melee and so generally uses her breath weapon, reversc gravity, and the storm conditions (perhaps augmented by lightning bolts). A generous DM might have her opt to slay only those PCs who actually attacked, sparing those who held back or tried to dissuade their rasher colleagues, merely giving them a strong piece of her mind before de- parting. Hunters (5): AC 8 (leather armor); MV 12; HD 1; 5 hp each; THACO 20; #AT 1 (short sword, spear) or 2 (bow); Dmg ld6 (short bow, spear) or ld4 (dagger); SZ M; Int low (5-7); AL N; XP 15 each. Yaccra, very old silver dragon: AC -8; MV 12 (in human form) or 9, fly 30 (C); HD 20; hp 90; THACO 1; #AT 3; Dmg ld8+9 / ld8+9 /5d6+9 (claw /claw /bite); SA spells, breath weapons (either cone of cold 80 feet long for 18d10+9 damage or a cloud of paralyzation gas 50 feet long, 40 feet wide, and 20 feet high that lingers for ld8+9 rounds); SD fear aura (35 yard range, save vs. petrification at -1 or suffer -2 penalty to all attack and damage rolls), keen senses (detect invisible, 90-foot ra- dius), immune to cold; MR 45%; SZ M (human form) or L (dragon form, 101 feet long, plus 47 foot tail); Int ex- ceptional (16); AL LG; XI‘ 21,000. Wizard Spells: protec- tion from evil, unseen servant; blindness, ray of enfeeble- ment; lightning bolt x2; confusion, shout. Priest Spells: cure light wounds, protection from evil; heat metal, know alignment. Special Abilities: universal communication, cloud walk (at will); control weather, reversegravity, wall of fog (each once per day); faeriefire (twice per day); con- trol winds, polymovph self (each thrice per day). Atulmcbe l ollow the pass farther into the moun ing ever upwards. The minor rockslides that you ob- served earlier are becoming more frequent now, and you are becoming concerned about the possibility of a full- scale avalanche. To make matters worse, the pass begins to twist and turn, making real progress very slow. After several days of ths, you are ready for an encounter just to break the monotony. Then something does happen. A loud, baritone shout rings through the pass. The players have just been warned about possible avalanches: count silently to five to give them a chance to react. After the slow count, read the following: last echo of the shout fa a deeper rumbling. The rumbling grows to a crashing. Count to five silently again, then read the following: he sound has triggered an avalanche. 45 If any player has not stated that his or her character is retreating or taking cover, that character is caught in the avalanche. Asking the DM questions like ”Where did the yell come from?” or ”Do I recognize the language?” indi- cate that the character in question is indulging curiosity at a time when he or she should running for dear life and must unfortunately suffer the consequences. Getting caught in the avalanche inflicts 5d8 points of damage (no save) on each person in its path. Furthermore, each victim must then save vs. petrification or be buried. If a charac- ter survives the damage but is buried beneath tons of snow, he or she loses one hit point per round until freed. At least 30 points of Strength must be applied for ld4 rounds to free a character. If 30 Strength points are not available, treat the shortage as one extra round of time per point under 30. Do not be afraid to kill characters here; the players were given ample warning. ‘‘Dwa$enbdl’’ After the avalanche has ended, tell any surviving char- acter who speaks any form of giantish that he or she rec- ognizes the language of the shout as stone giant. He or she thinks the words were “A hit!” The PCs have heard an exclamation from a player in the game. After the sur- vivors pick their way across the rubble left by the avalanche, they find a small dale just ahead.
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