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cave_of_the_giants

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This adventure was run for The Good Party sometime during my sophomore year in college (1982-1983). It was my attempt to bring Gary Gygax's classic “underworld” (as written in D1-3 modules) into my world. Sadly, I misjudged the party's capabilities and the adventure turned into a near “TPK”1). The sole survivor, Sly, got a little outside help and managed to recover the party's bodies. A few Raise Dead spells later, the party tried a second time! This time, they ALL died and I had to bring in another PC (Karelia) to rescue them. As luck would have it, she managed to find and fix Sorgul – but died herself shortly thereafter! When the restored party made their way back for a third try, they saw an ominous cloud in the shape of cat's head morph into a human skull. They wisely decided not to enter the caves for a third time – so the “underworld” remained unexplored for some time…

The Cave of the Giants

Introduction

"Cave of the Giants" outdoor map "Cave of the Giants" interior map 1 "Cave of the Giants" interior map 2

A Storm Giant will greet the party and request a favor from them. This should be set up long ago by the Giant doing a favor for the party (thus “forcing” the party into accepting this request). The Giant has learned that a pair of FROST GIANTS have moved into a large cave nearby and wants to know whether they will be involved with the DROW that also live deeper in the cave. Being chaotic, he will not tell the party anything about the caves but rather let them find out for themselves. Thus, all the party should know upon entering is that there may or may not be some Frost Giants.

Cave Descriptions

(All have stalactites and stalagmites)

(1) This entrance cavern is naturally cold and has a ceiling varying from 15' on the edges to 20' in the center. The floor is rough and 2 WINTER WOLVES (AC 5, MV 18“, HD 6, #AT 1, D 2d4+breath, hp 48 ea.) act as guard dogs. There is no treasure here. Note that the barking and melee noise will draw the FROST GIANTS out from areas (2) and (3) on the third round.

(2) A single FROST GIANT (Ac 4, MV 12”, HD 10+4, #AT 1, D 2d6+9 (+4 to hit) (battle axe), hp 84) lives here and will arrive in area (1) on the third round with a large rock (2-20 on a hit). After throwing this, he will go into attack with his axe. In this room there are two enormous bedrolls made of several large bear skins. There is also a pair of large sacks with: 1) 90' of rope, waterskin (full), spare battle axe (bent and dented), haunch of dried meat, several large animal teeth, and one large rock. 2) white, fur coat, hard cheese, haunch of dried meat, iron cooking pot, and 4 large rocks. There is also an unlocked chest with 1000 sp, 2 gems (chrysoberyl: 160 gp; and blue quartz: 40 gp), and 3 +2 arrows.

(3) Another FROST GIANT (as above) is here. There is a natural ledge here about 4' off the floor that the giant uses as a bench. He has been posted here by the drow below to keep out intruders.

(4) In here are 10 PIERCERS (AC 3, MV 1“, HD 4, 2×3, 3×2, 4×1, #AT 1, D 4d4 of 3d8 or 2d6 or d6, hp 32, 2×24, 3×16, 4×8). When the party enters the area, 1-4 of these 10 will drop from the ceiling. There is no treasure here.

(5) 2 GRELL (AC 4, MV 12”, HD 5, #AT 11, D 10xd4/d6 + paralyzation, hp 40 ea.) have been placed here by the drow as guards. There is no treasure.

(6) 12 TROGLODYTES (AC 5, MV 12“, HD 2, #AT 3 or 1, D d3/d3/d4+1 or 2d4 (+3 to hit – 2 javelins each), hp 16 ea.) have been placed here by the drow as more guards. Note that they surprise opponents on a 1-4 and have a revulsion smell. Their only treasure is 3 gems: 2 Peridots (1400/500) and a chalcedony (100).

(7) This room is an enormous trap as follows: Near the south wall can be clearly seen a large, ornate chest made of carved wood. However, it is empty, and when the party reaches the dotted line, a trip wire will trigger a pit to be opened and part of the ceiling to collapse. Only 1-2 of the party will fall in the pit (taking 2-12 points of damage – 15 feet) but everybody (including those in the pit) will take 4-24 from falling rocks (1/2 if a save vs. dexterity is made).

(8) A single female DROW (AC -1 (Chain +2/NS/Dex 18), MV 15”, #AT 3, D d6+4 each (weapon specialized in short sword; Fighter/5), hp 30) armed with two +2 short swords is here as a guard. This drow has a 60% magic resistance and surprises opponents 75% of the time. She is only surprised 12 1/2% of the time. She can, once a day each, do the following: Dancing Lights, Faerie Fire, Darkness, Detect Magic, Know Alignment, Levitate, Clairvoyance, Detect Lie, Suggestion, and Dispel Magic. She will try to Dispel any bright magical light source first of all and then (if able to) Suggest that one person – probably the toughest fighter or a spell caster – leave the room not to come back. She has 30 pp and 3 gems (Citrine 100, Eye agate & Obsidian 10 ea.)

(9) This room has a chest which is trapped with a GLYPH OF WARDING: KOSAIR. This will explode for 16 points of electrical damage. The contents of the chest will be unharmed and they are: 100 pp, 500 gp, 9 gems (Jasper – 100 gp ea.), and a Potion of Extra Healing.

(10) Set in the center of this room is a marble pillar with a 1000 gp opal set atop it. Hiding in the indicated corners are 6 GHASTS (AC 4, MV 15“, HD 4, #AT 3, D d4/d4/d8 + paralyzation, hp 32 ea.). Note they have a carrion stench which will affect combat.

(11) In the ex-temple to a forgotten CE deity are 6 more GHASTS (as above) and 6 GHOULS (AC 6, MV 9”, HD 2, #AT 3, D d3/d3/d6, hp 16 ea.). Hidden behind the altar are 16 gems (Pearls: 100 gp ea.), 5 potions: Raise Dead balm, 2xHealing, Polymorph(self), and Speed. All are labeled clearly and correctly in elvish.

(12) This secret room has a locked and FIRE TRAPPED chest with the following treasure: a golden necklace w/gems (200 gp), a silver necklace w/gems (300 gp), a golden necklace w/gems (400 gp), and a magical sapphire (1000 gp) with the following powers: The person who owns it has minor regeneration at the rate of 1 hp per hour (but not from death nor will it re-bond severed limbs). Also, the holder can cure himself 3 times per day for 2-8 points (or cure others for 1-6). If the holder is a cleric, his/her curative spells are all at +1 per die. It is worth 1500 XP.

(13) This hallway slowly degenerates into a natural cavern which curves off to the left and enters area (14).

(14) This huge arena-like cave is where all of the DROW except two are. The dotted lines on the map are the extent of the ledge which surrounds the room. On the ledge are 2 DROW (#1 and #2 on the roster) while in the main area are 6 MALES (AC 1 (Chain +1/NS/Dex 17), F/3, MV 12“, #AT 3, D d6+3 (+2 to hit – weapon specialization), hp 21 ea.). Each can cast Dancing Lights, Faerie Fire, and Darkness once per day and will use Faerie Fire as soon as possible (if they can). The females on the ledge will try to dispel any magical light that the party uses. The fighters in the main area are armed with 2 Short Sword +1 (one in each hand). Each also carries 5 pp and 2 gems (garnets 100 gp ea.).

Drow Roster:
#1) Thoritta (Female) Cleric/MU 8/8 I18 W18 D20
AC -6 Armor: Chain +3 / Buckler +3
hp 34 Weapons: Mace +3 / Dagger +3
MR 74% Spells: MU 6/4/3/2
C 5/5/4/3
MU spells memorized:
I Affect Normal Fires III Lightning Bolt
Magic Missile (x3) Phantasmal Force
Grease Melf's Minute Meteors
Mount IV Fear
II Knock Wizard Eye
Whip
Mirror Image
Invisibility
#2) Female MU/5 I16 D16
AC -2 Armor: Chain +2 / Buckler +2
hp 14 Weapons: Short Sword +2 / Dagger +2
MR 60% Spells memorized: 5/2/1
I Magic Missile (x3) II Knock
Mount Invisibility
Mending III Lightning Bolt

(15) At the “X” into this area is a GLYPH OF WARDING: JEND which will do 16 points of fire damage to any person of Good alignment who passes beneath it. In the room is the last DROW (Female, Fifth level fighter, she is armed and otherwise equipped exactly as the drow in area (8)). This room was the drows temporary home and has 10 bedrolls and a small wagon with the following on it: 230 silver ingots (10 gp ea.), 60 gems (onyx: 50 gp ea.). Thoritta's spell book is also here, but is trapped with 2 glyphs: JEND and YLMIS. Since Thoritta was a chaotic and vengeful person she placed the fire glyph such that it would destroy her spellbook (Under the assumption that is she were alive still, the glyphs would not go off). She has actually four separate spellbooks and each must save vs. magical fire or be destroyed (6 or better). However, due to the positioning of the glyphs, even if the book itself makes its save, each individual spell must save (saving also on a 6) to see if it survives. The second glyph (YLMIS) causes the opener to become a 1 year old child unless he/she saves vs. magic. This can be dispelled (vs. 8th level magic). Note that none of the person's equipment shrinks in size. (See addendum later)

(16) Summoned here by one of Thoritta's friends is a large EARTH ELEMENTAL (AC 2, MV 6”, HD 8, #AT 1, D 4d8, hp 64) with no treasure.

(17) In this cave is a XORN (AC -2, MV 9“, HD 7+7, #AT 4, D d3(x3)/6d4, hp 63) with the following treasure: 10 amethysts (100 gp ea.), 4000 sp worth of silver ingots (payment from the Drow) and 600 gp worth of gold ingots.

(18) Guarding this cavern are 5 GIANT SPIDERS (AC 4, MV 3”*12“, HD 4+4, #AT 1, D 2d4+poison type D (4-40), hp 36 ea.). They have only the following treasure: A discarded backpack with 10 cp, 5 sp, 4 ep, 5 gp, 2 pp, and a potion of Neutralize Poison.

(19) This tunnel goes off for about 1/4 mile in the SE direction and then opens up to about 30' wide and heads off due East. At this point, the party is at hex F35 on the large scale map of the underworld. Refer to Dungeon Module D1-2 for details on encounters, although an intelligent party should turn around right here.

Addendum for Room #15: Also here is an intricate wooden chest inlaid with gold and silver and gems. The chest itself is valued at 1000 gp and is fairly small. Inside is the following:

  • Scroll of 6 Clerical spells: Prayer(3), Speak with Dead(3), Cure Disease(3), Raise Dead(5), Heal(6), and Recall Spirit(6)
  • Scroll of 5 MU spells: Magic Missile(1), Cone of Cold(5), Teleport(5), Teleport(5), Limited Wish(7)
  • Scroll of 1 MU spell: Fly(3)
  • +2 Longsword, +1 vs. creatures of the air or ones which use weather/air, -2 vs. creatures from the elemental plane of air, and +4 vs. creatures from the elemental plane of earth. No special abilities. It does not glow except in the presence of creatures from the the elemental plane of earth.

Updated Cave of the Giants

After the party died the first time, I juggled things around in a way that made sense to me. Interestingly, while the monsters all had max hit points in the first incarnation, I seem to have toned them down in the updated version. Still, it didn't help and the result was the same as the first time.

Updated interior map 1 Updated "Cave of the Giants" interior map 2

(1) This area is now empty. The passage to area (7) has been blocked by rocks.

(2) 8 FIRE BEETLES (AC 4, MV 12” HD 1+2, #AT 1, D 2d4, hp 10 ea.) act as guards here and any melee with warn the bugbears in area (5).

(3) Same

(4) Same. All of the piercers are here and are hungry.

(5) 7 BUGBEARS (AC 5, MV 9“, HD 3+1, #AT 1, D 2d4+1 (+1 to hit), hp 25 ea.) have been placed here as guards by the Drow below. They have 50 gp amongst them.

(6) Closed off and empty.

(7) Closed off and empty.

(8) Empty.

(9) Empty.

(10) Empty. The Ghasts have been moved to area (11).

(11) In here now are 9 GHASTS (AC 4, MV 15”, HD 4, #AT 3, D d4/d4/d8 + paralyzation, hp 18 ea.) with no treasure.

(12) Same – empty.

(13) Same.

(14) A Male Drow Patrol now lives in this region along with the #2 drow who survived the last dungeon. There are 9 male fighters (2nd level) who wear +1 Chain and fight with 2 +1 Short Swords. They are AC 1, MV 12“, HD –, #AT 3, D d6+3 (+2 or 0 to hit), hp 17 ea. Since they have weapon specialization in short sword, they have 3 attacks per round, the first being at +2 to hit, the 2nd being at normal chances, and the third being one of the two above (randomly)2). Along with the fighter is their leader and the #2 female from before:

Updated Drow Roster:
#1) Leader (Male) F/MU 5/5 I18 D19
AC -4 Armor: Chain +2 / Buckler +2
hp 26 Weapons: Short Sword +2 / Dagger +2
MR 64% or Short bow with 10 +1 arrows
Spells: MU 6/3/1
I Comprehend Languages II Mirror Image
Magic Missile (x4) Invisibility
Sleep Web
III Fireball
#2) Female MU/5 I16 D16
AC -2 Armor: Chain +2 / Buckler +2
hp 14 Weapons: Short Sword +2 / Dagger +2
MR 60% Spells memorized: 5/2/1
I Magic Missile (x3) II Mirror Image
Comprehend Languages Invisibility
Sleep III Fireball

#1 also owns a Bag of Holding (250# size) and a magic-user scroll with Reincarnation(6), Polymorph Other(4), and Protection from Normal Missiles(3).

In this room now are several large stone tables around a central statue of a great, long-legged spider with a drow's head. The shaded areas are where the patrol has camped. Here is what little treasure the drow have: 20 gems of 50 gp value and a pair of bars of gold (100 gp ea.).

(15) Placed here now are 5 GIANT SPIDERS (AC 4, MV 3”*12“, HD 4+4, #AT 1, D 2d4+poison type D (4-40), hp 22 ea.). They have no treasure.

(16) Same

(17) Same

(18) Same

(19) Same


(← The Magician's Castle) (Back to Adventures Index) (The Lost Dagger →)

1)
“Total Party Kill”, for any non-gamers reading this
2)
You have got to be kidding me!
cave_of_the_giants.txt · Last modified: 2017/05/27 18:56 by 127.0.0.1