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100% found this document useful (1 vote)
930 views62 pages

Dungeon+200+ +Hall+of+the+Fire+Giant+King

Uploaded by

Ivo Pantaleao
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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 18–20
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 pre-
sented 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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Hall of the Fire Giant King

This adventure is inspired by Gary Gygax’s classic nestled deep within his own hall. Only by revealing Giant Jarl” in Dungeon 199). Whether or not the char-
module but takes advantage of the latest Dungeons the drow presence and defeating it can the heroes acters played a role in freeing Elektra, Krombaalt
& Dragons® rules. “Hall of the Fire Giant King” can hope to break the giant alliance. harbors tremendous ill will toward Snurre and his
be run as a stand-alone adventure, or you can play it allies.
as the conclusion of a four-part series that includes
“Steading of the Hill Giant Chief ” (Dungeon 197),
Beginning the If the characters bring the head of King Snurre
to Krombaalt’s castle in the Crystalmist Mountains,
“Warrens of the Stone Giant Thane” (Dungeon 198), and A dventure they not only gain XP but also receive a thundercloud
“Glacial Rift of the Frost Giant Jarl” (Dungeon 199). tower, which the characters can use as their personal
King Snurre’s Hall is buried deep beneath a great stronghold and base of operations (see the end of
Background basalt mound in the Hellfurnaces, a chain of volca-
noes in the heart of the Crystalmist Mountains. You
the adventure for more information on this special
reward).
Giants have been raiding the civilized lands in large can change the location of the fire giants’ stronghold
bands, visiting death and destruction upon villages, and the names of geographical locations to better
towns, and farmlands. Entire militias have been con- serve the needs of your home campaign. Major Quest:
quered, entire crops wiped out. These marauding It is assumed that the characters have safely
arrived at a spot near the hall of the fire giant king—a
Capture the Traitor
bands consist of mixed groups of hill giants, stone 18th-level Major Quest (2,000 XP/character)
giants, frost giants, and fire giants, as well as ogres small cave, hidden by clouds of blowing ash, where
Obmi Ironwhisper, an exiled dwarf noble, serves King
and other monsters allied with the giants. they can remain undetected while they plan their
Snurre as an advisor. The dwarf lords want this traitor to
Determined to repel the invaders, local lords offensive. If they decide to take an extended rest
stand trial for treason and are willing to pay 250 platinum
have begun hiring brave adventurers. The first few between forays against the fire giant stronghold, they
pieces for his capture.
groups didn’t fare well. Some were crushed beneath can do it safely at the hidden cave as long as they take
If the characters capture Obmi Ironwhisper (area
the boulders and jackboots of rampaging giants, and moderate precautions not to leave a plain trail.
7) and return him to civilization alive, they complete
others simply never returned from the wilderness. this quest and also receive a monetary reward of 250
Now, a new band of adventurers has assembled to Q uests pp. If they bring back his corpse, the characters still
punish the destructive giants and banish them from gain the XP award and receive 200 pp. The other 50
the civilized lands. In addition to killing foes they encounter in the fire
giants’ stronghold, the characters can pick up several pp goes toward raising Obmi from the dead so he can
King Snurre (pronounced Snur-ee) Iron-Belly, lord stand trial for his crimes.
of the fire giants, has done the impossible. He has quests:
united the feuding tribes of hill giants, stone giants,
frost giants, and fire giants under his blazing banner Major Quest: Minor Quest:
and focused their wrath on the civilized lands of
Deliver King Snurre’s Head Confront Eclavdra
humans, dwarves, elves, and their ilk. Snurre rules 19th-level Minor Quest (500 XP/character)
from a mighty hall in the volcanic mountains, beyond 18th-level Major Quest (2,000 XP/character)
A mighty storm giant lord named Krombaalt descends A dark power is uniting the many tribes of giants. Find out
the reach of most mortal enemies. The heroes sent to who or what is responsible, and destroy them.
dispatch him, however, are no mere mortals. from the mountains on the back of an enormous thunder-
hawk and says, “If you bring me the head of that cur, King Drow masterminds are the true power behind the
Despite the loss of some key allies, Snurre man- alliance of giants, using King Snurre as their figure-
ages to hold the giants together. Far from a brilliant Snurre Iron-Belly, I will give you a thundercloud tower to
call your own.” head. The characters must learn about the drow and
tactician, he relies extensively on the counsel of his confront Eclavdra to complete this quest. They don’t
advisors, some of whom are drow. The drow have This quest comes on the heels of the characters
freeing Krombaalt’s daughter Elektra from the prison have to defeat the drow priestess.
approached the king and shared powerful secrets
with him—secrets gleaned from an evil temple of the frost giant jarl (see “Glacial Rift of the Frost

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Hall of the Fire Giant King

Minor Quest: have the giants take a few sensible precautions to pre-
pare for the party’s return.
Giant Reinforcements
Rescue Moonshadow Not all the fire giants that live in Snurre’s Hall are
present when the characters attack. A number of
19th-level Minor Quest (500 XP/character)
Fire giants have captured an elf princess named Moon-
Treasure them are out on raids and hunting expeditions. Each
The treasure found in this adventure was assigned time the characters take an extended rest during
shadow, and King Snurre has made exorbitant ransom
using the parcel technique of treasure distribution their conquest of the hall, they run the risk of encoun-
demands for her safe return. Rescue the princess from his
(Rules Compendium™, page 298) to ensure that the tering reinforcements.
evil clutches!
characters get the appropriate amount of treasure for A typical gang of reinforcements includes two
If the heroes safely escort Princess Moonshadow
their level. You can replace listed items with other fire giant marauders and four hunting hell hounds.
(area 13) from the fire giants’ stronghold, she and any
items of a similar level. Encounters can be staged with these forces anywhere
surviving members of her retinue make their way
In addition to treasure, giants often possess mun- in and around Snurre’s Hall.
back to civilization. If the heroes complete this quest,
dane items of little worth. These items add color Use these encounters sparingly. Too many encoun-
they also receive a monetary reward of 250 pp.
and realism to the adventure. As the characters loot ters with reinforcements will result in the characters
amassing more XP and gaining levels faster than
Running the corpses and plunder treasure chests, you can throw
in a few items chosen or rolled randomly from the fol- anticipated.
A dventure lowing table.
2 Fire Giants Level 18 Soldier
Mundane Treasures Large elemental humanoid (fire, giant) XP 2,000 each
This adventure is location-based. All encounters
d20 Mundane Item HP 174; Bloodied 87 Initiative +11
are keyed to the maps of the fire giant hall and the
AC 34, Fortitude 34, Reflex 28, Will 28 Perception +14
dungeon below it. As the characters explore these 1 Handaxe blade (used as a hand chopper)
Speed 8
locations, refer to the area descriptions for details on 2 Metal helm (used as a bowl) and wooden spoon
Resist 15 fire
their contents. 3 Moldy and stinky wheel of cheese Standard Actions
4 Shabby cloak (wool or hide) m Searing Greatsword (fire, weapon) F At-Will
5 Bone comb
Rests 6 Iron cooking pot
Attack: Melee 2 (one creature); +23 vs. AC
Hit: 2d12 + 13 fire damage.
The adventure is designed to allow characters to take 7 Drinking horn Effect: The giant marks the target until the end of the
short rests between encounters. Characters who need 8 Skinning knife
giant’s next turn.
an extended rest might have to withdraw from the C Sweeping Sword (fire, weapon) F At-Will
9 Haunch of meat
Attack: Close blast 2 (enemies in the blast); +23 vs. AC
dungeon to avoid incessant attacks. 10 Mangy fur pelt Hit: 2d12 + 13 fire damage.
Players might be reluctant to yield ground and 11 Small bag of salt Effect: The giant marks the target until the end of the
allow the giants to fortify their defenses while they 12 Old sandals giant’s next turn.
take an extended rest, but that’s a choice they must 13 Waterskin (full) Str 23 (+15) Dex 11 (+9) Wis 10 (+9)
make. As the Dungeon Master, you need to decide 14 Cask of ale (half empty) Con 22 (+15) Int 10 (+9) Cha 11 (+9)
what happens while the characters take an extended Alignment evil Languages Giant
15 Necklace of animal fangs or finger bones
rest and the extent to which the giants recover from Equipment chainmail, greatsword
16 5-foot length of chain
the party’s most recent assault. You are strongly 17 Bag of skulls
advised not to punish the characters for taking an 18 Bag of dried mushrooms
extended rest by “reloading” every encounter in the 19 50-foot coil of hemp rope
dungeon. Instead, consider adding one group of rein- 20 Carved wooden idol
forcements (see “Giant Reinforcements” below), and

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Hall of the Fire Giant King

4 Hunting Hell Hounds


Medium elemental beast (fire)
Level 18 Minion Brute
XP 500 each
K ing Snurre’s H all First Level (Areas 1–8)
HP 1; a missed attack never damages a minion. Initiative +13
The rooms and passages that form this level are
When the characters arrive, read:
AC 30, Fortitude 30, Reflex 28, Will 27 Perception +17 carved from polished reddish-black basalt. The walls
Nestled deep within the icy peaks of the Crystalmist Moun-
Speed 8 are smooth and require a DC 25 Athletics check to
tains is a chain of volcanoes surrounded by an ashen plain
Resist 15 fire climb. The dominant feature of the first level is the
Standard Actions
of basalt crisscrossed with rivers of magma. Dubbed the
throne hall of the king (area 2).
m Bite (fire) F At-Will Hellfurnaces, these angry volcanoes send plumes of smoke
Ceilings: Passageways and chambers have vaulted
Attack: Melee 1 (one creature); +23 vs. AC into the darkened sky, and embers fall like hot rain upon the
ceilings 30 to 50 feet high.
Hit: 11 damage plus 5 fire damage. land. You travel across this hellish expanse to the foot of a
C Fiery Breath (fire) F Encounter
Doors: All doors on this level are made of welded
steeply rising hill about three hundred feet high.
Attack: Close blast 3 (creatures in the blast); +21 vs. Reflex iron plates. Normal-sized double doors are 15 feet tall
Smoke pours from numerous vents atop the hill, and
Hit: 18 fire damage. and half a foot thick; giant-sized double doors are 25
occasionally some of these holes spurt jets of f lame as well.
Miss: 9 fire damage. feet tall and 1 foot thick. A Medium or Small char-
Str 20 (+14) Dex 18 (+13) Wis 16 (+12)
Beneath this mound of slag and black rock lies the Hall of
acter can open a normal door as a standard action,
Con 23 (+15) Int 2 (+5) Cha 12 (+10) King Snurre. Obsidian doors set into the base of the hill are
or a minor action with a DC 24 Athletics check. A
Alignment evil Languages — the only visible entrance. They appear unguarded.
Medium or Small character can open a giant-sized
door as a standard action with a DC 33 Athletics
The obsidian doors that seal the entrance to Snurre’s
Captured! Hall are described in area 1.
check.
If the party is defeated by fire giants or their allies, Illumination: All areas are brightly lit unless oth-
Characters can climb the volcanic hill by making
the adventure isn’t necessarily over. At your discre- erwise noted. In some locations, basalt braziers are
DC 15 Athletics checks and then search for another
tion, the characters can be stripped of their gear and built into the walls about 1 foot off the floor. These
entrance. The only other entrance is a 20-foot-diam-
hauled off to the prison (area 13) until King Snurre or 5-foot-wide, 3-foot-deep stone basins contain burning
eter chimney that disgorges neither fire nor smoke.
his advisor, Obmi, figures out what to do with them. oil and shed bright light out to 10 squares. In other
The chimney is on the far side of the hill, near the
If the characters convince their captors that locations, torches are mounted in iron brackets 10
top. Locating it requires making a DC 25 Perception
they are worth something, Snurre or Obmi is sorely feet above the floor.
check while at the hill’s peak. The red dragon Brazze-
tempted to ransom them, thus giving the heroes Oversized Furnishings: Many furnishings are
mal (area 17) uses the chimney to reach its lair deep
more time to plan their escape. Once they escape, sized for 12-foot-tall fire giants. They measure slightly
beneath Snurre’s Hall. The chimney curls and jags
they can try to recover their stolen gear, which is more than twice the dimensions of their human-sized
as it descends a total of 400 feet before opening into
kept in area 13E. counterparts and are eight times the weight.
area 17B, and climbing its walls requires DC 20 Ath-
Players whose characters were killed can create letics checks.
new characters, if they wish—perhaps survivors of The fire giant stronghold has three levels: the first
another party captured by the giants. level (areas 1–8), the second level (areas 9–16), and
Escaping captivity can be handled as a skill chal- the third level (areas 17–24).
lenge 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 charac-
ters fail the skill challenge, they can try again after
an extended rest.

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Hall of the Fire Giant King

1. Obsidian Doors Primary Skills: Arcana, Nature, Religion,


Thievery.
Obsidian Doors
Object
Level 18 Trap
XP 2,000
Skill Challenge Level 18 (4,000 XP) Detect automatic Initiative —
Arcana (DC 32, standard action): The character
utters words of power that weaken the magic of the Immune attacks
King Snurre does not station guards outside the Identify (Arcana; trained only)
doors. If the character speaks these words in Giant,
hall because he trusts that the obsidian portals are F DC 17: The character believes that the doors are magi-
he or she gains a +2 bonus to the check. If he or she
impregnable, and he is arrogant enough to believe cally attuned to fire giants and can be opened only by
speaks the words in Primordial, the bonus increases fire giants—but even so, a Knock ritual should circum-
that no enemy would dare challenge him here.
to +4. vent the magic seal, and a Passwall ritual should allow
Trap: Obsidian doors.
Nature (trained only; primal power source; DC 32, passage through the doors.
standard action): The character evokes primal spirits to F DC 23: The character confirms that powerful magic cast
When the characters approach the doors, read: upon the doors renders them impervious to harm, and
weaken the magic of the doors.
A wide, well-trod path leads up to two great slabs of black realizes that using a Knock ritual on the doors might
Religion (trained only; divine power source; DC 32,
obsidian set into the base of the hillside. Each portal is trigger a magical trap.
standard action): The character directs astral energy to F DC 32: The character discerns that opening the doors
thirty feet tall, nine feet wide, and smooth as glass.
weaken the magic of the doors. improperly triggers a trap that renders anyone who
Thievery (DC 32, standard action): The character passes through the doors vulnerable to fire. Passwall
These black stone doors bar entrance into Snurre’s
defaces symbols on the doors, weakening their magic. should bypass this effect (see “Countermeasures”
Hall. The obsidian doors are 5 feet thick and bereft of
Secondary Skill: Dungeoneering, History. below).
handles; iron hinges mounted to the inside walls hold Identify (Dungeoneering)
Dungeoneering (DC 32, standard action): The char-
them in place. If a fire giant touches either portal, F DC 17: The character realizes that the doors are of
acter notices a defect in the doors that might be
both doors swing inward quietly and remain open dwarven craftsmanship.
exploited. This check doesn’t count as a success or F DC 23: The character notices that the doors fit together
for 1 minute before closing on their own. The doors
failure in the challenge, but a successful check pro- almost seamlessly and are airtight.
are magically locked to all others and impervious to
vides a +2 bonus to the party’s next Thievery check Triggered Actions
physical harm, although they can be opened with a
made as part of this challenge. Flame’s Curse F At-Will
successful skill challenge (see below). A Knock ritual Trigger: The doors are forced open using a Knock ritual or
History (DC 32, standard action): The character
opens the doors but also activates a trap. A Passwall other means.
gleans some useful information from the pattern of
ritual allows the characters to create a temporary pas- Effect: Until the doors close again after 1 minute, any crea-
symbols on the door. This check doesn’t count as a
sage through the stone doors without triggering the ture that walks through the doorway gains vulnerable 10
success or failure in the challenge, but a successful
trap. fire for 24 hours.
check provides a +2 bonus to the party’s next Arcana Countermeasures
While the doors are opened, characters can try
check made as part of this challenge. F A Passwall ritual can create a temporary passage
to wedge or brace them, but the doors weigh several
Success: The obsidian doors open and remain through the doors without triggering the trap.
tons, and no amount of force prevents them from clos-
open for 1 minute. F A Remove Affliction ritual can end the trap’s effect on
ing and sealing again. one creature.
Failure: The doors do not open, and the char-
acters cannot make another attempt until 24 hours
Skill Challenge: Opening the Doors Development
have elapsed.
Unless the characters wait for a fire giant patrol to If the characters cannot breach the obsidian doors,
happen by (see “Development” below), they must figure they can wait 1d6 hours for a fire giant patrol to
out a way to open the obsidian doors on their own. approach or depart the hall and then fight or sneak
Level: 18 (4,000 XP). their way inside. See “Giant Reinforcements” (page 3)
Complexity: 2 (requires 6 successes 3 three for a typical fire giant patrol.
failures).

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Hall of the Fire Giant King

2. Throne Hall As soon as the azer spots intruders, it strikes the


bronze gong with a mallet, alerting those in the
2A. The Main Hall: Various light sources illu-
minate this L-shaped hall. Flanking the entrance are
Combat Encounter Level 22 (22,400 XP)
throne hall. two basalt braziers containing flaming oil, and a pool
of lava lights the raised area where King Snurre’s
Beyond the obsidian doors lies a great hall that heads
When the characters see area 2C, read: throne rests. In addition, torches are mounted in iron
north into the hill and then bends to the east. The
The sheer immensity of the hall is almost overwhelming, brackets along the walls.
characters don’t need to travel far to find their nemesis,
but it finally reaches its end at a f light of basalt steps that Fire Pit: This 10-foot-diameter, 5-foot-deep fire
King Snurre Iron-Belly. The king sits upon his throne,
climbs ten feet to a massive throne hewn from black marble pit is located at the elbow of the hall, directly in
mulling over the next move in his bold campaign and
and set with gems. A large stone skull is carved into the front of the iron doors leading to area 5A. The fire is
accepting counsel from a drow spy named Taz’zt. Hell
wall behind the throne, and lava pours from its jaws into an fed by a natural gas spring deep below the hall and
hounds and fire giant knights also attend Snurre.
enormous basin that illuminates the back of the hall. comes up through holes in the floor. The obsidian
Light: Bright (various fires and lava).
Slouched in the throne is an ugly, powerfully muscled ring that encloses the fire pit is 2 feet high and 2 feet
Monsters: King Snurre, 2 firebred hell hounds,
fire giant clad in iron plate armor and wearing an iron thick. Any creature that enters the fire or starts its
3 fire giant knights, 8 azer hallwardens, Taz’zt (drow
helm ringed with spikes. Cast upon his broad shoulders is turn there takes 10 fire damage and ongoing 10 fire
infiltrator).
a cloak made from the scaly hide of a white dragon, and damage (save ends). A creature can take this damage
Trap: Inferno pillars.
across his lap rests an enormous greatsword. Two hell only once per turn.
hounds crouch at the feet of the giant, and between you and Tapestries: Hanging on the walls are massive tapes-
When the characters enter through the obsidian
them stand three more armored fire giants with smoldering tries made of interlocking iron plates that are painted
doors, read:
shields and swords. to depict scenes of triumphant fire giants. These iron
The floor of this hall is covered with five-foot-wide tiles of
curtains hang from large iron rods bolted to the walls
polished black obsidian. The vaulted ceiling is fifty feet high
Attending Snurre are three fire giant knights (old com- near the ceiling and fall to within an inch of the floor.
and supported by a row of obsidian pillars that runs along
rades-in-arms), a band of azer footsoldiers, the drow Each tapestry weighs hundreds of pounds. Moving
the middle of the hall. The pillars are carved with the faces
infiltrator Taz’zt, and the king’s royal hell hounds, past a tapestry requires a minor action, and creatures
of angry giants, their mouths agape. Curtains of thin iron
Scorch and Smoke. Taz’zt lurks behind Snurre’s throne standing behind a tapestry gain superior cover.
plates hang at regular intervals along the red and black
and isn’t immediately visible. Place the knights and 2B. Secret Alcove: Hidden behind an iron
basalt walls, and scenes of victorious fire giants in battle
azers throughout the hall as you see fit. curtain is a 20-foot-high alcove containing an azer
are etched on these iron tapestries. Between the tapestries,
hallwarden standing guard. A bronze gong and
torches in iron brackets set the hall ablaze in a hellish light.
If Snurre sees the characters, read: mallet hang from a freestanding iron frame bolted to
Two stone braziers set in the corners near the entrance pro-
The giant on the throne rises to his feet and levels his sword the floor. When the azer sees intruders, it strikes the
vide additional illumination.
at you. “Ah! You are the maggots who feed on my allies and gong to alert the other creatures in the hall.
Up ahead, the hall bends toward the east. Rising up
attack me at every turn . . . the slag on my boots that won’t 2C. Snurre’s Throne: The king’s black marble
from the floor of this elbow is an enormous, crackling fire
shake off! Now you die!” throne rests atop a raised platform that is 10 feet
surrounded by a ten-foot-diameter ring of raised obsidian.
higher than the rest of the hall. Thirteen gems, each
When the characters see area 2D, read: worth 1,000 gp, are set into it.
Hidden behind one of the tapestries near the
This hall is slightly narrower than the throne hall, and no iron Keys: Snurre has a ring of keys to the locked chests
entrance is a 10-foot-deep, 20-foot-tall alcove (area
tapestries hang on the walls. Instead, the walls are carved with in areas 3D and 4C.
2B) containing an azer hallwarden and a large bronze
bas-reliefs of fire giant warriors riding red dragons. At the Lava Basin: Behind the throne, lava pours from the
gong. Characters who succeed on a DC 23 Perception
north end of the hall is an alcove containing a thirteen-foot-tall mouth of a 7-foot-diameter stone skull into a 5-foot-
check can see the fire-haired azer through the gaps in
statue of a fire giant. The statue is made of black marble and deep basin. A 2-foot-high basalt ledge encloses the
the curtain’s iron plates.
flanked by two flaming basalt braziers set into the walls. basin and prevents the lava from spilling onto the

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Hall of the Fire Giant King

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 Snurre’s throne; the squares they occupy are dif-
ficult 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 Per-
ception check spots this stone door hidden behind
Snurre’s 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 char-
acters 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 lame’s 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 king’s assault followed by double attack.
When Snurre is first bloodied, he or one of his ser-
vants pulls the lever that activates the inferno pillars
trap. Taz’zt is likely to do so before fleeing the scene.

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Hall of the Fire Giant King

Taz’zt is a member of the drow House of Tormtor, Snurre, Fire Giant King Level 20 Elite Soldier (Leader) M King’s Assault (fire, weapon) F Recharge when first
which is allied with the House of Eilservs. Eclavdra, Large elemental humanoid (fire, giant) XP 5,600 bloodied
a drow priestess of the House of Eilservs, uses Taz’zt HP 382; Bloodied 191 Initiative +12 Effect: Snurre moves up to his speed, and during the
to keep an eye on Snurre while she focuses her atten- AC 36, Fortitude 34, Reflex 29, Will 31 Perception +17 move he gains a +4 bonus to all defenses and can move
Speed 7 through enemies’ spaces. Each time Snurre enters an
tion on the Temple of the Elder Elemental Eye (area
Resist 15 fire enemy’s space for the first time during the move, he
15). Taz’zt uses darkfire on an enemy and then tries to Saving Throws +2; Action Points 1 makes the following attack against that enemy. At the
take down that enemy with poisoned crossbow bolts. Traits end of the move, he can use fiery greatsword.
If he or Snurre is bloodied, he flees to area 15, using O Fiery Defender (fire) F Aura 2 Attack: Melee 0 (one enemy); +25 vs. AC
shadow form to move through obstacles such as secret While in the aura, an unmarked enemy that uses an attack Hit: 3d12 + 9 fire damage, and the target falls prone.
doors and giant-sized doors. power that fails to target a creature that has this aura A Iron Net (fire, weapon) F Encounter
He flees through area 4 to area 11, then takes the active takes 15 fire damage. Attack: Area burst 1 within 5 (creatures in the burst); +23
O Fiery Majesty F Aura 3 vs. Reflex
most direct route to area 15. Once there, he joins
While Snurre is not bloodied, allies in the aura gain a +2 Hit: 2d8 + 16 fire damage, and ongoing 10 fire damage and
Eclavdra on the balcony overlooking the Temple of power bonus to attack rolls and are immune to fear effects. the target is restrained (save ends both).
the Elder Elemental Eye. Because he fears being held Royal Resolve Skills Diplomacy +20, Dungeoneering +17, Insight +17,
up in his escape, he warns none of the giants along If Snurre would be dazed, dominated, or stunned, he can Intimidate +20
the path of his flight. make a saving throw to immediately end the effect, includ- Str 26 (+18) Dex 11 (+10) Wis 14 (+12)
ing an effect that a save cannot normally end. Con 23 (+16) Int 14 (+12) Cha 20 (+15)
Standard Actions Alignment evil Languages Common, Draconic,
2 Firebred Hell Hounds Level 17 Brute
m Fiery Greatsword (fire, weapon) F At-Will Dwarven, Giant
Large elemental beast (fire) XP 1,600 each
Attack: Melee 2 (one creature); +25 vs. AC Equipment plate armor, greatsword, iron net, black iron
HP 205; Bloodied 102 Initiative +10
Hit: 3d12 + 9 fire damage. crown, white dragonhide cloak
AC 29, Fortitude 30, Reflex 28, Will 29 Perception +17 M Double Attack F At-Will
Speed 8
Effect: Snurre uses fiery greatsword twice.
Resist 15 fire
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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Hall of the Fire Giant King

3 Fire Giant Knights Level 19 Soldier 8 Azer Hallwardens Level 17 Minion Soldier Drow Infiltrator Level 15 Lurker
Large elemental humanoid (fire, giant) XP 2,400 each Medium elemental humanoid (fire) XP 400 each Medium fey humanoid XP 1,200
HP 182; Bloodied 91 Initiative +13 HP 1; a missed attack never damages a minion. Initiative +13 HP 107; Bloodied 53 Initiative +17
AC 35, Fortitude 34, Reflex 29, Will 29 Perception +14 AC 33, Fortitude 31, Reflex 28, Will 29 Perception +12 AC 29, Fortitude 26, Reflex 28, Will 27 Perception +13
Speed 7 Speed 5 Speed 6 Darkvision
Resist 15 fire Resist 20 fire Traits
Traits Traits Shadow Strike (necrotic)
O Fiery Defender (fire) F Aura 2 Warding Flame (fire) If the drow starts its turn insubstantial, it gains a +2 power
While in the aura, an unmarked enemy that uses an attack Any enemy that starts its turn adjacent to two or more bonus to attack rolls and its first hit with an attack during
power that fails to target a creature that has this aura azers that have this trait takes 5 fire damage. the turn deals 4d10 extra necrotic damage.
active takes 15 fire damage. Standard Actions Standard Actions
Standard Actions m Warhammer (fire, weapon) F At-Will m Short Sword (weapon) F At-Will
m Longsword (fire, weapon) F At-Will Attack: Melee 1 (one creature); +22 vs. AC Attack: Melee 1 (one creature); +20 vs. AC
Attack: Melee 2 (one creature); +24 vs. AC Hit: 8 damage plus 5 fire damage. Hit: 3d6 + 13 damage.
Hit: 2d10 + 16 fire damage. Str 21 (+13) Dex 17 (+11) Wis 18 (+12) R Hand Crossbow (weapon) F At-Will
R Throwing Hammer (fire, weapon) F At-Will Con 23 (+14) Int 11 (+8) Cha 16 (+11) Attack: Ranged 10 (one creature); +20 vs. AC
Attack: Ranged 10 (one creature); +24 vs. AC Alignment unaligned Languages Dwarven, Giant Hit: 3d6 + 13 damage, and the target is slowed (save ends).
Hit: 2d8 + 16 fire damage, and the target falls prone. Equipment chainmail, light shield, warhammer First Failed Saving Throw: The target is also weakened
C Flame’s Lure (fire) F Recharge 5 6 (save ends both).
Attack: Close burst 3 (enemies in the burst); +22 vs. Will Second Failed Saving Throw: The target instead falls
Hit: The giant slides the target up to 3 squares into a space unconscious until the end of the encounter.
adjacent to the giant, and the target takes ongoing 15 fire Shadow Form F At-Will
damage (save ends). Effect: The drow becomes insubstantial and gains phasing
Str 24 (+16) Dex 14 (+11) Wis 10 (+9) until the end of its next turn or until it attacks.
Con 22 (+15) Int 10 (+9) Cha 14 (+11) Minor Actions
Alignment evil Languages Common, Giant R Darkfire F Encounter
Equipment plate armor, light shield, longsword, 3 throwing Attack: Ranged 10 (one creature); +18 vs. Reflex
hammers Hit: The target grants combat advantage and cannot ben-
efit from invisibility or concealment until the end of the
drow’s 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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Hall of the Fire Giant King

Inferno Pillars Development


The obsidian columns in area 2A are hollow and Slaying the fire giant king and delivering his head to
don’t actually support the ceiling. They are built atop Krombaalt, the storm giant lord, completes a major
small holes that lead down to a natural gas reser- quest (see “Quests,” page 2).
voir beneath the throne hall, and numerous valves After defeating King Snurre, if the characters leave
inside the pillars keep the gas from escaping until the hall to take an extended rest, they find Snurre’s
the inferno pillars trap is activated. Characters who surviving allies waiting for them upon their return.
inspect the pillars closely might notice that they’re Assuming he lives, Obmi Ironwhisper (the king’s
part of a trap (see the trap’s statistics for details). dwarf advisor) confers with the drow and reluctantly
releases the fire giant Boldo from prison in area 13.
Inferno Pillars Level 18 Trap Boldo is tasked with organizing the hall’s defenses.
Object XP 2,000 He pulls forces from area 6, areas 9–11, and area
Detect see Identify below Initiative — 14, and he stations them throughout the throne hall.
Immune attacks Queen Frupy, enraged that she wasn’t consulted, con-
Identify (Dungeoneering) fines herself to her royal quarters (area 3D) and waits
F DC 23: The character concludes that the pillars aren’t for a chance to gain revenge.
necessary for supporting the ceiling of the hall.
F DC 32: The character realizes that the pillars are hollow
and might be a trap. 3. Royal Chambers
Standard Actions
Blazing Inferno (fire) F Daily
Combat Encounter Level 20 (15,200 XP)
Requirement: A creature must use a standard action and
succeed on a DC 17 Athletics check to pull the trap’s Under normal circumstances, four azers guard the
activating lever. hallway (area 3A) while the others sleep in their
Effect: Flame fills an 8-square-by-8-square zone centered quarters (area 3C). If the azers hear sounds of combat
on each pillar. Each zone is 2 squares high. Any creature in area 2, they take up positions guarding the doors
that ends its turn in one or more zones takes 10 fire
inside the queen’s quarters (area 3D). The fire giant
damage. The zones persist until the trap depletes its
natural gas supply (5 rounds) or until the activating lever
queen is always in her quarters, attended by her
is returned to its off position. handmaidens (female fire giant knights) and her
Countermeasures fiendish dire weasel pets.
F Deactivate Pillar: While adjacent to a pillar, Dun- Perception DC 23: If Queen Frupy knows the
geoneering or Thievery DC 23 (standard action) or DC characters are coming, anyone who listens at the
32 (minor action). Success: The character deactivates the doors to area 3D and succeeds on the check hears
pillar until the end of the character’s next turn.
her bellowing as she vows to unleash her wrath upon
F Jam Lever: While adjacent to the lever in the off posi-
tion, Thievery DC 23 (standard action) or DC 32 (minor
the intruders who dare to invade her husband’s
action). Success: The character jams the lever in the off stronghold.
position. Pulling the jammed lever to trigger the trap Light: Bright light (torches and braziers).
then requires a DC 32 Athletics check. Monsters: Frupy, 2 fire giant knights, 2 fiendish
F Pull Lever: While adjacent to the lever in the on posi- dire weasels, 8 azer hallwardens.
tion, Athletics DC 17 (standard action) or DC 23 (minor Trap: Soul mirror.
action). Success: The character pulls the lever to the off
position.

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Hall of the Fire Giant King

When the characters see area 3A, read: 3B. Knight Barracks: This room contains iron Tactics: If alerted by the sounds of battle and the
At each end of this vaulted hall stands an enormous pair beds for the fire giant knights and some azers. echoing tirades of her husband, Frupy orders her
of iron doors. Life-sized statues of fire giant warriors stand 3C. Azer Barracks: The azers bunk in the iron- handmaidens to prepare for combat. When enemies
in alcoves along the hall, and torches in iron brackets are wrought beds here. approach, Frupy uses her mirror to capture as many
mounted on the walls between them. 3D. Royal Bedchamber: The queen is a sly and of them as possible. When forced to do so, Frupy
cunning horror, an ugly creature that regards the bashes the nearest enemy with her iron scepter. She
Refer to the azers if they are in the hall. characters with utter contempt. She cannot be rea- refuses to retreat or yield to anyone.
soned with and attacks intruders on sight. The knights protect their queen, keeping ene-
When the characters see area 3D, read: Basalt braziers filled with flaming oil illuminate the mies close to them with f lame’s lure. Meanwhile, the
Two basalt braziers set into the walls contain f laming pools room, which contains many interesting features, most fiendish dire weasels use skitter to move around the
of oil that illuminate the western half of this regal chamber. notably Queen Frupy’s giant wall mirror (see “Frupy’s battlefield and gain combat advantage.
Rich metal tapestries hang on the walls, and the f loor is Mirror” below). A large stone wardrobe contains cloaks, The azers stay in close formation to reap the ben-
tiled in polished obsidian. Torches mounted in iron brackets boots, and other metal apparel belonging to the fire efit of warding f lame.
reveal a giant iron bed against the eastern wall of the room. giant king and queen. The garments are nonmagical. All the creatures here are willing to die rather
A huge displacer beast skin lies on the f loor in front of the Secret Door: A secret door is hidden behind a tapes- than leave the queen undefended.
bed, and two oversized, iron-banded wooden chests f lank try, but it is locked. Cranking a nearby torch bracket
the bed. 45 degrees clockwise causes the secret door to swing Frupy, Fire Giant Queen Level 18 Brute
A stone wardrobe stands against the northern wall. open (a fact that characters can determine by making Large elemental humanoid (fire, giant) XP 2,000
Mounted to the southern wall is an enormous mirror in a a DC 32 Perception check). The door can also be HP 212; Bloodied 106 Initiative +9
AC 30, Fortitude 31, Reflex 26, Will 29 Perception +10
hideous iron frame sculpted to resemble screaming faces. unlocked by making a DC 32 Thievery check.
Speed 7
The mirror, which is thirty feet high and twenty feet wide, Treasure: Frupy wears four pieces of jewelry, each Resist 15 fire
makes the room look even bigger. Standing in front of the worth 1,500 gp. Standard Actions
mirror is a female giant clad in black dragonhide garments. Four tapestries of precious metal, each worth m Iron Scepter (fire, weapon) F At-Will
Her scowling face is a mass of jowls and wrinkles, and her 1,500 gp, hang on the walls. The skin of the displacer Attack: Melee 2 (one creature); +23 vs. AC
body is lumpy and gross, but her little pig eyes are bright beast pack lord on the floor has seen better days but Hit: 3d10 + 16 fire damage, or 3d10 + 23 fire damage if
with intelligence and cunning. Two female fire giants in still is worth 500 gp. The rest of the treasure is kept Frupy is bloodied.
plate armor attend her, and two outsized weasels lurk in in two large, locked chests made of iron-reinforced Triggered Actions
Queen’s Wrath F Recharge when Frupy deals no damage
her shadow. wood. Snurre and Frupy each carry a key that opens
on her turn
both chests. A successful DC 24 Thievery check is Trigger: An enemy within 2 squares of Frupy hits her with
Refer to the azers if they are in the queen’s quarters. required to open either chest without the key. an attack.
The northern chest holds a matching pair of crys- Effect (Immediate Reaction): Frupy uses iron scepter on the
When Frupy sees the characters, read: tal goblets (1,500 gp), a gold-inlaid scabbard studded triggering enemy, dealing half damage on a miss.
The queen hoists a smoldering iron scepter and screams, with gems (1,500 gp), a sack containing 120 pp and Skills Intimidate +17
Str 22 (+15) Dex 11 (+9) Wis 13 (+10)
“DESTROY THEM!” three 5,000-gp gems, and assorted mundane items
Con 22 (+15) Int 13 (+10) Cha 16 (+12)
(see “Treasure,” page 3). Alignment evil Languages Common, Giant
The ceiling is 30 feet high in area 3A, 40 feet high in The southern chest contains a platinum necklace Equipment black dragonhide garments, iron scepter
areas 3B and 3C, and 50 feet high in area 3D. set with a star opal (15,000 gp), a gold dragon mask
3A. Hall of Statues: This hall is lined with with red crystal eyes (7,500 gp), five pieces of jewelry
alcoves that contain 12-foot-tall stone statues of fire (5,000 gp each), ten gold rings (1,000 gp each), and
giant warriors. The statues are blocking terrain. two potions of vitality.

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Hall of the Fire Giant King

2 Fire Giant Knights Level 19 Soldier 2 Fiendish Dire Weasels Level 17 Skirmisher Frupy’s Mirror
Large elemental humanoid (fire, giant) XP 2,400 each Medium elemental beast XP 1,600 each
Frupy must activate the soul mirror on her turn; it has
HP 182; Bloodied 91 Initiative +13 HP 162; Bloodied 81 Initiative +16
no actions of its own.
AC 35, Fortitude 34, Reflex 29, Will 29 Perception +14 AC 31, Fortitude 29, Reflex 30, Will 28 Perception +15
Speed 7 Speed 8 Darkvision
Resist 15 fire Resist 15 fire Soul Mirror Level 18 Trap
Traits Standard Actions Object XP 2,000
O Fiery Defender (fire) F Aura 2 m Bite F At-Will Detect automatic Initiative —
While in the aura, an unmarked enemy that uses an attack Attack: Melee 1 (one creature); +22 vs. AC HP 150
power that fails to target a creature that has this aura Hit: 3d6 + 14 damage, and if the target is granting combat AC 31, Fortitude 30, Reflex 18, Will —
active takes 15 fire damage. advantage to the weasel, ongoing 10 damage (save ends). Immune cold, fire, necrotic, poison, psychic, radiant, forced
Standard Actions. Move Actions movement, all conditions, ongoing damage
m Longsword (fire, weapon) F At-Will Skitter F At-Will Identify (Arcana; trained only)
Attack: Melee 2 (one creature); +24 vs. AC Effect: The weasel shifts up to half its speed, and it can shift F DC 23: The character realizes that the mirror can trap
Hit: 2d10 + 16 fire damage. through enemy spaces. creatures in extradimensional cells but also realizes that
R Throwing Hammer (fire, weapon) F At-Will Str 15 (+10) Dex 22 (+14) Wis 15 (+10) the Arcana skill can be used to free such creatures.
Attack: Ranged 10 (one creature); +24 vs. AC Con 18 (+12) Int 3 (+4) Cha 10 (+8) F DC 32: Breaking the mirror frees the creatures trapped
Hit: 2d8 + 16 fire damage, and the target falls prone. Alignment evil Languages — within. A prisoner might also be able to trick the mirror
C Flame’s Lure (fire) F Recharge 5 6 into releasing it.
Attack: Close burst 3 (enemies in the burst); +22 vs. Will Standard Actions
8 Azer Hallwardens Level 17 Minion Soldier
Hit: The giant slides the target up to 3 squares into a space R Trap Soul F At-Will
Medium elemental humanoid (fire) XP 400 each
adjacent to the giant, and the target takes ongoing 15 fire Requirement: The mirror’s owner must activate this power
HP 1; a missed attack never damages a minion. Initiative +13
damage (save ends). and must be able to see the mirror to do so.
AC 33, Fortitude 31, Reflex 28, Will 29 Perception +12
Str 24 (+16) Dex 14 (+11) Wis 10 (+9) Attack: Ranged 20 (one creature that the mirror’s owner
Speed 5
Con 22 (+15) Int 10 (+9) Cha 14 (+11) can see); +21 vs. Will
Resist 20 fire
Alignment evil Languages Common, Giant Hit: The target is trapped in an extradimensional space and
Equipment plate armor, light shield, longsword, 3 throwing
Traits removed from play. While trapped, the target has nei-
Warding Flame (fire)
hammers ther line of effect nor line of sight to any other creature,
Any enemy that starts its turn adjacent to two or more
and other creatures have neither line of sight nor line of
azers that have this trait takes 5 fire damage.
effect to the target. A trapped creature freed from the
Standard Actions mirror appears in a space adjacent to the mirror or in the
m Warhammer (fire, weapon) F At-Will
nearest unoccupied space.
Attack: Melee 1 (one creature); +22 vs. AC
Countermeasures
Hit: 8 damage plus 5 fire damage.
F Escape: Insight DC 23 (standard action) or DC 32
Str 21 (+13) Dex 17 (+11) Wis 18 (+12)
(minor action). Success: The trapped creature escapes
Con 23 (+14) Int 11 (+8) Cha 16 (+11)
the mirror. The mirror’s owner takes 10 psychic damage
Alignment unaligned Languages Dwarven, Giant
each time a trapped creature escapes in this manner.
Equipment chainmail, light shield, warhammer
Failure (by 5 or more): The trapped creature takes 10 psy-
chic 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. Fail-
ure (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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Hall of the Fire Giant King

Development 4C. Treasure Vault: This cave contains five cave. A twisting staircase with giant-sized steps
At your discretion, there might be other creatures locked iron chests, within which Snurre keeps his descends 75 feet to area 11. The stairs are difficult
trapped in Frupy’s mirror, and destroying the mirror treasure. Tampering with the chests activates the iron terrain to creatures ascending them or normal terrain
might free them. One of the trapped creatures could golem hidden in area 4D. An illusory wall conceals to creatures descending them.
be an NPC with a quest or a disgruntled servant who area 4D and the golem within. This wall looks like a Tactics: The iron golem attacks when a creature
displeased Frupy and who knows a great deal about naturally formed rock wall on both sides. The illusory other than King Snurre opens one of the chests in
the layout of the king’s hall. wall blocks line of sight, but tactile examination of the area 4C or when an enemy enters area 4D. The golem
wall reveals that it isn’t real. Creatures “inside” the considers fire giants, azers, Obmi Ironwhisper, or any
wall can see out both sides as though the wall wasn’t creatures accompanying these to be allies. It gives
4. King’s Treasury there. The iron golem does not perceive the wall. unaccompanied drow a moment to leave the area.
Combat Encounter Level 19 (12,000 XP) Snurre carries the keys to the chests, each of which The iron golem uses volcanic breath as often as
can also be opened with a successful DC 24 Thievery possible. On its turn, it moves to stay near as many
This rough-hewn area is hidden behind secret doors. check. If any creature other than Snurre opens one of enemies as possible. Once bloodied, the golem begins
Light: None. Torches are mounted in 10-foot-high the chests, a magical chime sounds and prompts the to leak its toxic heated innards, making its aura more
iron brackets along the walls at regular intervals, but iron golem to attack. A character can make a DC 33 dangerous.
they are unlit. Arcana check to detect the magical chime on a chest, The golem pursues fleeing enemies as far as the
Monsters: Volcanic iron golem. and a character trained in Arcana can disarm it (DC secret doors, but it does not cross those thresholds,
33). Failure by 5 or more on the check to disarm the instead returning to area 4D if it has no one to attack.
When the characters see area 4C, read: chime sets off the chime.
This naturally formed cave is empty except for five large Chest 1 contains a +5 resounding warhammer (or
iron chests pushed against the walls. another level 22 uncommon or rare magic item), a
folded portable hole (or another level 19 common or
King Snurre commanded Zarkad, the fire giant uncommon magic item), and 320 pp.
blacksmith (see area 12), to craft an iron golem in his Chest 2 contains a +5 magic wand (or another level
image. Snurre then placed the construct in this vault 21 common or uncommon magic item), a golden
to guard his treasure. The iron golem is the spitting crown set with gems (15,000 gp), a crystal gong
image of the fire giant king, complete with iron great- affixed to a gold stand (7,500 gp), and 3,000 gp.
sword and crown. Chest 3 contains a suit of +4 deathcut leather armor
The walls here are natural stone. The ceiling in the (or another level 20 common or uncommon magic
tunnel (areas 4A and 4B) is 20 feet high but rises to a item) resting atop a bed of 15,000 gp.
height of 30 feet in areas 4C and 4D. Chest 4 holds a mithral tiara set with an astral dia-
4A. Secret Door: This secret door is locked from mond (15,000 gp), a gold statuette depicting Corellon
the southern side but can be opened by turning a and Lolth embracing (7,500 gp), two matching plati-
nearby torch bracket (in area 3D) clockwise. Crea- num bracers (10,000 gp for the set), and 6,000 gp.
tures on the northern side of the door can open it Chest 5 contains 17 gems (1,000 gp each) scat-
normally. tered among 15,000 gp.
4B. Secret Door: This secret door is locked from 4D. Golem: Zarkad, the fire giant blacksmith,
the western side but can be opened by pulling the fashioned a special iron golem in Snurre’s likeness.
iron lever south of the king’s throne (in area 2C). The golem guards the treasure in area 4C and also
Creatures on the eastern side of the door can open it attacks intruders that attempt to pass through this
normally.

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Hall of the Fire Giant King

Volcanic Iron Golem


Large natural animate (construct)
Level 19 Solo Soldier
XP 12,000
5. Dining Hall and Kitchen basalt ledge encloses the basin and prevents the lava
from spilling onto the dining hall floor, and holes at
HP 740; Bloodied 370 Initiative +16
Combat Encounter Level 17 (8,000 XP)
the bottom of the basin funnel away the lava. Any
AC 35, Fortitude 34, Reflex 30, Will 29 Perception +13 creature that enters the basin or starts its turn there
Speed 6 (cannot shift) Darkvision, blindsight 3 Sulfuria the fire giant cook reigns here, overseeing
takes 15 fire damage and ongoing 15 fire damage
Immune charm, dazed, disease, poison, stunned; the preparation of meals for the fire giant king and
Resist 15 fire
(save ends). A creature can take this damage only
his subjects.
Saving Throws +5; Action Points 2 once per turn.
Perception DC 17: The character hears Sulfuria
Traits 5B. Kitchen: Sulfuria runs a tight ship and keeps
barking orders in Giant to her azer servants.
O Volcanic Halo (fire, poison) F Aura 2 her azer servants busy throughout the day. The cen-
Light: Bright light (torches and flame shard).
Any creature that willingly enters or leaves the aura takes terpiece of the kitchen is a great iron cauldron. An
15 fire and poison damage, or 20 fire and poison damage Monsters: Sulfuria (fire giant lavamaster), 1
elemental creature known as a flame shard provides
while the golem is bloodied. Creatures in the aura have seething flame shard, 6 azer servants.
the heat. A character who has training in Arcana
partial concealment against creatures outside the aura. Trap: Billowing cauldron.
Energizing Flames
can deduce that the magic circle confines the flame
The first time the golem takes fire damage each turn, it can shard, likely against its will.
When the characters see area 5A, read:
shift up to half its speed as a free action, even if it could not 5C. Sulfuria’s Quarters: The fire giant cook
Beyond the great iron doors is a stif ling dining hall with
normally shift. sleeps here. Next to her large iron bed rests a locked
Standard Actions
an enormous polished obsidian table surrounded by eight
wooden chest. Sulfuria carries the key, but the lock
m Iron Blade (weapon) F At-Will chairs. A black stone basin contains lava that fills the room
can be picked with a DC 23 Thievery check. Inside
Attack: Melee 2 (one creature); +24 vs. AC with an orange glow. The lava enters the basin through
the chest, Sulfuria keeps 250 gp in an oversized
Hit: 3d12 + 8 damage, and the target is slowed until the cracks in the back wall. Another set of iron doors provides
end of the golem’s next turn.
pouch. The chest also contains assorted mundane
the only other exit.
M Double Attack F At-Will items (see “Treasure,” page 3).
Effect: The golem uses iron blade twice. 5D. Pantry: This room contains crates of food-
If the characters see area 5B, read:
C Volcanic Breath (fire, poison) F Recharge 5 6 stuffs, barrels of water, casks of oil and wine, kegs
Attack: Close blast 5 (creatures in the blast); +22 vs. Reflex
The doors open into a hot kitchen bustling with activity.
of ale and spices, and sacks of grain. Most of these
Hit: 4d10 + 16 fire and poison damage. Half a dozen fire-haired dwarves scramble about, weaving
containers were stolen from dwarf and human settle-
Miss: Half damage. between cluttered obsidian tables and piles of crates and bar-
ments and are branded with the emblems of their
Triggered Actions rels. A female fire giant wearing an iron-scale apron bosses
rightful owners. Squares occupied by provisions are
Iron Rain F At-Will them around while stirring the contents of a nine-foot-wide
Trigger: An enemy starts its turn within 2 squares of the treated as difficult terrain.
steaming iron cauldron. A hammer hangs at her hip.
golem. Tactics: As soon as she sees intruders, Sulfuria
Floating behind the cauldron above a magic circle
Effect (Free Action): The golem uses iron blade on the trigger- orders the azers to attack. They gang up on single tar-
inscribed on the f loor is a fiery red crystal shard about six
ing enemy. gets, using their warding f lame to burn enemies.
Str 27 (+17) Dex 21 (+14) Wis 18 (+13) feet tall and half as wide. Ripples of heat emanate from the
On her first turn, Sulfuria throws some special
Con 25 (+16) Int 3 (+5) Cha 3 (+5) shard, heating the cauldron and the area around it.
ingredients into the cauldron, triggering the trap (see
Alignment unaligned Languages —
“Billowing Cauldron” below). On subsequent turns,
The ceilings are 40 feet high in areas 5A and 5B, and
she lashes and smashes enemies (she has a hammer,
20 feet high in areas 5C and 5D.
or “tenderizer,” instead of a greatsword). Once blood-
5A. Dining Hall: This chamber is where the king
ied, Sulfuria opens the doors to area 6A and calls for
and queen have guests for dinner. A large stone table
the fire giants there.
surrounded by giant-sized chairs dominates the hall.
The flame shard is bound and immobilized in a
Lava Basin: Lava pours through cracks in the west-
magic circle inscribed on the floor beneath it. While
ern wall, filling a 5-foot-deep lava basin. A 2-foot-high

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Hall of the Fire Giant King

bound within the circle, it attacks Sulfuria’s enemies Fire Giant Level 17 Controller (Leader) Seething Flame Shard Level 18 Artillery
with its burning shard and flame burst powers. If it is Lavamaster Medium elemental magical beast (fire) XP 2,000
subjected to forced movement and knocked out of the Large elemental humanoid (fire, giant) XP 1,600 HP 136; Bloodied 68 Initiative +16
circle, or if the circle is broken with a DC 23 Arcana HP 164; Bloodied 82 Initiative +12 AC 32, Fortitude 29, Reflex 31, Will 29 Perception +12
AC 31, Fortitude 31, Reflex 27, Will 28 Perception +13 Speed 4, fly 4 (hover) Darkvision
check or Thievery check, the flame shard can move
Speed 8 Immune disease, poison; Resist 15 fire
about freely. Although the flame shard despises its Resist 15 fire Traits
captors, it realizes it would have a hard time hurting Traits O Heat Waves (fire) F Aura 2
them and fears punishment, so it continues to fight O Hearthflames (fire, healing) F Aura 2 Enemies in the aura take a –2 penalty to saving throws
on their side. (It might occasionally catch Sulfuria in Any enemy that ends its turn in the aura takes 10 fire against fire effects. Any enemy that ends its turn in the
a f lame burst.) If Sulfuria and her allies are defeated, damage. Any bloodied ally that starts its turn in the aura aura takes 10 fire damage.
however, the shard stops attacking and looks for an regains 10 hit points. Standard Actions
opportunity to escape. Standard Actions m Burning Shard (fire) F At-Will
m Molten Sword (fire, weapon) F At-Will Attack: Melee 1 (one creature); +21 vs. Reflex
Attack: Melee 2 (one creature); +22 vs. AC Hit: 2d8 + 7 fire damage, and ongoing 10 fire damage (save
6 Azer Servants Level 17 Minion Skirmisher Hit: 2d10 + 14 fire damage. ends).
Medium elemental humanoid (fire) XP 400 each R Magma Lash (fire) F Recharge when no creature is A Flame Burst (fire) F At-Will
HP 1; a missed attack never damages a minion. Initiative +14 grabbed by the lavamaster Attack: Area burst 1 within 10 (creatures in the burst); +23
AC 31, Fortitude 31, Reflex 29, Will 29 Perception +12 Attack: Ranged 5 (one creature); +20 vs. Reflex vs. Reflex
Speed 5 Hit: 2d8 + 10 fire damage, and the lavamaster pulls the Hit: Ongoing 20 fire damage (save ends).
Resist 20 fire target up to 4 squares. If the target ends the movement Triggered Actions
Traits adjacent to the lavamaster, it is grabbed by the lavamas- C Flame Shatter (fire) F Encounter
Warding Flame (fire) ter (escape DC 23). Trigger: The shard drops to 0 hit points.
Any enemy that starts its turn adjacent to two or more A Magma Burst (fire, zone) F At-Will Attack (No Action): Close burst 2 (creatures in the burst);
azers that have this trait takes 5 fire damage. Attack: Area burst 1 within 10 (enemies in the burst); +20 +21 vs. Reflex
Standard Actions vs. Fortitude Hit: 1d8 + 6 fire damage, and ongoing 10 fire damage (save
m Warhammer (fire, weapon) F At-Will Hit: 2d6 + 10 fire damage. ends).
Effect: The azer shifts 2 squares before or after making the Effect: The burst creates a zone of difficult terrain that lasts Str 19 (+13) Dex 25 (+16) Wis 16 (+12)
attack. until the end of the lavamaster’s next turn. Any enemy Con 22 (+15) Int 7 (+7) Cha 22 (+15)
Attack: Melee 1 (one creature); +22 vs. AC that enters the zone or ends its turn there takes 10 fire Alignment chaotic evil Languages Abyssal, Common
Hit: 8 damage plus 5 fire damage. damage. A creature can take this damage only once per
Triggered Actions turn.
Move Like Fire F Encounter Triggered Actions
Trigger: A close attack or area attack hits or misses the azer. Fiery Vendetta F At-Will
Effect (Immediate Interrupt): The azer shifts up to its speed. Trigger: An enemy grabbed by the lavamaster attacks it.
Str 19 (+12) Dex 18 (+12) Wis 18 (+12) Effect (Immediate Reaction): The lavamaster or one of its
Con 23 (+14) Int 11 (+8) Cha 13 (+9) allies can make a melee basic attack against the trigger-
Alignment unaligned Languages Dwarven, Giant ing enemy as a free action.
Equipment chainmail, warhammer 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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Hall of the Fire Giant King

Billowing Cauldron Development 6A. Main Sleeping Hall: Nine giant-sized beds
When certain foul ingredients are tossed into If the giants in area 6 are drawn into this encounter, made of iron line the walls. The floor is littered with
Sulfuria’s iron cauldron, it spews poisonous fumes see below for their tactics. empty tankards and shattered casks that once con-
that coalesce into grasping green tendrils. tained ale.
6B. Adult Giants’ Quarters: Three giant-sized
Billowing Cauldron Level 18 Trap 6. Giant Quarters and iron beds fill this chamber.
Object
Detect automatic
XP 2,000
Initiative —
Kennel 6C. Young Giants’ Quarters: This room contains
Combat Encounter Level 19 (13,000 XP) eight beds for the young fire giants that live here.
HP 170
AC 30, Fortitude 30, Reflex 15, Will —
6D. Kennel: The giants keep their hell hounds
Immune cold, fire, necrotic, poison, psychic, radiant, forced These rooms serve as lodgings for adult fire giants, here. The floor is littered with charred bones—the
movement, all conditions, ongoing damage young fire giants, and hell hounds. remains of the hounds’ past meals.
Identify (Arcana; trained only)
Perception DC 23: If the character is close to Tactics: The fire giants encountered here recently
F DC 32: Arcane symbols carved into the cauldron sug- returned from a raid and have been drinking. If they
gest that it might be a trap.
area 6A, he or she hears the drunken snoring of the
adult fire giants. If the character is closer to area 6D, are alerted to intruders or aroused by Sulfuria (area
Identify (Perception)
he or she hears growls and barks of the hell hounds 5), they summon the hell hounds and stagger into
F DC 17: The character notices arcane symbols carved
into the cauldron. instead. battle.
Standard Actions Light: Bright light (torches in iron brackets). The young fire giants were caught misbehaving
C Poisonous Tendrils (poison, zone) F Encounter Monsters: 3 fire giants, 8 young fire giants, 6 and have been confined to their quarters (area 6C)
Requirement: The cauldron’s owner must activate this
hunting hell hounds. pending disciplinary action. If combat erupts, these
power and must be adjacent to the cauldron to do so. 7-foot-tall giants pick up their swords and join the
Effect: Close burst 3; the burst creates a zone that lasts melee.
until the end of the encounter. Any enemy that ends its When the characters see area 6A, read:
Enormous iron beds line the walls of this torchlit hall. Cur- The hunting hell hounds are trained to obey the
turn in the zone takes 10 poison damage.
Countermeasures tains made of linked iron plates hang in wide archways, adult giants.
F Command: (Trained only) Arcana DC 23 (standard action) blocking any view of what lies beyond. Scattered on the Treasure: These rooms have no monetary trea-
or DC 32 (minor action). Success: The character commands f loor are several smashed kegs and empty tankards. sure, but characters searching the area find assorted
the tendrils to withdraw into the cauldron, negating the mundane items (see “Treasure,” page 3).
zone’s damage until the end of the character’s next turn.
F Destroy: If the cauldron drops to 0 hit points, it makes
When the characters see area 6D, read:
the attack shown under Tip Over (below) but in a close Barred kennel sections make up this chamber, which
burst 2 rather than a blast. smells of charred f lesh. Blackened bones litter the obsid-
F Lid: Perception DC 23 (minor action). Success: The character ian-tiled f loor.
spots the cauldron’s lid beside it. A creature has to take a
standard action to place or remove the lid. Placing the lid on The ceiling is 40 feet high throughout. Large tapes-
the cauldron negates the zone until the lid is removed again.
tries made of interlocking iron plates separate the
F Tip Over: Athletics DC 32 (standard action). The char-
acter takes 15 fire and poison damage regardless of the
various chambers. These curtains hang from large
check result. Success: The character dumps the caul- iron rods bolted to the ceiling and fall to within an
dron’s contents and makes the following attack. inch of the floor. Each curtain is composed of hun-
Attack: Close blast 5 (creatures in the blast); +21 vs. dreds of thin, rectangular iron plates held together by
Fortitude chain links and weighs hundreds of pounds. Moving
Hit: Ongoing 10 fire and poison damage (save ends). past a tapestry requires a minor action, and creatures
Miss: Ongoing 5 fire and poison damage (save ends).
standing behind a tapestry gain superior cover.
Effect: The trap’s effect ends.

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Hall of the Fire Giant King

3 Fire Giants
Large elemental humanoid (fire, giant)
Level 18 Soldier
XP 2,000 each
6 Hunting Hell Hounds
Medium elemental beast (fire)
Level 18 Minion Brute
XP 500 each
7. Council Chambers
HP 174; Bloodied 87 Initiative +11 HP 1; a missed attack never damages a minion. Initiative +13
Combat Encounter Level 18 (11,600 XP) plus
AC 34, Fortitude 34, Reflex 28, Will 28 Perception +14 AC 30, Fortitude 30, Reflex 28, Will 27 Perception +17 trap (1,600 XP)
Speed 8 Speed 8
Resist 15 fire Resist 15 fire Snurre gathers his allies and advisors in this area to
Standard Actions Standard Actions plan raids. The sleeping quarters and office of Obmi
m Searing Greatsword (fire, weapon) F At-Will m Bite (fire) F At-Will Ironwhisper, the king’s chief advisor, are also located
Attack: Melee 2 (one creature); +23 vs. AC Attack: Melee 1 (one creature); +23 vs. AC
here. Fire giant raiders captured Obmi, a dwarf, and
Hit: 2d12 + 13 fire damage. Hit: 11 damage plus 5 fire damage.
Effect: The giant marks the target until the end of the C Fiery Breath (fire) F Encounter
brought him as a slave to Snurre’s Hall five years ago.
giant’s next turn. Attack: Close blast 3 (creatures in the blast); +21 vs. Reflex Eventually, he wormed his way into Snurre’s confi-
C Sweeping Sword (fire, weapon) F At-Will Hit: 18 fire damage. dence by helping the king plan raids.
Attack: Close blast 2 (enemies in the blast); +23 vs. AC Miss: 9 fire damage. When he realized that Obmi hates his fellow
Hit: 2d12 + 13 fire damage. Str 20 (+14) Dex 18 (+13) Wis 16 (+12) dwarves as much as any giant does, Snurre appointed
Effect: The giant marks the target until the end of the Con 23 (+15) Int 2 (+5) Cha 12 (+10) him his chief counsel. Obmi’s knowledge of the
giant’s next turn. Alignment evil Languages — dwarven clanholds has enabled Snurre to over-
Str 23 (+15) Dex 11 (+9) Wis 10 (+9)
Con 22 (+15) Int 10 (+9) Cha 11 (+9)
come their defenses with greater ease, and has given
Alignment evil Languages Giant the dwarf tremendous influence among Snurre’s
Equipment chainmail, greatsword warriors.
Obmi is resting in his quarters (area 7C) at the
8 Young Fire Giants Level 18 Minion Brute start of this encounter, but he wakes to the sound of
Medium elemental humanoid (fire, giant) XP 500 each combat in area 7B. The dwarf keeps a squad of azers
HP 1; a missed attack never damages a minion. Initiative +10 nearby for protection. The azers also spy on Obmi
AC 30, Fortitude 30, Reflex 27, Will 26 Perception +9 for their master, the azer pyromancer Klarz (area 8).
Speed 6 Obmi is aware of their divided loyalties but relies on
Resist 15 fire them nonetheless.
Standard Actions Light: Bright light (torches and oil braziers).
m Bastard Sword (fire, weapon) F At-Will
Attack: Melee 1 (one creature); +23 vs. AC
Monsters: Obmi Ironwhisper, 6 azer blackguards.
Hit: 16 fire damage. Trap: Acid spray chest.
Triggered Actions
Confront F At-Will When the characters see area 7A, read:
Trigger: An enemy willingly leaves a square adjacent to the Four basalt braziers of flaming oil illuminate this vaulted
giant. chamber and fill the top third of the room with black smoke.
Effect (Immediate Reaction): The giant can shift 1 square,
A giant-sized hexagonal table of carved obsidian inlaid
and it uses bastard sword against the triggering enemy.
Str 20 (+14) Dex 13 (+10) Wis 10 (+9)
with brass dominates the room. Surrounding it are five
Con 18 (+13) Int 10 (+9) Cha 11 (+9) giant-sized chairs and a sixth smaller chair with tall legs
Alignment evil Languages Giant and a short stone ladder leading up to it. Chain curtains set
Equipment bastard sword with iron plates partially obscure a pair of large alcoves.

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Hall of the Fire Giant King

When the characters see area 7B, read: giant lords (the Hill Giant Steading, Howling Crag,
Rich tapestries hang on the walls of this spacious chamber, the Glacial Rift, and King Snurre’s Hall), as well as
flanked by a half-dozen dwarves clad in black chainmail. settlements that the giants have attacked or plan to
Their faces are hidden behind iron visors, and their f laming attack.
hair issues like plumes from holes in the tops of their black South Alcove: The south alcove in area 7A contains
helms. As they see you, they fan out around the squat desk three wooden cabinets, each 12 feet tall and 10 feet
and chair that are the room’s only furnishings, both sized wide. Together, they hold a total of 83 scrolls and 367
for a dwarf. Lit candles and loose papers are strewn across pieces of parchment. Some of the scrolls contain writ-
the desk. ten agreements between Snurre and the other giant
lords (Nosnra, Arnak, and Grugnur), but most are
When the characters see area 7C, read: blank. Any search of the cabinets also reveals a black
This chamber contains a dwarf-sized bed covered with wool vellum scroll with a message written in luminescent
blankets, an iron chest with feet shaped like dragon’s claws, Rellanic script. (Snurre doesn’t understand Elven, but
and a squat wooden wardrobe. Obmi was able to translate the letter for him.)

The ceiling in areas 7A and 7B is 40 feet high, drop- Your Highness, King Snurre of the Fire Giants:
ping to a height of 20 feet in areas 7C and 7D.
7A. Meeting Hall: The smaller chair with stone I request an audience with Your Majesty on a matter of
steps is for Obmi Ironwhisper, who conducts strategy great importance. A glorious opportunity awaits us. I have
sessions with Snurre and other fire giants around the been granted permission by my superiors in the Fane of
huge hexagonal table. Lolth to offer you tribute for a few precious moments of
Flaming Oil Braziers: These heavy basalt braziers are your time. It has been years since representatives of our two
4 feet high and 5 feet wide. Tipping a brazier requires peoples last spoke and shared a f lagon of hot wine. On this
a standard action and a DC 23 Athletics check, and particular occasion, Erelhei-Cinlu brings you a new prom- The papers scattered on Obmi’s desk contain
spills flaming oil in a close blast 5. The spilled oil cre- ise of victory over your hated enemies. orders from King Snurre (written in Davek, the
ates a zone that lasts for 1 hour. Any creature that If you will hear my words, please convey your interest Dwarven script) to various raiding parties in the
enters the zone or starts its turn there takes 5 fire with all haste. I look forward to hearing from you and visit- field. The desk has a locked drawer containing blank
damage and ongoing 5 fire damage (save ends). A crea- ing your great hall. parchment, empty scroll tubes, quills, and jars of ink,
ture can take this damage only once per turn. but nothing of value. Obmi has the key to the drawer,
Two alcoves to the east and south are concealed Eclavdra of House Eilservs or it can be opened with a DC 23 Thievery check.
behind curtains of chain and iron plate. 7C. Obmi’s Bedchamber: This room contains
East Alcove: The east alcove has a painted bas- Under threat of torture or death, Obmi reveals that a soft bed, a wooden wardrobe, and a trapped iron
relief map on its back wall. Mountains and forests Eclavdra is a drow priestess who sent this letter sev- chest that holds Obmi’s belongings and treasure.
are shown as raised areas, with valleys and rivers eral months ago. She and her entourage arrived in The wardrobe is packed with dwarven clothing,
between them. Settlements and outposts are marked Snurre’s Hall from the drow city of Erelhei-Cinlu including light apparel (tunics and shoes), heavier
with carved pieces of obsidian set into the map. The (pronounced air-eh-lie sin-loo) a few months ago. See garments (cloaks, overcoats, gloves, and boots), and
map is accurate and covers an area of approximately “Development” below. formal wear (rich vests, pants, shoes, and capes).
one hundred miles by one hundred miles. Vari- 7B. Obmi’s Office: Obmi drafts letters and other Opening the chest requires a DC 32 Thievery
ous locations are marked on the map in Davek (the documents here. The room holds a desk, a chair, and check or the key that Obmi conceals on his person
dwarven script), including the strongholds of the a squad of azer blackguards. (Perception DC 32 to find). The chest is trapped (see
“Acid Spray Chest” below). It contains a solid jade

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Hall of the Fire Giant King

statuette of a castle (7,500 gp), a bejeweled beard Obmi Ironwhisper, Level 18 Skirmisher 6 Azer Blackguards Level 17 Soldier
comb (1,500 gp), a potion of vitality, a sack holding 500 Dwarf Advisor Medium elemental humanoid (fire) XP 1,600 each
gp, folded clothing, and worthless personal effects. Medium natural humanoid XP 2,000 HP 167; Bloodied 83 Initiative +13
Obmi disables the trap whenever he needs something HP 172; Bloodied 86 Initiative +15 AC 33, Fortitude 31, Reflex 28, Will 29 Perception +12
AC 32, Fortitude 30, Reflex 29, Will 31 Perception +12 Speed 5
out of the chest.
Speed 5 Low-light vision Resist 20 fire, 5 necrotic
7D. Supplies: Crates of torches and casks of oil Traits Traits
are stacked against the walls of this room. These sup- Ring of Invisibility O Warding Balefire (fire, necrotic) F Aura 1
plies are blocking terrain. Obmi gains a +4 item bonus to Stealth checks (included in An unmarked enemy that willingly leaves the aura pro-
Tactics: The azer blackguards charge into battle skills). vokes an opportunity attack from the azer. Any enemy that
and use blackguard’s vengeance at the earliest oppor- Stand the Ground starts its turn in two or more warding balefire auras takes 5
tunity. They gang up on enemies to take advantage of Obmi can move 1 square fewer than the effect specifies fire and necrotic damage.
their warding balefire. when subjected to a pull, a push, or a slide. Standard Actions
Steady-Footed m Battleaxe (fire, necrotic, weapon) F At-Will
Awakened by the noise of combat, Obmi watches Obmi can make a saving throw to avoid falling prone when Attack: Melee 1 (one creature); +22 vs. AC
the battle unfold through the crack in the doors to his an attack would knock him prone. Hit: 2d10 + 9 damage, and ongoing 5 fire and necrotic
room. After three azers fall in combat, Obmi snaps a Standard Actions damage (save ends).
pair of iron manacles on his wrists, then stumbles out m Dagger (weapon) F At-Will M Vicious Cleave (fire, necrotic, weapon) F Recharge 5 6
of his bedchamber. He pretends to be a dwarf prince Attack: Melee 1 (one creature); +23 vs. AC Attack: Melee 1 (one creature); +22 vs. AC
named Malak Thunderhelm, recently captured Hit: 4d4 + 16 damage, or 4d4 + 24 damage if the target Hit: 3d10 + 11 damage, and the target is slowed until the
is granting combat advantage to Obmi. If Obmi scores end of the azer’s next turn. In addition, another enemy in
by King Snurre and forced under threat of torture
a critical hit, he deals 4d6 + 32 damage, or 4d6 + 40 the azer’s aura takes 10 fire and necrotic damage.
to divulge information regarding nearby dwarven damage if the target is granting combat advantage to Triggered Actions
strongholds. Obmi has rigged the manacles so that him. Blackguard’s Vengeance F Recharge if the battleaxe attack
they can be slipped off with a DC 15 Thievery check Ring of Invisibility (illusion) F Daily for this power misses
(a minor action). Effect: Obmi becomes invisible until the end of his next Trigger: An adjacent enemy hits the bloodied azer with an
The treacherous dwarf is unaware that the char- turn. attack.
acters have been tasked with capturing him (see Move Actions Effect (Free Action): The azer uses battleaxe on the trigger-
Phase Walk F Recharge when an attack hits Obmi ing enemy, and if the attack hits, the ongoing fire and
“Quests,” page 2). The adventurers can try to bluff
Effect: Obmi moves up to his speed, and he is insubstantial necrotic damage is 15 instead of 5.
Obmi into thinking they believe him, but he can and has phasing while doing so. Skills Endurance +19, Intimidate +16
make an Insight check to glean their true intentions. Minor Actions Str 21 (+13) Dex 17 (+11) Wis 18 (+12)
When he realizes that his ruse has failed, Obmi M Mad Feint F At-Will (1/round) Con 23 (+14) Int 11 (+8) Cha 16 (+11)
uses mad feint to gain combat advantage before strik- Requirement: Obmi must be bloodied. Alignment evil Languages Dwarven, Giant
ing with his dagger. When bloodied, Obmi uses Attack: Melee 1 (one creature); +21 vs. Reflex Equipment scale armor, light shield, battleaxe
phase walk or his ring of invisibility to facilitate a hasty Hit: The target grants combat advantage to Obmi until the
end of Obmi’s current turn.
escape, fleeing to the king’s throne hall (area 2). If he
Miss: Obmi grants combat advantage to the target until the
sees that Snurre is dead, Obmi uses the secret door end of Obmi’s next turn.
to enter area 4, then descends to the second level and Skills Bluff +20, History +17, Insight +17, Stealth +22, Thiev-
takes refuge with the rakshasas in area 10. ery +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

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Hall of the Fire Giant King

Acid Spray Chest Use the following as guidelines for Obmi’s answers Where did the drow come from?
Obmi’s iron treasure chest sprays acid unless the trap to questions directed at him during interrogation. “A tunnel in the lowest depths of Snurre’s Hall leads to the
is disabled before the chest is opened. Underdark, and the territories claimed by the drow.”
Who or what is behind the giant alliance? Obmi tells the truth without giving away too many
Acid Spray Chest Level 17 Trap
“I was Snurre’s advisor, but the alliance was the king’s idea. details.
Object XP 1,600 I simply helped with the negotiations.”
Detect Perception DC 31
HP 75
Initiative — Obmi is lying and makes no mention of the drow.
8. Armory
AC 30, Fortitude 30, Reflex 5, Will — How are the drow involved? Combat Encounter Level 17 (8,800 XP)
Immune cold, fire, necrotic, poison, psychic, radiant, forced “A small group of drow is paying Snurre to study a temple
movement, all conditions, ongoing damage that the fire giants unearthed years ago on the second level Weapons and armor created in the forge (area 12A)
Triggered Actions of the hall.” are stored here, hanging from tall iron racks bolted
C Acid Spray (acid) F Encounter to the floor or dumped into iron trunks resting atop
Trigger: A creature opens the chest without using the key
Obmi is being partly truthful, but a successful
Insight check (opposed by his Bluff check) reveals large blocks of stone. An azer pyromancer named
or disabling the trap.
that he’s withholding crucial facts. The drow pushed Klarz is charged with tracking the armory’s inven-
Attack (No Action): Close burst 2 (creatures in the burst);
+20 vs. Reflex for the alliance and gave Snurre considerable sums of tory—a job he detests. He aims to take over Obmi’s
Hit: 3d8 + 18 acid damage. money to buy off the other giant lords. job as advisor to the king. Much to Klarz’s constant
Miss: Half damage. displeasure, Snurre has yet to acknowledge Klarz’s
Countermeasures What do you know regarding the drow in King intelligence and wisdom, instead relegating the crafty
F Disable: While adjacent to the chest, Thievery DC 31. azer to banal tasks.
Three Consecutive Successes: The trap is disabled. Any One
Snurre’s Hall now?
“Their leader is named Eclavdra, but she is interested only Perception DC 17: The character hears clattering
Failure (26 or lower): The trap triggers.
in the temple. She paid Snurre a king’s ransom for the metal and the occasional rant from Klarz in Primordial.
chance to study it.” Light: Bright light (two oil braziers).
Development Monsters: Klarz (azer pyromancer), 2 fire archon
The capture and return of Obmi Ironwhisper com- Obmi is lying. He knows that Eclavdra is using the
temple as an oracle, feeding information to Snurre to sentinels, 4 hunting hell hounds.
pletes a minor quest (see “Quests,” page 2).
If the adventurers capture Obmi, he realizes help him conquer his enemies (and, by extension, her
enemies). When the characters reach the armory, read:
quickly that no amount of bargaining will win the Two basalt braziers filled with flaming oil illuminate what is
day. Only the deaths of his captors can set him free. clearly an armory. Armor and weapons hang from iron racks
If the dwarf surmises that he’s worth more to the How can you betray your own people by helping
the giants? to left and right. Directly across from you stand four large
characters alive than dead, he lies when it suits him, blocks of black stone with iron trunks resting atop them.
hoping that the adventurers get themselves killed. He “My people abandoned me long before I abandoned them.”
sprinkles in the occasional truth to assuage charac- Obmi isn’t lying, but he neglects to mention that
he was exiled from his clanhold for crimes against his The ceiling in the armory is 40 feet high.
ters who are angling to kill or torture him. Flaming Oil Braziers: These heavy basalt bra-
Obmi can be intimidated, forcing him to provide fellow dwarves.
ziers are 4 feet high and 5 feet wide. Tipping a brazier
the characters with accurate descriptions of locations requires a DC 23 Athletics check (standard action),
within Snurre’s Hall, as well as information regarding What is Erelhei-Cinlu?
“A drow city in the Underdark.” and spills flaming oil in a close blast 5. The spilled
its defenses. He never gives characters all the infor- oil creates a zone that lasts for 1 hour. Any creature
mation they need—just enough to placate them. If he Obmi fails to mention that the drow city can be
reached by following a miles-long tunnel in Snurre’s that enters the zone or starts its turn there takes 5
can place the adventurers in greater peril with a lie, fire damage and ongoing 5 fire damage (save ends). A
he lies and waits for their luck to run out. Hall (area 24).
creature can take this damage only once per turn.

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Hall of the Fire Giant King

Basalt Blocks and Iron Trunks: Each block of Azer Pyromancer Level 18 Artillery (Leader) 2 Fire Archon Sentinels Level 19 Skirmisher
basalt is 6 feet high, 9 feet long, and 4 feet wide, and Medium elemental humanoid (fire) XP 2,000 Medium elemental humanoid (fire) XP 2,400 each
is blocking terrain. A large unlocked iron trunk rests HP 139; Bloodied 69 Initiative +14 HP 182; Bloodied 91 Initiative +18
atop each block. Two trunks contain twenty-five jav- AC 32, Fortitude 31, Reflex 29, Will 30 Perception +13 AC 33, Fortitude 31, Reflex 32, Will 30 Perception +14
Speed 5 Speed 8
elins each. Another holds twelve throwing axes, while
Resist 20 fire Immune disease, poison; Resist 20 fire
the last holds one hundred fifty crossbow bolts. All Traits Traits
these weapons are giant-sized. O Inimical Flames (fire) F Aura 1 Guttering Flame
Armor and Weapon Racks: Each wing of the Any enemy that starts its turn in the aura and adjacent to Whenever the archon takes cold damage, it cannot shift
armory contains a 12-foot-high iron rack bolted to the an ally of the azer takes 5 fire damage. Any enemy that until the end of its next turn.
floor. The west rack holds fifteen greatswords, thir- ends its turn in the aura gains vulnerable 5 fire until the Skirmish
teen morningstars, eleven battleaxes, ten crossbows, end of its next turn. If the archon ends a move on its turn at least 4 squares
six glaives, four bastard swords, three spiked chains, Standard Actions from where it started the move, it deals 2d8 extra fire
m Warhammer (fire, weapon) F At-Will damage with melee attacks until the start of its next turn.
and two iron mauls. Hanging on the east rack are Attack: Melee 1 (one creature); +23 vs. AC Standard Actions
fourteen suits of chainmail, nine suits of scale armor, Hit: 3d10 + 4 damage, and ongoing 5 fire damage (save m Fiery Scimitar (fire, weapon) F At-Will
eight suits of plate armor, fifteen light steel shields, ends). Attack: Melee 1 (one creature); +24 vs. AC
and twelve heavy steel shields. All the armor and R Curse of Imix (fire, psychic) F At-Will Hit: 3d8 + 14 fire damage.
weapons are giant-sized. A creature on one side of a Attack: Ranged 20 (one creature); +23 vs. Fortitude C Cinder Storm (fire, teleportation, zone) F Recharge 5
rack has partial cover against those on the other side. Hit: 2d8 + 6 psychic damage, and ongoing 10 fire damage 6
and the target gains an aura 2 (save ends both). Any crea- Effect: Close blast 5. The blast creates a zone that lasts until
Tactics: Klarz uses roaring flame as often as pos-
ture that ends its turn in the target’s aura takes 10 fire the end of the archon’s next turn, and the archon can
sible, falling back on curse of Imix while waiting for damage. teleport to any square in the blast. The zone is heavily
roaring flame to recharge. A Roaring Flame (fire, thunder) F Recharge 5 6 obscured to all but fire creatures. Any enemy that ends
Fire archons keep on the move to use skirmish, Attack: Area burst 1 within 10 (creatures in the burst); +23 its turn in the zone takes 15 fire damage.
using cinder storm zones to teleport into optimal vs. Reflex Str 21 (+14) Dex 25 (+16) Wis 20 (+14)
positions. Hit: 1d8 + 15 fire and thunder damage, and ongoing 10 fire Con 22 (+15) Int 14 (+11) Cha 15 (+11)
The hunting hell hounds try to catch multiple ene- and thunder damage (save ends). Alignment chaotic evil Languages Primordial
C Fuel the Fire (fire) F Encounter
mies with their fiery breath.
Effect: Close burst 2 (enemies taking ongoing fire damage 4 Hunting Hell Hounds Level 18 Minion Brute
in the burst); the ongoing damage increases by 15. The Medium elemental beast (fire) XP 500 each
azer can slide each fire ally in the burst up to 4 squares. HP 1; a missed attack never damages a minion. Initiative +13
Skills Arcana +17, Insight +18 AC 30, Fortitude 30, Reflex 28, Will 27 Perception +17
Str 18 (+13) Dex 20 (+14) Wis 18 (+13) Speed 8
Con 25 (+16) Int 17 (+12) Cha 22 (+15) Resist 15 fire
Alignment evil Languages Dwarven, Giant, Standard Actions
Primordial m Bite (fire) F At-Will
Equipment chainmail, warhammer 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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Hall of the Fire Giant King

Second Level (Areas 9–16) 9. Barracks Tactics: The giants lay into enemies with double
morningstar attacks, smashing their foes to pulp.
As with the first level, this level is carved from red- Combat Encounter Level 18 (10,400 XP)
The nothic relies on the giants to keep the adven-
black basalt. The walls are smooth and require a DC
turers at bay while it employs its area and ranged
25 Athletics check to climb. The dominant features The iron doors to this chamber are wedged open,
attacks. It uses necrotic eye while those other powers
here are the prison (area 13) and the Temple of the affording the room’s occupants a clear view of the
are recharging, but knows better than to catch a giant
Elder Elemental Eye (area 15). hallway and ramp outside.
in the area of the blast.
Ceilings: Passageways have vaulted ceilings 30 feet Perception: Any Perception check enables a char-
high, while rooms have ceilings 40 to 50 feet high. acter to hear the giggling of the nothic.
Doors: All doors on this level are made of welded Light: Bright light (torches). 2 Two-Headed Fire Giants Level 18 Elite Brute
Large elemental humanoid (fire, giant) XP 4,000 each
iron plates. Normal-sized double doors are 15 feet tall Monsters: 2 two-headed fire giants, nothic
HP 424; Bloodied 212 Initiative +12
and half a foot thick; giant-sized double doors are 25 mindblight. AC 30, Fortitude 31, Reflex 29, Will 28 Perception +11
feet tall and 1 foot thick. A Medium or Small char- Speed 7
acter can open a normal door as a standard action, When the characters can see area 9, read: Resist 15 fire
or a minor action with a DC 24 Athletics check. A The great iron doors to this room hang open, beyond which Saving Throws +2; Action Points 1
Medium or Small character can open a giant-sized you see a torchlit chamber with tapestries adorning the Traits
door as a standard action with a DC 33 Athletics walls. The room holds two giant-sized wrought-iron beds, Double Actions
The giant makes two initiative checks and takes a full turn
check. several smaller beds, and an iron chest standing to the west.
on each initiative result. The giant can take two immediate
Illumination: All areas are brightly lit unless oth- Waiting in the middle of the room are a pair of two- actions per round but only one between one turn and the
erwise noted. In some locations, basalt braziers are headed fire giants, smoldering morningstars clutched in next.
built into the walls about 1 foot off the floor. These each of their hands. A gangly creature with warty green Dual Brain
5-foot-wide, 3-foot-deep stone basins contain burning skin cavorts behind them, its face set with a single unblink- At the end of each of its turns, the giant ends any dazing,
oil and shed bright light out to 10 squares. In other ing eye. stunning, or charm effect on itself.
locations, torches are mounted in iron brackets 10 Standard Actions
m Morningstar (fire, weapon) F At-Will
feet above the floor. When the monsters see the party, read:
Attack: Melee 2 (one creature); +23 vs. AC
Oversized Furnishings: Many furnishings are The one-eyed creature cackles maniacally at the sight of Hit: 2d12 + 19 fire damage.
sized for 12-foot-tall fire giants. They measure slightly you, but the two-headed giants don’t look amused. M Crushing Flame (fire, weapon) F At-Will
more than twice the dimensions of their human-sized Attack: Melee 2 (one creature); +23 vs. AC
counterparts and are eight times the weight. The ceiling here is 40 feet high. The giant-sized Hit: 2d12 + 19 fire damage, and the target falls prone. If the
iron beds and iron chest belong to Harrigus and target is already prone, it takes 2d12 extra fire damage.
Skaltath—the unfortunate results of fire giant–ettin Str 25 (+16) Dex 16 (+12) Wis 14 (+11)
Con 22 (+15) Int 9 (+8) Cha 9 (+8)
crossbreeding. The smaller iron beds belong to the
Alignment evil Languages Dwarven, Giant
azers in area 13. Hidden behind one of the tapestries, Equipment scale armor, 2 morningstars
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).

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Hall of the Fire Giant King

Nothic Mindblight
Medium aberrant humanoid
Level 19 Controller
XP 2,400
10. Guest Quarters Snurre’s raids have attracted the attention of Kavir, a
rakshasa mage. Although the fire giant king is reluc-
HP 180; Bloodied 90 Initiative +14
Combat Encounter Level 18 (11,400 XP)
tant to enter into any sort of agreement with Kavir
AC 32, Fortitude 32, Reflex 32, Will 29 Perception +11 and his kin, his advisors are understandably con-
Speed 6 Darkvision, truesight 10 King Snurre is currently entertaining a number of
cerned about keeping the rakshasas happy.
Standard Actions guests, including representatives of the other giant
m Claw (necrotic) F At-Will
The frost giant ambassadors are representatives
lords. Quartered in this area are four frost giant
Attack: Melee 1 (one creature); +24 vs. AC of Jarl Grugnur, and they have not yet learned that
ambassadors representing Grugnur, the frost giant
Hit: 2d10 + 6 damage, and ongoing 10 necrotic damage Grugnur is dead (assuming his was slain in “Glacial
jarl, as well as four rakshasas interested in helping
(save ends). Rift of the Frost Giant Jarl”).
C Necrotic Eye (necrotic) F At-Will Snurre and learning more of his arrangement with
The ceiling is 30 feet high in area 10B and 40 feet
Attack: Close blast 5 (creatures in the blast); +22 vs. the drow.
high elsewhere.
Fortitude If the creatures in this area hear sounds of combat
10A. Yak-Drawn Cart: The yak and the sturdy
Hit: Ongoing 15 necrotic damage (save ends). in area 9 or 11, they cannot be surprised.
R Eye of Insanity (charm, psychic) F Recharge when no
cart belong to the hill giants in area 11, and are used
Light: Bright light (torches).
creature is dominated by the nothic to haul the giants’ belongings. Currently empty, the
Monsters: Kavir (rakshasa mage), 3 rakshasa
Attack: Ranged 5 (one creature); +22 vs. Will cart can hold four Medium creatures or one Large
archers, 4 frost giants.
Hit: The target is dominated (save ends). creature. Characters who want to travel in the cart
Aftereffect: The target is dazed until the end of its next
Other Creatures: 1 mountain yak.
can use the reins to direct the yak, which pulls the
turn. cart at a speed of 6 (half speed up the ramps). Any
A Mesmerizing Visage (charm, psychic) F Recharge 5 6 When the characters first see the mountain yak
attack directed at the yak hits and kills it.
Attack: Area burst 2 within 10 (enemies in the burst); +22 in area 10A, read:
vs. Will
10B. Rakshasas: The doors to this chamber are
In front of the closed iron doors at the end of this hall, a
Hit: 2d8 + 11 psychic damage, and the target takes a –1 wedged open, allowing the room’s rakshasa occu-
shaggy white mountain yak stands tethered to an empty
penalty to saving throws. pants to keep an eye on the hallway outside. The
two-wheeled wooden cart. Iron doors set into the south wall
First Failed Saving Throw: The target instead takes a –3 room contains furnishings stolen from elven settle-
are open, while doors to the north and east stand closed.
penalty to saving throws. ments, and the rakshasas use their deceptive veil power
Skills Stealth +19 to conceal their true forms, appearing as elves.
Str 21 (+14) Dex 20 (+14) Wis 15 (+11) When the characters see area 10B, read:
10C. Frost Giants’ Quarters: The iron doors of
Con 20 (+14) Int 10 (+9) Cha 12 (+10) Through the open doors, you see a comfortable room
Alignment unaligned Languages Deep Speech
this chamber are freezing to the touch. This room is
equipped for creatures of human size. The furnishings have
kept cold by a carpet of brown mold growing on the
an elven cast to them, and include three soft beds, a round
Development ceiling. A DC 20 Dungeoneering check recognizes
table, three ornately carved chairs, and two tapestries
this rare dungeon hazard and its cooling effect. Any
If combat erupts here, the rakshasas in area 10B over- depicting tranquil forest scenes. Standing around the room
creature that comes into contact with the brown
hear the commotion, urging the frost giants in area are three elves in tattered clothing, their faces bearing the
mold takes 10 cold damage. A creature can take this
10C to investigate. See area 10 for more information. bruises and scars of a harrowing ordeal.
damage only once per turn.
Four frost giant ambassadors reside here, resting
When the characters see area 10C, read:
atop wrought-iron beds heaped with furs. A large
The iron doors open to reveal a surprisingly cold, torchlit
unlocked wooden chest contains a sack of 500 gp, an
chamber containing four wrought-iron beds, a table sur-
ivory and malachite horn (1,500 gp), and mundane
rounded by four chairs, and a large iron chest. A wooden
items (see “Treasure,” page 3).
cask and several tankards are strewn across the table. All
Tactics: If the rakshasas hear the sound of combat
the furnishings and accessories are sized for giants.
in area 9 or area 11, they alert the frost giants and

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Hall of the Fire Giant King

convince them to investigate. After dispatching the If the characters fall for the ruse, the rakshasas ask Rakshasa Mage Level 16 Controller
frost giants, the rakshasas disguise themselves as to accompany them. Although they pretend to know Medium natural humanoid XP 1,400
elves and wait in area 10B. Kavir assumes the form of little about the layout of Snurre’s Hall, “Moonshadow” HP 153; Bloodied 76 Initiative +10
a female elf princess and refers to himself as Moon- mentions that several other captives are confined in AC 30, Fortitude 26, Reflex 29, Will 28 Perception +11
Speed 6 Low-light vision
shadow. The rakshasa archers pretend to be the the nearby prison (area 13), and she would like to try
Standard Actions
princess’s male elf bodyguards. They claim that the to free them as well. If the characters agree, the rak- m Claw (teleportation) F At-Will
giants allowed them to keep their bows as a form of shasas turn against them as soon as they are swept up Attack: Melee 1 (one creature); +21 vs. AC
mockery. in combat with the guards in that area. Hit: 3d6 + 10 damage, and the rakshasa teleports the
Kavir, as Moonshadow, spins the following tale. If the characters have already dealt with the target up to 3 squares.
prison guards, “Moonshadow” announces that she Miss: The rakshasa can teleport the target 1 square.
“We were traversing the foothills of the Crystalmist Moun- has seen drow in Snurre’s Hall and believes they’re A Misleading Visions (illusion, psychic) F At-Will
Attack: Area burst 1 within 5 (enemies in the burst); +19
tains when frost giants attacked our retinue. Only we few hiding somewhere on this level. The elves offer to
vs. Will
survived. Our captors brought us before King Snurre as help the characters root out their hated kin. Again, Hit: 2d10 + 11 psychic damage, and the rakshasa slides the
tribute. I was able to convince him that we were worth the rakshasas bide their time, perhaps waiting until target up to 4 squares.
more alive, and that my people would pay well for our safe the characters confront the drow in the Temple of the Miss: The rakshasa can slide the target 1 square.
return. Against the counsel of his advisors, the king placed Elder Elemental Eye (area 15) before attacking. A Visions of Terror (fear, illusion, psychic) F Recharge 5
us here and said that if we attempted escape, he would show 6
us no mercy.” Attack: Area burst 1 within 5 (enemies in the burst); +19
4 Frost Giants Level 17 Brute
vs. Will
Large elemental humanoid (cold, giant) XP 1,600 each
Hit: 3d10 + 13 psychic damage, and the target is immobi-
If Kavir has reason to believe that the characters HP 201; Bloodied 100 Initiative +11
lized (save ends).
have already encountered and freed the real Princess AC 29, Fortitude 32, Reflex 27, Will 28 Perception +13
Miss: Half damage, and the target is slowed until the end of
Moonshadow (area 13), he tries to convince them that Speed 8 (ice walk)
the rakshasa’s next turn.
Resist 15 cold
they were duped and that he is the real princess. Minor Actions
Traits
If the characters ask “Moonshadow” why she Deceptive Veil (illusion) F At-Will
Icebound Footing
doesn’t take advantage of her situation and attempt Effect: The rakshasa disguises itself to appear as a Medium
When an effect pulls, pushes, or slides the giant, it can
humanoid until it uses deceptive veil again or until it drops
escape, she says: choose to move 2 squares fewer than the effect specifies.
to 0 hit points. Other creatures can make a DC 36 Insight
The giant can make a saving throw to avoid falling prone
check to discern that the form is an illusion.
“We would never make it out the front doors alive. I don’t when an attack would knock it prone.
Persistent Image (illusion) F At-Will
want to make our situation worse by attempting escape. Of Standard Actions Effect: The rakshasa creates an illusion of a Medium or
m Icy Greataxe (cold, weapon) F At-Will
course, things are different now that you’re here.” smaller object or creature in an unoccupied square
Attack: Melee 2 (one creature); +22 vs. AC
within 10 squares of it. The illusion can be animate, but
Hit: 3d12 + 11 cold damage, or 2d12 + 47 cold damage if
it does not produce noise. The illusion lasts until the end
the giant scores a critical hit.
of the rakshasa’s next turn. A creature that succeeds on a
M Chilling Strike (cold, weapon) F Recharge 5 6
DC 22 Insight check can see through the illusion.
Attack: Melee 2 (one creature); +22 vs. AC
Sustain Minor: The illusion persists until the end of the rak-
Hit: 5d12 + 15 cold damage, and the target gains vulner-
shasa’s next turn, and the rakshasa can move the illusion
able 10 cold (save ends).
up to 6 squares.
Skills Athletics +19
Str 12 (+9) Dex 14 (+10) Wis 16 (+11)
Str 23 (+14) Dex 16 (+11) Wis 20 (+13)
Con 17 (+11) Int 24 (+15) Cha 21 (+13)
Con 21 (+13) Int 10 (+8) Cha 12 (+9)
Alignment evil Languages Common
Alignment evil Languages Giant
Equipment hide armor, greataxe

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3 Rakshasa Archers
Medium natural humanoid
Level 15 Artillery
XP 1,200 each
11. Blood Rock Hall Blood Rock: The floor inside the orange area on
the map is made of blood rock. A creature standing in
HP 110; Bloodied 55 Initiative +12
Combat Encounter Level 18 (11,400 XP)
a square of blood rock can score a critical hit on a roll
AC 28, Fortitude 24, Reflex 26, Will 25 Perception +16 of 19–20.
Speed 6 Low-light vision Formerly a temple dedicated to the primordial known
Crates and Barrels: In the southwest corner of
Standard Actions as Imix (the evil “Prince of Elemental Fire”), this hall
m Claw F At-Will
the room stands a heap of crates and barrels contain-
now serves as quarters for visiting hill giant and stone
Attack: Melee 1 (one creature); +20 vs. AC ing stolen foodstuffs and ale (brought here on the cart
giant dignitaries, including the hill giant subchief. Basalt
Hit: 2d6 + 6 damage, and ongoing 5 damage (save ends). in area 10A). These squares are difficult terrain.
pillars support the ceiling, and the floor between them
r Longbow (weapon) F At-Will Rubble: This debris is difficult terrain.
Attack: Ranged 20 (one creature); +22 vs. AC. The rakshasa
is composed of magic blood rock. Some time ago, an
Secret Door: A hidden stone door in the shat-
makes two attack rolls and uses either result. earthquake caused part of the east wall to collapse.
tered east wall requires a DC 24 Perception check
Hit: 1d10 + 9 damage. Perception DC 23: The character hears the snor-
to spot. Pushing it open reveals a rough-hewn tunnel
R Double Attack F At-Will ing giants.
Effect: The rakshasa uses longbow twice, making each
with giant-sized steps, climbing 75 feet to area 4D.
Light: Bright light (torches).
attack against a different target. The stairs are difficult terrain for creatures ascending
Monsters: Sly Gulla, 4 hill giants, 4 stone giants,
R Ghost Arrow (necrotic, weapon) F Recharge 5 6 them, but are normal terrain while descending.
2 earth archon rumblers.
Attack: Ranged 20 (one creature); +20 vs. Reflex Treasure: The giants carry a total of 350 gp, as
Hit: 3d10 + 18 necrotic damage, and the target cannot well as sacks and bags of assorted mundane items
spend healing surges (save ends). When the characters first peer into this hall, read:
(see “Treasure,” page 3).
Minor Actions Black basalt pillars rise to support the vaulted ceiling of this
Tactics: Sly Gulla and his band are spoiling for
Deceptive Veil (illusion) F At-Will 50-foot-high chamber, which has seen better days. Three
Effect: The rakshasa disguises itself to appear as a Medium
a fight. The hill giant subchief moves into the blood
walls feature bright murals of fiery creatures. The east wall
humanoid until it uses deceptive veil again or until it drops rock, firing his crossbow while his allies charge into
has partially collapsed, leaving chunks of broken basalt and
to 0 hit points. Other creatures can make a DC 35 Insight battle and smash enemies with their greatclub attacks.
painted plaster spread across the f loor. Around the pillars,
check to discern that the form is an illusion. When an ally drops to 0 hit points, Sly Gulla issues a
Triggered Actions
the f loor is stained with crimson blood.
call for vengeance.
Illusory Escape (illusion) F Recharge when first bloodied Two groups of hill giants and stone giants rest atop
The stone giants stand on the blood rock and hurl
Trigger: An enemy makes a ranged attack against the heaps of furs piled against the walls, while two burly
rocks, stepping into melee only after the hill giants
rakshasa. humanoids made of jagged rock stand guard in the middle
and archons are taken down. They rely on their stone
Effect (Immediate Reaction): The rakshasa becomes invis- of the room.
ible, and an illusion of it appears in its square. The bones power to reduce damage from incoming attacks.
transition is indiscernible to observers, and the illusion Each earth archon rumbler moves adjacent to mul-
The earth archons notice and attack intruders at
lasts until the start of the rakshasa’s next turn or until a tiple enemies, letting it benefit from thundering might. It
once. Opening the large iron doors to the west or the
creature attacks the illusion. After the illusion appears, smashes foes with its stone warhammer, using avalanche
the rakshasa shifts up to its speed. secret door in the east wall is enough to attract the
strike only when there’s no danger of hitting its allies.
Str 17 (+10) Dex 20 (+12) Wis 18 (+11) archons’ attention. The hill giants and stone giants
The giants and archons pursue enemies who flee
Con 14 (+9) Int 12 (+8) Cha 14 (+9) are asleep when the characters first arrive, but they
Alignment evil Languages Common
this area. The stone giants are aware of the secret
awake as soon as combat begins.
Equipment longbow, 20 arrows door, and have been warned not to traverse the
Sly Gulla, the hill giant subchief, has not yet
tunnel beyond it. The hill giants are not aware of the
learned that his chief, Nosnra, is dead (assuming
door and received no such warning, so they chase
he was slain in “Steading of the Hill Giant Chief ”).
the adventurers if they flee through it. Sly Gulla is a
Snurre and his advisors have kept this information
hunter first and foremost, and he relishes the idea of
to themselves, afraid of what it might do to the hill
stalking prey through the halls of the fire giant king.
giants’ morale.

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Hall of the Fire Giant King

Sly Gulla, Level 14 Skirmisher (Leader) 4 Hill Giants Level 13 Brute 4 Stone Giants Level 14 Soldier
Hill Giant Subchief Large natural humanoid (earth, giant) XP 800 each Large elemental humanoid (earth, giant) XP 1,000 each
Large natural humanoid (giant) XP 1,000 HP 159; Bloodied 79 Initiative +5 HP 140; Bloodied 70 Initiative +12
HP 140; Bloodied 70 Initiative +11 AC 25, Fortitude 27, Reflex 23, Will 25 Perception +7 AC 30, Fortitude 27, Reflex 24, Will 26 Perception +12
AC 28, Fortitude 27, Reflex 24, Will 24 Perception +12 Speed 8 Speed 8 (earth walk) Low-light vision
Speed 8 Standard Actions Immune petrification
Traits m Greatclub (weapon) F At-Will Standard Actions
Sly Maneuvers Attack: Melee 2 (one creature); +18 vs. AC m Stone Greatclub (weapon) F At-Will
Sly Gulla shifts up to 2 squares before making any attack. Hit: 3d10 + 11 damage. Attack: Melee 2 (one creature); +21 vs. AC
Standard Actions R Hurl Rock (weapon) F At-Will Hit: 2d10 + 11 damage, and the giant marks the target
m Spear (weapon) F At-Will Attack: Ranged 10 (one creature); +18 vs. AC until the end of the giant’s next turn.
Attack: Melee 2 (one creature); +19 vs. AC Hit: 2d10 + 8 damage. R Hurl Rock F At-Will
Hit: 2d10 + 11 damage. M Sweeping Club (weapon) F Encounter Attack: Ranged 20 (one creature); +21 vs. AC
R Crossbow (weapon) F At-Will Attack: Melee 2 (one or two creatures); +18 vs. AC Hit: 2d8 + 13 damage.
Attack: Ranged 15 (one creature); +19 vs. AC Hit: 3d10 + 11 damage, and the giant pushes the target up C Staggering Sweep (weapon) F Recharge when first
Hit: 2d10 + 11 damage. to 2 squares and knocks it prone. bloodied
Triggered Actions Skills Athletics +16 Attack: Close blast 2 (creatures in the blast); +19 vs. AC
C Call for Vengeance F At-Will Str 21 (+11) Dex 8 (+5) Wis 12 (+7) Hit: 2d10 + 11 damage, the giant pushes the target up to 2
Trigger: An ally Sly Gulla can see drops to 0 hit points. Con 19 (+10) Int 7 (+4) Cha 9 (+5) squares, and the giant marks the target until the end of
Effect (Immediate Reaction): Close burst 10 (one ally in the Alignment chaotic evil Languages Giant the giant’s next turn.
burst); the target makes a basic attack as a free action. Equipment greatclub, 5 rocks Effect: The giant shifts 2 squares but must remain within 2
Skills Athletics +17, Stealth +14 squares of any creatures marked by it.
Str 21 (+12) Dex 14 (+9) Wis 11 (+7) Triggered Actions
2 Earth Archon Rumblers Level 17 Brute
Con 20 (+12) Int 11 (+7) Cha 15 (+9) Hardened Threat F At-Will
Medium elemental humanoid (earth) XP 1,600 each
Alignment chaotic evil Languages Common, Giant Trigger: A creature marked by the giant and within its reach
HP 204; Bloodied 102 Initiative +12
Equipment hide armor, spear, crossbow, 10 bolts willingly moves.
AC 29, Fortitude 31, Reflex 28, Will 29 Perception +13
Effect (Opportunity Action): The giant uses stone greatclub
Speed 6 (earth walk) Tremorsense 20
against the triggering creature.
Immune disease, petrification, poison
Stone Bones F At-Will
Traits Trigger: The giant is hit by an attack.
Thundering Might (thunder)
Effect (Immediate Interrupt): The giant gains resist 5 to all
If the archon is adjacent to two or more enemies, its
damage against the triggering attack.
attacks deal 2d8 extra thunder damage.
Skills Athletics +18, Stealth +15
Standard Actions Str 22 (+13) Dex 16 (+10) Wis 20 (+12)
m Stone Warhammer (weapon) F At-Will
Con 20 (+12) Int 10 (+7) Cha 11 (+7)
Attack: Melee 2 (one creature); +22 vs. AC
Alignment unaligned Languages Giant
Hit: 3d10 + 15 damage.
Equipment greatclub, 3 rocks
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

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Hall of the Fire Giant King

12. Zarkad’s Forge When the characters see area 12B, read:
This unlit room contains a giant-sized bed made of sculpted
Combat Encounter Level 18 (10,000 XP)
iron and a large iron chest that has been bolted to the floor.
These areas are the domain of Zarkad, a blind fire
12A. The Forge: Lava fills the west half of this
giant blacksmith who wears an eyeless helm that
natural cavern, seeping up through narrow fissures
amplifies his natural blindsight. Zarkad forges armor
in the north wall, then pouring back down into area
and weapons, then transports them in an iron cart
19B on the third level. Any creature that enters the
to the armory (area 8). Characters approaching area
pool or starts its turn there takes 15 fire damage and
12A detect the telltale signs of a forge—waves of heat,
ongoing 15 fire damage (save ends). A creature can
billowing clouds of smoke, and the sound of ham-
take this damage only once per turn.
mered iron.
Zarkad uses the lava to heat metal, which he then
Light: Bright light in area 12A (lava), none in area
beats into shape at his massive anvil. The two stacks
12B (being blind, Zarkad keeps his quarters dark).
of anvils provide raw steel and make an effective
Monsters: Zarkad, 1 slaughterstone eviscerator, 2
weapon for Zarkad to hurl at intruders. The 5-foot
azer fireweavers.
stacks are difficult terrain.
Parked across the hall from the forge is the four-
When the characters see area 12A, read:
wheeled iron cart that Zarkad uses to transport armor
Smoke issues from a thirty-foot-wide opening in the wall of
and weapons to the armory (area 8). The iron cart
the tunnel, across from which stands a large iron cart laden
currently contains three battleaxes and ten javelins,
with steel weapons. Three steps in the opening lead down
all sized for fire giants. The heavy cart requires a DC
to a cavern half filled with molten lava. At a great black
17 Athletics check to move. A creature pushing the
anvil in the center of the cavern, a fire giant lays down a
cart moves at half speed.
twisted piece of metal and pounds it f lat with a f laming
12B. Zarkad’s Quarters: This room contains no
hammer. The bare-chested giant wears a horned helm with
decor, since Zarkad has no need of it. A giant-sized
an opaque black visor. Flanking him are pyramidal, 5-foot-
wrought-iron bed is pushed into one corner, while a
high stacks of smaller anvils. Two fire-haired dwarves
locked iron chest is bolted to the floor near the east
attend the blind giant. As well, a large construct fitted with
wall. Zarkad carries the key to the chest, which oth-
scythe-like blades stands in an alcove.
erwise requires a DC 32 Thievery check to open.
The chest contains a +5 greatsword (or another level
Zarkad relies on a pair of azer fireweavers to help
21 common magic item), a golden statuette set with
him craft his armor and weapons. When confronted
rubies depicting the Fire Lord Imix (15,000 gp), and
by intruders, the fire giant also activates a slaughter-
4,000 gp in a small unlocked iron coffer.
stone eviscerator. Originally built by dwarves, this
Tactics: With a command, Zarkad animates the
construct was captured during a raid on a dwarven
slaughterstone eviscerator, then moves into position
clanhold and brought to Zarkad in pieces. Over time,
to hurl anvils at distant enemies. He has two anvils
Zarkad repaired the construct and set it to heed his
at hand, but must move to within 2 squares of a stack
commands.
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 Slaughterstone Eviscerator Level 18 Brute 2 Azer Fireweavers Level 18 Controller
between Zarkad and his enemies, since the fire Large natural animate (construct) XP 2,000 Medium elemental humanoid (fire) XP 2,000 each
giant’s blindsight allows him to attack through the HP 212; Bloodied 106 Initiative +15 HP 177; Bloodied 88 Initiative +12
wall without penalty. They then use hurl flame and fire AC 30, Fortitude 31, Reflex 30, Will 28 Perception +9 AC 32, Fortitude 31, Reflex 28, Will 29 Perception +15
Speed 6 Darkvision Speed 5
puppet each round, hoping to slide enemies into the
Immune disease, poison, sleep Resist 20 fire
lava pool. Traits Traits
The giant and the azers keep out of the slaugh- O Whirling Blades F Aura 2 O Amplified Flames (fire) F Aura 1
terstone eviscerator’s way, avoiding its whirling blades Any creature that starts its turn in the aura takes 10 Any enemy that starts its turn in the aura takes 5 fire
aura and its whirling bladestorm burst attack. damage. damage. If the enemy starts its turn in two or more ampli-
Tunnel Fighting fied flames auras, the enemy takes 10 fire damage instead.
Zarkad, Level 18 Elite Brute While squeezing, the eviscerator takes no penalty to attack Standard Actions
Fire Giant Blacksmith rolls and does not grant combat advantage. m Warhammer (fire, weapon) F At-Will
Large elemental humanoid (blind, fire, giant) XP 4,000 Standard Actions Attack: Melee 1 (one creature); +23 vs. AC
HP 424; Bloodied 212 Initiative +13 m Eviscerating Blade F At-Will Hit: 2d10 + 5 damage, and ongoing 10 fire damage (save
AC 30, Fortitude 32, Reflex 29, Will 28 Perception +16 Attack: Melee 2 (one creature); +23 vs. AC. ends).
Speed 7 Blindsight 10 Hit: 2d10 + 16 damage, or 4d10 + 36 damage if the R Hurl Flame (fire) F At-Will
Immune blinded, gaze; Resist 15 fire eviscerator scores a critical hit. Attack: Ranged 10 (one creature); +21 vs. Reflex
Saving Throws +2; Action Points 1 C Whirling Bladestorm F Recharge 6 Hit: 2d8 + 7 fire damage, and ongoing 10 fire damage (save
Standard Actions Attack: Close burst 2 (creatures in the burst); +23 vs. AC ends).
m Fiery Hammer (fire, weapon) F At-Will Hit: 2d10 + 8 damage, or 2d10 + 28 damage if the A Ember Wall (conjuration, fire) F Recharge 5 6
Attack: Melee 2 (one creature); +23 vs. AC eviscerator scores a critical hit. Effect: Area wall 6 within 10. The azer conjures a wall of hot
Hit: 3d10 + 16 fire damage. Str 25 (+16) Dex 22 (+15) Wis 10 (+9) embers and thick smoke that lasts until the end of the
R Hurl Anvil (weapon) F At-Will Con 22 (+15) Int 1 (+4) Cha 3 (+5) azer’s next turn. The wall can be up to 6 squares high. The
Attack: Ranged 10 (one creature); +21 vs. Reflex Alignment unaligned Languages — wall is heavily obscured and blocks line of sight. Any crea-
Hit: 3d12 + 11 damage, and the target falls prone. ture that ends its turn in the wall takes 20 fire damage.
Blind Fury F At-Will Minor Actions
Effect: Zarkad makes two basic attacks. R Fire Puppet F At-Will (1/round)
Triggered Actions Attack: Ranged 10 (one creature taking ongoing fire
M Iron Kick F At-Will damage); +21 vs. Will
Trigger: An enemy enters a square adjacent to Zarkad. Hit: The azer slides the target up to 3 squares.
Attack (Immediate Reaction): Melee 1 (the triggering Str 18 (+13) Dex 17 (+12) Wis 22 (+15)
enemy); +21 vs. Fortitude Con 25 (+16) Int 12 (+10) Cha 12 (+10)
Hit: 2d8 + 7 damage, and Zarkad pushes the target up to Alignment evil Languages Dwarven, Giant
2 squares. Equipment chainmail, warhammer
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

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13. Prison iron winch in the southwest corner raises and lowers the
cage. Bolted to the east wall at a height of eight feet is a
Athletics check. Operating the winch or the lever
requires a standard action.
Combat Encounter Level 19 (12,000 XP)
cast-iron plate with three iron levers jutting from it. 13C. Dark Cells: Prisoners are locked behind
iron doors with window shutters built into them. The
The prison consists of two intersecting corridors
The cells have 20-foot-high ceilings. Everywhere else, cells are devoid of fixtures except for iron manacles
lined with iron cell doors. The cells contain various
the ceilings are 30 feet high. bolted to the walls. The guards usually don’t take the
prisoners captured during giant raids. Prisoners do
The prison can be sealed off by two sets of iron time to shackle prisoners, since only the most irk-
not dwell here for long; most are taken elsewhere
doors that slide out from the walls. The azers, who some captives are worth the trouble. A creature can
and used as slaves or food. Some prisoners are worth
take their orders from a pair of fire giants known as free itself or another creature from the shackles with
more alive, and King Snurre is fond of making
the King’s Torturer and the Royal Headsman, use the proper key (in the possession of the King’s Tor-
ransom demands that might fatten his coffers or buy
these doors to trap prisoners (and their would-be lib- turer) or a DC 23 Thievery check.
the loyalty of his allies.
erators) until they can be subdued or killed. Each cell door is 15 feet high and 1 foot thick, and
Such is the case with Moonshadow, an elf princess
13A. Sliding Iron Doors: Standing 25 feet tall is set with two small window slits—one at 12 feet (eye
imprisoned here. Virchiln, Eclavdra’s drow consort, is
and 5 feet thick, these iron doors retract into the level for the fire giants), the other at 4 feet (eye level
currently interrogating Moonshadow for information
walls when not being used to seal off the cell block. for the azers). These slits are fitted with iron shutters
regarding her homeland. After the drow are finished
Hidden rollers and steam-powered hydraulics work that can be opened and closed only from the outside.
interrogating her, Snurre plans to ransom her back to
the doors, whose control levers are located in both (The shutters are kept closed, ensuring that prisoners
her people.
areas marked 13B. cannot see through to the outside corridor.)
The first part of this event describes the prison and
When the doors close, any creature that occupies a The cell doors are locked, and the King’s Torturer
the creatures that defend it. The second part details
square between them is pushed adjacent to the doors carries the keys. A lock cannot be reached from
the various prisoners contained within.
on one side or the other (the creature’s choice). A inside its cell, but it can be picked from outside with a
Light: Bright light in areas 13A, 13B, and 13E
creature that is unable to leave the space between the DC 32 Thievery check.
(torches), dim light in the 13D cells (light through the
sliding doors takes 25 damage and is restrained, then 13D. Windowed Cells: These two cells are
windows), and none in the 13C cells.
takes ongoing 25 damage until the doors open. A suc- similar to the others, except that they feature barred
Monsters: The King’s Torturer (fire giant tor-
cessful DC 32 Athletics check allows a creature to windows overlooking a lava-filled cavern spanned
turer), the Royal Headsman (fire giant executioner),
force the doors open as wide as a restrained creature’s by a basalt bridge. The lava is 75 feet below and can’t
12 azer hallwardens, Virchiln (drow hypnotist).
space. The doors can also be attacked (AC/Forti- be seen through the bars because of the steep angle.
Other Creatures: The prisoners (see below).
tude 32, Reflex 5; immune to cold, necrotic, poison, The bridge (area 13F) is clearly visible. The bars on
psychic, radiant, forced movement, all conditions, the windows are 6 inches apart; bending or breaking
When the characters see area 13A, read:
ongoing damage; hp 1,000 per door.) them requires a DC 32 Athletics check.
Two sliding iron doors are recessed into the walls of the
13B. Control Rooms: Each of these two rooms 13E. Torture Chamber: Two fire giants, the
corridor, flush with the surrounding stonework. No mecha-
contains a pair of azers who operate the prison’s King’s Torturer and the Royal Headsman, reside here.
nism can be seen for closing them. Fire-haired dwarves
defenses. Set into the floor is an iron plate with a When not playing knucklebones, they spend most of
stand guard in the torchlit corridor beyond.
heavy iron lever jutting out of it. This lever controls their waking hours torturing prisoners, sometimes
the sliding iron doors nearest to the control room. for information but usually just for pleasure. The two
When the characters see area 13E, read:
When the lever is pulled to close the iron doors, a fire giants sleep in wrought iron beds hidden behind
At the bottom of a ramp stands a grimy, smelly chamber
portcullis seals off each of these rooms to prevent curtained alcoves. These same alcoves contain a pair
with two large curtained alcoves. A giant-sized stone table
prisoners from accessing the control levers. A large of locked iron trunks, where the fire giants keep their
and two stone chairs stand against the north wall. In the
winch in the room can be used to raise a portcul- loot and belongings.
middle of the room is a ten-foot-wide pit, above which an
lis, which can also be lifted with a successful DC 32
iron cage dangles from chains attached to the ceiling. An

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The centerpiece of the chamber is a torture pit, another potion of vitality. In addition to these valu- the cell block hasn’t been locked down (most likely
above which hangs an iron cage. Prisoners are locked ables, the fire giants stash assorted mundane items in because the azers in area 13B were taken out), the
inside the cage, lowered into the pit, and exposed to their chests (see “Treasure,” page 3). azers in the corridor try to fight their way into the
blasts of acid, fire, and poison. 13F. Basalt Bridge: This black basalt bridge nearest control room and activate the door levers.
Torture Device: An iron cage, 9 feet across and 12 spans a natural cavern, the ceiling of which is 30 feet Virchiln has come to the prison to retrieve an
feet high, hangs suspended from a thick iron chain above. The bridge has no railing, and any creature elf prisoner for sacrifice at the temple (see area 15).
that runs from the ceiling to an iron winch set into falling off plunges 70 feet into molten lava in area Beforehand, he takes time to interrogate and brutal-
the floor. The cage is locked (the King’s Torturer has 20A, taking 7d10 falling damage. In addition, any ize Moonshadow in her cell, where he is found when
the key; Thievery DC 32 to open) and hangs at floor creature that enters the lava or starts its turn there the alarm sounds. He attempts to use Stealth to sneak
level above a 10-foot-wide, 20-foot-deep pit with small takes 15 fire damage and ongoing 15 fire damage away from the cell, make his way to area 15 (using
holes drilled into its walls. (save ends). A creature can take this damage only cloud of darkness to cover his escape), and report to
One or more creatures are locked inside the cage once per turn. Eclavdra. If he is trapped in the cell block, he tries
and lowered into the pit using the winch (a standard Iron Cages: Four winches are mounted on the to dominate enemies with hypnotic suggestion, using
action). One of the three levers on the eastern wall is bridge. Each is affixed to a sturdy iron chain con- them to attack their allies or to aid in his escape.
pulled (a standard action), exposing the cage’s occu- nected to an iron cage that dangles 20 feet below Virchiln has no loyalty to the fire giants or azers,
pant to the deadly substances that issue forth from the bridge. Three cages are presently empty, but one helping them only in ways that benefit him.
the holes in the walls of the pit. contains a prisoner (see area 20). Using the winches
Lever 1 sprays the pit with jets of flame. Any crea- to raise the cages alerts the fire giant flameskulls and Development
ture in the pit when the lever is pulled takes 5 fire fire bat swarms in area 20A, which rise up and attack Characters who are captured anywhere in Snurre’s
damage. interlopers on the bridge. Hall are incarcerated in the unoccupied area 13D
Lever 2 fills the pit with sulfurous gas. Any crea- Tactics: If the characters are reluctant to enter the cell. See “Captured!” (page 4) for details.
ture in the pit when the lever is pulled takes 5 poison cell block, choosing to attack the azer guards from Zarkad (area 12) is close enough to the prison
damage. a distance, the remaining azers take cover in the to hear the sound of combat in this area. If fight-
Lever 3 sprays the pit with flesh-eating acid. Any alcoves in front of the cell doors. The azers’ prefer- ing breaks out and the cell block hasn’t been locked
creature in the pit when the lever is pulled takes 5 ence is to lure characters into the cell block, then trap down, he throws anvils into the iron cart and wheels
acid damage. them inside. They’re not afraid to come after enemies it toward the prison, doing what he can to assist the
Treasure: On the 6-foot-high table are the wagers who refuse to be baited. defenders. The azers and the construct in area 12
of a recent game of knucklebones between the two The two fire giants are playing knucklebones in follow Zarkad into battle.
giants: six pieces of jewelry (1,000 gp each) and area 13E when the alarm sounds. They then grab If the characters capture Virchiln and ques-
twenty gems (500 gp each). The King’s Torturer and their weapons and go to the cell block. When they tion him regarding the whereabouts of Eclavdra,
the Royal Headsman keep the rest of their treasure arrive, the giants go on the offensive. he reveals that the priestess is in the lower caverns
locked in the iron chests next to their bed. They carry If the adventurers enter the prison, the azers in making plans to return to the drow city of Erelhei-
the keys, and each lock can be picked with a DC 23 area 13B close the sliding iron doors to seal off the Cinlu. (This is a lie. Eclavdra is presently in area 15,
Thievery check. cell block, which drops the portcullises that seal off but Virchiln hopes to escape and warn her.) If the
The chest belonging to the King’s Torturer con- both guardrooms. They reopen the iron doors only characters talk to the prisoners and hear about the
tains ten golden dragon statuettes depicting different after the fire giants order them to do so, and only treacherous adventurer Gleep Wurp (see below),
kinds of chromatic and metallic dragons (each worth after enemies trapped inside the cell block have been Virchiln knows that he is in area 23.
500 gp), a dozen elven longswords, and a potion of dealt with.
vitality. The Royal Headsman’s chest contains a model The remaining azers gang up on the nearest
of a golden galleon in a crystal bottle (2,500 gp) and enemies, taking advantage of their warding f lame. If

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Fire Giant Torturer Level 19 Soldier Fire Giant Executioner Level 20 Brute Drow Hypnotist Level 18 Controller
Large elemental humanoid (fire, giant) XP 2,400 Large elemental humanoid (fire, giant) XP 2,800 Medium fey humanoid XP 2,000
HP 185; Bloodied 92 Initiative +11 HP 236; Bloodied 118 Initiative +11 HP 170; Bloodied 85 Initiative +15
AC 35, Fortitude 34, Reflex 29, Will 30 Perception +16 AC 32, Fortitude 35, Reflex 30, Will 31 Perception +10 AC 32, Fortitude 28, Reflex 30, Will 31 Perception +12
Speed 7 Speed 7 Speed 7 Darkvision
Resist 15 fire Resist 15 fire Standard Actions
Traits Standard Actions m Dagger Lure (charm, weapon) F At-Will
O Fiery Agony F Aura 3 m Greataxe (fire, weapon) F At-Will Attack: Melee 1 (one creature); +23 vs. AC
A slowed enemy in the aura cannot regain hit points or Attack: Melee 2 (one creature); +25 vs. AC Hit: 4d4 + 15 damage.
gain temporary hit points until it hits or misses the giant Hit: 3d12 + 16 fire damage, or 6d12 + 16 fire damage if Effect: The drow slides the target up to 2 squares.
with an attack. the giant scores a critical hit, plus 10 fire damage to a R Hand Crossbow (weapon) F At-Will
Standard Actions prone target. Attack: Ranged 10 (one creature); +23 vs. AC
m Greatsword (fire, weapon) F At-Will M Executioner’s Chop F Recharge 5 6 Hit: 3d6 + 15 damage, and the target is slowed (save ends).
Attack: Melee 2 (one creature); +24 vs. AC Effect: The executioner uses greataxe. If the attack hits, the First Failed Saving Throw: The target is also weakened
Hit: 3d12 + 8 fire damage, and the target is slowed (save target also takes ongoing 15 damage (save ends). The (save ends both).
ends). attack deals half damage on a miss. Second Failed Saving Throw: The target instead falls
C Sword Arc F Recharge when the giant bloodies an Triggered Actions unconscious until the end of the encounter.
enemy Heads Must Roll F Encounter R Hypnotic Suggestion (charm) F Recharge 5 6
Effect: Close burst 2 (enemies in the burst); the giant uses Trigger: The giant is first bloodied. Attack: Ranged 5 (one creature); +21 vs. Will
greatsword against each target. If the attack hits, the Effect (Immediate Reaction): Executioner’s chop recharges, Hit: The target is dominated until the end of the drow’s
target also falls prone. and the giant uses it. next turn.
Skills Intimidate +14 Skills Intimidate +17 Miss: The target is dazed until the end of the drow’s next
Str 24 (+16) Dex 11 (+9) Wis 14 (+11) Str 24 (+17) Dex 13 (+11) Wis 10 (+10) turn.
Con 25 (+16) Int 13 (+10) Cha 10 (+9) Con 26 (+18) Int 10 (+10) Cha 14 (+12) Minor Actions
Alignment evil Languages Common, Giant Alignment evil Languages Common, Giant C Cloud of Darkness (zone) F Encounter
Equipment scale armor, greatsword Equipment chainmail, chainmail hood, greataxe Effect: Close burst 1. The burst creates a zone that lasts
until the end of the drow’s next turn. The zone blocks
line of sight for all creatures except the drow. While
12 Azer Hallwardens Level 17 Minion Soldier
entirely within the zone, any creature other than the
Medium elemental humanoid (fire) XP 400 each
drow is blinded.
HP 1; a missed attack never damages a minion. Initiative +13
Skills Bluff +21, Insight +17, Intimidate +21, Stealth +20
AC 33, Fortitude 31, Reflex 28, Will 29 Perception +12
Str 14 (+11) Dex 22 (+15) Wis 17 (+12)
Speed 5
Con 18 (+13) Int 14 (+11) Cha 24 (+16)
Resist 20 fire
Alignment evil Languages Common, Elven
Traits Equipment leather armor, dagger, hand crossbow, 20 bolts
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

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The Prisoners Boldo, Fire Giant Prisoner Level 18 Elite Brute


Large elemental humanoid (fire, giant) XP 4,000
The adventurers can try to free prisoners in the thick HP 424; Bloodied 212 Initiative +9
of combat, or they can wait until after they’ve secured Running the Prisoners
AC 30, Fortitude 32, Reflex 29, Will 30 Perception +10
the cell block. Some of the prisoners do their best to Speed 7 Dram, Fonkin, and Moonshadow all have an
help the characters; others hinder them. Resist 15 fire interest in joining the adventurers on their
Prisoners: Boldo, fire giant; Dram Blighthammer, Saving Throws +2; Action Points 1 mission to rout King Snurre. If adding these
dwarf; Fonkin Hoddypeak, elf adventurer; Moon- Standard Actions characters to the party is too much trouble, you
m Slam (fire) F At-Will
shadow, elf princess; eight elf prisoners. can choose to have them attempt to escape from
Attack: Melee 2 (one creature); +23 vs. AC
Hit: 4d6 + 15 fire damage, and the target falls prone.
Snurre’s Hall instead. (Dram and Fonkin can be
Boldo m Greatsword (fire, weapon) F At-Will easily convinced to escort Moonshadow safely
Boldo the fire giant wears manacles on his wrists and Requirement: Boldo must be wielding a greatsword and back to her homeland.) If you do decide to add
is shackled to the back wall of his cell. He has been must not have a creature grabbed. prisoners to the party, use them to create drama
locked up here for failing to show proper deference to Attack: Melee 2 (one creature); +23 vs. AC and tension where appropriate.
Hit: 4d12 + 6 fire damage. Adding secondary characters offers both
Snurre. Boldo was the king’s chief lieutenant, and he
M Double Attack F At-Will
will do anything to get back into Snurre’s good graces. advantages and disadvantages. On the plus side,
Requirement: Boldo must not have a creature grabbed.
He lies to the adventurers, telling them that he was Effect: Boldo uses slam and manacles, uses slam twice, or
new characters can take some of the heat off the
imprisoned after trying to prevent Snurre from taking uses greatsword twice. adventurers by drawing attacks and absorbing
his current hostile course of action. He promises M Manacles (fire, weapon) F At-Will damage, as well as providing additional attacks
that if he’s set free, he can convince several other fire Attack: Melee 2 (one creature); +21 vs. Reflex and flanking opportunities. Downsides include
giants to help overthrow the king and secure Snurre’s Hit: 4d8 + 15 fire damage, and the target is grabbed new characters becoming a drain on the party’s
(escape DC 23). healing resources, their potentially troubling
Hall. If the characters free him, he betrays them at
Minor Actions quirks (including Fonkin’s cowardice), and the
the earliest opportunity. M Strangle (weapon) F Recharge when Boldo starts his turn
In combat, Boldo looks for any chance to get his with a creature grabbed
fact that characters such as Dram and Moon-
hands on a giant-sized greatsword. Until then, he is Effect: Melee 2 (one creature grabbed by Boldo); 4d8 + 15 shadow are worth more to the adventurers alive
happy to strangle enemies with his manacles (either damage. than dead.
the ones on his wrists or a loose set). If the characters Triggered Actions
have not obtained the torturer’s keys, Boldo’s mana- C Fire’s Fury (fire) F Encounter
Trigger: Boldo is first bloodied.
cles can be opened with a DC 32 Thievery check.
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  L anguages Common, Dwarven,
Giant
Equipment manacles

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Dram Blighthammer Dram Blighthammer Level 15 Defender Apparently, we weren’t the first group of adventurers he
Medium natural humanoid, dwarf had led astray to be captured or killed. Cloyer and I were
Dram is the youngest son of a powerful dwarf mer-
HP 118; Bloodied 59; Healing Surges 13 Initiative +7 imprisoned. A couple of days later, Gleep paid me one last
chant named Zalko Blighthammer. A captain in the
AC 32, Fortitude 30, Reflex 27, Will 27 Perception +8 visit to let me know that Snurre was promoting him, and
dwarven military, Dram became separated from his Speed 5 Low-light vision
unit during a raid against a fire giant outpost. He was that he had reduced my magic items to residuum. I haven’t
Traits
captured and brought here two weeks ago. The giants Stand the Ground
seen the treacherous bastard since.”
and the azers torment him constantly, and he holds Dram can move 1 square fewer than the effect specifies
little hope of being rescued. when subjected to a pull, a push, or a slide. If the characters inquire into Cloyer’s fate, Fonkin
If Dram is freed, he picks up a warhammer from Steady-Footed says that the giants tortured, killed, and ate him. If
the nearest dead azer and helps the adventurers any Dram can make a saving throw to avoid falling prone when the characters ask about Gleep Wurp’s “promotion,”
an attack would knock him prone. Fonkin replies:
way he can. His hatred of fire giants and azers is Standard Actions
boundless, and he attacks them with little regard for m Warhammer (weapon) F At-Will
his own well-being. If the characters have Obmi Iron- Attack: Melee 1 (one creature); +21 vs. AC
“Gleep said that Snurre needed a new emissary—someone
whisper in their custody (see area 7), Dram recognizes Hit: 1d10 + 11 damage, and the target is slowed until the smart to work closely with the dark elves. He was making
the treacherous dwarf and vows to kill him for collabo- end of Dram’s next turn. plans to travel to a drow city in the Underdark.”
rating with the giants. Unless the characters convince Effect: The target is marked until the end of Dram’s next turn.
Dram to stand down (either through roleplaying or Minor Actions Knowing that he was next on the giants’ dinner
Dram’s Resilience (healing) F Encounter menu, Fonkin is quick to join the characters. In
with a DC 23 Diplomacy check), he attacks Obmi. Effect: Dram can spend a healing surge.
If Dram survives the adventure and makes it combat, he uses spellbound shift against a close-packed
Triggered Actions
out of Snurre’s Hall alive, he returns home. After Power Strike F 3/Encounter (1/round)
group of foes, then follows up with radiant blade.
hearing the tale of his son’s escape, Zalko Blightham- Trigger: Dram hits with warhammer. Fonkin’s recent ordeal has shattered his confidence
mer tracks down the adventurers and gives them a Effect (No Action): The target takes 1d10 extra damage. in a way that does not become clear until he’s in
reward: five astral diamonds (50,000 gp total). Skills Athletics +16, Dungeoneering +15, Endurance +18, the thick of combat. Whenever he is first bloodied,
Insight +13 Fonkin drops what he is holding and flees the area by
Str 18 (+11) Dex 10 (+7) Wis 12 (+8) the most expeditious route. His confidence does not
Con 19 (+11) Int 15 (+9) Cha 15 (+9)
return until he escapes from Snurre’s Hall or until he
Alignment lawful good Languages Common, Dwarven,
Giant
deals the killing blow to a fire giant or drow.
Equipment chainmail, light shield, warhammer Given his druthers, Fonkin would rather appear
heroic than be heroic. If the characters suggest that
he escort Princess Moonshadow to safety, he eagerly
Fonkin Hoddypeak accepts. He can take up arms from a slain azer, but
Fonkin was a member of an adventuring party that he prefers to use one of the elven longswords found in
was all but wiped out by the giants. He recounts the the torturer’s chest.
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
us—Gleep Wurp, Cloyer Bulse, and myself—were 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 Level 18 Striker Princess Moonshadow Moonshadow, Elf Princess Level 15 Controller
Medium fey humanoid, elf Medium fey humanoid
Moonshadow is shackled to the wall and has a sack
HP 112; Bloodied 66; Healing Surges 8 Initiative +9 HP 98; Bloodied 49; Healing Surges 10 Initiative +9
over her head that limits her ability to attack her
AC 33, Fortitude 31, Reflex 31, Will 31 Perception +15 AC 30, Fortitude 27, Reflex 27, Will 30 Perception +11
Speed 8 Low-light vision
jailers. She has been badly beaten by her drow inter- Speed 7 Low-light vision
Traits rogator and has 62 hit points remaining. Traits
Combat Advantage Given how she likes to be in charge, her present Wild Step
Once per round, when Fonkin hits an enemy granting situation has greatly ruffled Moonshadow’s delicate Moonshadow ignores difficult terrain when she shifts.
combat advantage to him, he deals that enemy 2d6 extra disposition. As soon as she is freed, the princess tries Standard Actions
damage. to take command, doing her best to point out the m Moonshadow Touch (charm) F At-Will
Wild Step Attack: Melee 1 (one creature); +19 vs. Reflex
adventurers’ shortcomings and set them on a path to
Fonkin ignores difficult terrain when he shifts. Hit: 1d8 + 11 damage, Moonshadow can slide the target 1
Standard Actions
success. She also attempts to order the characters to square, and the target cannot make opportunity attacks
m Longsword (weapon) F At-Will wipe out the drow in Snurre’s Hall as their primary until the end of Moonshadow’s next turn.
Attack: Melee 1 (one creature); +25 vs. AC goal. Her hatred of the dark elves has no bounds, and r Silver Ray (radiant) F At-Will
Hit: 1d8 + 13 damage. she blames them for the horrors that Snurre and his Attack: Ranged 20 (one creature); +19 vs. Reflex
r Magic Missile (force) F At-Will allies have unleashed. Hit: 1d10 + 11 radiant damage, and Moonshadow is
Effect: Ranged 20 (one creature); 15 force damage. Moonshadow knows that the leader of the drow invisible to the target until the end of her next turn. In
C Radiant Blade (radiant, weapon) F Encounter addition, the target is considered to have been hit by a
in Snurre’s Hall is named Eclavdra, and that she
Attack: Close burst 1 (enemies in the burst); +25 vs. AC silvered weapon.
Hit: 1d8 + 13 radiant damage, and the target is blinded
is an influential member of the House of Eilservs C Glorious Presence (charm, radiant) F Encounter
(save ends). (a drow house based in the subterranean city of Attack: Close burst 2 (enemies in the burst); +19 vs. Will
Move Actions Erelhei-Cinlu). She also knows that the drow sent to Hit: 3d6 + 11 radiant damage, and Moonshadow pushes
Spellbound Shift F Encounter interrogate her is (or was) Eclavdra’s latest consort. the target up to 2 squares.
Effect: Fonkin shifts up to half his speed and can shift Moonshadow knows that Virchiln has been collect- Effect: Moonshadow and each ally in the burst gains 9 tem-
through enemy spaces. Every enemy whose space he ing the other members of her retinue to be ritually porary hit points.
shifts into is dazed until the end of Fonkin’s turn.
sacrificed in a nearby temple. With each sacrifice, Triggered Actions
Triggered Actions Elven Accuracy F Encounter
Elven Accuracy F Encounter
Eclavdra learns secrets that she imparts to the giants, Trigger: Moonshadow makes an attack roll.
Trigger: Fonkin makes an attack roll. helping them with their plans of conquest. Effect (Free Action): Moonshadow rerolls the triggering
Effect (Free Action): Fonkin rerolls the triggering attack roll Convincing Moonshadow to flee Snurre’s Hall attack roll and uses the second result.

and uses the second result. takes some effort, requiring either good roleplaying or Lingering Magic F Encounter
Skills Arcana +17, Athletics +18, Endurance +16, Nature +15 a successful DC 30 Diplomacy or Intimidate check. Trigger: An effect Moonshadow imposed on an enemy
Str 18 (+13) Dex 11 (+9) Wis 18 (+13) If the characters assign Dram or Fonkin to “protect” would end on her current turn.
Con 15 (+11) Int 16 (+12) Cha 12 (+10) Effect (Free Action): The triggering effect instead ends at the
her, Moonshadow lets her exasperation show but
Alignment lawful good Languages Common, Elven end of Moonshadow’s next turn.
Equipment chainmail, longsword
accepts their aid. She refuses to leave Snurre’s Hall Skills Arcana +15, Bluff +16, Diplomacy +16, Insight +14,
unless the characters assure her that they intend to Nature +11
destroy Eclavdra and stop her from using the temple. 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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Hall of the Fire Giant King

Elf Prisoners 14. Barracks iron chests, including a locked chest belonging to
These eight elves are all that’s left of Moonshadow’s Aarth.
Combat Encounter Level 18 (10,000 XP)
escort of twenty-four warriors, and they have sworn 14B. East Barracks: Four chain-curtained
to protect their princess. They can take up arms and alcoves conceal giant-sized wrought iron beds. Unless
When he’s not out hunting or training hell hounds,
armor from the slain creatures here, but they prefer he has been previously woken, Aarth is sleeping in
the king’s fire giant houndmaster rests here with his
to retrieve the elven longswords from the torturer’s one of these beds, while Nvilka lies curled up outside
monstrous hell hound companion. Aarth is an old
chest. The other elves in Moonshadow’s company the alcove. A 5-foot-high basalt basin contains drink-
fire giant who has seen nearly fifty-five winters by
were killed in the initial attack or handed over to the ing water. The basin is fed by a rain spout carved into
his own reckoning. Despite his haggard appearance,
drow, where they have been sacrificed on the altar in the wall above it.
however, he is as fierce as any of Snurre’s warriors,
area 15. Treasure: This area contains six large iron chests.
and the other fire giants respect his wisdom.
Five are unlocked and contain a total of 2,500 gp as
Perception DC 23: A character listening at the
8 Elf Prisoners Level 15 Minion Soldier
well as several mundane items (see “Treasure,” page
door hears the grunts and groans of the arm-wres-
Medium fey humanoid 3). The chest nearest to Aarth’s bed belongs to the
tling giants, as well as the loud snores of a third giant.
HP 1; a missed attack never damages a minion. Initiative +11 houndmaster and is locked. Aarth carries the key,
Light: Bright light (torches).
AC 31, Fortitude 28, Reflex 26, Will 27 Perception +15 or the lock can be picked with a DC 25 Thievery
Monsters: Aarth (fire giant houndmaster), Nvilka
Speed 7 Low-light vision check. Inside the houndmaster’s chest is a pouch of
Traits
(firebred hell hound alpha), 2 fire giant knights.
25 pp, a set of manacles inlaid with small gems and
Wild Step emblazoned with the symbol of Torog (1,500 gp), and
The elf ignores difficult terrain when it shifts. When the characters see area 14A, read:
mundane items (see “Treasure,” page 3).
Standard Actions Wrought iron beds line the walls here, including a half-
m Longsword (weapon) F At-Will
Tactics: As soon as he wakes, Aarth throws down
dozen bunks of normal size and two giant-sized beds. Two
Attack: Melee 1 (one creature); +20 vs. AC fire caltrops as often as possible, knowing that he and
iron chests sit on the f loor near the giant beds.
Hit: 11 damage. his allies are immune to that power’s effect. He stays
Effect: The elf marks the target until the end of the elf’s close to Nvilka to benefit from loyal defender, using
The fire giant knights are arm wrestling at the table,
next turn. binding chain to restrain dangerous melee combatants.
Triggered Actions but they spot intruders as soon as the doors are fully
Nvilka targets enemies with burning gaze, stay-
Elven Accuracy F Encounter opened.
ing clear of melee combatants to avoid opportunity
Trigger: The elf makes an attack roll.
Effect (Free Action): The elf rerolls the triggering attack roll
attacks. She then follows up with fiery breath or bite.
When the characters see area 14B, read:
and uses the second result. When an enemy adjacent to Nvilka attacks Aarth, she
This room contains several alcoves concealed with chain
Skills Athletics +14, Nature +12 uses his loyal defender power to respond.
curtains, as well as a large water basin set into the far wall.
Str 15 (+9) Dex 15 (+9) Wis 16 (+10) In between longsword and throwing hammer attacks,
Con 18 (+11) Int 11 (+7) Cha 13 (+8) the fire giant knights use f lame’s lure to slide enemies
Alignment good Languages Common, Elven Loud snores emanate from one alcove if Aarth is still
through zones of fire caltrops, keeping the adventur-
Equipment chainmail, longsword asleep. The enormous hell hound Nvilka is chewing
ers out of position for attacks against Aarth.
on a mammoth bone outside the curtain until she
Development becomes aware of intruders.
Helping Moonshadow escape from Snurre’s Hall The ceiling is 40 feet high throughout.
completes a minor quest (see “Quests,” page 3). If 14A. West Barracks: The oversized iron beds
Dram makes it out alive, the characters receive a and their chests belong to the fire giant knights. The
monetary reward for rescuing him (see above). smaller iron bunks are sized for azers. Between this
area and the east barracks (area 14B) stand four more

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Fire Giant Houndmaster Level 19 Controller Firebred Hell Hound Alpha Level 20 Brute 2 Fire Giant Knights Level 19 Soldier
Large elemental humanoid (fire, giant) XP 2,400 Large elemental beast (fire) XP 2,800 Large elemental humanoid (fire, giant) XP 2,400 each
HP 180; Bloodied 90 Initiative +10 HP 236; Bloodied 118 Initiative +14 HP 182; Bloodied 91 Initiative +13
AC 33, Fortitude 33, Reflex 28, Will 31 Perception +18 AC 32, Fortitude 33, Reflex 30, Will 32 Perception +21 AC 35, Fortitude 34, Reflex 29, Will 29 Perception +14
Speed 7 Speed 8 Speed 7
Resist 15 fire Resist 15 fire Resist 15 fire
Standard Actions Traits Traits
m Spiked Chain (fire, weapon) F At-Will O Fire Shield (fire) F Aura 1 O Fiery Defender (fire) F Aura 2
Attack: Melee 4 (one creature); +24 vs. AC Any enemy that enters the aura or starts its turn there While in the aura, an unmarked enemy that uses an attack
Hit: 2d10 + 16 fire damage, and the target falls prone. takes 1d10 fire damage. A creature can take this damage power that fails to target a creature that has this aura
Effect: The giant slides the target up to 2 squares. only once per turn. active takes 15 fire damage.
M Binding Chain (fire, weapon) F At-Will Standard Actions Standard Actions
Attack: Melee 4 (one creature); +22 vs. Fortitude m Bite (fire) F At-Will m Longsword (fire, weapon) F At-Will
Hit: 2d10 + 16 fire damage, and the target is restrained Attack: Melee 1 (one creature); +25 vs. AC Attack: Melee 2 (one creature); +24 vs. AC
until the start of the giant’s next turn. While the target Hit: 3d10 + 17 fire damage. Hit: 2d10 + 16 fire damage.
is restrained, the giant cannot use binding chain and the C Fiery Breath (fire) F Recharge 5 6 R Throwing Hammer (fire, weapon) F At-Will
range of the giant’s spiked chain power is reduced to 1. Attack: Close blast 3 (creatures in the blast); +23 vs. Reflex Attack: Ranged 10 (one creature); +24 vs. AC
Minor Actions Hit: 3d12 + 18 fire damage. Hit: 2d8 + 16 fire damage, and the target falls prone.
A Fire Caltrops (fire, zone) F Recharge 5 6 Miss: Half damage. C Flame’s Lure (fire) F Recharge 5 6
Effect: Area burst 1 within 10. The burst creates a zone that Minor Actions Attack: Close burst 3 (enemies in the burst); +22 vs. Will
lasts until the end of the giant’s next turn. The zone is R Burning Gaze (gaze) F At-Will (1/round) Hit: The giant slides the target up to 3 squares into a space
difficult terrain for all but fire creatures. A creature that Attack: Ranged 5 (one creature); +23 vs. Fortitude adjacent to the giant, and the target takes ongoing 15 fire
enters a square in the zone takes 10 fire damage. A crea- Hit: The target gains vulnerable 10 fire until the start of the damage (save ends).
ture can take this damage only once per turn. hound’s next turn. Str 24 (+16) Dex 14 (+11) Wis 10 (+9)
Triggered Actions Str 24 (+17) Dex 19 (+14) Wis 23 (+16) Con 22 (+15) Int 10 (+9) Cha 14 (+11)
Loyal Defender F At-Will Con 26 (+18) Int 3 (+6) Cha 15 (+12) Alignment evil Languages Common, Giant
Trigger: An enemy hits the giant with an attack while the Alignment evil Languages — Equipment plate armor, light shield, longsword, 3 throwing
giant is adjacent to a beast ally. hammers
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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15. Temple of the Elder screaming faces ref lected in each. Above the west row of pil-
lars stands a balcony whose railing of purple stone has been
If the characters enter area 15B by way of the
stairs leading up to the balcony, read:
Elemental Eye sculpted to resemble entwined tentacles. The walls of the The dark figure on the balcony holds a rod with four
Combat Encounter Level 21 (17,600 XP) temple are a cloudy purple hue, set with torches that burn squirming tentacles rising from the top.
with a multicolored f lame.
This temple predates the construction of the rest Raeme and Sziraz, two female drow underpriests, are
of Snurre’s Hall, though the identity of its builders Characters can also enter the temple by way of the lighting candles, preparing to perform the ritual that
remains unknown. The temple is dedicated to Thar- balcony, but they must notice an illusory wall block- activates the altar. Eclavdra watches from the balcony,
izdun, the evil god believed to have created the Abyss ing the stairs first (see 15A, below). waiting for the ritual to begin when Virchiln (area
and whose portfolio includes madness and annihila- 13) returns with a sacrifice. (If Virchiln has already
tion. Rarely referred to by name, Tharizdun is more If the characters enter area 15B by way of the returned because the adventurers raided the prison,
commonly known as the Chained God or the Elder balcony, read: the drow are planning to use one of the characters as
Elemental Eye. Beyond the illusory wall, a wide staircase leads up to a bal- a sacrifice when they make their inevitable attack.)
This temple has seen some use of late. A drow cony overlooking a strange temple. The balcony railing is Eclavdra is drawn to this place and the secrets it
priestess named Eclavdra led a contingent of dark sculpted from purple stone, carved to resemble entwined ten- conceals. She knows that the altar has great divina-
elves to Snurre’s Hall a few months ago, hoping to tacles. The twisted black pillars that support the balcony and tory powers, and that it demands a living sacrifice in
learn the secrets of the temple and help the giants the ceiling overhead appear to have screaming faces reflected exchange for that forbidden knowledge. Eclavdra uses
in their war against the elves, humans, dwarves, and in them. Torches along the temple’s purple walls burn with a what she learns for her own benefit, as well as the
other surface-dwelling races. These drow are the true multicolored flame but leave the balcony in shadow. In that benefit of her giant allies.
power behind the giant uprisings that the adventur- dim light, you can see a black stone pedestal rising from the Characters who explore the temple and succeed
ers have vowed to crush. balcony floor, a purple orb nestled on top of it. on a DC 25 Religion check recognize that the site is
Characters can complete a minor quest by con- dedicated to the Elder Elemental Eye. A DC 35 Reli-
fronting Eclavdra (see “Quests,” page 2). The drow Whichever way the characters entered, continue gion check is enough to know that this entity is also
priestess is not alone in the temple, however, and she with: known by the name Tharizdun, the god of madness
has an escape route. A purple stone orb on the bal- At the far end of the temple, three steps rise to form a wide, and the creator of the Abyss.
cony has the power to teleport creatures to area 23D. semicircular dais. On the lowest tier sits a large blackened 15A. Illusory Wall: An illusory wall conceals a
If Eclavdra eludes the party, the characters might drum and a wooden rack festooned with silver chimes. On staircase leading up to the temple balcony. The wall
catch up with her in area 24. the middle tier, an altar block of dark gray stone is f lanked blocks line of sight but not line of effect for creatures
Light: Bright light (torches). by two bronze braziers and six candelabra set with black to the north of it. Creatures on the south side of the
Monsters: Eclavdra, 2 drow underpriests, 2 fire candles. Hanging from the ceiling above the topmost tier illusory wall can see through it clearly. A successful
giants. Taz’zt and Virchiln might be here as well if is a small black metal triangle and a matching metal cyl- DC 32 Perception check reveals the illusion, as does
they were driven from areas 2 and 13, respectively. inder. Set into the cloudy purple wall behind the dais is interacting with the wall.
Add them to the room description. Their XP is not a twenty-foot-tall inlay of amber-like stone—an inverted 15B. Temple and Balcony: The vaulted ceiling
included in this encounter. equilateral triangle inscribed with a “Y” that touches the of this chamber is 50 feet high at the walls and 75
Trap: Altar of the Eye. triangle’s three sides. feet high at its peak. The twisted obsidian pillars that
At the dais, two female drow wearing purple and black support the ceiling catch the light and reflect it back
If the characters enter area 15B through the ceremonial robes are in the process of lighting the black can- in ominous-seeming ways, but they present no real
northeast doors, read: dles while two fire giants clad in chainmail stand nearby. threat.
A strange temple opens up beyond the doors. Twisted black On the balcony, a shadowy figure looms. The obsidian balcony suspended along the east
pillars support the dark ceiling, with strange shapes like wall stands 15 feet above the floor.

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Hall of the Fire Giant King

15C. Dais: The three tiers of this semicircular can’t reach the orb, she flees the temple and runs
dais lead up to the great symbol of the Elder Elemen- through the wall of tentacles (area 16A), then heads
tal Eye inlaid in the south wall. None of the items on down to the third level to alert her remaining allies
the dais are magical. and hole up in area 24. If Virchiln is with Eclavdra,
First Tier: The first tier is of black stone shot he gladly sacrifices himself to enable her escape.
through with veins of violet. On the east side of the Raeme and Sziraz use poison web to snare enemies
tier rests a great drum of blackened skin and chitin- before attacking with their tentacle rods. They fight in
ous material. On the west side stands a wooden rack tandem with the fire giants, which do their best to
from which hang nine silver chimes (100 gp each). defend the drow. Raeme, Sziraz, and the fire giants
Second Tier: The second tier is dark gray stone shot fight to the death.
through with specks of purple and orange. A large If Taz’zt is present, he hides behind a pillar until an
stone altar block of porous rusty-black rock sits in the opportunity to gain combat advantage presents itself.
middle of this tier, flanked by bronze braziers that
have turned green with age. (See “Altar of the Eye” for 2 Fire Giants Level 18 Soldier
more information.) To the left and right of the braziers, Large elemental humanoid (fire, giant) XP 2,000 each
arranged in a triangular formation, are two sets of HP 174; Bloodied 87 Initiative +11
three candelabra. Each candelabrum is made of cor- AC 34, Fortitude 34, Reflex 28, Will 28 Perception +14
roded bronze and has three branches, each of which Speed 8
Resist 15 fire
holds a fat black candle that burns with a purple flame.
Standard Actions
Third Tier: The third tier is dull black stone with m Searing Greatsword (fire, weapon) F At-Will
whorls of mauve, spattered with dried blood. Above this Attack: Melee 2 (one creature); +23 vs. AC
tier, an inlay of amber-like stone is set into the cloudy Hit: 2d12 + 13 fire damage.
purple wall—a 20-foot-wide inverted equilateral trian- Effect: The giant marks the target until the end of the
gle, with an enclosed Y whose points touch the triangle’s giant’s next turn.
sides. Beneath this, hanging on iron chains from the C Sweeping Sword (fire, weapon) F At-Will
Attack: Close blast 2 (enemies in the blast); +23 vs. AC
ceiling, are a triangle and a cylinder of black metal.
Hit: 2d12 + 13 fire damage.
Tactics: When the characters arrive, the drow Effect: The giant marks the target until the end of the
underpriests are preparing to activate the altar. giant’s next turn.
Doing so requires that a character strike the iron Str 23 (+15) Dex 11 (+9) Wis 10 (+9)
Teleportation Orb: The balcony’s 4-foot-high obsid-
triangle with the iron cylinder (a standard action). Con 22 (+15) Int 10 (+9) Cha 11 (+9)
ian pedestal has a 6-inch-diameter orb of purple stone Alignment evil Languages Giant
When combat begins, each underpriest attempts to
resting in an indentation atop it. Touching the orb Equipment chainmail, greatsword
strike the triangle so the altar’s lurid eye appears (see
causes twenty-four small golden glyphs to appear on
“Altar of the Eye,” below).
its surface. If the correct sequence of glyphs is touched
Eclavdra opens with insidious offer. After that, she
(a standard action), the creature touching them is tele-
prefers to command her allies, but she is bold enough
ported to area 23D. Figuring out the correct sequence
to use blinking escape to teleport to the floor and
requires 1 minute and a DC 32 Arcana check (trained
fight, or to walk from the balcony to the main temple
only). Touching the wrong sequence or removing the
entrance. She fights until she is bloodied or until her
orb from the pedestal causes the orb to vanish for 24
allies in the temple are slain. At that point, she uses
hours, after which it returns to the pedestal.
the orb atop the balcony to escape to area 23D. If she

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Eclavdra Eilservs Level 20 Elite Soldier (Leader) 2 Drow Underpriests Level 17 Controller Altar of the Eye
Medium fey humanoid, drow XP 5,600 Medium fey humanoid, drow XP 1,600 each
If a creature touches or attacks the altar, it changes
HP 380; Bloodied 190 Initiative +20 HP 160; Bloodied 80 Initiative +10
from solid black to translucent amethyst with a black,
AC 36, Fortitude 31, Reflex 33, Will 32 Perception +16 AC 31, Fortitude 27, Reflex 29, Will 32 Perception +10
Speed 7 Darkvision Speed 6 Darkvision
amorphous center. It remains in this state for 1 hour
Saving Throws +2; Action Points 1 Standard Actions before reverting to its normal form.
Standard Actions m Tentacle Rod (weapon) F At-Will While the altar is translucent, if the drum is
m Tentacle Rod (weapon) F At-Will Attack: Melee 2 (one creature); +22 vs. AC beaten, the chimes rung, the black candles lit, and
Attack: Melee 3 (one creature); +25 vs. AC Hit: 2d8 + 16 damage. the black metal triangle is struck with the black metal
Hit: 3d8 + 15 damage, and the target is slowed (save ends). Effect: The drow can slide the target up to 2 squares. cylinder, the altar awakens. A golden eye manifests
In addition, the target cannot benefit from immunity or C Poison Web (poison) F At-Will
within the altar block and uses lurid eye each round.
resistance to poison until the end of the encounter. Attack: Close blast 3 (creatures in the blast); +20 vs.
R Emissary’s Request F At-Will Fortitude
When a creature is compelled to touch the altar a
Effect: Ranged 20 (one ally); the target can make an at- Hit: 2d8 + 5 poison damage, and the target is immobilized second time, the black mass in the center of the altar
will attack or charge as a free action. A demon, drow, or (save ends). swells and manifests purple veins, the altar’s eye
spider ally gains a +2 power bonus to the attack roll. First Failed Saving Throw: The target is instead restrained turns a fiery orange-red, and the altar ceases to domi-
Double Attack F At-Will (save ends). nate creatures. Instead, two purple-black tentacles
Effect: Eclavdra uses tentacle rod twice, emissary’s request M Tentacle Lash F Recharge 5 6 emerge from the altar and attack each round. If no
twice, or each power once. Effect: The drow uses tentacle rod twice.
targets are within reach, the tentacles withdraw into
R Insidious Offer (charm, psychic) F Recharge when first Minor Actions
bloodied R Darkfire F Encounter
the altar, and the altar reverts to its dormant state.
Attack: Ranged 10 (one creature); +23 vs. Will Attack: Ranged 10 (one creature); +20 vs. Reflex A creature in the room possessing a tentacle rod
Hit: The target chooses to become dominated (save ends) Hit: The target grants combat advantage and cannot ben- can determine the altar’s targets as a free action.
or take 40 psychic damage instead. efit from invisibility or concealment until the end of the
Minor Actions drow’s next turn.
C Entrancing Beauty (charm, psychic) F At-Will (1/round) Skills Insight +15, Religion +17, Stealth +15
Attack: Close burst 5 (enemies in the burst); +23 vs. Will Str 12 (+9) Dex 15 (+10) Wis 15 (+10)
Hit: Eclavdra pulls the target up to 2 squares. Con 16 (+11) Int 18 (+12) Cha 20 (+13) Eclavdra’s “Death”
Triggered Actions Alignment chaotic evil Languages Abyssal, Common, Elven
On Your Knees F Recharge 5 6 Equipment robe, lesser tentacle rod The Eclavdra presented here is lower in level
Trigger: An enemy is hit by tentacle rod. than the version appearing in Monster Manual
Attack (No Action): Melee 3 (the triggering enemy); +23 vs. 3. Eclavdra is a powerful figure in drow society.
Will As the leader of House Eilservs, a great house in
Hit: The target falls prone and cannot stand up (save ends). the drow city of Erelhei-Cinlu, she has virtually
Blinking Escape (teleportation) F At-Will
limitless resources. If she perishes in the hall of
Trigger: An area attack or a close attack hits Eclavdra.
Effect (Immediate Reaction): Eclavdra teleports up to 6
the fire giant king, there’s a good chance she’ll
squares and gains partial concealment until the end of be back, either because her servitors raise her
her next turn. from the dead or because of a secret pact with
Skills Bluff +22, Insight +21, Intimidate +22, Religion +22 Lolth. It’s also possible that the Eclavdra who dies
Str 16 (+13) Dex 26 (+18) Wis 22 (+16) in this encounter is a false Eclavdra—a clone or
Con 22 (+16) Int 24 (+17) Cha 24 (+17) a loyal servant magically altered to look like the
Alignment chaotic evil Languages Abyssal, Common, Elven
true Eclavdra. The choice is yours.
Equipment robe, tentacle rod

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Otherwise, the altar attacks creatures at random. The Altar of the Eye Level 19 Elite Trap Attack: Ranged 20 (one creature) +22 vs. Will
use of a tentacle rod requires devotion to the altar and Object XP 4,800 Hit: The target is dominated (save ends). While dominated,
to the Elemental Eye. The full effect of gaining control Detect automatic Initiative +15 the target uses its standard action to move toward the
HP 270 altar. When adjacent to the altar, the target touches the
of a tentacle rod is not detailed here, but anyone who
AC 33, Fortitude 30, Reflex 30, Will — altar as a free action, causing the altar to sprout two
does so becomes a chaotic evil character under the tentacles.
Immune necrotic, poison, psychic, forced movement, all con-
DM’s control. ditions, ongoing damage M Tentacle F At-Will
If a tentacle reduces a creature to 0 hit points or Identify (Arcana or Dungeoneering) Requirement: The altar must have tentacles.
fewer, the tentacle pulls the creature into the altar F DC 24: The stone from which the altar is hewn is not of Attack: Melee 20 (one creature); +24 vs. AC
and consumes it, destroying it utterly. After consum- this world. Hit: The target is grabbed (escape DC 24). While grabbed
ing such a sacrifice, the tentacle withdraws into the Identify (Insight) by a tentacle, the target is weakened and takes ongoing
F DC 17: The character experiences a terrible sense of 20 damage. If this damage reduces the target to 0 hit
altar, the altar reverts to its dormant state, and a
foreboding as he or she approaches the altar. points or fewer, the target is pulled into the altar as a free
purple crystal flask appears on top of it. action and annihilated. A tentacle cannot attack while
Identify (Religion)
The crystal flask holds black liquid. A charac- F DC 24: The altar is the centerpiece of a religious ritual grabbing a creature.
ter who quaffs the contents of the flask learns the that requires the lighting of black candles, the beating M Double Attack F Recharge when no target is grabbed by
true answer to any three questions. This fact can be of a drum, the ringing of chimes, and the striking of the a tentacle
ascertained with a DC 35 Religion check. The liquid iron triangle. Effect: The altar uses tentacle twice.
evaporates instantly if removed from the temple, F DC 33: Touching the altar is the first step in calling the Countermeasures
and the questions can be answered only while the power of the Elder Elemental Eye, which might grant F Attack: A tentacle has the same defenses as the altar.
a boon—but the altar is anathema to the gods, so that If a tentacle takes damage, it releases any creature it is
imbiber remains in the temple. grabbing.
touching it with a holy symbol might damage it. Doing
so is likely to destroy the utilized holy symbol, reducing F Blaspheme: If a character uses a minor action to touch
Development it to residuum. the altar with a magic holy symbol of any deity other
Confronting Eclavdra completes a minor quest (see Traits than Tharizdun, the altar takes 15 damage per plus
“Quests,” page 2). If Eclavdra escapes, the characters All Sight of a common item, 20 damage per plus of an uncom-
The altar’s attacks ignore cover, concealment, and invisibil- mon item, and 30 damage per plus of a rare item. A
encounter her again in area 24.
ity, as well as whether a creature is hidden. holy symbol used in this way is reduced to an amount
Standard Actions of residuum based on the item’s rarity: 20 percent of a
R Lurid Eye (charm) F At-Will common item’s gp value, 50 percent of an uncommon
Requirement: The altar must be awakened and must have item’s gp value, and 100 percent of a rare item’s gp
no tentacles. value.

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16. Wall of Tentacles Tactics: The driders lurk near the ceiling of 16B Wall of Tentacles
at the start of the encounter. They try to use web on The wall rolls initiative when a character attacks it or
Combat Encounter Level 17 (8,000 XP)
creatures within reach of the wall of tentacles, and touches it with something other than a tentacle rod.
they use phase spider step on alternate rounds so that The tentacles can attack creatures on either side of
Eclavdra’s drow have placed a horrific barricade
at least one of them is invisible at any time. the wall.
across the passage they use to reach the lowest level
of Snurre’s Hall.
Light: Bright light in area 16A (oil-filled braziers), 2 Drider Assassins Level 18 Lurker Wall of Tentacles Level 18 Elite Trap
Large fey humanoid, drow (spider) XP 2,000 each Object XP 4,000
dim light in area 16B (candles).
HP 134; Bloodied 67 Initiative +20 Detect automatic Initiative +15
Monsters: 2 drider assassins. AC 32, Fortitude 30, Reflex 31, Will 29 Perception +14 HP 240
Trap: Wall of tentacles. Speed 8, climb 8 (spider climb) AC 32, Fortitude 28, Reflex 30, Will —
Standard Actions Immune necrotic, poison, psychic, forced movement, all con-
When the characters see area 16A, read: m Longsword (weapon) F At-Will ditions, ongoing damage
The passageway bulges north, revealing a pair of stone Attack: Melee 2 (one creature); +23 vs. AC Identify (Arcana)
basins filled with flaming oil. Between them, a twenty-foot- Hit: 2d10 + 15 damage, or 4d10 + 30 damage if the drider F DC 23: The character realizes what the wall is, as well
is invisible when it attacks. as that a special key, implement, or command word is
high, twenty-foot-wide section of the north wall has been
Phase Spider Step (illusion, teleportation) F At-Will needed to pass through the wall unmolested.
carved to resemble a tangled nest of shiny black tentacles. Effect: The drider becomes invisible until the end of its next Identify (Dungeoneering)
The tentacles are more like supple f lesh than hard stone. turn or until it attacks, then teleports up to 4 squares. F DC 23: The character realizes that the wall of tentacles
Minor Actions blocks a passageway.
When the characters see area 16B, read: R Darkfire F Encounter Traits
Black candles affixed to three tall, iron candelabra illumi- Attack: Ranged 10 (one creature); +21 vs. Reflex All Sight
nate this twenty-foot-tall rough-hewn chamber, but the light Hit: The target grants combat advantage and cannot ben- The wall’s attacks ignore cover, concealment, and invisibil-
efit from invisibility or concealment until the end of the ity, as well as whether a creature is hidden.
is dim and eerie. Black gossamer curtains divide sections of
drider’s next turn. Standard Actions
the room, making it difficult to see every wall and corner. R Web F Recharge 5 6 C Tentacle Lash F At-Will
Attack: Ranged 5 (one creature); +21 vs. Reflex Attack: Close blast 5 (enemies in the blast); +23 vs. AC
16A. Wall of Tentacles: The wall fills 4 squares, Hit: The target is restrained (save ends). Hit: The target is grabbed (escape DC 23) and takes ongo-
blocking the passage to area 16B. Bypassing the wall Skills Stealth +21 ing 10 damage while grabbed.
requires a tentacle rod, three of which are in area 15. Str 23 (+15) Dex 24 (+16) Wis 11 (+9) Countermeasures
Two basalt basins filled with flaming oil flank the Con 20 (+14) Int 10 (+9) Cha 20 (+14) F Tentacle Rod: The wall attacks no creature that carries
Alignment chaotic evil Languages Elven
wall and illuminate the hallway. a tentacle rod. A creature that touches a tentacle rod
Equipment chainmail, longword to the wall (minor action) opens an 8-foot-high, 4-foot-
16B. Drider Guardpost: Driders lurk in this
wide oval aperture that remains open until the end of
dimly lit cave, and they attack any intruders. Rough-
the creature’s next turn. As long as the aperture remains
hewn steps descend 75 feet to area 21A. Gossamer open, the wall does not attack.
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 stan-
dard action.

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Third Level (Areas 17–24) Perception DC 33: Three drow lurk in the shadows
atop the western ledge, watching the cave closely.
he’s forced to abandon his lair. Cast-off dragon scales
and the charred bones of past victims surround the
This level consists of natural lava-formed caves.
rowboat. Inside the boat are the following treasures:
Most of the walls are worn smooth by heat friction,
As soon as one or more party members try to move a suit of +5 curseforged chainmail (or another level
but handholds are abundant. Climbing one of them
through area 17A, have the characters roll initiative, 23 uncommon or rare magic item), a golden chair
requires a DC 20 Athletics check unless otherwise
and roll initiative for the fumaroles. The drow attack studded with gems (25,000 gp), a gold-inlaid fold-
noted.
as soon as they’re aware of the party, but Brazzemal ing game board with jewel game pieces (15,000 gp),
Ceilings: Tunnels have natural ceilings 20 feet
might take a moment to speak to the characters. a gem-studded staff (7,500 gp), five pieces of jewelry
high, while the ceilings in larger chambers range
The dragon sleeps in his lair overlooking area (1,500 gp each), 150 pp, and 50,000 gp.
from 30 to 75 feet high.
17A. He awakens automatically to the sound of the Chimney: The dragon uses a wide chimney in the
Illumination: Some areas contain molten lava,
iron doors opening, the sound of someone picking ceiling to enter and exit its lair. The chimney’s walls
which creates light of various types. All other areas
through his treasure hoard, or the sound of the drow are glassy smooth but have abundant handholds, and
are dark.
attacking. they require DC 20 Athletics checks to climb. The
If the characters enter this area by a route other chimney climbs 400 feet before breaking the surface
17. Red Dragon’s Lair than the southern iron doors and dispatch the drow atop the basalt hill that contains Snurre’s Hall.
Combat Encounter Level 22 (24,250 XP) and quickly and quietly, they can attempt a DC 17 group Tactics: Brazzemal is haughty and arrogant, but
Skill Challenge Level 22 (8,300 XP) Stealth check to avoid waking the dragon. The fuma- not above flattery and bribery. Characters who wish
roles fill the cave with enough ambient noise that the to avoid or end a fight with the dragon can attempt a
Brazzemal, a male red dragon, claims this cavern. He sleeping dragon has learned to tune out all but cer- skill challenge to forge a truce (see the skill challenge
has lived here longer than the fire giants but abides tain sounds. below). In combat, Brazzemal uses frightful presence
their presence in exchange for tribute and the occa- 17A. Fumarole Cavern: Various rough ledges to stun as many enemies as possible before blasting
sional free meal. Snurre reached an accord with the overlook this 75-foot-high cave. The ledge heights are them with his breath weapon. He fights to the death.
dragon and occasionally rides it into battle. marked on the map. Climbing a ledge requires DC The drow stay on the fringes of the cavern, target-
Light: Dim light (smaller lava pools). 15 Athletics checks. Atop one of these are three drow ing enemies with darkfire before attacking them with
Monsters: Brazzemal (elder red dragon), 3 drow that watch for intruders. poisoned crossbow bolts. If two drow are killed, or if
skulkers. Fumaroles: This natural cavern contains six 4-foot- the dragon is bloodied or persuaded not to attack the
Hazards: Fumaroles. high cones of rock that vent smoke and fire. These characters, any remaining drow retreat to area 23C
fumaroles are hazards that the red dragon uses to to alert their colleagues.
When the characters see area 17A, read: weaken enemies (see “Fumaroles” below for more
This natural cavern soars to a height of seventy-five feet, information). In addition to being natural hazards, Skill Challenge: Negotiating a Truce
and a pair of small lava pools to the northwest and south- the fumaroles are difficult terrain. Brazzemal is a vicious, temperamental creature that
east dimly light it. The walls are lined with ledges that Lava Pools: In addition to the fumaroles, the cavern regards most humanoids as food. Negotiating a truce
connect to dark tunnels. contains two lava pools. Any creature that enters the with the dragon requires the characters to show him
Six hissing fumaroles, each one a cone-shaped mound basin or starts its turn there takes 15 fire damage and the respect and deference he feels he deserves. The
of rock, rise up from the f loor of the cavern and vent plumes ongoing 15 fire damage (save ends). A creature can dragon can also be intimidated, but the chances of
of smoke. Occasionally, one of them erupts in a fountain of take this damage only once per turn. success with this tactic are greater once the dragon
flame and disgorges a cloud of embers. 17B. Brazzemal’s Lair: This 30-foot-high cave is bloodied. This skill challenge can be performed
Perception DC 24: A huge red dragon sleeps atop overlooks area 17A and contains the dragon’s nest and during or in lieu of combat.
one of the northern ledges. Thin tendrils of smoke issue treasure. Brazzemal keeps his treasure piled in an old Level: 22 (8,300 XP).
from its nostrils. rowboat, which he can quickly pick up and relocate if

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3 Drow Skulkers Level 18 Minion Skirmisher Elder Red Dragon Level 22 Solo Soldier Hit: 3d10 + 14 damage, and the dragon grabs the target
Medium fey humanoid XP 500 each Huge natural magical beast (dragon) XP 20,750 (escape DC 27) if it has fewer than two creatures
HP 1; a missed attack never damages a minion. Initiative +16 HP 832; Bloodied 416 Initiative +18 grabbed.
AC 32, Fortitude 29, Reflex 31, Will 30 Perception +15 AC 38, Fortitude 36, Reflex 33, Will 32 Perception +19 R Immolate Foe (fire) F Recharge 5 6
Speed 7 Darkvision Speed 8, fly 10 Darkvision Attack: Ranged 20 (one creature); +25 vs. Reflex
Traits Resist 20 fire Hit: 4d10 + 7 fire damage, and ongoing 20 fire damage
Personal Darkness Saving Throws +5; Action Points 2 (save ends).
The drow has total concealment while moving. Traits Miss: Half damage, and ongoing 10 fire damage (save ends).
Standard Actions Action Recovery C Breath Weapon (fire) F Recharge 5 6
m Short Sword (weapon) F At-Will Whenever the dragon ends its turn, any dazing, stunning, Attack: Close blast 5 (creatures in the blast); +25 vs. Reflex
Attack: Melee 1 (one creature); +23 vs. AC or dominating effect on it ends. Hit: 4d12 + 17 fire damage.
Hit: 13 damage. Instinctive Assault Miss: Half damage.
R Hand Crossbow (weapon) F At-Will On an initiative of 10 + its initiative check, the dragon can Triggered Actions
Attack: Ranged 10 (one creature); +23 vs. AC use a free action to use bite or claw. If the dragon cannot M Tail Strike F At-Will
Hit: 13 damage, and the target is slowed (save ends). use a free action to make this attack due to a dominat- Trigger: An enemy leaves a square within 3 squares of the
First Failed Saving Throw: The target is also weakened ing or stunning effect, then that effect ends instead of the dragon.
(save ends both). dragon making the attack. Attack (Immediate Reaction): Melee 4 (triggering enemy);
Second Failed Saving Throw: The target instead falls Standard Actions +25 vs. Reflex
unconscious until the end of the encounter. m Bite (fire) F At-Will Hit: 2d8 + 4 damage, and the target falls prone.
Minor Actions Attack: Melee 3 (one creature); +27 vs. AC. Bloodied Breath F Encounter
R Darkfire F Encounter Hit: 2d10 + 6 damage. The target is grabbed and takes Trigger: The dragon is first bloodied.
Attack: Ranged 10 (one creature); +21 vs. Reflex ongoing 15 fire damage, or ongoing 25 fire damage if the Effect (Free Action): Breath weapon recharges, and the
Hit: The target grants combat advantage and cannot ben- dragon is bloodied, until the grab ends (escape DC 30). dragon uses it.
efit from invisibility or concealment until the end of the M Claw F At-Will Skills Bluff +18, Insight +19
drow’s next turn. Attack: Melee 3 (one or two creatures); +27 vs. AC. If the Str 26 (+19) Dex 21 (+16) Wis 17 (+14)
Skills Stealth +19 dragon targets only one creature, it can make this attack Con 24 (+18) Int 14 (+13) Cha 15 (+13)
Str 15 (+11) Dex 20 (+14) Wis 13 (+10) twice against that creature. Alignment evil Languages Common, Draconic
Con 11 (+9) Int 15 (+11) Cha 16 (+12)
Alignment evil Languages Abyssal, Common, Elven the characters have been sent to stop them, or some check provides a +2 bonus to the character’s next
Equipment leather armor, short sword, hand crossbow, 20
other lie intended to gain the dragon’s trust or favor. check made as part of this challenge.
bolts
Diplomacy (DC 27; standard action): The character Success: Brazzemal allows the characters to move
flatters Brazzemal, relates to the dragon on some through his lair unmolested and does not attack them
Complexity: 2 (requires 6 successes before 3
level, offers the dragon something of value, or pro- as long as they disturb neither him nor his treasure.
failures).
poses a mutually beneficial arrangement. Failure: Brazzemal attacks the characters, or he
Primary Skills: Arcana, Bluff, Diplomacy,
Intimidate (DC 36; standard action): The character keeps fighting if already in combat.
Intimidate.
bullies Brazzemal into compliance. If Brazzemal is
Arcana (DC 27; standard action): Brazzemal has a
bloodied, the DC for this check decreases to 27.
healthy respect for wizards and their ilk. The charac-
Secondary Skills: Insight, Nature.
ter tries to impress Brazzemal with knowledge of all
Insight or Nature (DC 27; minor action): The charac-
things arcane.
ter’s knowledge of red dragons or acute insight into
Bluff (DC 29; standard action): The character tries to
this particular dragon’s personality makes it easier
convince Brazzemal that the party works for Snurre,
to deal with Brazzemal. This check doesn’t count as
that the drow are planning to enslave the dragon and
a success or failure in the challenge, but a successful

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Fumaroles 18. Dragonscale Caves They secretly work for Eclavdra, keep to themselves,
The fumaroles roll initiative when the characters and attack intruders with the intention of devouring
Combat Encounter Level 18 (10,000 XP)
enter the cavern. On the fumaroles’ initiative, one their brains and looting their corpses.
fumarole (determined randomly by rolling a d6 and Each mind flayer carries a pouch of six gems (500
These caves are littered with molted red dragon
consulting the map) erupts with fire and a burning gp each) that Eclavdra gave to it.
scales. Eclavdra has transformed some of these
hot cloud of embers. Tactics: The dragonscale sloughs wait until the
molted scales into slithering, animate horrors that
characters reach area 18B or 19C and engage other
attack and constrict prey. She uses them to guard
Fumaroles Level 18 Hazard
monsters in combat before attacking.
area 18B.
Terrain XP 2,000 The mind flayers remain hidden until the char-
Light: None.
Detect automatic Initiative +9 acters detect them or stumble within range of their
Monsters: 3 mind flayers unseen, 8 dragonscale
Immune attacks mind-clouding blast. At least one mind flayer tries to
sloughs.
Identify (Dungeoneering or Nature) use mind-clouding blast every round while the others
F DC 10: The character recognizes the cones as fumaroles attack with their tentacles.
that belch smoke and fire. When the characters see area 18A, read:
F DC 15: The character realizes that a fumarole deals fire Heaps of molted dragon scales litter these dark, meander-
damage in a close burst 2 whenever it erupts. ing caves. 8 Dragonscale Sloughs Level 18 Minion Lurker
Medium natural animate (undead) XP 500 each
Standard Actions
C Fiery Eruption (fire) F At-Will HP 1; a missed attack never damages a minion. Initiative +19
Perception DC 23: One of the mounds of dragon AC 32, Fortitude 29, Reflex 30, Will 31 Perception +11
Effect: One fumarole makes the following attack.
scales moves. Speed 6, climb 6 (spider climb) Darkvision
Attack: Close burst 2 (creatures in the burst); +21 vs. Reflex
Hit: 2d8 + 10 fire damage, and the target grants combat Immune disease, poison; Resist 10 necrotic
advantage and takes a –2 penalty to attack rolls (save When the characters see area 18B, read: Standard Actions
ends). Mineral deposits in the rock formations of this cavern glit- m Grabbing Slam F At-Will
Countermeasures ter and sparkle like jewels. Attack: Melee 1 (one creature); +23 vs. AC
F Predict: Dungeoneering or Nature DC 23 (minor action). Hit: 13 damage, and the target is grabbed (escape DC 23).
Success: The character realizes which fumarole will erupt Squeezing Scales F At-Will
Perception DC 32: The character spots the clos- Effect: Melee 1 (one creature grabbed by the slough); the
on the trap’s next turn.
est mind flayer hiding in the cavern. target takes 13 damage.
Skills Stealth +20
Development Eclavdra fears that her underlings might betray her Str 20 (+14) Dex 22 (+15) Wis 14 (+11)
Combat against the dragon is loud enough for the as she commits to learning the darkest secrets of the Con 22 (+15) Int 1 (+4) Cha 8 (+8)
creatures in area 22 to hear, but they do not investi- Elder Elemental Eye. Without the knowledge of her Alignment unaligned Languages —
gate. If one or more of the drow escape, they inform fellow drow, the high priestess has brokered a secret
the drow in area 23 that trouble is on the way. 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, attack-
ing only creatures that blunder into their lair.
18A. Dragonscale Sloughs: Piles of molted red
dragon scales litter the area.
18B. Glittering Cave: Sparkling mineral depos-
its in the walls reflect any light the characters bring
to this cave. Three mind flayers lurk in the shadows.

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3 Mind Flayers Unseen


Medium aberrant humanoid
Level 18 Lurker
XP 2,000 each
19. Chimera Cavern lava out of the pit and into area 20B. Any creature
that enters the lava or starts its turn there takes 15
HP 126; Bloodied 63 Initiative +20
Combat Encounter Level 17 (8,000 XP)
fire damage and ongoing 15 fire damage (save ends).
AC 32, Fortitude 28, Reflex 31, Will 30 Perception +18 A creature can take this damage only once per turn.
Speed 7 Darkvision A pit of molten lava splits this lengthy cavern, which
19C. Ledge: The two chimeras watch over their
Traits serves as the lair for a mated pair of elder chimeras.
Unseen Focus (illusion)
cavern from the edge this ledge (DC 20 Athletics to
The fire giants get along well with the chimeras and
The mind flayer is invisible while it has a creature grabbed. climb). The chimeras have an unobstructed view of
feed them prisoners to keep them happy.
Standard Actions the cavern south of their perch. They swoop down to
Light: Bright light (lava waterfalls and pools).
m Tentacles F At-Will attack intruders who enter the cavern by area 19A,
Requirement: The mind flayer must not have a creature
Monsters: 2 elder chimeras.
or they hold position atop their ledge if they detect
grabbed. intruders approaching from the east.
Attack: Melee 1 (one creature); +21 vs. Reflex. The attack If the characters reach this cavern by the south
19D. Treasure: The chimeras keep their trea-
automatically hits a dazed or stunned target. stairs (area 19A), then as soon as they come
Hit: 1d6 + 6 damage, and the mind flayer grabs the target
sure atop a 5-foot-high basalt ledge surrounded by
within sight of the lava pit (area 19B), read:
(escape DC 23) if it does not have a creature grabbed. a 10-foot-deep pool of lava (see area 19B for lava
A long cavern stretches out ahead, widening gradually as
M Extract Brain (healing) F At-Will effects). On the ledge amid charred and jumbled
it progresses northward. The f loor falls away into a pit of
Attack: Melee 1 (one creature grabbed by the mind flayer); bones are a gilded egg that has a tiny mithral dragon
lava with twenty-foot-deep sloping sides. Two thin streams
+21 vs. Fortitude figurine inside it (7,500 gp), a charred human fore-
Hit: 6d6 + 20 damage, and the target is dazed until it is of lava cascade into the pit through cracks in the ceiling
arm wearing a scorched golden armband (1,500
no longer grabbed. If this attack reduces the target to 0 seventy-five feet overhead. Beyond the pit, a wide tunnel
gp), a charred finger wearing an adamantine ring
hit points or fewer, the target dies and the mind flayer slopes upward, and two winged beasts watch you with great
regains 15 hit points.
engraved with a small prayer to Moradin (1,500 gp),
interest from the top of a high ledge.
C Mind-Clouding Blast (illusion, psychic) F Encounter and a red crystal locket on a silver chain (500 gp).
Attack: Close blast 5 (enemies in the blast); +21 vs. Will The locket contains 1,000 gp worth of residuum.
When the characters come within sight of area
Hit: 3d8 + 7 psychic damage, and the target is dazed (save Tactics: The chimeras charge and use ram’s gore
19D, read:
ends). to knock enemies into the lava pit (area 19B) or lava
Miss: Half damage. A pool of molten lava fills the northeast corner of a much
pool (area 19D), and they’re patient enough to ready
Move Actions larger cave. Across the pool, clinging to the eastern wall, is
attacks to charge enemies within 1 square of the
Mental Cloak (illusion, teleportation) F Recharge when an a black basalt ledge five feet above the lava’s surface, and it
lava. Against enemies who are not close enough to be
attack hits the mind flayer has some bones and treasure on it.
Effect: The mind flayer teleports a number of squares up knocked into lava, the chimeras use dragon breath and
to its speed, and it becomes invisible until the end of its triple threat.
The ceiling of this cavern is 75 feet high. Due to their
next turn.
Skills Arcana +20, Insight +18, Stealth +21
higher elevation, areas 19C–19D have only 35-foot-
Str 18 (+13) Dex 25 (+16) Wis 18 (+13) high ceilings.
Con 12 (+10) Int 23 (+15) Cha 22 (+15) 19A. Stairs Up: Narrow, rough-hewn stairs
Alignment evil Languages Deep Speech, ascend 75 feet to area 9.
telepathy 20 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 Athlet-
ics 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

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2 Elder Chimeras
Large natural magical beast
Level 18 Elite Brute
XP 4,000 each
20. Lava Caves check. Every 8 hours, a character confined in a cage
must succeed on a DC 23 Endurance check or take fire
HP 426; Bloodied 213 Initiative +13
Combat Encounter Level 18 (10,400 XP)
damage equal to his or her healing surge value.
AC 30, Fortitude 31, Reflex 28, Will 28 Perception +16 The fire giant flameskulls guard the cages and
Speed 6, fly 12 Darkvision These lava-filled caves lie below the prison (area 13).
attack anyone who tampers with them or attempts
Resist 15 fire The giants keep their worst prisoners here before
Saving Throws +2; Action Points 1
to free the prisoner. They also summon the fire bat
feeding them to the red dragon (area 17) or the chi-
Traits swarms from area 20B, which enter through the
meras (area 19).
All-Around Vision narrow tunnels connecting the two caverns.
Light: Bright light (lava).
Enemies can’t gain combat advantage by flanking the 20B. Lava-Filled Cavern: Two swarms of fire
Monsters: 3 fire giant flameskulls, 2 fire bat swarms.
chimera. bats fly above the lava in this cavern. Five feet above
Standard Actions Other Creatures: Keak the gnome scout.
the surface of the lava are ledges set into the north
m Dragon’s Bite (fire) F At-Will
and east walls. Between the ledges are islands of rock
Attack: Melee 2 (one creature); +23 vs. AC When the characters see area 20A, read:
Hit: 2d12 + 7 damage, and ongoing 5 fire damage (save
that characters can use to cross the cavern.
Lava fills the bottom of this one-hundred-foot-high cavern,
ends). Tactics: The flameskulls target creatures with
casting a hellish glow upon the black basalt walls. High
m Lion’s Bite F At-Will flame rays and use telekinesis to force enemies into
overhead, a wide bridge spans the cavern, and dangling
Attack: Melee 1 (one creature); +23 vs. AC the lava. The fire bats swarms use swooping swarm as
Hit: 2d8 + 16 damage.
from the bridge are four iron cages.
often as possible.
m Ram’s Gore F At-Will
Attack: Melee 1 (one creature); +23 vs. AC When the characters see area 20B, read:
Hit: 2d10 + 13 damage, and the target falls prone. If Swarms of fire bats glide above the lava that fills this large
the chimera charged, it also pushes the target up to 3 cavern. Three small islands of rock connect basalt ledges
squares. along the north and east walls.
M Triple Threat F At-Will
Effect: The chimera uses dragon’s bite, lion’s bite, and ram’s
gore.
These caves are filled with lava to a depth of 30 feet.
C Dragon Breath (fire) F Recharge 5 6 Any creature that enters the lava or starts its turn
Attack: Close blast 5 (creatures in the blast); +19 vs. Reflex there takes 15 fire damage and ongoing 15 fire
Hit: 2d10 + 16 fire damage, and ongoing 10 fire damage damage (save ends). A creature can take this damage
(save ends). only once per turn.
Triggered Actions 20A. Dangling Cages: The surface of the lava is
C Bloodied Breath F Encounter
5 feet below the northern ledge.
Trigger: The chimera is first bloodied.
Effect (Immediate Reaction): Dragon breath recharges, and
A black basalt bridge (area 13F) spans the cavern
the chimera uses it. 70 feet above the lava. Four iron cages dangle from
Str 25 (+16) Dex 18 (+13) Wis 14 (+11) the bridge on 20-foot-long iron chains; the chains are
Con 23 (+15) Int 5 (+6) Cha 18 (+13) attached to winches and cranes mounted atop the
Alignment unaligned Languages Common, Draconic bridge. One contains a gnome prisoner named Keak.
If Keak spots the heroes, he calls out for help and
Development begs for release.
The battle roars of the chimeras are loud enough for Each cage is cylindrical (5 feet in diameter and 7 feet
creatures in area 18 to hear. Those creatures do not tall) and made of crisscrossing iron bars, with a locked
investigate but also cannot be surprised. door on one side. The King’s Torturer (area 13) has the
keys. The locks can be picked with a DC 23 Thievery

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3 Fire Giant Flameskulls Level 19 Artillery 2 Fire Bat Swarms Level 17 Skirmisher If the characters free Keak, he is grateful and
Small elemental animate (fire, undead) XP 2,400 each Large elemental beast (fire, swarm) XP 1,600 each imparts the following information:
HP 138; Bloodied 69 Initiative +15 HP 162; Bloodied 81 Initiative +16
F A priestess of Lolth named Eclavdra leads the
AC 33, Fortitude 29, Reflex 31, Will 32 Perception +12 AC 31, Fortitude 28, Reflex 30, Will 29 Perception +18
Speed 0, fly 10 Speed 0, fly 8
drow in Snurre’s Hall. She’s also the matron of
Immune disease, fire, poison; Resist 5 necrotic; Immune fire; Resist half damage from melee and ranged House Eilservs. Attending Eclavdra are a male
Vulnerable 5 cold attacks; Vulnerable 10 to close and area attacks drow consort (Virchiln), the captain of her house
Traits Traits guard (Nalice), a pair of sycophantic underpriests
Illumination Swarm Attack (fire) F Aura 1 (Raeme and Sziraz), and a spy who keeps an eye
The flameskull sheds bright light out to 5 squares. It can Any enemy that ends its turn in the aura takes 10 fire on Snurre (Taz’zt).
reduce its brightness to dim light out to 2 squares as a free damage.
action. Swarm F Eclavdra and her fellow drow came from the sub-
Regeneration The swarm can occupy the same space as another creature, terranean city of Erelhei-Cinlu to help the giants
The flameskull regains 10 hit points whenever it starts its and an enemy can enter its space, which is difficult terrain. conquer the surface realms. Without the drow’s
turn and has at least 1 hit point. Whenever the flameskull The swarm cannot be pulled, pushed, or slid by melee or advice and behind-the-scenes maneuvering, the
takes radiant damage, its regeneration does not function ranged attacks. It can squeeze through any opening that is giant alliance would almost certainly collapse.
on its next turn. large enough for at least one of the creatures it comprises.
They are the true power behind the throne.
Standard Actions Standard Actions
m Bite (fire) F At-Will m Fire Swarm (fire) F At-Will F A pair of fire giant death knights loyal to Snurre
Attack: Melee 1 (one creature); +24 vs. AC Attack: Melee 1 (one creature); +20 vs. Reflex guards the passage to Erelhei-Cinlu.
Hit: 3d8 + 14 fire damage. Hit: 3d6 + 6 fire damage.
F Eclavdra has a secret agenda: She has learned
r Flame Ray (fire) F At-Will M Swooping Swarm (fire) F Recharge when first bloodied
Attack: Ranged 20 (one creature); +24 vs. Reflex Effect: The swarm shifts up to its speed. Each time the
about a temple in Snurre’s Hall dedicated to an
Hit: 3d6 + 16 fire damage. swarm enters an enemy’s space for the first time during ancient force of evil called the Elder Elemental
Minor Actions the move, it makes a fire swarm attack against that Eye. The drow priestess seeks to learn the temple’s
Mage Hand (conjuration) F At-Will enemy. secrets.
Effect: Ranged 5; the flameskull conjures a spectral, float- Str 10 (+8) Dex 23 (+14) Wis 20 (+13)
ing hand in an unoccupied square within range. The hand Con 18 (+12) Int 2 (+4) Cha 7 (+6) The gnome is currently bloodied and has only three
lasts until the end of the flameskull’s next turn or until Alignment unaligned Languages —
healing surges, so he appreciates any healing the
it uses this power again. While the hand persists, the
party can provide. He also begs for leather armor
flameskull can take the following actions. Keak the Gnome and a few daggers (his statistics assume he receives
Minor Action: The hand picks up or manipulates an object
of 20 pounds or less. It can hold one object at a time.
To make some money, Keak joined an adventuring this gear). Keak cares only about Keak, however.
Move Action: The hand moves up to 5 squares in any party of elves and led them down into the Underdark He might help the characters out of a tight spot, but
direction, carrying the object it holds. to hunt drow. Unfortunately for him, he was scouting the first chance he gets, the gnome slinks away and
Free Action: The hand drops the object it is holding. ahead when a tunnel collapse separated him from his attempts to make good his escape without so much as
Sustain Minor: The hand persists until the end of the elf comrades, and before he could reunite with them, a goodbye.
flameskull’s next turn. drow captured him. Stripped of his gear, Keak became
R Telekinesis F Recharge 5 6
a slave. In this capacity, he accompanied Eclavdra and
Attack: Ranged 10 (one creature); +24 vs. Fortitude
Hit: The flameskull slides the target up to 4 squares.
her drow to Snurre’s Hall. His incessant whining did
Str 10 (+9) Dex 22 (+15) Wis 17 (+12) little to endear him to his captors, but rather than kill
Con 18 (+13) Int 15 (+11) Cha 25 (+16) the gnome outright, the drow left Keak to slowly bake
Alignment evil Languages Common, Giant in this prison. Over the past few days, Keak has con-
cluded that fighting drow isn’t for him.

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Keak, Gnome Scout


Small fey humanoid
Level 17 Striker 21. Troll Caverns Temple of the Elder Elemental Eye (area 15). Evi-
dence of their passage can be confirmed with a DC
HP 108; Bloodied 54; Healing Surges 9 Initiative +13
Combat Encounter Level 19 (12,600 XP)
23 Perception check.
AC 32, Fortitude 29, Reflex 32, Will 29 Perception +16 Troll wraiths don’t come near this stairway or the
Speed 5 Low-light vision When Snurre established his hall here, he slew the
passages that lead to areas 22 and 23.
Traits trolls already in residence. The festering evil of the
Cunning Step
Lava Pool: A 15-foot-wide pool of lava illuminates
Elder Elemental Eye prevented their foul spirits from
Keak takes only half damage from attacks made against the cave. Any creature that enters the lava or starts its
resting easy. They avoid the giants and the drow, as
him during his turn. turn there takes 15 fire damage and ongoing 15 fire
well as the lava and the dragon, so they’re more or
Standard Actions damage (save ends). A creature can take this damage
m Dagger (weapon) F At-Will
less trapped here.
only once per turn.
Attack: Melee 1 (one creature); +24 vs. AC Perception DC 33: The character senses an
21B. Haunted Tunnels: Until a battle starts here,
Hit: 1d4 + 13 damage. unwholesome presence in the area.
a few troll wraiths might be wandering these tunnels.
r Throw Dagger (weapon) F At-Will Light: None (except in area 21A, which the lava
Attack: Ranged 5 (one creature); +24 vs. AC
21C. Troll Cavern: This cavern contains a forest
brightly illuminates).
Hit: 1d4 + 13 damage. of stalagmites and columns that are blocking terrain.
Monsters: Grakh (fell troll wraith), 5 troll wraiths.
Triggered Actions 21D. Grakh’s Pit: This 25-foot-diameter pit
Cunning Tumbler F At-Will plunges 50 feet into a pile of bones, some of them
Trigger: Keak hits or misses with a melee attack or ranged
When the characters see area 21D, read:
belonging to a Huge troll. The shaft has abundant
attack on his turn. Stalagmites of mineral-encrusted black rock thrust up from
handholds and requires DC 15 Athletics checks to
Effect (Free Action): Keak shifts up to 2 squares the f loor. In the middle of this cavern, the f loor falls away
climb.
Dual Daggers F At-Will (1/round) into a roughly circular pit of unknown depth. Drifting
Requirement: Keak must be wielding two daggers.
Treasure: Buried under Grakh’s bones is a pair
about are several gangly, incorporeal creatures with hooked
Trigger: Keak hits with dagger on his turn. of bracers of mighty striking (or another level 22
noses and burning eyes. They look like troll wraiths!
Effect (Free Action): Keak uses dagger again. common or uncommon magic item) and 250 pp in an
Fade Away (illusion) F Encounter unlocked wooden coffer.
The trolls take on their ghostly aspects when they
Trigger: Keak takes damage. Tactics: The wraiths are ravenous creatures that
Effect (Immediate Reaction): Keak turns invisible until he notice the characters; then they attack. Grakh stays at
attack the characters on sight unless a drow or a fire
attacks or until the end of his next turn. the bottom of his pit until something falls in or until
giant accompanies the party. The trolls fear and shun
Power Strike F 3/Encounter (1/round) the first troll is bloodied, at which point he emerges.
Trigger: Keak hits with dagger.
such creatures, so they retreat in this case.
Effect (No Action): The target takes 2d4 extra damage. Grakh makes claw attacks against enemies he can
When Grakh appears, read:
Skills Acrobatics +18, Dungeoneering +16, Stealth +20 easily reach. When he uses rotting roar, he drives foes
An enormous spectral troll no less than twenty feet tall rises
Str 10 (+8) Dex 20 (+13) Wis 16 (+11) into his pit.
Con 16 (+11) Int 14 (+10) Cha 13 (+9)
out of the pit to its full height, and it looses a terrible roar
Alignment unaligned Languages Common, Elven that fills the room with the smell of rot.
Equipment leather armor, 4 daggers
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

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Fell Troll Wraith


Huge shadow humanoid (undead)
Level 20 Elite Brute
XP 5,600
5 Troll Wraiths
Large shadow humanoid (undead)
Level 16 Brute
XP 1,400 each
22. Crystal Idol of Imix
HP 472; Bloodied 236 Initiative +15 HP 194; Bloodied 97 Initiative +13
Combat Encounter Level 19 (12,200 XP)
AC 32, Fortitude 34, Reflex 31, Will 30 Perception +7 AC 28, Fortitude 30, Reflex 28, Will 26 Perception +12
Speed 0, fly 10 (hover); phasing Darkvision Speed 0, fly 8 (hover); phasing Darkvision Years ago, the fire giants widened this cavern and, in
Immune disease, poison; Resist 10 necrotic Immune disease, poison; Resist 10 necrotic so doing, unearthed a natural crystal formation that
Saving Throws +2; Action Points 1 Traits resembles a 20-foot-tall orange flame. Olostro, a giant
Traits Insubstantial with a keen interest in the Elemental Chaos, con-
Insubstantial The wraith takes half damage from all attacks, except
firmed that the crystal was an idol of the Fire Lord
The wraith takes half damage from all attacks, except those that deal force or fire damage. Whenever the wraith
those that deal force or fire damage. Whenever the wraith takes radiant damage, it loses this trait until the start of its
Imix. He began to worship the idol and learned how
takes radiant damage, it loses this trait until the start of its next turn. to tap into its power. Although Snurre shows little
next turn. Regeneration (healing) regard for the discovery, other giants visit the idol
Regeneration (healing) The wraith regains 10 hit points whenever it starts its turn from time to time, hoping to gain Imix’s favor before
The wraith regains 15 hit points whenever it starts its turn and has at least 1 hit point. Whenever the wraith takes setting off on raids or hunting expeditions.
and has at least 1 hit point. Whenever the wraith takes acid or fire damage, its regeneration does not function on The creatures in this area cannot be surprised if
acid or fire damage, its regeneration does not function on its next turn.
the sound of combat in area 17 alerted them.
its next turn. Troll Wraith Healing (healing)
Troll Wraith Healing (healing) Whenever an attack that doesn’t deal acid, fire, force, or
Light: Bright light (crystal idol of Imix and roiling
Whenever an attack that doesn’t deal acid, fire, force, or radiant damage reduces the wraith to 0 hit points, the curtain of flame).
radiant damage reduces the wraith to 0 hit points, the wraith is not destroyed and is instead removed from play Monsters: Olostro (fire giant priest of Imix), 2 fire
wraith is not destroyed and is instead removed from play until the start of its next turn. It then returns to play in a giants, 6 drow skulkers.
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 Trap: Crystal idol of Imix.
space within 10 squares of the space from which it was removed, and it returns with 15 hit points.
removed, and it returns with 20 hit points. Standard Actions If the characters approach area 12A from the
Standard Actions m Shadow Claw (necrotic) F At-Will
m Shadow Claw (necrotic) F At-Will Attack: Melee 2 (one creature); +19 vs. Reflex
south, read:
Attack: Melee 3 (one creature); +23 vs. Reflex Hit: 3d10 + 14 necrotic damage. If the attack bloodies the This fifty-foot-high elongated basalt cavern shows signs of
Hit: 4d10 + 14 necrotic damage, and the target falls prone. target, the wraith uses shadow claw against it again. having been hewn in places. A few black stalactites jut from
M Double Attack F At-Will Str 16 (+11) Dex 20 (+13) Wis 8 (+7) the floor, and a forty-foot-tall ledge clings to the eastern
Effect: The wraith uses shadow claw twice. Con 24 (+15) Int 5 (+5) Cha 16 (+11) wall. To the west stands a twenty-foot-tall orange crystal
C Rotting Roar (fear, necrotic) F Recharge when first Alignment chaotic evil Languages Giant formation that resembles a giant flame. A roiling curtain of
bloodied
fire blocks the tunnel beyond it.
Attack: Close blast 3 (creatures in the blast); +23 vs. Development Perception DC 33 (area 12A): Drow lurk on the
Fortitude
Hit: 6d12 + 14 necrotic damage, and the wraith pushes the
Destroyed wraiths reform after 1d4 days unless the eastern ledge.
target up to 4 squares. troll bones here are collected and burned. A charac-
Str 18 (+14) Dex 20 (+15) Wis 5 (+7) ter who has training in Religion and witnesses the If the characters catch the giants by surprise,
Con 26 (+18) Int 7 (+8) Cha 19 (+14) wraiths’ return might deduce this fact with a success- add:
Alignment chaotic evil Languages Giant ful DC 25 Religion check. 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.

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22A. Cavern of the Crystal Idol: Two fire giants Fire Giant Level 20 Controller (Leader) 2 Fire Giants Level 18 Soldier
watch the south tunnels that lead to this cavern, Priest of Imix Large elemental humanoid (fire, giant) XP 2,000 each
making it difficult for characters to approach unseen. Large elemental humanoid (fire, giant) XP 2,800 HP 174; Bloodied 87 Initiative +11
The 20-foot-tall crystal idol stands in the north- HP 190; Bloodied 95 Initiative +10 AC 34, Fortitude 34, Reflex 28, Will 28 Perception +14
AC 34, Fortitude 33, Reflex 30, Will 31 Perception +15 Speed 8
west corner of this cavern, directly in front of a
Speed 7 Resist 15 fire
passageway filled with raging fire (area 22B). Kneel- Resist 20 fire Standard Actions
ing before the idol is Olostro, the fire giant acolyte of Traits m Searing Greatsword (fire, weapon) F At-Will
Imix. O Withering Flames F Aura 3 Attack: Melee 2 (one creature); +23 vs. AC
Three 10-foot-high stalagmites rise from the Enemies in the aura do not benefit from fire immunity or Hit: 2d12 + 13 fire damage.
cavern floor. They are blocking terrain. fire resistance. Effect: The giant marks the target until the end of the
22B. Curtain of Flame: A 20-foot-thick wall of Standard Actions giant’s next turn.
m Flaming Mace (fire, weapon) F At-Will C Sweeping Sword (fire, weapon) F At-Will
fire completely fills this 30-foot-high tunnel from
Attack: Melee 2 (one creature); +25 vs. AC Attack: Close blast 2 (enemies in the blast); +23 vs. AC
floor to ceiling. The only way to bring down the wall Hit: 2d10 + 17 fire damage, and the target is slowed (save Hit: 2d12 + 13 fire damage.
is to destroy the crystal idol of Imix. The curtain ends). Effect: The giant marks the target until the end of the
blocks line of sight but not line of effect. A creature R Curse of Imix (fire) F At-Will giant’s next turn.
that enters the curtain or starts its turn there takes Attack: Ranged 5 (one creature); +23 vs. Fortitude Str 23 (+15) Dex 11 (+9) Wis 10 (+9)
30 fire damage. A creature can take this damage Hit: 2d12 + 6 fire damage, and ongoing 5 fire damage (save Con 22 (+15) Int 10 (+9) Cha 11 (+9)
only once per turn. If the crystal idol is destroyed, the ends). While taking this ongoing fire damage, the target Alignment evil Languages Giant
has an aura 2 that deals 5 fire damage to any creature Equipment chainmail, greatsword
curtain vanishes, allowing safe passage to area 24
that enters the aura or starts its turn there. A creature
beyond. can take the aura’s damage only once per turn.
22C. High Ledge: This 40-foot-high ledge over- C Evocation of Imix (fire) F Encounter
looks area 22A, and drow skulkers guard it. Attack: Close burst 3 (enemies in the burst); +23 vs. Reflex
Tactics: Olostro targets distant enemies with curse Hit: 3d10 + 6 fire damage, and the giant slides the target
of Imix. When surrounded by close enemies and a up to 3 squares.
few allies, he uses evocation of Imix. If an enemy comes Effect: Each ally in the burst gains a +5 bonus to damage
rolls until the end of the giant’s next turn.
within 10 squares of the crystal idol, Olostro touches
Skills Arcana +18, Endurance +21
the idol and activates it with a minor action. If ene- Str 23 (+16) Dex 11 (+10) Wis 10 (+10)
mies are detected in the passage south of the idol, Con 22 (+16) Int 16 (+13) Cha 18 (+14)
Olostro can stand on the ledge overlooking the tunnel Alignment evil Languages Giant, Primordial
and use the idol to trap an enemy who is attempting Equipment robe, mace
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.

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6 Drow Skulkers
Medium fey humanoid
Level 18 Minion Skirmisher
XP 500 each
Crystal Idol of Imix
Object
Level 19 Trap
XP 2,400
23. Drow Warrens
HP 1; a missed attack never damages a minion. Initiative +16 Detect automatic Initiative —
Combat Encounter Level 19 (12,800 XP)
AC 32, Fortitude 29, Reflex 31, Will 30 Perception +15 HP 250
Speed 7 Darkvision AC 30, Fortitude 30, Reflex 5, Will — With King Snurre’s permission, the drow have
Traits Immune all conditions, fire, forced movement, necrotic, claimed these caves and tunnels as their demesne. A
Personal Darkness ongoing damage, poison, psychic, radiant; treacherous adventurer named Gleep Wurp is among
The drow has total concealment while moving. Vulnerable 10 thunder them.
Standard Actions Identify (Arcana)
Light: Bright light in area 12B (torches), and none
m Short Sword (weapon) F At-Will F DC 24: The crystal is an idol of Fire Lord Imix, a power-
Attack: Melee 1 (one creature); +23 vs. AC ful primordial.
everywhere else.
Hit: 13 damage. F DC 33 (Trained Only): The crystal has the power to cap- Monsters: Gleep Wurp, Nalice (drow captain),
R Hand Crossbow (weapon) F At-Will ture creatures inside it and burn them to a crisp. Jiryzne (yochlol demon), 8 drow skulkers. If the
Attack: Ranged 10 (one creature); +23 vs. AC Identify (Perception) drow skulkers from area 17 flee to this cavern, they
Hit: 13 damage, and the target is slowed (save ends). F DC 17: The character sees that the crystal is rooted to are hiding in the shadows of area 12C. Place them
First Failed Saving Throw: The target is also weakened the floor and immobile. along the outer walls of the cavern wherever seems
(save ends both). F DC 24: The character notices that the crystal is hollow appropriate.
Second Failed Saving Throw: The target instead falls and emanates ripples of heat.
unconscious until the end of the encounter. Minor Actions
Minor Actions R Fiery Imprisonment (fire, teleportation) F Recharge When the characters see area 23B, read:
R Darkfire F Encounter when a captured creature escapes This dead-end cave contains several folding cots made of
Attack: Ranged 10 (one creature); +21 vs. Reflex Requirement: A creature loyal to Imix must activate this spider silk woven over thin metal frames. An articulated
Hit: The target grants combat advantage and cannot ben- power, and must be adjacent to the idol to do so. metal spider with three-foot-long legs stands at the back of
efit from invisibility or concealment until the end of the Attack: Ranged 10 (one creature the activating creature can the cave, facing the entrance. Pacing around the cave, tap-
drow’s next turn. see); +22 vs. Fortitude
ping a wand against one hand while muttering nervously
Skills Stealth +19 Hit: The target teleports inside the idol, is restrained, and
Str 15 (+11) Dex 20 (+14) Wis 13 (+10) loses any immunity or resistance to fire while in the idol—
to himself, is a rail-thin man in flashy wizard’s robes.
Con 11 (+9) Int 15 (+11) Cha 16 (+12) see “Countermeasures” below. Creatures have line of “Begone!” he says with a start. “Begone, or face the
Alignment evil Languages Abyssal, Common, Elven sight but no line of effect to the target, and vice versa. A wrath of the Eyebiter!”
Equipment leather armor, short sword, hand crossbow, 20 target restrained inside the idol takes 30 fire damage at
bolts the end of its turn. If this damage kills the target, its body When the characters see area 23C, read:
is reduced to ash. A target freed from the idol can tele- The ceiling of this cave is a nest of stalactites interspersed
Crystal Idol of Imix port to a space within 10 squares of the idol.
with dark pockets. Seven stalagmites encrusted with spar-
Countermeasures
This 20-foot-tall, 10-foot-wide crystal formation F Escape: Endurance DC 24 (standard action) or 33 (minor
kling mineral deposits rise from the floor, forming an oval
resembles a giant flame. The idol traps Olostro’s action). Success: The trapped creature escapes the idol. ring. Two female drow stand in the middle of the ring. One
enemies inside its crystalline body and burns them to Failure (by 5 or more): The trapped creature takes 15 fire wears black chainmail and a helm with eight gems set into
a crisp. Olostro must touch the crystal idol (a minor damage. it, like spider eyes. She holds a hand crossbow in one hand
action) to activate its attack. F Free a Prisoner: While adjacent to the idol, (trained and has a rapier fastened to her belt. The other drow wears
only) Arcana DC 24 (standard action) or 33 (minor a black, web-like gown and is unarmed.
action). Success: The character touches the idol and com-
The woman in the gown smiles at you and says, “You
mands it to release the trapped creature. Failure (by 5 or
more): The character and the trapped creature each take
have come a long way to die.”
15 fire damage.
F Shatter Idol: If the idol drops to 0 hit points, any crea-
ture trapped within is released.

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eagerness to crush enemies of the drow—in particular ongoing damage; hp 50; blindsight 5. The spider chest
elves and eladrin, whom she despises. She also has no and its control circlet are worth 7,500 gp.
love for her mistress’s newest consort, whom she treats The chest holds a +4 guardian’s cape (or another
like an imbecile despite his sharp intellect. level 20 common or uncommon magic item), a golden
The yochlol is disguised as a drow named Jiryzne. torc studded with gems (7,500 gp), an amber flask
Although she professes to support Eclavdra, her task (2,500 gp) wrapped in an exquisite embroidered
is to spy on Eclavdra and eliminate the drow matron shawl made of gossamer spider silk (2,500 gp), and
if it becomes clear that her faith in the Spider Queen two potions of vitality in skull-shaped glass flasks.
has evaporated. Eclavdra, aware of Jiryzne’s true 23C. Drow Cavern: This cave contains a ring
allegiance and accustomed to betrayal, expects that of pillars as well as several drow hidden in niches
Jiryzne will turn against her eventually. and crannies in the ceiling. Below them lurks the
The ceiling is 20 feet high in area 23A and 30 feet drow captain Nalice and a yochlol demon in drow
high in other areas. form. The pillars are blocking terrain. In addition,
23A. Webbed Tunnels: Glittering silver webs fill creatures inside the ring of pillars (as indicated by
these narrow tunnels. The webs are magical and are the dotted lines on the map) take a –2 penalty to all
difficult terrain to all creatures except demons, drow, saving throws.
and spiders. They are otherwise harmless and cannot The northwest corner of the cavern holds a small,
be attacked. The webs are intended to discourage 5-foot-deep pool of drinkable water.
intruders from exploring area 23B. Nalice’s helm is inlaid with eight spider-eye gems
23B. Drow Quarters: This cavern contains small (4,500 gp each).
cots that the drow can quickly disassemble and take 23D. Teleportation Dais: This cave is empty
with them. The cots have lightweight adamantine except for a 10-foot-diameter circular platform of
frames covered with spider silk. In addition to the purple stone set into the floor. This is the destination
cots, this cave contains a walking spider construct point for creatures that use the teleportation orb in
that doubles as a chest, wherein the drow keep their area 15. Any creature that uses the orb teleports atop
treasure. Gleep Wurp is here. this platform, and as the platform activates, luminous
Spider Chest: This treasure chest is magical and golden symbols swim across its surface. The telepor-
Gleep Wurp was an adventuring wizard who resembles a 2-foot-diameter articulated adamantine tation is one-way only. The dais also functions as a
betrayed his companions to save his own skin. Snurre spider with 3-foot-long adamantine legs. Resting atop teleportation circle for rituals such as Linked Portal.
recently appointed the wizard as his emissary to it is a silver circlet with a prominent spider motif. The Tactics: Gleep Wurp doesn’t want to fight alone,
Erelhei-Cinlu, a drow city in the Underdark. Gleep spider chest is a simple construct that follows any and he’d prefer not to fight at all. He’s unwilling to
plans to travel to Erelhei-Cinlu and take up residence creature wearing the circlet, and only the wearer of put his life in the hands of adventurers, however,
in House Eilservs shortly. In the meantime, Eclavdra the circlet can open the spider chest’s lid (a Knock because he knows all too well how merciless they can
has taken him as a consort, although she views him as ritual or a DC 33 Thievery check also unlocks the be. If he can’t reach his drow allies and the characters
nothing more than another instrument with which to chest). The spider chest has a speed of 6 and a climb press him, he attacks. He uses eyebite every round as
manipulate and control the fire giant king. speed of 6. The chest acts immediately after its con- a minor action and uses dimension hop to keep a safe
Captain Nalice is a loyal member of the House of troller and can take two move actions on its turn. Its distance from melee attackers. Once he is bloodied,
Eilservs, sworn to serve Eclavdra. She secretly believes statistics are as follows: AC 25; Fortitude 20, Reflex he starts looking for a way to combine his powers to
that Eclavdra has strayed from the worship of Lolth 20, Will —; immune disease, necrotic, poison, psychic, escape the characters.
and immersed herself too deeply in the “religion” of
the Elder Elemental Eye. None of this affects Nalice’s

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Nalice and Jiryzne try to draw enemies into the Gleep Wurp, the Eyebiter Level 19 Elite Artillery Drow Captain Level 19 Soldier (Leader)
ring of stalagmites. Meanwhile, the drow skulkers Medium natural humanoid, human XP 4,800 Medium fey humanoid XP 2,400
hide in the dark crannies of the ceiling, waiting for HP 276; Bloodied 138 Initiative +11 HP 174; Bloodied 87 Initiative +17
AC 33, Fortitude 30, Reflex 31, Will 30 Perception +10 AC 35, Fortitude 30, Reflex 31, Will 32 Perception +12
their cue to rappel down spidersilk ropes and attack,
Speed 6 Speed 7 Darkvision
dropping from the ceiling (a move action that counts Saving Throws +2; Action Points 1 Traits
as a charge) into positions that grant them combat Standard Actions O Ensnaring Venom (poison) F Aura 1
advantage. m Dagger (force, weapon) F At-Will An unmarked slowed enemy that willingly leaves the aura
Nalice prefers to attack with her rapier and uses Attack: Melee 1 (one creature); +24 vs. AC takes 15 poison damage.
trapping attack to flank enemies. If Gleep Wurp comes Hit: 3d4 + 9 damage plus 10 force damage. Standard Actions
to her seeking protection, she tries to hold enemies at r Acid Bolt (acid, implement) F At-Will m Rapier (weapon) F At-Will
Attack: Ranged 20 (one creature); +24 vs. Reflex Attack: Melee 1 (one creature); +24 vs. AC
bay so that the wizard can make ranged attacks with-
Hit: 2d8 + 8 acid damage, and ongoing 10 acid damage Hit: 3d8 + 14 damage, and the target is slowed until the
out provoking opportunity attacks. (save ends). end of the drow’s next turn.
No one but Eclavdra knows that Jiryzne is a A Lightning Web (implement, lightning) F Recharge 5 6 M Trapping Attack F At-Will
yochlol, and Jiryzne does not assume her true form Attack: Area burst 1 within 20 (creatures in the burst); +24 Effect: Melee 1 (one creature); an ally adjacent to the target
until her deception is revealed, until all of her drow vs. Reflex or the drow can shift 1 square as a free action. The drow
allies are dead, or until she is slain. While in drow Hit: 4d6 + 14 lightning damage, and the target is immobi- then uses rapier against the target.
form, Jiryzne uses seductive glare each round. lized (save ends). R Hand Crossbow (weapon) F At-Will
Move Actions Attack: Ranged 10 (one creature); +24 vs. AC
Dimension Hop (teleportation) F Recharge when Gleep Hit: 2d6 + 10 damage, and the target is slowed (save ends).
spends an action point First Failed Saving Throw: The target is also weakened
Effect: Gleep teleports up to 5 squares. (save ends both).
Minor Actions Second Failed Saving Throw: The target instead falls
R Eyebite (charm, implement, psychic) F At-Will unconscious until the end of the encounter.
Special: This attack does not provoke opportunity attacks. Minor Actions
Attack: Ranged 10 (one creature); +24 vs. Will R Darkfire F Encounter
Hit: 3d8 + 14 psychic damage, and Gleep is invisible to the Attack: Ranged 10 (one creature); +22 vs. Reflex
target until the start of Gleep’s next turn. Hit: The target grants combat advantage and cannot ben-
Skills Arcana +19, Diplomacy +18, History +19 efit from invisibility or concealment until the end of the
Str 10 (+9) Dex 15 (+11) Wis 12 (+10) drow’s next turn.
Con 18 (+13) Int 21 (+14) Cha 18 (+13) Skills Intimidate +21, Stealth +20
Alignment evil Languages Abyssal, Common, Str 20 (+14) Dex 22 (+15) Wis 16 (+12)
Draconic, Dwarven, Elven, Giant Con 14 (+11) Int 16 (+12) Cha 24 (+16)
Equipment robes, dagger, wand, potion of recovery Alignment evil Languages Abyssal, Common,
Elven, Giant
Equipment chainmail, rapier, hand crossbow, 20 bolts

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Hall of the Fire Giant King

Yochlol Demon
Medium elemental humanoid
Level 17 Controller
XP 1,600
8 Drow Skulkers
Medium fey humanoid
Level 18 Minion Skirmisher
XP 500 each
24. A Fiery End
(demon, shapechanger) HP 1; a missed attack never damages a minion. Initiative +16
Combat Encounter Level 21 (16,400 XP) plus
HP 158; Bloodied 79 Initiative +14 AC 32, Fortitude 29, Reflex 31, Will 30 Perception +15 trap (16,800 XP)
AC 31, Fortitude 27, Reflex 29, Will 30 Perception +18 Speed 7 Darkvision
Speed 6, climb 8 (spider climb) Darkvision Traits Eclavdra makes her final stand here, in a vast cavern
Resist 10 poison Personal Darkness bisected by a river of lava. By confronting her, the
Standard Actions The drow has total concealment while moving. characters complete a minor quest (see “Quests,” page
m Spider Touch (poison) F At-Will Standard Actions 2). If the drow high priestess was killed earlier in the
Attack: Melee 1, or melee 2 in demon form (one creature); m Short Sword (weapon) F At-Will
Attack: Melee 1 (one creature); +23 vs. AC
adventure, remove her from this encounter.
+20 vs. Reflex
Hit: 3d8 + 12 poison damage, and the target is slowed Hit: 13 damage. Light: Bright light (lava river).
(save ends). R Hand Crossbow (weapon) F At-Will Monsters: Eclavdra, 2 fire giant death knights, 2
r Spider Bolt (poison) F At-Will Attack: Ranged 10 (one creature); +23 vs. AC salamander whips.
Attack: Ranged 10 (one creature); +20 vs. Reflex Hit: 13 damage, and the target is slowed (save ends). Traps: 2 exploding obelisks (which can release 2
Hit: 3d8 + 12 poison damage, and the target is slowed First Failed Saving Throw: The target is also weakened rockfire guardians).
(save ends). (save ends both).
Flurry F Recharge 5 6 Second Failed Saving Throw: The target instead falls
unconscious until the end of the encounter.
When the characters see the area, read:
Effect: The yochlol makes two basic attacks.
A Maddening Web (psychic) F Recharge when first Minor Actions The wide tunnel spills into a vast cavern, its seventy-five-
bloodied R Darkfire F Encounter foot-high ceiling a nest of stalactites. A river of molten lava
Attack: Area burst 2 within 20 (enemies in the burst); +20 Attack: Ranged 10 (one creature); +21 vs. Reflex bisects the cavern, flowing slowly toward the north. Rising
vs. Fortitude Hit: The target grants combat advantage and cannot ben- up out of the lava are two small islands of black basalt with
Hit: Ongoing 15 psychic damage, and the target is immobi- efit from invisibility or concealment until the end of the fiery, serpentine creatures coiled upon them. In the middle
lized (save ends both). drow’s next turn.
of the cavern, a wide bridge of black glass arches over the
Minor Actions Skills Stealth +19
Str 15 (+11) Dex 20 (+14) Wis 13 (+10)
river. The bridge is crafted to resemble a glittering black
Change Shape (polymorph) F At-Will
Effect: The yochlol alters its physical form to appear as a Con 11 (+9) Int 15 (+11) Cha 16 (+12) web. Standing shoulder-to-shoulder on the bridge are two
female drow until it uses change shape again or until it Alignment evil Languages Abyssal, Common, Elven skeletal giants clad in plate armor and armed with black-
drops to 0 hit points. To assume a specific individual’s Equipment leather armor, short sword, hand crossbow, 20 ened greatswords.
form, the yochlol must have seen that individual. Other bolts A thirty-foot-high ledge overlooks the cavern on the far
creatures can make a DC 36 Insight check to discern that side of the bridge. To the right of the ledge, flush with the
the form is a disguise. floor, stands a pair of huge black doors flanked by glowing
R Cruel Command (charm, psychic) F At-Will (1/round)
obelisks.
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 A 5-foot-deep ledge on either side contains the lava
(save ends). river. Any creature that enters the lava or starts its
Second Failed Saving Throw: The target is instead domi- turn there takes 15 fire damage and ongoing 15 fire
nated (save ends). damage (save ends). A creature can take this damage
Skills Bluff +20, Intimidate +20, Stealth +19 only once per turn.
Str 18 (+12) Dex 23 (+14) Wis 21 (+13)
24A. Southeast Shore: Characters reach this
Con 14 (+10) Int 19 (+12) Cha 24 (+15)
Alignment chaotic evil Languages Abyssal, Common, Elven
rocky shore from area 22 or 23. Characters on this
shore can see what is described above.

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Hall of the Fire Giant King

24B. Glassweb Bridge: This wide bridge is made Eclavdra knows the command word to open the black Eclavdra Eilservs Level 20 Elite Soldier (Leader)
of black glass and shaped like a giant web that arches doors (“Charinida”), but she would rather die than give Medium fey humanoid, drow XP 5,600
over the lava river. Defending the bridge are Sulphus up the information. Only by dominating her or casting a HP 380; Bloodied 190 Initiative +20
and Zematon, two fire giant death knights that attack Speak with Dead ritual on her corpse can the characters AC 36, Fortitude 31, Reflex 33, Will 32 Perception +16
Speed 7 Darkvision
characters as they try to cross the cavern. learn this secret. The doors shatter magnificently when
Saving Throws +2; Action Points 1
The bridge is 10 feet above the lava’s surface at its destroyed (AC/Fortitude 15, Reflex 5; immune to fire, Standard Actions
highest point. Its web-like design creates gaps in the necrotic, poison, psychic, forced movement, all condi- m Tentacle Rod (weapon) F At-Will
bridge, none big enough to allow a creature to slip tions, ongoing damage; vulnerable 10 thunder; hp 200). Attack: Melee 3 (one creature); +25 vs. AC
through. Medium size or smaller creatures—other A Knock ritual with a successful DC 36 Arcana check Hit: 3d8 + 15 damage, and the target is slowed (save ends).
than demons, drow, and spiders—treat the bridge can also open the doors, but this act sets off the obelisks. In addition, the target cannot benefit from immunity or
as difficult terrain. (A successful DC 18 Acrobatics Tactics: The creatures in this cavern use the river resistance to poison until the end of the encounter.
R Emissary’s Request F At-Will
check made as part of any movement allows a charac- of lava to their advantage. Eclavdra uses insidious offer
Effect: Ranged 20 (one ally); the target can make an at-
ter to ignore this terrain.) to dominate enemies and drive them into the lava. will attack or charge as a free action. A demon, drow, or
24C. Islands in the Fire: These 10-foot-wide The fire giant death knights try to lure enemies into spider ally gains a +2 power bonus to the attack roll.
islands of black rock rise 5 feet above the surface of the lava with balefire lure. Salamander whips coil atop Double Attack F At-Will
the lava and serve as perches for two salamander fire- their islands and use the incredible reach of their Effect: Eclavdra uses tentacle rod twice, emissary’s request
whips. These serpentine creatures are allied with the whips to lash enemies and pull them into the lava. twice, or each power once.
drow and the fire giants. Again, Eclavdra is not afraid to teleport or move R Insidious Offer (charm, psychic) F Recharge when first
bloodied
24D. Eclavdra’s Ledge: The drow priest Eclavdra to the floor and confront the characters directly. She
Attack: Ranged 10 (one creature); +23 vs. Will
commands her troops from this 30-foot-high ledge prefers the safety of her perch. Hit: The target chooses to become dominated (save ends)
that overlooks the cavern. The ledge can be accessed Once freed from their obelisks (see “Exploding Obe- or take 40 psychic damage instead.
by a secret door that requires a DC 25 Perception lisks” below), the rockfire dreadnoughts smash enemies Minor Actions
check to detect. Climbing up the wall to the ledge with their flaming fists and hurl chunks of brimstone C Entrancing Beauty (charm, psychic) F At-Will (1/round)
requires DC 20 Athletics checks. (ripped from their own bodies) at foes they cannot reach. Attack: Close burst 5 (enemies in the burst); +23 vs. Will
24E. The Black Doors: Set into the basalt wall is Hit: Eclavdra pulls the target up to 2 squares.
a pair of enormous doors sculpted from black, opaque Triggered Actions
2 Salamander Whips Level 15 Soldier On Your Knees F Recharge 5 6
glass. Each door is 25 feet tall, 10 feet wide, and 1 foot Large elemental humanoid (fire, reptile) XP 1,200 each
Trigger: An enemy is hit by tentacle rod.
thick, and together they block a miles-long passage HP 148; Bloodied 74 Initiative +15 Attack (No Action): Melee 3 (the triggering enemy); +23 vs.
that descends into the Underdark. Flanking the black AC 31, Fortitude 27, Reflex 28, Will 26 Perception +16 Will
doors are two 10-foot-tall, tapered obelisks made Speed 6 Hit: The target falls prone and cannot stand up (save ends).
Resist 20 fire Blinking Escape (teleportation) F At-Will
from solid blocks of brimstone, each covered with a
Standard Actions Trigger: An area attack or a close attack hits Eclavdra.
web of cracks that pulse with magma-colored light. m Tail Lash (fire) F At-Will Effect (Immediate Reaction): Eclavdra teleports up to 6
Etched into the floor between the two obelisks are Attack: Melee 2 (one creature); +20 vs. AC squares and gains partial concealment until the end of
the following words in Rellanic (Elven script): Hit: 2d10 + 12 fire damage, and the target falls prone. her next turn.
M Fire Whip (fire) F At-Will Skills Bluff +22, Insight +21, Intimidate +22, Religion +22
Know that you are leaving the hall of the fire giant king. Attack: Melee 10 (one creature); +18 vs. Reflex Str 16 (+13) Dex 26 (+18) Wis 22 (+16)
Beyond these black doors, in the Underdark, lies the City of Hit: 2d6 + 16 fire damage, and the salamander pulls the Con 22 (+16) Int 24 (+17) Cha 24 (+17)
target up to 3 squares. Alignment chaotic evil Languages Abyssal, Common, Elven
Erelhei-Cinlu and the Vault of the Drow. Descend into the
Str 17 (+10) Dex 23 (+13) Wis 18 (+11) Equipment robe, tentacle rod
depths at your own peril. Con 20 (+12) Int 11 (+7) Cha 11 (+7)
Alignment evil Languages Primordial

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Hall of the Fire Giant King

2 Fire Giant Death Knights Level 19 Elite Soldier Rockfire Obelisks 2 Rockfire Guardians Level 20 Elite Brute
Large elemental humanoid XP 4,800 each Large elemental magical beast (earth, fire) XP 5,600 each
Each of these tapered obelisks stands 10 feet tall and
(fire, giant, undead) HP 460; Bloodied 230 Initiative +16
is carved from a solid block of brimstone. Covering
HP 364; Bloodied 182 Initiative +14 AC 32, Fortitude 34, Reflex 32, Will 31 Perception +13
the obelisk is a web of cracks that pulse with orange Speed 8
AC 35, Fortitude 34, Reflex 29, Will 29 Perception +14
Speed 7 Darkvision
light. The obelisks explode if the Black Doors are Immune disease, petrification, poison; Resist 20 fire;
Immune disease, poison; Resist 15 fire, 10 necrotic; destroyed or opened without the proper command Vulnerable 5 thunder
Vulnerable 10 radiant word, or either obelisk is destroyed. Saving Throws +2; Action Points 1
Saving Throws +2; Action Points 1 Traits
Traits O Chaotic Flame F Aura 2
2 Rockfire Obelisks Level 20 Trap
O Unholy Defender (fire, necrotic) F Aura 2 Any creature that ends its turn in the aura loses any fire
Object XP 2,800 each
While in the aura, an unmarked enemy that uses an attack immunity or fire resistance until the end of its next turn.
Detect automatic (the obelisks radiate heat) Initiative —
power that fails to target a creature that has this aura Standard Actions
HP 180
active takes 15 fire and necrotic damage. m Fiery Fist (fire) F At-Will
AC 32, Fortitude 30, Reflex 5, Will —
Implacable Attack: Melee 2 (one creature); +25 vs. AC
Immune fire, necrotic, poison, psychic, radiant, forced move-
If the giant would be marked, slowed, immobilized, dazed, Hit: 3d12 + 17 fire damage, or 4d12 + 17 fire damage to a
ment, all conditions, ongoing damage;
or stunned, it can make a saving throw to end the effect, prone target.
Vulnerable 10 cold, 10 thunder
including an effect that a save cannot normally end. r Hurl Magma (fire) F At-Will
Identify (Arcana; trained only)
Standard Actions Effect: The guardian takes 15 damage.
F DC 25: The obelisk is attuned to a nearby object and Attack: Ranged 20 (one creature); +25 vs. AC
m Soulsword (fire, necrotic, weapon) F At-Will
will react if that object is destroyed.
Attack: Melee 2 (one creature); +24 vs. AC Hit: 5d12 + 15 fire damage, and the target falls prone.
F DC 34: The obelisk is a prison containing a powerful
Hit: 2d10 + 16 fire and necrotic damage. Minor Actions
elemental.
r Unholy Throwing Hammer (fire, necrotic, weapon) F C Temblor F Recharge when first bloodied
Triggered Actions Attack: Close burst 2 (enemies in the burst); +23 vs.
At-Will C Rockfire Explosion (fire, poison, zone) F At-Will
Attack: Ranged 10 (one creature); +24 vs. AC Fortitude
Trigger: An object to which the obelisk is connected is
Hit: 2d8 + 16 fire and necrotic damage, and the target falls Hit: The target falls prone.
opened or destroyed, or the obelisk is destroyed.
prone. Str 26 (+18) Dex 22 (+16) Wis 16 (+13)
Attack (Immediate Reaction): Close burst 5 (creatures in the
Effect: The hammer returns to the giant’s hand. Con 20 (+15) Int 8 (+9) Cha 7 (+8)
burst); +23 vs. Reflex
Double Attack F At-Will Alignment unaligned Languages Primordial
Hit: 4d10 + 9 fire and poison damage, and the target falls
Effect: The giant makes two basic attacks.
prone.
C Balefire Lure (fire, necrotic) F Recharge 5 6
Miss: Half damage. Development
Attack: Close burst 3 (enemies in the burst); +22 vs. Will
Effect: A rockfire guardian appears in the obelisk’s former The horrors that lurk beyond the black doors are
Hit: The giant slides the target up to 3 squares into a space
space. beyond the scope of this adventure series, including
adjacent to the giant, and the target takes ongoing 20 fire
and necrotic damage (save ends). the Vault of the Drow and the drow city of Erelhei-
Effect: Undead allies in the burst gain a +5 power bonus to Cinlu. For more information on these sinister subter-
damage rolls until the end of the giant’s next turn. ranean locations, see pages 66–73 of the Underdark™
Str 24 (+16) Dex 16 (+12) Wis 10 (+9) supplement.
Con 22 (+15) Int 10 (+9) Cha 18 (+13)
Alignment evil Languages Common, Giant
Equipment plate armor, soulsword (greatsword), throwing
hammer

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Hall of the Fire Giant King

Concluding the Thundercloud Tower Level 25 Rare


This fortified three-story tower floats atop a semisolid
A dventure thundercloud.
Wondrous Item 625,000 gp
By the end of the adventure, the characters should real- Properties
ize that the drow are behind the alliance of the giant F The tower is a flying vehicle (statistics appear below) with
lords, and that they are using the giants to soften up the a magical control circle inscribed on the roof.
humans, elves, dwarves, and other surface-dwelling F Up to six humanoids can be attuned to the control circle.
races. After the characters defeat King Snurre and F The control circle can also be used as a teleportation
circle.
Eclavdra, they can return to civilization to spend their
Utility Power ✦ At-Will (Move Action)
hard-earned gold and collect on their various quests. Requirement: You must be attuned to the tower and in the
If the characters take the time to deliver Snurre’s control circle.
head to Krombaalt the storm giant lord, he rewards Effect: You pilot the tower.
them with a wondrous vehicle called a thundercloud Attack Power (lightning, thunder) ✦ Encounter (Standard
tower, which they can use as their new base of opera- Action)
tions. The tower is attuned to the adventurers and no Requirement: You must be attuned to the tower and in the
control circle.
one else, which means only they can control its move-
Attack: Ranged 20 (one, two, or three creatures); +28 vs.
ment and use its attack power. Reflex
This item is above and beyond the normal treasure Hit: 4d10 + 8 lightning and thunder damage.
allotment for the adventure, but it comes with a main-
tenance cost. Each point of damage the tower takes Thundercloud Tower
reduces its value by 1,000 gp, and damage to the tower Gargantuan vehicle
can be repaired at a cost of 1,000 gp per hit point. 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 clear-
ance). 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

Author’s Endnote: Designer


Christopher Perkins
Updating a Classic
In reimagining “Hall of the Fire Giant King,” I’ve Developer
inflicted some violence to the maps and encoun- Chris Sims
ters to make the adventure a fun and balanced Editors
gaming experience. I hope that DMs who have Scott Fitzgerald Gray, Miranda Horner, Ray Vallese
fond memories of the original read this latest
incarnation and feel the same overwhelming Managing Editor
Kim Mohan
desire to run the adventure as I felt back in
1980, when I read Gary Gygax’s adventure for Development and Editing Lead
the first time. Jeremy Crawford
—Christopher Perkins
Senior Producer
Christopher Perkins

Producers
Author Bio Greg Bilsland, Stan!
Christopher Perkins is the D&D Creative Manager at
Wizards of the Coast LLC. He writes: “Ever since I started Senior Creative Director
working on 4th Edition, I’ve been aching to update the classic Jon Schindehette
‘G’-series of D&D adventures, breathing new life into Chief
Nosnra, Jarl Grugnur, and King Snurre while adding some Art Director
memorable villains and twists of my own.” Chris hopes this Kate Irwin
reimagining of the series sends many adventurers to their
graves while offering players a fun ride along the way! 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

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