Note: This information was taken from TSR's original AD&D adventure, the Temple of Elemental Evil.
For the DM: Four hill giants dwell herein, members of
the elite high guard of the Greater Temple.
The room is simple and undecorated, about
25 feet tall and 60 feet long. All the furnishings
are appropriately giant-sized. Two beds
stand by each wall, north and south. The
room is warmed and somewhat lit by a fireplace
in the west wall, beside which are piles
of small boulders. The wall itself shows
signs of digging, and is greatly pitted. (The
giants have worked this area for missiles.)
Under each bed is a large chest. Each chest
contains clothing, food scraps, various
mixed coins (about 1,500 gp worth in each,
with 250 pound encumbrance), a few gems
(1-10 per box, of random value), and souvenirs
of past kills -- scalps, pelts, bones, and
the like.
In actuality, only three of the giants are as
they seem. The fourth is an imposter, actually
being a half-elf spy. The hill giant
Scorpp (who is currently living it up in area
318, unless slain by PCs) was replaced here
by this character, one Kella by name.
Scorpp is thus not missed in the least.
Kella is a druid, and possesses a valuable
item made by her professional ancestors, a
phylactery of change. This item enables
here to use her innate shapechange ability to
assume monster form as well as animal. The
possible forms are still limited to monstrous
reptile, bird, or mammal, the latter corresponding
to the hill giant form. The phylactery
does not radiate magic, and Kella
carries no other magic items, to avoid exposure
by detect magic or other means. Kella
cannot cast spells in giant form, and will do
nothing to give away her disguise; she
speaks only when necessary, and is so
immersed in her role that she has become
almost giantish in her attitudes.
Kella has taken the form and jobs of old
Scorpp, spying on the Greater Temple for
the leaders of the Old Faith. She fears the
current rise in evil power, and knows that
time is limited. She also knows that she risks
certain horrible death at the hands of luz
himself should she be discovered, but things
have gone well thus far -- nearly two
months in all.
The half-elf can escape nearly any night if
desired, but she awaits the arrival of some
powerful group that might stand a chance at
defeating the evil powers herein. If she
notices the PCs sneaking about quietly, she
will try to follow them and secretly reveal
herself. If thus accepted, she will urge
retreat so she can tell them critical things --
the numbers and types of monsters herein,
the habits of the leaders, which corridors go
where, and so forth. If she does not ally with
the party beforehand, she will hold back in
a large melee, watching to see if the party's
resources and courage balance those of the
evil horde. If it seems that her powers could
swing the balance in favor of the attackers,
she will change to her normal half-elven
form and aid the party as best she can. If the
party is too quickly defeated, she will wait
for other challengers. If the party can defeat
the evil ones unassisted, she will certainly
not risk anything by revealing herself,
instead shapechanging to some small avian
form to make her escape.
Kella: AC 8, MV 9" or 12", Level 9 Druid, hp 45,
#AT 1, D by form, spell, or weapon, SA spells, SD spells
and phylactery of change, AL N; XP 3840
S 12 I 11 W 16 D 16 Co 13 Ch 15
Spells:
First level: detect magic (x2), entangle, faerie fire (x2), shillelagh, speak with animals
Second level: barkskin, charm person or mammal, cure light wounds, fire trap, obscurement, warp wood
Third level: cure disease, neutralize poison, protection from fire, water breathing
Fourth level: cure serious wounds, dispel magic, protection from lightning
Fifth level: wall of fire
Hill Giants (3): AC 4, MV 12", HD 8 + 2, hp 59, 41, 33,
#AT 1, D 2-16, SA boulders (D 2-16, normal ranges 6"/13"/20",
indoor ranges 3"/6"/12"); XP 2108, 1892, 1796 (1400 + 12/hp)
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