Jade Reagent 3: The Hungry Storm Additional Encounter

Jade Reagent 3: The Hungry Storm Additional Encounter

The Giants Seat (CR 9)
While passing through the Rimethirst Mountains (page 8).

At the highest point in the pass through the Rimethirst Mountains the PCs come upon a landmark known as the Giants Seat – a megalithic stone avenue ending in an giant-sized stone throne. Ulf Gormundr tells them that in times of old the giant Yarl of Urjuk would come here to trade with Viking and Kelish traders from the south. It was here that the giant clans first swore the treaty allowing human’s access to the Path of Aganhei. In recent years the giants have retreated further into the mountains and it has been many generations since a Yarl has visited the site. He also tells them that tradition dictates that those wishing to cross the mountains and tread the Path of Aganhei should approach the throne, touching the ten megaliths in sequence before leaving a small offering of food, gold or animal-skin. He has done so on previous trips and sees no reason to tempt fate on this occasion. If Koya Mvashti is still with the caravan she also expresses an interest in paying her respects.

If the PCs arrive late in the day and decide to camp a night before approaching the throne there is a chance that someone on guard will notice small flickering balls of light dancing amongst the megaliths during the night.

The stone avenue runs at an angle away from the road where the mountain pass crests a ridge. The stones are truly epic in proportion standing 18 ft. tall and 5 ft. square. At one time they were covered in tribal paintings and oaths written in giant – one for each of the clans of Urjuk. Now they are weathered and faded. Each stone is set 20’ from the next in two rows of five leading to the frost giant sized throne. A giant’s skeleton is heaped at the base of one of the stone megaliths and a small pile of frozen offerings lie before the throne.

The area has become the home for a group of Lyktemenn or lantern-men (a Norse variant of the will’o’the’wisp) attracted to the area by the haunt of a dead giant who broke his clan oath and attacked travellers on the Path of Aganhei. Under the haunt’s protection they steal valuable offerings left by giants and attack humans who enter the stones, normally waiting until the offering has been made (which triggers the haunt) before revealing themselves from within the stones.

Haunt: Three years ago an idealistic young frost giant named Jhuttongarl broke clan tradition and attacked a Tian trade caravan in the Hills of Urjuk. Since the caravan was on the Path at the time this action dishonored his clan and the ancient oath. For this he was branded an outcast and banished. He struck back at the elders by raiding two more caravans and attempted to recruit other young giants to his cause – campaigning that Urjuk could be made great again by doing away with the old traditions, enforcing its borders and enslaving the puny human settlements to the north and south. He was hunted down and died alone at the Giants Seat, his corpse left tied to the megalith of his clan as a reminder to others to respect the will of the ancestors. Not long after his shameful spirit returned as a haunt.

Spirit Of The Exiled Clan-Giant     CR 5
XP 1600
CE haunt (25 ft. radius centered on the stone avenue and throne)
Caster Level 5th
Notice Perception DC 24 (freezing fog begins to gather around the giant’s skeleton)
hp 10; Trigger touch; Reset 1 day
Effect When this haunt is triggered, a thick fog rises from the frozen earth to engulf the stone avenue and an overwhelming sense of shame falls upon the all creatures in the area. Treat the thick mist as a Fog Cloud, and all creatures in the area are targeted by an Overwhelming Grief spell (save DC 13).
Destruction The frost giant remains must be collected and given a proper burial.

Creatures: A pair of Lyktemenn (Will-o’-Wisps) remain out of sight (extinguished and invisible) observing any visitor’s to the Giants Chair. They have lived here for the past three years nesting in small recesses in the ancient stones. They wait until visitors trigger the haunt before attacking.

Lyktemenn (2)     Cr 6
XP 2,400 each
Will-o’-Wisp
CE Small Aberration (Air)
Init
+13; Senses Darkvision (60 feet); Perception +17

DEFENSE

AC 26, touch 26, flat-footed 16   (+9 Dex, +1 size, +5 deflection, +1 dodge)
hp 40 (9d8)
Fort +3, Ref +12, Will +9
Immune Immunity to Magic

OFFENSE

Spd 0 ft., Flight (50 feet, Perfect)
Melee Unarmed Strike +16/+11 (1d2-5/20/x2)
Special Attacks Shock 2d8

STATISTICS

Str 1, Dex 29, Con 10, Int 15, Wis 16, Cha 14
Base Atk +6; CMB +0; CMD 25
Feats Alertness, Blind-Fight, Dodge, Improved Initiative, Weapon Finesse

Skills Acrobatics +21, Bluff +11, Escape Artist +21, Fly +31, Perception +17, Sense Motive +5, Stealth +25

Languages Aklo, Common

SQ Feed on Fear (Su), Natural Invisibility (Ex)

TACTICS

Before Combat The Lyktemenn fly silent and invisible around the PCs positioning themselves so that they can flank and surprise a character when the haunt manifests.

During Combat The Lyktemenn flit in and out of the haunt’s fog cloud employing hit and run tactics striking at random targets. They seem to take a great deal of pleasure in terrorizing their prey and the chaos and confusion it causes.

Morale Neither Lyktemenn will abandon its treasure cache and will fight to the death.

SPECIAL ABILITIES

Blind-Fight Re-roll misses because of concealment, other benefits.
Feed on Fear (Su) Any time a Lyktemenn is within 15 feet of a dying creature or creature subject to a fear effect, it gains fast healing 5.
Immunity to Magic (Ex) Lyktemenn are immune to all spells and spell-like abilities that allow spell resistance, except magic missile and maze.
Natural Invisibility (Ex) Lyktemenn have the ability to extinguish their natural glow as a move action, effectively becoming invisible, as per the spell.
Shock 2d8 The Lyktemenn deals 2d8 electricity damage with a melee touch attack.

Treasure: The Lyktemenn has excavated a tunnel beneath one of the monolith’s to hide their treasure. The entrance is hidden under a small pile of rocks (Perception DC 15) and is 15 ft. long, winding and dark. At the end of the crawlspace is hidden a cache of shiny coins and jewels. There are 398 gp minted from a dozen sovereign nations including far off Minkai and twelve moonstones (worth 10 gp each). The offerings before the throne are a mix of frozen animal-skins and foodstuffs.

 

Will’o’the’Wisp like creatures are common in Nordic folklore. Danes, Finns, Swedes, Estonians, and Latvians believed that a will-o’-the-wisp marked the location of a treasure deep in ground or water. Fire and magical tricks were often required to uncover the treasure.

Jade Reagent 3: The Hungry Storm can be purchased at the Paizo Store.
Monster Stat blocks prepared using
HeroLab.