Adventure Three: The Terrible Alliance (CWS)

__TOC__
: The endless plains of ice stretched away from the frozen coast of Glacianta, like sheets of glass sparkling in the sunlight. Odifal chief of the frost-giant raiders, stood in front of the concealed opening to his hidden lair and looked out upon the ice and sea. For near{y thirty years, Odifal and his raiders plundered the northern isles from this secret spot. He had made periodic trips back to the lands of the frost giants, but he had come to consider this cold landscape his home. Soon, he would be ready to strike at the dragons in a more signjficant manner than his past coups. There would be no more lightning raids, no meaningless skirmishes. Soon there would be war.
: "Any sign of them yet, Odifal?" asked the human female, speaking in almost perfect giant.
: "No, not yet, " Odifal responded, turning to look across the dancing sea. "The ships will be here soon, though, loaded with enough frost-giant warriors to take and hold this island. We will fight the dragons-and we will win!"
: "After we teach you, Odifal, " the female cautioned. "After we show you how to kill the vile beasts." 
: Odifal looked down upon the human, admiring her and the sword strapped to her back. She was small this member of a race he usual{y ignored. But he had seen her fight, and he knew that his dreams of conquest depended on this human. For with her aid, his giants would win the grand war that was even now sailing toward them from a place far beyond the horizon. She knew how to kill the wyrms.
:For she was a dragon slayer...
==Introduction==
The Terrible Alliance is the culmination of events hinted at in the first two adventures. The dragon PCs, now at juvenile age (4th level), get a chance to stop the frost-giant marauders who have been plaguing the northern islands. The expedition turns more dangerous when the PCs discover that ancient enemies of the Io's Blood dragon clans are involved-dragon slayers! 
Designed for four to six juvenile dragons and their kindred, The Terrible Alliance sends the PCs north to investigate what may be the hidden lair of Odifal the frost giant and his raiders. The PCs have just awakened from the dragon sleep that advanced them to 4th level and are preparing to finally leave the Council Aerie. The time has come to return to their respective domains. Before they depart, however, Grand Custodian Mykell has one last thing she needs the PCs to do. 
A few notable characters from the previous adventures appear in this one. If any of these characters died as a result of play, substitute new names and personalities as you see fit. These recurring NPCs include: Snowfire the white dragon, Krug Bonebreaker the ogre leader, and Odifal the frost-giant chief. 
==Overview==
Just as the dragon PCs prepare to depart from All Clans Island at the end of their service to the Council of Wyrms, Mykell approaches them with one final task. A white dragon recently arrived on the island with important news about the frost-giant raiders who have been causing so much trouble and concern. If Snowfire survived Adventure Two: Color Blind, then he is the white dragon who waits to speak with the Council's representatives. If not, it is another juvenile white from Clan Frostwind. 
The white brings news that while he was flying near the coast, he saw a ship enter a large crack in the frozen cliff side. The ship was much too big to be a vassal vessel. The white dragon believes it was going to the lair of the frost-giant raiders. Mykell decides that this news warrants some sort of investigation, so she asks the PCs to perform one last service before they leave. 
With the help of the white dragon, the PCs reach the presumed location of the frost giants' lair. The dragons could fly into the huge cave opening, following the flow of the Ice Sea. This route, however, is rife with danger and deadly surprises. The better course is to send the dragon's kindred in through one of the smaller caves to scout the interior. 
In any case, the PCs eventually enter the frozen caves. Exploration soon gives way to battle as the PCs must face a variety of creatures loyal to the giants, including ogres, winter wolves, ice trolls, and yeti. The frost giants themselves make terrible foes, especially when they unleash a pair of remorhaz into the caves. Finally, the major confrontation takes place-the dragon PCs engage in deadly combat with Odifal and his dragon slayer allies. 
In the end, the PCs should know about the plans Odifal and the dragon slayers have worked out. A huge fleet of frost-giant war ships—loaded with frost-giant warriors—is en route to Glacianta to provide the dragon slayers with an army to send against the dragons. If the PCs win against the frost-giant raiders, they should have time to rally a force of Glacianta dragons great enough to repel the approaching warships. The adventure ends with time enough to gather a dragon army, and it also leads to a perfect opportunity to play a session of the Council of Wyrms. Can the PCs convince the Council to send a larger force to bolster the dragons of Glacianta? That could be the starting point of another adventure, and suggestions for developing that storyline are provided.
==Starting the adventure==
The Terrible Alliance opens on All Clans Island, on the great plain in front of the Council Aerie. Read the following passage aloud.
: Another period of dragon sleep has ended, and now you and your clutch companions have advanced to the age of juvenile—gaining all of the powers and abilities that go along with that age. Your time of learning with the Council's custodians has passed, and you are free to return to your clans. The custodians hope you take the lessons of cooperation and harmony back with you, but who knows what demands the rigors of clan life will place upon the Council's lofty ideals
: Your kindred stand reacdy, waiting for the signal to take their places atop your backs. Soon you will take to the air and fly, leaving these childhood companions behind. Part of you is impatient with longing. Part of you wishes that things could remain as they have been. The vassals and custodians who have been closest to you wish you well. Before you can depart, however, you hear the familiar voice of Mykell call.
: "One moment, young masters," Mykell calls as she swoops down from the aerie's entrance level. "May I speak with you before you go?"
Mykell lands nearby and addresses the PCs in her great, calm voice. "I have just received some information that needs to be verified or disputed before the Council can take action," she explains. "Could you perform one last task for me before you go?" 
If the PCs agree, proceed to "Event One: News From a White Dragon." Before that, examine the information presented under "Things to Know" for details on important characters and features in this adventure. 
==Things to know==
The following information provides DMs with facts about a variety of subjects vital to this adventure. These subjects include the dragons of Glacianta, the raiders' lair, the frost giants, and the dragon slayers. Statistics, descriptions, and role-playing notes are included in each section. 
===... About the Dragons of Glacianta===
The white dragons of Clan Frostwind and the amethyst dragons of Clan Corum control domains relatively close to the lair of the frost-giant raiders. In fact, the lair is located within the bounds of Frostwind domain. Snowfire (or whichever juvenile white dragon the DM decides to use) approached his clan leaders about what he saw, but the leaders were not interested. They acted nervously when he mentioned it, perhaps even frightened. They dismissed the news and told young Snowfire to forget about it. Instead, Snowfire went to see the Council custodians. 
The white dragons of Clan Frostwind have suffered the most from the raids of Odifal and his frost giants. This has not made the dragons intent on destroying them. It has instead made them more frightened of their ancient enemies. The leaders of the clan have come to believe that the best way to deal with the frost giants is to give them what they want when they make one of their periodic raids. Better to turn over a hatchling or two, the leaders believe, than to lose many grown dragons to the axes and boulders of the giants. 
The amethyst dragons of Clan Corum have had less contact with the raiders. While they consider the frost giants to be frustratingly troublesome, they do not see them as a significant threat. For this reason, the amethyst dragons have not gone out of their way to hunt down the raiders. They do, however, keep a watchful eye for their approach in order to keep damages and losses due to raids at a minimum. 
If the PCs approach the white dragons with evidence that a frost-giant army is on its way to Glacianta, they will first have to get past the suspicion directed at them, the fear that grips the clan, and the general distrust the clan has for strangers. If they seek out Snowfire's help, the PCs will have an easier time convincing the white dragons to take action. With the proper amounts of respect, proof, and a stirring call to arms, the PCs can muster a force of thirty white dragons to send against the coming frost-giant armada. These dragons range in age from young to old, and they will be accompanied by a similar number of vassal warriors. 
The PCs may also seek help from Clan Corum after they discover what Odifal and his allies have planned. Without compelling evidence, the amethyst dragons refuse to take the threat posed by the frost giants too seriously. Under no circumstances will they (or the white dragon clan, for that matter) send dragons or vassals to help the PCs clear out the raiders' lair. If the PCs obtain sufficient proof of a dire threat, such as a piece of dragon slayer armor or Odifal's battle maps from the lair, the clan will provide fifteen dragons of juvenile to mature adult age to help fend off the invasion force. 
===... About the Raiders' Lair===
The lair of the frost-giant raiders is located within a series of frozen caverns on Glacianta's southeast shore. A river of sea water flows through the great crack in the ice-covered, miles-high cliff side that leads into the caverns, connecting them to the Ice Sea. Inside, the river passes a number of natural chambers, finally ending in a bay where the raiders' dock their long boats. 
In addition to the frost-giant raiders and their servants, some of the chambers still house the monsters that lived there before the coming of the giants. Some of these monsters, like the ice trolls, cooperate with the giants to a certain extent. Others, like the remorhaz, stick to themselves or are even hostile to the giants and their servants. 
Details on the individual chambers and the encounters that occur within them are provided in the next section, "Lair of the Frost Giants." This section also lists all the relevant statistics for the monsters occupying the caves. 
Special Note: At any given time, two pairs of wolves patrol the caves (locations 12 to 22). They encounter player character parties on a roll of 1 on 1d10, check each turn. If the caves are on alert, the encounter chance increases to 1-3 on 1d10, and the wolves will be accompanied by a frost giant from area 15. 
Winter Wolves (12): AC 5; MV 18; HD 6; hp 46, 43,39,34,29,27,25,24,21, 18, 16, 15;THAC0 15; #AT 1; Dmg 2d4; SA frost breath (once every 1 0 rounds, all within 1 0 feet, 6d4 points of cold damage, save vs. breath weapon for half) ; SD immune to cold-based attacks, fire-based attacks cause an additional point of damage per die; SZ L (12' long); ML elite (14); Int avg (8); AL NE; XP 975. 
===... About the Frost Giants===
The frost giants occupying the ice caves come from the lands beyond the Ice Sea. This particular band follows the raiding chief Odifal, a powerful, ambitious frost giant with strong ties to the rulers back home. They have been active in the Io's Blood chain for nearly thirty years, plundering vassal villages and attacking lone dragons whenever the opportunity presented itself. Odifal has acquired help in his campaign against the dragons. He has hired ogre gangs to steal dragon eggs, employed disgruntled vassals to pass along details of trade routes and other important information, and even urged other monsters to wreak havoc upon the dragon domains. Not everything can be attributed to Odifal, but in more than a few cases his influence can be seen. 
From the first raid he was taken on as a young frost giant, Odifal has found meaning and excitement in the plunderer's life. His first raid was in the company of older frost giants who came to Io's Blood to hunt white dragons. Their hides had a number of uses by the frost giants, especially as the primary material in armor and shields. Odifal himself saw a wealth of opportunity for raiders who were brave enough and ambitious enough to remain on the dragon islands for long periods of time. But that wasn't his only reason for starting his campaign against the dragons. 
As the raiding party was returning to its ship on that long ago day in young Odifal's life, a venerable white dragon swooped out of nowhere. Its powerful breath weapon killed Odifal's beloved older brother before the raiders could recover and deal their own blows upon the dragon. Odifal vowed to avenge his brother's death, and after all these years he may finally get the chance. 
The raiders have been plundering dragon domains in the northern isles. Periodically, Odifal sends ships back to the giant lands beyond the Ice Sea to trade and sell the plunder for supplies. Recently, his raiders met up with a pair of humans who were much more advanced and civilized than the humans who live among the Io's Blood islands. These humans-these dragon slayers—convinced Odifal that they could help him wage war on the dragons. "If you can raise an army," the female dragon slayer explained, "I can help you lead it to victory!" 
After much negotiation and the promise of unimagined riches, Odifal convinced the other frost-giant chiefs to contribute warriors to his cause. The final arrangements have been made, the last deals struck. Now one of Odifal's vessels leads a small armada of giant war ships toward Io's Blood-a total of eight ships and 240 seasoned warriors. While this is not a huge army, it is large enough to cause considerable damage to the clans of Frostwind and Corum on Glacianta's shores. The war ships will arrive approximately two draconic weeks (24+ 1d20 days) after the dragon PCs reach the frost-giant lair. This does not give them a lot of time to defeat the raiders and prepare for the invaders' arrival. 
Odifal fights savagely against dragons-especially against white dragons. While he leads his raiders by example and has never run from a fight, if things are not going his way he will attempt to flee. Odifal should be played as a powerful, intelligent warrior whose only blind spot is his obsessive hatred of dragonkind. He fights with bold tactics and fierce determination, never seeking or giving quarter. He should be played as the deadliest foe the dragon PCs have encountered thus far in their short lives. 
Odifal, Frost-giant raider chief: AC -2; MV 12 (15); HD 14+4; hp 106; THAC0 5; #AT l; Dmg 14-28 (2d8+12, battle axe +3); SA +9 damage (Strength), +3 to hit and damage (axe), hurled rocks (2d10 damage); SD immune to cold; ring of fire resistance, two scrolls of protection ftom dragon breath; SZ H (21' tall); ML fanatic (1 7); Int very (11); AL CE; XP 9,000. 
Frost-giant raiders (30): AC O; MV 12 (15); HD 14+4; THAC0 7; #AT l; Dmg 11-25 (2d8+9); SA +9 damage, hurled rocks (2d 1 O damage); SD immune to cold; SZ H (21' tall); ML elite (13); Int avg (9); AL CE; XP 7,000. 
===... About the Dragon Slayers===
The human dragon slayers recruited by Io's avatar were nearly wiped out in the defeat they suffered to the combined forces of dragonkind. Over the centuries since that fateful battle, the human descendants of the dragon slayers have taken two divergent evolutionary paths. Those descended from the few slayers who survived in the isolated Io's Blood wilderness are little better than savages. Those who continued the line back in the human lands maintained their disciplines and fighting techniques, although the war seriously depleted their numbers. 
Thus, in the human lands, the dragon slayers survived as a band dedicated to Io and the teachings of his avatar. The band retains the knowledge to forge the armor and weapons of the dragon slayers, but the skill to construct the great sailing ships was lost. Sentiment has also gone against the dragon slayers. The majority of humans have no interest in resuming the ancient war. The dragon slayers, however, do. Any dragon slayers the PCs meet will be from the human lands-and these will be rare meetings indeed. The descendants of the dragon slayers who live on the Io's Blood islands are too primitive to retain their ancestral heritage. 
The band has sent two of its best members to scout the dragon islands and determine what the great beasts are up to. Daress and Kandoz have been exploring the islands for a number of months, eventually coming into contact with the frost-giant raiders. Daress saw an opportunity to strike at the dragons without mustering the human forces-who currently have no way to transport a large army to Io's Blood in any event. Daress was able to convince Odifal that he could win a war against the dragons. If he could gather enough warriors, Daress and Kandoz could instruct them in the art of battling dragons and lead the giant troops to victory. Odifal agreed and, even better, convinced the frost-giant chiefs to contribute warriors to the effort. 
Daress and Kandoz do not expect the frost giants to win a decisive victory. They do expect them to cause enough damage to weaken a few of the dragon clans. These weak spots can later be used by the dragon slayers as starting points in their own renewed war effort. 
While destroying the two dragon slayer scouts would be a wonderful accomplishment for the dragon PCs, DMs may want to have at least one of the slayers escape to become a recurring villain. Even though the humans have no current plans to launch another war, the presence of a dragon slayer should make the PCs think that such a war might be on the horizon. 
Daress, female dragon slayer: AC -1 (dragon slayer plate mail, Dex bonus); MV 12; Fl2; hp 87; THAC0 9; #AT 3/2; Dmg 1d8+4/1d12+4 (long sword +l); SA +2 to hit dragons (+4 vs. gold dragons), + 13 damage (Strength and slayer bonus), breath stun, great blow, wing attack (see Chapter Three); SD immune to dragon fear, save vs. breath weapons for half or no damage; ring of fire resistance; SZ M (6'1 " tall); ML fearless (19). Str 16, Dex 17, Con 16, Int 12, Wis 11, Cha 14; AL LE; XP 4,000. 
Kandoz, male dragon slayer: AC O (dragon slayer plate mail, Dex bonus); MV 12; Fl 1; hp 76; THAC0 10; #AT 3/2; Dmg 1d8+9/1d12+9 (long sword + 1); SA + 1 7 damage (Strength and slayer bonus), +2 to hit dragons (+4 vs. silver dragons), breath stun, great blow, wing attack (see Chapter Three); SD immune to dragon fear, save vs. breath weapon for half or no damage; n·ng of warmth; SZ M (6'8" tall); ML fanatic (17). Str 18/00, Dex 16, Con 15, Int 10, Wis 8, Cha 12; AL LE; XP 3,500. 
==Lair of the Frost Giants==
The Ice Sea slaps the frozen cliffs of Glacianta that rise almost a mile above the water on the island's southeast shore. Four openings lead into the lair of the frost-giant raiders in this area. A wide waterway flows into the caves of ice and stone. This serves as the primary entrance for the frost giants and their vessels. Along the cliff face, three cave mouths open into chambers that connect to the main lair. These cave mouths open onto exterior ledges that lead up to the top of the cliff. The monsters that live in these caves come and go from these points to engage in daily hunts. 
Locations within the lair are noted on the map on pages 38 and 39, and descriptions are given below. Statistics are provided for all creatures living in the caves. Statistics for the frost giants and the dragon slayers can be found above in "Things to Know." 
1. The River. The waters of the Ice Sea flow into the caves, cutting through them in the form of a river of icy water. The river enters the cliff side through a huge, 150-foot-wide, 300-foot-high crack in the rock. The giants travel the river on their giant-sized longboats. The water level rests about 50 feet below the top of the gully the river flows through. To each side of the gully, huge caves cut farther into the cliff's interior. The river ends in a three-pronged bay. Here, the giants have constructed docks for their ships. 
Great icicles hang from the ceiling of the cave. The giants do not discourage the presence of these jagged points of ice, for they form an obstacle to flying creatures-like dragons. The sharp points of ice, dropping almost 100 feet from the ceiling like thousands of teeth, force flying creatures to travel closer to the spears, boulders, and axes of the giants. 
2. Giant Guards. Three frost giants are stationed in this chamber at all times. They watch for intruders and serve as the first line of defense for the caves. If the giant guards need immediate assistance, they can call to the ogres across the river for help. The chamber contains a large gong that the giant guards can use to alert the rest of the lair to danger, a giant-sized table and chairs, a supply of frozen meat to snack on, and a cache of boulders (six each). A bridge spans the river, connecting this isolated chamber to the ogre caves on the other side. 
3. Ogre Guards. Three connected chambers house the tribe of ogres that serves the frost giants. Four extremely powerful ogres are usually stationed in the first chamber, talking to the giant guards across the river, playing with their trained polar bears, or· sleeping. In theory these ogres are supposed to be guarding the caves beyond, but they have grown lax over the years as nothing has ever threatened the caverns. 
If alerted to trouble, one of the ogres runs back to the common chamber (location 5) to warn the chieftain and the rest of the tribe. The remaining three guards order the trained polar bears to fight beside them as they battle to defend the cave. They will also call to the giants for aid, or go to the aid of the giants in the event that invaders strike in that direction. 
Ogre guards (4): AC 3; MV 9; HD 7; hp 38, 35, 30, 27; THAC0 14; #AT l; Dmg 1d10+6/3d6+6 (two-handed sword); SA +3 to hit, +6 to damage; SZ L (10' tall); ML steady (12); Int avg (9); AL CE; XP 650. 
Polar bears (5): AC 6; MV 12, Sw 9; HD 8+8; THAC0 11; #AT 3; Dmg 1d10/1d10/2d6; SA hug (18+ on paw hit inflicts 3d6 additional damage) after being reduced to; SD aggressiveness (fight 1d4+1 rounds Oto -12 hp); SZ H (14'+ long); ML avg (10); Int semi (4); AL N; XP 1,400. 
4. Refuse Chamber. The ogres who serve the frost giants periodically clean the caves. Much of the garbage is carried to this chamber. The ogres do not mind the proximity of the refuse, for they often find unexpected treasures buried in the mounds of trash. 
The ogres keep a hatchling green dragon in this chamber. Captured during one of the ogres' raids on a Clan Darkcloud hatchery, the baby dragon is chained to the cold stone wall in the south corner of the chamber. The ogres like to tease and abuse the dragon, who is weak and ill due to lack of adequate food and water, its surroundings, and the beatings it has suffered. The green dragon is afraid of anyone who approaches it, including the dragon PCs. If the PCs manage to find the hatchling, it will be too weak to aid them but its family will be grateful if it is returned to the clan safely. If they rescue the hatchling and return it to Darkcloud Domain, award the PCs an additional 2,000 XPS. 
If the lair has not been alerted, the PCs find four ogre youths teasing the green hatchling. The youths try to fight once they notice the dragons, but they have little chance against the dragon PCs. They could pose a bit of a problem for kindred, however. 
If the lair has been alerted, the PCs will find only the green dragon hatchling. 
Ogre youths (4): AC 6; MV 6; HD 1-1; hp 7, 7, 6, 5; THAC0 20; #AT l; Dmg 1d6; SZ M (5' tall); ML 9; Int avg (9); AL CE; XP 25. 
5. Ogre Common Room. The ogres who serve the frost giants live in this large chamber. Cooking fires, sleeping mats, and even a few tents fill a portion of the cave. The ogres work as servants to the frost giants, keeping the caves clean and doing various chores. They also act as guards and raiders in their own right, doing Odifal's will for the wealth and excitement it brings. In addition to a chieftain, 8 guards (4 of which can be found in location 3), and 18 male ogre warriors, the tribe has 22 females, 12 youths, and one ogre shaman. 
Krug Bonebreaker has risen to become the leader of this ogre tribe, and he will remember any of the dragon PCs who did any significant amount of damage to him in the battle of the aerie hatchery 26 years ago. If Krug was killed in that battle, a different ogre serves as leader (but use the same statistics presented below). The shaman is always near the leader when both are in the caves, and four of the guards accompany the chieftain wherever he goes. 
The ogres are very loyal to Odifal and the frost giants. They have had a long, mutually beneficial relationship. They fight to the death to protect their own chambers and to aid the frost giants against any invaders. 
A secret door hidden in the wall of this chamber leads to the frost giant's great hall. The passage connecting the two chambers is 50 feet wide and 30 feet high. The ogres use it regularly to enter the frost-giant caves so they can perform their expected duties. The giants only use the passage in emergencies. 
The ogres have a small treasure hoard hidden under a large rock near the leader's tent. The hole beneath the rock contains gems, precious stones, and coins worth a total of 3,368 gp. 
Krug Bonebreaker, ogre leader: AC 1; MV 9; HD 9; hp 48; THAC0 12; #AT 3/2; Dmg 1d10+7/ 2d6+ 7 (halberd + 1); SA +4 to hit, +6 to damage; SD potion of extra healing; SZ L (10' tall); ML elite (14); Int very (11); AL CE; XP 975. 
Ogre shaman: AC 5; MV 9; HD 3; hp 22; THAC0 18; #AT 1; Dmg 2d4+6/ 1d6+6 (lucern hammer); SA +2 to hit, +6 to damage, spells; SD spells, potion of fire breath; SZ L (9' tall); ML elite (13); Int avg (9); AL CE; XP 650. Spells: 1st level-cure light wounds, magical stone; 2nd level-chant. 
Ogre male warriors (18): AC 5; MV 9; HD 4+1; hp 21 each; THAC0 17; #AT 1; Dmg 1d6+6/1d3+6 (club) or 1d6+6/1d8+6 (spear); SA +2 to hit; +6 to damage; SD nil; SZ L (9' tall); ML steady (12); Int low (7); AL CE; XP 270. 
Ogre females (22): AC 5; MV 9; HD 4+ 1; hp 19 each; THAC0 17; #AT 1; Dmg 2d4; SA nil; SD nil; SZ L (9' tall); ML steady (11); Int low (7); AL CE; XP 270. 
6. Yeti Cave. A small yeti clan lives in this ice-filled chamber. The clan serves the frost giants, guarding entry to the lair through the small cave openings leading to the ledges that run along the cliff face overlooking the Ice Sea. In return, the yeti receive extra food and a small amount of precious metal, which the creatures enjoy looking at. 
If the kindred PCs enter the lair through the small cave openings, a yeti guard surprises them on a 1-7 on a roll of ldl0. The yeti fights savagely, and the noise of combat attracts the other yeti and the occupants of locations 7 and 8. 
The yeti have a small amount of treasure given to them by the giants and collected from vassals they have captured while hunting. The treasure totals 913 gp. 
Yeti (6): AC 6; MV 15; HD 4+4; hp 24, 23, 22, 21, 19, 16; THAC0 15; #AT 2; Dmg 1d6/1d6; SA chilling squeeze (on natural 20, 2d8 hp cold damage), surprise gaze (if surprised, save vs. paralyzation or go rigid with fright for 3 rounds; paralyzed victim suffers automatic hits by both claws and is squeezed); SD immune to normal cold, invisible in snow or ice; SZ L (8' tall); ML elite (13); Int avg (8); AL N; XP 420. 
7. Winter Wolf Pack. A pack of winter wolves occupies this cave. The wolves are on good terms with the yeti. Each leaves the other to live as they see fit. These wolves are wild, coming and going as they please. They hunt the land above, ranging far and wide along the frozen shore as well as into the snowy interior of the island. Unlike the domesticated pack that lives within the giants' caves, this pack does not serve the frost giants. They tolerate the giants, and even accept the food that is sometimes left in the unoccupied cave nearest the river. 
The winter wolves def end their territory from all intruders, including the kindred and dragon PCs. If forced into combat, the wolves use their breath weapons first before rushing in with snapping, tearing jaws. 
In addition to the adult members of the pack, there are five winter wolf cubs nestled toward the rear of the icy chamber. The cubs do not fight, but the female• who protects them receives attack and damage bonuses against foes who come too close to the cubs: +2 to hit, +2 damage. 
Winter Wolves (8): AC 5; MV 18; HD 6; hp 34, 29, 28, 25•, 24, 22, 15, 15; THAC0 15; #AT 1; Dmg 2d4; SA frost breath (1 per 10 rounds, all within 10 feet, 6d4 points of cold damage, save vs. breath weapon for half); SD immune to cold-based attacks, fire-based attacks cause an additional point of damage per die; SZ L (12' long); ML elite (13); Int avg (8); AL NE; XP 975. 
8. Chamber of White Pudding. This side chamber has a cracked ceiling. Snow falls from the opening, filling the chamber with mounds of cold, white powder. Entering this cave can be deadly to both bonded demihumans and dragons, for the snow and ice is home to three white puddings. 
One of the deadly puddings stretches across a patch of snow about 20 feet into the cave. There is a 50% chance that the pudding will be mistaken for a thin layer of ice atop the snow. If it is mistaken, it gains surprise automatically. It waits until the PC is very close or even steps into it before it strikes. Once this pudding attacks its victim, the other two drop from the ceiling in search of their own victims. If bonded demihumans enter the cave, each pudding attacks a separate character. If dragon PCs enter the cave, the pudding hiding on the floor combines its attacks with one of the ceiling puddings, probably causing a massive amount of damage to one dragon. The third pudding drops upon a different dragon PC. 
Each hit by a weapon or a dragon's claws divides a pudding into smaller ones. Each of these smaller puddings attacks just as the original, able to cause the same amount of damage. 
White puddings (3): AC 8; MV 9; HD 9; hp 55, 52, 37; THAC0 11; #AT 1; Dmg 7d4; SA dissolve animal and vegetable material in a single round; SD immunities (acid, cold, poison), lightning bolts and blows divide puddings, fire and magic missiles do normal damage; SZ L (8' across); ML special; Int non-(0); AL N; XP 1,400. 
9. Ice Troll Cave. A tribe of 12 ice trolls inhabits this cave. The trolls cooperate with the frost giants, often trading with them or agreeing to an infrequent joint venture of some sort. The trolls often trade treasure for demihuman slaves. 
A small pool of shallow water stands in one corner of the cave. The ice trolls will attempt to battle while standing in the pool to make the best use of their regenerative powers. 
If intruders enter the caves and connecting passages claimed by the tribe (locations 9 and 1 0), the ice trolls try to subdue them to add them to their slave pen. If the intruders are dragons, the ice trolls send a few members of the tribe to warn the frost giants. 
The leader of this tribe of ice trolls wields an old long sword and is slightly more powerful and skilled than his followers. He always rushes to the front of any battle, leading his tribe by example and strength of arms. 
Among the possessions stored in the cave are various bits of treasure worth a total of 6,650 gp. They also have a pearl Q/ power taken from a captured elf wizard. The pearl allows a mage to recall one 2nd-level spell per day. 
Ice troll leader: AC 6 (leather armor); MV 9; HD 4; hp 23; THAC0 17; #AT 2 or 1; Dmg 1d8/1d8 (claws) or 1d8+4 (long sword), 1d12+4 vs. large opponents; SA nil; SD regenerate 2 hp/round in water, immune to cold, fire-based attacks cause double damage, fire and acid damage does not regenerate, can be hit only by + 1 or better weapons; SZ L (8' tall); ML steady (11); Int avg (9); AL CE; XP 650. 
Ice trolls (11): AC 8; MV 9; HD 2; hp 13, 13, 11, 10, 9, 8, 8, 8, 7, 7, 5; THAC0 19; #AT 2; Dmg 1d8/1d8 (claws); SA nil; SD regenerate 2 hp/ round in water, immune to cold, fire-based attacks cause double damage, fire and acid damage does not regenerate, can be hit only by + 1 or better weapons; SZ L (8' tall); ML steady (11); Int avg (8); AL CE; XP 175. 
10. Ice Troll Slave Pen. This cave is used by the ice troll tribe to hold their demihuman, human, and humanoid prisoners. These captives are well fed on grains and vegetables, keeping them healthy for when the trolls decide to use them for food. 
There are currently seven captives within this chamber: four gnome vassals from Clan Frostwind, two kobolds, and an elf (half-dragon). The ice trolls do not know that the elf-looking captive is actually a half-dragon. 
If the PCs free the captives, only the half-dragon agrees to aid them if they ask for help. The others want to return to their homes and families as quickly as possible and prefer to take their chances in the wilderness than wait around in these caves. Award the PCs an additional 3,000 experience points if they release the ice trolls' slaves. The half-dragon will refuse to provide assistance if the dragon PCs treat him with rudeness and contempt. 
A pool of icy water fills part of this chamber. If fighting in this location, the ice trolls attempt to do so while standing in the shallow pool. 
Nadrus, half-dragon male (silver dragon/elf): MV 12; F5; hp 34; THAC0 16; #AT 1 or 2; Dmg by weapon or 1-4/1-4 (claws); SA +1 to hit with bow, short sword, long sword; SD 90% resistant to charm and sleep, immune to cold, feather fall (1/day), 60' infravision; SZ M (7' tall); ML steady (11); Str 15, Dex 14, Con 13, Int 11, Wis 16, Cha 15; AL LG. 
11. Remorhaz Lair. Two remorhaz nest in this cave. A significant number of ice pillars make it difficult to see very far into the cave. PCs entering through the large cave opening receive only subtle hints that something large and nasty lives beyond the pillars. Smooth, rounded depressions have been carved into the thick layer of ice that coats the cave floor. These depressions are very slippery, and any kindred PCs (or even dragon PCs) forced to fight while standing in one do so with a -4 to hit penalty and a -2 Armor Class penalty. 
The remorhaz do not take kindly to intruders in their lair. They attack with ferocious anger, even if the intruders are dragons. The first remorhaz emerges from the deep shadows beyond the frozen pillars, striking with a swiftness that should surprise most opponents. Intruders receive a -4 penalty to surprise rolls made against this attack. 
After 1d4 rounds have passed, the second remorhaz leaps out of the shadows and opponents receive the same surprise penalty. Player characters will negate this penalty if at least one of the party is actively watching the shadows for more creatures. 
Obviously, attempting to enter the frost-giant caves from this direction can be extremely dangerous. The remorhaz fight to the death to protect their home. If the PCs do manage to defeat them, they can locate the concealed opening into the frost giants' lair (marked "A" on the map). At this spot, Odifal had his giants smash a hole in the wall while the remorhaz were out hunting. He then sealed the hole with a thin layer of ice. If intruders have breached the rest of the lair's defenses, the giants can smash the ice and release the remorhaz into their caves. If things are really going badly, they know they can use the makeshift exit to flee the caverns. 
Remorhaz (2): AC 0 (head 2, underbelly 4); MV 12; HD 13; hp 58, 57; THAC0 7; #AT 1; Dmg 6d6 (bite); SA swallow on natural 20 (victim 14' tall or less, death instantaneous from intense heat), heat lash (creatures coming in contact with back suffer 1 0d 1 0 points of heat damage); SD melt metal (nonmagical weapons melt on contact with back); SZ G (39 '); ML elite (14); Int animal (1); AL N; XP 9,000. 
Note: Locations 12-20 are patrolled by winter wolves (see "... About the Raiders' Lair"). 
12. Frozen Lagoon. The river ends in a three-pronged bay in this large, airy cavern. Three docks have been built into the water, and two giant long boats are currently moored here. The third dock is empty. Various tools, ropes, and other items needed to keep the boats in good repair lie scattered upon the frozen ground in this cave. 
If the giants have not been alerted, there is a 1 in 6 chance that 1d4 frost giants will be working on the boats. There is also a 1 in 1 0 chance that a pair of winter wolves will enter the chamber each turn as they patrol the caves. 
If the giants have been alerted, half of the giants from location 15 will be here, along with Kandoz the dragon slayer. As long as Kandoz is alive and not engaged in melee, he is assumed to be giving orders and devising tactics. In this case, all of the frost giants with him fight at +1 to hit and +1 damage. 
Two giants stand ready to fire the pair of double ballistae aimed at the chamber opening. The ballistae are stationed at the spot marked "B" on the map on pages 38 and 39. Each ballista can be operated by a single giant and can hurl two projectiles before it needs to be reloaded. The projectiles have a range of 960 feet, cause 3d6 damage (2d6 to man-sized or smaller targets), take two rounds to reload, and have a THAC0 of 9 (when used by a frost giant). 
The spot marked "A" on the map indicates a thin layer of ice covering an opening in the cave wall. This opening leads to the remorhaz lair (location 11). If Odifal believes his giants need help, he orders the ice smashed to release the polar worms into the caves. The opening can also be used as an emergency exit. 
13. Treasure Cave. The treasure gathered by the frost giants on their most recent raids can be found here. Gems, precious metals, vassal-crafted weapons and armor, pearls, draconic jewelry, dragon pelts, and other stolen treasures totaling 139,826 gp fill this cold chamber. If the kindred PCs were captured as a result of "Event Three," then their armor and weapons will be scattered among the items in this chamber. 
A colony of six ice toads inhabit this cave, guarding it on behalf of their frost-giant masters. In exchange for their services, the giants provide food and a portion of the treasure to toads. The ice toads' stash totals 9,875 gp worth of gems, mostly diamonds, which the toads love. 
Any non-giants who enter the chamber must face the wrath of the ice toad guardians. The ice toads have worked out tactics to use against intruders and thieves. Once each round, three of the toads generate spheres of cold to increase the damage directed at the intruders. They use this attack in addition to their vicious bites. 
If the intruders appear particularly powerful, one of the toads flees the cave in order to warn the giants and send out a call for help. 
Ice toads (6): AC 4; MV 9, hop 9; HD 5; hp 31, 28, 25, 24, 21, 13; THAC0 15; #AT 1; Dmg 3d4 (bite); SA radiate cold (1 0' rad. every other round, 3d6 damage); SD nil; SZ L (8' long) ; ML steady (12); Int avg (9); AL N; XP 270. 
14. Winter Wolf Cave. The domesticated winter wolves serving the frost giants use this chamber as a lair. If the giants have not been alerted, eight wolves will be here (see "... About the Raiders' Lair" for details). If the giants have been alerted, this cave is empty. 
15. Frost-giant Barracks. The frost-giant warriors (both males and females) share this large cavern. In addition to the thirty raiders and their personal belongings, the chamber has tents and beds, fire pits, extra boulders and spears, and the individual wealth of the giants. This wealth totals 1d10x100 gp each. 
If the raiders have not been alerted to the PCs' invasion of the caves, twenty of the giants will be in this chamber. They will be lounging around, sleeping, repairing armor and weapons, talking, playing games, or engaged in some other lazy activity. If the raiders do know their caves have been invaded, half of the giants will take up defensive positions in location 12 while the other half advances to the great hall (location 21) to def end Odifal. 
16. Prison. The frost giants keep prisoners in this stockade. If kindred were captured as a result of "Event Three," then they will be placed in this chamber. Their armor and weapons will be stored in the treasure cave (location 13). Currently, there are no other prisoners being kept by the giants. The stockade is extremely tough. A successful Bend Bars roll is needed to break free, and the complex lock requires an Open Lock roll made with a -25% penalty. 
17. Cooking Chamber. Large pots of stew and dozens of spits of roasting meat are constantly cooking in this warm, wonderful-smelling chamber. Two ogre females are usually here, preparing food or monitoring the cooking fires. These ogres are part of Krug's tribe, and they take turns working in the frost giants' kitchen. Winter wolf pups roam among the cooking fues, sometimes bothering the ogres for scraps of food or bones to gnaw on. The pups do not fight, but instead run away if threatened. 
If the giants have been alerted, this area will be deserted. 
18. Provisions. Frozen slabs of meat and even whole carcasses (mostly deer and moose) fill this cold chamber. The giants conduct periodic hunting forays when the provision cave needs to be stocked. The cave is currently filled as the giants recently completed a hunt. 
19. Temple. The frost-giant shaman lives in this cave that doubles as a temple for the raiders. The shaman administers to the spiritual needs of the raiders, and also serves as adviser to Odifal. 
If the giants have not been alerted, there is a 50% chance that the shaman will be in this chamber. If gone, he will be in the great hall (location 21). 
If the giants have been alerted, he will be at Odifal's side in the great ·hall (location 21). 
The holy items, decorations, and personal treasure of the shaman total 16,921 gp. 
20. Cave of the Dragon Slayers. Daress and Kandoz, the dragon slayers, are currently living in this cave. They keep it much warmer than the rest of the caverns with many blazing fire pits. 
If the giants have not been alerted, the dragon slayers are in the cave. They will not give up their lives in a foolish or futile effort. They will, however, immediately launch attacks that give them the best chance to win or escape. If needed, Kandoz remains behind to give Daress a better chance to escape. 
If the giants have been alerted, especially if dragon invaders have been seen, the dragon slayers split up. Daress takes a position beside Odifal and his shaman (location 21). Kandoz goes to lead the frost giants at location 12. See these locations for more details. 
The PCs can find pieces of spare dragon slayer armor in this cave, as well as the personal wealth of the slayers. Their treasure totals 8,250 gp in small gems. 
21. The Great Hall. The frost giants use this gigantic chamber as a meeting hall and common room. Odifal has a throne set up here, with a great table for his chief advisers. Scattered across the table are a number of scrolls. 
Chained to each side of the throne is a juvenile white dragon. Odifal captured them right after they hatched and has raised them as guard creatures. Unlike the more civilized dragons of the Io's Blood Isles, these white dragons have been raised without the instruction other young dragons receive. Instead, they are primitive savages, with as much in common with the Io's Blood dragons as the humans of Io's Blood have with the dragon slayers. They are loyal to Odifal, and will even battle other white dragons if Odifal commands it (see "Event Five"). 
If the giants have not been alerted, there is a 50% chance that Odifal will be here or in his living chamber (location 22). He will probably be warned of intruders by the white dragons. 
If the giants are alerted, Odifal will make his stand in this chamber with ten giants from area 15, the shaman, and Daress the dragon slayer. 
There is a double ballista (as in area 12) set up beside Odifal's throne. Odifal can fire it before any enemy gets close enough to engage in melee combat (THAC0 7). Most of the warrior giants will fight to the death. 
Daress fights to the best of her ability until it becomes obvious that the giants are going to lose. Then, at the first opportunity, she beats a hasty retreat through one of the secret doors. 
Two secret passages lead out of the chamber. One connects to the ogre caves (location 5). The other leads to the surface, exiting in the Glacianta wilderness. The scrolls, if recovered, are letters to Odifal from other frost-giant chiefs. If the PCs can read the frost-giant language, they discover that the letters contain agreements from the other chiefs to send war ships and warriors to Io's 
Blood to assist Odifal in his upcoming war against the dragons. 
Juvenile white eragons (2): AC 1; MV 12, Fl 40 (C), Br 6, Sw 12; HD 11; hp 58, 45; THAC0 9; #AT 3 + special; Dmg 1d6/ 1d6/2d8; SA breath weapon once every 3 rounds (4d6+4 damage); SD immune to cold, ice walking; SZ H (24' base); ML champion (15); Int low (5); AL CE; XP 8,000. 
22. Odifal's Chamber. Odifal and his three mates live in this chamber. The chamber is richly furnished in a combination of frost giant and dragon finery. Some has been imported from the frost-giant lands. The rest was plundered from the dragon clans. 
If the giants have not been alerted, Odifal is 50% likely to be here. 
If the giants have been alerted, only the female giants are here. The mates fight as fiercely as any other frost giant. 
Odifal's personal treasure is worth 16,682 gp.
Frost-giant females, Odifal's mates (3): AC 5; MV 12 (15); HD 13; hp 64, 59, 52; THAC0 8; #AT 1; Dmg 10-17 (1d8+9); SA +9 to damage; SD immune to cold; SZ H (20 ' tall); ML steady (12); Int avg (9); AL CE; XP 4,000. 
==Event 1==
Mykell takes the PCs to meet with the visiting white dragon. If Snowfire survived from the previous adventure, then he is the white dragon who has come bearing news. If not, DMs should feel free to change the dragon's name and personality. Once greetings (and introductions) have been exchanged, Snowfire speaks. 
: I was flying near the coast of Gladanta, following a herd of deer across the frozen plains. It was the southeast coast, still in the Frostwind Domain but far from any settlements. I banked wide, prepaning for my attack dive, when I noticed a vessel closing on the coast. My first thought was how stupid vassals can be. They were going to crash into the cliffs and sink and no one would ever know what happened. I started to change my direction, intending to warn them back to safer seas. That's when I realized it was no vassal ship-it was a frost-giant longboat!
: I found a place to perch atop the cliffs so that I could watch the invaders wreck their boat in those treacherous waters. That never happened, though. Instead, it sailed through the rocks and reefs and entered a great crack in the cliff wall. I think that's where they hide. I can lead you to it."
Snowfire answers any questions the PCs have about the region, the cliffs, the longboat, and the leaders of the Frostwind clan. He lowers his head if questioned about his clan, for the leaders of the clan dismissed the news with nervous indifference. He hopes that the Council won't do the same. Mykell asks the dragon PCs what they think. Ifthey volunteer to check out Snowfire's story, proceed with the adventure. If they don't volunteer, Mykell reminds them how much trouble the frost-giant raiders have caused over the years. She asks them to take on this one last mission before they return to their clans. 
==Event 2==
Snowfire leads the dragon PCs and their kindred to the frozen cliffs of Glacianta's southeast shore. If the PCs want to scout out the area, reveal the 
information that follows as they explore the cliffs. If they decide to fly directly into the great crack, then proceed with the encounter descriptions presented in the "Lair of the Frost Giants" section. If the PCs decide on the direct approach, Snowfire does not follow them. He agrees to wait outside, but he has no intention of fighting the frost giants-especially in their lair. That's the job of the Council's representatives. 
The dragon PCs can easily spot four openings in the cliff side relatively close to one another. The obvious entrance is the great crack. The waters of the Ice Sea actually flow into this opening, and it is evident that a giant longboat can navigate the passage. 'I\.vo smaller cave mouths can be spotted farther along the cliff face. Inclined ledges surround these openings, providing foot paths up the side of the cliff to the land above. Tracks in the permafrost indicate that a number of small, human-sized creatures regularly travel along these ledges. The dragons are too large to use these openings in their natural forms but the kindred can easily enter them. The last opening is wide and high, easily able to accommodate the dragons. It also has a ledge leading up to the plains of Glacianta. 
If the dragons decide to send their kindred in to scout the lair, use the encounters presented in the "Lair of the Frost Giant" section and go on to "Event Three." If the dragons decide to enter the caves through one of the openings, use the same encounters. Remember, if they don't use their kindred as scouts, they must decide if the kindred will wait outside or accompany them in. 
==Event 3==
If the dragons send the kindred into the caves to scout the territory, then this event takes place. How it happens depends on the actions of the kindred and the path they take, as well as the decisions made by the DM. At some point in their exploration, the inhabitants of the caves will overpower (or even kill) the kindred. Instead of killing the characters, however, the results knock them unconscious (though they could be badly hurt). They are then presented to the giants as captives. 
The captured kindred are placed in location 16. While it is possible for them to escape on their own, by making them prisoners the dragon PCs have another reason for entering the caves and confronting the frost giants. 
==Event 4==
If the giants are unable to slow down the advance of the dragon PCs through the caves, they have an emergency plan. They only use this option if the dragons are beating them. One giant runs over to the thin ice wall marked A in location 12. Using his great battle axe, the giant smashes the ice. This opens a passage between the giants' caves and the lair of the pair of remorhaz (location 11). 
Once the ice wall collapses, the remorhaz have free access to the giants' caves. Being curious and hungry, they pass through the opening to search out the source of the smells and sounds they sense. In most cases, the dragon PCs will be farther into the caves when the remorhaz are set free. 
A number of rounds after the wall comes down, the remorhaz reach the PCs and attack them from behind. To determine how many rounds, subtract 12 from the number of the location the PCs are currently in, then roll 1d6. The total equals the number of rounds until the remorhaz reach their location. For example, when the giants knock open the wall, the PCs are in location 17 battling the ogre cooks. 17-12=5. The DM rolls a 2 on 1d6. 5+2=7. The remorhaz join the battle in 7 rounds. 
If the PCs enter the lair through location 11, the remorhaz will not be available for later use-at least not in the manner presented above. 
==Event 5==
At some point, the dragon PCs encounter Odifal and his best warriors. Ideally, this battle occurs in the great hall (location 21), but it could occur elsewhere depending on how the adventure plays out. In most cases, the PCs will face Odifal, his pair of white dragons, the frost-giant shaman, half of the dragons from location 15, and at least one dragon slayer. Other members of Odifal's camp may be present as well, including his mates from location 22 or winter wolves. Odifal leads this battle as intelligently as possible. He uses his allies to best advantage, seeking to take down the strongest dragons with superior numbers while the others are kept busy for as long as possible. He fires the ballista beside his throne personally, and he needs to roll a 7 to hit AC 0. 
If it appears that his forces cannot def eat the PCs, Odifal attempts to escape through one of the secret passages. In the end, however, unless he wins a total victory, Odifal should go down fighting-in as dramatic a manner as possible. 
==Concluding the adventure==
The adventure should end with the dragon PCs defeating the frost-giant raiders and their chief, Odifal. Some of the giants could escape into the icy wilderness, but Odifal should go down in a blaze of glory. His death should be a hard-fought victory for the dragon PCs, but a satisfying end to this adventure. 
At least one of the dragon slayers should also escape to become a recurring villain in future adventures. Daress is the best choice, but Kandoz can work nearly as well in this role. 
As the adventure comes to a close, the PCs should know that a frost-giant armada is bearing down on Glacianta. The DM needs to work up a continuation to this adventure wherein the dragon PCs attempt to rally the dragons of clans Frostwind and Corum. Only with the help of these clans can the PCs hope to turn back the invaders. They may even seek help from the Council, participating in a meeting to convince the dragon clans of the coming danger. 
How this proceeds depends on what the DM wants to do and how much of this war he or she wants to incorporate into the campaign. 
==Awarding experience==
In addition to experience earned for def eating monsters, the dragon PCs should receive story awards based on how well they were roleplayed and how successfully they completed the adventure. These awards should range from 50,000 to 150,000 XPs.