Map Key - Scale
1 hex = 352 yards or 1,056 feet. For orientation, consider North to be
at the top of this map. The trees in the area mostly consist of Larch Pine,
there are also stands of fir and spruce as well in the area. The trees
vary in height from just a few feet tall to over 120 feet in hieght, and
fifty feet in diameter. The area has an abundance of wildlife including
oxen, deer, reindeer, snowcats, wild snow steeds, caribou, seals, walruses,
and bears. Monsters that roam the region include ice goblins, giant ice
serpents, frost worms, and wolves. The local diet is mostly comprised of
hunted game, supplemented with fish obtained by ice fishermen cutting holes
in the ice plain. Food is expensive, and is imported into this region.
JG
Hex #- |
|
0413 |
An abandoned mine. A simple horizontal
passage carved into the side of this plateau hits rock after going
through 25 feet of ice. The passage is more or less straight, slopes downward
at a slight angle and goes another 70 feet through the permafrost and into
the rock of the hillside. At the end of the shaft is a played out
gold vein. There is still plenty of mediocre quartz crystal
here. 29 cubic feet all told |
0510 |
A warm geothermal spring upwells through
the ice here. Twice a day, the pressure builds up enough to shatter the
ice in a 30' diameter and warm steaming water flows over the existing
ice and then soon freezes. |
0714 |
A sign marks the direction to
Snowshade Village and also to East Spear Village. At one time, the ice
ships used this as a guide |
0815 |
The Abandoned Stronghold. part
of the big tower roof is missing, and the stable has mosty collapsed as
well, and the store rooms within the keep have been converted to stables.
A drawbridge has been built at the front gate, and a moat (often crusted
over with ice, and filled with snow separates the stronghold from the Ice
Plain, below. Eighteen Ice Goblins have made this keep their home. Whenever
anyone approaches during the day, the place will appear empty as the goblins
have tunneled a lair from a secret entrance in the cellar of the great
hall 150' to the Southwest. At night, there is a good chance to meet one
or more goblins roaming around. The goblins occassionally sneak into Snowshade
and steal when they must, but mostly hunt game at night. ALN: LN NA: 18
Lvl: Leader - 7th lvl MU, Htk:20 AC:4 Henchmen HD: 2,2 Htk:2,
1 AC:6,5 Hirelings HD: 1,1,1 Htk 2,2,2 AC:6 Females HD: 1/2
(x5) Htk: 1,1,1, 3, 2 AC:6 Young 1h.p. (x6) 1,1,1,1,1,1 AC:6
The Leader, Gorb, knows the following spells: Sleep, Magic Missile, Ventriliquism,
Protection from Good/Evil. Darkness 5' radius, Continual light, Pyrotechnics,
Haste, Fly, Fear. Gorb also carries a +2 Dagger (+3 versus undead), and
has an enchanted staff that can dispel magic 4x per day, can cast clairvoyance
2x per day, and the staff will turn the user permanently lawful.
Any initial encounter with the goblins will occur in the great hall, and
the goblins, if outclassed or outnumbered will attempt to conceal themselves
from stronghold intruders, and failing that will attempt to bargain with
whatever they have in their possession. They will defend themselves if
attacked, and have a chest in their lair with 42 Gold coins, 139 Silver
coins, Two Silver plates, a 100 GC gem, and two wizards' spellbooks in
addition to the spellbook Gorb carries. His two henchmen have chainmail
and shield armor and carry three Javelins each and are armed with swords.
The three hirelings carry small shields, and have spears. The females do
1-4 damage clawing and biting, and the goblin young will do 1d2 claw &
bite damage.
Abandoned
Stronghold Floorplan |
1003 |
|
1210 |
|
1412,1413, 1513, 1613 |
Crystalmeer Castle |
1416, 1516, 1616 |
Snowshade (Village)
Snowshade |
1517
|
|
1523
|
|
1705
|
|
1723
|
|
1912
|
|
2005
|
|
2020
|
|
2110
|
|
2113
|
|
2123
|
|
2208
|
|
2325
|
The Monastary of Istral Valim |
2408
|
|
2422
|
|
2705
|
|
2715
|
|
2722
|
|
2820
|
|
3019
|
|
3112
|
The Ice Road Inn |
3312
|
|
Notes - NA = Number Appearing, HD = Hit Dice,
MU = Magic User, AC = Armor Class, Htk = Hits to kill, h.p. = hit points
ALN = Alignment |