they come for a legitimate reason. Local rumor

suggests that they are in possession of the Impermeable Heart of the Mountain also known as the

Heartstone Gem which legend says is a minor artifact capable of performing divination magic of

great power if the seer is sufficiently skilled in magic. Arun Delver suggests the party should
travel to the hall to warn them of attack and see if they could arrange to access the Heartstone

Gem in an attempt to divine what is going on in the area.

Traveling to the temple the PC's encounter nothing, it seems as though they are being

watched but no resistance manifests itself in their travels to the Temple (which lies

underground). The PC's arrive at the temple in the immediate aftermath of what appears to be a

devastating assault on the temple grounds. Scattered around the outside of the temple lie the

corpses of Stone Giants, cave trolls, and various Demons that all appear to have died fighting one

another. The PC's will be attacked on sight by what is left of the Stone Giant defenders of the

temple, the attack devastated them and caught them mostly unaware so unless the PC's want to

flee the temple they will have to fight their way through the temple in order to find the reliquary

room where the Gem was kept. Once the PC's find their way to the Reliquary they encounter a

dying Stone Giant priest with 30 seconds to live unless he receives some sort of healing. The

Giant priest can relate to them what happened if anyone speaks giant otherwise the

communication barrier prevents further dialogue. The gist of what the Giant can tell them is that

a horde of demons, cave trolls, and a few other creatures he couldn't name attacked the temple

out of nowhere and fought their way to this room like they knew where it was and what it

contained even though the Gem was considered a closely guarded secret by the temple. If the

PC's save his life he can tell them more of the gem, as well as potentially relevant information

about where the Demons left to after they seized the Gem. Answer questions from the PC as best

you can if they save his life, additionally if they save his life any remaining Giants in the temple

become non-hostile. Regardless, the PC's should return to Kuldahar with this information to

speak with Arun Delver who can then point them to the next adventure site in the Dragon's Eye.

Stonebones Hall -
Entrance: The sites of a ferocious battle are evident all over the entry to the temple.

Corpses of stone giants, demons, and cave trolls litter the ground outside the temple. As the PC's

near the actual entrance to the temple they see a cave troll feasting on the fallen corpse of a

rather large stone giant. The PC's have until the count of 5 to attack before initiative is rolled, if

they attack before then they get a surprise round as the troll was so intent on its food they didn't

notice the approaching PC's. Cave Troll - 112 HP +1 Initiative 40 ft speed AC 21 Touch 10 Flat

Footed 20 Attack: 2 claws +11 (2d6+12 dmg) bite +6 (1d8+7 dmg) 10 feet reach and 10 ft space

Dazing blow: if both claws hit must roll a dc 22 fort save or be dazed for one round. Improved

Grab: If the bite hits can start a grapple as a free action (+19 grapple), Pounce: Can make a full

attack even after charging. Rake: if grappling can rake with both hind legs at +11 attack for

2d6+7 dmg. Rend: if both claws hit the troll rends for an extra 4d6+13 damage 90' Darkvision

Fast Healing 8 low light vision scent +14 Fort +4 Reflex +6 Will EL 8 Standard Treasure MMIII

pg 177

S1 - The entryway to the temple is littered with even more bodies than you just saw on

your way in, and although it can't have been more than a few hours since the carnage scavengers

of the deep are already laying claim to the feast. 4 carrion crawlers move to attack the PC's pg 30

monster manual 19 hp each +2 initiative 30 ft speed 17 AC 11 Touch 15 Flat Footed Attack: 8

tentacles +3 on hit paralysis bite -2 (1d4+1 dmg) 10 ft space 5 ft reach Paralysis: DC 13 fort save

or be paralyzed for 2d4 rounds 60' darkvision scent ability +3 fort +3 ref +5 will no treasure EL

S2 - The entryway leads immediately into what appears to be a rock garden. A large

courtyard with a variety of oddly shaped boulders of immense size lie scattered around with a

few giant sized benches of stone placed you assume in such a way as to allow self-reflection.
Amongst the various rocks and boulders you notice two columns in the center of the room

standing you would guess about 25 feet tall. At the base of the columns lie a veritable horde of

minor demons lying dead many of them sliced stem to stern as if from a powerful sword stroke.

If the PC's approach to within melee range of the columns without displaying some symbol of

Skoraeus Stonebones the Caryatid Column nearest lashes out and attacks with a surprise round

(unless the PC's had reason to be suspicious) Caryatid Columns - 53 hp +3 initiative 30 ft speed

AC 22 Touch 13 Flat Footed 19 Attack +2 Bastard Sword +12 (1d10+9 dmg) 5 ft space/reach

Break Weapon: whenever a melee weapon strikes the Caryatid Column it must roll a DC 13 fort

save or break and become useless (magic weapons use either its save or the wielders whichever

is best) Nonmagic ranged weapons shatter on impact doing no damage (magic ones get a dc 13

fort save to work) Construct traits, Hardness 8 (works like damage reduction), Magic Weapon +2

Bastard Sword (becomes inert stone if taken from the Column), Fort +2, Ref +5, Will -3, Feats:

Improved Sunder, Power Attack, Weapon Focus EL 8 FF pg 30 no treasure

S3 - Stairs leading up out of the rock garden and you can hear the sounds of pitched battle

from the top of the stairs. Give the PC's a chance to decide what they want to do here. As the

PC's crest the top of the stairs they are greeted by a boulder shattering against the nearby wall as

two arrow demons fire back down at what you assume is the giant or giants that are flinging

rocks at them. Immediately the PC's are set upon by an Abyssal Ravager while the Arrow

Demons and Giants keep exchanging fire (play up the nearness of boulders shattering as combat

goes by if they appear to be handling the Ravager too quickly then hit one of the PC's with a

boulder. Once the PC's dispatch the Ravager the Arrow Demons turn their aim onto the PC's

while boulders still rain down around them (10% chance that a random PC is hit during each

round of combat)
Abyssal Ravager: 22 hp +4 initiative 50 ft speed 17 AC 13 Touch 13 Flat Footed Attack:

Sting +6 melee (1d4+4 dmg plus poison) 5 by 10 ft space 5 ft reach Poison: Fort save DC 14

initial and secondary damage (2d6 points of strength damage) Scent, Acid & Cold Resist 20,

Immune to Poison, Outsider Traits, Fort +6 Ref +7 Will +4 MMII pg 57

Arrow Demons: 70 hp each +4 initiative 40 ft speed AC 19 Touch 14 Flat Footed 15

Attacks: 2 large +1 Composite Longbows +5 str bonus +14/+14/+9/+9 (2d6+6 dmg) 5 ft

space/reach Close Combat shot: No AoO in melee, threatens all adjacent squares, Dimension

Door - at will, Summon Tanari - 1d6 dretches once a day (already used for the day), Symmetrical

Archery: instead of making a single attack with a bow an arrow demon can take a -2 to attack to

fire both bows (2-4 attacks per round depending on what action taken), 100' telepathy, 100

normal arrows, DR 5/cold iron and good, 60' darkvision, immune to electricity and poison,

Resist Cold, Acid, and Fire 10, SR 18, Fort +16 Ref +11 Will +10 Feats: Point Blank Shot,

Precise Shot, Rapid Shot, Weapon Focus. Double Standard Treasure (including the bows and

arrows) Pg 34 MMIII EL 8

After the PC's dispatch the demons the boulders stop flying just long enough for a loud

bellow to call out in giant, "Interlopers leave this temple now or we will crush you. We know not

why you are here, but it matters not now. A vile offense has been given to the people of Skoraeus

and we will suffer no visitors whatever their intent at this time. You have been warned." If the

PC's reply back in giant they receive only silence in reply. If they decide to advance further down

the hall into the temple complex boulders immediately start flying again at them. The giants lob

the rocks from behind a barricade offering them total cover until the PC's get right up on them.

There are 3 giants each of them fairly badly hurt but still able to lob their ample supply of

boulders at oncoming PC's. They will not talk anymore after the initial warning and fight to the
death to prevent the PC's further entry into the temple. Stone Giants (3) - 50 hp each +2 initiative

30 ft speed AC 25 touch 11 flat footed 23 Attacks: Greatclub +17/+12 (2d8+12), Rocks +11

(2d8+12), 10 ft space/reach, 60' darkvision, low light vision, Fort +13 Ref +6 Will +7 EL 9

Standard Treasure MM pg 124

Once past the giant's barricade/guard post the halls become almost eerily quiet. The dimly

lit hall leads further into the mountain and Megar can tell the hall is leading higher up into the

mountain itself as your group ascends. The PC's after about 15 minutes of brisk walking arrive at

a giant sized spiral staircase rising up into the vaulted darkness of the room you have entered.

The spiral staircase lies in the middle of the gigantic circular room that appears as if it might be

the room where the giants congregate in worship. As the PC's move towards the staircase the

largest earth elemental they have ever seen rises from the floor before them blocking the

stairway speaking in its gravelly voice "None shall pass by decree of Stonebones. The reliquary

must be protected from further desecration." It makes no move to attack the PC's unless they try

to move past it and mount the staircase. It stands at least 32 feet tall, towering over you in stony

silence. Greater Earth Elemental - 199 hp -1 initiative 30 ft movement (although it won't move

from the space occupying the bottom of the stair unless given no other choice in engaging in

combat) AC 20 7 touch Flat Footed 20 Attacks: 2 slams +23 (2d10+10 dmg) 15 ft space/reach

Earth Mastery: +1 attack and damage if both it and its foe are in contact with the ground

(otherwise a -4) Push: can bull rush without provoking an AoO, Earth Glide: Can glide through

earth as easily as a fish through water (can disappear below the PC's and come up wherever

although it prefers not to leave the space occupying the start of the stair), DR 10, 60' darkvision,

elemental traits, Fort +17 Ref +6 Will +9 Feats: Awesome Blow (as a standard action the

creature can perform an attack against a smaller creature that if it succeeds knocks the target
back 10 ft the opponent lands prone), Alertness, Cleave, Great Cleave, Improved Bull Rush,

Improved Sunder, Iron Will, Power Attack. EL 9 no treasure MM pg 97

If the PC's defeat or win their way past the earth elemental somehow they can ascend to

the reliquary where the dying Stone Giant priest can be found as described above. The reliquary

contains large quantities of uncut gems and precious metals but anyone taking from the reliquary

suffers a permanent Bestow Curse spell that gives them a -6 penalty on their primary stat that

can't be removed by anything short of a wish or miracle or the return of the items in question to

its proper place back in the reliquary. If the PC's save the life of the Stone giant give them credit

for an EL 10 and potentially reward more xp for good RP (asking the right questions, etc)

You might also like