D&D - Tales from the Yawning Portal (5e) - Flip eBook Pages 151-200 (2024)

creatures moving toward or appearing from either magic gate. The characters can enter and leave this area from the east without fighting, even with the prisoners in tow. Part of the deal the Red Wizards struck with the sahuagin involves providing prisoners for dark rites and horrid meals. The magic of the black shrine keeps ten commoners standing around it in a catatonic state. Black Shrine. Any non-undead creature that moves to within 20 feet of the black shrine or ends its turn in such a location must make a DC 15 Intelligence saving throw. On a failed save, the necromancy magic of the shrine lowers the creature's Intelligence, Wisdom, and Charisma scores by ld6 each (roll once for all three). A creature can be affected only once per round. If any affected score is reduced to 2 or lower, the character becomes paralyzed. A character who leaves the area recovers in 1 minute. Ledge. A 10-foot-high rough ledge separates this area from area 84. Glyph Key. The dread warrior has a glyph key attuned to this zone. GOLEM LABORATORIES In these formerly cursed temples and workshops, the Red Wizards create golems. Locations in the Golem Laboratories are identified on map 5.10. Go/ems. If a golem is inactive, it is unconscious. If a golem is listed as being a reduced-threat monster, it is because the construct is incomplete. Dungeon State. When these areas are cleared, any golems that remained inactive become inert and can't be activated thereafter. Treasure. The treasure in this sector consists of materials and tools used in the creation of the golems. As such, the value of the treasure is less than what might be expected. White Gate. A white gate stands at the junction in the corridor to the west, leading to the Augmentation Chambers and to the Spawn Pools. FLESH GOLEM MORTUARIES Red Wizards bind and reanimate dead flesh and bone in these halls. 86. HALL OF TELEPORTATION The walls of this massive hall are carved with reliefs of humanoid monarchs adorned with jeweled crowns and other finery, while servants bow at their feet. Huge white pillars rise to the ceiling. Creatures. Two reduced-threat helmed horrors and a reduced-threat flesh golem (see "Reduced-Threat Monsters," page 113) stand inactive here in front of pillars. The golem hopes to draw on the pillars' lightning effect to become fully empowered. They come to life if attacked or when the teleportation magic of the pillars is triggered. CHAPTER 5 / DEAD IN THAY Teleporting Pillars. The first time a creature moves within 5 feet of a pillar on its turn, the creature must ucceed on a DC 17 Wisdom saving throw or be teleported to a random space next to another pillar (roll a d20). The creature also takes 5 (2d4) lightning damage. If the destination pillar is the same as the origin pillar, the creature takes double damage. White Gate. The corridor that leads east has a white gate that connects with the Clay Golem Kilns. 87. GOLEM VAULT Relief-carved walls showing nobles at a great feast make a stark counterpoint to the stench of preservatives with a hint of rot. Flesh golems in their first gruesome stages of assembly are on a few of the tables. Other tables contain only prepared body parts and bones. A contact stone is set in the midpoint of the 1 southern wall. Creatures. A Red Wizard necromancer (see appendix B) and two Thayan apprentices (see appendix B) are in this area, moving among the tables working or selecting parts. Four skeletons keep watch from the corners, while a ghoul mops gore from the floors. Golems in this area can't be activated and are no threat. Treasure. One table contains special unguents and bindings used in the creation of the golems. A character who succeeds on a DC 15 Intelligence (Arcana) check realizes that these materials, which weigh 10 pounds, are worth 1,500 gp. Glyph Key. The Red Wizard has a glyph key attuned to this zone. White Gate. The eastern corridor holds a white gate that leads to the Clay Golem Kilns. 88. BLACK PRISON A large stone block on the floor between the room's double doors prevents them from fully closing. Within, rusted black iron cages hang by heavy chains from the ceiling of this dark-walled chamber. In the northeast corner is a black gate. Creatures. A wight commands eight zombies who guard this chamber while some members of their squad recover in the cages. One deathlock wight (see appendix B) and two wights rest in the cages. Cages. The bottoms of these unlocked cages hang 3 feet above the floor. Necromancy magic on the cages restores 20 hit points per hour to an undead creature in a cage. A non-undead creature in a cage takes the same amount of necrotic damage at the end of each minute it remains in the cage. Doors. If the 800-pound stone block holding these doors open is removed, they magically slam shut. It takes a successful DC 25 Strength (Athletics) check to

force the doors open. A knock spell disrup - agic briefly, lowering the check DC to 15 for 1 min Glyph Keys. The wight and the deathloc " ,, each have a glyph key attuned to this zone. The death- ·ock wight's key is also attuned to all the zone in the Ooze Grottos. White Gate. The exit to the north has a white gate that onnects with the Warrior Pools. C LAY GOLEM KILNS Red Wizards have twisted this zone's magic toward the reation of clay golems. 89. TRANSMUTATION PITS • Two sides of this chamber have collapsed to form shalow, rough-walled pits filled with clay. Near the northern and southern corners are circles of sigils that glow with red light. In the eastern corner is a small array of urns and ooxes. Above them on the wall is a contact stone. Creatures. A Red Wizard transmuter (see appendix B works here with a dwarf cleric of Grumbar, a deity a sociated with caverns and earth. The dwarf assists n the creation of clay golems, which require divine :pellcasting. The dwarf priest, whose name is Gorvan ronheart, was recruited by the Red Wizards and offered a substantial sum of money for assistance in crafting the ::olems. If he is questioned, he lies, claiming to be a pris- =ner of the Red Wizards. If the characters spare him, e accompanies the party until he sees an opportunity -o escape. Also present is a reduced-threat clay golem (see Reduced-Threat Monsters," page 113). The wizard or :.he cleric can activate the golem by using an action and -ucceeding on a DC 15 Intelligence check. Clay Pits. These 3-foot-deep pits channel powerful -ransmutation magic that converts rock walls and floor •o clay for use in golem construction. The soft clay is dif- -cult terrain. A creature that starts its turn in a clay pit must suceed on a DC 13 Strength or Dexterity saving throw creature's choice) or take 5 (2d4) bludgeoning damage and become restrained in the clay until the start of next turn. A creature can escape the clay by suceeding on the saving throw or by taking an action to make a successful DC 15 Strength check or Dexterity heck. Another creature can try to pull a restrained -reature free by taking an action to do so and succeedng on a DC 15 Strength check. A creature that dies ·hile trapped in the clay is transformed into a rough lay statue. Teleportation Circles. Set into the floor, these magic -eleportation circles have been partially disabled. A -reature that enters a circle's area is pushed back 10 feet and knocked prone. The first time a creature does :o on a turn, the creature takes 5 (2d4) force damage. Treasure. In the eastern corner are a few jars of rare oils and boxes of rare powders used in the creation of MAP 5.10: GoLEM LABORATORIES the golems, along with some empty containers. A character who succeeds on a DC 15 Intelligence (Arcana) check realizes that these materials, which weigh 15 pounds, are worth 3,000 gp. Glyph Key. The Red Wizard has a glyph key attuned to this zone. White Gate. The corridor leading west contains a white gate, which leads to the Flesh Golem Mortuaries. 90. GOLEM PEN Pillars of white marble glow with an intense white light that brightly illuminates the area. The light is so bright that it almost obscures the arcane glyphs carved in the archways that lead into the room. Pillars of Light. The intense bright light, created by evocation magic in the pillars, causes disadvantage on ranged attack rolls and ability checks made to search or see in this area. In addition, whenever a creature starts its turn in the chamber proper (not in an entryway next to the glyphs), it must succeed on a DC 13 Constitution saving throw or become blinded until the start of its next turn. Arcane Glyphs. In the entryways, arcane glyphs on the wall can be used to control the pillars. When someone touches the glyphs, the pillars flicker. It takes a successful DC 10 Intelligence (Arcana) check to understand exactly how the glyphs function. A detect magic spell shows that the abjuration aura of the glyphs is connected to the evocation magic of the pillars, thereby revealing the function of the glyphs without a check. A character who understands how the glyphs work can take an action to touch the glyphs and subdue the CHAPTER 5 I DEAD IN THAY 15r

r52 pillars with a successful DC 10 Intelligence (Arcana) check or deactivate them with a successful DC 15 Intelligence (Arcana) check. Subdued pillars shine less intensely for 1 minute, and the DC for the saving throw against them becomes 8. While the pillars are subdued, golems in this area regain 5 (2d4) hit points at the start of each of their turns. Deactivated pillars go dark for 1 minute, then are subdued for another minute, and then return to normal function. Creatures. A clay golem in this area activates the first time a character fails a saving throw against the pillars, deactivates them, or subdues them. White Gates. The corridor to the west has a white gate that provides access to the Flesh Golem Mortuaries. The passage heading southeast has a white gate that connects with the Stone Golem Quarries. 91. HALL OF SKULLS Three of the skulls here connect to corridors, which the Thayans simply avoid. Characters who approach this room see the following. l Ahead is a broad archway of dimly glowing green stone. ] Inside it is a field of dead gray mist. Any creature that moves within 5 feet of the mist must succeed on a DC 20 Strength saving throw or be pulled into it and shunted violently into area 91, falling prone and taking 3 (ld6) bludgeoning damage. Inside the room is the following scene. Six enormous fiendish skulls are set into the walls of this vast rectangular hall, two on each long side and one on each short side. Each skull is twenty feet high and carved of dimly glowing green stone, and it has a wide-open fanged mouth filled with dead gray mist. In the center of the chamber is a black gate. Fiendish Skulls. The fiendish skulls are imbued with powerful magic. When any character steps into a skull's mouth, macabre laughter erupts from the northwest corner. The character is teleported to the mouth of a different skull (roll a d6) and comes tumbling back into the room, falling prone and taking 3 (ld6) bludgeoning damage. The character must then succeed on a DC 15 saving throw (the ability is tied to the skull's number; see the table) or suffer the skull's curse. The curses are cumulative, imposing a -ld4 penalty to checks and saving throws of the indicated ability. If a character has a penalty of -5 or greater to a single ability, the character also suffers the curse's secondary effect. CHAPTER 5 I DEAD IN THAY Slrull Ability Secondary Effect Strength Fall prone whenever hit by an attack 2 Constitution Reduce hit point maximum to three-quarters of normal 3 Dexterity Move at half speed or fall prone at the end of the movement 4 Intelligence Unable to speak or understand Ianguages 5 Wisdom Unable to perceive anything more than 30 feet away 6 Charisma Gain the Stench trait of a troglodyte Secret Door. In the northwest corner, 20 feet above the floor, a secret door is hidden. The door is nearly impossible to find from the floor, requiring a successful DC 30 Wisdom (Perception) check. The smooth wall is hard to climb without aid, but the vaulted ceiling provides places where a grappling hook might catch. Beyond the secret door, a teleportation circle set into the floor of a small chamber glows with a deep red light. A creature that steps into the circle is teleported into one of the two circles in area 89 (determine randomly). Black Gate. Because it must be activated before it can be used, the black gate here doesn't exude shadowy energy. Any character who successfully assesses the gate knows that it must be activated and how to do so. A character who succeeds on a DC 20 Intelligence (Arcana) check while holding a glyph key, which need not be attuned to this zone, can reactivate the gate. The DC decreases by 2 each time a character in the room enters the mouth of a fiendish skull. Once the gate reactivates, it also attunes the activator's glyph key to this zone. White Gates. Each of the corridors on the southeast wall has a white gate. One connects with the Stone Golem Quarries, the other with the Iron Golem Foundries. STONE GOLEM QUARRIES The Red Wizards have manipulated this zone's magic to enable the creation of stone golems. 92. TIMELESS PRISON A statue of an angelic female stands on a raised dais in the center of this chamber, the walls of which glow dimly with golden light. Six cracked pillars support the crumbling ceiling, each carved in its lower portions to resemble a four-armed gargoyle shrieking in rage. To the northeast is a black gate. Light. When the characters first enter this area, the walls give off dim light. Creatures. When any non-undead creature enters this area (which the Thayans avoid), a four-armed gargoyle (as a normal gargoyle with 63 hit points and one extra claw attack, for a total of three attacks, with Multiattack)

emerges from a random pillar and attacks. ~ of each round thereafter, another random pt orms until all six gargoyles have emerged. Because the Red Wizards are drawing o he agic n this area to create stone golems, the ceiling i: c se o giving way. Whenever a gargoyle emer11e from a pillar, crumbling stone falls from the ceiling above ha pillar, making the area around the pillar difficult terrain. Any creature next to the pillar must succeed on a DC 2 Dexterity saving throw or take 10 (3d6) bludgeon- ·ng damage. Deva Statue. Anyone who succeeds on a DC 15 Imel- . igence (Religion) check recognizes the statue as that of a deva. The last gargoyle to appear uses its initial action to ·ouch the statue, which ends the curse that holds the -reature in stasis. This deva's name is Lumalia. After ·he is freed , the walls shed bright light instead of dim. :-he deva shrieks, unable to act until her turn, at which point she attacks the nearest creatures. (The gargoyles a·,oid her.) A character who succeeds on a DC 13 Wisdom (Insight) check understands that the deva is crazed from -aptivity. The characters can try to influence her to direct her attacks against the gargoyles, but doing so ·akes a successful DC 15 Charisma (Persuasion) check ·o calm her and refocus her attention. Once she is lucid and able to talk to the characters, she vows to aid them y sowing chaos through the Doomvault on her own. Lumalia decides that her first task will be to inflict _ u tice upon the Thayans. She is immortal, but her anger and regret over the time she has lost during her mprisonment seems very humanlike. In the thick of combat, she can become lost in her thirst for vengeance n the current owners of the Doomvault. Lumalia was awful good when she was imprisoned, but she is now haotic good. Dungeon State. The magic of the Doomvault resonates within Lumalia. She needs no glyph key to move hrough the magic gates in the dungeon, although she -an't take others with her. If she is freed, her resonance creates feedback in the gate system, making it harder to · nd intruders in the dungeon, and the Doomvault's alert ·eve! decreases by 1. White Gates. The corridor leading west has a white ;;ate that connects with area 83 in the Blood Pools. In ·he corridor to the south and west, a white gate leads to area 84 in the Blood Pools. 93. STONE QUARRY ,f the giants occupy this area, the sounds of their labor are audible from either doorway even with the doors closed. A deep pit surrounded by loose rock and rubb le scars the smooth marble floor of this chamber. A heavy rope descending into the pit is connected to a system of win ches and pulleys. LUMA.LIA, DEVA Creatures. One stone giant operates the pulley system to haul stone out of the pit while a second giant cuts stone away from the pit walls. Both are occupied with their noisy work. The giants joined the Dread Legion willingly, but they hate their duties. Initially, they relish the chance to take their wrath out on the party, but they listen to offers of freedom. They need a glyph key to leave the dungeon. Pit. Filled with rubble, which is difficult terrain, the pit is 30 feet deep with rough, gently sloped sides. The ropes and pulleys above the pit are attached to a gigantic bucket used to transport the rock. It takes a successful DC 15 Strength check to raise the bucket when it is filled with stone. Rubble. The area within 10 feet of the pit is full of rock debris, so it is difficult terrain. 94. GOLEM ASSEMBLY If the Thayans are here, the sounds of their labor are audible from any open hallway leading into the room. White stones frame the four open archways that lead into this chamber. The four stones at the corners of each arch pulse with white light. The walls in this vast space are CHAPTER 5 DEAD IN fHAY 153

154 set with panels of copper that reflect the lights, revealing several piles of stone blocks on the floor. A contact stone is located in the eastern corner of the room. Glowing Archways. Any creature that steps through one of the four archways that open into this chamber is hurled 10 feet into the room. The first time a creature does so on a turn, the creature must also succeed on a DC 15 Constitution saving throw or take 5 (2d4) force damage and fall prone. Touching any one of an archway's four glowing stones causes that stone to change color for 1 round. Number the stones from 1 to 4 and make the players specify which stones are touched. Select colors as you see fit, pretending to consult your notes each time. (The color changes have no effect on the encounter.) Creatures. A RP.rl Wizarrl transmuter (see appendix B) and two Thayan apprentices (see appendix B) are distracted by their work here shaping a reduced-threat stone golem (see "Reduced-Threat Monsters," page 113), but they do notice if anyone is hurled into the room. These apprentices are armed with light hammers instead of daggers. The wizard can activate the golem by succeeding on a DC 15 Intelligence (Arcana) check made as an action. Stone Piles. The 3-foot-high piles of rough stone blocks are difficult terrain. Copper Panels. If a creature touches a copper panel, the creature takes 2 (ld4) lightning damage, and the archway stones flash. Until the end of the creature's next turn, it can pass through any archway in this room without being pushed or taking damage. The Thayans know that touching a panel with a wooden item or some other nonconductor provides the benefit of the panel without causing damage. Treasure. Each Thayan has a fine chisel (worth 50 gp). At the feet of the golem are a few jars of rare oils and boxes of rare powders. A character who succeeds on a DC 15 Intelligence (Arcana) check realizes that these materials, which weigh 10 pounds, are worth 2,500 gp. Glyph Key. The Red Wizard has a glyph key attuned to this zone. White Gates. The exits to the northwest and northeast both hold white gates that connect with areas 90 and 91 in the Clay Golem Kilns. The passage to the southeast has a white gate that leads to the Iron Golem Foundries. IRON GOLEM FOUNDRIES Deadly elemental fire fuels the creation of iron golems to serve the Red Wizards. The roar of flames is audible throughout this zone, and firelight provides illumination in many places. 95. EFREET PRISON Characters approaching this area can hear the roar of flames. CHAPTER 5 I DEAD IN THAY • • o , round pool of molten material sits at the center of ~~ s c amber. Tendrils of smoke curl up from it, moving natural ways. In three of the corners stand several ·ed urns, most of them cracked and empty but a few still cosed and glowing with eldritch glyphs . Gout of Flame. A gout of flame blocks the passage that leads to area 97. A creature can jump over the flame easily but takes 2 (ld4) fire damage when doing so. A creature that enters the flame during its turn, or starts its turn there, takes 21 (6d6) fire damage. Creatures. An efreeti is bound to the smoke at the center of the room. It can't leave this area or use its powers against anyone outside the room. Binding Smoke. The smoke tendrils form chains that have no solidity, but their abjuration magic holds the efreeti in this area. While it is bound in this smoke, the creature is susceptible to the c11aim person spell and has disadvantage on the saving throw. If it isn't charmed, the efreeti orders anyone present to grant it freedom and attacks if its demand isn't met. The efreeti has no means to break the binding smoke. It knows, however, that the feat can be accomplished with spells, such as dispel magic (save DC 17), gust of wind, knock, or any spell that can push the efreeti out of the area of the pool. The smoke dissipates if the efreeti is slain. Molten Pool. The pool has a 3-foot-high wall. A creature that enters the pool for the first time on a turn, or starts its turn there, takes 35 (10d6) fire damage. Urns. Two unbroken funeral urns stand in each corner. Glyphs in the Primordial language on the urns suggest that they are binding vessels for efreet, and detect magic reveals that they have an aura of abjuration. The wax-seal stopper of an urn is broken easily, and an urn can be broken like any clay vessel of the sort. When an urn is opened or broken, the act releases a gas that causes any creature within 10 feet of the urn to gain resistance to fire damage for 1 hour. Each urn is 1 foot tall and weighs 5 pounds. Dungeon State. The magic of the Doomvault resonates within the efreeti, which has been here since before the Thayans came to power in the dungeon. It needs no glyph keys to move through the gates in the dungeon but can't enable others to accompany it. If it is freed, the efreeti rampages through the dungeon, preferring Thayan targets. White Gate. The opening on the northwest wall contains a white gate that connects with the Clay Golem Kilns. 96. FIRE VORTEX I This rough cavern splits off from the smooth walls of the adjacent chamber. Its floor is covered in a layer of ash. Ash. Elemental ash covers the floor to a depth of 6 inches, concealing how uneven the floor is. This entire area is difficult terrain.

Cavern Walls. The extremely rough walls possible to traverse the cavern horizomallv .. ~ .... ,_ .. touching the floor. · Elemental Vortex. When any creature mm·e: on o the floor at the center of the cavern, the wall ddenlv erupt in a maelstrom of elemental fire that las , for 5 · rounds. Any creature that starts its turn in the cavern during this time must make a DC 15 Dexteritv sm·ina throw, taking 21 (6d6) fire damage on a failed a\·e. ;r half as much damage on a successful one. 97. GOLEM FORGE • At the center of this fiery hall is a huge crucible that emits vapors. Dozens of molds and piles of armor plate are spread out before six hulking armored figures that stand along the walls. To the southwest is a black gate. North of the gate is a contact stone. Creatures. A Red Wizard conjurer (see appendix B) and two Thayan apprentices (see appendix B) work on an inactive iron golem in this area. A charmed efreeti (see area 95) is at work boiling metal in the crucible. The efreeti fights for its Thayan friends. If freed of the charmed condition, it snatches up a falchion intended for the golem and attacks the Thayans. If the efreeti is alive when the other foes in the area a re slain, it rampages like its kin in area 95. Crucible. The 5-foot-high crucible contains molten metal. As an action, a creature can attempt to spill the contents by tipping the crucible over, taking 21 (6d6) fire damage in the process. On a successful DC 15 Strength check, the crucible tips, and on a successful DC 20 trength check, a creature can also push the crucible - feet before it tips. Molten metal quickly spreads from he mouth of the crucible over an area 30 feet by 30 feet in size, including the crucible and the space within 5 ·eet of it. Anyone caught in the molten metal takes 21 (6d6) fire damage and must succeed on a DC 15 Constitution saving throw or fall prone. The floor of the area is covered in molten metal. For the next 5 rounds, a creature that enters the area for the first time on a turn, or starts its urn there, takes 10 (3d6) fire damage. For 5 rounds after that, the damage is 3 (ld6), and then it drops to none. Fire Vent. See area 95. Treasure. A search of the molds throughout the room reveals vials of rare tinctures and admixtures used in the construction of iron golems. A character who succeeds on a DC 15 Intelligence (Arcana) check realizes that these materials, which weigh 30 pounds, are worth 5,000 gp. Glyph Key. The Red Wizard has a glyph key attuned to this zone. White Gates. At the top of the stairs to the south is a white gate that connects with the Forest of Death. The corridor that leads northwest has a white gate that leads to the Stone Golem Quarries. TEMPLES OF EXTRACTION The so-called "Temples of Extraction" are profane laboratories that fuel Szass Tam's schemes for ascending to godhood. Szass Tam and his closest associates have reshaped this sector's magic to collect the divine essence of the Chosen of various deities. The Thayan regent believes that this essence may be the key to becoming a god. Locations in the Temples of Extraction are identified on map 5.11. Creatures. The Thayans here are the most loyal and fanatical servants of Szass Tam. They all know that no one is authorized to be in this sector, so the characters have a hard time fooling them. Except for the cowardly Red Wizard Shalok (area 103), the Thayans in this sector are unlikely to surrender and are unwilling to help intruders even at the cost of their lives. The Red Wizards in this sector might feign surrender to put the characters off their guard. For example, they might fall to their knees and hold up their hands. Then, when the characters close in, the wizards cast area spells that include themselves and the party. If a shrine of binding (see below) exudes a magical effect to which creatures in the room can become inured, the creatures that guard the shrine are already immune to the effect. Doors. All the doors in this sector are locked. Random Encounters. No random encounters occur in the Temples of Extraction. Black Gates. Only four external glyph keys (one for each zone, in areas 10, 25, 31, and 63) allow access to the gates in this sector. Some Red Wizards here carry glyph keys to their zones and guard them zealously. Contact Stones. There are no contact stones in this sector. SHRINES OF BINDING Each chamber of this zone features an identical 3-foothigh shrine whose arcane power extracts energy from a Chosen creature that is strapped to the shrine. This energy is what powers the Doomvault but, even more, is also what both creates and keeps hidden the Phylactery Vault. The characters will have to examine the shrines to determine how these abilities function. When the characters see a shrine of binding for the first time, use the following description. A three-step stone dais is set with four pillars, all carved of black jet. Glowing arcane runes surround the top edge of this shrine. Between the pillars, an unconscious humanoid is suspended in a roiling field of golden light. Thereafter, you can shorten the description of the shrine, but be sure to specifically describe the Chosen that is bound inside it. Entering a Shrine. While there is someone trapped on the shrine, the whole structure is surrounded by a tangible magical energy. Stepping onto the shrine reCHAPTER 5 I DEAD IN THAY 155

MAP 5.11: TEMPLES OF EXTRACTION quires a successful DC 10 Charisma check, and unless this check succeeds by 5 or more, the shrine counts as difficult terrain. On a failed check, the creature is knocked prone next to the shrine and takes 5 (2d4) force damage. Effects of a Shrine. Channeling the energy of the trapped Chosen, each shrine creates magical effects and light within its area (see each area descriptions for details) and throughout the complex-in particular they help to obfuscate the location of the Phylactery Vault. A successful DC 10 Wisdom check allows a character to intuit the effects of a working shrine, including how it channels the life essence of the trapped Chosen to another place and how to disable it. When a shrine is disabled, its magical effect in the area ends, and the Chosen bound inside it is freed. Disabling a Shrine. The process for disabling a shrine is the same in each area. Characters who are standing on the shrine may disable its magic by making three successful DC 15 ability checks: Strength to smash the pillars, Dexterity to remove elements and disable key arcane runes, or Intelligence to disrupt the flow of magical energy. A character can make multiple CHAPTER 5 I DEAD IN THAY c· ec · of the same type or any combination. On any =ailed check, the character who attempted the check is p shed off the shrine and knocked prone next to it, taking - 2d4) force damage. Reaching the Phylactery Vault. Once a Shrine of Binding has been disabled, a character who closely examines the shrine and succeeds on a DC 15 Intelligence 1Arcana) check discerns how these shrines and the black gates in this sector work together to shield the Phylactery Vault. The character understands that if the black gates in the Temples of Extraction can be overloaded, those gates will attune themselves to the location where the power of the Chosen is being directedthe vault itself. In order to create that overload, six black gates in other sectors must be disrupted simultaneously (as described at the beginning of this adventure). Once that is accomplished, any glyph key can be used on any of the black gates in the Temples of Extraction, and the user will hP. t<1kPn tn thP Phyl<1rtPryV<111lt THE CHOSEN In each area of the Temples of Extraction, one of the Chosen of the gods is being drained to grant power to Szass Tam. Some of these Chosen would be deadly adversaries, but the binding ordeal leaves most of them physically and mentally weakened to the point that they pose no real danger. The Chosen have no memory of how they came to be in the Doomvault, so they can offer no information about the dungeon. Many of the helpless Chosen are thoroughly evil, and good-aligned characters might balk at seeing them freed. Take advantage of this situation to create opportunities for interesting interactions. If combat statistics become necessary, a helpless Chosen has AC 10, has 5 hit points, and makes checks and saving throws with a +O modifier. If you plan to use this adventure in a continuing campaign, killing a helpless Chosen can later bring the characters into conflict with other agents of that Chosen's deity. The magic of the Doomvault resonates within all of the Chosen. A Chosen needs no glyph key to move through the gates in the dungeon, although that individual can't enable others to accompany it. TEMPLES OF ANGUISH The Chosen of deities who are associated with torment have been imprisoned in these chambers. 98. TEMPLE OF POISON The air in this white marble chamber hangs heavy with a dark mist that burns the eyes. To the north is a black gate. Creatures. A Red Wizard necromancer (see appendix B) works here, guarded by a helmed horror. They are immune to the Dark Mist, and the Red Wizard has the Venomous Touch trait (see below).

Dark Mist. The shrine exudes poisonou-- makes the area lightly obscured. Any crea u tarts its turn in the room must succeed on a DC 15 Constitution saving throw or become tunned il the start of its next turn. If the save succeeds. the c ea ure immune to this effect for a day and gain the following rait. Constructs and undead can't gain thi trai . Venomous Touch. When the creature hits with a ea ;)o a::ac . :nat attack also deals 5 (2d4) poison damage. Chosen ofZehir. The Chosen of Zehir is a male yuan-ti malison (type 3) named Oussa. Zehir is the serpentine god of poison, darkness, and murder. He is ·vorshiped primarily by yuan-ti. If Oussa is rescued and ·hen realizes that the characters aren't Zehir's faithful ·ent to help him, he uses his unholy power to instantly assume snake form and attacks the party. Glyph Key. The Red Wizard has a glyph key attuned o this zone. 99. TEMPLE OF SUFFERING Stripes of red mist appear in the air in this white marble chamber, as if someone is whipping the air and it is bleeding. Creatures. A Red Wizard enchanter and a Thayan apprentice work here, guarded by two dread warriors ee appendix B for all three stat blocks). The Red Wizard here is Mennek Ariz, the rebel wizard who helped assault the Bloodgate. He was captured during the assault and brainwashed. A character who ·ucceeds on a DC 15 Wisdom (Insight) check can discern that he isn't acting of his own volition. Only magic, ·uch as dispel magic or charm person, can break the effect. If he is freed of the brainwashing, Mennek can ~eveal two pieces of lore. Suffering Aura. Whenever a creature in this room deals damage to one or more creatures, it must make a DC 15 Wisdom saving throw. If the saving throw fails, ·he attacker takes radiant damage equal to one-quarter of the greatest amount of damage it dealt to a single target. If the save succeeds, the attacker instead regains a number of hit points equal to one-quarter of the greatest amount of damage it dealt to a single target. Chosen ofllmater. The Chosen of Ilmater is a lawful good male human named Kieren. Ilmater, also known as the Crying God, is the god of suffering, martyrdom, and perseverance. He offers succor and calming words o those who are in pain, oppressed, or in great need. Treasure. Mennek carries a wand of binding. Keys. Mennek has a glyph key attuned to this zone, as well as a skeleton key that unlocks all the doors in his zone. White Gates. Behind the doors to the south i a white gate that leads to the Temples of Turmoil. The eastern doors open onto a white gate that connect with the Temples of Oppression. MENNEK, RED W11ARD ENCHANTER 100. TEMPLE OF PAIN I A tangible feeling of unease and discomfort fills the air of I this scarred marble chamber. Creatures. A deathlock wight (see appendix B) keeps watch here. One wraith and four shadows circle around the shrine, streaks of crimson trailing from their spectral forms. Web of Pain. Whenever a non-undead creature in this area takes damage, it must make a DC 15 Constitution saving throw. On a failed save, the creature makes attack rolls, Strength and Dexterity saving throws, and ability checks with disadvantage until the end of its next turn. In addition, others make attack rolls against the creature with advantage until the end of its next turn. Chosen ofLoviatar. The Chosen of Loviatar is a lawful evil female half-elf named Irisoth. Loviatar, the Maiden of Pain, is the god of hurt and agony, and the patron of torturers. Loviatar teaches that the world is filled with pain and torment, and the best that one can do is to suffer those blows that can't be avoided, and then deal as much pain back to those who offend. CHAPTER 5 I DEAD IN THAY 157

TEMPLES OF OPPRESSION The dark of living night and deadly abominations fuels the shrines in the Temples of Oppression. 101. TEMPLE OF OOZE I The walls in this hexagonal hall of gleaming gray marble I shudder occasionally. To the northeast is a black gate. Creatures. A Red Wizard transmuter (see appendix B) works here, with a wight leading two sentient gray oozes and two sentient ochre jellies to guard her. Sentient oozes are the same as normal versions of such monsters, except that they have Intelligence 5, can understand basic communication in Common, and are no longer immune to being charmed. Myrra, the Red Wizard, is especially cruel and likely to toy with the characters even when she is losing. Ooze Walls. The first time a creature moves within 15 feet of any wall on a turn, that act provokes an opportunity attack as if made by a gray ooze with a reach of 15 feet. The attack roll is made with advantage. Chosen ofGhaunadaur. The Chosen of Ghaunadaur is a sickly and chaotic evil male drow named Therzt. Ghaunadaur is a strange god worshiped primarily by male drow that seek power outside the confines of a society dominated by females. Ghaunadaur is a malignant and unknowable deity that desires living sacrifice and destruction due to monstrous causes, particularly oozes. If he is freed, Therzt babbles about the weakness he demonstrated in being captured and declares that he must die. As an action, Therzt casts Me/f's acid arrow on himself while screaming his devotion to Ghaunadaur. The acid consumes him utterly as unholy energy pulses out to touch the walls, producing two gray oozes at the center point of each wall. The oozes treat all creatures remaining here as prey. Keys. The Red Wizard has a glyph key attuned to this zone, as well as a skeleton key that unlocks all the doors in this zone. White Gate. Beyond the doors to the west is a white gate that leads to the Temples of Anguish. 102. TEMPLE OF SHADOWS Light. This area has no light sources. Bright light from a source other than a spell of 3rd level or higher becomes dim light if it is produced in or carried into this chamber. I The shrine of binding takes up a large portion of this I black marble chamber. Creatures. Six shadows lurk here. Poisoned Shadows. Whenever a non-undead creature in this area takes damage, it must make a DC 15 Wisdom saving throw. On a failed save, the creature takes 5 (2d4) poison damage, and it is blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. CHAPTER 5 I DEAD TN THAY Chosen oflbrandul. The Chosen of Ibrandul is a chao ic evil female drow named Ashdra. Ibrandul is a god of darkness and underground places once primarily worshiped by humans in southern lands such as Calimshan. He was worshiped as a comforter and protector of those who travel and work in darkness. White Gate. The doors to the south open onto a corridor that runs southwest and joins with two other passages. At the junction is a white gate that connects with the Temples of Turmoil and with the Temples of Nature. TEMPLES OF TURMOIL The magic of Szass Tam turns different facets of chaos to absolute evil in these great halls. 103. TEMPLE OF FORTUNE l A pattern of shadow swirls around a shrine of binding l and plays out across the white-and-gold marble floor of this hall. To the west is a black gate. Creatures. A Red Wizard necromancer (see appendix B) works here, guarded by a flesh golem. Shalok, the Red Wizard, is a coward. If the fight goes badly for him, he surrenders. He offers his skeleton key and one piece of lore if he's allowed to flee to the gatehouse. Curse of Fortune. High and low d20 results matter more in this area: A creature that rolls a natural 1 on an attack roll takes the damage from its attack. , A creature that scores a critical hit can roll the extra damage die twice instead of just once. , A creature that rolls a 1 on a saving throw suffers the worst possible effect, such as maximum damage from a spell. If a creature rolls a 20 on a saving throw, the creator of the effect that caused the saving throw suffers the effect instead. , If a creature rolls a 1 on an ability check, it suffers the worst possible outcome of the attempted action. , If a creature rolls a 20 on an ability check, it accomplishes a particularly spectacular and favorable outcome. Chosen ofTymora. The Chosen of Tymora is a chaotic good male halfling named Curran Corvalin. Tymora is the goddess of good fortune, skill, and victory. She is the patron of all who take risks. Although considered to be a good deity who favors those who take bold action, she is also seen as somewhat capricious. Curran was captured by the Red Wizards a few weeks ago. He never considered himself to be a Chosen of Tymora, since he never had any special powers. He alway just assumed he had unnaturally good luck. Curran is eager to return home, but he is too weak to help the party. If taken to the gatehouse, he awaits the party's triumph there. Keys. Shalok has a glyph key attuned to this zone, as well as a skeleton key that unlocks all the doors in this zone.

104. TEMPLE OF SAVAGERY • • This chamber of red marble rings with the a g sc:rea s of humanoids. The sounds arouse fee li ngs o~ o e ce. Creatures. A Red Wizard evoker (see appendi.,;: B) • as command over two dread warriors (see appendi.,;: B) here. A shadow lurks at each pillar on the shrine of binding, for a total of four. Curse ofBJoodlust. If combat occurs in this a rea. a. creature takes 5 (2d4) psychic damage at the end of each of its turns when it doesn't deal damage to another creature. Curse of Betrayal. Any creature that ends its turn in mis area must make a DC 15 Charisma saving throw. • · the saving throw fails, the creature treats all other reatures as enemies for the purpose of opportunity attacks and makes any opportunity attack available to . with advantage on the attack roll, until the end of the creature's next turn. It can use no other reactions during dlis time. Chosen ofBhaal. This shrine contains a Chosen of Bhaal named Torlin Silvershield, who was formerly a duke of Baldur's Gate. He has become a wight. The ·reature hisses an oath to Bhaal and attacks characters ·ho free it. Bhaal is the Lord of Murder and a patron of assassins. White Gate. The doors on the eastern wall open onto a corridor that joins with two other passages. At the _u nction is a white gate that connects with the Temples of Oppression and with the Temples of Nature. TEMPLES OF NATURE :-he power of nature is stripped down to its most de- ·tructive core in this zone. 05. TEMPLE OF PLAGUE A glowing green mist drifts around a shrine of binding ,n this white marble chamber. To the southwest is a black gate. Creatures. A Red Wizard necromancer (see appendix B) and a deathlock wight (see appendix B) work · ere, guarded by a dread warrior (see appendix B) and our zombies. Thutai, the Red Wizard, is the overseer of :.his sector. He cares little for his underlings, including dlem in area effects if it means harming more charac- ·ers. If the fight goes badly, he uses the black gate to flee. Curse of Death. Characters have disadva ntage on death saving throws while in this area. Plague Mist. The shrine exudes poisonous mist that makes the area lightly obscured. Each creature that starts its turn in the room must make a DC 13 Constitu- ·ion saving throw. On a failed save, the creature takes 5 2d4) poison damage and spends its turn incapacitated and retching. If a creature accumulates three failed ·aves against this mist, its hit point maximum i lowered by the amount of poison damage it ha taken from the mist. A creature that makes three successful saving throws against the mist becomes immune to its effects for 4 hours. Chosen ofYurtrus. The Chosen of Yurtrus is a neutral evil male ore named Bandagh. Yurtrus is the ore deity of disease, decay, rot, and death. Ores fear Yurtrus, and his priests have protected status in the tribe even though they are often weak or infirm in some way. Bandagh is pockmarked from years of disease, and is in no condition to pick a fight if he is freed. Treasure. Thutai wears bracers of defense and has spell scrolls of remove curse and speak with dead. Keys. Thutai has a glyph key attuned to every zone in this sector, as well as a skeleton key that unlocks all the doors in this zone. White Gate. The doors on the western wall open onto a corridor that joins with two other passages. At the junction is a white gate that connects with the Temples of Oppression and with the Temples of Turmoil. 106. TEMPLE OF THE FOREST Gnarled vines thrust from the rough floor of this green cavern, and roots dangle from the ceiling. The vines move as if in a breeze, though you feel no such thing. Creatures. A wraith and three will-o'-wisps guard this chamber. The wisps start out invisible. Clutching Vines. While on the ground, a creature that moves more than half its speed or misses with a melee attack causes the branches within 5 feet to elongate and grasp. Each creature on the ground in the area must succeed on a DC 13 Strength saving throw or become restrained in the vines. The area becomes difficult terrain. A restrained creature can take an action to make a DC 13 Strength check, freeing itself on a success. Chosen ofRillifane Rallathil. A neutral good female wood elf druid named Eira is the Chosen of Rillifane Rallathil, the elven god of the woodlands and of the harmony of nature. He is seen as a calm and steady deity, quite unlike his more mercurial fellow elven deities. As part of the experiments in this sector, Eira has been infused with the essence of a Chosen of Talona who was sacrificed. The binding process has left Eira at half her hit points but otherwise in good shape. She begs to accompany the characters in the fight against the Red Wizards. If Eira joins the party, when she enters combat, the Talona side surfaces and contests for control. She argues out loud with herself, and half the time she acts evilly and without concern for her saviors. While talking to herself, she reveals what happened to her as well as one piece of lore. If Eira drops to O hit points, she disintegrates, her body turning to ash. 107. TEMPLE OF WINTER I A blast of freezing air comes through the open doors to this chamber, where the walls are covered with ice. I CHAPTER '5 I DEAD IN THAY 159

160 Creatures. A Red Wizard evoker (see appendix B) and a Thayan apprentice (see appendix B) work here, with three trained yetis as bodyguards. Aduna, the Red Wizard, and her apprentice prefer to stand near the braziers. Braziers. The magic stone braziers are built into the room and can't be moved. A creature that touches a brazier for the first time on a turn takes 3 (ld6) fire damage. Chill Metal Aura. A creature within 10 feet of a brazier ignores this effect. Any other creature wielding a metal weapon or wearing metal armor must succeed on a DC 13 Constitution saving throw at the start of each of its turns or take 5 (2d4) cold damage. If the saving throw fails by 5 or more, the creature has disadvantage on Strength- and Dexterity-based attack rolls, ability checks, and saving throws until the start of its next turn. Chosen of Auril. The Chosen of Auril is a chaotic evil female human named Hedrun Arnsfirth. Auril is a callous and cold-hearted bringer of winter. Most humans propitiate Auril with offerings or prayers when the first frosts come and curse her name during blizzards. Hedrun is now a deathlock wight (see appendix B). If freed, she screams an oath to Auril and attacks the characters. Treasure. Aduna wears a robe of summer (see appendix A). Keys. Aduna has a glyph key attuned to this zone, as well as a skeleton key that unlocks all the doors in this zone. THE PHYLACTERYVAULT Once the characters disrupt six black gates throughout the dungeon, they can use the gates in the Temples of Extraction to travel to the Phylactery Vault. Before they make that journey, Syranna uses sending to call the characters back to the gatehouse and brief them on their final task. Syranna interacts with the party as follows: Syranna's image appears before you and speaks. "Hello again," she says. "I confess that I'm surprised at how well you have persevered. Your actions have significantly disrupted activity in the Doomvault. But the task is not yet complete. "You have a chance to deal a heavy blow to Szass Tam and the liches ofThay. The black gates have been disrupted, allowing entry into a chamber deep beneath the Doomvault. Accessible only by magic, this room is called the Phylactery Vault because it houses the phylacteries of many of Szass Tam's high-ranking lich servants. "You must enter the vault, defeat its guardians, and disrupt the magic there. You can enter through any black gate in the Temples of Extraction when you are ready." The characters can ask questions, but at best Syranna knows only a little more than they do. (You can use this opportunity to give out information you want the players to know before proceeding.) CHAPTER 5 I DEAD IN THAY E.l TERING THE VAULT The Phylactery Vault is a tetrahedral space- like standing inside a hollow pyramid- and the characters are inside that space when they arrive. Each face of the vault has its own gravity. In effect, every surface is a floor. See the "Gravity" section for more details. ~faps 5.12 and 5.13 depict the inside of the Phylactery \'ault and indicate how those floors connect with the other surfaces. The characters arrive on floor 1. Begin by describing the area: The vast, four-sided pyramidal space has a floor of rough-hewn white marble set with low circular pedestals of the same material. At the three corners of the floor stand sepulchers of white marble, each a three-sided pyramid that mirrors the shape of the vault. Engraved into each sepulcher's double doors is a four-armed gargoyle, poised to attack. A pooi of dark liquid churns in the center of the floor. Each other surface of the vault is nearly identical. Rubble of black rock scattered near the wall and the pool on each side stay in place. It seems apparent that each side has its own gravity. Make sure the players understand the relative gravity of each floor. Adjacent Floors. The directions that lead to other floors in the vault are indicated on the map for floors 1 and 2. If the characters are on floor 3, they can reach floor 1 by traveling north, floor 4 by going southwest, and floor 1 by traveling southeast. If the characters are on floor 4, they can reach floor 3 by traveling south, floor 1 by going northwest, and floor 2 by traveling northeast. GENERAL FEATURES Each floor inside the Phylactery Vault has the following features. Dark Pools. A dark pool is 1 foot deep and difficult terrain. Any creature that starts its turn in a dark pool takes 9 (2d8) necrotic damage. A creature in a dark pool can't regain hit points. Pedestals. The 3-foot-high pedestals store radiant energy, which is released in the presence of undead intruders. If an undead creature other than Kazit Gui end its turn within 5 feet of a pedestal, the creature must succeed on a DC 13 Charisma saving throw or take 11 (2d10) radiant damage. Rubble Piles. Along the edge of each floor, a pile of loose chunks of black marble rises to a height of 3 feet as it crosses to the adjacent floor. This rubble is difficult terrain. Sepulchers. The double doors to these tetrahedral pyramids are locked (requiring a successful DC 17 Dexterity check to pick the lock or a successful DC 20 Strength check to burst it). If either of the two doors on a sepulcher is opened, each door on that sepulcher

:Qhylacra-y Vaulr '•P 5.12: THE PHYLACTERY VAULT CHAPTER 5 I DEAD IN THAY 16r

MAP 5 .13 : THE PHYLACTERY VAULT r6~ CHAPTER 5 I DEAD IN THAY

transforms into a four-armed gargoyle a: a goyle with 63 hit points and one extra cla a ac or a total of three attacks, with Multiattack) and a·· Within each sepulcher is a set of phylae e ·e- "Phylacteries" section. GRAVITY Each floor in the vault's tetrahedral space ha it own gravity. This phenomenon also has the following effect Flying. A creature flying from one floor to land on another must succeed on a DC 10 Dexterity (Acrobatics) check or fall prone upon landing. Ranged Attacks. Due to the weird gravity. creatures have disadvantage on ranged attack rolls made against targets on a different floor. Moving between Floors. The edges of the tetrahedron are lined with piles of rubble. Crossing to the rubble pile onto an adjacent floor requires a successful DC 13 Strength (Athletics) or Dexterity (Acrobatics) check. On a failed check, the creature falls prone in that rubble pile. PHYLACTERIES Within each sepulcher is a scene like the following: • The sepulcher walls hum with arcane power. On stone shelves are leather cases, amulets, daggers, scroll tubes, unholy symbols, and other ornate objects. These are the phylacteries of Szass Tam's lich servants . The phylacteries can't be harmed while they are protected by the magic of the sepulcher. However, a successful DC 10 Intelligence (Arcana) check made while examining a sepulcher reveals that disrupting the flow of eldritch energy within a sepulcher will disable the structure. Disrupting the energy flow requires intense concentration. It takes three successful DC 15 Intelligence Arcana or Religion) checks performed by a character who is proficient in that skill and is touching the target epulcher. On each failed check, the character takes force damage equal to the amount by which the check fa iled. After making one check, a character realizes that every glyph key he or she holds will grant a +l bonus to the check. When the group disables its first sepulcher, read: Fountains of shadowy energy burst from the dark pools to form an inky vortex in the open air at the vault's center. A gleaming black humanoid skull flies out of the vortex. It has a ruby in each of its eye sockets and eight oversized glowing diamonds in place of teeth. KAZIT GuL Kazit Gui, a demilich, has entered the vault and immediately attacks the characters. If the demilich is destroyed, read: j The skull turns to black ash that floats away, and the 1 eight gems embedded in it fall to the ground. The gems that contain souls gleam with inner light. If such a gem is crushed, the soul is released. The soul departs for the afterlife unless its body is intact and within 10 feet of the crushed gem. ENDGAME In order to destroy the Phylactery Vault, first Kazit Gui must be destroyed, and then three sepulchers must be disabled. When those conditions are met, the magic coursing through the Phylactery Vault unravels: The white pedestals crumble to rubble and the dark pools dissipate, leaving behind black ash. The vortex overhead collapses, spilling black ash and diamonds onto the floor. Your glyph keys pulse with blue light and subtle vibrations. The black gates begin to pulse in time with the keys. A character can make a DC 13 Intelligence (Arcana) check to assess the failing magic and confirm that the Phylactery Vault is collapsing. l If all eight of the demilich's gems have been destroyed when the Phylactery Vault begins to collapse, then Kazit Gui is permanently slain. The characters can hear a distant wail and sense Gui's passing. At this juncture, the characters' glyph keys allow them to use any black gates to escape this quickly collapsing extradimensional space, but the only place they can go is the gatehouse. AFTERMATH With the Phylactery Vault destroyed, Syranna is true to her word and uses teleport to send the characters (as well as any NPCs they saved from the Doomvault) to a location of their choice. She invites any characters who proved useful, particularly those with arcane talents, to remain in Thay under her leadership. She promises them power and influence if they throw in support for her. Any fallen characters who were raised as soul-bound undead can't leave the Doomvault without dying permanently. Syranna assures such characters who choose to stay that she will see that they are restored to life, once she gains sufficient power to do so. lt CHAPTER 5 DEAD IN THAY

AGAI ST THE GIANTS IANTS HAVE BEEN RAIDING Cl\ ILIZED lands in bands, with giants of different sorts in these marauding group . Death and destruction have been laid hem·ily upon every place these monster have visited. This has caused great anger in high places, for life and property loss means failure of the vows of noble rulers to protect the life and goods of each and every subject-and possible lean times for the rulers as well as the ruled. Therefore, a party of the bravest and most powerful adventurers has been assembled and given the charge to punish the miscreant giants. Characters whose homes lay in the devastated land probably need little more motivation to face their oppressors. The first stage of the characters' mission is an infiltration and assault of the Steading of the Hill Giant Chief. From there, if they succeed, the adventurers can advance to test their mettle against the even more formidable giants of frost and fire, but that is of no concern right now-the steading awaits, and its perils are plentiful. RUNNING THE ADVENTURES This is a series of three linked adventures. It is designed for a group of four or five player characters of 11th level. If the characters persevere, they are likely to advance in level at the end of each section of the story. Only strong and experienced characters should adventure into these giants' areas if the party consists of no more than four characters. The characters should have magic items to help them overcome the challenges they face. For a small party, the most important qualities are experience and caution. A group of four well-played characters can expect a reasonable chance of survival if they use their knowledge and cunning to best advantage. These adventures were designed for strategic play, so some areas of the giant settlements are very dangerous even for characters of the recommended level. Further, adventurers who call too much attention to themselves are likely to be doomed. It takes only one or two extra giants in an encounter to turn a manageable situation into a very deadly one. Therefore, be free with information the players need to make informed decisions. For example, any seasoned adventurer can see that the giants in the great hall of the steading represent an overwhelming challenge. So, the question becomes how to accomplish punishing the giants and discovering what is influencing them without having to face so many at once. The adventure contains some possible answers. Keep track of the fate of important giant and their allies or captives. Escaping adversaries will generally flee to the next higher-ranking stronghold from the steading to the rift and from the rift to nu,re·s hall): freed captives may join forces with their rescuers (this is a good way to introduce replacement player characters). This assumes survival of the individuals, of course, as well as opportunity for them to act. Some provision for the movement of surviving giants is given in the latter scenarios, but you will have to modify these according to the outcome of previous adventuring by your group. CUSTOMIZING THE GIANTS If you want to add some variability to the encounters in these adventures, a good way to do this is by modifying the armor and weapons the giants use. In particular, the servants and the young that are found among the giants might not be outfitted with the gear described in the statistics used for them. Servants could use improvised weapons, such as giant-sized tools and utensils they have available. If you decide to change any giant's melee weapon to some other giant-sized weapon, adjust its damage accordingly: Huge giants deal three times normal weapon damage, and Large giants, such as ogres, deal twice normal weapon damage. When a giant uses the statistics of an ogre, that creature might use throwing rocks for ranged attacks (assuming any are on hand) rather than the ogre's standard weaponry. If projectiles are available, throwing rocks is always a giant's best (and preferred) ranged attack. GIANTS ' BAGS Many opportunities arise throughout these adventures for the characters to search miscellaneous bags and PLACING THE ADVENTURES The preferred habitats of hill giants, frost giants, and fire giants exist in virtually every D&D setting, so it's not too difficult to find locations for the strongholds and the events in Against the Giants. Dragonlance. On Krynn, the alliance of giants could center on the Kharolis Mountains, bringing Abanasinia, Qualinesti, Thorbardin, Kharolis, and Tarsis into the conflict. The ultimate villains in the Dragon lance setting would have to be dark exiles of an even more unexpected sort than those described in this adventure. Eberron. The giant conspiracy could have its roots in faraway Xen'drik, with an outpost in Breland serving as the hill giant steading. Or the giants could be from Droaam, perhaps acting against the wishes of the Daughters of Sora Kell due to another sinister influence. Forgotten Realms. In Faerun, the giants could be raiding the Sword Coast after emerging from the Sword Mountains or the Sunset Mountains or the Spine of the World. They might be preparing to move on Damara from out of the Galena Mountains, or to descend upon the Dalelands and Cormyr from the Stormhorns or the Thunder Peaks. Greyhawk. The giants might threaten Geoff, Sterich, or other nearby realms from out of the Crystalmists, the Jotens, or even the infamous Barrier Peaks. CHAPTER 6 I ACrAINST THE GIANTS

166 chests that belong to giants. The contents of these containers can be determined randomly by using the following table. Roll 3d4 to determine the number of different items among the contents, then roll dlOO for each item and refer to the table to determine its nature. Either apply the result of the roll or use it as inspiration for something along the same lines. GIANT'S BAG CONTENTS dlOO 01-03 04-17 18-19 20-21 22-23 24-25 26-30 31-32 Item in Bag Old axe blade for use as hand chopper ld4 small boulders Battered tin or pewter bowl and spoon Various and sundry bent brass items 1 d6 large iron caltrops Hard cheese, slightly moldy and stinky Shabby wool or hide cloak Bone comb and hairpins 33-40 Iron cooking pot 41-43 Drinking horn 44-47 Skinning knife 48-53 Various soiled and patched linens 54-60 Haunch of meat 61 - 64 Coins, copper (100 to 400 pieces) 65-67 Coins, silver (20 to 80 pieces) 68- 69 Coins, gold (10 to 40 pieces) 70-76 Fur pelt, worthless and mangy 77-83 Coil of very strong rope (10 feet to 120 feet) 84-85 Salt (small bag or box) 86- 90 Old sandals 91-98 Wineskin or water skin (full) 99-00 ld8 animal teeth or tusks (no ivory value) STEADING OF THE HILL GIANT CHIEF To send them off with every possible advantage, patrons outfit the characters with all standard items needed for both wilderness and dungeon exploration; and each member of the party has likewise been given the finest horse available. Guides are available to help, and the ABOUT THE ORIGINAL party has a splendid map showing the exact location of i:he great timber fortress of the chief of the hill giants. This chief, one Nosnra, is a grossly fat and thoroughly de picable creature, sly and vicious, loving ambush and back-stabbing. Furthermore, the party has been cautioned to expect a secret force, some motivational power behind this unusual banding of different races of giants. Finally, the party has been instructed to keep any and all loot they chance upon, this being their reward for the perils they are to face. They are to follow any clues that point toward the sinister hand suspected of guiding the uprising, but are to return at once if they determine exactly the reason or force behind the unholy alliance. Some relic of great evil might be at hand. RUNNING THE ADVENTURE There is considerable information contained herein with respect to what the players see as they explore the steading, and what the inhabitants do if they become aware of the intruders. This does not mean that you, as Dungeon Master, must surrender your creativity and become a mere script reader. You will have to make up certain details for areas and items that characters thoroughly examine and explore. There will inevitably be player actions which the script has not anticipated, and you will have to judge their results. Finally, you can amend and alter monsters and treasures as you see fit, with an eye towards your home campaign and your particular players. If time permits, the giants organize traps, ambushes, and last-ditch defenses against continuing forays into their stronghold. ADVENTURE START It is assumed that the party has safely arrived at a spot near the giants' stronghold- a small cave, well hidden, where they can hide mounts and equipment. They come to the place of the giants just at dusk. No windows are visible, nor can giants or any other creatures be seen about the place, although occasional bursts of shouting and laughter can be heard faintly from within. The characters have been warned to expect guards at the great doors to the steading, but none are visible. (If the party returns to the stronghold after an initial foray, there will Against the Giants, by Gary Gygax, was originally produced in 1981 as a compilation of three adventures written in the earliest days of the game. Those adventures were created and originally released in 1978, during the time when Gary Gygax was still writing the Player's Handbook for the original AD&D game. Despite being (in a sense) older than the game itself, these adventures continue to hold a special place in the hearts and memories of D&D players of all ages . • CHAPTER 6 I AGAINST THE GIANTS

be guards present on the second and suo_,,.-1 ecn1e1n The time has come to see what is afoo . If the party decides to retire between fora_-:_ a;,,ain.5 the steading, they can retreat to the rela ive - e _ of the hidden cave base camp to rest and regain spel __ provided they take moderate precaution no- o lem-e a plain trail or be followed to this sanctuary. Failure to take such basic precautions may lead to disa er! The characters are assumed to have brought ufficiem upplies for several weeks' stay with them. .) UPPER WORKS: GENERAL FEATURES :vlap 6.1 shows the layout of the huge timber stronghold of the local clan of hill giants. All outer walls are of logs at least 3 feet in diameter. Inner walls dividing rooms are about 2 feet thick. All inside floors are of stone. The steading is in a nasty, damp area, where hard rain is a daily occurrence and wet fog a nightly event. As a result, all wood in the place is very damp and difficult to set aflame. Ceilings. Ceiling height varies from about 16 feet at the edges to 32 feet at the center, the roof being held up by great, smoke-blackened rafters. The open yard (area 22) has no roof. Doors. Doors are great iron-bound log affairs 1 foot in thickness, each about 7 feet wide and 16 to 18 feet high. A Medium or smaller creature must succeed on a DC 10 Strength (Athletics) check to open any of the doors on the upper level due to their great size and weight. Doors stay open if left that way. Illumination. Fireplaces are indicated on the map, but the locations of other light sources such as cressets and braziers are not. Secret Doors. Secret doors in the upper level of the stronghold are relatively easy to find due to the crude construction of the place. It requires a successful DC 12 Wisdom (Perception) check to find such a door. RANDOM ENCOUNTERS On the upper level of the stronghold, the chance of a random encounter occurs on an hourly basis. At the end of each hour, roll a d6. On a roll of 1, which indicates a random encounter, consult the section below that corresponds to the characters' current location. Entryway and Long Corridor. If the characters are in area 1 or in the corridor that leads to area 11, choose from the following possibilities: Two hot-headed hill giants heading for the weapons room (area 13) from the great hall (area 11), intending to fight an impromptu duel The cloud giant from the great hall (area 11) heading for the front gate (area 1) The stone giant from the great hall (area 11) heading for the front gate (area 1) Eastern Section. If the characters are in areas 2 through 10, choose from the following possibilities: Grutha, the chief's wife, coming from the great hall (area 11) to get her pet cave bear from her room (see area 7) A hill giant with four dire wolves from the open yard (area 22) going to the barracks (area 4) Chief Nosnra (see area 11) and two ogres going to get some trophies from the chief's hall (area 6) to show off in the great hall ld4 + 1 young hill giants (use the ore statistics) from the dormitory (area 3) heading through the open yard (area 22) to raid the pantry (area 18A) Western Section. If the characters are in areas 12 through 21 , choose from the following possibilities: • 2d6 ore slaves (commoners) rushing to get shields (from area 12 or 13) to use as platters Two hill giants from the great hall (area 11) going to sleep off a drunk (in area 15 or 16) Three ogres from the great hall (area 11) going to get one of the guards from the entryway (area 1) • A hill giant from the great hall (area 11) taking a stroll to clear his head Yard and Barracks Rooms. If the characters are in areas 22 through 25, they might encounter a hill giant from the great hall (area 11) heading for bed. LOCATIONS ON THE UPPER LEVEL The following locations are identified on map 6.1. 1. FRONT GATE AND FOYER Most of the floor in the entryway is bare, but various items of giant outerwear (capes, cloaks, and the like) and bags hang from the many pegs along the walls. Use the Giant's Bag Contents table to randomly determine what's inside any bag or sack the characters happen to open. Any noise the characters make could awaken the sleeping guards in the area. Guards at the Gate. Two snoring hill giants, supposedly guarding the entrance, lie curled up blissfully asleep just inside the front gate, a nearly empty keg of ale between them. If these guards are attacked and not killed in a single round, they alert the third guard (posted in the watch tower at area lB). lB. TOWER GUARD Steps in the western end of the foyer lead up to the watch tower, where a hill giant guard is dozing, an empty flagon smelling of mead still in his hand. An iron hoop and a straight bar hang on ropes from a rafter above; striking them together will alert everyone in the upper level. Treasure. The guard wears a belt with a gem-set gold buckle (worth 400 gp). 2. SUBCHIEF'S ROOM This place contains a scattering of furnishings: hides on the floors, a bear skin on the wall, a chair, a stool, a huge chest, and a vast bed mounted with furs. Under the furs on the bed is a sleeping hill giant. It requires successful DC 8 Dexterity (Stealth) checks for characters to enter this room without waking her, as well as when the characters do anything else that might make enough noise to rouse her. Any loud noise wakes her immediately. Treasure. On a shelf 9 feet above the floor are a beaten silver comb set with four gems (worth 100 gp), a copper mirror (20 gp), and a large gold hairpin set with CHAPTER 6 AC,AJ. sr TH£ GIANTS

MAP G.1 : 111LL GIANT STRONGMOLD, UPPER LEVEL 168 CHAPTER 6 I AGAINST THE GIANTS

a pearl (total value 200 gp). The che r co 320 sp, and 400 gp. 3. DORMITORY cp. Here twelve young hill giants (use rhe ore s a 5 cs are rollicking; beefy smacks, and shout . laugh e~ ca ea ily be heard through the corridor outside. All thes _·oungsters have weapons and will readily arrack any in ruders they spot. Noise coming from here, even shrieks and swords clashing, will be regarded by orher a the ·-·ds simply having fun. 4.BARRACKS Two soundly sleeping, loudly snoring hill giants occupy two of the ten beds in the barracks. Typical giant clothing hangs from the walls, and a couple of torches smolder in wall-mounted cressets. A wooden chest stands near the western wall. Treasure. A small pouch in the chest contains 40 pp. 5. MAIDS' CHAMBER Three hill giant servants (use the ogre statistics) are in this room, along with the usual furnishings. Only the nasty old matron, a normal hill giant, is inclined to fight, but she dominates the others and orders them to attack if necessary. If the matron is slain, the three others cease hostilities and cooperate with the characters by describing Chief Nosnra's sanctum (areas 8, 9, and 10) and telling how to get there safely-if they are allowed to have the matron's hoard. Treasure. The matron's valuables are stashed in a locked iron chest under the matron's bed. The matron carries the key to the chest; it can also be unlocked by a character who succeeds on a DC 15 Dexterity check using thieves' tools. The chest holds 800 gp, three platinum bracelets (worth 1,000 gp each), and four potions: healing, superior healing, poison, and mind control (hill giant) (see appendix A). The maids can be persuaded to part with the potions. 6. HALL OF THE CHIEF umerous interesting things fill this place, which is dominated by an enormous fireplace. The mantel of the fireplace holds a few items, including a shiny brass jar and a humanoid skull. The room has two tables, several chairs, and two stools, as well as rugs, hides, and skins on the floors and walls. The tables have pottery flagons and platters on them; pots and kegs are all about the place. The walls display various trophies: heads of humanoids and other creatures, skulls, skins, and some arms and armor. Directly across from the fireplace, eight shields are mounted on the wall. Treasure. One of the shields on the wall is a +l shield. The brass jar on the mantel of the fireplace might catch the characters' eye, but it has no value. The skull on the mantel is also valueless, but inside it is a large gem worth 500 gp-one of the kids was playing with this bauble and stuck it inside the skull, where it has lain forgotten ever since. 7. CHAMBER OF THE CHIEF'S WIFE Grutha, the chief's wife, is at feast in the great hall (area 11), while her pet cave bear (use the cave bear variant with the polar bear statistics) stays in her room. The creature acts as a guard and immediately attacks any intruder, for it can smell the person at the door. The bear makes no noise until it attacks. The room has a bed, a small table, a chair, a stool, two chests, and a coffer, plus rugs, hides, and the like. The chests contain only clothing, since she is wearing her jewelry at the banquet. Treasure. Hidden in the bed's straw mattress is a leather pouch with twenty-nine gems in it: one worth 1,000 gp, three 500 gp each, four 250 gp each, eight 50 gp each, and thirteen of 10 gp value. 8. CHIEF'S CHAMBER The room where the chief sleeps is hung with rugs and skins, and there are hides on the floor. It holds a bed, two chairs, a small table with a tun of cheap wine on it, a chest for clothing, and other clothing hanging on pegs. A thick chain (for the chief's cave bear) is set into one wall. An old shield and some of the chief's well-used weapons lie on the floor near one of the corners. 9. ARMS ROOM The chief's best personal armor, shields, and weapons are stored in a chamber that can be accessed only by going through the dining room (area 10). There are also four huge fur capes among the dozen or so items in the place. Treasure. Ajavelin of lightning is wrapped in an old rag, which is stuffed under a cloak thrown into a far corner and shielded from sight by three spears and a club leaned against the wall in front of it. One of the capes, made of a giant otter pelt, is worth 400 gp. 10. SMALL DINING ROOM The room beyond the double doors is used for meals and also the council meetings of the chief. It contains a long table, a great chair, a lesser chair, and six stools. A rough map of the area drawn on a large animal skin, showing past and planned raids, hangs on the wall opposite the fireplace. Several shelves, a smaller table and chair, and some miscellaneous items (a mug, some paper scraps, an old knife, a rock paperweight) round out the furnishings. There are hides on the walls and the floor. Hidden Door. Near the southwest corner is a door concealed behind a manticore hide hung on the wall. Someone looking around the room can notice the shape of the door behind the hide with a successful DC 20 Wisdom (Perception) check. Someone who handles or looks behind the manticore skin finds the door without needing to make a check. lOA. SECRET STAIRS Several scroll tubes are concealed in this room under a stack of logs in the alcove to the northwest. Someone who glances at the logs notices the bone tubes with a successful DC 15 Wisdom (Perception) check, and any search of the pile reveals them. CHAPTER 6 AGAINST THE GIANTS 169

One tube, sealed and marked with a triangle surrounding a Y, holds instructions on the next raid, written in Giant and signed Eclavdra. Also inside is a map of the floor plan of this level of the steading. All the other tubes are empty. The steps lead to the secret area of the steading's dungeon level (areas 29 through 33). 11. GREAT HALL The long corridor that leads north from area 1 is dim, shadowy, and generally deserted and ignored, for all of the feasting and fun lies beyond, in the great hall itself. A few torches burn smokily high up along either wall. The vast room at the end of the corridor contains trestle tables, benches, stools, and the like. Here and there stand barrels and kegs of ale, beer, and mead. All of the tables are crowded with various sorts of meat, cheese, bread, and drinking containers. Singing, talking, laughing, shouting, arguing, wrestling, joking, and the like are going on, so the place is a veritable din of noise. To the north of the central firepit (where a whole ox, two sheep, and four pigs roast on huge spits) is a higher table reserved for the chief, his wife, and their guests. Creatures. The following creatures are in the hall: Chief Nosnra fights as a frost giant with no immunities. He has AC 17 from splint armor. The chief is seated at the head table. CHAPTER 6 I AGAINST THE Cl ANTS • Nosnra's wife, Grutha, is a hill giant. She sits beside the chief. The chief's cave bear (use the cave bear variant with the polar bear statistics) is licking up spills under the head table at Nosnra's feet. • The subchief, also seated at the head table, is a hill giant that fights as a stone giant, without Stone Camouflage. His AC is from splint armor. , A cloud giant ambassador stands near the firepit. A stone giant visitor is seated at the head table. Seven hill giants, including the sergeant from area 25 (who has AC 16 from chain mail and 115 hit points), six hill giant servants (use the ogre statistics), and eight ogres are scattered around the room. There are no throwing rocks here, aside from the few that some of the giants, especially the stone giant, might carry. On the wall directly behind the chief is a small ballista, which he uses as a heavy crossbow (2d10 piercing damage). It fires spears instead of bolts, and six of those projectiles are ready to hand. Treasure. Each giant wears one to four pieces of jewelry worth 250 gp each. Ogres each wear one or two pieces worth 100 gp each. The subchief, decked out for the occasion, has four pieces. Nosnra and Grutha also wear four pieces of jewelry each, worth 1,000 gp per item. The bear has a jewel-studded collar with six rubies. worth a total of 250 gp. The largest ogre has a key to the chest in area 21.

12. ARSENAL ROOM Thirty helmets, twenty-six shields. rwen _ - ;-o spears. nine clubs, and three great axes are rored i a:-senal, scattered around the place. All are gian -size 13. WEAPONS ROOM Spears, shields, clubs, and axes are abunda n ere-no fewer than a dozen of each, all sized for giant . There are four great swords (two-handed with respect ro human-sized creatures), two huge iron mace rrength 17 required to lift), and a sheaf of 6-foot-long spears that the giants use for javelins. All the shields are leaning against the walls. Treasure. Behind the seventh shield that the characters check is a +1 warhammer. Another hammer is out of sight in a corner and only seen on close inspection of the room. Under the scrutiny of a detect magic spell, it radiates an aura of illusion magic due to a magic mouth spell placed on it. If picked up by a dwarf it barks out, ·'Here's a kiss for you, runt!" 14. MAIN GUEST CHAMBER The cloud giant ambassador and the stone giant visitor (currently in the great hall, area 11) are lodged here. In all, the room holds seven beds and various small furnishings including chairs, nightstands, and chests. One torch burns at the west end of the room in a sconce; on the opposite wall is a sconce holding a large, unlit torch. Various skins and hides cover the floors. Several others hang on the walls alongside giant garments on pegs. All are worthless, as are the contents of all the chests and the bags tucked under four of the beds. Still, a valuable reward waits for those who can find it. Treasure. The unlit torch is an illusion, and making physical contact with it reveals it as such. Someone who examines the image without touching it can determine that it is an illusion by making a successful DC 15 Intelligence (Investigation) check. The sconce is actually the sheath for a weapon that belongs to the cloud giant: a sentient greatsword named Waythe (see appendix A). 15. COMMON ROOM The place contains several cots, boxes, and stools, a table, two benches, and various odds and ends. 16. COMMON ROOM This place is almost identical to the matching room across the hall (area 15), with the addition of a few cloaks plus some hides on the floors and walls. Treasure. A small chest on a stool in the northeast corner contains some dwarf and elf ears, and one of them has an earring still attached with a gem in it (worth 50 gp). 17. KITCHEN This is a typical giant kitchen with counters along the walls, several tables, benches, a stool or two. and various items for cooking and baking (pots. kettles. bowls, knives, forks, spoons, ladles, spits, and so forth). Twenty-nine ore slaves (commoners work about the place, but they run away from conflict. Fi\·e hill giant servants (use the ogre statistics) and ix youna ogre servants (use the ore statistics) also run, but they call loudly for help as they flee. 18. KITCHEN WORKROOM The storage area north of the kitchen doubles as an eating place for servants. It includes three tables, a long counter, stools, benches, and an assortment of kitchen gear. Numerous sacks, boxes, and barrels contain flour, dried meat, dried fruit, honey, and other foodstuffs. Various cheeses, smoked meats, and sausages hang from the rafters. Several casks and tuns hold a wide variety of potables-ale, beer, mead, and wine-all of giant strength. Loaves of bread, still warm from the ovens, are stacked on one table. 18A. PANTRY The room to the south contains more provisions of the same types found in the kitchen workroom (area 18), as well as stairs that lead to the dungeon level. 19. SERVANTS'QUARTERS A large common room in the extreme north end of the stronghold has various cots, tables, chairs, stools, and the like. It is cluttered with old clothing and junk. Six hill giant servants (use the ogre statistics) are here, and a few are flirting with a handsome male hill giant. The giant enters combat to show off for his admirers. He will not call for help unless his current hit points drop to less than half of his hit point maximum. On the round when this happens, he begins to shout. Some of the servants aid him if he starts to cry out, but others prefer to avoid direct conflict, perhaps taking the opportunity to hurt or disadvantage a character from the blind side. The giant warrior is the keeper of the wolves in area 22. His whip is hanging beside the door in the southeast corner of this room; this whip need only be shown to the wolves to make them whimper, cower, and fall back. 20. 0RC SLAVE QUARTERS This hall is a messy and smelly place filled with pallets and junk. The two ore slaves (commoners) currently in this place are too injured to work (since giants' kicks break bones). All the other slaves are elsewhere, helping with the feast. The two slaves will happily aid the characters if allowed to do so. These ores know about the rebellion in the dungeons, and they tell the party that any ores they see down there should be hailed as friends. Aside from that, they are familiar with only the servants' quarters (area 19), the kitchen (area 17), and the great hall (area 11). 21. OGRE QUARTERS The hill giants employ ogres as scouts, messengers, servants, and the like, for the ogres are trusty flunkies as well as hard workers and fighters. In addition to those in the great hall (area 11) and the youngsters at work in the kitchen (area 17), five more ogres are in their quarters playing at knucklebones and drinking beer. Ogres are a rowdy lot; hence, noise from this place attracts no attention. Scattered on the floor of the room are nearly a dozen heaps of skins on which the ogres sleep, and a locked iron chest is tucked into one corner. CHAPTER 6 AGAINST THE GIANTS

Treasure. Hidden inside one of the heaps of skins is a leather sack containing a potion of storm giant strength and a potion of invisibility. There are ten such heaps, and the sack is hidden in the seventh one that the characters search. One ogre wears a gem (worth 250 gp) on a thong around his neck. The creatures have 381 cp between them as the stakes for their game. The lock on the chest can be opened by a character who succeeds on a DC 15 Dexterity check using thieves' tools, or by someone who uses the key that is carried by one of the ogres in the great hall (area 11). The chest holds 955 sp, 202 gp, and 19 pp. 22. OPEN YARD Fourteen dire wolves run free here, and they immediately attack any humanoid that enters their area. If they see the whip from area 19, however, they cower and whimper, allowing the intruders to pass unchallenged. 23. GUARD ROOM A huge horn rests upon the small table in the center of the room; blowing it calls the dire wolves. Eight stools and two benches line the walls, and a sheaf of eighteen spears is leaning against the wall by the door. A line of seven giant-sized shields and four clubs stands along the south wall. The guards that would normally be stationed here have gone to the celebration in the great hall. 24. BARRACKS ROOM No one currently occupies the hill giants' barracks room. The place contains ten beds, equal numbers of chests and stools, two tables, a bench, and miscellaneous junk. A few hides decorate the floors and walls, and several broken weapons and dented helmets are strewn about. 25. BARRACKS ROOM This room's contents are similar to those in area 24 (see above), except for the partially enclosed area to the northwest. This alcove belongs to the sergeant of the guards, who is now away feasting. There are three chests in the space, all filled with clothing and equipment for the troops and herself. Giant-sized boots are gathered in a sack that hangs from the wall. Treasure. One of the boots near the bottom of the sack has 300 gp and two gems (worth 100 gp each) stuffed inside it. Another sack under the sergeant's cot has nothing but old (human-sized) helmets in it, mementos from foes she has slain. DUNGEON LEVEL: GENERAL FEATURES Map 6.2 shows the layout of the steading's lower level. The stonework is ancient but holding up well, patched in places with new mortar or shored up with newly hewn stone. All natural cave areas have stalagmites, but for ease of passage the giants have removed stalactites from the central caverns (areas 19-21). Ceilings. Passageways have ceilings that are arched, and buttressed every 10 feet, with the peak of the arch about 18 feet overhead. The ceiling height in most smallCHAPTER 6 I AGAINST THE GIANTS ish rooms in the dungeon is 20 feet or so, again arched and buttressed. In the large rooms and chambers, the ceilings are 30 feet high. The roof in the natural caverns to the southeast (areas 19-21) is of varying height, the pa sages about 15 feet high and the large areas some 20 feer or more. The roof of the carrion crawlers' lair (area 23 is about 40 feet high. Doors. Unless otherwise noted, doors on the dungeon le,·el are the same as those on the upper level, made of iron-bound logs and each about 7 feet wide and 16 to 18 feet high. Illumination. Torches and braziers provide light in several locations, and a few areas are illuminated by other means, as indicated in the area descriptions. The caverns of unworked stone (areas 19, 20, 21, and 23) are unlit. Secret Doors. Secret doors on the dungeon level are hidden well. It requires a successful DC 20 Wisdom (Perception) check to find such a door. RANDOM ENCOUNTERS On the dungeon level, the chance of a random encounter occurs on an hourly basis. At the end of each hour, consult the section below that corresponds to the characters' current location. Excavated Rooms and Passages. If the characters are in areas 1 through 18, area 22, or areas 24 through 33, roll a dl2. On a roll of 1, which indicates a random encounter, choose from the following possibilities: • Four ogres seeking some ores • The Keeper (see area 2), out inspecting, accompanied by an ape (one of his pets) Twelve rebel ores out raiding for food, two armed with heavy crossbows and poisoned bolts Caverns. If the characters are in areas 19 through 21 or area 23, roll a d20. On a roll of 1, which indicates a random encounter, choose from the following possibilities: ld4 young giant lizards from area 21 ld3 carrion crawlers coming from area 22 by way of the sinkholes LOCATIONS ON THE DUNGEON LEVEL The following locations are identified on map 6.2. 1. MARSHALING AREA At the bottom of the stairs that lead from area 18A on the upper level is a room where slaves are rounded up and sent about their tasks under guard. It is also used for the revels of the off-duty dungeon crew. A few smoky torches burn along the walls. Several benches and tables are pushed out of the way against the walls, revealing a floor of black stone, much worn by the tread of countless feet. 2. CHAMBER OF THE KEEPER A cluttered room near the marshaling area has skins on the floor, a bed, a table and chair, two wooden boxes, several crates and barrels, a chest, and odds and ends of armor, weapons, furniture, tableware, and so forth.

above the door. The Keeper wears a thick chain mail hir (accounting for his AC), and he fights with a giant- ized -I bacrleaxe that gives him a +10 bonus to hit. He ha a reach of 1- feet with the weapon, which deals 20 (3d - 7) la hing damage on a hit. Treasure. Beneath a loose stone in the floor i a hole that contains 1,250 gp, three 250 gp gems. two 100 gp gems, and a large earthenware jug that holds four potions of water breathing. 3. CELL BLOCK In the outer guard room are two bugbears, initially located in the eastern end of the area. If not engaged immediately, they will raise an alarm by striking a large brass gong that hangs near the door. If they are prevented from doing so and are faced by an obviously superior enemy, the bugbears feign surrender and direct the characters' attention to the fourth cell (see below), where-so they say-treasure is to be had. Then, when the characters are occupied fighting the monsters that await within that cell, the bugbears will strike the alarm and flee. In addition to the alarm gong, the guard room contains a table, two stools, torches, and a ring of keys that open four of the five cell doors. The cells, from left to right, have the following occupants: First Cell. A human merchant (noble), taken prisoner some time ago and now quite insane from mistreatment, is in the cell nearest the door. Second Cell. A second human prisoner, an engineer (commoner), is kept alive to help with the excavation of new areas of the dungeon. He cannot aid his rescuers, but he will repay them with service. Third Cell. An elf knight is chained to the wall. He is wounded from torture (currently down to 14 hit points). He gladly takes up arms to aid his rescuers and is willing to serve his rescuers for one year without pay in gratitude for his freedom. Fourth Cell. The bugbear guards will say that they have been instructed to keep three "magical skeletons" in one of the cells safe from would-be thieves. To back up their tale, they point out- quite truthfully-that they have no key to this cell. Indeed, there are three skeletal creatures lying on the floor, each one wearing a shiny ring set with a large gemstone. The lock on the door can be opened by a character who succeeds on a DC 10 Dexterity check while using thieves' tools, or the door can be forced by someone who makes a successful DC 15 Strength [Athletics] check. The three creatures are wights that spring to attack anyone who enters the cell. The rings they wear are nothing but brass, and the gems gem tone (gla s). Fifth Cell. Five captured ore rebel are crammed into the easternmost cell. Three other of their number have already been tortured to death and eaten, so they will be very willing to help any creature promising them escape from the toils of the giants. These ores can lead the characters south and east to the rebels' hideout (area 19) and will see them safely past the guards behind the barricade to the south (at the location marked B) if the characters can handle the bugbear at the watch post (W) to the west of that place. BUGBEAR COMPLEX (AREAS 4-8) Each of the five areas of the bugbear community has a few torches and braziers burning. Hides and skins decorate walls and floors, while mounds of straw and similar litter serve for bedding. Rounding out the furnishings are a few stools and small crates, boxes, and the like, a scattering of (worthless) personal belongings, and tables with scraps of food and odds and ends of eating utensils upon them. 4. Outpost. This room holds eight bugbears, alert and ready for trouble. They carry 2d4 gp each. 5. Barracks. This small barracks holds nine sleeping bugbears. 6. Barracks. This small barracks is similar to area 5, with eight sleeping bugbears. 7. Chamber of the Bugbear Captain. Currently, five bugbears-the captain (a bugbear chief) and four lieutenants (bugbears)- are sitting around a crude table drinking ale and discussing a plan to wipe out the rebel ores in area 19. All these bugbears have longswords that deal 11 (2d8 + 2) slashing damage on a hit. All five are carrying 50 gp each. The captain also has thirty-one 10 gp gems hidden in a pouch under his armor. CHAPTER 6 A(,AI Sr THE GIANTS 17'3

MAP G. 2 : Ii ILL GIANT STRONGHOLD, DUNGEON LEVEL 174 CHAPTER 6 I AGAINST THE GIANTS

8. Outpost. Six bugbears watch this alert fellows are readying for an attack o One of them is always stationed in the co the south exit (at the place marked Won · watching the barricade (B) to the ea t for a:: _ - of activity. OBEDIENT SLAVE QUARTERS (AREA 9- ll) The three chambers south of the bugbear complex are occupied by ore slaves that are considered docile by their captors. As such, these rooms are not heavily guarded. Each door is barred on the outside with a heavy iron rod. Each room has a few smoky torches on the walls and moldy straw strewn on the floor. Some crude benches are built into the walls. The occupants of these rooms are subdued to the point of being nearly helpless. They will defend themselves if harmed, but they offer no resistance otherwise. 9. Barracks. This room holds twenty-four unarmed ore slaves (six ores, eighteen ore commoners). 10. Barracks. This room holds thirty unarmed ore slaves (seven ores, twenty-three ore commoners). 11. Barracks. This room holds twenty-five unarmed ore slaves (five ores, twenty ore commoners). Barricade. East of these three rooms (near the place marked B on the map), the corridor is blocked by an accumulation of boulders and debris. UNRULY SLAVE QUARTERS (AREAS 12-14) Three enclosures to the west of the bugbear complex are used to house ore slaves that have proved themselves to be troublesome; as such, this area is under heavy scrutiny. A bugbear guard, watching for trouble, is stationed at each position marked W on the map. Each of the barracks is secured by a barred gate through which the bugbears can keep an eye on the slaves. Each set of bars is secured by a lock and a bolt. The lock can be opened by a character who uses thieves' tools and succeeds on a DC 15 Dexterity check, or the gate can be forced open by someone who makes a successful DC 25 Strength (Athletics) check. The rooms are unlit, have only scanty straw, and are quite noisome with the scent of unwashed ore. The slaves housed in these rooms are not as meek as those in the chambers to the south. If their guards are dispatched and they are freed, some of them might be willing to take up arms against the giants. 12. Barracks. This chamber holds forty-eight unarmed ore slaves (thirteen ores, thirty-five ore commoners). 13. Barracks. This chamber holds twenty-four unarmed ore slaves (five ores, nineteen ore commoners). 14. Barracks. This chamber holds sixteen una rmed ore slaves (ten ores, six ore commoners). If released, they are particularly eager to attack their captors. They know of a haven for ore refugees somewhere to the south but not the exact location of the rebel headquarters. 15. TORTURE CHAMBER This large area contains various implement for torturing prisoners large and small-an iron maiden. two racks, thumbscrews, iron boots, chains, whips, branding irons, strappados, and so forth. A firepit in the center of the room lends it all a hellish light. Huddled next to the northwest and southwest walls, two hill giants are dozing. Treasure. One giant wears a gold chain set with a fire opal in the manner of a watch fob (worth 500 gp). 16. ARMORY AND SMITHY Stacks of giant arms and armor, either newly made or in need of repair, clutter this place. The alcove north of the entrance holds several pike-sized spears, battleaxes, two-handed swords, and other weapons and armor usable only by giants. Some helmets are balanced on shields, each propped up by a warhammer or a mace. The armorer and the smith, two fire giants, are occupied in the eastern section of the room when the characters enter. If any of the armor and weapons in the northern section are touched, they collapse with a clatter that warns the armorer and the smith of trouble. The giants immediately shout and come out fighting. Also in the room, near the forge and bellows in the southwest corner, are five dwarves chained to the floor and forced to labor making weapons. Four of them are dwarf commoners intent only on escaping if they are released, but the fifth is a veteran who volunteers to stay with the characters as long as he receives a share of treasure equal to that of a character and a chance to fight giants. Treasure. The armorer and the smith each have a sack filled with 1,000 gp. 17. BLOCKED PASSAGE The rebel ores have piled finished and rough stones against the north side of this door to keep it closed. The wooden door is bound with moldering bands of bronze, and a heavy bronze bolt secures it. Beyond the door, the corridor that leads to the southwest is disused, dusty, and reeks disgustingly. 17A. WEIRD ABANDONED TEMPLE This room is lined with faintly glowing purplish-green stone, engraved with disturbing shapes and signs that seem to stare out from the walls and columns and to shift positions when the viewer's back is turned. Touching the walls sends a chill up a character's spine, and touching a pillar brings on nausea- a creature that does so must make a DC 15 Constitution saving throw. On a failed save, the creature becomes poisoned for 1 hour. At the far west end of the temple is an altar of pale, yellow-gray translucent stone. It feels greasy to the touch but has no obvious effect upon those who touch it. Behind this altar is a flight of low, uneven stairs that lead to a semicircular alcove with a back wall made of a purplish-black, glassy-appearing substance. Anyone who stands before this wall and gazes upon it for 1 round sees a writhing, amorphous form of sickly mauve and violet stretching its formless members to embrace the viewer. This sight forces a character to succeed on a DC 15 Intelligence saving throw or be cursed with insanity (as the symbol spell's insanity effect, but permanent until ended with remove curse, greater restoration, heal, or similar magic). CHAPTER 6 AGAINST THE GIANTS 175

Treasure. The first character who views the wall and does not go mad discovers that a ring of mind shielding has appeared on the altar. Any other character who undergoes the ordeal and succeeds on the saving throw is rewarded with a 1,000 gp gem that appears on the altar. 18. BURIED VESTRY The visible walls of the corridor leading south bear faint traces of disgusting murals and bas-relief depictions of nasty things. After about 40 feet, the way is completely blocked by tons of stone blocks and rubble. 19. NATURAL CAVERN In their excavations, the ancient builders of the stronghold stumbled upon an enormous expanse of natural caves and caverns. The southern part of this network is now inhabited by seventy-eight escaped ore slaves, including two orogs, twenty-six ores, and fifty ore commoners, for whom the place is a sanctuary. The ores, making ready for a rebellion against the giants, are armed with clubs, axes, daggers, and various cast-off weapons, as well as seven highly prized crossbows. They obtain food from raids, supplemented by fungus they find in a subterranean cave accessed through the sinkhole along the southwest edge of the cavern. The rebel ores have an uneasy truce with the nearby troglodytes (see area 20) and trade food to these creatures in exchange for water. If the ores are approached in a non-hostile manner, they become agreeable immediately if the characters mention the possibility of fighting against bugbears or giants. Guard Posts. The ores have guards at several locations (marked G on the map) whose main function is to act as lookouts in case of incursion from any of the adjoining areas. These ores will flee into area 19 to warn the others if they spot trouble. Treasure. The ores' scavenged loot amounts to 119 cp, 23 sp, and 45 gp. 20. TROGLODYTE CAVERN A tribe of troglodytes dwells in the central portion of the cavern complex. The group includes twenty-three adult troglodytes and fourteen young (use the kobold statistics). Trapped as they are between the ores in area 19 and the lizards at area 21, they are trying to make do until they can escape. Treasure. The tribe's leader has four gems worth 100 gp each. Nine of the other troglodytes have single gems, seven worth 50 gp each and two 10 gp ones. These gems are regarded as holy things by the troglodytes, and any other creature that touches one of them will be savagely attacked. 21. LIZARDS' LAIR A mated pair of exceptionally old and large subterranean lizards have chosen this spot to raise their young. The adults use the statistics for giant crocodiles, except that they have a climbing speed of 30 feet, no swimming speed, and darkvision out to a range of 60 feet. Their four young use the statistics for giant lizards. These reptiles occasionally dart forth on forays to hunt and devour troglodytes or ores, but their main CHAPTER 6 I AGAINST THE GIANTS hunting ground is the series of caves beneath their own, the entrance to which is through the sinkhole on the eastern edge of their lair. Those unmapped lower caverns wander off into the darkness, and are barren of treasure or anything of interest aside from many different types of fungus. The lizards feed on the fungus when more substantial fare is unavailable. 22. PARTIALLY CLEARED PASSAGE TO CISTERN The well-like chamber at the end of the broad corridor is filled with a deep pool of water. This dark liquid is cool and wholesome to drink, and only a few albino tadpoles dwell in it. It is an emergency water supply fed from several spouting springs that come through holes in the wall to the west. The pool is 14 feet deep, and at the bottom is an outlet large enough for a Medium humanoid to pass through, The opening is finished stone, obviously constructed. This outlet slants upward, providing access to the stream that flows through area 23. Anyone who travels downstream, along a route that is underwater the whole time, comes out about three miles below the stronghold in a small pond. 23 . CAVERN OF THE CARRION CRAWLERS In the northern end of the cavern complex, two sinkholes lead down to an even larger area where a number

of carrion crawlers lurk. They come up o time to time to breed or to devour prey th tures have dragged here to consume at of bones, human and otherwise. are heaped a here and there. Seldom does any other~ o o -eature venture into the place, for any that do u_ually end up by adding their bones to the litter. Two carrion crawlers are in the nonhea;; -nger of the cavern when the characters first enter. E\·ery 10 minutes, there is a 30 percent chance thar ld3 more of these monsters appear from either the northern or southern sinkhole. Treasure. Significant treasure has accumulated in the creatures' lair over the centuries, but it can be hard to find among all the bones and other debris. It takes three persons 30 minutes to thoroughly search the entire area. If such a search is conducted. refer to the Treasure Hoard: Challenge 5- 10 table in Chapter 7 of the Dungeon Master's Guide. Roll once for each type of coin, then roll dlOO to determine whether any gems, art objects, or magic items are also found. 24. STORAGE ROOM The chamber at the end of the corridor leading northwest contains various tools for digging and stone masonry-shovels, pickaxes, hammers, drills, chisels, baskets, and so forth, many sized for giants but some for smaller creatures. The door to the north is locked with a huge padlock. Unlocking it requires thieves' tools and a successful DC 15 Dexterity check. The door can be forced open by someone who succeeds on a DC 25 Strength (Athletics) check. 25. WINE CELLAR A padlocked door identical to the one at area 24 blocks entry to the wine cellar. Inside, in addition to several large barrels, and various kegs, thirteen casks of exceptional wine, holding 5 gallons each, are stored here. Each of the casks has a bung seal with a blob of black wax impressed with a death's head. The wine is black, has a slightly earthy smell, tastes like no other drink, and is of such excellence that it is difficult to stop drinking it. A character who tastes the wine must succeed on a DC 15 Constitution or Wisdom saving throw (drinker's choice) to keep from becoming intoxicated. (One quart is enough to make a giant reel, while a pint will make a human drunk.) On a failed save, the drinker becomes drunk (poisoned) for 1 hour, and must then repeat the saving throw. On a successful save after 1 hour, a character stops drinking and is no longer drunk. On a failed save after 1 hour, the character continues to drink until falling unconscious for several hours, then awakens and remains drunk for 1 hour thereafter. Once a character's drunken state ends. whether after 1 hour or several hours, the drinker suffers one level of exhaustion. Treasure. This wine is a gift to Chief , To nra. in return for his good services, from the creatures that are masterminding the attacks by the giant . although at best the characters can only guess at thi fact. Due to its potency and quality, it has a market value of 500 gp per cask if characters can transport it safely out of the dungeon and back to civilization. 26. GALLERY UNDER CLEARANCE The north face of this area is being cleared, and a few tools are scattered about. The place is otherwise unremarkable and empty. 27. CHAMBER UNDER CLEARANCE Another unlit and unremarkable place with a few tools left lying around. 28. QUARTERS FOR STONE GIANT MINERS The chamber at the end of the corridor holds piles of skins, five cots, several stools, two tables, and several chests and sacks containing personal gear (including several huge, thin books on mining techniques written in Giant, with many illustrations). Two stone giants, subordinates of the one currently in the great hall, make this room their abode. These giants are the master miners and engineers for all work in the dungeon. They are not interested in fighting for the hill giants and politely decline combat with intruders unless they are attacked or extorted. Treasure. If characters search through the personal gear, the third chest opened contains the giants' accumulated pay, amounting to 4,800 gp. 29. FALSE TREASURE If the characters descend the stairs in area lOA and follow the obvious route, they come to a large chamber in which a faint glint of light shines from the far western wall. A collection of coffers can be found in that area, one tipped so that some of the gems it held are strewn before it. (The gems are worthless rocks, and the unopened coffers hold more of the same.) To the south, thick iron bars separate this room from another chamber that is shrouded in darkness. If a character touches one of the coffers or the spilled contents, thick iron bars drop from above the entrance. This portcullis can be lifted by someone who makes a successful DC 25 Strength (Athletics) check. At the same time, the bars that block entry into the adjacent room (area 30) lift into the ceiling, allowing the creatures therein to emerge and attack. 30. IMPRISONED GUARDS Four manticores are confined here by Nosnra to serve as guards for his treasure. Fed kitchen garbage dumped down a chute from above, these monsters are wild with rage at their captivity and attack any creature if the opportunity presents itself. The manticores can fire their tail spikes through the gaps in the bars but cannot attack through the bars with bites or claws. If the bars across the entrance are down, they can be lifted by someone who makes a successful DC 25 Strength (Athletics) check. A separate check is required for each 10-foot section. 31. MINOR TREASURE ROOM The place that the manticores are supposed to guard is the storage area for the chief's excess coinage. CHAPTER 6 j .\GAIN~ f THE GIANTS

Treasure. The room contains seven chests and some empty boxes. The chests have the following contents: The fi rst chest holds bags of coins (amounting to a total of 13,000 cp). Opening the second chest triggers a scything blade trap that targets the opener (+7 to hit), dealing 10 (3d6) slashing damage on a hit. With a successful DC 20 Wisdom (Perception) check, a character spots alterations to the hinges that are part of the trap mechanism. Thieves' tools can be used to disable the trap, along with a successful DC 20 Dexterity check. The chest holds bags of coins (totaling 9,100 sp). The third chest holds loose coins (a total of 2,400 ep) and an unlabeled potion (actually a potion of poison). Inside the fourth chest are twenty-seven copper ingots worth 400 cp each. The fifth chest is empty. The sixth chest holds eleven ivory tusks worth 250 gp each. The seventh chest is iocked, and the iock is trapped with a poison needle (see "Sample Traps" in chapter 5 of the Dungeon Master's Guide). The needle deals 1 piercing damage and delivers a dose of drow poison (see "Sample Poisons" in chapter 8 of the Dungeon Master's Guide). Inside the chest are loose gems, three hundred twenty-five in all, worth 1 gp each. 32. SECRET ROOM This hideaway is equipped with spy-holes for the chief so he can look out upon areas 1 or 29. (There are also smaller spy-holes at about 5 feet off the ground that the hill giant has never noticed.) Two levers are set in the west wall. These control the thick portcullises that can block off entry to area 29 or release the manticores in area 30. 33. CHIEF'S SECRET TREASURE ROOM Beyond the secret door to this room waits a hidden pit, 30 feet deep, with a trapdoor cover that snaps shut once someone has fallen through it. A character who succeeds on a DC 15 Wisdom (Perception) check can discern the edge of the trapdoor. In addition, someone who prods a pit lid forces the pit open with a successful DC 10 Strength check. The lid can be wedged shut with a piton or similar shim. A character doing so must succeed on a DC 15 Strength check to place the shim, or else the shim fails if someone treads on the pit. A creature that falls in takes falling damage plus 11 (2d10) piercing damage from the spikes. The spikes are also poisoned, so someone injured by them must make a DC 15 Constitution saving throw, taking 22 (4d10) poison damage on a failed save, or half as much damage on a successful one. Treasure. The room holds a number of valuable items, including: 8,000 gp in loose coins inside a large chest 1,000 pp in a locked iron box (requiring thieves' tools and a successful DC 15 Dexterity check to open) Eleven 100 gp gems, four 500 gp gems, and two 1,000 gp gems in a small coffer • Seven pieces of jewelry (worth 500 gp each) in another small coffer

In addition, a large growth of yellow mo cover the southwest corner of the room .. ical contact with this image reveals its illu5 • Someone who examines the image withou ing it can determine that it is an illusion by makir:,, a, cessful DC 15 intelligence (Investigation) c ec O a successful check, the illusion fades for tha c ~a er. becoming transparent enough to see through. The illusion conceals the following item . which are hung upon the wall: a quiver of eleven -1 arrow . a +2 spear, and a flame tongue shortsword. A character attuned to this sword can use an action to mentally command it to detect gems and jewels. Someone who does so learns the kind and number of such objects within 60 feet of the sword. Finally, what appears to be a broken barrel rests in the southeast corner. This is another illusion, concealing a well-made, watertight cask that holds a map showing the location of the frost giants' glacial rift and an obsidian box. Inside this latter container is a long, thin chain made of weird black metal and instructions written in Giant (using Dwarvish script) on a sheet of human skin. The instructions indicate that the chain is a magical device meant to be placed on a flat surface and looped into a figure-8 shape. (It radiates an aura of conjuration to the use of detect magic.) Thus configured, it can transport up to one giant or six human-sized persons standing in each loop of the figure-8 to the glacial rift, if one of their number is holding the map. (Nosnra uses this method of escaping if he finds himself in desperate straits.) THE GLACIAL RIFT OF THE FROST GIANT ]ARL Dozens of leagues to the north and west of the Steading of the Hill Giant Chief, amid the tallest mountain peaks, is the stronghold of Grugnur, Lord of Frost Giants. As frost giants have been among those who have been in the reaving bands, the party is to deal with them as they did the hill giants: death and destruction are to be meted out to the frost giants in the same measure they gave these things to the peoples below. Those members of the party who have participated in the raid on the steading should know by now that their most important mission is to garner intelligence as to what or who is behind the unholy alliance of hill, stone, frost, and possibly other types of giants as well. Any such information gained is to be delivered by the fastest means to the nobles sponsoring the expedition, while the party is to follow up clues in order to prosecute offenders. Any treasure taken is to be kept by the party; this is their reward for the perils they must face- and they are bound to face many in the weird ice caves and rocky caverns of the jarl. The evil root is deeply grown here, far worse than among the hill giants. RUNNING THE ADVENTURE As with the first part of the adventure. you hould feel free to make substitutions as you see fit. 1 ·ore that if the giants here have learned of the fate that befell the hill giants, or if survivors from the steading reached them, they will be on the alert. Furthermore, the frost giants will organize traps, ambushes, and last-ditch defenses against continuing forays into their stronghold, taking full advantage of the treacherous terrain (ice slides, rigging tunnels to collapse on the party, and so forth). They will also make active efforts to locate the characters' base of operations (winter wolves make good trackers) and, if successful, attack it at the most inopportune time. Finally, make sure to keep track of the fate of important giants and their allies or captives; those who survive might play roles later in the adventure. START It is assumed that the party has either followed the map obtained at the steading or used the magical chain found there to arrive in the neighborhood of the glacial rift. If they spend a few hours searching the area, they discover a hidden cave in which they can safely hide themselves, their mounts, equipment, and even treasure if they take minimum precautions with respect to keeping their hiding place secret (do not lead pursuers to the spot, allow a light to show, make undue noise there, etc.). In any event, the same search will also reveal the rift. The party can travel on the surface of the glacier-mountain (over the caves shown) to circumvent the whole rift if they so desire. Ropes can be lowered to gain the ledges below-a distance of some 50 to 150 feet depending on position. Every hour the party moves along the icy terrain, randomly choose one character to make a DC 10 Dexterity (Acrobatics) check. If the check fails, the character slips and falls. If the check fails by 5 or more, the character goes over the edge of the rift. The whole place is windy and very cold. Visibility atop the rift is about 150 feet. The wind at the bottom of the rift is worse still, and visibility there is only 30 feet. The floor of the rift is a maze of snow and ice hillocks and mounds, with peaks of ice and rock thrusting up here and there like fangs. All movement in the rift is hampered by this difficult terrain. Due to wind force and eddying currents, attempts at levitation or flying cause movement in a random direction equal to half the distance traveled (use a d8 to determine direction: 1 north, 2 northeast, 3 east, and so on). If the party is on the floor of the rift and fleeing from pursuing monsters, the blizzard-like conditions in this area makes the characters hard to catch. The characters have advantage on Dexterity (Stealth) checks to evade pursuit. At the same time, winter wolves are considered to have passive Perception scores 4 higher than normal when they are pursuing the characters. The map the characters have shows only the location of the rift and the entrance to the place, and they have no other idea as to which path they should follow. Other than a few traces of giant footprints, the ice and winddriven snow hide all traces of who or what uses the ledges to gain access to the caves. The characters must learn for themselves what lies in store. If the adventurers decide to fall back between forays into the rift, they can use their hidden cave as a base if they have seen to its provisioning. CHAPTER 6 I AGAINST THE GIANTS 179

MAP 6.3: FROST GIANT STRONGMOLD, UPPER LEVEL 180 CHAPTER 6 AGAINST THE GIANTS

UPPER LEVEL: GENERAL FE - - Map 6.3 shows the layout of the upper le e of rift. The passage from the northea t at e map indicates the beaten path that the 2:ian : f; enter the glacial rift. The path fork inside -ance. each side leading to one of the icv ledges a on~ ei er face of the rift. The caves and ca;ern - he:-ein ;re ba-ically formed from ice, with a few area of roe - outcropping here and there. Both ledges slope gradually dowmvard. a indica ed by the elevation markers on the map, from a heigh of 250 feet above the bottom of the rift at their northern beginnings to about 150 feet above the rift at the ledges· far ends to the south. The central area is the rift itself. and the openings along it are the entrances to the caves and tunnels in its face . Boulders. Several cave mouths on this level are blocked by huge boulders (at the places marked B on the map). For Medium or smaller creatures, moving these obstructions out of the way requires a successful DC 20 Strength (Athletics) check. Ceilings. Caves and caverns have ceilings from 30 to 45 feet high, while tunnels and passages are from 25 to 30 feet high. Illumination. Throughout this level a faint greenish light penetrates from above, making torches or similar lights unnecessary. Secret Doors. Secret doors in the rift are coated in ice and snow, and thus difficult to find. It requires a successful DC 20 Wisdom (Perception) check to find such a door. Slippery Jee. Fireball spells or other fire effects used in these icy areas will make the footing within the area of effect very slippery. A creature hit by an attack or that moves more than half its speed over slippery ice must succeed on a DC 10 Dexterity (Acrobatics) check or fall prone. For 5 minutes after such magical fire is used, the area will also be filled with fog that renders the area heavily obscured. TOKENS OF FREE PASSAGE In a few locations within the rift, the characters can find and obtain special items that enable them to move through the stronghold without raising an alarm. If one member of a group displays a token of free passage, its privilege extends to the entire group. Those individuals are safe from attacks by the giants or the giants' allies as long as they take no aggressive action. RANDOM ENCOUNTERS On the upper level of the frost giant stronghold, the chance of a random encounter occurs on an hourly basis. At the end of each hour, roll a dl2. On a roll of 1, which indicates a random encounter, choose from the following possibilities: ld4 + 1 yetis One frost giant ld4 + 1 ogres ld6 + 1 winter wolves LOCATIONS ON THE UPPER LEVEL The following locations are identified on map 6.3. 1. GUARDROOM ICE CAVERN One frost giant keeps watch here at all times to prevent any unauthorized use of the long passage that leads south. If combat goes against the giant, he flees through this passage to give a warning of intruders to the guards at areas 9 and 10. The room contains piles of hides, a giant sack, and a pile of rocks and ice chunks for hurling. The guard certainly hurls missiles if not immediately forced into melee. His treasure is at area 6. Note that the giant in area 2 will hear sounds of combat here and rush to aid his comrade (and vice versa). 2. GUARDROOM ICE CAVE One frost giant waits here on standby guard. On the floor of the cave are a pile of sleeping skins and two bags. The guard has an ample supply of rocks and ice blocks at hand for hurling at opponents. If the giant hears noise from area 1, he rushes there to help; conversely, if attacked, he will raise a cry to bring the guard from area 1 to aid him. Treasure. Under the pile of skins is a silver belt worth 250 gp. The giant wears a jeweled chain on his wrist (a 500 gp necklace), and one of the sacks holds 950 gp. 3. EMPTY ICE CAVE If loud noise is made in the unoccupied chamber south of the guardroom, the ceiling of ice and icicles in this area partially collapses. A creature beneath the ceiling must make a DC 15 Dexterity saving throw, taking 16 (3d10) bludgeoning damage on a failed save, or half as much damage on a successful one. Softer noises or visual clues could give warning of the unstable ice. 4. SMALL ICE CAVE This bone-strewn cave is the den of two adult winter wolves and their three half-grown pups (use the dire wolf statistics). If the young are harmed, the parents fight recklessly, risking opportunity attacks and ganging up to kill quickly. 5. ICE CAVERNS In a chamber southeast of the wolves' lair, the giants have preserved eight corpses of mutilated victims, standing them upright and enclosing them in blocks of transparent ice. These exhibits are meant to frighten off any trespassers. The bodies are obviously hacked and very dead, not merely frozen whole. Treasure. Each of these corpses has some valuable item with it in the ice. Beginning with the northernmost one and proceeding clockwise, the ice blocks contain: • A dwarf and a +1 battleaxe An elf with a long case at its feet (containing a staff of frost) A human wearing a jeweled belt (worth 1,000 gp) • A human with a tube in its hand that contains a scroll of protection (elementals) • A dwarf that has a spilled pouch of gems at its feet (thirty-seven in all, worth 10 gp each) CHAPTER 6 AGAIN>;T fHE GIANTS r8r

, A human wearing a ring of resistance (fire) , A half-elf grasping a sack with a burst seam showing silvery coins (471 sp) , A human wearing gleaming armor that is actually armor of vulnerability (DM's choice) Strong vibrations here, such as from loud noise, can cause a cave-in like that described in area 3. 6. PROVISIONS Various pieces of frozen meat, some bales of cloth, piles of hides, and a few odd boxes and barrels of foodstuffs are stashed in an out-of-the-way cave. Treasure. If the characters move any of the boxes and barrels around, the third container moved will reveal a hole filled with 600 gp, four 250 gp gems, and a silver tube (worth 50 gp) that holds a spell scroll bearing a 3rd-level cure wounds spell. 7. CAVERN This natural rock cavern is covered with ice formations, so unless the characters pay particular attention, only the lack of light will tip them off that they are no longer surrounded by solid ice. On the floor near the southeastern end of the place are four big heaps of furry hides (or more, if ogres from the steading survived and relocated here). , The hides cover four sleeping ogres, who are awaiting an audience with the jar!. Any noise will awaken them, and they will give the alarm to their fellows in area 8 as well as attempting to give the party the slip and warn the giants too. Treasure. Each ogre has 200 gp and a gem worth 100 gp. CHAPTER 6 I AGAINST THE GIANTS 8. OUTH CAVERN Oare mercenaries that serve Jar! Grugnur dwell here, There are currently six ogres here. All fight fiercely when ordered to do so, or when they come upon intruder . Also in the place are five chests, twelve sacks, and three barrels, as well as many piles of the usual skins and hides used for beds. Treasure. Some of the containers in this cavern have items of value or possible interest. The second chest opened contains an ear collection, and the fourth holds 1,300 cp, 1,000 sp, 150 ep, and 1,000 gp. The ninth sack examined contains six pieces of silver jewelry (worth 50 gp each) and eight pieces of gold jewelry (worth 100 gp each). The first barrel opened contains a collection of skulls. Hidden under the tenth pile of skins are two potions of healing and an armband made of gold fabric with a clasp fashioned from ivory and amber sculpted in the form of a bear. The armband is vv-orth 500 gp, and it serves as a token of free passage. CAVERN GUARD POST (AREAS 9 AND 10) Giants encountered here are always alert (not sleeping). To determine the position of each guard when the characters first enter, roll a d4 twice. Use one of the results as the location of the guard in area 9. Add 4 to the other roll and use it as the location of the guard in area 10. These guards will cooperate and attempt to set up ambushes. 9. Northwest Chamber. One frost giant keeps a sharp lookout here. The giant has its greataxe plus a boulder ready at hand, with plenty of additional boulders piled near the entrances (guard positions 1 and 4). 10. Southeast Chamber. One frost giant is stationed here. If alerted, the guard moves into area 9 and joins the fray. Treasure. The guard wears an armband that is a token of free passage like the one described at area 8. Eight bags are piled along the south wall (near guard position 8), each holding 200 gp. A rock ledge on the southeast wall, 9 feet off the ground, has a stone box atop it. The stone box cannot be seen by a human-sized creature standing on the floor. Inside this box are two more armbands and a pouch of five gems (worth 100 gp each). Exit to Lower Level. The passage leading west from this area intersects with a down-sloping tunnel that descends 100 feet before opening onto area 1 of the lower level (see map 6A). 11. CAVE OF BONES This place is the disposal area for unwanted bodies and similar refuse tossed into the place by the various giants in the upper area, If the characters decide to look through the refuse, it takes 10 minutes to search a 10-foot-square area, and the toads from area 12 come into the place to look for food if they hear any noise. Even if the characters are quiet, there is a cumulative 15 percent chance for every 10 minutes that passes that the toads will come looking for food.

Treasure. Although it certainly appea·;:; valuables might be scattered among all truth there are only a few coins to be ha - copper, silver, and gold-and some bro -e, ~-.:~·-.,-.;-~. tery shards, and the like. 12. LOWER BONE CAVE This place has many bones and skulls Ii tering i a:1d serves as the lair of five giant ice toads see appendi'\'. B). These creatures feed on the leaving m area . The toads rest on small ledges from 8 to 12 feet above he cave floor, and they will hop down and sarngely attack anything that touches it. Treasure. The creatures have one item of rnlue. a naturally shaped piece of reddish-purple amethy t (worth 1,000 gp) that resembles a toad. It sits on a protuberance in the middle of their cave, and they \vorship it as a god. 13. ICE CAVERN This place is the home of six yetis that act as scouts for the frost giants. The yeti leader at the location marked A has a frost brand greatsword. It fights with this weapon instead of its claws, dealing 11 (2d6 + 4) slashing damage plus 3 (ld6) cold damage on a hit, and carving great chunks out of those held fast by his Chilling Gaze. Treasure. The yeti leader has a hoard of eleven ivory tusks, each weighing 2 pounds and worth 200 gp, buried under a mound of snow. 14. MISTY ICE CAVE Escaping hot air from somewhere beneath filters into this place through numerous cracks in the floor, making it full of damp, cold fog. The cracks are about 1 foot wide, not enough to hamper movement. The fog renders the area heavily obscured, and the floor is very slippery. A creature hit by an attack when on the slippery ice or that moves more than half its speed over the ice must succeed on a DC 10 Dexterity saving throw or fall prone. If a character's save fails by 5 or more, the character drops an object in hand, which falls into one of the cracks. The object tumbles somewhere into the bowels of the earth, forever lost. 15. ICE CAVE This is the den of two large snow leopards (use the tiger statistics), which serve as pets of the yetis in area 13. These creatures lair on a ledge above the floor of the cave, and they try to take intruders by surprise. BARRACKS COMPLEX (AREAS 16-19) This section of the stronghold houses a group of frost giants readying for a raid. Each of the separate areas has piles of hides for sleeping, a table and stools, and a few extra giant-sized weapons around. Each giant here has 2d4 rocks to hurl. 16. Outer Sleeping Area. One frost giant resides in the northeast cavern. 17. Upper Sleeping Area. The northwest cave holds one frost giant. 18. Middle Sleeping Area. Two frost giants occupy the largest of these caverns. At the back of this cave is a clear spring of water about 2 feet deep. at the bottom of which are two hundred seventy-eight clear rock crystals worth 10 gp each. 19. Lower Sleeping Area. One frost giant is in the southernmost chamber. 20. ICE STORAGE CAVE This place is full of large and small pieces of frozen meat. Some of the chunks resemble parts of human and other humanoid bodies. 21. ICE CAVERN A warning carved into the icy floor in Giant with Dwarvish runes clearly shows that this place is to be shunned. Ten feet beyond where the passage turns to the southwest, the walls appear to be crusted with rough old ivory-in fact, this is an infestation of brown mold (see "Dungeon Hazards" in chapter 5 of the Dungeon Master's Guide). The floor is dotted with mounds of what look like old snow with the ends of bones sticking out of them. These are the bony remains of various creatures, covered by the growth. 22. GUARD ICE CAVE Two frost giants are stationed here; one watches at the cave mouth, while the other naps on a pile of hides. Eight throwing rocks are within reach in the cave. Treasure. Each giant has a sack. No other valuables are present. 23. GUARD CAVE Two frost giants rest here. One giant watches down each passage while the other sleeps on a heap of skins. Each has a weapon and four rocks to hurl. Treasure. There are four sacks in the cave, but nothing else of value. Exit to Lower Level. The passage leading east from this area eventually intersects with a down-sloping tunnel that descends 100 feet before opening onto area 1 of the lower level (see map 6.4). 24. VISITORS' CAVE Two hill giants and their three hill giant servants (use the ogre statistics) are camped here awaiting a summons from the jar!. The cave has five heaps of hides and five giant-sized bags. Treasure. The fourth bag searched contains a gold-inlayed skull with a report from Chief Nosnra to Jar! Grugnur on a piece of parchment rolled up inside it. This document serves as a token of free passage to the hall of the fire giants. The biggest hill giant knows that they are bound south to King Snurre's realm after seeing the jar!, intending to take a message to the fire giant king. In addition, each hill giant wears a fur cloak worth 1,000 gp. 25. VISITORS' CAVE Two stone giants have come to the rift to pay their respects to the jar! and to see how well the frost giants are doing in their war on humankind. They will report their observations to other stone giants if they get the opportunity. They fight only if attacked. Each has a stone greatclub and three rocks handy. CHAPTER 6 I AGAINST THE GIANTS

MAP G.4 : FROST GIANT STRONGHOLD LOWER LEVEL CHAPTER 6 I AGAINST THE GIANTS

Treasure. Hidden among the pile of s is a jeweled platinum crown (worth 3.000 ~ stone giants intend to give to the jar! a pears to be doing well. 26. SPECIAL VISITORS' CAVE This location is warmed somewhat by rnlca~ic acchi and lit by dim reddish light. In it are a fire gianc messenger and his fire giant servant (as a hill giant wi h fire immunity) who have delivered their me age and are about to depart for their own land. There are r,1,0 piles of furs and skins in the place, a rude table. a bench. three stools, a large brazier, and two sacks. Treasure. One giant's sack contains 1,500 gp and the other 500 gp, in addition to the usual contents. In a padded bag at his belt, the messenger carries a symbol of the jarl's fealty to King Snurre: a solid silver statue of a bear, rampant, with topaz eyes (worth 1,500 gp). 27. WINTER WOLF PACK Along the western side of the rift floor is the lair of a pack of five winter wolves. The wolves are encouraged to roam the place by the frost giants. 28. SNOW-COVERED DOME OF ICE This hollowed-out ice formation has been created by the creature that lairs inside- a remorhaz that has recently moved into the rift. A number of charred skeletons are strewn around its icy den. 29. WHITE PUDDINGS The two spots marked with numbers along the east edge of the rift floor are the locations of a pair of Huge white puddings. A white pudding uses the statistics for a black pudding, and its coloration gives it perfect camouflage in these icy conditions. While a white pudding remains motionless, it is indistinguishable from a mound of snow. LOWER LEVEL: GENERAL FEATURES Map 6.4 shows the layout of the lower level of the glacial rift. This area has basically natural formations, with some rough-hewn connecting passages and enlargements made here and there. Boulders. Some passageways on this level are blocked by huge boulders (at the places adjacent to boulders that are marked B on the map). For Medium or smaller creatures, moving these obstructions out of the way requires a successful DC 20 Strength (Athletics) check. Ceilings. Passages have ceilings that are about 25 feet high. Ceilings of small caverns are 30 to 40 feet high, and those of the large caves 45 to 60 feet. Illumination. Light in this area comes from torches and from cressets that are actually cages for giant fire beetles (the latter mostly in the part inhabited by the jar!). RANDOM ENCOUNTERS On the lower level of the frost giant stronghold, the chance of a random encounter occurs on an hourly basis. At the end of each hour, roll a dlO. On a roll of 1, which indicates a random encounter, choose from the following possibilities: • One frost giant, a guard making the rounds ld4 + 1 ogres on an errand for the jar! One frost giant and two ogre servants out for a walk If the giants know intruders are about, one frost giant and three winter wolves search for those intruders. LOCATIONS ON THE LOWER LEVEL The following locations are identified on map 6.4. 1. GRAND ENTRY CAVERN The entrance to the lower level is obviously meant to be impressive, as its walls bear carvings of battle and hunting scenes in bas-relief. These carved scenes show giants slaying enemies, hunting dragons and other fearsome monsters, and engaged in similar activities. Torches burn at intervals along the length of the cavern. Survivors of attacks on the level above will most likely make a stand in the grand entry cavern if they are still in relatively good shape. Secret Exits. The boulders that close off the passages to the east and west are well concealed and look much like the normal cavern walls, so each must be discovered by characters as though it were a secret door. 2. VAULTED CAVERN The noise of moving the boulder that closes the place off from the rest of the complex awakens a mated pair of young white dragons that are kept here, along with a great pile of treasure. If they have enough warning, both the dragons hide and wait to see who enters. The only intruders that the dragons do not object to are frost giants coming to feed them or bearing treasure to add to the dragons' hoard. Unless the male dragon is hiding, he sits proudly atop a heap of valuable items in CHAPTER 6 AGAINST THE GIANTS

r86 the north end of the cavern. The female rests nearby on a ledge that projects from the western wall of the chamber (see area 2A). Treasure. The dragons' hoard includes the following items: • 15,000 sp and 12,400 gp in loose coinage • Eight silver boxes filled with ivory (weighing 20 pounds apiece, each box worth 300 gp plus 100 gp for the ivory inside it) • An alabaster statue depicting a winged woman (a deva), worth 800 gp Seven white marble statues of no great worth • A scattering of three hundred fifty gems, worth 1 gp each • Eleven pewter serving pieces of small worth • Twenty-four various weapons (a +2 dagger among them) Nine shields Eight suits of armor (including a silvered set of +2 chain mail) • Twenty-seven urns of small value • Sixty-one bottles and flasks, valueless except for one that holds a potion of poison, another that is a potion of resistance (fire), and two more that hold potions of diminution and growth respectively 2A. DRAGON'S LEDGE A ledge about 30 feet above the floor of the cavern has a cave-like nook at the back. On the elevated area, the female dragon hides and watches. If roused to action, she joins the battle as stealthily as she can. Treasure. The female has hidden twelve gems worth 250 gp each (eight opals and four diamonds) behind her on the ledge. 3. ABANDONED STORAGE CAVE The place contains some remnants of carcasses, a few broken boxes with spoiled provisions, some split sacks containing moldering grain, casks of wine turned to vinegar, and ale barrels that have been stove in. If any of the denizens from above fled to this level and are injured or were being hotly pursued, they attempt to avoid notice by hiding in this storeroom. 4. DESERTED CAVERN Broken items of giant-sized furniture litter this placethe remnants of tables, benches, stools, and chairs. Soot-covered wall cressets hold burned-out torches. Three skeletons of frost giants are plainly visible near the center of the cavern. Treasure. Loose coins amounting to 500 gp, spilled from a rotted sack, are scattered around the frost giant skeletons. Note that the monsters at area 4B will attack any creatures that poke around in these bones. 4A. STONE RUBBLE A frost giant skeleton rests in the far south end of the chamber, half-buried under stone rubble. It appears that the giant was trying to flee from the cave-in of a passage to the south (behind the rubble) but failed to make it and was killed by falling rocks. CHAPTER 6 I AGAINST THE GIANTS Treasure. One of the giant's skeletal hands clutches an iron tube containing a map that shows areas 1, 2, 3, and 4 of the lower level. Area 1 is labeled (in Common) as -Grand Entry," area 2 as "Storage Place," area 3 a -Provisions," and area 4 as "Great Hall of the Jar!." The map also shows a passage leading south from this chamber (along the way now blocked by rubble), which after some 60 feet reaches a complex of caves and caverns, including various barracks room, the jarl's private chambers, and a treasure room. This map is actually a fake, a ruse perpetrated by the jar! to mislead would-be robbers. If the characters attempt to dig out the rubble to find the supposed treasure room, they succeed only in making a lot of noise-no passage beyond can be unearthed. 4B. HUNGRY AND HOPPING Six giant ice toads (see appendix B) lair in the northern extreme of this chamber. They are very hungry and seek to ki!! and deVOUf any Creat11rP<: th:,t PntPr thP f'!HTPrn, forcing themselves to wait only long enough for intruders to be distracted by the glint of gold and lure of bone in the center of the main cavern. 5. ENTRANCE CAVERN Hidden by a camouflaged boulder from prying eyes, this chamber is the actual entrance to the jarl's complex. It is always guarded by a frost giant equipped with a weapons and throwing stones, plus a giant's bag. If a conflict erupts, the giant tries to sound a great iron horn suspended from the ceiling on iron chains in the center of the cavern. The giant has to use an action to blow the horn. 6. EMISSARIES' CAVERN An oni and its four ogre servants are staying here. They have had an audience with the jar!, and after a special wassail to be held on the morrow they will depart for home with a treaty scroll. This scroll is signed (with a special mark) by the jar! and offers the Lord of the Oni 25,000 gp worth of gems, plus whatever loot the lord's minions garner, if they will join the war on humankind. Treasure. The oni wears a necklace of fireballs with five beads remaining that it will not hesitate to use. The oni also bears a pouch containing six 500 gp gems (gifts from the jar!). A small iron casket among the oni's belongings holds a gift to the Lord of Oni-a trick box made out of eighteen plates of platinum, eighteen plates of electrum, and eighteen plates of silver. The box is opened by sliding certain plates on the left side, then the top, then the right side in a particular sequence. The correct order is platinum-electrum-silver on each end, and silver-electrum-platinum on the top. The box has properties similar to those of a bag of holding-although the container is but 10 inches long by 6 inches wide and 4 inches deep, it holds 3 cubic feet of material or 60 pounds, whichever is the lesser. At present the box contains 500 gp, a potion of mind control (frost giant) (see appendix A), and a potion of cloud giant strength.

7. GUEST CAVERN A torch-lit place adorned with tape tries. able chamber has skins and hides coveri ~ and a bed heaped with soft pelts. Furnis 1- _s a chest, a bag, a table, two chairs. and a m.tll net. The cloud giant who is the currem Que: agreed to join the jar! as his chief hench~a . Treasure. The chest holds 2,200 gp. and e giant wears a silver belt set with ivorv and r:ems (worth 600 gp). - - 8. PRISON CAVERN Torches light the place dimly. A female storm giant i chained on the north wall with huge manacle at her wrists and ankles. A fur rug in the middle of the place bears a table and two chairs. Upon the table are heaps of food on six golden platters and in three silver bowls. Two huge flagons of ivory set with gems have been filled with fine wine; the scents from the food and the wine fill the chamber. These refreshments have been set out to tantalize the giant into submitting to the jarl's will and becoming his leman, but she has not been won over- quite the opposite is true. Being subjected to this durance vile makes her a friend to any who rescue her, although she despises evil. Thus, the presence of evil characters in the party will cause her to fulfill her obligation as quickly as possible and depart. By contrast, she might strike up a long-term friendship with a party of good-aligned characters. Treasure. The platters are worth 500 gp each, the bowls 50 gp apiece, and the flagons have a value of 100 gp each. 9. SERVANTS' QUARTERS CAVERN Eight ogres dwell here. Each has its own pile of hides and rags for sleeping, a wooden box for goods, a peg to hang outer garments, and a bag. The ogres serve the jar! willingly and fight fiercely. Treasure. Each ogre has ldlOO sp, ldlOO ep, and ldlOO gp in its box or its bag. 10. ANTECAVERN A frost giant guard is alert inside this oblong cavern at all times. He has a greataxe and one throwing rock. He shouts to alert the guards to the south if intruders enter the area. 11. GREAT CAVERN OF THEjARL This is where all the special functions and feasts hosted by the jar! take place. Various tables and benches line the east and west walls, pushed out of the way for now until they are needed. Caged fire beetles dimly illuminate the place, which appears to be deserted. Guard Posts. The ledges marked A and B are more than 30 feet above the floor and hidden in dark shadow. Each of the ledges holds a watchful frost giant with a supply of six rocks to throw. 12. AUDIENCE ALCOVE AND THRONE DAIS A stone outcrop partially encloses an area in the south of the jarl's cavern. A enormous ivory and bone throne, decorated with skulls, silver, and gems, rests near the south wall of this alcove. Hung behind it, spread out against the rough wall, is a white dragon hide. Before the throne on the floor is the skin of a huge polar bear. Three ivory stools are off to one side of the throne; these a re the seats of the jarl's lieutenants. Treasure. The gems that decorate the throne consist of sixty worth 50 gp each, fifteen worth 100 gp each, three of 500 gp value, and one 1,000 gp gem. 13. GUARD AREA One frost giant guard stationed in the far southern end of this chamber looks east and west at varying times. He has two rocks. If an intruder is seen, he will sound a large gong on the north wall (possibly with a thrown rock). 14. KITCHEN Two fire giant servants (use the hill giant statistics, plus immunity to fire damage) and four ogres labor in the kitchen, roasting a horse over the natural firepit and otherwise readying the jarl's food. Various foodstuffs, furniture, and utensils are scattered about in all the nooks that lead away from the firepit. Amid heaps of foodstuffs to the north are four human captives (commoners) in a cage, being saved for a feast. They can warn the characters about what lies in areas 15, 16, and 17. 15. WEAPONS CAVE Herein are stored sixty-two throwing rocks, eight shields, fifteen spears, five clubs, and five helmets, all of frost giant size. The cave also holds six battleaxes (which the giants can hurl) and a well-made chain shirt of giant size. 16. COMMON QUARTERS CAVERNS Currently one frost giant, two frost giant servants (use the hill giant statistics, plus immunity to cold damage), and three young frost giants (use the ogre statistics, plus immunity to cold damage) call this place home. If the frost giant is killed, the others weepily surrender, not fighting thereafter unless they are attacked. In addition to the giants, the room holds piles of skins and hides, a few stools, eleven large boxes, five chests, and many pegs (currently with fourteen capes and nine bags hanging from them). Treasure. Under the ninth box moved by the characters is a hole in the floor that contains 3,500 gp. 17. KENNEL CAVE The jarl's hunting pack- four huge polar bears with 65 hit points each- lairs here. Treasure. Each bear wears a gem-studded collar worth 200 gp. CAVERNS OF THE CARLS (AREAS 18 AND 19) Two large caverns provide quarters for the frost giant gentry. Each inhabitant has a cot, a chest, a chair or a stool, and several hides and skins for bedding. The whole area is lit by torches and a few fire beetles, with many pegs holding cloaks, capes, and bags along the walls. Three huge lockers, three hampers, and six wardrobes make up the rest of the furnishings. The giants, some of them warriors and some of them servants, are CHAPTER 6 I AGAINST THE GIANTS

r88 willing to negotiate to protect the young, which they fight to the death to protect or avenge. Treasure. Each giant warrior in the place has 1,000 gp plus an armband that is a token of free passage (identical to the one described at area 8 of the upper level). Each other adult giant has 500 gp. The young have no treasure. 18. West Chamber. This large cave is occupied by two frost giants and three frost giant servants (use the hill giant statistics, plus immunity to cold damage) along with three young frost giants (use the ogre statistics, plus immunity to cold damage). 19. East Chamber. This slightly smaller area holds one frost giant, one frost giant servant, and two young frost giants. 20. jARL'S ANTECAVERN AND TROPHY HALL Jar! Grugnur receives visitors in a chamber on the southern edge of the lower level. The eastern half of the cavern is a private audience hall, with pelts and skins on the walls and floor, a table, and four chairs. Some worthless scrolls are on the table, and on the walls of this area hang two normal shields, a heavy crossbow, two normal two-handed swords, and a pair of huge ivory tusks of no value. A few worthless furs and tapestries hang on the short sections of wall to the north. Both halves of the hall are illuminated by caged fire beetles. To the east a CHAPTER 6 I AGAINST THE GIANTS set of well-worn steps, each about 3 feet high, lead up to an exit screened by thick, leathery hides. The western spur of the chamber is the jarl's trophy hall. Here, the jar! often sits in a comfortable chair and ruminates over past glories and future plans; the floor in this area has actual rugs. The walls of the alcove are adorned with a host of trophies, including a cave bear pelt of enormous size, a wyvern skin, the rack from a giant stag, the mandibles and claws of an umber hulk, giant scorpion claws, the horn of a woolly rhinoceros, a pair of mammoth tusks, a pair of mastodon tusks, a giant boar head, a griffon skin, the wings of a giant eagle, a giant lynx pelt, and the jaws from a subterranean lizard, Treasure. In addition to all the trophies of kills mentioned above, the place holds several items that are valuable or potentially useful. Many of them are weapons or armor of normal (nonmagical) sort, including: • A bow and a quiver with sixteen arrows Three shields A light crossbow and fourteen bolts A greataxe, two spears, and a flail A huge iron mace • A suit of splint armor sized for a dwarf A suit of plate armor sized for a human Other items of interest, because of their magical nature or unusual appearance, are as follows:

A +l shield that is trapped (see below) The skull of a dwarf wearing an iron o rnue) Eleven +l bolts Two walrus tusks that are trapped ( ee belo one of which is an ivory-covered bronze horn of\al alla A white dragon skull that has an aura of ab_ura ion magic about it , A suit of +1 plate armor sized for an elf Three elaborate tapestries (one worth -1-00 gp. anoher valued at 100 gp, and one that is worthle s) Trapped Shield. If the magic shield is taken down from the wall, that act releases a spear trap that fires straight ahead to a range of 60 feet. The spear has a -10 bonus to hit and deals 10 (3d6) piercing damage on a hit. The trap mechanism can be seen by someone who examines the shield and succeeds on a DC 15 Wisdom (Perception) check. Given 1 minute or so, a character who uses thieves' tools and succeeds on a DC 15 Dexterity check can jam the mechanism so the spear can't launch. If the check fails by 5 or more, the spear launches even if the shield is still on the wall. Trapped Tusks. If either of the walrus tusks is touched, the dragon skull screams "Alarm! Robbers!" in Giant until the skull is smashed to pieces, which continue to quietly whimper for some time thereafter. 21. JARL GRUGNUR'S PRIVATE CAVERN The chief of the frost giants and his lady reside in a secluded chamber on the southeast edge of the stronghold's lower level. Living Area. The western part of this chamber contains a huge table, four chairs, three wardrobes, five chests, five trunks, and seven coffers. The walls are hung with heavy tapestries and various pelts and skins, all of no particular worth. Jar! Grugnur (use the cloud giant statistics, plus immunity to cold damage but without Keen Smell and Innate Spellcasting) sits at the table in his chain mail jack with his arrow-catching shield nearby (AC 18, or AC 20 against ranged attacks, with his shield; AC 16 without it). At his hip is his +2 longsword. The jar! has a +14 bonus to hit with the weapon and deals 23 (3d8 + 10) slashing damage on a hit. In his hand is a platinum drinking horn set with eight gems. Across the table is Estia, his lady (use the cloud giant statistics, altered as for Grugnur), a fierce beauty with a cloak of saber-tooth tiger hide about her and an iron +2 morningstar at her hip. On the table in front of her is a gold flagon set with eight gems (1,200 gp). Two winter wolves are crouched under the table. Treasure. The jarl's drinking horn has a value of 2,000 gp, and his lady's flagon is worth 1,200 gp. All the various containers in the room contain clothing and other unremarkable items, except as follows: The second chest searched holds 700 pp. The fifth chest has 3,200 gp. The fourth trunk has a thick layer of old socks, underneath which are eight potions (speed, superior healing, storm giant strength, poison, oil of slipperiness, healing, and a philter of love). The second coffer has nine pieces of jewelry (worth 1,000 gp each). The sixth coffer holds one hundred ninety-eight gems (one hundred four worth 10 gp each, fifty-one of 50 gp, thirty-six of 100 gp, six of 250 gp, and one of 1,000 gp value). Sleeping Area. The eastern portion of the cavern is partially screened off by hangings. This cozy nook holds a rumpled bed, a small table, a chair, two stools, a chest, a trunk, and various odds and ends of clothing, armor, and weapons here and there. The walls are hung with pelts and rugs of no particular value. Treasure. The lid of the trunk has a secret drawer in it that contains six scroll tubes. The jar! will take these items if he is forced to flee and has time to get them. The contents of the tubes are as follows: Number 1 is empty. Number 2 holds a key to the invisible chest in the hidden escape tunnel (see below). Number 3 contains a map marking the location of the Hall of the Fire Giant King. Number 4 holds a scroll of protection (fiends). Number 5 contains a scroll of gibberish with an explosive runes glyph of warding on it (spell save DC 15). Number 6 has two spell scrolls, one of delayed blast fireball and one of finger of death. HIDDEN ESCAPE TUNNEL Behind the wall hangings in the northeast end of the chamber is a natural passage about a mile long that turns south and exits at the base of the glacier, out of sight of anyone near the rift. Someone who looks around the room can notice the opening in the wall through gaps in the hangings with a successful DC 15 Wisdom (Perception) check. Someone who handles the hangings in this area or looks behind them finds the opening without needing a check. The alcove to the northwest just inside the tunnel has a thick iron bar protruding from the wall about 10 feet off the ground. To a casting of detect magic, the bar has a strong aura of conjuration. Noticing the bar without specifically looking up for it requires a successful DC 15 Wisdom (Perception check). If the bar is pushed downward, that act transports whatever or whoever is standing on the floor of the alcove to a spot some 50 feet distant from the entrance to Snurre's hall (the Hall of the Fire Giant King). An apparently empty ledge high in the southwest wall is the resting place of an iron box that is invisible, has no magical aura, and is locked (requiring a successful DC 20 Dexterity check to open). Those who investigate the ledge can find the box only if they blunder into it or they are able to see invisible objects. The chest becomes visible when opened. It has a glyph of warding (save DC 17) inside the lid. The glyph triggers if the chest is opened without its key. If triggered, the glyph casts cloudkill (spell save DC 17) centered on itself. The box's contents are meant to be taken to the fire giants' stronghold and given as gifts to the powers behind the uprising. Treasure. In the iron box are a pearl of power, a set of Nolzur's marvelous pigments, and a wand of paralysis. CHAPTER 6 AGAINST THE GIANTS 189

MAP G.5 : 11ALL OF THE FIRE G IANT K NG , ENTRANCE LEVEL 190 CHAPTER 6 I AGAINST THE GIANTS

HALL OF THE FIRE G IA ~T KING Just as the trail led from the Steading of the .ill Gian Chief to the frozen wastes wherein wa fou e Glacial Rift of the Frost Giant J arl, so the adven·ure i. e latter place has led (or transported) the inrrepid parry to what they hope will be their last challenge. They are about to venture into the hot and smokin barren which are in effect Muspelheim, the home of the fire giants. In the vast rocky halls of the fire giant · dou hey liege lord, the dread King Snurre Iron Belly. they hope to find not only great treasure but the answer to the question of what or who is behind the strange alliance of many different types of giants. Surely here in the stronghold of the fire giants will be encountered the evil genius or geniuses controlling the uprising and planning the well-executed attacks, for Snurre is said to be far stronger than smart. It is a sad fact that the characters can expect all encounters here to be worse than those the party has faced elsewhere, for fire giants are ferocious opponents, and their associates and helpers will undoubtedly be proportionately stronger and more fearsome than those of the lesser hill and frost giants- a sobering thought indeed! Surely the rewards for success cannot fail to be greater, for the fire giants- and their masters, perhaps?- have more loot for the taking. If the party (or one or more members thereof) has been to the other two places, the characters will know that there is a charge upon them to report definite information to the rulers who have sent them forth to inflict punishment on the rapacious giant raiders. Their mission: to slay fire giants and all who associate with them. Failure means death, not from the nobles, but from the monsters the party must face. Success means the right to keep all the loot they find, plus the possibility of reward from the rulers of the lands being ravaged by the giant bands. And now the adventurers stand before the black and smoking slag hill that holds the Hall of the Fire Giant King. They have penetrated near the heart of the matter- into a fell realm where even the strongest need beware! RUNNING THE ADVENTURE As with the previous adventures in this series, it is up to you to add to the considerable detail given herein, filling in any needed information to color the whole and bring it to life. You, as Dungeon Master, must continue to improvise and create, for your players will certainly desire more specifics, seek to do things not provided for herein, and generally defy expectation. The script is here, but you will direct the whole, rewrite parts, and sit in final judgment on characters' actions. If you have already taken your players through the first two adventures, be particularly mindful of how their behavior there will have altered what is described here. Use the parameters given to design your own epic. Be disinterested, and be just. This is a very difficult scenario, and the players might rue thoughtless actions, but do not allow this reaction to temper what you have before you. Likewise, do not set about to entrap the characters in a hopeless situation-allow their actions to dictate their fate. Remember also that these giants are not only the toughest so far encountered but also have the best advice immediately available to them. As soon as the party strikes and then retires, the attack will be assessed and countermeasures taken. Even when the party first enters the hall, you will have to gauge the reaction of the giants if and when they learn that intruders are within. How will they react? From whence will they call in guards? Where will Snurre go? Most assuredly, he will not remain seated upon his throne when an attack is in progress! You have not ceased being a Dungeon Master by using this prepared scenario; you have simply had some details handled for you so that you can better script the more important material. When the party retires from the hall to rest, the fire giants will lay whatever traps and ambushes they are able to prepare under the circ*mstances. Lights will be smothered, sentries posted, and so forth. In the original playtest, the giants who survived the first foray by the (exceptionally strong and well-played) party set several ambushes, each surprise being timed to allow them to retreat quickly behind a turn in a passage or through a set of doors, gradually falling back to the corridor to the lower level. While the characters offered no quarter and slew every giant or other creature encountered with absolute ruthlessness, their opponents fought with reckless abandon and self-sacrifice. How you manage this conflict in your game must be based on knowledge that only you can have. The upshot of this whole series of adventures is a fight to the finish. Only the leaders and those they take with them will normally seek to move to a place of safety; the rest will stand fast and battle to the end. ADVENTURE START The party might have arrived before the huge obsidian valves that bar entrance to the hall by means of the transporter found in the lair of the frost giant jar!. In this case, they will have to search to find a place of safety to rest and recover their strength between forays into the hall. If the group journeyed hence by some other method, they will have noted such a place of refuge about two miles distant from Snurre's sooty palace. This hidden site should initially prove to be safe from detection as long as the characters leave no plain trail to it and as long as they are not followed to it. There is a limit, though, to how far they can push their luck. Each time they venture forth from their refuge to raid the fire giant hall, there is a 10 percent cumulative chance that the hidey-hole will be found by the giants (a 10 percent chance after the first raid, 20 percent following the second, and so forth). A nearby ravine leads directly from the safe cave to the spiny, broken heap of slag indicated on the characters' map as the site of the hall. A wide, well-trod path winds its way across the barren land up to two great slabs of black stone- the obsidian portals that CHAPTER 6 I A(,AINSTTHE GIANTS

192 give access to Snurre's hall. Each valve is 29 feet tall, 10 feet wide, and no less than 3 feet thick. Normal human strength cannot even budge them; for Medium or smaller creatures to open them requires at least two characters working together to make a successful DC 25 Strength (Athletics) check. On the second and any successive raids upon the place, there is a 50 percent likelihood that the gates will be ajar, and some guard will be watching for attackers in order to alert the hall. The plain around the stronghold is most evil and drab in appearance. The sky is gray and filled with sooty clouds. A distant volcano can be seen, and far to the south a glowing river of molten lava moves sluggishly down a slope and out of sight. The air is hot and smells of heated rock and metal. The ground is covered with cinders and sharp rocks that make walking cross-country difficult (and noisy). The area is lit by night with dim red light, both from flaming gases that shoot forth out of the bowels of the earth and from the glow of molten rock. The pile of lava, slag, and jutting black rock that houses the Hall of Snurre is a steeply rising hill about 300 feet high at its summit. It is difficult to scale. Smoking vents are everywhere, and some of these holes spurt out jets of flame from time to time. The characters will never locate any entrance into the place other than by the main gate, and there is a 33 percent chance that any member investigating a vent hole will be struck by flaming gases for 7 (2d6) fire damage. ENTRANCE LEVEL: GENERAL FEATURES Map 6.5 shows the layout of the uppermost level of the fire giant stronghold. The floors, walls, and ceilings throughout the place are of black, reddish-black, dark gray, and dull brown rock. In some places the stone has been hewn, but in others it appears to have been fused by heat. Ceilings. Passageways in the hall have vaulted ceilings 30 feet high. Caves, chambers, and rooms are 40 to 60 feet high. Doors. All doors are made of iron plates. A Medium or smaller creature must succeed on a DC 15 Strength (Athletics) check to open any of the doors in this place due to their great size and weight. Doors stay open if left that way. lllumination. The upper level of Snurre's hall is lit by torches, braziers, and natural gas jets. Locks. The hall contains numerous well-made locks. Someone using thieves' tools can pick a lock with a successful DC 20 Dexterity check. Secret Doors. Secret doors in the hall are precisely crafted. Unless otherwise noted, it requires a successful DC 20 Wisdom (Perception) check to find such a door. RANDOM ENCOUNTERS On the entrance level of the fire giant stronghold, the chance of a random encounter occurs on an hourly basis. At the end of each hour, roll a dl2. On a roll of 1, which indicates a random encounter, choose from the following possibilities: CHAPTER 6 [ AGAINST THE GIANTS One fire giant guard One fire giant with 12 gnoll workers Four young fire giants (use the ogre statistics, plus immunity to fire damage) with two hell hounds One cloud giant, one frost giant, or one stone giant, a \'i itor looking around LOCATIONS ON THE ENTRANCE LEVEL - The following locations are identified on map 6.5. l. E T RY PASSAGE The floor here is polished obsidian, and great wall hangings can be seen by the characters as soon as they enter. The tapestries displayed between the torches are rendered in bloody colors and show victorious fire giants. The door guard is hidden in the alcove (area lA). lA. ALCOVE The tapestry that covers the opening to this guard post is of loose weave, allowing the fire giant guard in the dark recess to clearly see whoever enters the corridor. If intruders are spotted, he sounds his great bronze horn to warn the hall (see area 2). The giant has four rocks for throwing. If the characters are returning after severely defeating the giants, a ballista (from the arsenal at lOA) will be set up at the far end of the hallway in anticipation of a second raid. This weapon is triggered by a nearly invisible tripwire set 30 feet inside the entrance, and someone must succeed on a DC 20 Wisdom (Perception) check to find the wire. Once the wire is found, it can be avoided, but cutting it sets off the ballista. The ballista fires an array of bolts down the length of the hall, so each creature in it is subjected to one attack at a +6 bonus to hit, dealing 11 (2d10) piercing damage on a hit. 2. GRAND HALL Two ettins are always in the hall that runs east-west off the entry passage, using their four heads to watch in all directions. If the guard at the gate sounds the alarm, these creatures move to hold the mouth of the entryway until help arrives from area 3, area 18, or areas 21-25. The floor of the grand hall is of reddish-black, highly polished stone. The pillars are carved into the shapes of dwarves, each straining to hold up the figure atop it. Light flickers weirdly from burning gases that spurt from the walls. One of the tapestries on the south wall screens the entrance to the royal apartment (areas 4-7). 3. THRONE ROOM AND AUDIENCE CHAMBER Two steps of white-veined black marble lead up to an area where the floor is of deep red polished stone, Between two pillars of polished obsidian sits a massive throne made of jet and black-and-white-banded onyx, the whole inlaid with various large gems. The walls are inlaid with colored stone laid out to show various scenes of victory by King Snurre over his foes. On the wall directly behind the throne is depicted the flaming skull which is Snurre's own device, flanked by fire giants with clubs over their shoulders. The northern one of these inlaid giant-images conceals a secret door hidden in the

wall; a cresset to the left of it, when pu the portal to swing inward. King Snurre is seated on the black ea Over 19 feet tall, he is hugely muscled a narily ugly- very broad, with bandy leg . • - tusk-like and protruding, his side whi -e a bright orange and full. Snurre is clad in blac -o plate armor, and he wields a huge greatsword tha display flames running along its blade when it i wung. The king wears a necklace of coral skulls and ha a broad girdle set with small gems. Around hi houlder i a cape made of white dragon hide. When he sits on the throne, he wear hi jewel- tudded crown of iron. Otherwise the crown i in hi bag and his bald pate covered by an iron helmet. King Snurre is a fire giant with the following changes, which increase his challenge rating to 11 (7,200 XP): He has 187 (15d12 + 90) hit points. He has resistance to cold damage. He can speak Common and Giant. His greatsword deals an extra 7 (2d6) fire damage on a hit. Two fire giants guard the king at all times; their positions are indicated by the circled numbers 1 and 2. Each giant has a carved stone to throw. Crouching at positions 3 and 4 are a pair of hell hounds, the king's constant companions. Treasure. Snurre's crown is set with six rubies (worth 500 gp each), six diamonds (500 gp each), and a huge jacinth (1,000 gp). His necklace has a value of 1,000 gp, and his girdle is decorated with sixty-six garnets (worth 10 gp each). His magic cape grants resistance to cold damage. The gems embedded in Snurre's throne include twelve pieces of sard (worth 100 gp each), twelve fire opals (worth 250 gp each), and twelve rubies (500 gp each). 4. CHAMBER OF THE QUEEN'S SERVANTS The walls of the grand hall are covered with hide rugs and wall hangings, one of which screens the entrance to the queen's private chamber. Inside this entryway are torches on the walls, and six chairs and three small tables along the hallway. At the end of the route westward is a chamber that holds four beds, four chests, two wardrobes, and four stools. Three fire giant servants (use the hill giant statistics, plus immunity to fire damage) are present here, one waiting outside the queen's chamber and two more in the end chamber. Each fights fiercely to protect the queen, with those at the end chamber rushing to aid the other. The servants wield longswords that deal 18 (3d8 + 5) slashing damage on a hit. Treasure. Each of the servants wears three pieces of jewelry worth 250 gp apiece. Amid the eighty-one hides, pelts, skins, and furs in the end chamber are five of value-the seventeenth, twenty-fourth, fortieth, fifty-ninth, and seventy-seventh items that the cha racters examine are worth 200 gp each. 5. QUEEN'S CHAMBER The floors and walls in the chamber north of the servants' quarters are covered with rich rugs and tapestries

194 of no great value. The place is well lit by torches and a large brazier, and this makes it very hot indeed Uust right for fire giants!). Queen Frupy, who resides here, is a veritable harridan, a sly and cunning fire giant. She is, if anything, uglier than Snurre. Topped by a huge mass of yellow-orange hair that looks like a fright wig, Queen Frupy's face is a mass of jowls and wrinkles set in the middle of a very large head that seems to grow directly out of her shoulders without the benefit of any neck. Her body is lumpy and gross, her skin covered with bristles the color of her hair. Her little pig eyes, however, are bright, suggesting intelligence unusual in a giant. Her chamber contains a giant-sized bed covered with furs, a table and two chairs, a stool, and a dressing table with a huge mirror of seeing (weighing 100 pounds) that functions similarly to a gem of seeing, so that even unseen creatures and objects are reflected in it. (Frupy uses it if she suspects invisible creatures are about.) Also here are an ebony and mother-of-pearl wardrobe (filled with her clothing), an iron strongbox, a chest of twelve drawers, four small coffers of copper on the table, and two bronze caskets. Each bronze casket has a poisonous snake inside, which must be dealt with before the contents can be accessed (see "Treasure"). The queen wears garments of black dragon hide set with iron studs (giving her an AC equivalent to that of plate armor). She wields an iron scepter as a weapon (treat as a maul with the same statistics as a fire giant's greatsword, except that it deals bludgeoning damage). Out of sight under the bed are Frupy's two pets, a pair of giant weasels that obey her every command. If intruders enter the place, Queen Frupy will command them to kneel in her august presence and state their business, so that she may fairly address their humble requests. Any who are so foolish as to do so will be sorry, as Frupy will call forth her pets and herself strike at the intruder who appears to be the most powerful. (A kneeling character is considered to be prone in this situation.) She will then bellow for her servants to come to her aid. Treasure. One of the bronze caskets holds 400 cp, and the other one has 300 pp concealed beneath a layer of 100 cp. If the lid of the strongbox is opened by anyone but Frupy, a glyph of warding inside is triggered, producing a fireball spell centered on the chest (save DC 15). The strongbox itself holds nothing of value, but it has a trick panel in the side, which requires a successful DC 20 Wisdom (Perception) check to find . The panel, if opened, allows access to a jade box (worth 500 gp). This box has a false bottom, found with another successful DC 20 Wisdom (Perception) check, that contains spell scrolls of two random 7th-level spells of a particular class (DM's choice). All but one of the copper coffers contain unguents and the like; the third coffer examined contains four pieces of gem-set gold jewelry worth 750 gp each. The drawers in the chest hold worthless personal articles, except for the fifth drawer from the bottom, where under some underthings Queen Frupy has concealed three potions: resistance (fire), mind control (mammal), CHAPTER 6 I AGAINST THE GJANTS and mind concrol, fi re giant), the latter of which she plan co u e on the king (see appendix A for the latter two potion ). Finally. Frupy wears six pieces of gem-set jewelry worth 500 gp each. 6. CH,LfBER OF THE KING'S GUARDS Beyond the doors that lead north, along the east and ,•.-e t walls of the short hallway, are a total of twelve throwing rocks lined up ready for use. Two fire giants, off-duty guards, relax in the adjoining chamber. Each has a carved throwing rock and a greatsword nearby. A table and two benches sit in the center of the room. The table has several platters and flagons on it, along with a small cask of wine and a wheel of cheese covered with mold. Two wooden lockers are tucked under the table. Treasure. Hidden inside the cheese in a hollowed-out space are five 100 gp gems. (This is the repository for the wealth of the on-duty guards.) Each of the lockers contains ordinary clothing and 150 gp. Each guard carries three gems worth 100 gp each in a belt pouch, 7. KING SNURRE's PRIVATE QUARTERS The great iron doors to this place bear the blazon of the flaming skull also found in the throne room. The doors open into an outer hall where six hell hounds roam. The walls in the outer hall are set with torches in cressets and draped with crude tapestries. Six chairs and two benches lie along the walls, along with three tables- each with a keg of ale, beer, or mead and drinking vessels of horn or leather at hand. A small step up on either side of a natural stone column of reddish stone marks the end of the outer hall and the entry to the king's private chamber. The bedchamber of the king is lit in an eerie manner by flaming jets of gas and a huge iron brazier full of glowing coals. The room contains a huge, fur-covered bed, a table, a small throne of ebony and three lesser chairs, a tall cabinet, four trunks, an iron chest at the foot of the bed, and a bench near the entry. The floor is covered with pelts, and the walls are hung with tapestries and trophies: two shields, an axe, four swords, a flail , and a hammer. All these items are sized for giants. A ledge on the south wall 9 feet above the floor holds thirty-nine skulls (human, dwarf, elf, giant, and other various and sundry creatures), eight helmets and helms, and five sets of armor (chain mail, splint, or plate as you desire). The containers in the room hold the personal gear of King Snurre, consisting of clothing, footwear, and bits of armor. Arrayed on the table are several small items including pieces of carved ivory, animal teeth, bits of wood, and stones. Together these items, the king believes, can be made to serve as a divination device. Treasure. Aside from all the mundane armor and weapons, the only item of value to be had here is one of the stones on the table, which is an uncarved piece of carnelian worth 100 gp. Secret Exit. A stone projects out of the wall to the left of the secret door, 12 feet above the floor. Pushing the

stone in causes the portal to pivot. reveal 10 feet wide and 10 feet high. 8. HYDRA CAVE A hydra lurks in either the north or the • a this area if it hears any creature coming up e "' eptoward its lair. The creature is very viciou_. a~ t e ·ng beats it and torments it for fun , and it hopes to take revenge on virtually any other living thing. 9. KING SNURRE's TREASURE CAYE The chamber to the west of the hydra"s lair i filled with stuff, much of which is valueless or nearly o-a pile of 2,800 cp, three mounds of 4d4 worthle tapestries and furs, several dozen bales of valueless cloth. scores of various vessels and containers, and urns and vases of pewter and brass and bronze, plus ten urns of silver (worth 50 gp each) and two of gold (worth 500 gp each). A chimney in the southeastern part of the cave leads up through the roof. Treasure. The real wealth in the room is held inside nearly twenty different containers-eight iron trunks, six smaller chests, and five even smaller coffers. As the characters investigate and attempt to open them, they discover features and contents as follows. Opening a locked one requires a successful DC 20 Dexterity check using thieves' tools. Trunk 1 is locked. It contains 7,200 sp. Trunk 2 is locked. It contains nothing. Trunk 3 is unlocked and has no defenses. At the bottom is s sack holding ten pieces of jewelry (worth 500 gp each). It is buried under a heap of 6,000 cp. Trunk 4 is locked and trapped. It contains 3 cubic feet of silk, worth 300 gp per cubic foot. If the trunk is opened without the key, a blade springs from the lid and chops down at one target, with a +11 bonus to hit and dealing 13 (3d8) slashing damage on a hit. With a successful DC 20 Wisdom (Perception) check, a character can spot alterations to the lock and hinges that are part of the trap mechanism. A successful DC 20 Dexterity check by someone using thieves' tools can be used to disable the hinge mechanism. If the trap goes off but the blade misses, it chops through 2 cubic feet of the silk, ruining it. Trunk 5 is locked. It contains eight pieces of rare wood, each the size of a mace and inlaid with mother-ofpearl (worth 100 gp apiece). Trunk 6 is unlocked and has no defenses. It contains 1,300 ep. Trunk 7 is locked. It contains ten fine ivory tusks each weighing 5 pounds and worth 150 gp. Trunk 8 is unlocked. When it is opened, it initially appears empty because all of its contents are invisible. The chest holds six pieces of jewelry worth 250 gp each as well as nine poisonous snakes. Chest 1 is unlocked and trapped. If its lid is lifted, poisonous gas billows forth and spreads out to fill a 10-foot-radius area around it. Those within the cloud when it erupts must succeed on a DC 15 Constitution saving throw or become poisoned until they finish a short or long rest. The chest is empty. Chest 2 is locked. It contains worthless rocks. Chest 3 is unlocked and trapped. If its lid is lifted before the trap is disabled, acid sprays out from small holes in the sides, splattering anyone within 10 feet of the chest. Those in the affected area must make a DC 15 Dexterity saving throw, taking 7 (3d4) acid damage on a failed save, or half as much damage on a successful one. With a successful DC 20 Wisdom (Perception) check, a character discovers that the hinges are connected to a valve, disguised as a decoration, that pressurizes the acid in the chest walls. The trap can be disabled by · someone who uses thieves' tools and succeeds on a DC 20 Dexterity check. To determine the contents of the chest, consult chapter 7 of the Dungeon Master's Guide. Roll four times on Magic Item Table A, two times on Table B, two times on Table C, once on Table D, and once on Table E. Any result that is not a potion or a scroll should be disregarded but not rerolled. Chest 4 is unlocked and trapped. It contains 1,600 gp. If its lid is lifted before the trap is disabled, numerous spikes shoot forward, backward, and to each side. Each spike has a range of 15 feet and a +11 bonus to hit, dealing 7 (2d6) piercing damage on a hit. Anyone within 15 feet of the chest might be hit. With a successful DC 20 Wisdom (Perception) check, a character notices that the hinges are connected to four valves, disguised as decorations, that pressurize the spikes in the chest walls. Thieves' tools and a successful DC 20 Dexterity check can be used to disable the valves. Chest 5 is locked. It contains nothing. Chest 6 is locked and trapped. It contains a cloak of elvenkind and a pair of boots of elvenkind. The lock and the chest's handles are coated with oil of taggit (see "Sample Poisons" in chapter 8 of the Dungeon Master's Guide). With a successful DC 20 Wisdom (Perception) check, a character spots the oil. A character who succeeds on a DC 15 Intelligence check, or any character who has proficiency with a poisoner's kit, knows that the oil can be wiped off with alcohol, although doing so without wearing protective clothing is risky, requiring a successful DC 15 Dexterity check. On a failed check, the character is exposed to the poison. Coffer 1 is unlocked and trapped. It contains thirty gold rings, one of which is a ring of protection. The others are ordinary rings worth 50 gp each. If the treasure is touched before the trap is disabled, a poison needle shoots from the inner side of the coffer, hitting the extremity that was extended. The needle deals 1 piercing damage and delivers a dose of purple worm poison (see "Sample Poisons" in chapter 8 of the Dungeon Master's Guide). With a successful DC 20 Wisdom (Perception) check, a character discovers the recess in the coffer wall that holds the needle. A character can remove the needle, thereby disabling the trap, by using thieves' tools and making a successful DC 15 Dexterity check. Coffer 2 is locked. It contains 200 pp concealed beneath a layer of 500 cp. Coffer 3 is locked. It holds packets of leaves and seeds and husks- various hot spices worth a total of 100 gp. Coffer 4 is unlocked. It contains six small, highly crafted, carved statues of unknown mineral and workmanship. All register as desecrated objects to the scruCHAPTER 6 I AGAINST THE GIANTS

196 tiny of Divine Sense or a detect evil and good spell. Each idol is associated with a different ability score. While one is carried, its bearer has disadvantage on all d20 rolls involving that particular ability score. Coffer 5 is locked. It holds sixteen gems (worth 250 gp each) concealed beneath a layer of two hundred gems worth 10 gp each, further topped by five hundred gems of good size and fine appearance but worth only 1 gp each. 10. ARSENAL COMPLEX A fire giant is always at the ready inside the entrance to this storage area. If summoned or attacked, the guard fetches the chimera from area 11. The guard has three throwing rocks at hand. Torches provide light, and a bench offers a place to sit down. JOA. West Arsenal. The western wing contains fifteen huge swords, a ballista, twenty spears, three maces, five greataxes, and a quantity of giant-sized throwing rocks. Treasure. Hidden in the far southwestern corner under the spears are a +l longbow and a quiver of twenty +l arrows. JOB. East Arsenal. The eastern wing has another supply of throwing rocks, five massive clubs, nine fire giant helmets, two chain shirts, eight shields, and eight studded leather jacks- all giant-sized. Eight big barrels of oil are stored along the east side of the area. Treasure. One of the giant-sized shields is actually a shield of missile attraction. 11. CHIMERA PEN The fire giants keep a chimera here. This creature attacks intruders on sight, since it hates everyone except fire giants. 12. ADVISOR'S QUARTERS A corridor heads westward from the pillared hallway. The corridor and the chamber beyond contain furnishCHAPTER 6 I AGAINST THE GIANT ing of rnrious sizes. The smallest of them are a table, a plu h chair with a footstool, and a couch. Other items are more or less human-sized, including a long table, two benches. two chairs, and twelve chests. Finally, there are four huge chairs, a table, and a footstool sized for giants. Rugs on the floor, tapestries on the walls, and bronze cressets with flaming torches complete the decor. Eight gnoll servants/bodyguards are lounging in this area. awaiting orders. They obey only the commands of King Snurre, Queen Frupy, or the Advisor- who is is a grossly fat but very strong and quite fast renegade mountain dwarf named Obmi (see area 12A). Treasure. The chests contain the treasure of each gnoll (amounting to 50 gp each) plus the gnolls' personal gear. The third, eighth, tenth, and twelfth chests that the characters examine are locked; they contain bottles of wine and spirits. 12A. 0BMI'S STUDY The door to this study appears to be locked from the outside, suggesting that the place is vacant (Obmi is very clever). He can see through the door by means of a peephole, and if he sees intruders who are battling the gnolls and winning he will yell for them to help him, claiming to be a victim and a prisoner of the giants. In fact, at first sight, this chamber appears to be a cell rather than a truly comfortable study. Obmi is at work in the room, poring over several scrolls atop his plain wooden desk, searching for solutions for the problems besetting his King. The dwarf has been Snurre's advisor for twenty-five years, having spent five years as a slave before that. A case against the north wall contains various maps, scrolls, and papers, all written in Giant or Dwarvish. If he finds himself at a disadvantage, Obmi (use the assassin statistics, with 16 Strength and Charisma and the ability to make three melee attacks using Multiattack) tells the characters that the giants have held

him-a prince of his people-capch·e for trying to trick information out of him o o, loyalty to dwarfdom when torture failed. e f: claims that several humans in black robe- ad ,,,iants in their questioning. Finally. he a" · _ to be al o \·ed his armor and weapons in order to gain ·\\ee -e :e ge upon Snurre, and he claims to know exact)) " ere he king will be. While in his study, Obmi has only a cudded lea her jacket and a long knife (the equivalenc of a hon5word. coated with one dose of the poison noced in che a sa sin statistics). If worst comes to worst, he bolt for room 12B and bars the door once he is inside. Treasure. Obmi uses a plain wooden box a a footstool. It seemingly holds only old clothes of his-but beneath a false bottom, which requires a successful DC 15 Wisdom (Perception) check to find, some gems are hidden: two worth 500 gp each, eight worth 100 gp each, twenty-three worth 50 gp each, forty-one worth 10 gp each, and eighteen worth 5 gp each. 12B. 0BMI'S BEDCHAMBER In a larger chamber adjacent to his study, the renegade dwarf has a soft bed, a small stand, a table and chair, a cabinet, two iron chests, and an arming rack. His dwarven plate and +1 shield (AC 20, or AC 23 with his shield) are laid on the rack near the door, and his +1 battleaxe and +1 warhammer (each deals ld8 + 4 damage in Obmi's hands) hang on the wall above. Underneath the armor are his gauntlets of ogre power (giving him an additional +l to attack and damage rolls with melee weapons). His ring of invisibility is on a small stand near his bed. Upon entering the room Obmi will palm the ring, don the armor, put on the gauntlets, thong the axe to his belt. heft the hammer, and grab the shield. At the first good opportunity he will attack the party and raise a cry for help, but he will do so only when he knows help will be able to come. He knows a bit about the drow, and he will bargain with that information, or anything else, to save his life. If offered no quarter, he will fight to the very end. Treasure. In addition to Obmi's magical gear, both of the iron chests contain valuables. One chest holds 900 gp. The other holds 100 pp and a bejeweled silver ewer and silver bowl (each item worth 500 gp). 13. COUNCIL ROOM The king and his council meet in this large chamber, but the place is now empty. A long table near the center of the room has five great chairs around it. Hides cover parts of the polished black floor. Rude tapestries adorn the walls and are also hung across the openings around the perimeter of the room. There are several torches in the place, but none are lit. 13A. WEST ALCOVE Within the alcove to the west is a table with a flat chest on it, locked and full of stones (weighing 200 pounds). If the chest is lifted or moved, a pressure plate underneath it shifts, causing six poisoned arrows to hoot out from the north wall. Each arrow has a range of 100 feet and a +11 bonus to hit; it deals 5 (ldlO) piercing damage on a hit, and the target struck must make a DC 11 Consticution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one). The arrows strike the south wall and shatter if they miss interposing creatures. The holes for the arrows are sealed with a thin crust of mortar. A character who examines the wall spots them with a successful DC 20 Wisdom (Perception) check. Someone who looks carefully at the base of the chest can spot the pressure plate with a successful DC 20 Wisdom (Perception) check. The holes can be blocked by hammering iron pitons or similar objects into them. The pressure plate can be wedged in place with the use of at least two such objects. In either case, a character attempting to disarm the trap must succeed on a DC 10 Strength check. On a failed check, the trap operates anyway when the attempt to block it fails. Treasure. A map of the area around the stronghold hangs on the western wall. Two locked chests rest against the north and south walls- the northern one filled with 850 sp, the southern one holding 500 gp and six bone batons with Dwarvish runes upon them. Each of the batons is a token of free passage whose runes read, in Giant, "Official Business on Behalf of King Snurre the Fearsome." Any individuals or groups that display one of these items are safe from attacks by the giants or the giants' allies as long as they take no aggressive action. 13B. SOUTH ALCOVE Four extra chairs for the council table are stored in the alcove to the south, and a huge cabinet holds eightythree scrolls and three hundred sixty-seven pieces of paper or parchment. Most of the cabinet's contents are worthless and of no import, but the sixty-eighth scroll tube contains instructions for King Snurre, telling him to gather forces of hill, stone, frost, and fire giants, along with whatever strength he can raise in ogres, oni, cloud giants, and any other creatures for an all-out attack on humankind. The message further promises powerful help from the dark elves. It is signed "Eclavdra." The papers are copies of messages to and replies from various types of giants and giant-kin. One, in Dwarvish, reads, "The fire giant of stone left and left elbow." 14. DOOR GUARD A fire giant stands guard at all times outside the doors to the council chambers. 15 . KITCHEN Benches, counters, a table, several stools, three cupboards, various bins and barrels, and miscellaneous kitchen gear are scattered around the kitchen. The area to the west is a natural firepit, where flaming gases are used to roast whole creatures. The place is typically occupied by busy workers: a fire giant matron, two fire giant servants (use the hill giant statistics, plus immunity to fire damage), and seven gnoll thralls. The servants and the gnolls fight only under the direction of the matron, fleeing or surrendering if she falls. Slippery Exit. The chute to the northwest goes down to the lava pool on the second level (area 6 on map 6.6). CHAPTER 6 AGAIN'if THE GIANTS 197

Six feet in diameter, it is slippery and greasy from garbage and empties out 2 feet above the lava. 16. STORAGE CHAMBER The room near the kitchen is jammed full of barrels of ale and mead, boxes, sacks, hampers, and wheels of cheese. Overhead hang smoked sides of meat, smoked fish, strings of sausages, and the like. There are smaller boxes of salt, and a screw-top copper container filled with spices (wonderfully hot peppers). Tuns of wine and casks of beer are kept handy near the door. The most common item, heaps of hard bread, is everywhere. 17. GUEST CHAMBER The doors to this room are closed on the outside by a great bar, because King Snurre does not fully trust his guest, a rakshasa, that resides herein. Naturally, most adventurers will assume a creature thus imprisoned might become a trusted associate-an attitude the rakshasa will encourage by taking some benign form (such as that of a fellow adventurer, a kindred soul, who has been deprived of equipment) to gain the characters' confidence before it attacks. Inside are four beds, a table and two chairs, two stools, and other furnishings including three chests and a footstool (in reality a treasure chest). Rugs and tapestries adorn the floor and walls, and flaming torches in sconces provide light. Treasure. The rakshasa carries 50 gp and two gems (worth 100 gp each). The disguised chest holds a jeweled scepter worth 1,000 gp, three potions (superior healing, mind reading, and invulnerability), and five spell scrolls (zone of truth, true seeing, darkness, cure wounds cast at 4th level, and symbol). 18. BARRACKS Currently two fire giants and two fire giant servants (use the hill giant statistics, plus immunity to fire damage) are housed here. They typically lounge around sharpening weapons and telling lies about their amatory prowess. The room has eight cots, four stools, and four hampers. Each cot is heaped with skins. The hampers contain the giants' personal gear. Pegs on the walls hold their bags and cloaks. There are five clubs, three axes, six spears, and eight shields scattered about, mostly along the north wall. The place is lit by flaming gas jets. Treasure. One of the clubs, noticeably lighter than the others, has been hollowed out to serve as a treasure cache. It holds 15 pp, 30 gp, 15 ep, 25 sp, 184 cp, and three 100 gp gems. 19. SERVANTS' QUARTERS This room currently holds four fire giant servants (use the hill giant statistics, plus immunity to fire damage). The others that live here are presently at work in the kitchen (area 15). This torch-lit chamber has seven cots, various pieces of smaller furniture, and pegs on the walls that hold garments and the like. Treasure. Each servant has a piece of silver jewelry worth 100 gp. CHAPTER 6 I AGAINST THE GIANTS 20. Co~rn:u, AL QUARTERS Three fire giant servants (use the hill giant statistics, plu immunity to fire damage) care for six young fire giant (use the ogre statistics, plus immunity to fire damage) in this vast chamber. All have weapons (kids' toys for the youngsters) and will fight with enthusiasm. There are three beds and six cots along the walls. In each wing is a bench, three chairs, six stools, a long table. and various boxes, hampers, and cupboards. Treasure. Each servant has a piece of silver jewelry worth 100 gp. 21. E TRY HALL OF THE KENNELS Four hell hounds scuffle and play just inside the doors. They are part of the pack at area 22 and will flee thereto by the safest route if threatened. 22. KENNEL CHAMBER Four hell hounds are here. If those in area 21 are attacked and yelp for assistance, these beasts split into pairs and station themselves in the north and south ends of the open area, from where they spring to the aid of the others. The hell hounds love their handler at area 23 and come to his rescue if he whistles. The kennel contains no treasure, other than the hounds' prized bones (of interest only to other hell hounds). 23. KENNEL KEEPER'S QUARTERS Herein dwell the Keeper and his mate, two fire giants who will rush to the aid of their charges if they hear a commotion outside. Their chamber contains a large bed, a table, two chairs, a bench, a chest, a cabinet, three barrels (beer, mead, and ale), two buckets (his and hers), and a crate (holding dried meat for the hounds). Burning torches light the place. Pegs on the walls hold wearing apparel and the giants' bags. A shield, a battleaxe, and a javelin lean against the wall to the north. Hides and pelts decorate the floor and walls, and a number of skins and furs are heaped on the bed and the bench. Treasure. The second bucket has a false bottom, which requires a successful DC 15 Wisdom (Perception) check to find. Beneath it are stored 20 pp and eight gems (worth 100 gp each). The javelin leaning against the wall is actually a javelin of lightning. One of the six cloaks on the bench is a hell hound cloak (see appendix A). Wrapped inside this cursed cloak is a sword of vengeance. There are three other hell hound hides in the chamber (those of beloved departed pets), all quite normal. 24. GUARDPOST A fire giant is on duty here at all times with four throwing rocks nearby. An iron cylinder hanging near the north wall is a gong to be sounded if intruders are seen. 25.BARRACKS Two fire giant warriors and two fire giant servants (use the hill giant statistics, plus immunity to fire damage) are lounging among the cots, chests, and other furniture that fill this place. Several pegs here and there hold

cloaks, capes, shields, and four giant · ba,,.s - only worthless giant-sized items in the c e:: er containers. One warrior has a greatsword, and the ot e- o e fights with a human-sized +2 greataxe. The ,eapo gives the giant a +13 bonus to hit and deals ! ::! 3 :::: - 9) slashing damage. The room also has twen _·-one rowing rocks, which all the giants will use if· e oppo umty presents itself. Treasure. The easternmost of the three pillars has a secret hatch (equivalent to a secret door) concealing a hollowed-out space that contains 800 gp and three pieces of gem-studded jewelry (worth 500 gp each). SECOND LEVEL: GENERAL FEATURES Map 6.6 shows the layout of the second level of the fire giant stronghold. The floors, walls, and ceilings throughout the area are of black, reddish-black, dark gray, and dull brown rock. In some places the stone has been hewn, but in others it appears to have been fused by heat. Ceilings. Passageways have vaulted ceilings 30 feet high. Caves, chambers, and rooms are 40 to 60 feet high. Doors. All doors are made of iron plates. A Medium or smaller creature must succeed on a DC 15 Strength (Athletics) check to open any of the doors in this place due to their great size and weight. Doors stay open if left that way. IlJumination. Light is provided by torches, braziers, natural gas jets, and molten lava. Locks. The hall contains numerous well-made locks. Someone using thieves' tools can pick a lock with a successful DC 20 Dexterity check. Secret Doors. Secret doors on this level are precisely crafted. Unless otherwise noted, it requires a successful DC 20 Wisdom (Perception) check to find such a door. RANDOM ENCOUNTERS On the second level of the fire giant stronghold, the chance of a random encounter occurs on an hourly basis. At the end of each hour, roll a dl2. On a roll of 1, which indicates a random encounter, choose from the following possibilities: One fire giant and one fire giant servant (use the hill giant statistics, plus immunity to fire damage) One troll escorting one hill giant, one stone giant, or one frost giant • One troll with ten gnolls , One drow mage with five wererats LOCATIONS ON THE SECOND LEVEL The following locations are identified on map 6.6. 1. HALL OF THE DEAD This dark hall contains twenty huge sarcophagi standing upright against the walls, and four even larger ones lying on the floor in the center of the chamber. Those four are made of stone, and the northern two have likeness of fire giants carved into their lids. while the southern two are blank. Of the sarcophagi that line the walls, half are made of stone, six are crafted from bronze, two are brass, and two are iron. All of them bear likenesses of fire giant kings and queens. Examination will reveal that each of these burial vaults contains only the remains of a king or a queen, moldering garments, a few corroded weapons, and similar worthless items (wererat grave robbers stole anything of value long ago). Secret Exit. The tunnel behind the secret door in the southeast corner is about 5 feet in diameter. It twists and turns so that any person using it will lose all sense of direction before exiting at area 2 on map 6.7. 2. ETTIN GUARDS' CHAMBER Four ettins reside here when they are not on duty near the main entrance to the grand hall (map 6.5, area 2). Two are asleep, their weapons within easy reach, while the other two quite alert. The chamber has a rude table, a bench, two stools, and four cots. Torches light the place. Nine pegs on the walls hold clothing and six giants' bags. Treasure. In the northwest corner is a hamper with six sacks, each holding 600 cp (which is the ettins' accumulated pay). 3. VISITORS' CHAMBER The doors to the north open into a room that houses two stone giants who have been working for King Snurre as engineers. The room, lit by torches, contains four cots, a large table, other furnishings, and pegs that hold clothing and two giants' bags. Eleven throwing rocks are scattered on the floor. A haunch of meat rests on the table along with mugs and platters of tin. Treasure. Each giant has 250 gp and a gem (worth 100 gp). 4. STORAGE ROOM This room, illuminated by four torches set in wall cressets, has been cleaned out to serve as quarters for four hill giants. If they survived or escaped the assault on the steading, Chief Nosnra and his wife are among the occupants. If only ordinary hill giants are here, the room contains nothing more than four heaps of skins for bedding, a table, and two chests. If Nosnra and Grutha are present, the place has two cots, two heaps of skins, a trunk, a chain, a table, and two chests. Treasure. Ordinary hill giants carry 100 gp each but have no other treasure. The chief, if present, will have brought along whatever of his valuables he could salvage and carry here. 5. COMMUNITY QUARTERS In this large area are housed a fire giant warrior, three fire giant servants (use the hill giant statistics, plus immunity to fire damage), and four young fire giants (use the ogre statistics, plus immunity to fire damage). All are armed with various weapons, even the young, and there are twenty throwing rocks in the chamber. The place holds several beds, two large cabinets, two tables, miscellaneous smaller furniture , a crate, and CHAPTER 6 AGAINST THE GIANTS 199


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