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DND Dun Giants4

"Hall of the Fire Giant King" is inspired by Gary Gygax's classic adventure. The adventure can be run as a stand-alone adventure or as the conclusion of a four-part series. If the characters bring the head of King Snurre to Krombaalt's castle, they gain XP.

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100% found this document useful (1 vote)
333 views

DND Dun Giants4

"Hall of the Fire Giant King" is inspired by Gary Gygax's classic adventure. The adventure can be run as a stand-alone adventure or as the conclusion of a four-part series. If the characters bring the head of King Snurre to Krombaalt's castle, they gain XP.

Uploaded by

SpawnOf Larry
Copyright
© Attribution Non-Commercial (BY-NC)
Available Formats
Download as PDF, TXT or read online on Scribd
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Hall of the Fire Giant King

A D&D adventure for characters of levels 1820

By Christopher Perkins Based on the original by Gary Gygax


Illustrations by Noah Bradley, Jim Nelson, Brian Valenzuela, Tyler Walpole, Jason Juta, and Tony Foti Cartography by Mike Schley

I ntroductIon
The original Hall of the Fire Giant King adventure was written by Gary Gygax and published in 1978 by TSR, Inc. The conclusion of a three-part series, it packed a lot of punch into sixteen pages and presented fire giants as iconic D&D monsters. The tripartite Giants series was later collected into a single adventure module titled Against the Giants and published by TSR in 1981.

TM & 2012 Wizards of the Coast LLC. All rights reserved.

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This adventure is inspired by Gary Gygaxs classic module but takes advantage of the latest Dungeons & Dragons rules. Hall of the Fire Giant King can be run as a stand-alone adventure, or you can play it as the conclusion of a four-part series that includes Steading of the Hill Giant Chief (Dungeon 197), Warrens of the Stone Giant Thane (Dungeon 198), and Glacial Rift of the Frost Giant Jarl (Dungeon 199). nestled deep within his own hall. Only by revealing the drow presence and defeating it can the heroes hope to break the giant alliance. Giant Jarl in Dungeon 199). Whether or not the characters played a role in freeing Elektra, Krombaalt harbors tremendous ill will toward Snurre and his allies. If the characters bring the head of King Snurre to Krombaalts castle in the Crystalmist Mountains, they not only gain XP but also receive a thundercloud tower, which the characters can use as their personal stronghold and base of operations (see the end of the adventure for more information on this special reward).

BegInnIng the a dventure


King Snurres Hall is buried deep beneath a great basalt mound in the Hellfurnaces, a chain of volcanoes in the heart of the Crystalmist Mountains. You can change the location of the fire giants stronghold and the names of geographical locations to better serve the needs of your home campaign. It is assumed that the characters have safely arrived at a spot near the hall of the fire giant kinga small cave, hidden by clouds of blowing ash, where they can remain undetected while they plan their offensive. If they decide to take an extended rest between forays against the fire giant stronghold, they can do it safely at the hidden cave as long as they take moderate precautions not to leave a plain trail.

Background
Giants have been raiding the civilized lands in large bands, visiting death and destruction upon villages, towns, and farmlands. Entire militias have been conquered, entire crops wiped out. These marauding bands consist of mixed groups of hill giants, stone giants, frost giants, and fire giants, as well as ogres and other monsters allied with the giants. Determined to repel the invaders, local lords have begun hiring brave adventurers. The first few groups didnt fare well. Some were crushed beneath the boulders and jackboots of rampaging giants, and others simply never returned from the wilderness. Now, a new band of adventurers has assembled to punish the destructive giants and banish them from the civilized lands. King Snurre (pronounced Snur-ee) Iron-Belly, lord of the fire giants, has done the impossible. He has united the feuding tribes of hill giants, stone giants, frost giants, and fire giants under his blazing banner and focused their wrath on the civilized lands of humans, dwarves, elves, and their ilk. Snurre rules from a mighty hall in the volcanic mountains, beyond the reach of most mortal enemies. The heroes sent to dispatch him, however, are no mere mortals. Despite the loss of some key allies, Snurre manages to hold the giants together. Far from a brilliant tactician, he relies extensively on the counsel of his advisors, some of whom are drow. The drow have approached the king and shared powerful secrets with himsecrets gleaned from an evil temple

Major Quest: Capture the Traitor


18th-level Major Quest (2,000 XP/character) Obmi Ironwhisper, an exiled dwarf noble, serves King Snurre as an advisor. The dwarf lords want this traitor to stand trial for treason and are willing to pay 250 platinum pieces for his capture. If the characters capture Obmi Ironwhisper (area 7) and return him to civilization alive, they complete this quest and also receive a monetary reward of 250 pp. If they bring back his corpse, the characters still gain the XP award and receive 200 pp. The other 50 pp goes toward raising Obmi from the dead so he can stand trial for his crimes.

Q uests
In addition to killing foes they encounter in the fire giants stronghold, the characters can pick up several quests:

Major Quest: Deliver King Snurres Head


18th-level Major Quest (2,000 XP/character) A mighty storm giant lord named Krombaalt descends from the mountains on the back of an enormous thunderhawk and says, If you bring me the head of that cur, King Snurre Iron-Belly, I will give you a thundercloud tower to call your own. This quest comes on the heels of the characters freeing Krombaalts daughter Elektra from the prison of the frost giant jarl (see Glacial Rift of the Frost

Minor Quest: Confront Eclavdra


19th-level Minor Quest (500 XP/character) A dark power is uniting the many tribes of giants. Find out who or what is responsible, and destroy them. Drow masterminds are the true power behind the alliance of giants, using King Snurre as their figurehead. The characters must learn about the drow and confront Eclavdra to complete this quest. They dont have to defeat the drow priestess.

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Minor Quest: Rescue Moonshadow


19th-level Minor Quest (500 XP/character) Fire giants have captured an elf princess named Moonshadow, and King Snurre has made exorbitant ransom demands for her safe return. Rescue the princess from his evil clutches! If the heroes safely escort Princess Moonshadow (area 13) from the fire giants stronghold, she and any surviving members of her retinue make their way back to civilization. If the heroes complete this quest, they also receive a monetary reward of 250 pp.

have the giants take a few sensible precautions to prepare for the partys return.

Giant Reinforcements
Not all the fire giants that live in Snurres Hall are present when the characters attack. A number of them are out on raids and hunting expeditions. Each time the characters take an extended rest during their conquest of the hall, they run the risk of encountering reinforcements. A typical gang of reinforcements includes two fire giant marauders and four hunting hell hounds. Encounters can be staged with these forces anywhere in and around Snurres Hall. Use these encounters sparingly. Too many encounters with reinforcements will result in the characters amassing more XP and gaining levels faster than anticipated.
2 Fire Giants
Large elemental humanoid (fire, giant) HP 174; Bloodied 87 aC 34, Fortitude 34, reflex 28, Will 28 speed 8 resist 15 fire

Treasure
The treasure found in this adventure was assigned using the parcel technique of treasure distribution (Rules Compendium, page 298) to ensure that the characters get the appropriate amount of treasure for their level. You can replace listed items with other items of a similar level. In addition to treasure, giants often possess mundane items of little worth. These items add color and realism to the adventure. As the characters loot corpses and plunder treasure chests, you can throw in a few items chosen or rolled randomly from the following table.

runnIng the a dventure


This adventure is location-based. All encounters are keyed to the maps of the fire giant hall and the dungeon below it. As the characters explore these locations, refer to the area descriptions for details on their contents.

Level 18 Soldier
XP 2,000 each Initiative +11 Perception +14

Mundane Treasures
d20 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 Mundane Item Handaxe blade (used as a hand chopper) Metal helm (used as a bowl) and wooden spoon Moldy and stinky wheel of cheese shabby cloak (wool or hide) Bone comb Iron cooking pot drinking horn skinning knife Haunch of meat Mangy fur pelt small bag of salt Old sandals Waterskin (full) Cask of ale (half empty) necklace of animal fangs or finger bones 5-foot length of chain Bag of skulls Bag of dried mushrooms 50-foot coil of hemp rope Carved wooden idol

Rests
The adventure is designed to allow characters to take short rests between encounters. Characters who need an extended rest might have to withdraw from the dungeon to avoid incessant attacks. Players might be reluctant to yield ground and allow the giants to fortify their defenses while they take an extended rest, but thats a choice they must make. As the Dungeon Master, you need to decide what happens while the characters take an extended rest and the extent to which the giants recover from the partys most recent assault. You are strongly advised not to punish the characters for taking an extended rest by reloading every encounter in the dungeon. Instead, consider adding one group of reinforcements (see Giant Reinforcements below), and

m searing Greatsword (fire, weapon) F at-Will Attack: Melee 2 (one creature); +23 vs. AC Hit: 2d12 + 13 fire damage. Effect: The giant marks the target until the end of the giants next turn. C sweeping sword (fire, weapon) F at-Will Attack: Close blast 2 (enemies in the blast); +23 vs. AC Hit: 2d12 + 13 fire damage. Effect: The giant marks the target until the end of the giants next turn. str 23 (+15) dex 11 (+9) Wis 10 (+9) Con 22 (+15) Int 10 (+9) Cha 11 (+9) alignment evil Languages Giant equipment chainmail, greatsword

Standard Actions

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4 Hunting Hell Hounds Level 18 Minion Brute

Medium elemental beast (fire) XP 500 each HP 1; a missed attack never damages a minion. Initiative +13 aC 30, Fortitude 30, reflex 28, Will 27 Perception +17 speed 8 resist 15 fire

k Ing snurres h all


When the characters arrive, read: Nestled deep within the icy peaks of the Crystalmist Mountains is a chain of volcanoes surrounded by an ashen plain of basalt crisscrossed with rivers of magma. Dubbed the Hellfurnaces, these angry volcanoes send plumes of smoke into the darkened sky, and embers fall like hot rain upon the land. You travel across this hellish expanse to the foot of a steeply rising hill about three hundred feet high. Smoke pours from numerous vents atop the hill, and occasionally some of these holes spurt jets of f lame as well. Beneath this mound of slag and black rock lies the Hall of King Snurre. Obsidian doors set into the base of the hill are the only visible entrance. They appear unguarded. The obsidian doors that seal the entrance to Snurres Hall are described in area 1. Characters can climb the volcanic hill by making DC 15 Athletics checks and then search for another entrance. The only other entrance is a 20-foot-diameter chimney that disgorges neither fire nor smoke. The chimney is on the far side of the hill, near the top. Locating it requires making a DC 25 Perception check while at the hills peak. The red dragon Brazzemal (area 17) uses the chimney to reach its lair deep beneath Snurres Hall. The chimney curls and jags as it descends a total of 400 feet before opening into area 17B, and climbing its walls requires DC 20 Athletics checks. The fire giant stronghold has three levels: the first level (areas 18), the second level (areas 916), and the third level (areas 1724).

First Level (Areas 18)


The rooms and passages that form this level are carved from polished reddish-black basalt. The walls are smooth and require a DC 25 Athletics check to climb. The dominant feature of the first level is the throne hall of the king (area 2). Ceilings: Passageways and chambers have vaulted ceilings 30 to 50 feet high. Doors: All doors on this level are made of welded iron plates. Normal-sized double doors are 15 feet tall and half a foot thick; giant-sized double doors are 25 feet tall and 1 foot thick. A Medium or Small character can open a normal door as a standard action, or a minor action with a DC 24 Athletics check. A Medium or Small character can open a giant-sized door as a standard action with a DC 33 Athletics check. Illumination: All areas are brightly lit unless otherwise noted. In some locations, basalt braziers are built into the walls about 1 foot off the floor. These 5-foot-wide, 3-foot-deep stone basins contain burning oil and shed bright light out to 10 squares. In other locations, torches are mounted in iron brackets 10 feet above the floor. Oversized Furnishings: Many furnishings are sized for 12-foot-tall fire giants. They measure slightly more than twice the dimensions of their human-sized counterparts and are eight times the weight.

Standard Actions m Bite (fire) F at-Will

Attack: Melee 1 (one creature); +23 vs. AC Hit: 11 damage plus 5 fire damage. C Fiery Breath (fire) F encounter Attack: Close blast 3 (creatures in the blast); +21 vs. Reflex Hit: 18 fire damage. Miss: 9 fire damage. str 20 (+14) dex 18 (+13) Wis 16 (+12) Con 23 (+15) Int 2 (+5) Cha 12 (+10) alignment evil Languages

Captured!
If the party is defeated by fire giants or their allies, the adventure isnt necessarily over. At your discretion, the characters can be stripped of their gear and hauled off to the prison (area 13) until King Snurre or his advisor, Obmi, figures out what to do with them. If the characters convince their captors that they are worth something, Snurre or Obmi is sorely tempted to ransom them, thus giving the heroes more time to plan their escape. Once they escape, they can try to recover their stolen gear, which is kept in area 13E. Players whose characters were killed can create new characters, if they wishperhaps survivors of another party captured by the giants. Escaping captivity can be handled as a skill challenge that uses the Bluff, Diplomacy, Intimidate, Perception, and Thievery skills (moderate DCs). No one skill can be used more than three times (successfully or not), and to escape, the party must achieve 6 successes before 3 failures. If the characters fail the skill challenge, they can try again after an extended rest.

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1. Obsidian Doors
Skill Challenge Level 18 (4,000 XP) King Snurre does not station guards outside the hall because he trusts that the obsidian portals are impregnable, and he is arrogant enough to believe that no enemy would dare challenge him here. Trap: Obsidian doors. When the characters approach the doors, read: A wide, well-trod path leads up to two great slabs of black obsidian set into the base of the hillside. Each portal is thirty feet tall, nine feet wide, and smooth as glass. These black stone doors bar entrance into Snurres Hall. The obsidian doors are 5 feet thick and bereft of handles; iron hinges mounted to the inside walls hold them in place. If a fire giant touches either portal, both doors swing inward quietly and remain open for 1 minute before closing on their own. The doors are magically locked to all others and impervious to physical harm, although they can be opened with a successful skill challenge (see below). A Knock ritual opens the doors but also activates a trap. A Passwall ritual allows the characters to create a temporary passage through the stone doors without triggering the trap. While the doors are opened, characters can try to wedge or brace them, but the doors weigh several tons, and no amount of force prevents them from closing and sealing again.

Skill Challenge: Opening the Doors


Unless the characters wait for a fire giant patrol to happen by (see Development below), they must figure out a way to open the obsidian doors on their own. Level: 18 (4,000 XP). Complexity: 2 (requires 6 successes 3 three failures).

Primary Skills: Arcana, Nature, Religion, Thievery. Arcana (DC 32, standard action): The character utters words of power that weaken the magic of the doors. If the character speaks these words in Giant, he or she gains a +2 bonus to the check. If he or she speaks the words in Primordial, the bonus increases to +4. Nature (trained only; primal power source; DC 32, standard action): The character evokes primal spirits to weaken the magic of the doors. Religion (trained only; divine power source; DC 32, standard action): The character directs astral energy to weaken the magic of the doors. Thievery (DC 32, standard action): The character defaces symbols on the doors, weakening their magic. Secondary Skill: Dungeoneering, History. Dungeoneering (DC 32, standard action): The character notices a defect in the doors that might be exploited. This check doesnt count as a success or failure in the challenge, but a successful check provides a +2 bonus to the partys next Thievery check made as part of this challenge. History (DC 32, standard action): The character gleans some useful information from the pattern of symbols on the door. This check doesnt count as a success or failure in the challenge, but a successful check provides a +2 bonus to the partys next Arcana check made as part of this challenge. Success: The obsidian doors open and remain open for 1 minute. Failure: The doors do not open, and the characters cannot make another attempt until 24 hours have elapsed.

Obsidian Doors

Level 18 Trap

Object XP 2,000 detect automatic Initiative Immune attacks Identify (Arcana; trained only) F dC 17: The character believes that the doors are magically attuned to fire giants and can be opened only by fire giantsbut even so, a Knock ritual should circumvent the magic seal, and a Passwall ritual should allow passage through the doors. F dC 23: The character confirms that powerful magic cast upon the doors renders them impervious to harm, and realizes that using a Knock ritual on the doors might trigger a magical trap. F dC 32: The character discerns that opening the doors improperly triggers a trap that renders anyone who passes through the doors vulnerable to fire. Passwall should bypass this effect (see Countermeasures below). Identify (Dungeoneering) F dC 17: The character realizes that the doors are of dwarven craftsmanship. F dC 23: The character notices that the doors fit together almost seamlessly and are airtight.

Triggered Actions Flames Curse F at-Will

Countermeasures F A Passwall ritual can create a temporary passage


through the doors without triggering the trap. one creature.

Trigger: The doors are forced open using a Knock ritual or other means. Effect: Until the doors close again after 1 minute, any creature that walks through the doorway gains vulnerable 10 fire for 24 hours.

F A Remove Affliction ritual can end the traps effect on

Development
If the characters cannot breach the obsidian doors, they can wait 1d6 hours for a fire giant patrol to approach or depart the hall and then fight or sneak their way inside. See Giant Reinforcements (page 3) for a typical fire giant patrol.

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2. Throne Hall
Combat Encounter Level 22 (22,400 XP) Beyond the obsidian doors lies a great hall that heads north into the hill and then bends to the east. The characters dont need to travel far to find their nemesis, King Snurre Iron-Belly. The king sits upon his throne, mulling over the next move in his bold campaign and accepting counsel from a drow spy named Tazzt. Hell hounds and fire giant knights also attend Snurre. Light: Bright (various fires and lava). Monsters: King Snurre, 2 firebred hell hounds, 3 fire giant knights, 8 azer hallwardens, Tazzt (drow infiltrator). Trap: Inferno pillars. When the characters enter through the obsidian doors, read: The floor of this hall is covered with five-foot-wide tiles of polished black obsidian. The vaulted ceiling is fifty feet high and supported by a row of obsidian pillars that runs along the middle of the hall. The pillars are carved with the faces of angry giants, their mouths agape. Curtains of thin iron plates hang at regular intervals along the red and black basalt walls, and scenes of victorious fire giants in battle are etched on these iron tapestries. Between the tapestries, torches in iron brackets set the hall ablaze in a hellish light. Two stone braziers set in the corners near the entrance provide additional illumination. Up ahead, the hall bends toward the east. Rising up from the floor of this elbow is an enormous, crackling fire surrounded by a ten-foot-diameter ring of raised obsidian. Hidden behind one of the tapestries near the entrance is a 10-foot-deep, 20-foot-tall alcove (area 2B) containing an azer hallwarden and a large bronze gong. Characters who succeed on a DC 23 Perception check can see the fire-haired azer through the gaps in the curtains iron plates.

As soon as the azer spots intruders, it strikes the bronze gong with a mallet, alerting those in the throne hall. When the characters see area 2C, read: The sheer immensity of the hall is almost overwhelming, but it finally reaches its end at a f light of basalt steps that climbs ten feet to a massive throne hewn from black marble and set with gems. A large stone skull is carved into the wall behind the throne, and lava pours from its jaws into an enormous basin that illuminates the back of the hall. Slouched in the throne is an ugly, powerfully muscled fire giant clad in iron plate armor and wearing an iron helm ringed with spikes. Cast upon his broad shoulders is a cloak made from the scaly hide of a white dragon, and across his lap rests an enormous greatsword. Two hell hounds crouch at the feet of the giant, and between you and them stand three more armored fire giants with smoldering shields and swords. Attending Snurre are three fire giant knights (old comrades-in-arms), a band of azer footsoldiers, the drow infiltrator Tazzt, and the kings royal hell hounds, Scorch and Smoke. Tazzt lurks behind Snurres throne and isnt immediately visible. Place the knights and azers throughout the hall as you see fit. If Snurre sees the characters, read: The giant on the throne rises to his feet and levels his sword at you. Ah! You are the maggots who feed on my allies and attack me at every turn . . . the slag on my boots that wont shake off! Now you die! When the characters see area 2D, read: This hall is slightly narrower than the throne hall, and no iron tapestries hang on the walls. Instead, the walls are carved with bas-reliefs of fire giant warriors riding red dragons. At the north end of the hall is an alcove containing a thirteen-foot-tall statue of a fire giant. The statue is made of black marble and flanked by two flaming basalt braziers set into the walls.

2A. The Main Hall: Various light sources illuminate this L-shaped hall. Flanking the entrance are two basalt braziers containing flaming oil, and a pool of lava lights the raised area where King Snurres throne rests. In addition, torches are mounted in iron brackets along the walls. Fire Pit: This 10-foot-diameter, 5-foot-deep fire pit is located at the elbow of the hall, directly in front of the iron doors leading to area 5A. The fire is fed by a natural gas spring deep below the hall and comes up through holes in the floor. The obsidian ring that encloses the fire pit is 2 feet high and 2 feet thick. Any creature that enters the fire or starts its turn there takes 10 fire damage and ongoing 10 fire damage (save ends). A creature can take this damage only once per turn. Tapestries: Hanging on the walls are massive tapestries made of interlocking iron plates that are painted to depict scenes of triumphant fire giants. These iron curtains hang from large iron rods bolted to the walls near the ceiling and fall to within an inch of the floor. Each tapestry weighs hundreds of pounds. Moving past a tapestry requires a minor action, and creatures standing behind a tapestry gain superior cover. 2B. Secret Alcove: Hidden behind an iron curtain is a 20-foot-high alcove containing an azer hallwarden standing guard. A bronze gong and mallet hang from a freestanding iron frame bolted to the floor. When the azer sees intruders, it strikes the gong to alert the other creatures in the hall. 2C. Snurres Throne: The kings black marble throne rests atop a raised platform that is 10 feet higher than the rest of the hall. Thirteen gems, each worth 1,000 gp, are set into it. Keys: Snurre has a ring of keys to the locked chests in areas 3D and 4C. Lava Basin: Behind the throne, lava pours from the mouth of a 7-foot-diameter stone skull into a 5-footdeep basin. A 2-foot-high basalt ledge encloses the basin and prevents the lava from spilling onto the

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floor, and holes at the bottom of the basin funnel away the lava. Any creature that enters the basin or starts its turn there takes 15 fire damage and ongoing 15 fire damage (save ends). A creature can take this damage only once per turn. Levers: Two heavy iron levers are set into the floor near Snurres throne; the squares they occupy are difficult terrain. Pulling a lever requires a DC 17 Athletics check (standard action). Pulling the northern lever opens the secret door leading to area 4B. Pulling the southern lever triggers the inferno pillars trap (see below). Secret Door: A character who makes a DC 20 Perception check spots this stone door hidden behind Snurres throne. The door is locked and can be opened by pulling the nearby iron lever (see above) or by making a DC 32 Thievery check. 2D. North Hall: This branch of the main hall is slightly narrower and lined with bas-relief carvings of fire giants. At the north end of the hall, a statue of King Snurre stands in an alcove. The 13-foot-tall statue is carved from red-veined black marble, and it is flanked by basalt braziers filled with flaming oil. Tactics: The king has lost too many powerful allies of late, and he rightly assumes that the characters are responsible. He does not negotiate with enemies in his own hall and fights to the death. As enemies approach the throne, the knights hurl throwing hammers and then protect the king by using f lames lure to pull enemies toward them. Azer hallwardens emerge from behind the iron curtains, near the 2A notation and from near the entrance of 2D, and attack, staying in close formation to benefit from warding f lame. Snurre releases the hell hounds and throws his iron net when enemies come within 5 squares of him. He then uses kings assault followed by double attack. When Snurre is first bloodied, he or one of his servants pulls the lever that activates the inferno pillars trap. Tazzt is likely to do so before fleeing the scene.

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Tazzt is a member of the drow House of Tormtor, which is allied with the House of Eilservs. Eclavdra, a drow priestess of the House of Eilservs, uses Tazzt to keep an eye on Snurre while she focuses her attention on the Temple of the Elder Elemental Eye (area 15). Tazzt uses darkfire on an enemy and then tries to take down that enemy with poisoned crossbow bolts. If he or Snurre is bloodied, he flees to area 15, using shadow form to move through obstacles such as secret doors and giant-sized doors. He flees through area 4 to area 11, then takes the most direct route to area 15. Once there, he joins Eclavdra on the balcony overlooking the Temple of the Elder Elemental Eye. Because he fears being held up in his escape, he warns none of the giants along the path of his flight.
2 Firebred Hell Hounds
Large elemental beast (fire) HP 205; Bloodied 102 aC 29, Fortitude 30, reflex 28, Will 29 speed 8 resist 15 fire Snurre, Fire Giant King Level 20 Elite Soldier (Leader) Large elemental humanoid (fire, giant) XP 5,600 HP 382; Bloodied 191 Initiative +12 aC 36, Fortitude 34, reflex 29, Will 31 Perception +17 speed 7 resist 15 fire saving Throws +2; action Points 1 M Kings assault (fire, weapon) F recharge when first bloodied Effect: Snurre moves up to his speed, and during the move he gains a +4 bonus to all defenses and can move through enemies spaces. Each time Snurre enters an enemys space for the first time during the move, he makes the following attack against that enemy. At the end of the move, he can use fiery greatsword. Attack: Melee 0 (one enemy); +25 vs. AC Hit: 3d12 + 9 fire damage, and the target falls prone. A Iron net (fire, weapon) F encounter Attack: Area burst 1 within 5 (creatures in the burst); +23 vs. Reflex Hit: 2d8 + 16 fire damage, and ongoing 10 fire damage and the target is restrained (save ends both). skills Diplomacy +20, Dungeoneering +17, Insight +17, Intimidate +20 str 26 (+18) dex 11 (+10) Wis 14 (+12) Con 23 (+16) Int 14 (+12) Cha 20 (+15) alignment evil Languages Common, Draconic, Dwarven, Giant equipment plate armor, greatsword, iron net, black iron crown, white dragonhide cloak

Traits

O Fiery defender (fire) F aura 2 While in the aura, an unmarked enemy that uses an attack power that fails to target a creature that has this aura active takes 15 fire damage. O Fiery Majesty F aura 3 While Snurre is not bloodied, allies in the aura gain a +2 power bonus to attack rolls and are immune to fear effects. royal resolve If Snurre would be dazed, dominated, or stunned, he can make a saving throw to immediately end the effect, including an effect that a save cannot normally end. m Fiery Greatsword (fire, weapon) F at-Will Attack: Melee 2 (one creature); +25 vs. AC Hit: 3d12 + 9 fire damage. M double attack F at-Will Effect: Snurre uses fiery greatsword twice.

Level 17 Brute
XP 1,600 each Initiative +10 Perception +17

Standard Actions

Traits

O Fire shield (fire) F aura 1 Any enemy that enters the aura or starts its turn there takes 1d10 fire damage. A creature can take this damage only once per turn.

Standard Actions m Bite (fire) F at-Will

Attack: Melee 2 (one creature); +22 vs. AC Hit: 2d10 + 14 damage plus 1d12 fire damage. C Fiery Breath (fire) F recharge 5 6 Attack: Close blast 3 (creatures in the blast); +20 vs. Reflex Hit: 3d10 + 15 fire damage. C Fiery Burst (fire) F encounter Attack: Close burst 1 (creatures in the burst); +20 vs. Reflex Hit: 4d10 + 15 fire damage. str 22 (+14) dex 14 (+10) Wis 19 (+12) Con 25 (+15) Int 2 (+4) Cha 12 (+9) alignment unaligned Languages

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3 Fire Giant Knights
Large elemental humanoid (fire, giant) HP 182; Bloodied 91 aC 35, Fortitude 34, reflex 29, Will 29 speed 7 resist 15 fire

Level 19 Soldier
XP 2,400 each Initiative +13 Perception +14

8 Azer Hallwardens

Level 17 Minion Soldier

Drow Infiltrator
Medium fey humanoid HP 107; Bloodied 53 aC 29, Fortitude 26, reflex 28, Will 27 speed 6

Level 15 Lurker
XP 1,200 Initiative +17 Perception +13 Darkvision

Traits

Medium elemental humanoid (fire) XP 400 each HP 1; a missed attack never damages a minion. Initiative +13 aC 33, Fortitude 31, reflex 28, Will 29 Perception +12 speed 5 resist 20 fire

O Fiery defender (fire) F aura 2 While in the aura, an unmarked enemy that uses an attack power that fails to target a creature that has this aura active takes 15 fire damage. m Longsword (fire, weapon) F at-Will Attack: Melee 2 (one creature); +24 vs. AC Hit: 2d10 + 16 fire damage. R Throwing Hammer (fire, weapon) F at-Will Attack: Ranged 10 (one creature); +24 vs. AC Hit: 2d8 + 16 fire damage, and the target falls prone. C Flames Lure (fire) F recharge 5 6 Attack: Close burst 3 (enemies in the burst); +22 vs. Will Hit: The giant slides the target up to 3 squares into a space adjacent to the giant, and the target takes ongoing 15 fire damage (save ends). str 24 (+16) dex 14 (+11) Wis 10 (+9) Con 22 (+15) Int 10 (+9) Cha 14 (+11) alignment evil Languages Common, Giant equipment plate armor, light shield, longsword, 3 throwing hammers

Traits

Traits

Warding Flame (fire) Any enemy that starts its turn adjacent to two or more azers that have this trait takes 5 fire damage.

Standard Actions

Standard Actions

shadow strike (necrotic) If the drow starts its turn insubstantial, it gains a +2 power bonus to attack rolls and its first hit with an attack during the turn deals 4d10 extra necrotic damage. m short sword (weapon) F at-Will Attack: Melee 1 (one creature); +20 vs. AC Hit: 3d6 + 13 damage. R Hand Crossbow (weapon) F at-Will Attack: Ranged 10 (one creature); +20 vs. AC Hit: 3d6 + 13 damage, and the target is slowed (save ends). First Failed Saving Throw: The target is also weakened (save ends both). Second Failed Saving Throw: The target instead falls unconscious until the end of the encounter. shadow Form F at-Will Effect: The drow becomes insubstantial and gains phasing until the end of its next turn or until it attacks.

m Warhammer (fire, weapon) F at-Will Attack: Melee 1 (one creature); +22 vs. AC Hit: 8 damage plus 5 fire damage. str 21 (+13) dex 17 (+11) Wis 18 (+12) Con 23 (+14) Int 11 (+8) Cha 16 (+11) alignment unaligned Languages Dwarven, Giant equipment chainmail, light shield, warhammer

Standard Actions

Minor Actions R darkfire F encounter

Attack: Ranged 10 (one creature); +18 vs. Reflex Hit: The target grants combat advantage and cannot benefit from invisibility or concealment until the end of the drows next turn. skills Bluff +17, Diplomacy +17, Insight +13, Stealth +18 str 16 (+10) dex 22 (+13) Wis 13 (+8) Con 11 (+7) Int 15 (+9) Cha 20 (+12) alignment evil Languages Common, Elven, Giant equipment leather armor, short sword, hand crossbow, 20 bolts

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Inferno Pillars
The obsidian columns in area 2A are hollow and dont actually support the ceiling. They are built atop small holes that lead down to a natural gas reservoir beneath the throne hall, and numerous valves inside the pillars keep the gas from escaping until the inferno pillars trap is activated. Characters who inspect the pillars closely might notice that theyre part of a trap (see the traps statistics for details).
Inferno Pillars Level 18 Trap

Development
Slaying the fire giant king and delivering his head to Krombaalt, the storm giant lord, completes a major quest (see Quests, page 2). After defeating King Snurre, if the characters leave the hall to take an extended rest, they find Snurres surviving allies waiting for them upon their return. Assuming he lives, Obmi Ironwhisper (the kings dwarf advisor) confers with the drow and reluctantly releases the fire giant Boldo from prison in area 13. Boldo is tasked with organizing the halls defenses. He pulls forces from area 6, areas 911, and area 14, and he stations them throughout the throne hall. Queen Frupy, enraged that she wasnt consulted, confines herself to her royal quarters (area 3D) and waits for a chance to gain revenge.

Object XP 2,000 detect see Identify below Initiative Immune attacks Identify (Dungeoneering) F dC 23: The character concludes that the pillars arent necessary for supporting the ceiling of the hall. F dC 32: The character realizes that the pillars are hollow and might be a trap.

Standard Actions

3. Royal Chambers
Combat Encounter Level 20 (15,200 XP) Under normal circumstances, four azers guard the hallway (area 3A) while the others sleep in their quarters (area 3C). If the azers hear sounds of combat in area 2, they take up positions guarding the doors inside the queens quarters (area 3D). The fire giant queen is always in her quarters, attended by her handmaidens (female fire giant knights) and her fiendish dire weasel pets. Perception DC 23: If Queen Frupy knows the characters are coming, anyone who listens at the doors to area 3D and succeeds on the check hears her bellowing as she vows to unleash her wrath upon the intruders who dare to invade her husbands stronghold. Light: Bright light (torches and braziers). Monsters: Frupy, 2 fire giant knights, 2 fiendish dire weasels, 8 azer hallwardens. Trap: Soul mirror.

Blazing Inferno (fire) F daily Requirement: A creature must use a standard action and succeed on a DC 17 Athletics check to pull the traps activating lever. Effect: Flame fills an 8-square-by-8-square zone centered on each pillar. Each zone is 2 squares high. Any creature that ends its turn in one or more zones takes 10 fire damage. The zones persist until the trap depletes its natural gas supply (5 rounds) or until the activating lever is returned to its off position.

Countermeasures F deactivate Pillar: While adjacent to a pillar, Dun-

geoneering or Thievery DC 23 (standard action) or DC 32 (minor action). Success: The character deactivates the pillar until the end of the characters next turn. F Jam Lever: While adjacent to the lever in the off position, Thievery DC 23 (standard action) or DC 32 (minor action). Success: The character jams the lever in the off position. Pulling the jammed lever to trigger the trap then requires a DC 32 Athletics check. F Pull Lever: While adjacent to the lever in the on position, Athletics DC 17 (standard action) or DC 23 (minor action). Success: The character pulls the lever to the off position.

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When the characters see area 3A, read: At each end of this vaulted hall stands an enormous pair of iron doors. Life-sized statues of fire giant warriors stand in alcoves along the hall, and torches in iron brackets are mounted on the walls between them. Refer to the azers if they are in the hall. When the characters see area 3D, read: Two basalt braziers set into the walls contain f laming pools of oil that illuminate the western half of this regal chamber. Rich metal tapestries hang on the walls, and the f loor is tiled in polished obsidian. Torches mounted in iron brackets reveal a giant iron bed against the eastern wall of the room. A huge displacer beast skin lies on the f loor in front of the bed, and two oversized, iron-banded wooden chests f lank the bed. A stone wardrobe stands against the northern wall. Mounted to the southern wall is an enormous mirror in a hideous iron frame sculpted to resemble screaming faces. The mirror, which is thirty feet high and twenty feet wide, makes the room look even bigger. Standing in front of the mirror is a female giant clad in black dragonhide garments. Her scowling face is a mass of jowls and wrinkles, and her body is lumpy and gross, but her little pig eyes are bright with intelligence and cunning. Two female fire giants in plate armor attend her, and two outsized weasels lurk in her shadow. Refer to the azers if they are in the queens quarters. When Frupy sees the characters, read: The queen hoists a smoldering iron scepter and screams, DESTROY THEM! The ceiling is 30 feet high in area 3A, 40 feet high in areas 3B and 3C, and 50 feet high in area 3D. 3A. Hall of Statues: This hall is lined with alcoves that contain 12-foot-tall stone statues of fire giant warriors. The statues are blocking terrain. 3B. Knight Barracks: This room contains iron beds for the fire giant knights and some azers. 3C. Azer Barracks: The azers bunk in the ironwrought beds here. 3D. Royal Bedchamber: The queen is a sly and cunning horror, an ugly creature that regards the characters with utter contempt. She cannot be reasoned with and attacks intruders on sight. Basalt braziers filled with flaming oil illuminate the room, which contains many interesting features, most notably Queen Frupys giant wall mirror (see Frupys Mirror below). A large stone wardrobe contains cloaks, boots, and other metal apparel belonging to the fire giant king and queen. The garments are nonmagical. Secret Door: A secret door is hidden behind a tapestry, but it is locked. Cranking a nearby torch bracket 45 degrees clockwise causes the secret door to swing open (a fact that characters can determine by making a DC 32 Perception check). The door can also be unlocked by making a DC 32 Thievery check. Treasure: Frupy wears four pieces of jewelry, each worth 1,500 gp. Four tapestries of precious metal, each worth 1,500 gp, hang on the walls. The skin of the displacer beast pack lord on the floor has seen better days but still is worth 500 gp. The rest of the treasure is kept in two large, locked chests made of iron-reinforced wood. Snurre and Frupy each carry a key that opens both chests. A successful DC 24 Thievery check is required to open either chest without the key. The northern chest holds a matching pair of crystal goblets (1,500 gp), a gold-inlaid scabbard studded with gems (1,500 gp), a sack containing 120 pp and three 5,000-gp gems, and assorted mundane items (see Treasure, page 3). The southern chest contains a platinum necklace set with a star opal (15,000 gp), a gold dragon mask with red crystal eyes (7,500 gp), five pieces of jewelry (5,000 gp each), ten gold rings (1,000 gp each), and two potions of vitality. Tactics: If alerted by the sounds of battle and the echoing tirades of her husband, Frupy orders her handmaidens to prepare for combat. When enemies approach, Frupy uses her mirror to capture as many of them as possible. When forced to do so, Frupy bashes the nearest enemy with her iron scepter. She refuses to retreat or yield to anyone. The knights protect their queen, keeping enemies close to them with f lames lure. Meanwhile, the fiendish dire weasels use skitter to move around the battlefield and gain combat advantage. The azers stay in close formation to reap the benefit of warding f lame. All the creatures here are willing to die rather than leave the queen undefended.
Frupy, Fire Giant Queen
Large elemental humanoid (fire, giant) HP 212; Bloodied 106 aC 30, Fortitude 31, reflex 26, Will 29 speed 7 resist 15 fire

Level 18 Brute
XP 2,000 Initiative +9 Perception +10

Standard Actions

m Iron scepter (fire, weapon) F at-Will Attack: Melee 2 (one creature); +23 vs. AC Hit: 3d10 + 16 fire damage, or 3d10 + 23 fire damage if Frupy is bloodied.

Triggered Actions Queens Wrath F recharge when Frupy deals no damage


on her turn Trigger: An enemy within 2 squares of Frupy hits her with an attack. Effect (Immediate Reaction): Frupy uses iron scepter on the triggering enemy, dealing half damage on a miss. skills Intimidate +17 str 22 (+15) dex 11 (+9) Wis 13 (+10) Con 22 (+15) Int 13 (+10) Cha 16 (+12) alignment evil Languages Common, Giant equipment black dragonhide garments, iron scepter

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2 Fire Giant Knights
Large elemental humanoid (fire, giant) HP 182; Bloodied 91 aC 35, Fortitude 34, reflex 29, Will 29 speed 7 resist 15 fire

Level 19 Soldier
XP 2,400 each Initiative +13 Perception +14

2 Fiendish Dire Weasels

Level 17 Skirmisher
XP 1,600 each Initiative +16 Perception +15 Darkvision

Traits

Medium elemental beast HP 162; Bloodied 81 aC 31, Fortitude 29, reflex 30, Will 28 speed 8 resist 15 fire

Frupys Mirror
Frupy must activate the soul mirror on her turn; it has no actions of its own.
Soul Mirror Level 18 Trap

O Fiery defender (fire) F aura 2 While in the aura, an unmarked enemy that uses an attack power that fails to target a creature that has this aura active takes 15 fire damage. m Longsword (fire, weapon) F at-Will Attack: Melee 2 (one creature); +24 vs. AC Hit: 2d10 + 16 fire damage. R Throwing Hammer (fire, weapon) F at-Will Attack: Ranged 10 (one creature); +24 vs. AC Hit: 2d8 + 16 fire damage, and the target falls prone. C Flames Lure (fire) F recharge 5 6 Attack: Close burst 3 (enemies in the burst); +22 vs. Will Hit: The giant slides the target up to 3 squares into a space adjacent to the giant, and the target takes ongoing 15 fire damage (save ends). str 24 (+16) dex 14 (+11) Wis 10 (+9) Con 22 (+15) Int 10 (+9) Cha 14 (+11) alignment evil Languages Common, Giant equipment plate armor, light shield, longsword, 3 throwing hammers

Standard Actions m Bite F at-Will

Standard Actions.

Move Actions skitter F at-Will

Attack: Melee 1 (one creature); +22 vs. AC Hit: 3d6 + 14 damage, and if the target is granting combat advantage to the weasel, ongoing 10 damage (save ends).

Effect: The weasel shifts up to half its speed, and it can shift through enemy spaces. str 15 (+10) dex 22 (+14) Wis 15 (+10) Con 18 (+12) Int 3 (+4) Cha 10 (+8) alignment evil Languages

Object XP 2,000 detect automatic Initiative HP 150 aC 31, Fortitude 30, reflex 18, Will Immune cold, fire, necrotic, poison, psychic, radiant, forced movement, all conditions, ongoing damage Identify (Arcana; trained only) F dC 23: The character realizes that the mirror can trap creatures in extradimensional cells but also realizes that the Arcana skill can be used to free such creatures. F dC 32: Breaking the mirror frees the creatures trapped within. A prisoner might also be able to trick the mirror into releasing it.

8 Azer Hallwardens

Level 17 Minion Soldier

Medium elemental humanoid (fire) XP 400 each HP 1; a missed attack never damages a minion.Initiative +13 aC 33, Fortitude 31, reflex 28, Will 29 Perception +12 speed 5 resist 20 fire

Standard Actions R Trap soul F at-Will

Traits

Warding Flame (fire) Any enemy that starts its turn adjacent to two or more azers that have this trait takes 5 fire damage.

Standard Actions

m Warhammer (fire, weapon) F at-Will Attack: Melee 1 (one creature); +22 vs. AC Hit: 8 damage plus 5 fire damage. str 21 (+13) dex 17 (+11) Wis 18 (+12) Con 23 (+14) Int 11 (+8) Cha 16 (+11) alignment unaligned Languages Dwarven, Giant equipment chainmail, light shield, warhammer

Countermeasures F escape: Insight DC 23 (standard action) or DC 32

Requirement: The mirrors owner must activate this power and must be able to see the mirror to do so. Attack: Ranged 20 (one creature that the mirrors owner can see); +21 vs. Will Hit: The target is trapped in an extradimensional space and removed from play. While trapped, the target has neither line of effect nor line of sight to any other creature, and other creatures have neither line of sight nor line of effect to the target. A trapped creature freed from the mirror appears in a space adjacent to the mirror or in the nearest unoccupied space.

(minor action). Success: The trapped creature escapes the mirror. The mirrors owner takes 10 psychic damage each time a trapped creature escapes in this manner. Failure (by 5 or more): The trapped creature takes 10 psychic damage. F release: While adjacent to the mirror, (trained only) Arcana DC 23 (standard action) or DC 32 (minor action). Success: The character touches the mirror and commands it to release one trapped creature mentioned by name. Failure (by 5 or more): The character takes 10 psychic damage. F shatter: If the mirror is reduced to 0 hit points, all those trapped within are released.

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Development
At your discretion, there might be other creatures trapped in Frupys mirror, and destroying the mirror might free them. One of the trapped creatures could be an NPC with a quest or a disgruntled servant who displeased Frupy and who knows a great deal about the layout of the kings hall. 4C. Treasure Vault: This cave contains five locked iron chests, within which Snurre keeps his treasure. Tampering with the chests activates the iron golem hidden in area 4D. An illusory wall conceals area 4D and the golem within. This wall looks like a naturally formed rock wall on both sides. The illusory wall blocks line of sight, but tactile examination of the wall reveals that it isnt real. Creatures inside the wall can see out both sides as though the wall wasnt there. The iron golem does not perceive the wall. Snurre carries the keys to the chests, each of which can also be opened with a successful DC 24 Thievery check. If any creature other than Snurre opens one of the chests, a magical chime sounds and prompts the iron golem to attack. A character can make a DC 33 Arcana check to detect the magical chime on a chest, and a character trained in Arcana can disarm it (DC 33). Failure by 5 or more on the check to disarm the chime sets off the chime. Chest 1 contains a +5 resounding warhammer (or another level 22 uncommon or rare magic item), a folded portable hole (or another level 19 common or uncommon magic item), and 320 pp. Chest 2 contains a +5 magic wand (or another level 21 common or uncommon magic item), a golden crown set with gems (15,000 gp), a crystal gong affixed to a gold stand (7,500 gp), and 3,000 gp. Chest 3 contains a suit of +4 deathcut leather armor (or another level 20 common or uncommon magic item) resting atop a bed of 15,000 gp. Chest 4 holds a mithral tiara set with an astral diamond (15,000 gp), a gold statuette depicting Corellon and Lolth embracing (7,500 gp), two matching platinum bracers (10,000 gp for the set), and 6,000 gp. Chest 5 contains 17 gems (1,000 gp each) scattered among 15,000 gp. 4D. Golem: Zarkad, the fire giant blacksmith, fashioned a special iron golem in Snurres likeness. The golem guards the treasure in area 4C and also attacks intruders that attempt to pass through this cave. A twisting staircase with giant-sized steps descends 75 feet to area 11. The stairs are difficult terrain to creatures ascending them or normal terrain to creatures descending them. Tactics: The iron golem attacks when a creature other than King Snurre opens one of the chests in area 4C or when an enemy enters area 4D. The golem considers fire giants, azers, Obmi Ironwhisper, or any creatures accompanying these to be allies. It gives unaccompanied drow a moment to leave the area. The iron golem uses volcanic breath as often as possible. On its turn, it moves to stay near as many enemies as possible. Once bloodied, the golem begins to leak its toxic heated innards, making its aura more dangerous. The golem pursues fleeing enemies as far as the secret doors, but it does not cross those thresholds, instead returning to area 4D if it has no one to attack.

4. Kings Treasury
Combat Encounter Level 19 (12,000 XP) This rough-hewn area is hidden behind secret doors. Light: None. Torches are mounted in 10-foot-high iron brackets along the walls at regular intervals, but they are unlit. Monsters: Volcanic iron golem. When the characters see area 4C, read: This naturally formed cave is empty except for five large iron chests pushed against the walls. King Snurre commanded Zarkad, the fire giant blacksmith (see area 12), to craft an iron golem in his image. Snurre then placed the construct in this vault to guard his treasure. The iron golem is the spitting image of the fire giant king, complete with iron greatsword and crown. The walls here are natural stone. The ceiling in the tunnel (areas 4A and 4B) is 20 feet high but rises to a height of 30 feet in areas 4C and 4D. 4A. Secret Door: This secret door is locked from the southern side but can be opened by turning a nearby torch bracket (in area 3D) clockwise. Creatures on the northern side of the door can open it normally. 4B. Secret Door: This secret door is locked from the western side but can be opened by pulling the iron lever south of the kings throne (in area 2C). Creatures on the eastern side of the door can open it normally.

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Volcanic Iron Golem Level 19 Solo Soldier

Large natural animate (construct) XP 12,000 HP 740; Bloodied 370 Initiative +16 aC 35, Fortitude 34, reflex 30, Will 29 Perception +13 speed 6 (cannot shift) Darkvision, blindsight 3 Immune charm, dazed, disease, poison, stunned; resist 15 fire saving Throws +5; action Points 2

5. Dining Hall and Kitchen


Combat Encounter Level 17 (8,000 XP) Sulfuria the fire giant cook reigns here, overseeing the preparation of meals for the fire giant king and his subjects. Perception DC 17: The character hears Sulfuria barking orders in Giant to her azer servants. Light: Bright light (torches and flame shard). Monsters: Sulfuria (fire giant lavamaster), 1 seething flame shard, 6 azer servants. Trap: Billowing cauldron. When the characters see area 5A, read: Beyond the great iron doors is a stif ling dining hall with an enormous polished obsidian table surrounded by eight chairs. A black stone basin contains lava that fills the room with an orange glow. The lava enters the basin through cracks in the back wall. Another set of iron doors provides the only other exit. If the characters see area 5B, read: The doors open into a hot kitchen bustling with activity. Half a dozen fire-haired dwarves scramble about, weaving between cluttered obsidian tables and piles of crates and barrels. A female fire giant wearing an iron-scale apron bosses them around while stirring the contents of a nine-foot-wide steaming iron cauldron. A hammer hangs at her hip. Floating behind the cauldron above a magic circle inscribed on the f loor is a fiery red crystal shard about six feet tall and half as wide. Ripples of heat emanate from the shard, heating the cauldron and the area around it. The ceilings are 40 feet high in areas 5A and 5B, and 20 feet high in areas 5C and 5D. 5A. Dining Hall: This chamber is where the king and queen have guests for dinner. A large stone table surrounded by giant-sized chairs dominates the hall. Lava Basin: Lava pours through cracks in the western wall, filling a 5-foot-deep lava basin. A 2-foot-high

Traits

O Volcanic Halo (fire, poison) F aura 2 Any creature that willingly enters or leaves the aura takes 15 fire and poison damage, or 20 fire and poison damage while the golem is bloodied. Creatures in the aura have partial concealment against creatures outside the aura. energizing Flames The first time the golem takes fire damage each turn, it can shift up to half its speed as a free action, even if it could not normally shift. m Iron Blade (weapon) F at-Will Attack: Melee 2 (one creature); +24 vs. AC Hit: 3d12 + 8 damage, and the target is slowed until the end of the golems next turn. M double attack F at-Will Effect: The golem uses iron blade twice. C Volcanic Breath (fire, poison) F recharge 5 6 Attack: Close blast 5 (creatures in the blast); +22 vs. Reflex Hit: 4d10 + 16 fire and poison damage. Miss: Half damage.

Standard Actions

Triggered Actions Iron rain F at-Will

Trigger: An enemy starts its turn within 2 squares of the golem. Effect (Free Action): The golem uses iron blade on the triggering enemy. str 27 (+17) dex 21 (+14) Wis 18 (+13) Con 25 (+16) Int 3 (+5) Cha 3 (+5) alignment unaligned Languages

basalt ledge encloses the basin and prevents the lava from spilling onto the dining hall floor, and holes at the bottom of the basin funnel away the lava. Any creature that enters the basin or starts its turn there takes 15 fire damage and ongoing 15 fire damage (save ends). A creature can take this damage only once per turn. 5B. Kitchen: Sulfuria runs a tight ship and keeps her azer servants busy throughout the day. The centerpiece of the kitchen is a great iron cauldron. An elemental creature known as a flame shard provides the heat. A character who has training in Arcana can deduce that the magic circle confines the flame shard, likely against its will. 5C. Sulfurias Quarters: The fire giant cook sleeps here. Next to her large iron bed rests a locked wooden chest. Sulfuria carries the key, but the lock can be picked with a DC 23 Thievery check. Inside the chest, Sulfuria keeps 250 gp in an oversized pouch. The chest also contains assorted mundane items (see Treasure, page 3). 5D. Pantry: This room contains crates of foodstuffs, barrels of water, casks of oil and wine, kegs of ale and spices, and sacks of grain. Most of these containers were stolen from dwarf and human settlements and are branded with the emblems of their rightful owners. Squares occupied by provisions are treated as difficult terrain. Tactics: As soon as she sees intruders, Sulfuria orders the azers to attack. They gang up on single targets, using their warding f lame to burn enemies. On her first turn, Sulfuria throws some special ingredients into the cauldron, triggering the trap (see Billowing Cauldron below). On subsequent turns, she lashes and smashes enemies (she has a hammer, or tenderizer, instead of a greatsword). Once bloodied, Sulfuria opens the doors to area 6A and calls for the fire giants there. The flame shard is bound and immobilized in a magic circle inscribed on the floor beneath it. While

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bound within the circle, it attacks Sulfurias enemies with its burning shard and flame burst powers. If it is subjected to forced movement and knocked out of the circle, or if the circle is broken with a DC 23 Arcana check or Thievery check, the flame shard can move about freely. Although the flame shard despises its captors, it realizes it would have a hard time hurting them and fears punishment, so it continues to fight on their side. (It might occasionally catch Sulfuria in a f lame burst.) If Sulfuria and her allies are defeated, however, the shard stops attacking and looks for an opportunity to escape.
6 Azer Servants Level 17 Minion Skirmisher Fire Giant Lavamaster Level 17 Controller (Leader)
XP 1,600 Initiative +12 Perception +13

Seething Flame Shard

Level 18 Artillery
XP 2,000 Initiative +16 Perception +12 Darkvision

Large elemental humanoid (fire, giant) HP 164; Bloodied 82 aC 31, Fortitude 31, reflex 27, Will 28 speed 8 resist 15 fire

Medium elemental magical beast (fire) HP 136; Bloodied 68 aC 32, Fortitude 29, reflex 31, Will 29 speed 4, fly 4 (hover) Immune disease, poison; resist 15 fire

Traits

Traits

O Hearthflames (fire, healing) F aura 2 Any enemy that ends its turn in the aura takes 10 fire damage. Any bloodied ally that starts its turn in the aura regains 10 hit points.

O Heat Waves (fire) F aura 2 Enemies in the aura take a 2 penalty to saving throws against fire effects. Any enemy that ends its turn in the aura takes 10 fire damage. m Burning shard (fire) F at-Will Attack: Melee 1 (one creature); +21 vs. Reflex Hit: 2d8 + 7 fire damage, and ongoing 10 fire damage (save ends). A Flame Burst (fire) F at-Will Attack: Area burst 1 within 10 (creatures in the burst); +23 vs. Reflex Hit: Ongoing 20 fire damage (save ends).

Standard Actions

Standard Actions

Medium elemental humanoid (fire) XP 400 each HP 1; a missed attack never damages a minion.Initiative +14 aC 31, Fortitude 31, reflex 29, Will 29 Perception +12 speed 5 resist 20 fire

Traits

Warding Flame (fire) Any enemy that starts its turn adjacent to two or more azers that have this trait takes 5 fire damage.

Standard Actions

m Warhammer (fire, weapon) F at-Will Effect: The azer shifts 2 squares before or after making the attack. Attack: Melee 1 (one creature); +22 vs. AC Hit: 8 damage plus 5 fire damage.

Triggered Actions Move Like Fire F encounter

m Molten sword (fire, weapon) F at-Will Attack: Melee 2 (one creature); +22 vs. AC Hit: 2d10 + 14 fire damage. R Magma Lash (fire) F recharge when no creature is grabbed by the lavamaster Attack: Ranged 5 (one creature); +20 vs. Reflex Hit: 2d8 + 10 fire damage, and the lavamaster pulls the target up to 4 squares. If the target ends the movement adjacent to the lavamaster, it is grabbed by the lavamaster (escape DC 23). A Magma Burst (fire, zone) F at-Will Attack: Area burst 1 within 10 (enemies in the burst); +20 vs. Fortitude Hit: 2d6 + 10 fire damage. Effect: The burst creates a zone of difficult terrain that lasts until the end of the lavamasters next turn. Any enemy that enters the zone or ends its turn there takes 10 fire damage. A creature can take this damage only once per turn.

Triggered Actions

C Flame shatter (fire) F encounter Trigger: The shard drops to 0 hit points. Attack (No Action): Close burst 2 (creatures in the burst); +21 vs. Reflex Hit: 1d8 + 6 fire damage, and ongoing 10 fire damage (save ends). str 19 (+13) dex 25 (+16) Wis 16 (+12) Con 22 (+15) Int 7 (+7) Cha 22 (+15) alignment chaotic evil Languages Abyssal, Common

Trigger: A close attack or area attack hits or misses the azer. Effect (Immediate Interrupt): The azer shifts up to its speed. str 19 (+12) dex 18 (+12) Wis 18 (+12) Con 23 (+14) Int 11 (+8) Cha 13 (+9) alignment unaligned Languages Dwarven, Giant equipment chainmail, warhammer

Triggered Actions Fiery Vendetta F at-Will

Trigger: An enemy grabbed by the lavamaster attacks it. Effect (Immediate Reaction): The lavamaster or one of its allies can make a melee basic attack against the triggering enemy as a free action. str 24 (+15) dex 19 (+12) Wis 21 (+13) Con 20 (+13) Int 15 (+10) Cha 16 (+11) alignment evil Languages Giant equipment chainmail, greatsword

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Billowing Cauldron
When certain foul ingredients are tossed into Sulfurias iron cauldron, it spews poisonous fumes that coalesce into grasping green tendrils.
Billowing Cauldron Level 18 Trap
Object XP 2,000 detect automatic Initiative HP 170 aC 30, Fortitude 30, reflex 15, Will Immune cold, fire, necrotic, poison, psychic, radiant, forced movement, all conditions, ongoing damage Identify (Arcana; trained only) F dC 32: Arcane symbols carved into the cauldron suggest that it might be a trap. Identify (Perception) F dC 17: The character notices arcane symbols carved into the cauldron.

Development
If the giants in area 6 are drawn into this encounter, see below for their tactics.

6. Giant Quarters and Kennel


Combat Encounter Level 19 (13,000 XP) These rooms serve as lodgings for adult fire giants, young fire giants, and hell hounds. Perception DC 23: If the character is close to area 6A, he or she hears the drunken snoring of the adult fire giants. If the character is closer to area 6D, he or she hears growls and barks of the hell hounds instead. Light: Bright light (torches in iron brackets). Monsters: 3 fire giants, 8 young fire giants, 6 hunting hell hounds. When the characters see area 6A, read: Enormous iron beds line the walls of this torchlit hall. Curtains made of linked iron plates hang in wide archways, blocking any view of what lies beyond. Scattered on the f loor are several smashed kegs and empty tankards. When the characters see area 6D, read: Barred kennel sections make up this chamber, which smells of charred f lesh. Blackened bones litter the obsidian-tiled f loor. The ceiling is 40 feet high throughout. Large tapestries made of interlocking iron plates separate the various chambers. These curtains hang from large iron rods bolted to the ceiling and fall to within an inch of the floor. Each curtain is composed of hundreds of thin, rectangular iron plates held together by chain links and weighs hundreds of pounds. Moving past a tapestry requires a minor action, and creatures standing behind a tapestry gain superior cover.

Standard Actions

C Poisonous Tendrils (poison, zone) F encounter Requirement: The cauldrons owner must activate this power and must be adjacent to the cauldron to do so. Effect: Close burst 3; the burst creates a zone that lasts until the end of the encounter. Any enemy that ends its turn in the zone takes 10 poison damage.

Countermeasures F Command: (Trained only) Arcana DC 23 (standard action)


or DC 32 (minor action). Success: The character commands the tendrils to withdraw into the cauldron, negating the zones damage until the end of the characters next turn. F destroy: If the cauldron drops to 0 hit points, it makes the attack shown under Tip Over (below) but in a close burst 2 rather than a blast. F Lid: Perception DC 23 (minor action). Success: The character spots the cauldrons lid beside it. A creature has to take a standard action to place or remove the lid. Placing the lid on the cauldron negates the zone until the lid is removed again. F Tip Over: Athletics DC 32 (standard action). The character takes 15 fire and poison damage regardless of the check result. Success: The character dumps the cauldrons contents and makes the following attack. Attack: Close blast 5 (creatures in the blast); +21 vs. Fortitude Hit: Ongoing 10 fire and poison damage (save ends). Miss: Ongoing 5 fire and poison damage (save ends). Effect: The traps effect ends.

6A. Main Sleeping Hall: Nine giant-sized beds made of iron line the walls. The floor is littered with empty tankards and shattered casks that once contained ale. 6B. Adult Giants Quarters: Three giant-sized iron beds fill this chamber. 6C. Young Giants Quarters: This room contains eight beds for the young fire giants that live here. 6D. Kennel: The giants keep their hell hounds here. The floor is littered with charred bonesthe remains of the hounds past meals. Tactics: The fire giants encountered here recently returned from a raid and have been drinking. If they are alerted to intruders or aroused by Sulfuria (area 5), they summon the hell hounds and stagger into battle. The young fire giants were caught misbehaving and have been confined to their quarters (area 6C) pending disciplinary action. If combat erupts, these 7-foot-tall giants pick up their swords and join the melee. The hunting hell hounds are trained to obey the adult giants. Treasure: These rooms have no monetary treasure, but characters searching the area find assorted mundane items (see Treasure, page 3).

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3 Fire Giants
Large elemental humanoid (fire, giant) HP 174; Bloodied 87 aC 34, Fortitude 34, reflex 28, Will 28 speed 8 resist 15 fire

Level 18 Soldier
XP 2,000 each Initiative +11 Perception +14

6 Hunting Hell Hounds

Level 18 Minion Brute

m searing Greatsword (fire, weapon) F at-Will Attack: Melee 2 (one creature); +23 vs. AC Hit: 2d12 + 13 fire damage. Effect: The giant marks the target until the end of the giants next turn. C sweeping sword (fire, weapon) F at-Will Attack: Close blast 2 (enemies in the blast); +23 vs. AC Hit: 2d12 + 13 fire damage. Effect: The giant marks the target until the end of the giants next turn. str 23 (+15) dex 11 (+9) Wis 10 (+9) Con 22 (+15) Int 10 (+9) Cha 11 (+9) alignment evil Languages Giant equipment chainmail, greatsword

Standard Actions

Medium elemental beast (fire) XP 500 each HP 1; a missed attack never damages a minion. Initiative +13 aC 30, Fortitude 30, reflex 28, Will 27 Perception +17 speed 8 resist 15 fire

7. Council Chambers
Combat Encounter Level 18 (11,600 XP) plus trap (1,600 XP) Snurre gathers his allies and advisors in this area to plan raids. The sleeping quarters and office of Obmi Ironwhisper, the kings chief advisor, are also located here. Fire giant raiders captured Obmi, a dwarf, and brought him as a slave to Snurres Hall five years ago. Eventually, he wormed his way into Snurres confidence by helping the king plan raids. When he realized that Obmi hates his fellow dwarves as much as any giant does, Snurre appointed him his chief counsel. Obmis knowledge of the dwarven clanholds has enabled Snurre to overcome their defenses with greater ease, and has given the dwarf tremendous influence among Snurres warriors. Obmi is resting in his quarters (area 7C) at the start of this encounter, but he wakes to the sound of combat in area 7B. The dwarf keeps a squad of azers nearby for protection. The azers also spy on Obmi for their master, the azer pyromancer Klarz (area 8). Obmi is aware of their divided loyalties but relies on them nonetheless. Light: Bright light (torches and oil braziers). Monsters: Obmi Ironwhisper, 6 azer blackguards. Trap: Acid spray chest. When the characters see area 7A, read: Four basalt braziers of flaming oil illuminate this vaulted chamber and fill the top third of the room with black smoke. A giant-sized hexagonal table of carved obsidian inlaid with brass dominates the room. Surrounding it are five giant-sized chairs and a sixth smaller chair with tall legs and a short stone ladder leading up to it. Chain curtains set with iron plates partially obscure a pair of large alcoves.

Standard Actions m Bite (fire) F at-Will

Attack: Melee 1 (one creature); +23 vs. AC Hit: 11 damage plus 5 fire damage. C Fiery Breath (fire) F encounter Attack: Close blast 3 (creatures in the blast); +21 vs. Reflex Hit: 18 fire damage. Miss: 9 fire damage. str 20 (+14) dex 18 (+13) Wis 16 (+12) Con 23 (+15) Int 2 (+5) Cha 12 (+10) alignment evil Languages

8 Young Fire Giants

Level 18 Minion Brute

Medium elemental humanoid (fire, giant) XP 500 each HP 1; a missed attack never damages a minion. Initiative +10 aC 30, Fortitude 30, reflex 27, Will 26 Perception +9 speed 6 resist 15 fire

Standard Actions

m Bastard sword (fire, weapon) F at-Will Attack: Melee 1 (one creature); +23 vs. AC Hit: 16 fire damage.

Triggered Actions Confront F at-Will

Trigger: An enemy willingly leaves a square adjacent to the giant. Effect (Immediate Reaction): The giant can shift 1 square, and it uses bastard sword against the triggering enemy. str 20 (+14) dex 13 (+10) Wis 10 (+9) Con 18 (+13) Int 10 (+9) Cha 11 (+9) alignment evil Languages Giant equipment bastard sword

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When the characters see area 7B, read: Rich tapestries hang on the walls of this spacious chamber, flanked by a half-dozen dwarves clad in black chainmail. Their faces are hidden behind iron visors, and their f laming hair issues like plumes from holes in the tops of their black helms. As they see you, they fan out around the squat desk and chair that are the rooms only furnishings, both sized for a dwarf. Lit candles and loose papers are strewn across the desk. When the characters see area 7C, read: This chamber contains a dwarf-sized bed covered with wool blankets, an iron chest with feet shaped like dragons claws, and a squat wooden wardrobe. The ceiling in areas 7A and 7B is 40 feet high, dropping to a height of 20 feet in areas 7C and 7D. 7A. Meeting Hall: The smaller chair with stone steps is for Obmi Ironwhisper, who conducts strategy sessions with Snurre and other fire giants around the huge hexagonal table. Flaming Oil Braziers: These heavy basalt braziers are 4 feet high and 5 feet wide. Tipping a brazier requires a standard action and a DC 23 Athletics check, and spills flaming oil in a close blast 5. The spilled oil creates a zone that lasts for 1 hour. Any creature that enters the zone or starts its turn there takes 5 fire damage and ongoing 5 fire damage (save ends). A creature can take this damage only once per turn. Two alcoves to the east and south are concealed behind curtains of chain and iron plate. East Alcove: The east alcove has a painted basrelief map on its back wall. Mountains and forests are shown as raised areas, with valleys and rivers between them. Settlements and outposts are marked with carved pieces of obsidian set into the map. The map is accurate and covers an area of approximately one hundred miles by one hundred miles. Various locations are marked on the map in Davek (the dwarven script), including the strongholds of the giant lords (the Hill Giant Steading, Howling Crag, the Glacial Rift, and King Snurres Hall), as well as settlements that the giants have attacked or plan to attack. South Alcove: The south alcove in area 7A contains three wooden cabinets, each 12 feet tall and 10 feet wide. Together, they hold a total of 83 scrolls and 367 pieces of parchment. Some of the scrolls contain written agreements between Snurre and the other giant lords (Nosnra, Arnak, and Grugnur), but most are blank. Any search of the cabinets also reveals a black vellum scroll with a message written in luminescent Rellanic script. (Snurre doesnt understand Elven, but Obmi was able to translate the letter for him.) Your Highness, King Snurre of the Fire Giants: I request an audience with Your Majesty on a matter of great importance. A glorious opportunity awaits us. I have been granted permission by my superiors in the Fane of Lolth to offer you tribute for a few precious moments of your time. It has been years since representatives of our two peoples last spoke and shared a f lagon of hot wine. On this particular occasion, Erelhei-Cinlu brings you a new promise of victory over your hated enemies. If you will hear my words, please convey your interest with all haste. I look forward to hearing from you and visiting your great hall. Eclavdra of House Eilservs Under threat of torture or death, Obmi reveals that Eclavdra is a drow priestess who sent this letter several months ago. She and her entourage arrived in Snurres Hall from the drow city of Erelhei-Cinlu (pronounced air-eh-lie sin-loo) a few months ago. See Development below. 7B. Obmis Office: Obmi drafts letters and other documents here. The room holds a desk, a chair, and a squad of azer blackguards.

The papers scattered on Obmis desk contain orders from King Snurre (written in Davek, the Dwarven script) to various raiding parties in the field. The desk has a locked drawer containing blank parchment, empty scroll tubes, quills, and jars of ink, but nothing of value. Obmi has the key to the drawer, or it can be opened with a DC 23 Thievery check. 7C. Obmis Bedchamber: This room contains a soft bed, a wooden wardrobe, and a trapped iron chest that holds Obmis belongings and treasure. The wardrobe is packed with dwarven clothing, including light apparel (tunics and shoes), heavier garments (cloaks, overcoats, gloves, and boots), and formal wear (rich vests, pants, shoes, and capes). Opening the chest requires a DC 32 Thievery check or the key that Obmi conceals on his person (Perception DC 32 to find). The chest is trapped (see Acid Spray Chest below). It contains a solid jade

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statuette of a castle (7,500 gp), a bejeweled beard comb (1,500 gp), a potion of vitality, a sack holding 500 gp, folded clothing, and worthless personal effects. Obmi disables the trap whenever he needs something out of the chest. 7D. Supplies: Crates of torches and casks of oil are stacked against the walls of this room. These supplies are blocking terrain. Tactics: The azer blackguards charge into battle and use blackguards vengeance at the earliest opportunity. They gang up on enemies to take advantage of their warding balefire. Awakened by the noise of combat, Obmi watches the battle unfold through the crack in the doors to his room. After three azers fall in combat, Obmi snaps a pair of iron manacles on his wrists, then stumbles out of his bedchamber. He pretends to be a dwarf prince named Malak Thunderhelm, recently captured by King Snurre and forced under threat of torture to divulge information regarding nearby dwarven strongholds. Obmi has rigged the manacles so that they can be slipped off with a DC 15 Thievery check (a minor action). The treacherous dwarf is unaware that the characters have been tasked with capturing him (see Quests, page 2). The adventurers can try to bluff Obmi into thinking they believe him, but he can make an Insight check to glean their true intentions. When he realizes that his ruse has failed, Obmi uses mad feint to gain combat advantage before striking with his dagger. When bloodied, Obmi uses phase walk or his ring of invisibility to facilitate a hasty escape, fleeing to the kings throne hall (area 2). If he sees that Snurre is dead, Obmi uses the secret door to enter area 4, then descends to the second level and takes refuge with the rakshasas in area 10.
Obmi Ironwhisper, Dwarf Advisor Level 18 Skirmisher
XP 2,000 Initiative +15 Perception +12 Low-light vision

6 Azer Blackguards
Medium elemental humanoid (fire) HP 167; Bloodied 83 aC 33, Fortitude 31, reflex 28, Will 29 speed 5 resist 20 fire, 5 necrotic

Level 17 Soldier
XP 1,600 each Initiative +13 Perception +12

Medium natural humanoid HP 172; Bloodied 86 aC 32, Fortitude 30, reflex 29, Will 31 speed 5

Traits

Traits

ring of Invisibility Obmi gains a +4 item bonus to Stealth checks (included in skills). stand the Ground Obmi can move 1 square fewer than the effect specifies when subjected to a pull, a push, or a slide. steady-Footed Obmi can make a saving throw to avoid falling prone when an attack would knock him prone.

O Warding Balefire (fire, necrotic) F aura 1 An unmarked enemy that willingly leaves the aura provokes an opportunity attack from the azer. Any enemy that starts its turn in two or more warding balefire auras takes 5 fire and necrotic damage. m Battleaxe (fire, necrotic, weapon) F at-Will Attack: Melee 1 (one creature); +22 vs. AC Hit: 2d10 + 9 damage, and ongoing 5 fire and necrotic damage (save ends). M Vicious Cleave (fire, necrotic, weapon) F recharge 5 6 Attack: Melee 1 (one creature); +22 vs. AC Hit: 3d10 + 11 damage, and the target is slowed until the end of the azers next turn. In addition, another enemy in the azers aura takes 10 fire and necrotic damage.

Standard Actions

Standard Actions

m dagger (weapon) F at-Will Attack: Melee 1 (one creature); +23 vs. AC Hit: 4d4 + 16 damage, or 4d4 + 24 damage if the target is granting combat advantage to Obmi. If Obmi scores a critical hit, he deals 4d6 + 32 damage, or 4d6 + 40 damage if the target is granting combat advantage to him. ring of Invisibility (illusion) F daily Effect: Obmi becomes invisible until the end of his next turn.

Triggered Actions

Move Actions Phase Walk F recharge when an attack hits Obmi Minor Actions M Mad Feint F at-Will (1/round)

Effect: Obmi moves up to his speed, and he is insubstantial and has phasing while doing so.

Requirement: Obmi must be bloodied. Attack: Melee 1 (one creature); +21 vs. Reflex Hit: The target grants combat advantage to Obmi until the end of Obmis current turn. Miss: Obmi grants combat advantage to the target until the end of Obmis next turn. skills Bluff +20, History +17, Insight +17, Stealth +22, Thievery +18 str 17 (+12) dex 19 (+13) Wis 17 (+12) Con 20 (+14) Int 16 (+12) Cha 22 (+15) alignment evil Languages Common, Dwarven, Elven, Giant equipment +4 dagger, ring of invisibility

Blackguards Vengeance F recharge if the battleaxe attack for this power misses Trigger: An adjacent enemy hits the bloodied azer with an attack. Effect (Free Action): The azer uses battleaxe on the triggering enemy, and if the attack hits, the ongoing fire and necrotic damage is 15 instead of 5. skills Endurance +19, Intimidate +16 str 21 (+13) dex 17 (+11) Wis 18 (+12) Con 23 (+14) Int 11 (+8) Cha 16 (+11) alignment evil Languages Dwarven, Giant equipment scale armor, light shield, battleaxe

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Acid Spray Chest
Obmis iron treasure chest sprays acid unless the trap is disabled before the chest is opened.
Acid Spray Chest Level 17 Trap

Use the following as guidelines for Obmis answers to questions directed at him during interrogation. Who or what is behind the giant alliance? I was Snurres advisor, but the alliance was the kings idea. I simply helped with the negotiations. Obmi is lying and makes no mention of the drow. How are the drow involved? A small group of drow is paying Snurre to study a temple that the fire giants unearthed years ago on the second level of the hall. Obmi is being partly truthful, but a successful Insight check (opposed by his Bluff check) reveals that hes withholding crucial facts. The drow pushed for the alliance and gave Snurre considerable sums of money to buy off the other giant lords. What do you know regarding the drow in King Snurres Hall now? Their leader is named Eclavdra, but she is interested only in the temple. She paid Snurre a kings ransom for the chance to study it. Obmi is lying. He knows that Eclavdra is using the temple as an oracle, feeding information to Snurre to help him conquer his enemies (and, by extension, her enemies). How can you betray your own people by helping the giants? My people abandoned me long before I abandoned them. Obmi isnt lying, but he neglects to mention that he was exiled from his clanhold for crimes against his fellow dwarves. What is Erelhei-Cinlu? A drow city in the Underdark. Obmi fails to mention that the drow city can be reached by following a miles-long tunnel in Snurres Hall (area 24).

Where did the drow come from? A tunnel in the lowest depths of Snurres Hall leads to the Underdark, and the territories claimed by the drow. Obmi tells the truth without giving away too many details.

Object XP 1,600 detect Perception DC 31 Initiative HP 75 aC 30, Fortitude 30, reflex 5, Will Immune cold, fire, necrotic, poison, psychic, radiant, forced movement, all conditions, ongoing damage

8. Armory
Combat Encounter Level 17 (8,800 XP) Weapons and armor created in the forge (area 12A) are stored here, hanging from tall iron racks bolted to the floor or dumped into iron trunks resting atop large blocks of stone. An azer pyromancer named Klarz is charged with tracking the armorys inventorya job he detests. He aims to take over Obmis job as advisor to the king. Much to Klarzs constant displeasure, Snurre has yet to acknowledge Klarzs intelligence and wisdom, instead relegating the crafty azer to banal tasks. Perception DC 17: The character hears clattering metal and the occasional rant from Klarz in Primordial. Light: Bright light (two oil braziers). Monsters: Klarz (azer pyromancer), 2 fire archon sentinels, 4 hunting hell hounds. When the characters reach the armory, read: Two basalt braziers filled with flaming oil illuminate what is clearly an armory. Armor and weapons hang from iron racks to left and right. Directly across from you stand four large blocks of black stone with iron trunks resting atop them. The ceiling in the armory is 40 feet high. Flaming Oil Braziers: These heavy basalt braziers are 4 feet high and 5 feet wide. Tipping a brazier requires a DC 23 Athletics check (standard action), and spills flaming oil in a close blast 5. The spilled oil creates a zone that lasts for 1 hour. Any creature that enters the zone or starts its turn there takes 5 fire damage and ongoing 5 fire damage (save ends). A creature can take this damage only once per turn.

Triggered Actions C acid spray (acid) F encounter

Countermeasures F disable: While adjacent to the chest, Thievery DC 31.


Three Consecutive Successes: The trap is disabled. Any One Failure (26 or lower): The trap triggers.

Trigger: A creature opens the chest without using the key or disabling the trap. Attack (No Action): Close burst 2 (creatures in the burst); +20 vs. Reflex Hit: 3d8 + 18 acid damage. Miss: Half damage.

Development
The capture and return of Obmi Ironwhisper completes a minor quest (see Quests, page 2). If the adventurers capture Obmi, he realizes quickly that no amount of bargaining will win the day. Only the deaths of his captors can set him free. If the dwarf surmises that hes worth more to the characters alive than dead, he lies when it suits him, hoping that the adventurers get themselves killed. He sprinkles in the occasional truth to assuage characters who are angling to kill or torture him. Obmi can be intimidated, forcing him to provide the characters with accurate descriptions of locations within Snurres Hall, as well as information regarding its defenses. He never gives characters all the information they needjust enough to placate them. If he can place the adventurers in greater peril with a lie, he lies and waits for their luck to run out.

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Basalt Blocks and Iron Trunks: Each block of basalt is 6 feet high, 9 feet long, and 4 feet wide, and is blocking terrain. A large unlocked iron trunk rests atop each block. Two trunks contain twenty-five javelins each. Another holds twelve throwing axes, while the last holds one hundred fifty crossbow bolts. All these weapons are giant-sized. Armor and Weapon Racks: Each wing of the armory contains a 12-foot-high iron rack bolted to the floor. The west rack holds fifteen greatswords, thirteen morningstars, eleven battleaxes, ten crossbows, six glaives, four bastard swords, three spiked chains, and two iron mauls. Hanging on the east rack are fourteen suits of chainmail, nine suits of scale armor, eight suits of plate armor, fifteen light steel shields, and twelve heavy steel shields. All the armor and weapons are giant-sized. A creature on one side of a rack has partial cover against those on the other side. Tactics: Klarz uses roaring flame as often as possible, falling back on curse of Imix while waiting for roaring flame to recharge. Fire archons keep on the move to use skirmish, using cinder storm zones to teleport into optimal positions. The hunting hell hounds try to catch multiple enemies with their fiery breath.
Azer Pyromancer Level 18 Artillery (Leader)
XP 2,000 Initiative +14 Perception +13

2 Fire Archon Sentinels

Level 19 Skirmisher
XP 2,400 each Initiative +18 Perception +14

Medium elemental humanoid (fire) HP 139; Bloodied 69 aC 32, Fortitude 31, reflex 29, Will 30 speed 5 resist 20 fire

Traits

Medium elemental humanoid (fire) HP 182; Bloodied 91 aC 33, Fortitude 31, reflex 32, Will 30 speed 8 Immune disease, poison; resist 20 fire

O Inimical Flames (fire) F aura 1 Any enemy that starts its turn in the aura and adjacent to an ally of the azer takes 5 fire damage. Any enemy that ends its turn in the aura gains vulnerable 5 fire until the end of its next turn. m Warhammer (fire, weapon) F at-Will Attack: Melee 1 (one creature); +23 vs. AC Hit: 3d10 + 4 damage, and ongoing 5 fire damage (save ends). R Curse of Imix (fire, psychic) F at-Will Attack: Ranged 20 (one creature); +23 vs. Fortitude Hit: 2d8 + 6 psychic damage, and ongoing 10 fire damage and the target gains an aura 2 (save ends both). Any creature that ends its turn in the targets aura takes 10 fire damage. A roaring Flame (fire, thunder) F recharge 5 6 Attack: Area burst 1 within 10 (creatures in the burst); +23 vs. Reflex Hit: 1d8 + 15 fire and thunder damage, and ongoing 10 fire and thunder damage (save ends). C Fuel the Fire (fire) F encounter Effect: Close burst 2 (enemies taking ongoing fire damage in the burst); the ongoing damage increases by 15. The azer can slide each fire ally in the burst up to 4 squares. skills Arcana +17, Insight +18 str 18 (+13) dex 20 (+14) Wis 18 (+13) Con 25 (+16) Int 17 (+12) Cha 22 (+15) alignment evil Languages Dwarven, Giant, Primordial equipment chainmail, warhammer

Traits

Standard Actions

Guttering Flame Whenever the archon takes cold damage, it cannot shift until the end of its next turn. skirmish If the archon ends a move on its turn at least 4 squares from where it started the move, it deals 2d8 extra fire damage with melee attacks until the start of its next turn. m Fiery scimitar (fire, weapon) F at-Will Attack: Melee 1 (one creature); +24 vs. AC Hit: 3d8 + 14 fire damage. C Cinder storm (fire, teleportation, zone) F recharge 5 6 Effect: Close blast 5. The blast creates a zone that lasts until the end of the archons next turn, and the archon can teleport to any square in the blast. The zone is heavily obscured to all but fire creatures. Any enemy that ends its turn in the zone takes 15 fire damage. str 21 (+14) dex 25 (+16) Wis 20 (+14) Con 22 (+15) Int 14 (+11) Cha 15 (+11) alignment chaotic evil Languages Primordial

Standard Actions

4 Hunting Hell Hounds

Level 18 Minion Brute

Medium elemental beast (fire) XP 500 each HP 1; a missed attack never damages a minion. Initiative +13 aC 30, Fortitude 30, reflex 28, Will 27 Perception +17 speed 8 resist 15 fire

Standard Actions m Bite (fire) F at-Will

Attack: Melee 1 (one creature); +23 vs. AC Hit: 11 damage plus 5 fire damage. C Fiery Breath (fire) F encounter Attack: Close blast 3 (creatures in the blast); +21 vs. Reflex Hit: 18 fire damage. Miss: 9 fire damage. str 20 (+14) dex 18 (+13) Wis 16 (+12) Con 23 (+15) Int 2 (+5) Cha 12 (+10) alignment evil Languages

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Second Level (Areas 916)


As with the first level, this level is carved from redblack basalt. The walls are smooth and require a DC 25 Athletics check to climb. The dominant features here are the prison (area 13) and the Temple of the Elder Elemental Eye (area 15). Ceilings: Passageways have vaulted ceilings 30 feet high, while rooms have ceilings 40 to 50 feet high. Doors: All doors on this level are made of welded iron plates. Normal-sized double doors are 15 feet tall and half a foot thick; giant-sized double doors are 25 feet tall and 1 foot thick. A Medium or Small character can open a normal door as a standard action, or a minor action with a DC 24 Athletics check. A Medium or Small character can open a giant-sized door as a standard action with a DC 33 Athletics check. Illumination: All areas are brightly lit unless otherwise noted. In some locations, basalt braziers are built into the walls about 1 foot off the floor. These 5-foot-wide, 3-foot-deep stone basins contain burning oil and shed bright light out to 10 squares. In other locations, torches are mounted in iron brackets 10 feet above the floor. Oversized Furnishings: Many furnishings are sized for 12-foot-tall fire giants. They measure slightly more than twice the dimensions of their human-sized counterparts and are eight times the weight.

9. Barracks
Combat Encounter Level 18 (10,400 XP) The iron doors to this chamber are wedged open, affording the rooms occupants a clear view of the hallway and ramp outside. Perception: Any Perception check enables a character to hear the giggling of the nothic. Light: Bright light (torches). Monsters: 2 two-headed fire giants, nothic mindblight. When the characters can see area 9, read: The great iron doors to this room hang open, beyond which you see a torchlit chamber with tapestries adorning the walls. The room holds two giant-sized wrought-iron beds, several smaller beds, and an iron chest standing to the west. Waiting in the middle of the room are a pair of twoheaded fire giants, smoldering morningstars clutched in each of their hands. A gangly creature with warty green skin cavorts behind them, its face set with a single unblinking eye. When the monsters see the party, read: The one-eyed creature cackles maniacally at the sight of you, but the two-headed giants dont look amused. The ceiling here is 40 feet high. The giant-sized iron beds and iron chest belong to Harrigus and Skaltaththe unfortunate results of fire giantettin crossbreeding. The smaller iron beds belong to the azers in area 13. Hidden behind one of the tapestries, a narrow staircase descends 75 feet to area 19A. Harrigus and Skaltath are usually kept out of sight due to their hideous appearance, but King Snurre has charged them with keeping their eyes on his guests in areas 10 and 11. Treasure: The unlocked iron chest next to the giants bed contains a sack of 2,000 gp and assorted mundane items (see Treasure, page 3).

Tactics: The giants lay into enemies with double morningstar attacks, smashing their foes to pulp. The nothic relies on the giants to keep the adventurers at bay while it employs its area and ranged attacks. It uses necrotic eye while those other powers are recharging, but knows better than to catch a giant in the area of the blast.
2 Two-Headed Fire Giants Level 18 Elite Brute
XP 4,000 each Initiative +12 Perception +11

Large elemental humanoid (fire, giant) HP 424; Bloodied 212 aC 30, Fortitude 31, reflex 29, Will 28 speed 7 resist 15 fire saving Throws +2; action Points 1

Traits

double actions The giant makes two initiative checks and takes a full turn on each initiative result. The giant can take two immediate actions per round but only one between one turn and the next. dual Brain At the end of each of its turns, the giant ends any dazing, stunning, or charm effect on itself. m Morningstar (fire, weapon) F at-Will Attack: Melee 2 (one creature); +23 vs. AC Hit: 2d12 + 19 fire damage. M Crushing Flame (fire, weapon) F at-Will Attack: Melee 2 (one creature); +23 vs. AC Hit: 2d12 + 19 fire damage, and the target falls prone. If the target is already prone, it takes 2d12 extra fire damage. str 25 (+16) dex 16 (+12) Wis 14 (+11) Con 22 (+15) Int 9 (+8) Cha 9 (+8) alignment evil Languages Dwarven, Giant equipment scale armor, 2 morningstars

Standard Actions

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Nothic Mindblight Level 19 Controller

Medium aberrant humanoid XP 2,400 HP 180; Bloodied 90 Initiative +14 aC 32, Fortitude 32, reflex 32, Will 29 Perception +11 speed 6 Darkvision, truesight 10

10. Guest Quarters


Combat Encounter Level 18 (11,400 XP) King Snurre is currently entertaining a number of guests, including representatives of the other giant lords. Quartered in this area are four frost giant ambassadors representing Grugnur, the frost giant jarl, as well as four rakshasas interested in helping Snurre and learning more of his arrangement with the drow. If the creatures in this area hear sounds of combat in area 9 or 11, they cannot be surprised. Light: Bright light (torches). Monsters: Kavir (rakshasa mage), 3 rakshasa archers, 4 frost giants. Other Creatures: 1 mountain yak. When the characters first see the mountain yak in area 10A, read: In front of the closed iron doors at the end of this hall, a shaggy white mountain yak stands tethered to an empty two-wheeled wooden cart. Iron doors set into the south wall are open, while doors to the north and east stand closed. When the characters see area 10B, read: Through the open doors, you see a comfortable room equipped for creatures of human size. The furnishings have an elven cast to them, and include three soft beds, a round table, three ornately carved chairs, and two tapestries depicting tranquil forest scenes. Standing around the room are three elves in tattered clothing, their faces bearing the bruises and scars of a harrowing ordeal. When the characters see area 10C, read: The iron doors open to reveal a surprisingly cold, torchlit chamber containing four wrought-iron beds, a table surrounded by four chairs, and a large iron chest. A wooden cask and several tankards are strewn across the table. All the furnishings and accessories are sized for giants.

Standard Actions m Claw (necrotic) F at-Will

Attack: Melee 1 (one creature); +24 vs. AC Hit: 2d10 + 6 damage, and ongoing 10 necrotic damage (save ends). C necrotic eye (necrotic) F at-Will Attack: Close blast 5 (creatures in the blast); +22 vs. Fortitude Hit: Ongoing 15 necrotic damage (save ends). R eye of Insanity (charm, psychic) F recharge when no creature is dominated by the nothic Attack: Ranged 5 (one creature); +22 vs. Will Hit: The target is dominated (save ends). Aftereffect: The target is dazed until the end of its next turn. A Mesmerizing Visage (charm, psychic) F recharge 5 6 Attack: Area burst 2 within 10 (enemies in the burst); +22 vs. Will Hit: 2d8 + 11 psychic damage, and the target takes a 1 penalty to saving throws. First Failed Saving Throw: The target instead takes a 3 penalty to saving throws. skills Stealth +19 str 21 (+14) dex 20 (+14) Wis 15 (+11) Con 20 (+14) Int 10 (+9) Cha 12 (+10) alignment unaligned Languages Deep Speech

Development
If combat erupts here, the rakshasas in area 10B overhear the commotion, urging the frost giants in area 10C to investigate. See area 10 for more information.

Snurres raids have attracted the attention of Kavir, a rakshasa mage. Although the fire giant king is reluctant to enter into any sort of agreement with Kavir and his kin, his advisors are understandably concerned about keeping the rakshasas happy. The frost giant ambassadors are representatives of Jarl Grugnur, and they have not yet learned that Grugnur is dead (assuming his was slain in Glacial Rift of the Frost Giant Jarl). The ceiling is 30 feet high in area 10B and 40 feet high elsewhere. 10A. Yak-Drawn Cart: The yak and the sturdy cart belong to the hill giants in area 11, and are used to haul the giants belongings. Currently empty, the cart can hold four Medium creatures or one Large creature. Characters who want to travel in the cart can use the reins to direct the yak, which pulls the cart at a speed of 6 (half speed up the ramps). Any attack directed at the yak hits and kills it. 10B. Rakshasas: The doors to this chamber are wedged open, allowing the rooms rakshasa occupants to keep an eye on the hallway outside. The room contains furnishings stolen from elven settlements, and the rakshasas use their deceptive veil power to conceal their true forms, appearing as elves. 10C. Frost Giants Quarters: The iron doors of this chamber are freezing to the touch. This room is kept cold by a carpet of brown mold growing on the ceiling. A DC 20 Dungeoneering check recognizes this rare dungeon hazard and its cooling effect. Any creature that comes into contact with the brown mold takes 10 cold damage. A creature can take this damage only once per turn. Four frost giant ambassadors reside here, resting atop wrought-iron beds heaped with furs. A large unlocked wooden chest contains a sack of 500 gp, an ivory and malachite horn (1,500 gp), and mundane items (see Treasure, page 3). Tactics: If the rakshasas hear the sound of combat in area 9 or area 11, they alert the frost giants and

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convince them to investigate. After dispatching the frost giants, the rakshasas disguise themselves as elves and wait in area 10B. Kavir assumes the form of a female elf princess and refers to himself as Moonshadow. The rakshasa archers pretend to be the princesss male elf bodyguards. They claim that the giants allowed them to keep their bows as a form of mockery. Kavir, as Moonshadow, spins the following tale. We were traversing the foothills of the Crystalmist Mountains when frost giants attacked our retinue. Only we few survived. Our captors brought us before King Snurre as tribute. I was able to convince him that we were worth more alive, and that my people would pay well for our safe return. Against the counsel of his advisors, the king placed us here and said that if we attempted escape, he would show us no mercy. If Kavir has reason to believe that the characters have already encountered and freed the real Princess Moonshadow (area 13), he tries to convince them that they were duped and that he is the real princess. If the characters ask Moonshadow why she doesnt take advantage of her situation and attempt escape, she says: We would never make it out the front doors alive. I dont want to make our situation worse by attempting escape. Of course, things are different now that youre here. If the characters fall for the ruse, the rakshasas ask to accompany them. Although they pretend to know little about the layout of Snurres Hall, Moonshadow mentions that several other captives are confined in the nearby prison (area 13), and she would like to try to free them as well. If the characters agree, the rakshasas turn against them as soon as they are swept up in combat with the guards in that area. If the characters have already dealt with the prison guards, Moonshadow announces that she has seen drow in Snurres Hall and believes theyre hiding somewhere on this level. The elves offer to help the characters root out their hated kin. Again, the rakshasas bide their time, perhaps waiting until the characters confront the drow in the Temple of the Elder Elemental Eye (area 15) before attacking.
4 Frost Giants
Large elemental humanoid (cold, giant) HP 201; Bloodied 100 aC 29, Fortitude 32, reflex 27, Will 28 speed 8 (ice walk) resist 15 cold

Rakshasa Mage

Level 16 Controller
XP 1,400 Initiative +10 Perception +11 Low-light vision

Medium natural humanoid HP 153; Bloodied 76 aC 30, Fortitude 26, reflex 29, Will 28 speed 6

Standard Actions

Level 17 Brute
XP 1,600 each Initiative +11 Perception +13

m Claw (teleportation) F at-Will Attack: Melee 1 (one creature); +21 vs. AC Hit: 3d6 + 10 damage, and the rakshasa teleports the target up to 3 squares. Miss: The rakshasa can teleport the target 1 square. A Misleading Visions (illusion, psychic) F at-Will Attack: Area burst 1 within 5 (enemies in the burst); +19 vs. Will Hit: 2d10 + 11 psychic damage, and the rakshasa slides the target up to 4 squares. Miss: The rakshasa can slide the target 1 square. A Visions of Terror (fear, illusion, psychic) F recharge 5 6 Attack: Area burst 1 within 5 (enemies in the burst); +19 vs. Will Hit: 3d10 + 13 psychic damage, and the target is immobilized (save ends). Miss: Half damage, and the target is slowed until the end of the rakshasas next turn.

Traits

Minor Actions

Icebound Footing When an effect pulls, pushes, or slides the giant, it can choose to move 2 squares fewer than the effect specifies. The giant can make a saving throw to avoid falling prone when an attack would knock it prone.

Standard Actions

m Icy Greataxe (cold, weapon) F at-Will Attack: Melee 2 (one creature); +22 vs. AC Hit: 3d12 + 11 cold damage, or 2d12 + 47 cold damage if the giant scores a critical hit. M Chilling strike (cold, weapon) F recharge 5 6 Attack: Melee 2 (one creature); +22 vs. AC Hit: 5d12 + 15 cold damage, and the target gains vulnerable 10 cold (save ends). skills Athletics +19 str 23 (+14) dex 16 (+11) Wis 20 (+13) Con 21 (+13) Int 10 (+8) Cha 12 (+9) alignment evil Languages Giant equipment hide armor, greataxe

deceptive Veil (illusion) F at-Will Effect: The rakshasa disguises itself to appear as a Medium humanoid until it uses deceptive veil again or until it drops to 0 hit points. Other creatures can make a DC 36 Insight check to discern that the form is an illusion. Persistent Image (illusion) F at-Will Effect: The rakshasa creates an illusion of a Medium or smaller object or creature in an unoccupied square within 10 squares of it. The illusion can be animate, but it does not produce noise. The illusion lasts until the end of the rakshasas next turn. A creature that succeeds on a DC 22 Insight check can see through the illusion. Sustain Minor: The illusion persists until the end of the rakshasas next turn, and the rakshasa can move the illusion up to 6 squares. str 12 (+9) dex 14 (+10) Wis 16 (+11) Con 17 (+11) Int 24 (+15) Cha 21 (+13) alignment evil Languages Common

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3 Rakshasa Archers Level 15 Artillery
XP 1,200 each Initiative +12 Perception +16 Low-light vision

Medium natural humanoid HP 110; Bloodied 55 aC 28, Fortitude 24, reflex 26, Will 25 speed 6

11. Blood Rock Hall


Combat Encounter Level 18 (11,400 XP) Formerly a temple dedicated to the primordial known as Imix (the evil Prince of Elemental Fire), this hall now serves as quarters for visiting hill giant and stone giant dignitaries, including the hill giant subchief. Basalt pillars support the ceiling, and the floor between them is composed of magic blood rock. Some time ago, an earthquake caused part of the east wall to collapse. Perception DC 23: The character hears the snoring giants. Light: Bright light (torches). Monsters: Sly Gulla, 4 hill giants, 4 stone giants, 2 earth archon rumblers. When the characters first peer into this hall, read: Black basalt pillars rise to support the vaulted ceiling of this 50-foot-high chamber, which has seen better days. Three walls feature bright murals of fiery creatures. The east wall has partially collapsed, leaving chunks of broken basalt and painted plaster spread across the f loor. Around the pillars, the f loor is stained with crimson blood. Two groups of hill giants and stone giants rest atop heaps of furs piled against the walls, while two burly humanoids made of jagged rock stand guard in the middle of the room. The earth archons notice and attack intruders at once. Opening the large iron doors to the west or the secret door in the east wall is enough to attract the archons attention. The hill giants and stone giants are asleep when the characters first arrive, but they awake as soon as combat begins. Sly Gulla, the hill giant subchief, has not yet learned that his chief, Nosnra, is dead (assuming he was slain in Steading of the Hill Giant Chief ). Snurre and his advisors have kept this information to themselves, afraid of what it might do to the hill giants morale.

Standard Actions m Claw F at-Will

Attack: Melee 1 (one creature); +20 vs. AC Hit: 2d6 + 6 damage, and ongoing 5 damage (save ends). r Longbow (weapon) F at-Will Attack: Ranged 20 (one creature); +22 vs. AC. The rakshasa makes two attack rolls and uses either result. Hit: 1d10 + 9 damage. R double attack F at-Will Effect: The rakshasa uses longbow twice, making each attack against a different target. R Ghost arrow (necrotic, weapon) F recharge 5 6 Attack: Ranged 20 (one creature); +20 vs. Reflex Hit: 3d10 + 18 necrotic damage, and the target cannot spend healing surges (save ends).

Minor Actions

deceptive Veil (illusion) F at-Will Effect: The rakshasa disguises itself to appear as a Medium humanoid until it uses deceptive veil again or until it drops to 0 hit points. Other creatures can make a DC 35 Insight check to discern that the form is an illusion.

Triggered Actions

Illusory escape (illusion) F recharge when first bloodied Trigger: An enemy makes a ranged attack against the rakshasa. Effect (Immediate Reaction): The rakshasa becomes invisible, and an illusion of it appears in its square. The transition is indiscernible to observers, and the illusion lasts until the start of the rakshasas next turn or until a creature attacks the illusion. After the illusion appears, the rakshasa shifts up to its speed. str 17 (+10) dex 20 (+12) Wis 18 (+11) Con 14 (+9) Int 12 (+8) Cha 14 (+9) alignment evil Languages Common equipment longbow, 20 arrows

Blood Rock: The floor inside the orange area on the map is made of blood rock. A creature standing in a square of blood rock can score a critical hit on a roll of 1920. Crates and Barrels: In the southwest corner of the room stands a heap of crates and barrels containing stolen foodstuffs and ale (brought here on the cart in area 10A). These squares are difficult terrain. Rubble: This debris is difficult terrain. Secret Door: A hidden stone door in the shattered east wall requires a DC 24 Perception check to spot. Pushing it open reveals a rough-hewn tunnel with giant-sized steps, climbing 75 feet to area 4D. The stairs are difficult terrain for creatures ascending them, but are normal terrain while descending. Treasure: The giants carry a total of 350 gp, as well as sacks and bags of assorted mundane items (see Treasure, page 3). Tactics: Sly Gulla and his band are spoiling for a fight. The hill giant subchief moves into the blood rock, firing his crossbow while his allies charge into battle and smash enemies with their greatclub attacks. When an ally drops to 0 hit points, Sly Gulla issues a call for vengeance. The stone giants stand on the blood rock and hurl rocks, stepping into melee only after the hill giants and archons are taken down. They rely on their stone bones power to reduce damage from incoming attacks. Each earth archon rumbler moves adjacent to multiple enemies, letting it benefit from thundering might. It smashes foes with its stone warhammer, using avalanche strike only when theres no danger of hitting its allies. The giants and archons pursue enemies who flee this area. The stone giants are aware of the secret door, and have been warned not to traverse the tunnel beyond it. The hill giants are not aware of the door and received no such warning, so they chase the adventurers if they flee through it. Sly Gulla is a hunter first and foremost, and he relishes the idea of stalking prey through the halls of the fire giant king.

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Sly Gulla, Level 14 Skirmisher (Leader) Hill Giant Subchief
Large natural humanoid (giant) HP 140; Bloodied 70 aC 28, Fortitude 27, reflex 24, Will 24 speed 8 XP 1,000 Initiative +11 Perception +12

4 Hill Giants
Large natural humanoid (earth, giant) HP 159; Bloodied 79 aC 25, Fortitude 27, reflex 23, Will 25 speed 8

Level 13 Brute
XP 800 each Initiative +5 Perception +7

4 Stone Giants
Large elemental humanoid (earth, giant) HP 140; Bloodied 70 aC 30, Fortitude 27, reflex 24, Will 26 speed 8 (earth walk) Immune petrification

Level 14 Soldier
XP 1,000 each Initiative +12 Perception +12 Low-light vision

Traits

Standard Actions

sly Maneuvers Sly Gulla shifts up to 2 squares before making any attack.

Standard Actions m spear (weapon) F at-Will

C Call for Vengeance F at-Will Trigger: An ally Sly Gulla can see drops to 0 hit points. Effect (Immediate Reaction): Close burst 10 (one ally in the burst); the target makes a basic attack as a free action. skills Athletics +17, Stealth +14 str 21 (+12) dex 14 (+9) Wis 11 (+7) Con 20 (+12) Int 11 (+7) Cha 15 (+9) alignment chaotic evil Languages Common, Giant equipment hide armor, spear, crossbow, 10 bolts

Triggered Actions

Attack: Melee 2 (one creature); +19 vs. AC Hit: 2d10 + 11 damage. R Crossbow (weapon) F at-Will Attack: Ranged 15 (one creature); +19 vs. AC Hit: 2d10 + 11 damage.

m Greatclub (weapon) F at-Will Attack: Melee 2 (one creature); +18 vs. AC Hit: 3d10 + 11 damage. R Hurl rock (weapon) F at-Will Attack: Ranged 10 (one creature); +18 vs. AC Hit: 2d10 + 8 damage. M sweeping Club (weapon) F encounter Attack: Melee 2 (one or two creatures); +18 vs. AC Hit: 3d10 + 11 damage, and the giant pushes the target up to 2 squares and knocks it prone. skills Athletics +16 str 21 (+11) dex 8 (+5) Wis 12 (+7) Con 19 (+10) Int 7 (+4) Cha 9 (+5) alignment chaotic evil Languages Giant equipment greatclub, 5 rocks

m stone Greatclub (weapon) F at-Will Attack: Melee 2 (one creature); +21 vs. AC Hit: 2d10 + 11 damage, and the giant marks the target until the end of the giants next turn. R Hurl rock F at-Will Attack: Ranged 20 (one creature); +21 vs. AC Hit: 2d8 + 13 damage. C staggering sweep (weapon) F recharge when first bloodied Attack: Close blast 2 (creatures in the blast); +19 vs. AC Hit: 2d10 + 11 damage, the giant pushes the target up to 2 squares, and the giant marks the target until the end of the giants next turn. Effect: The giant shifts 2 squares but must remain within 2 squares of any creatures marked by it.

Standard Actions

2 Earth Archon Rumblers


Medium elemental humanoid (earth) HP 204; Bloodied 102 aC 29, Fortitude 31, reflex 28, Will 29 speed 6 (earth walk) Immune disease, petrification, poison

Level 17 Brute
XP 1,600 each Initiative +12 Perception +13 Tremorsense 20

Triggered Actions Hardened Threat F at-Will

Traits

Thundering Might (thunder) If the archon is adjacent to two or more enemies, its attacks deal 2d8 extra thunder damage. m stone Warhammer (weapon) F at-Will Attack: Melee 2 (one creature); +22 vs. AC Hit: 3d10 + 15 damage. C avalanche strike F at-Will Attack: Close burst 2 (creatures in the burst); +20 vs. Reflex Hit: 1d10 + 12 damage, and the target falls prone. str 24 (+15) dex 18 (+12) Wis 21 (+13) Con 24 (+15) Int 15 (+10) Cha 17 (+11) alignment chaotic evil Languages Primordial equipment warhammer

Standard Actions

Trigger: A creature marked by the giant and within its reach willingly moves. Effect (Opportunity Action): The giant uses stone greatclub against the triggering creature. stone Bones F at-Will Trigger: The giant is hit by an attack. Effect (Immediate Interrupt): The giant gains resist 5 to all damage against the triggering attack. skills Athletics +18, Stealth +15 str 22 (+13) dex 16 (+10) Wis 20 (+12) Con 20 (+12) Int 10 (+7) Cha 11 (+7) alignment unaligned Languages Giant equipment greatclub, 3 rocks

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12. Zarkads Forge


Combat Encounter Level 18 (10,000 XP) These areas are the domain of Zarkad, a blind fire giant blacksmith who wears an eyeless helm that amplifies his natural blindsight. Zarkad forges armor and weapons, then transports them in an iron cart to the armory (area 8). Characters approaching area 12A detect the telltale signs of a forgewaves of heat, billowing clouds of smoke, and the sound of hammered iron. Light: Bright light in area 12A (lava), none in area 12B (being blind, Zarkad keeps his quarters dark). Monsters: Zarkad, 1 slaughterstone eviscerator, 2 azer fireweavers. When the characters see area 12A, read: Smoke issues from a thirty-foot-wide opening in the wall of the tunnel, across from which stands a large iron cart laden with steel weapons. Three steps in the opening lead down to a cavern half filled with molten lava. At a great black anvil in the center of the cavern, a fire giant lays down a twisted piece of metal and pounds it f lat with a f laming hammer. The bare-chested giant wears a horned helm with an opaque black visor. Flanking him are pyramidal, 5-foothigh stacks of smaller anvils. Two fire-haired dwarves attend the blind giant. As well, a large construct fitted with scythe-like blades stands in an alcove. Zarkad relies on a pair of azer fireweavers to help him craft his armor and weapons. When confronted by intruders, the fire giant also activates a slaughterstone eviscerator. Originally built by dwarves, this construct was captured during a raid on a dwarven clanhold and brought to Zarkad in pieces. Over time, Zarkad repaired the construct and set it to heed his commands.

When the characters see area 12B, read: This unlit room contains a giant-sized bed made of sculpted iron and a large iron chest that has been bolted to the floor. 12A. The Forge: Lava fills the west half of this natural cavern, seeping up through narrow fissures in the north wall, then pouring back down into area 19B on the third level. Any creature that enters the pool or starts its turn there takes 15 fire damage and ongoing 15 fire damage (save ends). A creature can take this damage only once per turn. Zarkad uses the lava to heat metal, which he then beats into shape at his massive anvil. The two stacks of anvils provide raw steel and make an effective weapon for Zarkad to hurl at intruders. The 5-foot stacks are difficult terrain. Parked across the hall from the forge is the fourwheeled iron cart that Zarkad uses to transport armor and weapons to the armory (area 8). The iron cart currently contains three battleaxes and ten javelins, all sized for fire giants. The heavy cart requires a DC 17 Athletics check to move. A creature pushing the cart moves at half speed. 12B. Zarkads Quarters: This room contains no decor, since Zarkad has no need of it. A giant-sized wrought-iron bed is pushed into one corner, while a locked iron chest is bolted to the floor near the east wall. Zarkad carries the key to the chest, which otherwise requires a DC 32 Thievery check to open. The chest contains a +5 greatsword (or another level 21 common magic item), a golden statuette set with rubies depicting the Fire Lord Imix (15,000 gp), and 4,000 gp in a small unlocked iron coffer. Tactics: With a command, Zarkad animates the slaughterstone eviscerator, then moves into position to hurl anvils at distant enemies. He has two anvils at hand, but must move to within 2 squares of a stack of anvils to throw more. When foes move close, he pounds them into smoldering mush, using blind fury with his fiery hammer.

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The azer fireweavers each place an ember wall between Zarkad and his enemies, since the fire giants blindsight allows him to attack through the wall without penalty. They then use hurl flame and fire puppet each round, hoping to slide enemies into the lava pool. The giant and the azers keep out of the slaughterstone eviscerators way, avoiding its whirling blades aura and its whirling bladestorm burst attack.
Zarkad, Fire Giant Blacksmith Level 18 Elite Brute Slaughterstone Eviscerator
Large natural animate (construct) HP 212; Bloodied 106 aC 30, Fortitude 31, reflex 30, Will 28 speed 6 Immune disease, poison, sleep

Level 18 Brute
XP 2,000 Initiative +15 Perception +9 Darkvision

2 Azer Fireweavers

Level 18 Controller
XP 2,000 each Initiative +12 Perception +15

Traits

Medium elemental humanoid (fire) HP 177; Bloodied 88 aC 32, Fortitude 31, reflex 28, Will 29 speed 5 resist 20 fire

O Whirling Blades F aura 2 Any creature that starts its turn in the aura takes 10 damage. Tunnel Fighting While squeezing, the eviscerator takes no penalty to attack rolls and does not grant combat advantage. m eviscerating Blade F at-Will Attack: Melee 2 (one creature); +23 vs. AC. Hit: 2d10 + 16 damage, or 4d10 + 36 damage if the eviscerator scores a critical hit. C Whirling Bladestorm F recharge 6 Attack: Close burst 2 (creatures in the burst); +23 vs. AC Hit: 2d10 + 8 damage, or 2d10 + 28 damage if the eviscerator scores a critical hit. str 25 (+16) dex 22 (+15) Wis 10 (+9) Con 22 (+15) Int 1 (+4) Cha 3 (+5) alignment unaligned Languages

Traits

O amplified Flames (fire) F aura 1 Any enemy that starts its turn in the aura takes 5 fire damage. If the enemy starts its turn in two or more amplified flames auras, the enemy takes 10 fire damage instead.

Standard Actions

Large elemental humanoid (blind, fire, giant) XP 4,000 HP 424; Bloodied 212 Initiative +13 aC 30, Fortitude 32, reflex 29, Will 28 Perception +16 speed 7 Blindsight 10 Immune blinded, gaze; resist 15 fire saving Throws +2; action Points 1 m Fiery Hammer (fire, weapon) F at-Will Attack: Melee 2 (one creature); +23 vs. AC Hit: 3d10 + 16 fire damage. R Hurl anvil (weapon) F at-Will Attack: Ranged 10 (one creature); +21 vs. Reflex Hit: 3d12 + 11 damage, and the target falls prone. Blind Fury F at-Will Effect: Zarkad makes two basic attacks.

Standard Actions

Standard Actions

m Warhammer (fire, weapon) F at-Will Attack: Melee 1 (one creature); +23 vs. AC Hit: 2d10 + 5 damage, and ongoing 10 fire damage (save ends). R Hurl Flame (fire) F at-Will Attack: Ranged 10 (one creature); +21 vs. Reflex Hit: 2d8 + 7 fire damage, and ongoing 10 fire damage (save ends). A ember Wall (conjuration, fire) F recharge 5 6 Effect: Area wall 6 within 10. The azer conjures a wall of hot embers and thick smoke that lasts until the end of the azers next turn. The wall can be up to 6 squares high. The wall is heavily obscured and blocks line of sight. Any creature that ends its turn in the wall takes 20 fire damage.

Minor Actions R Fire Puppet F at-Will (1/round)

Triggered Actions M Iron Kick F at-Will

Trigger: An enemy enters a square adjacent to Zarkad. Attack (Immediate Reaction): Melee 1 (the triggering enemy); +21 vs. Fortitude Hit: 2d8 + 7 damage, and Zarkad pushes the target up to 2 squares. skills Intimidate +15 str 25 (+16) dex 18 (+13) Wis 15 (+11) Con 22 (+15) Int 14 (+11) Cha 12 (+10) alignment evil Languages Giant, Primordial equipment warhammer, horned helm, 2 anvils

Attack: Ranged 10 (one creature taking ongoing fire damage); +21 vs. Will Hit: The azer slides the target up to 3 squares. str 18 (+13) dex 17 (+12) Wis 22 (+15) Con 25 (+16) Int 12 (+10) Cha 12 (+10) alignment evil Languages Dwarven, Giant equipment chainmail, warhammer

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13. Prison
Combat Encounter Level 19 (12,000 XP) The prison consists of two intersecting corridors lined with iron cell doors. The cells contain various prisoners captured during giant raids. Prisoners do not dwell here for long; most are taken elsewhere and used as slaves or food. Some prisoners are worth more alive, and King Snurre is fond of making ransom demands that might fatten his coffers or buy the loyalty of his allies. Such is the case with Moonshadow, an elf princess imprisoned here. Virchiln, Eclavdras drow consort, is currently interrogating Moonshadow for information regarding her homeland. After the drow are finished interrogating her, Snurre plans to ransom her back to her people. The first part of this event describes the prison and the creatures that defend it. The second part details the various prisoners contained within. Light: Bright light in areas 13A, 13B, and 13E (torches), dim light in the 13D cells (light through the windows), and none in the 13C cells. Monsters: The Kings Torturer (fire giant torturer), the Royal Headsman (fire giant executioner), 12 azer hallwardens, Virchiln (drow hypnotist). Other Creatures: The prisoners (see below). When the characters see area 13A, read: Two sliding iron doors are recessed into the walls of the corridor, flush with the surrounding stonework. No mechanism can be seen for closing them. Fire-haired dwarves stand guard in the torchlit corridor beyond. When the characters see area 13E, read: At the bottom of a ramp stands a grimy, smelly chamber with two large curtained alcoves. A giant-sized stone table and two stone chairs stand against the north wall. In the middle of the room is a ten-foot-wide pit, above which an iron cage dangles from chains attached to the ceiling. An

iron winch in the southwest corner raises and lowers the cage. Bolted to the east wall at a height of eight feet is a cast-iron plate with three iron levers jutting from it. The cells have 20-foot-high ceilings. Everywhere else, the ceilings are 30 feet high. The prison can be sealed off by two sets of iron doors that slide out from the walls. The azers, who take their orders from a pair of fire giants known as the Kings Torturer and the Royal Headsman, use these doors to trap prisoners (and their would-be liberators) until they can be subdued or killed. 13A. Sliding Iron Doors: Standing 25 feet tall and 5 feet thick, these iron doors retract into the walls when not being used to seal off the cell block. Hidden rollers and steam-powered hydraulics work the doors, whose control levers are located in both areas marked 13B. When the doors close, any creature that occupies a square between them is pushed adjacent to the doors on one side or the other (the creatures choice). A creature that is unable to leave the space between the sliding doors takes 25 damage and is restrained, then takes ongoing 25 damage until the doors open. A successful DC 32 Athletics check allows a creature to force the doors open as wide as a restrained creatures space. The doors can also be attacked (AC/Fortitude 32, Reflex 5; immune to cold, necrotic, poison, psychic, radiant, forced movement, all conditions, ongoing damage; hp 1,000 per door.) 13B. Control Rooms: Each of these two rooms contains a pair of azers who operate the prisons defenses. Set into the floor is an iron plate with a heavy iron lever jutting out of it. This lever controls the sliding iron doors nearest to the control room. When the lever is pulled to close the iron doors, a portcullis seals off each of these rooms to prevent prisoners from accessing the control levers. A large winch in the room can be used to raise a portcullis, which can also be lifted with a successful DC 32

Athletics check. Operating the winch or the lever requires a standard action. 13C. Dark Cells: Prisoners are locked behind iron doors with window shutters built into them. The cells are devoid of fixtures except for iron manacles bolted to the walls. The guards usually dont take the time to shackle prisoners, since only the most irksome captives are worth the trouble. A creature can free itself or another creature from the shackles with the proper key (in the possession of the Kings Torturer) or a DC 23 Thievery check. Each cell door is 15 feet high and 1 foot thick, and is set with two small window slitsone at 12 feet (eye level for the fire giants), the other at 4 feet (eye level for the azers). These slits are fitted with iron shutters that can be opened and closed only from the outside. (The shutters are kept closed, ensuring that prisoners cannot see through to the outside corridor.) The cell doors are locked, and the Kings Torturer carries the keys. A lock cannot be reached from inside its cell, but it can be picked from outside with a DC 32 Thievery check. 13D. Windowed Cells: These two cells are similar to the others, except that they feature barred windows overlooking a lava-filled cavern spanned by a basalt bridge. The lava is 75 feet below and cant be seen through the bars because of the steep angle. The bridge (area 13F) is clearly visible. The bars on the windows are 6 inches apart; bending or breaking them requires a DC 32 Athletics check. 13E. Torture Chamber: Two fire giants, the Kings Torturer and the Royal Headsman, reside here. When not playing knucklebones, they spend most of their waking hours torturing prisoners, sometimes for information but usually just for pleasure. The two fire giants sleep in wrought iron beds hidden behind curtained alcoves. These same alcoves contain a pair of locked iron trunks, where the fire giants keep their loot and belongings.

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The centerpiece of the chamber is a torture pit, above which hangs an iron cage. Prisoners are locked inside the cage, lowered into the pit, and exposed to blasts of acid, fire, and poison. Torture Device: An iron cage, 9 feet across and 12 feet high, hangs suspended from a thick iron chain that runs from the ceiling to an iron winch set into the floor. The cage is locked (the Kings Torturer has the key; Thievery DC 32 to open) and hangs at floor level above a 10-foot-wide, 20-foot-deep pit with small holes drilled into its walls. One or more creatures are locked inside the cage and lowered into the pit using the winch (a standard action). One of the three levers on the eastern wall is pulled (a standard action), exposing the cages occupant to the deadly substances that issue forth from the holes in the walls of the pit. Lever 1 sprays the pit with jets of flame. Any creature in the pit when the lever is pulled takes 5 fire damage. Lever 2 fills the pit with sulfurous gas. Any creature in the pit when the lever is pulled takes 5 poison damage. Lever 3 sprays the pit with flesh-eating acid. Any creature in the pit when the lever is pulled takes 5 acid damage. Treasure: On the 6-foot-high table are the wagers of a recent game of knucklebones between the two giants: six pieces of jewelry (1,000 gp each) and twenty gems (500 gp each). The Kings Torturer and the Royal Headsman keep the rest of their treasure locked in the iron chests next to their bed. They carry the keys, and each lock can be picked with a DC 23 Thievery check. The chest belonging to the Kings Torturer contains ten golden dragon statuettes depicting different kinds of chromatic and metallic dragons (each worth 500 gp), a dozen elven longswords, and a potion of vitality. The Royal Headsmans chest contains a model of a golden galleon in a crystal bottle (2,500 gp) and another potion of vitality. In addition to these valuables, the fire giants stash assorted mundane items in their chests (see Treasure, page 3). 13F. Basalt Bridge: This black basalt bridge spans a natural cavern, the ceiling of which is 30 feet above. The bridge has no railing, and any creature falling off plunges 70 feet into molten lava in area 20A, taking 7d10 falling damage. In addition, any creature that enters the lava or starts its turn there takes 15 fire damage and ongoing 15 fire damage (save ends). A creature can take this damage only once per turn. Iron Cages: Four winches are mounted on the bridge. Each is affixed to a sturdy iron chain connected to an iron cage that dangles 20 feet below the bridge. Three cages are presently empty, but one contains a prisoner (see area 20). Using the winches to raise the cages alerts the fire giant flameskulls and fire bat swarms in area 20A, which rise up and attack interlopers on the bridge. Tactics: If the characters are reluctant to enter the cell block, choosing to attack the azer guards from a distance, the remaining azers take cover in the alcoves in front of the cell doors. The azers preference is to lure characters into the cell block, then trap them inside. Theyre not afraid to come after enemies who refuse to be baited. The two fire giants are playing knucklebones in area 13E when the alarm sounds. They then grab their weapons and go to the cell block. When they arrive, the giants go on the offensive. If the adventurers enter the prison, the azers in area 13B close the sliding iron doors to seal off the cell block, which drops the portcullises that seal off both guardrooms. They reopen the iron doors only after the fire giants order them to do so, and only after enemies trapped inside the cell block have been dealt with. The remaining azers gang up on the nearest enemies, taking advantage of their warding f lame. If the cell block hasnt been locked down (most likely because the azers in area 13B were taken out), the azers in the corridor try to fight their way into the nearest control room and activate the door levers. Virchiln has come to the prison to retrieve an elf prisoner for sacrifice at the temple (see area 15). Beforehand, he takes time to interrogate and brutalize Moonshadow in her cell, where he is found when the alarm sounds. He attempts to use Stealth to sneak away from the cell, make his way to area 15 (using cloud of darkness to cover his escape), and report to Eclavdra. If he is trapped in the cell block, he tries to dominate enemies with hypnotic suggestion, using them to attack their allies or to aid in his escape. Virchiln has no loyalty to the fire giants or azers, helping them only in ways that benefit him.

Development
Characters who are captured anywhere in Snurres Hall are incarcerated in the unoccupied area 13D cell. See Captured! (page 4) for details. Zarkad (area 12) is close enough to the prison to hear the sound of combat in this area. If fighting breaks out and the cell block hasnt been locked down, he throws anvils into the iron cart and wheels it toward the prison, doing what he can to assist the defenders. The azers and the construct in area 12 follow Zarkad into battle. If the characters capture Virchiln and question him regarding the whereabouts of Eclavdra, he reveals that the priestess is in the lower caverns making plans to return to the drow city of ErelheiCinlu. (This is a lie. Eclavdra is presently in area 15, but Virchiln hopes to escape and warn her.) If the characters talk to the prisoners and hear about the treacherous adventurer Gleep Wurp (see below), Virchiln knows that he is in area 23.

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Fire Giant Torturer
Large elemental humanoid (fire, giant) HP 185; Bloodied 92 aC 35, Fortitude 34, reflex 29, Will 30 speed 7 resist 15 fire

Level 19 Soldier
XP 2,400 Initiative +11 Perception +16

Fire Giant Executioner


Large elemental humanoid (fire, giant) HP 236; Bloodied 118 aC 32, Fortitude 35, reflex 30, Will 31 speed 7 resist 15 fire

Level 20 Brute
XP 2,800 Initiative +11 Perception +10

Drow Hypnotist

Level 18 Controller
XP 2,000 Initiative +15 Perception +12 Darkvision

Medium fey humanoid HP 170; Bloodied 85 aC 32, Fortitude 28, reflex 30, Will 31 speed 7

Traits

O Fiery agony F aura 3 A slowed enemy in the aura cannot regain hit points or gain temporary hit points until it hits or misses the giant with an attack. m Greatsword (fire, weapon) F at-Will Attack: Melee 2 (one creature); +24 vs. AC Hit: 3d12 + 8 fire damage, and the target is slowed (save ends). C sword arc F recharge when the giant bloodies an enemy Effect: Close burst 2 (enemies in the burst); the giant uses greatsword against each target. If the attack hits, the target also falls prone. skills Intimidate +14 str 24 (+16) dex 11 (+9) Wis 14 (+11) Con 25 (+16) Int 13 (+10) Cha 10 (+9) alignment evil Languages Common, Giant equipment scale armor, greatsword

Standard Actions

m Greataxe (fire, weapon) F at-Will Attack: Melee 2 (one creature); +25 vs. AC Hit: 3d12 + 16 fire damage, or 6d12 + 16 fire damage if the giant scores a critical hit, plus 10 fire damage to a prone target. M executioners Chop F recharge 5 6 Effect: The executioner uses greataxe. If the attack hits, the target also takes ongoing 15 damage (save ends). The attack deals half damage on a miss.

Standard Actions

Triggered Actions Heads Must roll F encounter

Trigger: The giant is first bloodied. Effect (Immediate Reaction): Executioners chop recharges, and the giant uses it. skills Intimidate +17 str 24 (+17) dex 13 (+11) Wis 10 (+10) Con 26 (+18) Int 10 (+10) Cha 14 (+12) alignment evil Languages Common, Giant equipment chainmail, chainmail hood, greataxe

m dagger Lure (charm, weapon) F at-Will Attack: Melee 1 (one creature); +23 vs. AC Hit: 4d4 + 15 damage. Effect: The drow slides the target up to 2 squares. R Hand Crossbow (weapon) F at-Will Attack: Ranged 10 (one creature); +23 vs. AC Hit: 3d6 + 15 damage, and the target is slowed (save ends). First Failed Saving Throw: The target is also weakened (save ends both). Second Failed Saving Throw: The target instead falls unconscious until the end of the encounter. R Hypnotic suggestion (charm) F recharge 5 6 Attack: Ranged 5 (one creature); +21 vs. Will Hit: The target is dominated until the end of the drows next turn. Miss: The target is dazed until the end of the drows next turn.

Standard Actions

Minor Actions

12 Azer Hallwardens

Level 17 Minion Soldier

Medium elemental humanoid (fire) XP 400 each HP 1; a missed attack never damages a minion.Initiative +13 aC 33, Fortitude 31, reflex 28, Will 29 Perception +12 speed 5 resist 20 fire

Traits

Warding Flame (fire) Any enemy that starts its turn adjacent to two or more azers that have this trait takes 5 fire damage.

C Cloud of darkness (zone) F encounter Effect: Close burst 1. The burst creates a zone that lasts until the end of the drows next turn. The zone blocks line of sight for all creatures except the drow. While entirely within the zone, any creature other than the drow is blinded. skills Bluff +21, Insight +17, Intimidate +21, Stealth +20 str 14 (+11) dex 22 (+15) Wis 17 (+12) Con 18 (+13) Int 14 (+11) Cha 24 (+16) alignment evil Languages Common, Elven equipment leather armor, dagger, hand crossbow, 20 bolts

Standard Actions

m Warhammer (fire, weapon) F at-Will Attack: Melee 1 (one creature); +22 vs. AC Hit: 8 damage plus 5 fire damage. str 21 (+13) dex 17 (+11) Wis 18 (+12) Con 23 (+14) Int 11 (+8) Cha 16 (+11) alignment unaligned Languages Dwarven, Giant equipment chainmail, light shield, warhammer

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The Prisoners
The adventurers can try to free prisoners in the thick of combat, or they can wait until after theyve secured the cell block. Some of the prisoners do their best to help the characters; others hinder them. Prisoners: Boldo, fire giant; Dram Blighthammer, dwarf; Fonkin Hoddypeak, elf adventurer; Moonshadow, elf princess; eight elf prisoners.

Boldo, Fire Giant Prisoner

Level 18 Elite Brute


XP 4,000 Initiative +9 Perception +10

Large elemental humanoid (fire, giant) HP 424; Bloodied 212 aC 30, Fortitude 32, reflex 29, Will 30 speed 7 resist 15 fire saving Throws +2; action Points 1

RunnInG THE PRISOnERS


Dram, Fonkin, and Moonshadow all have an interest in joining the adventurers on their mission to rout King Snurre. If adding these characters to the party is too much trouble, you can choose to have them attempt to escape from Snurres Hall instead. (Dram and Fonkin can be easily convinced to escort Moonshadow safely back to her homeland.) If you do decide to add prisoners to the party, use them to create drama and tension where appropriate. Adding secondary characters offers both advantages and disadvantages. On the plus side, new characters can take some of the heat off the adventurers by drawing attacks and absorbing damage, as well as providing additional attacks and flanking opportunities. Downsides include new characters becoming a drain on the partys healing resources, their potentially troubling quirks (including Fonkins cowardice), and the fact that characters such as Dram and Moonshadow are worth more to the adventurers alive than dead.

Standard Actions m slam (fire) F at-Will

Boldo
Boldo the fire giant wears manacles on his wrists and is shackled to the back wall of his cell. He has been locked up here for failing to show proper deference to Snurre. Boldo was the kings chief lieutenant, and he will do anything to get back into Snurres good graces. He lies to the adventurers, telling them that he was imprisoned after trying to prevent Snurre from taking his current hostile course of action. He promises that if hes set free, he can convince several other fire giants to help overthrow the king and secure Snurres Hall. If the characters free him, he betrays them at the earliest opportunity. In combat, Boldo looks for any chance to get his hands on a giant-sized greatsword. Until then, he is happy to strangle enemies with his manacles (either the ones on his wrists or a loose set). If the characters have not obtained the torturers keys, Boldos manacles can be opened with a DC 32 Thievery check.

Attack: Melee 2 (one creature); +23 vs. AC Hit: 4d6 + 15 fire damage, and the target falls prone. m Greatsword (fire, weapon) F at-Will Requirement: Boldo must be wielding a greatsword and must not have a creature grabbed. Attack: Melee 2 (one creature); +23 vs. AC Hit: 4d12 + 6 fire damage. M double attack F at-Will Requirement: Boldo must not have a creature grabbed. Effect: Boldo uses slam and manacles, uses slam twice, or uses greatsword twice. M Manacles (fire, weapon) F at-Will Attack: Melee 2 (one creature); +21 vs. Reflex Hit: 4d8 + 15 fire damage, and the target is grabbed (escape DC 23).

Minor Actions

M strangle (weapon) F recharge when Boldo starts his turn with a creature grabbed Effect: Melee 2 (one creature grabbed by Boldo); 4d8 + 15 damage.

Triggered Actions C Fires Fury (fire) F encounter

Trigger: Boldo is first bloodied. Attack (Immediate Reaction): Close burst 2 (creatures in the burst); +21 vs. Reflex Hit: 2d8 + 15 fire damage. Miss: Half damage. skills Bluff +17, Endurance +20, Intimidate +17 str 23 (+15) dex 11 (+9) Wis 12 (+10) Con 22 (+15) Int 15 (+11) Cha 16 (+12) alignment evil Languages Common, Dwarven, Giant equipment manacles

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Dram Blighthammer
Dram is the youngest son of a powerful dwarf merchant named Zalko Blighthammer. A captain in the dwarven military, Dram became separated from his unit during a raid against a fire giant outpost. He was captured and brought here two weeks ago. The giants and the azers torment him constantly, and he holds little hope of being rescued. If Dram is freed, he picks up a warhammer from the nearest dead azer and helps the adventurers any way he can. His hatred of fire giants and azers is boundless, and he attacks them with little regard for his own well-being. If the characters have Obmi Ironwhisper in their custody (see area 7), Dram recognizes the treacherous dwarf and vows to kill him for collaborating with the giants. Unless the characters convince Dram to stand down (either through roleplaying or with a DC 23 Diplomacy check), he attacks Obmi. If Dram survives the adventure and makes it out of Snurres Hall alive, he returns home. After hearing the tale of his sons escape, Zalko Blighthammer tracks down the adventurers and gives them a reward: five astral diamonds (50,000 gp total).
Dram Blighthammer Level 15 Defender
Initiative +7 Perception +8 Low-light vision

Medium natural humanoid, dwarf HP 118; Bloodied 59; Healing surges 13 aC 32, Fortitude 30, reflex 27, Will 27 speed 5

Traits

stand the Ground Dram can move 1 square fewer than the effect specifies when subjected to a pull, a push, or a slide. steady-Footed Dram can make a saving throw to avoid falling prone when an attack would knock him prone.

Apparently, we werent the first group of adventurers he had led astray to be captured or killed. Cloyer and I were imprisoned. A couple of days later, Gleep paid me one last visit to let me know that Snurre was promoting him, and that he had reduced my magic items to residuum. I havent seen the treacherous bastard since. If the characters inquire into Cloyers fate, Fonkin says that the giants tortured, killed, and ate him. If the characters ask about Gleep Wurps promotion, Fonkin replies: Gleep said that Snurre needed a new emissarysomeone smart to work closely with the dark elves. He was making plans to travel to a drow city in the Underdark. Knowing that he was next on the giants dinner menu, Fonkin is quick to join the characters. In combat, he uses spellbound shift against a close-packed group of foes, then follows up with radiant blade. Fonkins recent ordeal has shattered his confidence in a way that does not become clear until hes in the thick of combat. Whenever he is first bloodied, Fonkin drops what he is holding and flees the area by the most expeditious route. His confidence does not return until he escapes from Snurres Hall or until he deals the killing blow to a fire giant or drow. Given his druthers, Fonkin would rather appear heroic than be heroic. If the characters suggest that he escort Princess Moonshadow to safety, he eagerly accepts. He can take up arms from a slain azer, but he prefers to use one of the elven longswords found in the torturers chest.

Standard Actions

m Warhammer (weapon) F at-Will Attack: Melee 1 (one creature); +21 vs. AC Hit: 1d10 + 11 damage, and the target is slowed until the end of Drams next turn. Effect: The target is marked until the end of Drams next turn.

Minor Actions

drams resilience (healing) F encounter Effect: Dram can spend a healing surge.

Triggered Actions Power strike F 3/encounter (1/round)

Trigger: Dram hits with warhammer. Effect (No Action): The target takes 1d10 extra damage. skills Athletics +16, Dungeoneering +15, Endurance +18, Insight +13 str 18 (+11) dex 10 (+7) Wis 12 (+8) Con 19 (+11) Int 15 (+9) Cha 15 (+9) alignment lawful good Languages Common, Dwarven, Giant equipment chainmail, light shield, warhammer

Fonkin Hoddypeak
Fonkin was a member of an adventuring party that was all but wiped out by the giants. He recounts the following tale to his rescuers. Two of my comrades, Flerd Trantle and Beek Gwenders, perished in the glacial rift of the frost giants. The rest of usGleep Wurp, Cloyer Bulse, and myselfwere captured and brought here. Only then did we learn the truth Gleep, our leader, was working for the giants all along!

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Fonkin Hoddypeak
Medium fey humanoid, elf HP 112; Bloodied 66; Healing surges 8 aC 33, Fortitude 31, reflex 31, Will 31 speed 8

Level 18 Striker
Initiative +9 Perception +15 Low-light vision

Princess Moonshadow
Moonshadow is shackled to the wall and has a sack over her head that limits her ability to attack her jailers. She has been badly beaten by her drow interrogator and has 62 hit points remaining. Given how she likes to be in charge, her present situation has greatly ruffled Moonshadows delicate disposition. As soon as she is freed, the princess tries to take command, doing her best to point out the adventurers shortcomings and set them on a path to success. She also attempts to order the characters to wipe out the drow in Snurres Hall as their primary goal. Her hatred of the dark elves has no bounds, and she blames them for the horrors that Snurre and his allies have unleashed. Moonshadow knows that the leader of the drow in Snurres Hall is named Eclavdra, and that she is an influential member of the House of Eilservs (a drow house based in the subterranean city of Erelhei-Cinlu). She also knows that the drow sent to interrogate her is (or was) Eclavdras latest consort. Moonshadow knows that Virchiln has been collecting the other members of her retinue to be ritually sacrificed in a nearby temple. With each sacrifice, Eclavdra learns secrets that she imparts to the giants, helping them with their plans of conquest. Convincing Moonshadow to flee Snurres Hall takes some effort, requiring either good roleplaying or a successful DC 30 Diplomacy or Intimidate check. If the characters assign Dram or Fonkin to protect her, Moonshadow lets her exasperation show but accepts their aid. She refuses to leave Snurres Hall unless the characters assure her that they intend to destroy Eclavdra and stop her from using the temple.

Moonshadow, Elf Princess

Level 15 Controller
Initiative +9 Perception +11 Low-light vision

Traits

Medium fey humanoid HP 98; Bloodied 49; Healing surges 10 aC 30, Fortitude 27, reflex 27, Will 30 speed 7

Traits

Combat advantage Once per round, when Fonkin hits an enemy granting combat advantage to him, he deals that enemy 2d6 extra damage. Wild step Fonkin ignores difficult terrain when he shifts. m Longsword (weapon) F at-Will Attack: Melee 1 (one creature); +25 vs. AC Hit: 1d8 + 13 damage. r Magic Missile (force) F at-Will Effect: Ranged 20 (one creature); 15 force damage. C radiant Blade (radiant, weapon) F encounter Attack: Close burst 1 (enemies in the burst); +25 vs. AC Hit: 1d8 + 13 radiant damage, and the target is blinded (save ends).

Wild step Moonshadow ignores difficult terrain when she shifts. m Moonshadow Touch (charm) F at-Will Attack: Melee 1 (one creature); +19 vs. Reflex Hit: 1d8 + 11 damage, Moonshadow can slide the target 1 square, and the target cannot make opportunity attacks until the end of Moonshadows next turn. r silver ray (radiant) F at-Will Attack: Ranged 20 (one creature); +19 vs. Reflex Hit: 1d10 + 11 radiant damage, and Moonshadow is invisible to the target until the end of her next turn. In addition, the target is considered to have been hit by a silvered weapon. C Glorious Presence (charm, radiant) F encounter Attack: Close burst 2 (enemies in the burst); +19 vs. Will Hit: 3d6 + 11 radiant damage, and Moonshadow pushes the target up to 2 squares. Effect: Moonshadow and each ally in the burst gains 9 temporary hit points.

Standard Actions

Standard Actions

Move Actions

spellbound shift F encounter Effect: Fonkin shifts up to half his speed and can shift through enemy spaces. Every enemy whose space he shifts into is dazed until the end of Fonkins turn.

Triggered Actions elven accuracy F encounter

Triggered Actions elven accuracy F encounter

Trigger: Fonkin makes an attack roll. Effect (Free Action): Fonkin rerolls the triggering attack roll and uses the second result. skills Arcana +17, Athletics +18, Endurance +16, Nature +15 str 18 (+13) dex 11 (+9) Wis 18 (+13) Con 15 (+11) Int 16 (+12) Cha 12 (+10) alignment lawful good Languages Common, Elven equipment chainmail, longsword

Trigger: Moonshadow makes an attack roll. Effect (Free Action): Moonshadow rerolls the triggering attack roll and uses the second result. Lingering Magic F encounter Trigger: An effect Moonshadow imposed on an enemy would end on her current turn. Effect (Free Action): The triggering effect instead ends at the end of Moonshadows next turn. skills Arcana +15, Bluff +16, Diplomacy +16, Insight +14, Nature +11 str 12 (+8) dex 14 (+9) Wis 15 (+9) Con 17 (+10) Int 16 (+10) Cha 18 (+11) alignment good Languages Common, Dwarven, Elven equipment robes

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Elf Prisoners
These eight elves are all thats left of Moonshadows escort of twenty-four warriors, and they have sworn to protect their princess. They can take up arms and armor from the slain creatures here, but they prefer to retrieve the elven longswords from the torturers chest. The other elves in Moonshadows company were killed in the initial attack or handed over to the drow, where they have been sacrificed on the altar in area 15.
8 Elf Prisoners Level 15 Minion Soldier

14. Barracks
Combat Encounter Level 18 (10,000 XP) When hes not out hunting or training hell hounds, the kings fire giant houndmaster rests here with his monstrous hell hound companion. Aarth is an old fire giant who has seen nearly fifty-five winters by his own reckoning. Despite his haggard appearance, however, he is as fierce as any of Snurres warriors, and the other fire giants respect his wisdom. Perception DC 23: A character listening at the door hears the grunts and groans of the arm-wrestling giants, as well as the loud snores of a third giant. Light: Bright light (torches). Monsters: Aarth (fire giant houndmaster), Nvilka (firebred hell hound alpha), 2 fire giant knights. When the characters see area 14A, read: Wrought iron beds line the walls here, including a halfdozen bunks of normal size and two giant-sized beds. Two iron chests sit on the f loor near the giant beds. The fire giant knights are arm wrestling at the table, but they spot intruders as soon as the doors are fully opened. When the characters see area 14B, read: This room contains several alcoves concealed with chain curtains, as well as a large water basin set into the far wall. Loud snores emanate from one alcove if Aarth is still asleep. The enormous hell hound Nvilka is chewing on a mammoth bone outside the curtain until she becomes aware of intruders. The ceiling is 40 feet high throughout. 14A. West Barracks: The oversized iron beds and their chests belong to the fire giant knights. The smaller iron bunks are sized for azers. Between this area and the east barracks (area 14B) stand four more

Medium fey humanoid HP 1; a missed attack never damages a minion.Initiative +11 aC 31, Fortitude 28, reflex 26, Will 27 Perception +15 speed 7 Low-light vision

Traits

Wild step The elf ignores difficult terrain when it shifts.

Standard Actions

m Longsword (weapon) F at-Will Attack: Melee 1 (one creature); +20 vs. AC Hit: 11 damage. Effect: The elf marks the target until the end of the elfs next turn.

Triggered Actions elven accuracy F encounter

Trigger: The elf makes an attack roll. Effect (Free Action): The elf rerolls the triggering attack roll and uses the second result. skills Athletics +14, Nature +12 str 15 (+9) dex 15 (+9) Wis 16 (+10) Con 18 (+11) Int 11 (+7) Cha 13 (+8) alignment good Languages Common, Elven equipment chainmail, longsword

iron chests, including a locked chest belonging to Aarth. 14B. East Barracks: Four chain-curtained alcoves conceal giant-sized wrought iron beds. Unless he has been previously woken, Aarth is sleeping in one of these beds, while Nvilka lies curled up outside the alcove. A 5-foot-high basalt basin contains drinking water. The basin is fed by a rain spout carved into the wall above it. Treasure: This area contains six large iron chests. Five are unlocked and contain a total of 2,500 gp as well as several mundane items (see Treasure, page 3). The chest nearest to Aarths bed belongs to the houndmaster and is locked. Aarth carries the key, or the lock can be picked with a DC 25 Thievery check. Inside the houndmasters chest is a pouch of 25 pp, a set of manacles inlaid with small gems and emblazoned with the symbol of Torog (1,500 gp), and mundane items (see Treasure, page 3). Tactics: As soon as he wakes, Aarth throws down fire caltrops as often as possible, knowing that he and his allies are immune to that powers effect. He stays close to Nvilka to benefit from loyal defender, using binding chain to restrain dangerous melee combatants. Nvilka targets enemies with burning gaze, staying clear of melee combatants to avoid opportunity attacks. She then follows up with fiery breath or bite. When an enemy adjacent to Nvilka attacks Aarth, she uses his loyal defender power to respond. In between longsword and throwing hammer attacks, the fire giant knights use f lames lure to slide enemies through zones of fire caltrops, keeping the adventurers out of position for attacks against Aarth.

Development
Helping Moonshadow escape from Snurres Hall completes a minor quest (see Quests, page 3). If Dram makes it out alive, the characters receive a monetary reward for rescuing him (see above).

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Fire Giant Houndmaster Level 19 Controller
XP 2,400 Initiative +10 Perception +18

Firebred Hell Hound Alpha


Large elemental beast (fire) HP 236; Bloodied 118 aC 32, Fortitude 33, reflex 30, Will 32 speed 8 resist 15 fire

Level 20 Brute
XP 2,800 Initiative +14 Perception +21

2 Fire Giant Knights


Large elemental humanoid (fire, giant) HP 182; Bloodied 91 aC 35, Fortitude 34, reflex 29, Will 29 speed 7 resist 15 fire

Level 19 Soldier
XP 2,400 each Initiative +13 Perception +14

Large elemental humanoid (fire, giant) HP 180; Bloodied 90 aC 33, Fortitude 33, reflex 28, Will 31 speed 7 resist 15 fire

m spiked Chain (fire, weapon) F at-Will Attack: Melee 4 (one creature); +24 vs. AC Hit: 2d10 + 16 fire damage, and the target falls prone. Effect: The giant slides the target up to 2 squares. M Binding Chain (fire, weapon) F at-Will Attack: Melee 4 (one creature); +22 vs. Fortitude Hit: 2d10 + 16 fire damage, and the target is restrained until the start of the giants next turn. While the target is restrained, the giant cannot use binding chain and the range of the giants spiked chain power is reduced to 1.

Standard Actions

Traits

O Fire shield (fire) F aura 1 Any enemy that enters the aura or starts its turn there takes 1d10 fire damage. A creature can take this damage only once per turn.

Traits

Standard Actions m Bite (fire) F at-Will

O Fiery defender (fire) F aura 2 While in the aura, an unmarked enemy that uses an attack power that fails to target a creature that has this aura active takes 15 fire damage. m Longsword (fire, weapon) F at-Will Attack: Melee 2 (one creature); +24 vs. AC Hit: 2d10 + 16 fire damage. R Throwing Hammer (fire, weapon) F at-Will Attack: Ranged 10 (one creature); +24 vs. AC Hit: 2d8 + 16 fire damage, and the target falls prone. C Flames Lure (fire) F recharge 5 6 Attack: Close burst 3 (enemies in the burst); +22 vs. Will Hit: The giant slides the target up to 3 squares into a space adjacent to the giant, and the target takes ongoing 15 fire damage (save ends). str 24 (+16) dex 14 (+11) Wis 10 (+9) Con 22 (+15) Int 10 (+9) Cha 14 (+11) alignment evil Languages Common, Giant equipment plate armor, light shield, longsword, 3 throwing hammers

Standard Actions

Minor Actions

A Fire Caltrops (fire, zone) F recharge 5 6 Effect: Area burst 1 within 10. The burst creates a zone that lasts until the end of the giants next turn. The zone is difficult terrain for all but fire creatures. A creature that enters a square in the zone takes 10 fire damage. A creature can take this damage only once per turn.

Attack: Melee 1 (one creature); +25 vs. AC Hit: 3d10 + 17 fire damage. C Fiery Breath (fire) F recharge 5 6 Attack: Close blast 3 (creatures in the blast); +23 vs. Reflex Hit: 3d12 + 18 fire damage. Miss: Half damage. R Burning Gaze (gaze) F at-Will (1/round) Attack: Ranged 5 (one creature); +23 vs. Fortitude Hit: The target gains vulnerable 10 fire until the start of the hounds next turn. str 24 (+17) dex 19 (+14) Wis 23 (+16) Con 26 (+18) Int 3 (+6) Cha 15 (+12) alignment evil Languages

Minor Actions

Triggered Actions Loyal defender F at-Will

Trigger: An enemy hits the giant with an attack while the giant is adjacent to a beast ally. Effect (Immediate Interrupt): The beast ally can make a basic attack as a free action against the triggering enemy. skills Endurance +19, Intimidate +16 str 22 (+15) dex 13 (+10) Wis 18 (+13) Con 20 (+14) Int 10 (+9) Cha 15 (+11) alignment evil Languages Common, Giant equipment chainmail, spiked chain

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Hall of the Fire Giant King

15. Temple of the Elder Elemental Eye


Combat Encounter Level 21 (17,600 XP) This temple predates the construction of the rest of Snurres Hall, though the identity of its builders remains unknown. The temple is dedicated to Tharizdun, the evil god believed to have created the Abyss and whose portfolio includes madness and annihilation. Rarely referred to by name, Tharizdun is more commonly known as the Chained God or the Elder Elemental Eye. This temple has seen some use of late. A drow priestess named Eclavdra led a contingent of dark elves to Snurres Hall a few months ago, hoping to learn the secrets of the temple and help the giants in their war against the elves, humans, dwarves, and other surface-dwelling races. These drow are the true power behind the giant uprisings that the adventurers have vowed to crush. Characters can complete a minor quest by confronting Eclavdra (see Quests, page 2). The drow priestess is not alone in the temple, however, and she has an escape route. A purple stone orb on the balcony has the power to teleport creatures to area 23D. If Eclavdra eludes the party, the characters might catch up with her in area 24. Light: Bright light (torches). Monsters: Eclavdra, 2 drow underpriests, 2 fire giants. Tazzt and Virchiln might be here as well if they were driven from areas 2 and 13, respectively. Add them to the room description. Their XP is not included in this encounter. Trap: Altar of the Eye. If the characters enter area 15B through the northeast doors, read: A strange temple opens up beyond the doors. Twisted black pillars support the dark ceiling, with strange shapes like

screaming faces ref lected in each. Above the west row of pillars stands a balcony whose railing of purple stone has been sculpted to resemble entwined tentacles. The walls of the temple are a cloudy purple hue, set with torches that burn with a multicolored f lame. Characters can also enter the temple by way of the balcony, but they must notice an illusory wall blocking the stairs first (see 15A, below). If the characters enter area 15B by way of the balcony, read: Beyond the illusory wall, a wide staircase leads up to a balcony overlooking a strange temple. The balcony railing is sculpted from purple stone, carved to resemble entwined tentacles. The twisted black pillars that support the balcony and the ceiling overhead appear to have screaming faces reflected in them. Torches along the temples purple walls burn with a multicolored flame but leave the balcony in shadow. In that dim light, you can see a black stone pedestal rising from the balcony floor, a purple orb nestled on top of it. Whichever way the characters entered, continue with: At the far end of the temple, three steps rise to form a wide, semicircular dais. On the lowest tier sits a large blackened drum and a wooden rack festooned with silver chimes. On the middle tier, an altar block of dark gray stone is f lanked by two bronze braziers and six candelabra set with black candles. Hanging from the ceiling above the topmost tier is a small black metal triangle and a matching metal cylinder. Set into the cloudy purple wall behind the dais is a twenty-foot-tall inlay of amber-like stonean inverted equilateral triangle inscribed with a Y that touches the triangles three sides. At the dais, two female drow wearing purple and black ceremonial robes are in the process of lighting the black candles while two fire giants clad in chainmail stand nearby. On the balcony, a shadowy figure looms.

If the characters enter area 15B by way of the stairs leading up to the balcony, read: The dark figure on the balcony holds a rod with four squirming tentacles rising from the top. Raeme and Sziraz, two female drow underpriests, are lighting candles, preparing to perform the ritual that activates the altar. Eclavdra watches from the balcony, waiting for the ritual to begin when Virchiln (area 13) returns with a sacrifice. (If Virchiln has already returned because the adventurers raided the prison, the drow are planning to use one of the characters as a sacrifice when they make their inevitable attack.) Eclavdra is drawn to this place and the secrets it conceals. She knows that the altar has great divinatory powers, and that it demands a living sacrifice in exchange for that forbidden knowledge. Eclavdra uses what she learns for her own benefit, as well as the benefit of her giant allies. Characters who explore the temple and succeed on a DC 25 Religion check recognize that the site is dedicated to the Elder Elemental Eye. A DC 35 Religion check is enough to know that this entity is also known by the name Tharizdun, the god of madness and the creator of the Abyss. 15A. Illusory Wall: An illusory wall conceals a staircase leading up to the temple balcony. The wall blocks line of sight but not line of effect for creatures to the north of it. Creatures on the south side of the illusory wall can see through it clearly. A successful DC 32 Perception check reveals the illusion, as does interacting with the wall. 15B. Temple and Balcony: The vaulted ceiling of this chamber is 50 feet high at the walls and 75 feet high at its peak. The twisted obsidian pillars that support the ceiling catch the light and reflect it back in ominous-seeming ways, but they present no real threat. The obsidian balcony suspended along the east wall stands 15 feet above the floor.

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15C. Dais: The three tiers of this semicircular dais lead up to the great symbol of the Elder Elemental Eye inlaid in the south wall. None of the items on the dais are magical. First Tier: The first tier is of black stone shot through with veins of violet. On the east side of the tier rests a great drum of blackened skin and chitinous material. On the west side stands a wooden rack from which hang nine silver chimes (100 gp each). Second Tier: The second tier is dark gray stone shot through with specks of purple and orange. A large stone altar block of porous rusty-black rock sits in the middle of this tier, flanked by bronze braziers that have turned green with age. (See Altar of the Eye for more information.) To the left and right of the braziers, arranged in a triangular formation, are two sets of three candelabra. Each candelabrum is made of corroded bronze and has three branches, each of which holds a fat black candle that burns with a purple flame. Third Tier: The third tier is dull black stone with whorls of mauve, spattered with dried blood. Above this tier, an inlay of amber-like stone is set into the cloudy purple walla 20-foot-wide inverted equilateral triangle, with an enclosed Y whose points touch the triangles sides. Beneath this, hanging on iron chains from the ceiling, are a triangle and a cylinder of black metal. Tactics: When the characters arrive, the drow underpriests are preparing to activate the altar. Doing so requires that a character strike the iron triangle with the iron cylinder (a standard action). When combat begins, each underpriest attempts to strike the triangle so the altars lurid eye appears (see Altar of the Eye, below). Eclavdra opens with insidious offer. After that, she prefers to command her allies, but she is bold enough to use blinking escape to teleport to the floor and fight, or to walk from the balcony to the main temple entrance. She fights until she is bloodied or until her allies in the temple are slain. At that point, she uses the orb atop the balcony to escape to area 23D. If she cant reach the orb, she flees the temple and runs through the wall of tentacles (area 16A), then heads down to the third level to alert her remaining allies and hole up in area 24. If Virchiln is with Eclavdra, he gladly sacrifices himself to enable her escape. Raeme and Sziraz use poison web to snare enemies before attacking with their tentacle rods. They fight in tandem with the fire giants, which do their best to defend the drow. Raeme, Sziraz, and the fire giants fight to the death. If Tazzt is present, he hides behind a pillar until an opportunity to gain combat advantage presents itself.
2 Fire Giants
Large elemental humanoid (fire, giant) HP 174; Bloodied 87 aC 34, Fortitude 34, reflex 28, Will 28 speed 8 resist 15 fire

Level 18 Soldier
XP 2,000 each Initiative +11 Perception +14

Teleportation Orb: The balconys 4-foot-high obsidian pedestal has a 6-inch-diameter orb of purple stone resting in an indentation atop it. Touching the orb causes twenty-four small golden glyphs to appear on its surface. If the correct sequence of glyphs is touched (a standard action), the creature touching them is teleported to area 23D. Figuring out the correct sequence requires 1 minute and a DC 32 Arcana check (trained only). Touching the wrong sequence or removing the orb from the pedestal causes the orb to vanish for 24 hours, after which it returns to the pedestal.

m searing Greatsword (fire, weapon) F at-Will Attack: Melee 2 (one creature); +23 vs. AC Hit: 2d12 + 13 fire damage. Effect: The giant marks the target until the end of the giants next turn. C sweeping sword (fire, weapon) F at-Will Attack: Close blast 2 (enemies in the blast); +23 vs. AC Hit: 2d12 + 13 fire damage. Effect: The giant marks the target until the end of the giants next turn. str 23 (+15) dex 11 (+9) Wis 10 (+9) Con 22 (+15) Int 10 (+9) Cha 11 (+9) alignment evil Languages Giant equipment chainmail, greatsword

Standard Actions

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Eclavdra Eilservs Level 20 Elite Soldier (Leader)
XP 5,600 Initiative +20 Perception +16 Darkvision

2 Drow Underpriests

Level 17 Controller
XP 1,600 each Initiative +10 Perception +10 Darkvision

Medium fey humanoid, drow HP 380; Bloodied 190 aC 36, Fortitude 31, reflex 33, Will 32 speed 7 saving Throws +2; action Points 1

Medium fey humanoid, drow HP 160; Bloodied 80 aC 31, Fortitude 27, reflex 29, Will 32 speed 6

Altar of the Eye


If a creature touches or attacks the altar, it changes from solid black to translucent amethyst with a black, amorphous center. It remains in this state for 1 hour before reverting to its normal form. While the altar is translucent, if the drum is beaten, the chimes rung, the black candles lit, and the black metal triangle is struck with the black metal cylinder, the altar awakens. A golden eye manifests within the altar block and uses lurid eye each round. When a creature is compelled to touch the altar a second time, the black mass in the center of the altar swells and manifests purple veins, the altars eye turns a fiery orange-red, and the altar ceases to dominate creatures. Instead, two purple-black tentacles emerge from the altar and attack each round. If no targets are within reach, the tentacles withdraw into the altar, and the altar reverts to its dormant state. A creature in the room possessing a tentacle rod can determine the altars targets as a free action.

m Tentacle rod (weapon) F at-Will Attack: Melee 3 (one creature); +25 vs. AC Hit: 3d8 + 15 damage, and the target is slowed (save ends). In addition, the target cannot benefit from immunity or resistance to poison until the end of the encounter. R emissarys request F at-Will Effect: Ranged 20 (one ally); the target can make an atwill attack or charge as a free action. A demon, drow, or spider ally gains a +2 power bonus to the attack roll. double attack F at-Will Effect: Eclavdra uses tentacle rod twice, emissarys request twice, or each power once. R Insidious Offer (charm, psychic) F recharge when first bloodied Attack: Ranged 10 (one creature); +23 vs. Will Hit: The target chooses to become dominated (save ends) or take 40 psychic damage instead.

Standard Actions

m Tentacle rod (weapon) F at-Will Attack: Melee 2 (one creature); +22 vs. AC Hit: 2d8 + 16 damage. Effect: The drow can slide the target up to 2 squares. C Poison Web (poison) F at-Will Attack: Close blast 3 (creatures in the blast); +20 vs. Fortitude Hit: 2d8 + 5 poison damage, and the target is immobilized (save ends). First Failed Saving Throw: The target is instead restrained (save ends). M Tentacle Lash F recharge 5 6 Effect: The drow uses tentacle rod twice.

Standard Actions

Minor Actions R darkfire F encounter

Minor Actions

C entrancing Beauty (charm, psychic) F at-Will (1/round) Attack: Close burst 5 (enemies in the burst); +23 vs. Will Hit: Eclavdra pulls the target up to 2 squares.

Triggered Actions On Your Knees F recharge 5 6

Attack: Ranged 10 (one creature); +20 vs. Reflex Hit: The target grants combat advantage and cannot benefit from invisibility or concealment until the end of the drows next turn. skills Insight +15, Religion +17, Stealth +15 str 12 (+9) dex 15 (+10) Wis 15 (+10) Con 16 (+11) Int 18 (+12) Cha 20 (+13) alignment chaotic evil Languages Abyssal, Common, Elven equipment robe, lesser tentacle rod

ECLAvDRAS DEATH
The Eclavdra presented here is lower in level than the version appearing in Monster Manual 3. Eclavdra is a powerful figure in drow society. As the leader of House Eilservs, a great house in the drow city of Erelhei-Cinlu, she has virtually limitless resources. If she perishes in the hall of the fire giant king, theres a good chance shell be back, either because her servitors raise her from the dead or because of a secret pact with Lolth. Its also possible that the Eclavdra who dies in this encounter is a false Eclavdraa clone or a loyal servant magically altered to look like the true Eclavdra. The choice is yours.

Trigger: An enemy is hit by tentacle rod. Attack (No Action): Melee 3 (the triggering enemy); +23 vs. Will Hit: The target falls prone and cannot stand up (save ends). Blinking escape (teleportation) F at-Will Trigger: An area attack or a close attack hits Eclavdra. Effect (Immediate Reaction): Eclavdra teleports up to 6 squares and gains partial concealment until the end of her next turn. skills Bluff +22, Insight +21, Intimidate +22, Religion +22 str 16 (+13) dex 26 (+18) Wis 22 (+16) Con 22 (+16) Int 24 (+17) Cha 24 (+17) alignment chaotic evil Languages Abyssal, Common, Elven equipment robe, tentacle rod

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Otherwise, the altar attacks creatures at random. The use of a tentacle rod requires devotion to the altar and to the Elemental Eye. The full effect of gaining control of a tentacle rod is not detailed here, but anyone who does so becomes a chaotic evil character under the DMs control. If a tentacle reduces a creature to 0 hit points or fewer, the tentacle pulls the creature into the altar and consumes it, destroying it utterly. After consuming such a sacrifice, the tentacle withdraws into the altar, the altar reverts to its dormant state, and a purple crystal flask appears on top of it. The crystal flask holds black liquid. A character who quaffs the contents of the flask learns the true answer to any three questions. This fact can be ascertained with a DC 35 Religion check. The liquid evaporates instantly if removed from the temple, and the questions can be answered only while the imbiber remains in the temple.
Altar of the Eye Level 19 Elite Trap
Attack: Ranged 20 (one creature) +22 vs. Will Hit: The target is dominated (save ends). While dominated, the target uses its standard action to move toward the altar. When adjacent to the altar, the target touches the altar as a free action, causing the altar to sprout two tentacles. M Tentacle F at-Will Requirement: The altar must have tentacles. Attack: Melee 20 (one creature); +24 vs. AC Hit: The target is grabbed (escape DC 24). While grabbed by a tentacle, the target is weakened and takes ongoing 20 damage. If this damage reduces the target to 0 hit points or fewer, the target is pulled into the altar as a free action and annihilated. A tentacle cannot attack while grabbing a creature. M double attack F recharge when no target is grabbed by a tentacle Effect: The altar uses tentacle twice.

Development
Confronting Eclavdra completes a minor quest (see Quests, page 2). If Eclavdra escapes, the characters encounter her again in area 24.

Object XP 4,800 detect automatic Initiative +15 HP 270 aC 33, Fortitude 30, reflex 30, Will Immune necrotic, poison, psychic, forced movement, all conditions, ongoing damage Identify (Arcana or Dungeoneering) F dC 24: The stone from which the altar is hewn is not of this world. Identify (Insight) F dC 17: The character experiences a terrible sense of foreboding as he or she approaches the altar. Identify (Religion) F dC 24: The altar is the centerpiece of a religious ritual that requires the lighting of black candles, the beating of a drum, the ringing of chimes, and the striking of the iron triangle. F dC 33: Touching the altar is the first step in calling the power of the Elder Elemental Eye, which might grant a boonbut the altar is anathema to the gods, so that touching it with a holy symbol might damage it. Doing so is likely to destroy the utilized holy symbol, reducing it to residuum.

Countermeasures F attack: A tentacle has the same defenses as the altar.

Traits

all sight The altars attacks ignore cover, concealment, and invisibility, as well as whether a creature is hidden.

Standard Actions

R Lurid eye (charm) F at-Will Requirement: The altar must be awakened and must have no tentacles.

If a tentacle takes damage, it releases any creature it is grabbing. F Blaspheme: If a character uses a minor action to touch the altar with a magic holy symbol of any deity other than Tharizdun, the altar takes 15 damage per plus of a common item, 20 damage per plus of an uncommon item, and 30 damage per plus of a rare item. A holy symbol used in this way is reduced to an amount of residuum based on the items rarity: 20 percent of a common items gp value, 50 percent of an uncommon items gp value, and 100 percent of a rare items gp value.

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16. Wall of Tentacles


Combat Encounter Level 17 (8,000 XP) Eclavdras drow have placed a horrific barricade across the passage they use to reach the lowest level of Snurres Hall. Light: Bright light in area 16A (oil-filled braziers), dim light in area 16B (candles). Monsters: 2 drider assassins. Trap: Wall of tentacles. When the characters see area 16A, read: The passageway bulges north, revealing a pair of stone basins filled with flaming oil. Between them, a twenty-foothigh, twenty-foot-wide section of the north wall has been carved to resemble a tangled nest of shiny black tentacles. The tentacles are more like supple f lesh than hard stone. When the characters see area 16B, read: Black candles affixed to three tall, iron candelabra illuminate this twenty-foot-tall rough-hewn chamber, but the light is dim and eerie. Black gossamer curtains divide sections of the room, making it difficult to see every wall and corner. 16A. Wall of Tentacles: The wall fills 4 squares, blocking the passage to area 16B. Bypassing the wall requires a tentacle rod, three of which are in area 15. Two basalt basins filled with flaming oil flank the wall and illuminate the hallway. 16B. Drider Guardpost: Driders lurk in this dimly lit cave, and they attack any intruders. Roughhewn steps descend 75 feet to area 21A. Gossamer curtains hang from the ceiling. They grant partial concealment to creatures on the other side of them from an attacker. Pulling down a curtain takes a standard action.

Tactics: The driders lurk near the ceiling of 16B at the start of the encounter. They try to use web on creatures within reach of the wall of tentacles, and they use phase spider step on alternate rounds so that at least one of them is invisible at any time.
2 Drider Assassins
Large fey humanoid, drow (spider) HP 134; Bloodied 67 aC 32, Fortitude 30, reflex 31, Will 29 speed 8, climb 8 (spider climb)

Wall of Tentacles
The wall rolls initiative when a character attacks it or touches it with something other than a tentacle rod. The tentacles can attack creatures on either side of the wall.
Wall of Tentacles Level 18 Elite Trap

Level 18 Lurker
XP 2,000 each Initiative +20 Perception +14

Standard Actions

m Longsword (weapon) F at-Will Attack: Melee 2 (one creature); +23 vs. AC Hit: 2d10 + 15 damage, or 4d10 + 30 damage if the drider is invisible when it attacks. Phase spider step (illusion, teleportation) F at-Will Effect: The drider becomes invisible until the end of its next turn or until it attacks, then teleports up to 4 squares.

Minor Actions R darkfire F encounter

Object XP 4,000 detect automatic Initiative +15 HP 240 aC 32, Fortitude 28, reflex 30, Will Immune necrotic, poison, psychic, forced movement, all conditions, ongoing damage Identify (Arcana) F dC 23: The character realizes what the wall is, as well as that a special key, implement, or command word is needed to pass through the wall unmolested. Identify (Dungeoneering) F dC 23: The character realizes that the wall of tentacles blocks a passageway.

Attack: Ranged 10 (one creature); +21 vs. Reflex Hit: The target grants combat advantage and cannot benefit from invisibility or concealment until the end of the driders next turn. R Web F recharge 5 6 Attack: Ranged 5 (one creature); +21 vs. Reflex Hit: The target is restrained (save ends). skills Stealth +21 str 23 (+15) dex 24 (+16) Wis 11 (+9) Con 20 (+14) Int 10 (+9) Cha 20 (+14) alignment chaotic evil Languages Elven equipment chainmail, longword

Traits

all sight The walls attacks ignore cover, concealment, and invisibility, as well as whether a creature is hidden.

Standard Actions C Tentacle Lash F at-Will

Countermeasures F Tentacle rod: The wall attacks no creature that carries


a tentacle rod. A creature that touches a tentacle rod to the wall (minor action) opens an 8-foot-high, 4-footwide oval aperture that remains open until the end of the creatures next turn. As long as the aperture remains open, the wall does not attack.

Attack: Close blast 5 (enemies in the blast); +23 vs. AC Hit: The target is grabbed (escape DC 23) and takes ongoing 10 damage while grabbed.

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Third Level (Areas 1724)


This level consists of natural lava-formed caves. Most of the walls are worn smooth by heat friction, but handholds are abundant. Climbing one of them requires a DC 20 Athletics check unless otherwise noted. Ceilings: Tunnels have natural ceilings 20 feet high, while the ceilings in larger chambers range from 30 to 75 feet high. Illumination: Some areas contain molten lava, which creates light of various types. All other areas are dark.

Perception DC 33: Three drow lurk in the shadows atop the western ledge, watching the cave closely. As soon as one or more party members try to move through area 17A, have the characters roll initiative, and roll initiative for the fumaroles. The drow attack as soon as theyre aware of the party, but Brazzemal might take a moment to speak to the characters. The dragon sleeps in his lair overlooking area 17A. He awakens automatically to the sound of the iron doors opening, the sound of someone picking through his treasure hoard, or the sound of the drow attacking. If the characters enter this area by a route other than the southern iron doors and dispatch the drow quickly and quietly, they can attempt a DC 17 group Stealth check to avoid waking the dragon. The fumaroles fill the cave with enough ambient noise that the sleeping dragon has learned to tune out all but certain sounds. 17A. Fumarole Cavern: Various rough ledges overlook this 75-foot-high cave. The ledge heights are marked on the map. Climbing a ledge requires DC 15 Athletics checks. Atop one of these are three drow that watch for intruders. Fumaroles: This natural cavern contains six 4-foothigh cones of rock that vent smoke and fire. These fumaroles are hazards that the red dragon uses to weaken enemies (see Fumaroles below for more information). In addition to being natural hazards, the fumaroles are difficult terrain. Lava Pools: In addition to the fumaroles, the cavern contains two lava pools. Any creature that enters the basin or starts its turn there takes 15 fire damage and ongoing 15 fire damage (save ends). A creature can take this damage only once per turn. 17B. Brazzemals Lair: This 30-foot-high cave overlooks area 17A and contains the dragons nest and treasure. Brazzemal keeps his treasure piled in an old rowboat, which he can quickly pick up and relocate if

17. Red Dragons Lair


Combat Encounter Level 22 (24,250 XP) and Skill Challenge Level 22 (8,300 XP) Brazzemal, a male red dragon, claims this cavern. He has lived here longer than the fire giants but abides their presence in exchange for tribute and the occasional free meal. Snurre reached an accord with the dragon and occasionally rides it into battle. Light: Dim light (smaller lava pools). Monsters: Brazzemal (elder red dragon), 3 drow skulkers. Hazards: Fumaroles. When the characters see area 17A, read: This natural cavern soars to a height of seventy-five feet, and a pair of small lava pools to the northwest and southeast dimly light it. The walls are lined with ledges that connect to dark tunnels. Six hissing fumaroles, each one a cone-shaped mound of rock, rise up from the f loor of the cavern and vent plumes of smoke. Occasionally, one of them erupts in a fountain of flame and disgorges a cloud of embers. Perception DC 24: A huge red dragon sleeps atop one of the northern ledges. Thin tendrils of smoke issue from its nostrils.

hes forced to abandon his lair. Cast-off dragon scales and the charred bones of past victims surround the rowboat. Inside the boat are the following treasures: a suit of +5 curseforged chainmail (or another level 23 uncommon or rare magic item), a golden chair studded with gems (25,000 gp), a gold-inlaid folding game board with jewel game pieces (15,000 gp), a gem-studded staff (7,500 gp), five pieces of jewelry (1,500 gp each), 150 pp, and 50,000 gp. Chimney: The dragon uses a wide chimney in the ceiling to enter and exit its lair. The chimneys walls are glassy smooth but have abundant handholds, and they require DC 20 Athletics checks to climb. The chimney climbs 400 feet before breaking the surface atop the basalt hill that contains Snurres Hall. Tactics: Brazzemal is haughty and arrogant, but not above flattery and bribery. Characters who wish to avoid or end a fight with the dragon can attempt a skill challenge to forge a truce (see the skill challenge below). In combat, Brazzemal uses frightful presence to stun as many enemies as possible before blasting them with his breath weapon. He fights to the death. The drow stay on the fringes of the cavern, targeting enemies with darkfire before attacking them with poisoned crossbow bolts. If two drow are killed, or if the dragon is bloodied or persuaded not to attack the characters, any remaining drow retreat to area 23C to alert their colleagues.

Skill Challenge: negotiating a Truce


Brazzemal is a vicious, temperamental creature that regards most humanoids as food. Negotiating a truce with the dragon requires the characters to show him the respect and deference he feels he deserves. The dragon can also be intimidated, but the chances of success with this tactic are greater once the dragon is bloodied. This skill challenge can be performed during or in lieu of combat. Level: 22 (8,300 XP).

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3 Drow Skulkers Level 18 Minion Skirmisher Elder Red Dragon Level 22 Solo Soldier
XP 20,750 Initiative +18 Perception +19 Darkvision Hit: 3d10 + 14 damage, and the dragon grabs the target (escape DC 27) if it has fewer than two creatures grabbed. R Immolate Foe (fire) F recharge 5 6 Attack: Ranged 20 (one creature); +25 vs. Reflex Hit: 4d10 + 7 fire damage, and ongoing 20 fire damage (save ends). Miss: Half damage, and ongoing 10 fire damage (save ends). C Breath Weapon (fire) F recharge 5 6 Attack: Close blast 5 (creatures in the blast); +25 vs. Reflex Hit: 4d12 + 17 fire damage. Miss: Half damage.

Medium fey humanoid XP 500 each HP 1; a missed attack never damages a minion. Initiative +16 aC 32, Fortitude 29, reflex 31, Will 30 Perception +15 speed 7 Darkvision

Traits

Personal darkness The drow has total concealment while moving. m short sword (weapon) F at-Will Attack: Melee 1 (one creature); +23 vs. AC Hit: 13 damage. R Hand Crossbow (weapon) F at-Will Attack: Ranged 10 (one creature); +23 vs. AC Hit: 13 damage, and the target is slowed (save ends). First Failed Saving Throw: The target is also weakened (save ends both). Second Failed Saving Throw: The target instead falls unconscious until the end of the encounter.

Huge natural magical beast (dragon) HP 832; Bloodied 416 aC 38, Fortitude 36, reflex 33, Will 32 speed 8, fly 10 resist 20 fire saving Throws +5; action Points 2

Standard Actions

Traits

action recovery Whenever the dragon ends its turn, any dazing, stunning, or dominating effect on it ends. Instinctive assault On an initiative of 10 + its initiative check, the dragon can use a free action to use bite or claw. If the dragon cannot use a free action to make this attack due to a dominating or stunning effect, then that effect ends instead of the dragon making the attack.

Triggered Actions M Tail strike F at-Will

Minor Actions R darkfire F encounter

Standard Actions m Bite (fire) F at-Will

Attack: Ranged 10 (one creature); +21 vs. Reflex Hit: The target grants combat advantage and cannot benefit from invisibility or concealment until the end of the drows next turn. skills Stealth +19 str 15 (+11) dex 20 (+14) Wis 13 (+10) Con 11 (+9) Int 15 (+11) Cha 16 (+12) alignment evil Languages Abyssal, Common, Elven equipment leather armor, short sword, hand crossbow, 20 bolts

Attack: Melee 3 (one creature); +27 vs. AC. Hit: 2d10 + 6 damage. The target is grabbed and takes ongoing 15 fire damage, or ongoing 25 fire damage if the dragon is bloodied, until the grab ends (escape DC 30). M Claw F at-Will Attack: Melee 3 (one or two creatures); +27 vs. AC. If the dragon targets only one creature, it can make this attack twice against that creature.

Trigger: An enemy leaves a square within 3 squares of the dragon. Attack (Immediate Reaction): Melee 4 (triggering enemy); +25 vs. Reflex Hit: 2d8 + 4 damage, and the target falls prone. Bloodied Breath F encounter Trigger: The dragon is first bloodied. Effect (Free Action): Breath weapon recharges, and the dragon uses it. skills Bluff +18, Insight +19 str 26 (+19) dex 21 (+16) Wis 17 (+14) Con 24 (+18) Int 14 (+13) Cha 15 (+13) alignment evil Languages Common, Draconic

Complexity: 2 (requires 6 successes before 3 failures). Primary Skills: Arcana, Bluff, Diplomacy, Intimidate. Arcana (DC 27; standard action): Brazzemal has a healthy respect for wizards and their ilk. The character tries to impress Brazzemal with knowledge of all things arcane. Bluff (DC 29; standard action): The character tries to convince Brazzemal that the party works for Snurre, that the drow are planning to enslave the dragon and

the characters have been sent to stop them, or some other lie intended to gain the dragons trust or favor. Diplomacy (DC 27; standard action): The character flatters Brazzemal, relates to the dragon on some level, offers the dragon something of value, or proposes a mutually beneficial arrangement. Intimidate (DC 36; standard action): The character bullies Brazzemal into compliance. If Brazzemal is bloodied, the DC for this check decreases to 27. Secondary Skills: Insight, Nature. Insight or Nature (DC 27; minor action): The characters knowledge of red dragons or acute insight into this particular dragons personality makes it easier to deal with Brazzemal. This check doesnt count as a success or failure in the challenge, but a successful

check provides a +2 bonus to the characters next check made as part of this challenge. Success: Brazzemal allows the characters to move through his lair unmolested and does not attack them as long as they disturb neither him nor his treasure. Failure: Brazzemal attacks the characters, or he keeps fighting if already in combat.

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Fumaroles
The fumaroles roll initiative when the characters enter the cavern. On the fumaroles initiative, one fumarole (determined randomly by rolling a d6 and consulting the map) erupts with fire and a burning hot cloud of embers.
Fumaroles Level 18 Hazard

18. Dragonscale Caves


Combat Encounter Level 18 (10,000 XP) These caves are littered with molted red dragon scales. Eclavdra has transformed some of these molted scales into slithering, animate horrors that attack and constrict prey. She uses them to guard area 18B. Light: None. Monsters: 3 mind flayers unseen, 8 dragonscale sloughs. When the characters see area 18A, read: Heaps of molted dragon scales litter these dark, meandering caves. Perception DC 23: One of the mounds of dragon scales moves. When the characters see area 18B, read: Mineral deposits in the rock formations of this cavern glitter and sparkle like jewels. Perception DC 32: The character spots the closest mind flayer hiding in the cavern. Eclavdra fears that her underlings might betray her as she commits to learning the darkest secrets of the Elder Elemental Eye. Without the knowledge of her fellow drow, the high priestess has brokered a secret deal with a group of mind flayers. If she senses that the other drow are turning against her, she plans to use the mind flayers to eliminate them. Until then, the mind flayers remain hidden in area 18B, attacking only creatures that blunder into their lair. 18A. Dragonscale Sloughs: Piles of molted red dragon scales litter the area. 18B. Glittering Cave: Sparkling mineral deposits in the walls reflect any light the characters bring to this cave. Three mind flayers lurk in the shadows.

Terrain XP 2,000 detect automatic Initiative +9 Immune attacks Identify (Dungeoneering or Nature) F DC 10: The character recognizes the cones as fumaroles that belch smoke and fire. F DC 15: The character realizes that a fumarole deals fire damage in a close burst 2 whenever it erupts.

They secretly work for Eclavdra, keep to themselves, and attack intruders with the intention of devouring their brains and looting their corpses. Each mind flayer carries a pouch of six gems (500 gp each) that Eclavdra gave to it. Tactics: The dragonscale sloughs wait until the characters reach area 18B or 19C and engage other monsters in combat before attacking. The mind flayers remain hidden until the characters detect them or stumble within range of their mind-clouding blast. At least one mind flayer tries to use mind-clouding blast every round while the others attack with their tentacles.
8 Dragonscale Sloughs Level 18 Minion Lurker

Standard Actions

C Fiery eruption (fire) F at-Will Effect: One fumarole makes the following attack. Attack: Close burst 2 (creatures in the burst); +21 vs. Reflex Hit: 2d8 + 10 fire damage, and the target grants combat advantage and takes a 2 penalty to attack rolls (save ends).

Medium natural animate (undead) XP 500 each HP 1; a missed attack never damages a minion.Initiative +19 aC 32, Fortitude 29, reflex 30, Will 31 Perception +11 speed 6, climb 6 (spider climb) Darkvision Immune disease, poison; resist 10 necrotic

Standard Actions m Grabbing slam F at-Will

Countermeasures F Predict: Dungeoneering or Nature DC 23 (minor action).


Success: The character realizes which fumarole will erupt on the traps next turn.

Development
Combat against the dragon is loud enough for the creatures in area 22 to hear, but they do not investigate. If one or more of the drow escape, they inform the drow in area 23 that trouble is on the way.

Attack: Melee 1 (one creature); +23 vs. AC Hit: 13 damage, and the target is grabbed (escape DC 23). squeezing scales F at-Will Effect: Melee 1 (one creature grabbed by the slough); the target takes 13 damage. skills Stealth +20 str 20 (+14) dex 22 (+15) Wis 14 (+11) Con 22 (+15) Int 1 (+4) Cha 8 (+8) alignment unaligned Languages

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3 Mind Flayers Unseen
Medium aberrant humanoid HP 126; Bloodied 63 aC 32, Fortitude 28, reflex 31, Will 30 speed 7

Level 18 Lurker
XP 2,000 each Initiative +20 Perception +18 Darkvision

19. Chimera Cavern


Combat Encounter Level 17 (8,000 XP) A pit of molten lava splits this lengthy cavern, which serves as the lair for a mated pair of elder chimeras. The fire giants get along well with the chimeras and feed them prisoners to keep them happy. Light: Bright light (lava waterfalls and pools). Monsters: 2 elder chimeras. If the characters reach this cavern by the south stairs (area 19A), then as soon as they come within sight of the lava pit (area 19B), read: A long cavern stretches out ahead, widening gradually as it progresses northward. The f loor falls away into a pit of lava with twenty-foot-deep sloping sides. Two thin streams of lava cascade into the pit through cracks in the ceiling seventy-five feet overhead. Beyond the pit, a wide tunnel slopes upward, and two winged beasts watch you with great interest from the top of a high ledge. When the characters come within sight of area 19D, read: A pool of molten lava fills the northeast corner of a much larger cave. Across the pool, clinging to the eastern wall, is a black basalt ledge five feet above the lavas surface, and it has some bones and treasure on it. The ceiling of this cavern is 75 feet high. Due to their higher elevation, areas 19C19D have only 35-foothigh ceilings. 19A. Stairs Up: Narrow, rough-hewn stairs ascend 75 feet to area 9. 19B. Lava Pit: The floor gives way to a pit that drops 20 feet into a pool of molten lava. The walls of the pit slope down at an angle, making them slightly easier to climb than vertical walls (DC 15 Athletics check). Two thin lava streams pour into the pit from fissures in the ceiling overhead. Two submerged channels near the floor of the pit slowly funnel the

Traits

unseen Focus (illusion) The mind flayer is invisible while it has a creature grabbed.

Standard Actions m Tentacles F at-Will

Requirement: The mind flayer must not have a creature grabbed. Attack: Melee 1 (one creature); +21 vs. Reflex. The attack automatically hits a dazed or stunned target. Hit: 1d6 + 6 damage, and the mind flayer grabs the target (escape DC 23) if it does not have a creature grabbed. M extract Brain (healing) F at-Will Attack: Melee 1 (one creature grabbed by the mind flayer); +21 vs. Fortitude Hit: 6d6 + 20 damage, and the target is dazed until it is no longer grabbed. If this attack reduces the target to 0 hit points or fewer, the target dies and the mind flayer regains 15 hit points. C Mind-Clouding Blast (illusion, psychic) F encounter Attack: Close blast 5 (enemies in the blast); +21 vs. Will Hit: 3d8 + 7 psychic damage, and the target is dazed (save ends). Miss: Half damage.

Move Actions

Mental Cloak (illusion, teleportation) F recharge when an attack hits the mind flayer Effect: The mind flayer teleports a number of squares up to its speed, and it becomes invisible until the end of its next turn. skills Arcana +20, Insight +18, Stealth +21 str 18 (+13) dex 25 (+16) Wis 18 (+13) Con 12 (+10) Int 23 (+15) Cha 22 (+15) alignment evil Languages Deep Speech, telepathy 20

lava out of the pit and into area 20B. Any creature that enters the lava or starts its turn there takes 15 fire damage and ongoing 15 fire damage (save ends). A creature can take this damage only once per turn. 19C. Ledge: The two chimeras watch over their cavern from the edge this ledge (DC 20 Athletics to climb). The chimeras have an unobstructed view of the cavern south of their perch. They swoop down to attack intruders who enter the cavern by area 19A, or they hold position atop their ledge if they detect intruders approaching from the east. 19D. Treasure: The chimeras keep their treasure atop a 5-foot-high basalt ledge surrounded by a 10-foot-deep pool of lava (see area 19B for lava effects). On the ledge amid charred and jumbled bones are a gilded egg that has a tiny mithral dragon figurine inside it (7,500 gp), a charred human forearm wearing a scorched golden armband (1,500 gp), a charred finger wearing an adamantine ring engraved with a small prayer to Moradin (1,500 gp), and a red crystal locket on a silver chain (500 gp). The locket contains 1,000 gp worth of residuum. Tactics: The chimeras charge and use rams gore to knock enemies into the lava pit (area 19B) or lava pool (area 19D), and theyre patient enough to ready attacks to charge enemies within 1 square of the lava. Against enemies who are not close enough to be knocked into lava, the chimeras use dragon breath and triple threat.

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2 Elder Chimeras Level 18 Elite Brute
XP 4,000 each Initiative +13 Perception +16 Darkvision

Large natural magical beast HP 426; Bloodied 213 aC 30, Fortitude 31, reflex 28, Will 28 speed 6, fly 12 resist 15 fire saving Throws +2; action Points 1

20. Lava Caves


Combat Encounter Level 18 (10,400 XP) These lava-filled caves lie below the prison (area 13). The giants keep their worst prisoners here before feeding them to the red dragon (area 17) or the chimeras (area 19). Light: Bright light (lava). Monsters: 3 fire giant flameskulls, 2 fire bat swarms. Other Creatures: Keak the gnome scout. When the characters see area 20A, read: Lava fills the bottom of this one-hundred-foot-high cavern, casting a hellish glow upon the black basalt walls. High overhead, a wide bridge spans the cavern, and dangling from the bridge are four iron cages. When the characters see area 20B, read: Swarms of fire bats glide above the lava that fills this large cavern. Three small islands of rock connect basalt ledges along the north and east walls. These caves are filled with lava to a depth of 30 feet. Any creature that enters the lava or starts its turn there takes 15 fire damage and ongoing 15 fire damage (save ends). A creature can take this damage only once per turn. 20A. Dangling Cages: The surface of the lava is 5 feet below the northern ledge. A black basalt bridge (area 13F) spans the cavern 70 feet above the lava. Four iron cages dangle from the bridge on 20-foot-long iron chains; the chains are attached to winches and cranes mounted atop the bridge. One contains a gnome prisoner named Keak. If Keak spots the heroes, he calls out for help and begs for release. Each cage is cylindrical (5 feet in diameter and 7 feet tall) and made of crisscrossing iron bars, with a locked door on one side. The Kings Torturer (area 13) has the keys. The locks can be picked with a DC 23 Thievery

Traits

all-around Vision Enemies cant gain combat advantage by flanking the chimera. m dragons Bite (fire) F at-Will Attack: Melee 2 (one creature); +23 vs. AC Hit: 2d12 + 7 damage, and ongoing 5 fire damage (save ends). m Lions Bite F at-Will Attack: Melee 1 (one creature); +23 vs. AC Hit: 2d8 + 16 damage. m rams Gore F at-Will Attack: Melee 1 (one creature); +23 vs. AC Hit: 2d10 + 13 damage, and the target falls prone. If the chimera charged, it also pushes the target up to 3 squares. M Triple Threat F at-Will Effect: The chimera uses dragons bite, lions bite, and rams gore. C dragon Breath (fire) F recharge 5 6 Attack: Close blast 5 (creatures in the blast); +19 vs. Reflex Hit: 2d10 + 16 fire damage, and ongoing 10 fire damage (save ends).

Standard Actions

check. Every 8 hours, a character confined in a cage must succeed on a DC 23 Endurance check or take fire damage equal to his or her healing surge value. The fire giant flameskulls guard the cages and attack anyone who tampers with them or attempts to free the prisoner. They also summon the fire bat swarms from area 20B, which enter through the narrow tunnels connecting the two caverns. 20B. Lava-Filled Cavern: Two swarms of fire bats fly above the lava in this cavern. Five feet above the surface of the lava are ledges set into the north and east walls. Between the ledges are islands of rock that characters can use to cross the cavern. Tactics: The flameskulls target creatures with flame rays and use telekinesis to force enemies into the lava. The fire bats swarms use swooping swarm as often as possible.

Triggered Actions C Bloodied Breath F encounter

Trigger: The chimera is first bloodied. Effect (Immediate Reaction): Dragon breath recharges, and the chimera uses it. str 25 (+16) dex 18 (+13) Wis 14 (+11) Con 23 (+15) Int 5 (+6) Cha 18 (+13) alignment unaligned Languages Common, Draconic

Development
The battle roars of the chimeras are loud enough for creatures in area 18 to hear. Those creatures do not investigate but also cannot be surprised.

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3 Fire Giant Flameskulls Level 19 Artillery 2 Fire Bat Swarms Level 17 Skirmisher

Small elemental animate (fire, undead) XP 2,400 each HP 138; Bloodied 69 Initiative +15 aC 33, Fortitude 29, reflex 31, Will 32 Perception +12 speed 0, fly 10 Immune disease, fire, poison; resist 5 necrotic; Vulnerable 5 cold

Traits

Large elemental beast (fire, swarm) XP 1,600 each HP 162; Bloodied 81 Initiative +16 aC 31, Fortitude 28, reflex 30, Will 29 Perception +18 speed 0, fly 8 Immune fire; resist half damage from melee and ranged attacks; Vulnerable 10 to close and area attacks

If the characters free Keak, he is grateful and imparts the following information:
F A priestess of Lolth named Eclavdra leads the drow in Snurres Hall. Shes also the matron of House Eilservs. Attending Eclavdra are a male drow consort (Virchiln), the captain of her house guard (Nalice), a pair of sycophantic underpriests (Raeme and Sziraz), and a spy who keeps an eye on Snurre (Tazzt). F Eclavdra and her fellow drow came from the subterranean city of Erelhei-Cinlu to help the giants conquer the surface realms. Without the drows advice and behind-the-scenes maneuvering, the giant alliance would almost certainly collapse. They are the true power behind the throne. F A pair of fire giant death knights loyal to Snurre guards the passage to Erelhei-Cinlu. F Eclavdra has a secret agenda: She has learned about a temple in Snurres Hall dedicated to an ancient force of evil called the Elder Elemental Eye. The drow priestess seeks to learn the temples secrets.

Traits

Illumination The flameskull sheds bright light out to 5 squares. It can reduce its brightness to dim light out to 2 squares as a free action. regeneration The flameskull regains 10 hit points whenever it starts its turn and has at least 1 hit point. Whenever the flameskull takes radiant damage, its regeneration does not function on its next turn.

Standard Actions m Bite (fire) F at-Will

swarm attack (fire) F aura 1 Any enemy that ends its turn in the aura takes 10 fire damage. swarm The swarm can occupy the same space as another creature, and an enemy can enter its space, which is difficult terrain. The swarm cannot be pulled, pushed, or slid by melee or ranged attacks. It can squeeze through any opening that is large enough for at least one of the creatures it comprises. m Fire swarm (fire) F at-Will Attack: Melee 1 (one creature); +20 vs. Reflex Hit: 3d6 + 6 fire damage. M swooping swarm (fire) F recharge when first bloodied Effect: The swarm shifts up to its speed. Each time the swarm enters an enemys space for the first time during the move, it makes a fire swarm attack against that enemy. str 10 (+8) dex 23 (+14) Wis 20 (+13) Con 18 (+12) Int 2 (+4) Cha 7 (+6) alignment unaligned Languages

Standard Actions

Attack: Melee 1 (one creature); +24 vs. AC Hit: 3d8 + 14 fire damage. r Flame ray (fire) F at-Will Attack: Ranged 20 (one creature); +24 vs. Reflex Hit: 3d6 + 16 fire damage.

Minor Actions

Mage Hand (conjuration) F at-Will Effect: Ranged 5; the flameskull conjures a spectral, floating hand in an unoccupied square within range. The hand lasts until the end of the flameskulls next turn or until it uses this power again. While the hand persists, the flameskull can take the following actions. Minor Action: The hand picks up or manipulates an object of 20 pounds or less. It can hold one object at a time. Move Action: The hand moves up to 5 squares in any direction, carrying the object it holds. Free Action: The hand drops the object it is holding. Sustain Minor: The hand persists until the end of the flameskulls next turn. R Telekinesis F recharge 5 6 Attack: Ranged 10 (one creature); +24 vs. Fortitude Hit: The flameskull slides the target up to 4 squares. str 10 (+9) dex 22 (+15) Wis 17 (+12) Con 18 (+13) Int 15 (+11) Cha 25 (+16) alignment evil Languages Common, Giant

Keak the Gnome


To make some money, Keak joined an adventuring party of elves and led them down into the Underdark to hunt drow. Unfortunately for him, he was scouting ahead when a tunnel collapse separated him from his elf comrades, and before he could reunite with them, drow captured him. Stripped of his gear, Keak became a slave. In this capacity, he accompanied Eclavdra and her drow to Snurres Hall. His incessant whining did little to endear him to his captors, but rather than kill the gnome outright, the drow left Keak to slowly bake in this prison. Over the past few days, Keak has concluded that fighting drow isnt for him.

The gnome is currently bloodied and has only three healing surges, so he appreciates any healing the party can provide. He also begs for leather armor and a few daggers (his statistics assume he receives this gear). Keak cares only about Keak, however. He might help the characters out of a tight spot, but the first chance he gets, the gnome slinks away and attempts to make good his escape without so much as a goodbye.

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Keak, Gnome Scout
Small fey humanoid HP 108; Bloodied 54; Healing surges 9 aC 32, Fortitude 29, reflex 32, Will 29 speed 5

Level 17 Striker
Initiative +13 Perception +16 Low-light vision

21. Troll Caverns


Combat Encounter Level 19 (12,600 XP) When Snurre established his hall here, he slew the trolls already in residence. The festering evil of the Elder Elemental Eye prevented their foul spirits from resting easy. They avoid the giants and the drow, as well as the lava and the dragon, so theyre more or less trapped here. Perception DC 33: The character senses an unwholesome presence in the area. Light: None (except in area 21A, which the lava brightly illuminates). Monsters: Grakh (fell troll wraith), 5 troll wraiths. When the characters see area 21D, read: Stalagmites of mineral-encrusted black rock thrust up from the f loor. In the middle of this cavern, the f loor falls away into a roughly circular pit of unknown depth. Drifting about are several gangly, incorporeal creatures with hooked noses and burning eyes. They look like troll wraiths! The trolls take on their ghostly aspects when they notice the characters; then they attack. Grakh stays at the bottom of his pit until something falls in or until the first troll is bloodied, at which point he emerges. When Grakh appears, read: An enormous spectral troll no less than twenty feet tall rises out of the pit to its full height, and it looses a terrible roar that fills the room with the smell of rot. The ceiling is 50 feet high in area 21D and 30 feet high elsewhere. Bones, most of them troll, litter the floor throughout these caves. Ledges overlook areas 17A and 21D, and they require DC 15 Athletics checks to climb. 21A. Stairs Up: A rough-hewn staircase climbs 75 feet to area 16B. The drow traverse this staircase frequently, using it to go to the second level and the

Traits

Cunning step Keak takes only half damage from attacks made against him during his turn.

Standard Actions

m dagger (weapon) F at-Will Attack: Melee 1 (one creature); +24 vs. AC Hit: 1d4 + 13 damage. r Throw dagger (weapon) F at-Will Attack: Ranged 5 (one creature); +24 vs. AC Hit: 1d4 + 13 damage.

Triggered Actions Cunning Tumbler F at-Will

Trigger: Keak hits or misses with a melee attack or ranged attack on his turn. Effect (Free Action): Keak shifts up to 2 squares dual daggers F at-Will (1/round) Requirement: Keak must be wielding two daggers. Trigger: Keak hits with dagger on his turn. Effect (Free Action): Keak uses dagger again. Fade away (illusion) F encounter Trigger: Keak takes damage. Effect (Immediate Reaction): Keak turns invisible until he attacks or until the end of his next turn. Power strike F 3/encounter (1/round) Trigger: Keak hits with dagger. Effect (No Action): The target takes 2d4 extra damage. skills Acrobatics +18, Dungeoneering +16, Stealth +20 str 10 (+8) dex 20 (+13) Wis 16 (+11) Con 16 (+11) Int 14 (+10) Cha 13 (+9) alignment unaligned Languages Common, Elven equipment leather armor, 4 daggers

Temple of the Elder Elemental Eye (area 15). Evidence of their passage can be confirmed with a DC 23 Perception check. Troll wraiths dont come near this stairway or the passages that lead to areas 22 and 23. Lava Pool: A 15-foot-wide pool of lava illuminates the cave. Any creature that enters the lava or starts its turn there takes 15 fire damage and ongoing 15 fire damage (save ends). A creature can take this damage only once per turn. 21B. Haunted Tunnels: Until a battle starts here, a few troll wraiths might be wandering these tunnels. 21C. Troll Cavern: This cavern contains a forest of stalagmites and columns that are blocking terrain. 21D. Grakhs Pit: This 25-foot-diameter pit plunges 50 feet into a pile of bones, some of them belonging to a Huge troll. The shaft has abundant handholds and requires DC 15 Athletics checks to climb. Treasure: Buried under Grakhs bones is a pair of bracers of mighty striking (or another level 22 common or uncommon magic item) and 250 pp in an unlocked wooden coffer. Tactics: The wraiths are ravenous creatures that attack the characters on sight unless a drow or a fire giant accompanies the party. The trolls fear and shun such creatures, so they retreat in this case. Grakh makes claw attacks against enemies he can easily reach. When he uses rotting roar, he drives foes into his pit.

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Fell Troll Wraith Level 20 Elite Brute 5 Troll Wraiths Level 16 Brute

Huge shadow humanoid (undead) XP 5,600 HP 472; Bloodied 236 Initiative +15 aC 32, Fortitude 34, reflex 31, Will 30 Perception +7 speed 0, fly 10 (hover); phasing Darkvision Immune disease, poison; resist 10 necrotic saving Throws +2; action Points 1

Large shadow humanoid (undead) XP 1,400 each HP 194; Bloodied 97 Initiative +13 aC 28, Fortitude 30, reflex 28, Will 26 Perception +12 speed 0, fly 8 (hover); phasing Darkvision Immune disease, poison; resist 10 necrotic

22. Crystal Idol of Imix


Combat Encounter Level 19 (12,200 XP) Years ago, the fire giants widened this cavern and, in so doing, unearthed a natural crystal formation that resembles a 20-foot-tall orange flame. Olostro, a giant with a keen interest in the Elemental Chaos, confirmed that the crystal was an idol of the Fire Lord Imix. He began to worship the idol and learned how to tap into its power. Although Snurre shows little regard for the discovery, other giants visit the idol from time to time, hoping to gain Imixs favor before setting off on raids or hunting expeditions. The creatures in this area cannot be surprised if the sound of combat in area 17 alerted them. Light: Bright light (crystal idol of Imix and roiling curtain of flame). Monsters: Olostro (fire giant priest of Imix), 2 fire giants, 6 drow skulkers. Trap: Crystal idol of Imix. If the characters approach area 12A from the south, read: This fifty-foot-high elongated basalt cavern shows signs of having been hewn in places. A few black stalactites jut from the floor, and a forty-foot-tall ledge clings to the eastern wall. To the west stands a twenty-foot-tall orange crystal formation that resembles a giant flame. A roiling curtain of fire blocks the tunnel beyond it. Perception DC 33 (area 12A): Drow lurk on the eastern ledge. If the characters catch the giants by surprise, add: A fire giant in purple dragonhide robes kneels before the crystal flame while two other giants stand guard. The ceiling is 50 feet high in area 22A, 30 feet high in area 22B, and 10 feet high in area 22C. The ledges require DC 15 Athletics checks to climb.

Traits

Traits

Insubstantial The wraith takes half damage from all attacks, except those that deal force or fire damage. Whenever the wraith takes radiant damage, it loses this trait until the start of its next turn. regeneration (healing) The wraith regains 15 hit points whenever it starts its turn and has at least 1 hit point. Whenever the wraith takes acid or fire damage, its regeneration does not function on its next turn. Troll Wraith Healing (healing) Whenever an attack that doesnt deal acid, fire, force, or radiant damage reduces the wraith to 0 hit points, the wraith is not destroyed and is instead removed from play until the start of its next turn. It then returns to play in a space within 10 squares of the space from which it was removed, and it returns with 20 hit points. m shadow Claw (necrotic) F at-Will Attack: Melee 3 (one creature); +23 vs. Reflex Hit: 4d10 + 14 necrotic damage, and the target falls prone. M double attack F at-Will Effect: The wraith uses shadow claw twice. C rotting roar (fear, necrotic) F recharge when first bloodied Attack: Close blast 3 (creatures in the blast); +23 vs. Fortitude Hit: 6d12 + 14 necrotic damage, and the wraith pushes the target up to 4 squares. str 18 (+14) dex 20 (+15) Wis 5 (+7) Con 26 (+18) Int 7 (+8) Cha 19 (+14) alignment chaotic evil Languages Giant

Insubstantial The wraith takes half damage from all attacks, except those that deal force or fire damage. Whenever the wraith takes radiant damage, it loses this trait until the start of its next turn. regeneration (healing) The wraith regains 10 hit points whenever it starts its turn and has at least 1 hit point. Whenever the wraith takes acid or fire damage, its regeneration does not function on its next turn. Troll Wraith Healing (healing) Whenever an attack that doesnt deal acid, fire, force, or radiant damage reduces the wraith to 0 hit points, the wraith is not destroyed and is instead removed from play until the start of its next turn. It then returns to play in a space within 10 squares of the space from which it was removed, and it returns with 15 hit points. m shadow Claw (necrotic) F at-Will Attack: Melee 2 (one creature); +19 vs. Reflex Hit: 3d10 + 14 necrotic damage. If the attack bloodies the target, the wraith uses shadow claw against it again. str 16 (+11) dex 20 (+13) Wis 8 (+7) Con 24 (+15) Int 5 (+5) Cha 16 (+11) alignment chaotic evil Languages Giant

Standard Actions

Standard Actions

Development
Destroyed wraiths reform after 1d4 days unless the troll bones here are collected and burned. A character who has training in Religion and witnesses the wraiths return might deduce this fact with a successful DC 25 Religion check.

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22A. Cavern of the Crystal Idol: Two fire giants watch the south tunnels that lead to this cavern, making it difficult for characters to approach unseen. The 20-foot-tall crystal idol stands in the northwest corner of this cavern, directly in front of a passageway filled with raging fire (area 22B). Kneeling before the idol is Olostro, the fire giant acolyte of Imix. Three 10-foot-high stalagmites rise from the cavern floor. They are blocking terrain. 22B. Curtain of Flame: A 20-foot-thick wall of fire completely fills this 30-foot-high tunnel from floor to ceiling. The only way to bring down the wall is to destroy the crystal idol of Imix. The curtain blocks line of sight but not line of effect. A creature that enters the curtain or starts its turn there takes 30 fire damage. A creature can take this damage only once per turn. If the crystal idol is destroyed, the curtain vanishes, allowing safe passage to area 24 beyond. 22C. High Ledge: This 40-foot-high ledge overlooks area 22A, and drow skulkers guard it. Tactics: Olostro targets distant enemies with curse of Imix. When surrounded by close enemies and a few allies, he uses evocation of Imix. If an enemy comes within 10 squares of the crystal idol, Olostro touches the idol and activates it with a minor action. If enemies are detected in the passage south of the idol, Olostro can stand on the ledge overlooking the tunnel and use the idol to trap an enemy who is attempting to scale the ledge. The fire giants watch the southern passageways, but once enemies get inside the cavern proper, the giants use their greatswords to keep enemies away from Olostro and the crystal idol. The drow skulkers keep their distance, picking off enemies with poisoned crossbow bolts. They remain atop the eastern ledge and do not flee.
Fire Giant Priest of Imix Level 20 Controller (Leader)
XP 2,800 Initiative +10 Perception +15

2 Fire Giants
Large elemental humanoid (fire, giant) HP 174; Bloodied 87 aC 34, Fortitude 34, reflex 28, Will 28 speed 8 resist 15 fire

Level 18 Soldier
XP 2,000 each Initiative +11 Perception +14

Large elemental humanoid (fire, giant) HP 190; Bloodied 95 aC 34, Fortitude 33, reflex 30, Will 31 speed 7 resist 20 fire

Traits

O Withering Flames F aura 3 Enemies in the aura do not benefit from fire immunity or fire resistance. m Flaming Mace (fire, weapon) F at-Will Attack: Melee 2 (one creature); +25 vs. AC Hit: 2d10 + 17 fire damage, and the target is slowed (save ends). R Curse of Imix (fire) F at-Will Attack: Ranged 5 (one creature); +23 vs. Fortitude Hit: 2d12 + 6 fire damage, and ongoing 5 fire damage (save ends). While taking this ongoing fire damage, the target has an aura 2 that deals 5 fire damage to any creature that enters the aura or starts its turn there. A creature can take the auras damage only once per turn. C evocation of Imix (fire) F encounter Attack: Close burst 3 (enemies in the burst); +23 vs. Reflex Hit: 3d10 + 6 fire damage, and the giant slides the target up to 3 squares. Effect: Each ally in the burst gains a +5 bonus to damage rolls until the end of the giants next turn. skills Arcana +18, Endurance +21 str 23 (+16) dex 11 (+10) Wis 10 (+10) Con 22 (+16) Int 16 (+13) Cha 18 (+14) alignment evil Languages Giant, Primordial equipment robe, mace

Standard Actions

m searing Greatsword (fire, weapon) F at-Will Attack: Melee 2 (one creature); +23 vs. AC Hit: 2d12 + 13 fire damage. Effect: The giant marks the target until the end of the giants next turn. C sweeping sword (fire, weapon) F at-Will Attack: Close blast 2 (enemies in the blast); +23 vs. AC Hit: 2d12 + 13 fire damage. Effect: The giant marks the target until the end of the giants next turn. str 23 (+15) dex 11 (+9) Wis 10 (+9) Con 22 (+15) Int 10 (+9) Cha 11 (+9) alignment evil Languages Giant equipment chainmail, greatsword

Standard Actions

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6 Drow Skulkers Level 18 Minion Skirmisher Crystal Idol of Imix Level 19 Trap

Medium fey humanoid XP 500 each HP 1; a missed attack never damages a minion. Initiative +16 aC 32, Fortitude 29, reflex 31, Will 30 Perception +15 speed 7 Darkvision

Traits

Personal darkness The drow has total concealment while moving. m short sword (weapon) F at-Will Attack: Melee 1 (one creature); +23 vs. AC Hit: 13 damage. R Hand Crossbow (weapon) F at-Will Attack: Ranged 10 (one creature); +23 vs. AC Hit: 13 damage, and the target is slowed (save ends). First Failed Saving Throw: The target is also weakened (save ends both). Second Failed Saving Throw: The target instead falls unconscious until the end of the encounter.

Standard Actions

Object XP 2,400 detect automatic Initiative HP 250 aC 30, Fortitude 30, reflex 5, Will Immune all conditions, fire, forced movement, necrotic, ongoing damage, poison, psychic, radiant; Vulnerable 10 thunder Identify (Arcana) F dC 24: The crystal is an idol of Fire Lord Imix, a powerful primordial. F dC 33 (Trained Only): The crystal has the power to capture creatures inside it and burn them to a crisp. Identify (Perception) F dC 17: The character sees that the crystal is rooted to the floor and immobile. F dC 24: The character notices that the crystal is hollow and emanates ripples of heat.

23. Drow Warrens


Combat Encounter Level 19 (12,800 XP) With King Snurres permission, the drow have claimed these caves and tunnels as their demesne. A treacherous adventurer named Gleep Wurp is among them. Light: Bright light in area 12B (torches), and none everywhere else. Monsters: Gleep Wurp, Nalice (drow captain), Jiryzne (yochlol demon), 8 drow skulkers. If the drow skulkers from area 17 flee to this cavern, they are hiding in the shadows of area 12C. Place them along the outer walls of the cavern wherever seems appropriate. When the characters see area 23B, read: This dead-end cave contains several folding cots made of spider silk woven over thin metal frames. An articulated metal spider with three-foot-long legs stands at the back of the cave, facing the entrance. Pacing around the cave, tapping a wand against one hand while muttering nervously to himself, is a rail-thin man in flashy wizards robes. Begone! he says with a start. Begone, or face the wrath of the Eyebiter! When the characters see area 23C, read: The ceiling of this cave is a nest of stalactites interspersed with dark pockets. Seven stalagmites encrusted with sparkling mineral deposits rise from the floor, forming an oval ring. Two female drow stand in the middle of the ring. One wears black chainmail and a helm with eight gems set into it, like spider eyes. She holds a hand crossbow in one hand and has a rapier fastened to her belt. The other drow wears a black, web-like gown and is unarmed. The woman in the gown smiles at you and says, You have come a long way to die.

Minor Actions R darkfire F encounter

Minor Actions

Attack: Ranged 10 (one creature); +21 vs. Reflex Hit: The target grants combat advantage and cannot benefit from invisibility or concealment until the end of the drows next turn. skills Stealth +19 str 15 (+11) dex 20 (+14) Wis 13 (+10) Con 11 (+9) Int 15 (+11) Cha 16 (+12) alignment evil Languages Abyssal, Common, Elven equipment leather armor, short sword, hand crossbow, 20 bolts

Crystal Idol of Imix


This 20-foot-tall, 10-foot-wide crystal formation resembles a giant flame. The idol traps Olostros enemies inside its crystalline body and burns them to a crisp. Olostro must touch the crystal idol (a minor action) to activate its attack.

R Fiery Imprisonment (fire, teleportation) F recharge when a captured creature escapes Requirement: A creature loyal to Imix must activate this power, and must be adjacent to the idol to do so. Attack: Ranged 10 (one creature the activating creature can see); +22 vs. Fortitude Hit: The target teleports inside the idol, is restrained, and loses any immunity or resistance to fire while in the idol see Countermeasures below. Creatures have line of sight but no line of effect to the target, and vice versa. A target restrained inside the idol takes 30 fire damage at the end of its turn. If this damage kills the target, its body is reduced to ash. A target freed from the idol can teleport to a space within 10 squares of the idol.

Countermeasures F escape: Endurance DC 24 (standard action) or 33 (minor


action). Success: The trapped creature escapes the idol. Failure (by 5 or more): The trapped creature takes 15 fire damage. F Free a Prisoner: While adjacent to the idol, (trained only) Arcana DC 24 (standard action) or 33 (minor action). Success: The character touches the idol and commands it to release the trapped creature. Failure (by 5 or more): The character and the trapped creature each take 15 fire damage. F shatter Idol: If the idol drops to 0 hit points, any creature trapped within is released.

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eagerness to crush enemies of the drowin particular elves and eladrin, whom she despises. She also has no love for her mistresss newest consort, whom she treats like an imbecile despite his sharp intellect. The yochlol is disguised as a drow named Jiryzne. Although she professes to support Eclavdra, her task is to spy on Eclavdra and eliminate the drow matron if it becomes clear that her faith in the Spider Queen has evaporated. Eclavdra, aware of Jiryznes true allegiance and accustomed to betrayal, expects that Jiryzne will turn against her eventually. The ceiling is 20 feet high in area 23A and 30 feet high in other areas. 23A. Webbed Tunnels: Glittering silver webs fill these narrow tunnels. The webs are magical and are difficult terrain to all creatures except demons, drow, and spiders. They are otherwise harmless and cannot be attacked. The webs are intended to discourage intruders from exploring area 23B. 23B. Drow Quarters: This cavern contains small cots that the drow can quickly disassemble and take with them. The cots have lightweight adamantine frames covered with spider silk. In addition to the cots, this cave contains a walking spider construct that doubles as a chest, wherein the drow keep their treasure. Gleep Wurp is here. Spider Chest: This treasure chest is magical and resembles a 2-foot-diameter articulated adamantine spider with 3-foot-long adamantine legs. Resting atop it is a silver circlet with a prominent spider motif. The spider chest is a simple construct that follows any creature wearing the circlet, and only the wearer of the circlet can open the spider chests lid (a Knock ritual or a DC 33 Thievery check also unlocks the chest). The spider chest has a speed of 6 and a climb speed of 6. The chest acts immediately after its controller and can take two move actions on its turn. Its statistics are as follows: AC 25; Fortitude 20, Reflex 20, Will ; immune disease, necrotic, poison, psychic, ongoing damage; hp 50; blindsight 5. The spider chest and its control circlet are worth 7,500 gp. The chest holds a +4 guardians cape (or another level 20 common or uncommon magic item), a golden torc studded with gems (7,500 gp), an amber flask (2,500 gp) wrapped in an exquisite embroidered shawl made of gossamer spider silk (2,500 gp), and two potions of vitality in skull-shaped glass flasks. 23C. Drow Cavern: This cave contains a ring of pillars as well as several drow hidden in niches and crannies in the ceiling. Below them lurks the drow captain Nalice and a yochlol demon in drow form. The pillars are blocking terrain. In addition, creatures inside the ring of pillars (as indicated by the dotted lines on the map) take a 2 penalty to all saving throws. The northwest corner of the cavern holds a small, 5-foot-deep pool of drinkable water. Nalices helm is inlaid with eight spider-eye gems (4,500 gp each). 23D. Teleportation Dais: This cave is empty except for a 10-foot-diameter circular platform of purple stone set into the floor. This is the destination point for creatures that use the teleportation orb in area 15. Any creature that uses the orb teleports atop this platform, and as the platform activates, luminous golden symbols swim across its surface. The teleportation is one-way only. The dais also functions as a teleportation circle for rituals such as Linked Portal. Tactics: Gleep Wurp doesnt want to fight alone, and hed prefer not to fight at all. Hes unwilling to put his life in the hands of adventurers, however, because he knows all too well how merciless they can be. If he cant reach his drow allies and the characters press him, he attacks. He uses eyebite every round as a minor action and uses dimension hop to keep a safe distance from melee attackers. Once he is bloodied, he starts looking for a way to combine his powers to escape the characters.

Gleep Wurp was an adventuring wizard who betrayed his companions to save his own skin. Snurre recently appointed the wizard as his emissary to Erelhei-Cinlu, a drow city in the Underdark. Gleep plans to travel to Erelhei-Cinlu and take up residence in House Eilservs shortly. In the meantime, Eclavdra has taken him as a consort, although she views him as nothing more than another instrument with which to manipulate and control the fire giant king. Captain Nalice is a loyal member of the House of Eilservs, sworn to serve Eclavdra. She secretly believes that Eclavdra has strayed from the worship of Lolth and immersed herself too deeply in the religion of the Elder Elemental Eye. None of this affects Nalices

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Nalice and Jiryzne try to draw enemies into the ring of stalagmites. Meanwhile, the drow skulkers hide in the dark crannies of the ceiling, waiting for their cue to rappel down spidersilk ropes and attack, dropping from the ceiling (a move action that counts as a charge) into positions that grant them combat advantage. Nalice prefers to attack with her rapier and uses trapping attack to flank enemies. If Gleep Wurp comes to her seeking protection, she tries to hold enemies at bay so that the wizard can make ranged attacks without provoking opportunity attacks. No one but Eclavdra knows that Jiryzne is a yochlol, and Jiryzne does not assume her true form until her deception is revealed, until all of her drow allies are dead, or until she is slain. While in drow form, Jiryzne uses seductive glare each round.
Gleep Wurp, the Eyebiter Level 19 Elite Artillery
Medium natural humanoid, human HP 276; Bloodied 138 aC 33, Fortitude 30, reflex 31, Will 30 speed 6 saving Throws +2; action Points 1 XP 4,800 Initiative +11 Perception +10

Drow Captain

Level 19 Soldier (Leader)


XP 2,400 Initiative +17 Perception +12 Darkvision

Medium fey humanoid HP 174; Bloodied 87 aC 35, Fortitude 30, reflex 31, Will 32 speed 7

Standard Actions

Traits

m dagger (force, weapon) F at-Will Attack: Melee 1 (one creature); +24 vs. AC Hit: 3d4 + 9 damage plus 10 force damage. r acid Bolt (acid, implement) F at-Will Attack: Ranged 20 (one creature); +24 vs. Reflex Hit: 2d8 + 8 acid damage, and ongoing 10 acid damage (save ends). A Lightning Web (implement, lightning) F recharge 5 6 Attack: Area burst 1 within 20 (creatures in the burst); +24 vs. Reflex Hit: 4d6 + 14 lightning damage, and the target is immobilized (save ends).

O ensnaring Venom (poison) F aura 1 An unmarked slowed enemy that willingly leaves the aura takes 15 poison damage. m rapier (weapon) F at-Will Attack: Melee 1 (one creature); +24 vs. AC Hit: 3d8 + 14 damage, and the target is slowed until the end of the drows next turn. M Trapping attack F at-Will Effect: Melee 1 (one creature); an ally adjacent to the target or the drow can shift 1 square as a free action. The drow then uses rapier against the target. R Hand Crossbow (weapon) F at-Will Attack: Ranged 10 (one creature); +24 vs. AC Hit: 2d6 + 10 damage, and the target is slowed (save ends). First Failed Saving Throw: The target is also weakened (save ends both). Second Failed Saving Throw: The target instead falls unconscious until the end of the encounter.

Standard Actions

Move Actions

dimension Hop (teleportation) F recharge when Gleep spends an action point Effect: Gleep teleports up to 5 squares.

Minor Actions

R eyebite (charm, implement, psychic) F at-Will Special: This attack does not provoke opportunity attacks. Attack: Ranged 10 (one creature); +24 vs. Will Hit: 3d8 + 14 psychic damage, and Gleep is invisible to the target until the start of Gleeps next turn. skills Arcana +19, Diplomacy +18, History +19 str 10 (+9) dex 15 (+11) Wis 12 (+10) Con 18 (+13) Int 21 (+14) Cha 18 (+13) alignment evil Languages Abyssal, Common, Draconic, Dwarven, Elven, Giant equipment robes, dagger, wand, potion of recovery

Minor Actions R darkfire F encounter

Attack: Ranged 10 (one creature); +22 vs. Reflex Hit: The target grants combat advantage and cannot benefit from invisibility or concealment until the end of the drows next turn. skills Intimidate +21, Stealth +20 str 20 (+14) dex 22 (+15) Wis 16 (+12) Con 14 (+11) Int 16 (+12) Cha 24 (+16) alignment evil Languages Abyssal, Common, Elven, Giant equipment chainmail, rapier, hand crossbow, 20 bolts

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Yochlol Demon Level 17 Controller
XP 1,600 Initiative +14 Perception +18 Darkvision

8 Drow Skulkers

Level 18 Minion Skirmisher

Medium elemental humanoid (demon, shapechanger) HP 158; Bloodied 79 aC 31, Fortitude 27, reflex 29, Will 30 speed 6, climb 8 (spider climb) resist 10 poison

Medium fey humanoid XP 500 each HP 1; a missed attack never damages a minion. Initiative +16 aC 32, Fortitude 29, reflex 31, Will 30 Perception +15 speed 7 Darkvision

24. A Fiery End


Combat Encounter Level 21 (16,400 XP) plus trap (16,800 XP) Eclavdra makes her final stand here, in a vast cavern bisected by a river of lava. By confronting her, the characters complete a minor quest (see Quests, page 2). If the drow high priestess was killed earlier in the adventure, remove her from this encounter. Light: Bright light (lava river). Monsters: Eclavdra, 2 fire giant death knights, 2 salamander whips. Traps: 2 exploding obelisks (which can release 2 rockfire guardians). When the characters see the area, read: The wide tunnel spills into a vast cavern, its seventy-fivefoot-high ceiling a nest of stalactites. A river of molten lava bisects the cavern, flowing slowly toward the north. Rising up out of the lava are two small islands of black basalt with fiery, serpentine creatures coiled upon them. In the middle of the cavern, a wide bridge of black glass arches over the river. The bridge is crafted to resemble a glittering black web. Standing shoulder-to-shoulder on the bridge are two skeletal giants clad in plate armor and armed with blackened greatswords. A thirty-foot-high ledge overlooks the cavern on the far side of the bridge. To the right of the ledge, flush with the floor, stands a pair of huge black doors flanked by glowing obelisks. A 5-foot-deep ledge on either side contains the lava river. Any creature that enters the lava or starts its turn there takes 15 fire damage and ongoing 15 fire damage (save ends). A creature can take this damage only once per turn. 24A. Southeast Shore: Characters reach this rocky shore from area 22 or 23. Characters on this shore can see what is described above.

Traits

m spider Touch (poison) F at-Will Attack: Melee 1, or melee 2 in demon form (one creature); +20 vs. Reflex Hit: 3d8 + 12 poison damage, and the target is slowed (save ends). r spider Bolt (poison) F at-Will Attack: Ranged 10 (one creature); +20 vs. Reflex Hit: 3d8 + 12 poison damage, and the target is slowed (save ends). Flurry F recharge 5 6 Effect: The yochlol makes two basic attacks. A Maddening Web (psychic) F recharge when first bloodied Attack: Area burst 2 within 20 (enemies in the burst); +20 vs. Fortitude Hit: Ongoing 15 psychic damage, and the target is immobilized (save ends both).

Standard Actions

Personal darkness The drow has total concealment while moving. m short sword (weapon) F at-Will Attack: Melee 1 (one creature); +23 vs. AC Hit: 13 damage. R Hand Crossbow (weapon) F at-Will Attack: Ranged 10 (one creature); +23 vs. AC Hit: 13 damage, and the target is slowed (save ends). First Failed Saving Throw: The target is also weakened (save ends both). Second Failed Saving Throw: The target instead falls unconscious until the end of the encounter.

Standard Actions

Minor Actions R darkfire F encounter

Minor Actions

Change shape (polymorph) F at-Will Effect: The yochlol alters its physical form to appear as a female drow until it uses change shape again or until it drops to 0 hit points. To assume a specific individuals form, the yochlol must have seen that individual. Other creatures can make a DC 36 Insight check to discern that the form is a disguise. R Cruel Command (charm, psychic) F at-Will (1/round) Attack: Ranged 10 (one slowed creature); +20 vs. Will Hit: The target is dazed (save ends). First Failed Saving Throw: The target is instead stunned (save ends). Second Failed Saving Throw: The target is instead dominated (save ends). skills Bluff +20, Intimidate +20, Stealth +19 str 18 (+12) dex 23 (+14) Wis 21 (+13) Con 14 (+10) Int 19 (+12) Cha 24 (+15) alignment chaotic evil Languages Abyssal, Common, Elven

Attack: Ranged 10 (one creature); +21 vs. Reflex Hit: The target grants combat advantage and cannot benefit from invisibility or concealment until the end of the drows next turn. skills Stealth +19 str 15 (+11) dex 20 (+14) Wis 13 (+10) Con 11 (+9) Int 15 (+11) Cha 16 (+12) alignment evil Languages Abyssal, Common, Elven equipment leather armor, short sword, hand crossbow, 20 bolts

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24B. Glassweb Bridge: This wide bridge is made of black glass and shaped like a giant web that arches over the lava river. Defending the bridge are Sulphus and Zematon, two fire giant death knights that attack characters as they try to cross the cavern. The bridge is 10 feet above the lavas surface at its highest point. Its web-like design creates gaps in the bridge, none big enough to allow a creature to slip through. Medium size or smaller creaturesother than demons, drow, and spiderstreat the bridge as difficult terrain. (A successful DC 18 Acrobatics check made as part of any movement allows a character to ignore this terrain.) 24C. Islands in the Fire: These 10-foot-wide islands of black rock rise 5 feet above the surface of the lava and serve as perches for two salamander firewhips. These serpentine creatures are allied with the drow and the fire giants. 24D. Eclavdras Ledge: The drow priest Eclavdra commands her troops from this 30-foot-high ledge that overlooks the cavern. The ledge can be accessed by a secret door that requires a DC 25 Perception check to detect. Climbing up the wall to the ledge requires DC 20 Athletics checks. 24E. The Black Doors: Set into the basalt wall is a pair of enormous doors sculpted from black, opaque glass. Each door is 25 feet tall, 10 feet wide, and 1 foot thick, and together they block a miles-long passage that descends into the Underdark. Flanking the black doors are two 10-foot-tall, tapered obelisks made from solid blocks of brimstone, each covered with a web of cracks that pulse with magma-colored light. Etched into the floor between the two obelisks are the following words in Rellanic (Elven script): Know that you are leaving the hall of the fire giant king. Beyond these black doors, in the Underdark, lies the City of Erelhei-Cinlu and the Vault of the Drow. Descend into the depths at your own peril. Eclavdra knows the command word to open the black doors (Charinida), but she would rather die than give up the information. Only by dominating her or casting a Speak with Dead ritual on her corpse can the characters learn this secret. The doors shatter magnificently when destroyed (AC/Fortitude 15, Reflex 5; immune to fire, necrotic, poison, psychic, forced movement, all conditions, ongoing damage; vulnerable 10 thunder; hp 200). A Knock ritual with a successful DC 36 Arcana check can also open the doors, but this act sets off the obelisks. Tactics: The creatures in this cavern use the river of lava to their advantage. Eclavdra uses insidious offer to dominate enemies and drive them into the lava. The fire giant death knights try to lure enemies into the lava with balefire lure. Salamander whips coil atop their islands and use the incredible reach of their whips to lash enemies and pull them into the lava. Again, Eclavdra is not afraid to teleport or move to the floor and confront the characters directly. She prefers the safety of her perch. Once freed from their obelisks (see Exploding Obelisks below), the rockfire dreadnoughts smash enemies with their flaming fists and hurl chunks of brimstone (ripped from their own bodies) at foes they cannot reach.
2 Salamander Whips
Large elemental humanoid (fire, reptile) HP 148; Bloodied 74 aC 31, Fortitude 27, reflex 28, Will 26 speed 6 resist 20 fire

Eclavdra Eilservs

Level 20 Elite Soldier (Leader)


XP 5,600 Initiative +20 Perception +16 Darkvision

Medium fey humanoid, drow HP 380; Bloodied 190 aC 36, Fortitude 31, reflex 33, Will 32 speed 7 saving Throws +2; action Points 1

m Tentacle rod (weapon) F at-Will Attack: Melee 3 (one creature); +25 vs. AC Hit: 3d8 + 15 damage, and the target is slowed (save ends). In addition, the target cannot benefit from immunity or resistance to poison until the end of the encounter. R emissarys request F at-Will Effect: Ranged 20 (one ally); the target can make an atwill attack or charge as a free action. A demon, drow, or spider ally gains a +2 power bonus to the attack roll. double attack F at-Will Effect: Eclavdra uses tentacle rod twice, emissarys request twice, or each power once. R Insidious Offer (charm, psychic) F recharge when first bloodied Attack: Ranged 10 (one creature); +23 vs. Will Hit: The target chooses to become dominated (save ends) or take 40 psychic damage instead.

Standard Actions

Minor Actions

C entrancing Beauty (charm, psychic) F at-Will (1/round) Attack: Close burst 5 (enemies in the burst); +23 vs. Will Hit: Eclavdra pulls the target up to 2 squares.

Level 15 Soldier
XP 1,200 each Initiative +15 Perception +16

Triggered Actions On Your Knees F recharge 5 6

Standard Actions m Tail Lash (fire) F at-Will

Attack: Melee 2 (one creature); +20 vs. AC Hit: 2d10 + 12 fire damage, and the target falls prone. M Fire Whip (fire) F at-Will Attack: Melee 10 (one creature); +18 vs. Reflex Hit: 2d6 + 16 fire damage, and the salamander pulls the target up to 3 squares. str 17 (+10) dex 23 (+13) Wis 18 (+11) Con 20 (+12) Int 11 (+7) Cha 11 (+7) alignment evil Languages Primordial

Trigger: An enemy is hit by tentacle rod. Attack (No Action): Melee 3 (the triggering enemy); +23 vs. Will Hit: The target falls prone and cannot stand up (save ends). Blinking escape (teleportation) F at-Will Trigger: An area attack or a close attack hits Eclavdra. Effect (Immediate Reaction): Eclavdra teleports up to 6 squares and gains partial concealment until the end of her next turn. skills Bluff +22, Insight +21, Intimidate +22, Religion +22 str 16 (+13) dex 26 (+18) Wis 22 (+16) Con 22 (+16) Int 24 (+17) Cha 24 (+17) alignment chaotic evil Languages Abyssal, Common, Elven equipment robe, tentacle rod

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2 Fire Giant Death Knights Level 19 Elite Soldier

Large elemental humanoid XP 4,800 each (fire, giant, undead) HP 364; Bloodied 182 Initiative +14 aC 35, Fortitude 34, reflex 29, Will 29 Perception +14 speed 7 Darkvision Immune disease, poison; resist 15 fire, 10 necrotic; Vulnerable 10 radiant saving Throws +2; action Points 1

Rockfire Obelisks
Each of these tapered obelisks stands 10 feet tall and is carved from a solid block of brimstone. Covering the obelisk is a web of cracks that pulse with orange light. The obelisks explode if the Black Doors are destroyed or opened without the proper command word, or either obelisk is destroyed.
2 Rockfire Obelisks Level 20 Trap

2 Rockfire Guardians

Level 20 Elite Brute

Large elemental magical beast (earth, fire) XP 5,600 each HP 460; Bloodied 230 Initiative +16 aC 32, Fortitude 34, reflex 32, Will 31 Perception +13 speed 8 Immune disease, petrification, poison; resist 20 fire; Vulnerable 5 thunder saving Throws +2; action Points 1

Traits

Traits

O unholy defender (fire, necrotic) F aura 2 While in the aura, an unmarked enemy that uses an attack power that fails to target a creature that has this aura active takes 15 fire and necrotic damage. Implacable If the giant would be marked, slowed, immobilized, dazed, or stunned, it can make a saving throw to end the effect, including an effect that a save cannot normally end. m soulsword (fire, necrotic, weapon) F at-Will Attack: Melee 2 (one creature); +24 vs. AC Hit: 2d10 + 16 fire and necrotic damage. r unholy Throwing Hammer (fire, necrotic, weapon) F at-Will Attack: Ranged 10 (one creature); +24 vs. AC Hit: 2d8 + 16 fire and necrotic damage, and the target falls prone. Effect: The hammer returns to the giants hand. double attack F at-Will Effect: The giant makes two basic attacks. C Balefire Lure (fire, necrotic) F recharge 5 6 Attack: Close burst 3 (enemies in the burst); +22 vs. Will Hit: The giant slides the target up to 3 squares into a space adjacent to the giant, and the target takes ongoing 20 fire and necrotic damage (save ends). Effect: Undead allies in the burst gain a +5 power bonus to damage rolls until the end of the giants next turn. str 24 (+16) dex 16 (+12) Wis 10 (+9) Con 22 (+15) Int 10 (+9) Cha 18 (+13) alignment evil Languages Common, Giant equipment plate armor, soulsword (greatsword), throwing hammer

Standard Actions

Object XP 2,800 each detect automatic (the obelisks radiate heat) Initiative HP 180 aC 32, Fortitude 30, reflex 5, Will Immune fire, necrotic, poison, psychic, radiant, forced movement, all conditions, ongoing damage; Vulnerable 10 cold, 10 thunder Identify (Arcana; trained only) F dC 25: The obelisk is attuned to a nearby object and will react if that object is destroyed. F dC 34: The obelisk is a prison containing a powerful elemental.

O Chaotic Flame F aura 2 Any creature that ends its turn in the aura loses any fire immunity or fire resistance until the end of its next turn.

Standard Actions m Fiery Fist (fire) F at-Will

Attack: Melee 2 (one creature); +25 vs. AC Hit: 3d12 + 17 fire damage, or 4d12 + 17 fire damage to a prone target. r Hurl Magma (fire) F at-Will Effect: The guardian takes 15 damage. Attack: Ranged 20 (one creature); +25 vs. AC Hit: 5d12 + 15 fire damage, and the target falls prone.

Triggered Actions

Minor Actions C Temblor F recharge when first bloodied

C rockfire explosion (fire, poison, zone) F at-Will Trigger: An object to which the obelisk is connected is opened or destroyed, or the obelisk is destroyed. Attack (Immediate Reaction): Close burst 5 (creatures in the burst); +23 vs. Reflex Hit: 4d10 + 9 fire and poison damage, and the target falls prone. Miss: Half damage. Effect: A rockfire guardian appears in the obelisks former space.

Attack: Close burst 2 (enemies in the burst); +23 vs. Fortitude Hit: The target falls prone. str 26 (+18) dex 22 (+16) Wis 16 (+13) Con 20 (+15) Int 8 (+9) Cha 7 (+8) alignment unaligned Languages Primordial

Development
The horrors that lurk beyond the black doors are beyond the scope of this adventure series, including the Vault of the Drow and the drow city of ErelheiCinlu. For more information on these sinister subterranean locations, see pages 6673 of the Underdark supplement.

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concludIng the a dventure


By the end of the adventure, the characters should realize that the drow are behind the alliance of the giant lords, and that they are using the giants to soften up the humans, elves, dwarves, and other surface-dwelling races. After the characters defeat King Snurre and Eclavdra, they can return to civilization to spend their hard-earned gold and collect on their various quests. If the characters take the time to deliver Snurres head to Krombaalt the storm giant lord, he rewards them with a wondrous vehicle called a thundercloud tower, which they can use as their new base of operations. The tower is attuned to the adventurers and no one else, which means only they can control its movement and use its attack power. This item is above and beyond the normal treasure allotment for the adventure, but it comes with a maintenance cost. Each point of damage the tower takes reduces its value by 1,000 gp, and damage to the tower can be repaired at a cost of 1,000 gp per hit point.

Thundercloud Tower

Level 25 Rare

This fortified three-story tower floats atop a semisolid thundercloud.


Wondrous Item 625,000 gp Properties F The tower is a flying vehicle (statistics appear below) with a magical control circle inscribed on the roof. F Up to six humanoids can be attuned to the control circle. F The control circle can also be used as a teleportation circle. utility Power F at-Will (Move Action) Requirement: You must be attuned to the tower and in the control circle. Effect: You pilot the tower. attack Power (lightning, thunder) F encounter (Standard Action) Requirement: You must be attuned to the tower and in the control circle. Attack: Ranged 20 (one, two, or three creatures); +28 vs. Reflex Hit: 4d10 + 8 lightning and thunder damage.

Thundercloud Tower
Gargantuan vehicle HP 625 space 9 squares by 9 squares aC 37, Fortitude 37, reflex 5, Will Cost 625,000 gp Immune all conditions, cold, disease, forced movement, necrotic, ongoing damage, poison, psychic, radiant; resist 15 all speed 0, fly 8 (hover) Pilot The pilot must stand in the control circle on the tower roof. Landing The tower can land in any space large enough to contain it (its two-dimensional space plus 50 feet of overhead clearance). While the tower is on the ground, the thundercloud beneath it vanishes and the tower loses its attack power. Load Ten Medium creatures; fifteen tons of cargo. Out of Control Without its pilot, the tower hovers in place and does not move. Magical damage Each point of damage the tower takes reduces its value by 1,000 gp. Such damage can be repaired at a cost of 1,000 gp per hit point.

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Hall of the Fire Giant King


Original Adventure Designer Gary Gygax

AuTHORS EnDnOTE: uPDATInG A CLASSIC


In reimagining Hall of the Fire Giant King, Ive inflicted some violence to the maps and encounters to make the adventure a fun and balanced gaming experience. I hope that DMs who have fond memories of the original read this latest incarnation and feel the same overwhelming desire to run the adventure as I felt back in 1980, when I read Gary Gygaxs adventure for the first time. Christopher Perkins

Designer Christopher Perkins Developer Chris sims Editors scott Fitzgerald Gray, Miranda Horner, ray Vallese Managing Editor Kim Mohan Development and Editing Lead Jeremy Crawford Senior Producer Christopher Perkins Producers Greg Bilsland, stan! Senior Creative Director Jon schindehette Art Director Kate Irwin Illustrators noah Bradley, Tony Foti, Jason Juta, Jim nelson, Brian Valenzuela, Tyler Walpole Cartographer Mike schley Digital Studio Consultant daniel Helmick Graphic Production Manager angie Lokotz

Author Bio

Christopher Perkins is the D&D Creative Manager at Wizards of the Coast LLC. He writes: Ever since I started working on 4th Edition, Ive been aching to update the classic G-series of D&D adventures, breathing new life into Chief Nosnra, Jarl Grugnur, and King Snurre while adding some memorable villains and twists of my own. Chris hopes this reimagining of the series sends many adventurers to their graves while offering players a fun ride along the way!

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