TEXT:  
   
   
  Pillar Pass 
   
  
   
  2 
   
  PILLAR PASS 
   
  Rumours & Hooks:  
  A contingent of hill giants have descended from 
  the high mountains and are lurking in the hills, 
  causing trouble for nearby civilization. Workers 
  from the local silver mine are refusing to go back 
  to work until the giants are removed. 
   
  Rumour has it a band of giants from the high 
  mountains have made camp two days trek from 
  the mountain fortress of Dol-Karok. The Circle 
  (the merchant masters of the city) want someone 
  to meet with the giants and find out what they 
  want. 
   
   
  Warning: This adventure framework includes a 
  double cross while the adventurers are hip deep 
  in angry hill giants. If the table is unlikely to enjoy 
  such a twist, the GM might need to tweak things.  
   
  Stolen Goods 
  The B’Yarg hill giant clan has lived in the high 
  mountains for centuries, largely keeping to 
  themselves or skirmishing with rival giant and 
  beastmen clans.  
   
  Recently however a thief named Rupero 
  infiltrated their camp and stole their most sacred 
  object: a horned skull pendant fashioned of 
  mithril, hanging from an oversized gold chain. 
  The pendant belongs to the tribe’s chieftain, 
  Rogg, as a sign of authority and divine power. 
   
  Hill giants have a sense of smell similar to 
  bloodhounds (a little known fact, since few can 
  get close enough to study them), able to detect 
  scents up to 300 hours old. The tribe have 
  possessed the pendant for so long that they can 
  literally smell its fey metal tang, along with the 
  spore of the thief.  
   
  They tracked the pendant and thief to the 
  outskirts of Dol-Karok, and sent word to the 
  Circle of their dilemma, demanding the return of 
  both the pendant and thief (whom they intend to 
  eat). 
  House Vorrox 
  House Vorrox, one of the five merchant houses 
  on the Circle, has assumed control of the 
  situation, but have no intention of handing over 
  the pendant or the thief. Milvara Vorrox, third 
  daughter of the House, hired Rupero (a member 
  of the Sumptown Alley thieves guild) to steal the 
  amulet for her.  
   
  Milvara has however concocted a scheme to 
  resolve matters. She intends to hire some dupes 
  to meet with the giants - ostensibly to offer them 
  gifts and find out what they want - and report 
  back to her. In reality she plans to offer the giants 
  a replica pendant, plus one of the dupes as the 
  “confessed” thief, confident the dull witted oafs 
  will take both and go away.  
   
  To ensure success, Milvara is sending her trusted 
  ambassador, 
  Virek, 
  an 
  underhanded, 
  but 
  charismatic and engaging young lady, to execute 
  the plan. In case the plan goes awry, Virek will be 
  armed with a magical earring to enable her to 
  turn invisible and escape (or so the pair believe).  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  House Vorrox offers the party 1,000 gp to 
  accompany Virek as wilderness guides, guards 
  and porters to the meeting. The cargo includes 
  ale kegs, chests of hams, chickens, sturdy bowls 
  and metal tools, and the replica pendant.  
  
   
  3 
   
  If asked why House Vorrox’s own guards cannot 
  attend to this important duty, Milvara explains 
  that the mission is simply too volatile/dangerous 
  for her guards, and she wants someone capable – 
  but expendable – which is where the PCs come 
  in.  
   
  Virek understands the risks, but is willing to go to 
  better her career and standing with House 
  Vorrox. If there is trouble, Milvara expects the 
  giants are least likely to eat her (as the official 
  ambassador). 
   
  Milvara is very up front about this being a 
  business deal, with very real risks attached, and 
  that a commensurate payment is on offer 
  (considering it’s only a few days work). 
   
  The meeting is scheduled to occur in three days 
  time at Pillar Pass (a ravine studded with large 
  hoodoo rock spires), about two days trek from 
  the fortress city. 
   
    
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Uncovering the Plot 
  If the PCs ask around about the giants, they 
  might learn (with a Cha (Information Gathering) 
  check, and a few hours of ale rounds) that some 
  giants have indeed been spotted in nearby 
  mountains, causing local silver miners concern. A 
  great success on the check reveals that the giants 
  are after something that was stolen from them, 
  which may or may not arouse suspicion as this 
  isn’t mentioned by Milvara. 
  Alternatively the PCs might uncover the plot 
  during the two day trek. If anyone unlocks the 
  chests (Virek has the key) and carefully studies 
  the 
  “mithril" 
  pendant, 
  an 
  Int 
  check 
  at 
  disadvantage 
  (unless 
  the 
  examiner 
  has 
  a 
  background in appraising or jewellery) reveals it 
  to be a fake; merely a nickel/mithril coating, 
  which was only recently crafted in the last few 
  days.  
   
  Finally, at some point during the trek, Virek 
  attempts to plant drops of Rupero’s sweat on the 
  clothes of one of the adventurers (hoping the 
  giants will smell it, and infer that the PC is the 
  thief). The sweat is contained in a perfume bottle 
  with a puffer, which if examined, exudes the 
  unpleasant smell of perspiration. 
   
  During her time with the adventurers, Virek tries 
  to ingratiate herself with them. She is warm and  
  friendly, cultivating the appearance of a city 
  dweller unused to the wilderness. She inquires 
  about the party’s prior deeds and exploits, 
  interested to hear their stories (and glean any 
  bones of contention between party members).  
   
  If any of the party flirt with her, she reciprocates 
  in an effort to build trust and plant the thief’s 
  spore. When the time comes to reveal the 
  “confessed thief”, Virek nominates whichever 
  character she is closest to (or whoever she is most 
  upset with, if there has been a confrontation). 
   
  Random Encounters 
  Unless the GM determines otherwise, check for 
  random encounters three times in the day 
  (morning, noon, afternoon) and night (evening, 
  midnight, early morning). The chance of an 
  encounter is generally 30%, unless the party is 
  particularly stealthy or conspicuous. If an 
  encounter occurs, roll 1d6:  
   
  (1) 3d4 Wolves (LFG p.129) are prowling 
  the area, looking for a meal. They will 
  target the weakest member of the party. 
  There is a 50% chance the pack is led by 
  1d3 Dire Wolves (LFG p.130) 
   
  (2) 2d4 prospectors with 1d4+1 dogs (LFG 
  p.114, 129) are passing through, looking 
  for rivers to pan or new veins to chase. If 
  
   
  4 
   
  it is night they will be camped with a fire, 
  and at least one sentry on duty.  
   
  (3) 1d4+1 Giant Eagles (LFG p.106) are 
  hunting here, their chicks hungry for 
  food. They will be attracted to shiny 
  metal humanoids. 
   
  (4) An Assassin named Loc is tracking the 
  party for some prior misdeed; hired for 
  revenge, justice or to tie up loose ends. 
  He has AC 14, Str/Con/Perc/Will 10, 
  Dex 17, Int 15, Cha 14, HD: 7 (40 hp), 
  Luck: 9. Loc has Backstab, Skirmisher 
  and Finisher abilities like a 7
  th level 
  rogue, Off Turn Attacks, and may use 
  the following Tricks & Techniques (up to 
  three times per combat): Choking Dust, 
  Hidden Blade, Rapid Dose, Smoke 
  Bomb, Unseen Whip, Cat’s Grace. He 
  carries dual swortswords (1d6+3), a light 
  crossbow and 1d4 doses of poison at the 
  GM’s option. 
   
  (5) 3d6 Brigands (LFG p.114) have claimed 
  this area and extort a “toll” from all 
  comers. If the bandits are driven off, they 
  return to their hideout, before tracking 
  the party with reinforcements (5d10 
  bandits with swords/knives/axes and 
  bows).  
   
  (6) 1d6 Giant Scorpions (LFG p.121) are 
  scavenging from a nearby cave, and 
  would gladly feast on some humans, their 
  horses or hirelings. If the scorpions’ den 
  is 
  searched, 
  numerous 
  humanoid 
  corpses produce 1 x Carry Loot (LFG 
  p.136). 
   
  Rogg is accompanied by 1d6+4 giants; a selection 
  of his best hunters and the tribe’s most fearless, 
  bloodthirsty and overbearing brutes. 
   
  Hill Giants  
  Armor Class: 12 
  Hit Dice: 8+2 
  Attacks: Oversized Club (2d8+2) 
  Nat 19: special 
  S:20 D:8 C:15 I:6 P: 9 W:12 Ch:8 
  Luck: 9 
  Move: 40 ft 
   
  Giants hurl boulders, carts, barrels or humanoid 
  creatures up to 120 ft for 3d6 damage. Hill giants 
  have an acute sense of smell, gaining advantage 
  on related checks. Rogg has the same statistics as 
  the other giants, but has 57 hp and Off Turn 
  Attacks. 
   
  When the meeting occurs, the giants are 
  immediately suspicious. They listen while Virek 
  offers the gifts and nominates one of the PCs as 
  the thief - delivered to the giants “as agreed”. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Of course, it all goes horribly wrong for Virek. 
  The giants are initially confused about Rupero’s 
  scent, and might mistake the adventurer for the 
  thief, but they have no doubt that the pendant 
  “smells wrong” and fly into a rage, furious at the 
  attempt to cheat them. Similarly, the party will 
  probably be upset that Virek has betrayed them. 
   
  Unless the party is able to miraculously calm the 
  situation, battle quickly erupts, with the giants 
  
   
  5 
   
  seeking to kill and devour all of the puny man 
  things. 
   
  Virek takes the first opportunity to use her 
  Earring of Invisibility (once per week, use an 
  action to cast Invisibility). Whether she is killed 
  before she gets the chance is another matter. If 
  she does succeed in turning invisible, the 
  ambassador immediately flees and attempts to 
  make her way back to the safety of Dol-Karok. 
   
  Virek 
  Armor Class: 13 (leather) 
  Hit Dice: 2 
  Attacks: Dagger (1d4) 
  Nat 19: as weapon 
  S:12 D:15 C:11 I:10 P: 10 W:10 Ch:16 
  Luck: 5 
  Move: 30 ft 
   
  Virek has the Bard abilities Silver Tongued 
  (Deception) and Bardic Knowledge, and is also a 
  skilled outdoorswoman, gaining advantage on all 
  Wilderness Lore related checks. In addition to 
  her magic earring, she has 3 vials of alchemical 
  scent blockers (imposes disad on tracking by 
  scent, and scent dissipates much faster). 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Treasure:  
  The adventurers might get their hands on Virek’s  
  magic earring, and the giants have 1 x Carry Loot 
  (LFG p.136). Additionally, the Circle’s gifts 
  consist of food/ale worth 3d100 gp, 1 x Valuables 
  (LFG p.147) and 1 x Trinkets & Curios (LFG 
  p.141). 
   
  Aftermath 
  If the PCs survive, they might wish to chase Virek 
  back to Dol-Karok, and/or confront their double 
  crossing employer. Milvara for her part may or 
  may not seek to tie up loose ends, at the GM’s 
  discretion. Either way, the events of Pillar Pass 
  are likely to lead to further politics and schemes  
  from House Vorrox, the adventurers, or both.  
   
  Without Rogg, the B’Yarg clan are likely to be 
  kept busy deciding a new leader, and fending off 
  attacks from rivals who seek to take advantage of 
  their disarray. On the other hand, the killing of a 
  giant chieftain might just unite the other clans, 
  setting in motion a plan to destroy Dol-Karok 
  entirely.   
  
   
  6 
   
  CREDITS 
   
   
   
  Author:  
   
  Stephen J. Grodzicki. Copyright © 2016. 
  Artwork: 
  Some artwork copyright William McAusland, used with permission. 
  Some artwork copyright Maciej Zagorski and The Forge Studios LLC, used under licence, all rights reserved. 
  Some artwork © 2016 Jeshields, used with permission. All rights reserved. 
  Some artwork copyright Jeff Preston, used with permission. All rights reserved. 
   
  Website: 
  $1 Adventure Frameworks Patreon: https://www.patreon.com/user?u=645444 
  Low Fantasy Gaming:  https://lowfantasygaming.com/ 
   
   
   
   
   
   
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