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  Turret of the Frost Giant 
   
   
  Players Background: 
  For the past several days you have been trudging through a winter storm of epic 
  proportions. Your mission to deliver notice to the Marquis of Grissom has proven 
  more of a chore than you expected. As the sun begins to set you reach the 
  Thorp of Krussex and can finally have a warm bed and a roof over your heads! 
  As you move down into the valley you can see the small village nestled next to 
  the frozen lake. Smoke rises from the buildings in town but a crude corral sits in 
  the middle of town with several men circling it. Just from your experience you 
  know with weather this bad that is not a good sign. 
   
  DM Background: 
  While your group is on a simple delivery mission to the north you will come 
  through the Thorp of Krussex which is the halfway point to the Marquis of 
  Grissom. There, next to Lake Seppius, is a comfortable inn that will offer warm 
  ale and food, not to mention a warm bed and roof for cover. The village is 
  currently the front lines for a looming problem to the area in the form of a 
  humanoid incursion.  
  In the past few weeks the blizzard has obscured the coming of a small band of 
  humanoids that have moved into the area. Garrr Fenright, a large Frost Giant has 
  brought a small band of friends into the area to take over the pass and demand 
  tribute from those traders who utilize the pass to move goods from the north to 
  the south. Garrr and the others have begun to build a stronghold near the pass 
  and have already had to deal with a band of adventurers who were sent by the 
  Marquis to deal with the issue. The blizzard has slowed down any progress to 
  stop the incursion and other border disputes have kept the Marquis‟s military 
  busy elsewhere.  
  While the Marquis of Grissom is aware of the humanoids, the citizens of Krussex 
  are not. They are aware that they have seen an increase in Wolves encroaching 
  to their land across the frozen lake and have already lost a substantial amount of 
  
  livestock because of them. The few farm animals that remain have been brought 
  to the center of town and are guarded around the clock to keep them safe. The 
  villagers are very concerned that the Wolves are starting to get used to them 
  and the protective fires and they may decide to enter the boundaries of the 
  thorp and kill again.  
   
   
  1. Thorp of Krussex 
  As you come down the snow covered hillside five buildings come into view 
  each with smoke exiting their chimneys. One of the buildings is larger than 
  the others and a corral filled with livestock is in the middle of town. Beyond 
  the buildings is a frozen lake which spans several miles in both directions. 
  From the information you have the ferry to cross is south of Krussex and that 
  the village is small but has a good inn that serves fresh fish daily. With the ice 
  on the lake you are starting to become skeptical.  
  DM: Krussex is hardly a village in a normal sense. This area has five buildings 
  and everyone in the thorp works to make the Baylor‟s Inn a functional 
  retreat. This travel stop is located as a mid-point between two “civilized” 
  towns and is merely a rest stop that has delicious fish courtesy of the lake.  
  Baylor‟s Inn was established by a group of former adventurers who decided 
  to remain in the area and open an inn as there was a definite need and the 
  potential for growth was huge. The inn was named after one of their 
  members that they lost on a foray with a local Goblin tribe. In his honor they 
  named the inn after Baylor Tigus, the party cleric.  
  Those visiting Krussex don‟t think much about it as there isn‟t much there. A 
  ½ mile away is the ferry across the lake at a narrow pass. The residents are 
  the one who created the ferry which is a simple flat boat and a pull rope. The 
  ferry is non-operational in the winter as the cold is so fierce that the lake 
  freezes over and it is easy to cross by foot which saves nearly an hour of 
  travel time. Each of the buildings including the inn is made of logs and is 
  simplistic in nature. Each member of Krussex works to support everyone else 
  and the collective works well. They are hoping to gain more citizens so that 
  they can grow and be more successful.  
  In speaking with the members of the community each has a significant other 
  and they all share equal authority for the area and the inn business. Each of 
  
  the residents is aware that the increase in wolf attacks cannot be good and 
  there must be something behind it. None have had the opportunity to 
  investigate the problem as it is a recent development. The collective would be 
  happy for any assistance, especially experienced assistance. Two of their 
  group is currently under the weather and unavailable to help with the crisis at 
  this time. 
   
  a. Private Residence - Marta the Mysterious 
  This quaint cabin has the mark of a wizard on the door and it is 
  unmistakable. This residence belongs to the magic user of the party who 
  is the ½ Elf Marta the Mysterious. Because of her spells she tends to keep 
  the majority of the wealth for the inn and the countryside. She is very 
  trustworthy and none would really want to cross her and be the recipient 
  of a few magic missiles. For this adventure there is a 50% she is present 
  here or at the corral.  
  b. Private Residence - Tusdar Xavor 
  The best tracker in town and one of the other members of the 
  adventuring party is Tusdar Xavor who is a very splashy character and 
  was able to charm his wife Mellis into marrying him. The two are proud 
  parents of triplet daughters whom Tusdar knows will give him more gray 
  hair than the Goblins ever could.  
  c. Private Residence - Driz Egmardern 
  The door to this residence is secured by eleven locks on the door. While 
  the party‟s thief, Driz Egmardern and his wife Nelena aren‟t concerned 
  about security, they are concerned about their skills becoming rusty. Both 
  of the Egnardern‟s have been known to bend the law on occasion but you 
  won‟t find a better pair of locksmiths in the region. They have two small 
  children. Nelena often points out that Driz‟s greatest theft was her heart. 
  d. Private Residence - Mathar the Giant  
  This residence has an enormous door on it and for good reason. The 
  occupant of this house is the 2nd fighter of the band of adventurers and 
  his name is Mathar the Giant. Mathar stands almost 7‟ tall and is married 
  to the diminutive Cora Lee who is the actual boss of the household.  
  
  e. Baylor’s Inn – Tuscan Wes   
  Baylor‟s Inn is so named after the party‟s cleric who fell in their endeavors 
  against a Goblin tribe. His battered breastplate and broken mace hang 
  over the hearth of the inn as a reminder of his friendship. The day to day 
  operations of the inn are shared among the group but the bard, Tuscan 
  Wes, does most of the primary work along with his expecting wife 
  Melisande.  
  Currently the inn is full of farmers and their families as the wolf threat has 
  been a substantial one. The outlying farmers have brought their flock and 
  families to the inn for safety. There are still two open rooms available so 
  that the inn can stay in business but, to be good neighbors, Tuscan felt it 
  best to bring the other area residents within safe walls.  
  f. Corral 
  This large enclosure is normally used to hold a few spare horses by 
  overnight visitors. Because of the threat, the farmers have brought what 
  is left of their flocks to the corral for safety. The farmers as well as the 
  former adventurers are taking turns guarding the animals until the threat 
  can be suitably dealt with. This will occur once Tusdar and Mathar are 
  healed, unless the party wishes to assist. Around the corral are piles of 
  feed, hay, and small bonfires to keep the guards and animals warm. 
   
   
  Information gained from staying at Baylor’s Inn 
  - 
  The wolf attacks are unusually fierce this year and they are running in 
  a large pack 
  - 
  The blizzard conditions the past few days have emboldened the 
  Wolves as opposed to making them hide 
  - 
  The ferry is not in service as the lake is completely frozen over 
  - 
  Normal travel has been non-existent but that is probably due to the 
  blizzard 
  - 
  A group of adventurers were here yesterday and promised to track the 
  Wolves and deal with them but have not returned 
  - 
  Travel time to see the Marquis of Grissom can be expected to double 
  because of the conditions 
  
  - 
  Sleeping will be difficult as several “wolf alarms” will go out during the 
  night. Tracks in the morning will show them crossing the lake. 
  - 
  The farmers will point out that the Wolves seem to come and go from 
  the northeast  
   
   
  Day 2 – Onward and Upward 
  The beds were comfortable but the multiple alarms of Wolves kept most of 
  you awake with the disturbances. The smell of a warm breakfast greets 
  everyone and as you go down to the common room it is a flurry of activity. 
  The people are abuzz with the news that the snow stopped falling overnight 
  and that Mathar the Giant is feeling better and may lead an expedition to find 
  the Wolves today.  
  DM: The blizzard has ended but not before dumping more snow and ice on 
  the area. The rumors of Mathar feeling better are true however his wife will 
  keep him under wraps for one more day. A hearty breakfast will be served 
  and the company will be good as the families look forward to a better day 
  without snowfall.  
  The party can accept the offer to assist the people of Krussex but are already 
  on a mission which will apparently take twice as long to complete thanks to 
  the weather. As the party leaves to complete their task they will be given a 
  general direction to get to the pass from crossing the lake. A small mountain 
  chain to the northeast has a gap called the Pass of Nucu. From there some 
  road markings will be present to guide the party on their way to the Marquis 
  of Grissom.  
  The snow will be quite thick and difficult to move through even if mounted. 
  An ice cap on the top of the huge drifts form a sheet of ice that creatures of 
  lighter weights <including Wolves> will be able to cross without breaking 
  through. The weather is cloudy with a brisk wind out of the north and 
  intermittent snow will fall with little extra accumulation.   
   
  2. Frozen Lake Seppius 
  The wind whips at your faces and is bone chillingly cold. The lake surface is 
  not only frozen over but it is covered in wind swept snow drifts that obscure 
  
  your vision. Halfway across the lake the drifts become difficult to traverse and 
  deepen to nearly 4‟ in some places. The going is slow but once you decide to 
  let the warhorses plow the way it gets easier for the remainder of the group. 
  Fighting back tears from the wind you can see an opening to the plains 
  beyond the lake as the edge comes into view. A few more drifts and you will 
  have made it to the other side. Moving forward you begin to hear the noise 
  you were dreading….cracking under your mounts! 
  DM: With the winds and heavy drifts it will make sense to even the least 
  wisdom endowed character that single file is the only way to proceed. It will 
  create a trail and space out travel on the ice to keep it from cracking. As the 
  party nears the shore they can be distracted by the cracking of the ice 
  enough to be surprised by a pack of Wolves who are at the root of the 
  problems for the farmers around Krussex. The recommended time frame to 
  get to the other side is approximately 4 hours.  
  Because of their lightweight frames, the Wolves will be able to assault the 
  party from above on the drifts and gain the height advantage. The party will 
  further be hampered by the drifts and will have to fight mounted and lose 
  their dexterity bonus to AC or dismount and suffer a loss of dexterity bonus 
  to AC and suffer a -2 to hit and damage because of the icy surfaces. Anyone 
  desiring to use missile weapons in the wind should also suffer a “to hit” 
  penalty of -1.  
  While fighting a pack of Wolves shouldn‟t be a big issue for such experienced 
  fighters, the climate will make the encounter a bit more difficult to say the 
  least. It should also be pointed out that the creatures have no treasure and 
  use of any “high-powered” magic such as fireball, lightning bolt, etc. will 
  change the ice water shelf into freezing water and that should have its own 
  poor consequences. The damage inflicted is left to the discretion of the DM 
  but even if a party is able to get out of the water that means they will be 
  soaking wet in the dead of winter.  
  Once these creatures are dispatched the party can hang them on a nearby 
  tree or display them in some other manner so that the next hunting party will 
  find them as proof of their destruction and save the group from a prolonged 
  search for Wolves. 
  Monsters: Dire Wolves (3) AC 6 HD 3+3 HP 22 each #AT 1 D 2-8 
  Monsters: Leader Wolf AC 6 HD 4+4 HP 33 each #AT 1 D 2-8 +1 
  
   
  3. Pass of Nucu 
  While the wind has been ripping across the plains it has made the landscape 
  a bright white portrait of curving mounds of snow. After two hours of 
  traversing the plains the mountain pass known as Nucu comes into view. 
  Grass and other vegetation can be seen closer to the pass as it acts as a 
  natural wind break. Snow drifts cake the walls of the pass but have left the 
  trail open. Something is in the middle of the pass but as clouds obscure your 
  view you cannot tell what it is. The pass appears to be the only opening in a 
  hilly and mountainous region going up both sides.  
  DM: The Pass of Nucu is the southern border of the Marquis of Grissom‟s 
  land holdings. It makes for a natural transition between the lands and is 
  easily fortified if war was to ever occur. Because peace has been in existence 
  for so long there is no permanent garrison stationed here. 
  Lying on the ground in the middle of the pass, half covered in snow are the 
  bodies of the adventurers that were in Krussex a few days ago. While they 
  were unable to locate the Wolves in the blizzard they did reach the pass 
  where they were set upon by the Ogre search party which eventually killed 
  them. Unfortunately for the Ogres they were set upon by a pair of Cave Bears 
  which wanted the adventurers for their own meal. The Ogres managed to kill 
  one of the Cave Bears before retreating without their prize. They have 
  subsequently returned to recover the dead bear for its meat while the 
  remaining Cave Bear has dragged off one of the adventurers to its cave. The 
  remaining four adventurers are half covered in snow in the pass.  
  If the bodies are examined it will be fairly obvious that there are two fighters, 
  a cleric, and possibly a thief all in various states of damage. The armor worn 
  by each is quite battered and useless. None of the corpses have belt pouches 
  and their weapons are strew about but also damaged beyond repair. The 
  body of the thief still has lock picks around his neck and tucked away in one 
  boot is a +1 dagger and the other boot contains a large garnet valued at 50 
  gp. The cleric‟s silver holy symbol is still present and is worth at least 25 gp. 
  Other miscellaneous equipment is scattered about but none of which has any 
  determinable value or use to the current party. After investigating the scene 
  of the deaths read the following to the players: 
  
  From the final resting place of the dead adventures, two divergent sets of 
  tracks leave the area. One set of tracks leads in a northerly direction and 
  appears to be a rectangle with two bubbles extruding from the sides. The 
  tracks leading to the east and south are more of a jumbled mess as if 
  something large was dragged away and up towards the mountain area. 
  Whatever it was will be preying on other travelers unless it gets resolved. 
  DM: After the battle ended between the adventurers, Ogres, and Cave Bears 
  ended everyone, except the adventurers left the field of battle with their 
  respective trophies. The Ogres went to the southeast with the large dead 
  Cave Bear while the remaining bear took the party magic user back to its lair 
  at area #6 
   
  4. Ogre Search party  
  Climbing through the foothills along a well-trodden path you see movement 
  through the trees ahead. While the trail is wide there is a steep drop off to 
  your left and you suddenly find yourself on a trail with nowhere to go. Ahead 
  on the path a quartet of Ogres comes crashing down the way. You see them 
  and it is readily apparent that they see you. One of them points and they 
  charge towards you. 
  DM: This group of Ogres was responsible for the demise of the adventurers 
  in the pass. They dragged off the Cave Bear that they had killed and moved it 
  to the tower. They are now returning to grab whatever is left of the 
  adventurers they took down. They have armed themselves with large clubs to 
  also deal with the other Cave Bear. Each member of the raiding party was 
  previously injured in the combat with the adventurers and with the bear. 
  They will attack the party with vigor and not retreat. They have a few gold 
  each which is contained in the belt pouches of the previous adventurers.  
  These creatures have been brought to the area by the Frost Giant with the 
  intent to establish a foothold in area and procure wealth for themselves. They 
  are eager to fight humans as they have been docile too long, in their opinion. 
  They quickly dispatched the previous group of lesser adventurers and were 
  also able to handle the Cave Bears quickly.  
  Monsters:  Ogres (4) AC 5 MV 90" HD 4+1 HP 28 each #AT 1 D 1-10 T 50 gp 
   
  
   
  5. Turret of the Frost Giant  
  After successfully dispatching the Ogre contingent you follow their tracks 
  through the winding hills looking for evidence of a camp and possibly 
  additional treasure. Rounding the bend through the hills you look up towards 
  the mountain chain and observe the makings of a tower being constructed 
  over a rough outcropping in the mountains. A flicker of light off something 
  shiny can be seen quickly but disappears just as fast. The tower appears to 
  be very tall but incomplete. A winding trail goes up through the trees which 
  have protected the pathway from the winds.  
  DM: From this vantage point the party should be able the makings of the 
  tower that is under construction by the Frost Giant Garrr Fenright. This tower 
  sits on an easily defensible outcropping of rock and overlooks the pass the 
  trail curls around close to that section of the mountain. 
  Two obvious items will become immediately apparent. The first is that the 
  tower itself is huge and as general rule Ogres aren‟t smart enough to perform 
  designs of that nature. The second thought will be that whatever is making it 
  will be able to control the pass quite easily. If this tower is not under the 
  control of the Marquis of Grissom, he will have his hands full.  
  From this location the party should be able to make these determinations and 
  realize that something will need to be done quickly. Once the fortification is 
  complete is will be twice as difficult to remove it and its owner/occupants. If 
  they do not understand this gentle prodding may be in order.  
   
   
  6. Cave Bear Domicile 
  As you follow the strange path from the pass up, you notice that it ascends a 
  narrow, rocky ledge where the tracks just disappear. Looking around the only 
  thing you realize is that it‟s a steep drop if you fall. A rabbit shoots out of the 
  underbrush and goes past you falling off the ledge striking a rock on the way 
  down and blood splashes across the rocks. At least it wasn‟t me is your first 
  thought. As you back around you hear a low growl and a large brown pile of 
  fur comes up from under the ledge its claws outstretched towards you! 
  
  DM: This rocky ledge is the home of the Cave Bears, one of which the Ogres 
  dispatched. Their cave is actually in the side of the cliff and they are able to 
  ascend and descend this entrance rather quickly from living here so long. The 
  creature will surprise 80% of the time and get first attack on the surprised 
  party. Any round in which a player is successfully hit by the Cave Bear they 
  will need to roll a saving throw against their dexterity <match their ability 
  score or lower> or face falling off the rise and suffering 2D6 worth of damage 
  as they tumble down the embankment. Any PC suffering a fall will require 3-6 
  rounds to return to the scene of the battle unless they use missile weapons.  
  If missile weapons are chosen they will be going through the party to hit the 
  Cave Bear which means that any misses may have unintended consequences.  
  If the Cave Bear can be dispatched and general care can be taken then the 
  lair of the bears can be investigated further. Within the cave the bear has 
  recently dragged the dead mage of the adventuring party in and is in the 
  process of consuming the unfortunate. Most of the items the mage had on his 
  person are still present and scattered about the cave. A leather bound spell 
  book belonging to “Tigus Fallow” is present as well as a +1 ring of protection 
  on the severed hand of the mage. In a dark corner is his belt pouch which 
  contains 75 gp in various gemstones and a separate pouch containing spell 
  components. Tigus was a 4th level mage and the contents of his spell book 
  can be decided at random. Tigus is surrounded by old bones from previous 
  meals that the bears enjoyed.  
  Monster: Brown Cave Bear AC 6 HD 6+6 HP 50 #AT 3 D 1-8/1-8/1-12 
   
   
  7. Hillside Trap  
  The trail leading up through the woods is fairly packed down and wide. 
  Whatever was removed from the pass has made a sizable clearing of the trail. 
  To the left is the Cliffside which is at a drop of approximately 100‟ and a thick 
  layer of woods protects the right side of the path. A large canopy of pine 
  boughs keeps the path clear of most snow so the depth is not very bad at all. 
  Around the corner is a decent incline leading up to where you observed the 
  tower construction. Here the trail goes straight up.  
  
  DM: The trail up to the tower is guarded and trapped. An Ettin has been 
  watching the party‟s progress up the trail and is awaiting their efforts to climb 
  up the straightaway. Once the party has gone 25‟ up the Ettin will unleash a 
  log set on the path which will rumble down the trail. Anyone in the path of 
  the log will have to roll a save vs. dexterity or be struck by the log for 2D6 of 
  damage. A successful save will indicate that the party members have either 
  jumped the log or thrown themselves into the forest thicket. Any who choose 
  to jump to the left will be going off the Cliffside. This “trap” will occur two 
  times. The second such operation will reveal the two headed Ettin doing the 
  log rolling.  
  The Ettin is a stupid creature but knows enough to perform the log trap 
  successfully. Once it has unleashed the two logs it will close for melee and 
  attack the party. Any roll of a 20 by the Ettin will indicate that a party 
  member has been knocked to the Cliffside and over. A failure to roll a 
  successful save vs. dexterity at this point will indicate that a party member 
  has gone over the side. At this point another save will be rolled against 
  dexterity. If a PC fails the second roll as well they will have gone over the cliff 
  and suffer 10D6 from the fall. If they make the second save they will suffer 
  3D6 and be hanging on to the side of the cliff by a loose tree. They will 
  require assistance to get back on the trail or hang there until they fall. If the 
  party is able to hit the creature with a roll of a natural 20 it will have to make 
  a save vs. breath weapon or it will go over the side and be impaled on a tree 
  below.  
  Monster: Ettin AC 3 HD 10 HP 60 #AT 2 D 2-16/3-18 + log trap 
   
   
  8. Boulder Target Range 
  Rounding the final curve you can just catch glimpses of the tower over the 
  tops of the trees. Forty feet ahead of you is a very large tower that appears 
  to be nearly complete. While most of the fortification appears to be complete, 
  the front battlements are still under construction leaving the top with an open 
  gap. A huge wooden door sits at the base of the tower and a stone walkway 
  comes up the right side of the complex. To your right on the path in the trees 
  is a wooden “x” for no apparent reason. Possibly it was used to support 
  timbers to cut them more effectively. A whooshing noise can be heard. 
  
  DM: The end of the trail is close as it is only a few more feet to the structure 
  than bares investigation. If any of the party is paying attention they will 
  realize that the wooden “x” is a target marker and the noise is that of a 
  boulder flying through the air. The missile comes from the top of the tower 
  where the Frost Giant is located and is taking aim at the party. From this 
  point on the giant will attempt to hurl three boulders at the party until the 
  tower itself can be reached and the giant meets them at the stairs for 
  combat. For purposes of the encounter here the first and third boulders are 
  attack rolls. The second boulder will strike in the middle of the party sending 
  them to their knees and spraying them with snow. This will not cause 
  damage but will indicate that the Frost Giant has range on them. If the party 
  retreats nothing further will happen until they reach the “x” again. If they 
  retreat back down the hill, Garrr Fenright will chase and continue to throw 
  boulders but will not engage in melee until the come to the tower. Damage 
  from the boulders from a hit will be 2-20 hit points.  
   
  9. Tower of the Frost Giant 
  The nearly complete tower stands an impressive 60+ feet in the air and 
  appears to be nearly complete. There is a door at the base which appears to 
  extend down, a door off the base stair area, and a third door at the top of the 
  stairs. There are window slots but no covering over them. Yelling from the 
  angry giant can be heard from inside but not calculated exactly where.  
  DM: The exterior of the tower is nearly complete while the interior has not 
  yet been started. There are four; unfinished levels to the tower and Garrr 
  Fenright the Frost Giant will exit one of the doors with the following result: 
   
  Base door 1-2: Initiative and melee proceeds as normal 
   
  Stair Base 3-4: Initiative +1 to the Giant and +1 to hit the first victim 
   
  Top of Stairs 5-6: Initiative +1/-1 to hit/+1 to damage on first victim 
  The differences account for how the Frost Giant will come at the party. He 
  will most likely surprise coming out of the upper doors and leap into the party 
  to attack them. From the higher level his aim will not be as true but if he hits 
  the additional force will cause additional damage.  
  Monster: Frost Giant – Garrr Fenright AC 4 HD 10+ HP 80 #AT 1 D 4-24 (axe) 
  
   
  If the party can defeat the Frost Giant they can then explore the interior of 
  the tower. Inside they will notice crude scaffolding throughout the interior 
  that was used to help build the exterior walls. Except for the scaffolding there 
  will be no interior décor to speak of.  
  The base of the tower has a small fire and the body of the dead Cave Bear 
  which was apparently on the menu for this evening. The scaffolding at the 
  top of the tower has stones that were to be used to finish the front wall and 
  were also utilized as „boulders‟ thrown at area #8. The scaffolding at the stair 
  base level has a crude bed and a very large chest which contains the riches 
  of Garrr Fenright and his band of humanoids. The chest is locked and trapped 
  with a sleep gas trap that will require a save vs. poison at -2 or fall asleep for 
  2-8 turns. The key to this chest is located in a recessed area at the top of the 
  tower. From the top of the tower the PCs can see the city of Grissom in the 
  distance as the cloudy conditions have lifted and the lights twinkle in the 
  distance.  
  The chest itself contains 1000 ingots of gold worth 5 gp a piece, a silver 
  necklace with a blue topaz set in the middle worth 850 gp, a bag of semi-
  precious stones worth 300 gp and +2/+4 against giants short sword <at the 
  bottom>. A carved wooden box contains three potions: healing, extra 
  healing, gaseous form <light blue, blue, and green respectively> and a cleric 
  scroll of 2 - 3rd level cleric spells to be chosen at random.   
  There can also be an alternate reward from the Marquis of Grissom for 
  handling this potential deadly threat to his haven. The reward can be 
  monetary, land for use, or livestock. If the party travels through the Thorp of 
  Krussex again they will be hailed as heroes and be well fed and put up free of 
  charge at the inn. Anytime they utilize the ferry, when it is operational, it will 
  be free of charge for the party as well. Tuscan Wes may even pen a song 
  about them.  
  
   
   
  Area map for adventure 
   
   
  
   
   
  Thorp of Krussex <above> Trail to the Turret <below> 
   
   
  
   
  Turret of the Frost Giant 
   
   
  
SOURCE: textdata/thevault/1e, OSRIC Generic/1e, OSRIC Adventures & Settings/Adventures in Filbar (OSRIC,1-2e, 5e)/FC1 Turret of the Frost Giant (Filbar; 1-2e).pdf