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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

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” th 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

"Cave of the Giants" interior map 1

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).

"Cave of the Giants" interior map 2

(14) This huge arena-like cave is wehere 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
Magic Missile (x3)
Grease
Mount
II Knock
Whip
Mirror Image
Invisibility
III Lightning Bolt
Phantasmal Force
Melf's Minute Meteors
IV Fear
Wizard Eye
#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)
Mount
Mending
II Knock
Invisibility
III Lightning Bolt

(15)

(16)

(17)

(18)

(19)

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

1)
“Total Party Kill”, for any non-gamers reading this
cave_of_the_giants.1245553978.txt.gz · Last modified: 2017/05/27 18:41 (external edit)