Dungeon+200+ +Hall+of+the+Fire+Giant+King
Dungeon+200+ +Hall+of+the+Fire+Giant+King
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.
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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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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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	 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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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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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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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
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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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                                                                                                                                                  Hall of the Fire Giant King
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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                                                                                                                                                                                                      28
                                                                             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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                                                                                                                                   29
                                                                                                                                           Hall of the Fire Giant King
	 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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                                                                                                                                                                                                  30
                                                                                                                                        Hall of the Fire Giant King
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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                                                                                                                                 Hall of the Fire Giant King
	 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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                                                                                                                                               Hall of the Fire Giant King
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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                                                                                                                                         Hall of the Fire Giant King
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.
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                                                                                                                                          Hall of the Fire Giant King
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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                                                                                                                                                  Hall of the Fire Giant King
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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                                                                                                                                         Hall of the Fire Giant King
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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                                                                                                                                              Hall of the Fire Giant King
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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                                                                                                                                         Hall of the Fire Giant King
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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                                                                                                                                              Hall of the Fire Giant King
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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                                                                                                                                      Hall of the Fire Giant King
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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                                                                                                                                                 Hall of the Fire Giant King
 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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                                                                                                                                              Hall of the Fire Giant King
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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                                                                                                                                              Hall of the Fire Giant King
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                                                                                                                                                Hall of the Fire Giant King
 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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                                                                                                                                                Hall of the Fire Giant King
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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                                                                                                                                        Hall of the Fire Giant King
	 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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                                                                                                                                                  Hall of the Fire Giant King
 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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                                                                                                                                  Hall of the Fire Giant King
                                                           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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                                                                                                                                     Hall of the Fire Giant King
	 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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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
                                                                 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
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