Author Note: The Throne of Embers is a multi-level adventure. The levels are coded to make it easier to understand their placement.

“CL” Stands for Castle Level The above ground fortress.

“UL” Stands for Upper LevelThe first level below the castle.

“ML” Stands for Main LevelThe second level below the castle.

“LL” Stands for Lower LevelThe third (and lowest) underground level of the castle.

“FL” Stands for Forge Level The forge is located outside of the castle grounds; a separate facility.

Background Story

In the scorched lands of Pyroth, deep within the volcanic mountains of Ashpeak, the fire giants of the Emberhold reign supreme. These colossal beings, born from the molten heart of the earth, have forged an empire where strength and mastery over flame dictate one’s place in the fiery hierarchy. Their society is built around the Everflame Forge, where magical weapons and artifacts are crafted, fueling their conquests and defenses.

Centuries ago, the fire giants were ruled by a tyrannical king whose reign ended in a spectacular uprising. From the ashes of conflict rose King Brandir the Molten, a giant of unmatched prowess and wisdom. Under his rule, the Emberhold has flourished, though the fire giants remain isolated, wary of the outside world and its intentions.

King Brandir the Molten

King Brandir, known as “the Molten” due to his scarred, lava-like skin that glows faintly in the dark, is a formidable leader. Standing at an awe-inspiring height, his presence is both majestic and intimidating. His armor is crafted from blackened steel and volcanic rock, decorated with runes that flicker with fire. Brandir wields Pyroclast, a legendary greatsword said to be forged from the core of a fallen star, capable of unleashing devastating fiery blasts.

Brandir is not only a warrior but a sage ruler who sees the importance of maintaining the strength of his people through unity and discipline. He is respected and feared by his subjects, and his council consists of the fiercest warriors and the most cunning sorcerers of the fire giant community.

The Ascension of Embers: Entrance to Pyroclast

The entry gate to Pyroclast, known as the Ascension of Embers, is a marvel of fire giant engineering and mysticism. This grand staircase serves as both a formidable barrier and a ceremonial pathway into the heart of the fire giants’ domain.

Design and Structure: Carved entirely from black obsidian, the Ascension of Embers reflects the fiery aesthetic of its creators. The staircase is broad and steep, designed to accommodate the massive strides of fire giants. Each step is meticulously etched with ancient runes that seem to pulsate with life. These runes are not merely decorative; they are imbued with powerful elemental magic, causing them to flicker with an internal light that mimics the flow of lava.

The light within the runes serves multiple purposes: it provides illumination, wards off intruders by activating defensive spells if tampered with, and serves as a symbol of power and heritage, reminding all who walk this path of the fire giants’ deep connection to fire and stone.

ML1 – The Gatehouse at the Top of the Ascension of Embers

Author Note: The adventurers do not have to fight their way into the fortress. The Fire Giants are used to various races coming and going, bartering goods and services. Thus a group of adventurers arriving armed, is not an uncommon sight, but quite the opposite, actually very common.

But, if a fight is what they want, a fight is what they shall get.

Description: The gatehouse at the top of the Ascension of Embers is a formidable structure built from the same black obsidian as the stairs, designed to seamlessly blend with the surrounding volcanic rock. Towering and robust, it features battlements, murder holes, and a massive, rune-inscribed gate that can withstand both magical and physical attacks. The architecture is not only defensive but also embodies the fire giants’ aesthetic, with flames and molten lava integrated into its design, flowing around and through channels in the stone.

If the adventurers start the fight outside of the fortress, the Fire Giants will simply close up the doors, call for aid, and happily fight behind their barriers; to the detriment of the adventurers outside.

The Fire Giant Guards:

  1. Guard Sergeant Thurgar the Blazing Shield:
    • Hit Points (HP): 142
    • Armor Class (AC): 18 (Plate armor made from enchanted magma plates)
    • Weapon: Enchanted Greatsword (Flame-infused)
    • Damage: Greatsword deals 3d6 + 7 slashing damage plus 1d6 fire damage
  2. Guard Sentinel Kael the Molten Spear:
    • Hit Points (HP): 135
    • Armor Class (AC): 17 (Scale armor with fiery enhancements)
    • Weapon: Longspear (Magically hardened obsidian)
    • Damage: Longspear deals 2d10 + 6 piercing damage, reach 10 ft.

Defensive Strategy: Both guards are trained to use their environment to their advantage, forcing enemies to engage in narrow, controlled spaces where the heat and fumes from the lava can disorient and weaken intruders. They coordinate their attacks effectively, with Thurgar engaging in close quarters and Kael providing reach and control with his spear. If attacked, they will sound an nearby alarm.

Negotiating Entry into the Kingdom

Diplomatic Approach: Gaining entry into the kingdom without a fight involves understanding the fire giants’ culture and values. They respect strength, honor, and those who can prove their worth. Here are some strategies:

  1. Display of Strength or Skill:
    • Demonstrate a feat of strength, endurance, or skill that impresses the guards. This could be a physical display or showing mastery in a craft they respect, like smithing or combat.
  2. Offering of a Valuable Gift:
    • Bring something that would be of value to their community, especially something related to heat or fire, such as a rare ore, a beautifully crafted weapon imbued with fire magic, or an artifact from another volcanic region.
  3. Letter of Marque or Medallion of Passage:
    • Obtain something akin to a letter of marque from a recognized authority within the fire giant society or an allied race, indicating that your visit has been sanctioned by someone of importance.
  4. Historical or Cultural Knowledge:
    • Showing deep respect for and knowledge of fire giant history and culture can earn their respect. Reciting an ancient tale involving their ancestors or correctly observing a ritual greeting might prove your worth.
  5. Negotiating a Mutual Benefit:
    • Propose a trade, service, or alliance that provides clear benefits to the fire giants, emphasizing mutual interests and long-term gains.

Hell Hounds of the Fire Giants

Description: The hell hounds used by the fire giants to augment their guards are fearsome, large beasts resembling giant, muscular dogs with smoldering coats and eyes like burning coals. Their fur seems to flicker with flames, and they emit an aura of intense heat. The fire giants use these creatures not only for their formidable combat abilities but also for their acute senses, capable of detecting intruders with incredible accuracy.

Hell Hounds x 4

  • Hit Points (HP): 45
  • Armor Class (AC): 4 (Natural armor)
  • Speed: 50 ft.

Attacks and Damage:

  • Bite: The hell hounds’ primary attack is a vicious bite.
    • Attack: +5 to hit, reach 5 ft.
    • Damage: 1d8 + 3 piercing damage plus 2d6 fire damage.
  • Fire Breath: Each hell hound can exhale a blast of fire in a 15-foot cone. This ability can be used once and then requires a short rest to recharge.
    • Damage: 6d6 fire damage, DC 12 Dexterity saving throw for half damage.

ML2 – The Gardens of Flame: A Tranquil Refuge in the Fire Giant Fortress

Overview: The Gardens of Flame, situated just beyond the formidable gatehouse of the fire giant fortress, offer a stark contrast to the harsh, volcanic environment typically associated with fire giant realms. Underground visitors to the Fire Giant Fortress are welcomed here and thus the area is designed to be a welcome respite from their journeys.

This garden is a meticulously crafted sanctuary where the natural propensity for destruction associated with fire is transformed into a force for beauty and tranquility.

The Fire Giants also keep on display some of their more important prisoners to both intimidate and impress the visiting parties.

Design and Elements: Unlike traditional gardens, the Gardens of Flame are sculpted from the living rock of the fortress and fed by the geothermal heat that defines the region. The pathways are laid with black obsidian that sparkles under the fiery light, and the beds are filled with volcanic soil that nurtures a variety of exotic, fire-resistant flora:

  • Flameferns: These plants have bright, fiery red fronds that sway without any breeze, emitting a gentle, warm glow at night.
  • Pyroblooms: Vibrant flowers that burst into intense colors during their blooming cycle, their petals resembling flickering flames.
  • Moltenberry Bushes: Hardy shrubs that produce heat-tolerant berries, known for their spicy heat and used in fire giant cuisine.
  • Lavaglass Trees: Sculptural trees with transparent, glass-like bark and ember-like fruits, illuminating the garden with their internal light.

Water Features: Innovatively, the garden includes water features, though not in the traditional sense. Instead of water, liquid magma flows through controlled channels, providing both light and a mesmerizing focal point that enhances the fiery aesthetic. These magma streams help regulate the temperature, making the area surprisingly temperate compared to the surrounding environments.

Atmosphere: The air in the Gardens of Flame carries a mix of spicy scents from the flora and the mineral tang of heated rock, creating a unique and invigorating olfactory experience. The sound of crackling fires and the soft murmur of flowing magma contribute to a calming ambiance, inviting visitors to pause and soak in the surroundings.

Cultural Significance: For the fire giants, the Gardens of Flame are not just a place of beauty but also a cultural hub where art and nature intersect. It’s a venue for gatherings, meditations, and ceremonies. Elders teach young giants about the balance of fire and life, using the garden as a classroom to impart lessons on control, resilience, and the nurturing aspects of their fiery nature.

Prisoners on Display: Fire giant prisoners are also displayed as trophies where they are expected to interact with the visitors and are rewarded with food for their participation. See prisoners below.

Prisoners on Display in the Gardens:

Authors Note: If the party tend not bring enough help, these prisoners, may be just what they need. Of course they will need to unlock the locks holding the prisoners captive. These are goblin locks, and very tricky to unlock. A thief would be very handy at this moment. An experienced thief would have a 50% chance of picking these locks. If the party did not bring a thief, they could just bash them open with a weapon. But, doing so will trigger a guards attention.

Lyrin, the Skyborn Captive

Background: Lyrin is an Aerani, a member of the Skyborn race known for their ethereal beauty and ability to manipulate air currents. Born in the high mountain sanctuaries of the Aeris Peaks, Lyrin was renowned for her aerial acrobatics and control over the wind. Her life took a drastic turn when she was captured by fire giant raiders during a rare descent to the lower lands for a ceremonial festival. Now, she is held in the dungeons of the fire giants’ volcanic fortress, forced to perform her aerial dances for their entertainment.

Appearance: Lyrin is slender and graceful, with iridescent wings that shimmer in hues of blue and silver. Her hair is silver-white, flowing and seemingly caught in a perpetual breeze. Her eyes are a piercing sky blue, reflecting both her heritage and her longing for freedom.

Personality: Despite her captivity, Lyrin remains dignified and resilient. She uses her performances not only as a means of survival but also as subtle acts of defiance, embedding signs of her culture and pleas for help into her routines. Lyrin is clever and observant, always looking for an opportunity to escape and return to her people.

Stats:

  • Race: Aerani (Skyborn)
  • Class: Bard (College of the Winds)
  • Armor Class (AC): 4 (Natural armor from agility and air manipulation)
  • Hit Points (HP): 52 (8d8 + 8)
  • Abilities:
    • Wind Dance: As an action, Lyrin can create a gust of wind that can push away opponents within 10 feet or help her maneuver around the battlefield.
    • Song of the Sylph: Lyrin can use her voice to cast enchanting melodies that can soothe even the fiercest beast or charm an audience. This ability acts like the charm person spell but affects any creature that can hear her sing.
    • Aerial Escape: Once per day, Lyrin can use her wings to take to the air, gaining a flying speed of 60 feet for 10 minutes. This ability is often suppressed by magical chains that the giants use to keep her grounded.
    • Healing Hymns: Lyrin channels the ancient melodies of the Aerani, songs known for their restorative and uplifting properties. By singing these enchanted tunes, she can heal wounds and bolster the spirits of those who listen. Lyrin chooses one target within range or multiple targets (up to three) within a 10-foot radius. Each target regains hit points equal to 1d8. She can do this three times a day, then she needs to rest herself.

Role in the Story: Lyrin’s presence in the fire giants’ kingdom can introduce various plot dynamics. She could be a key figure in a larger revolt among the captives, a valuable ally to a party of adventurers sent to negotiate with or battle the fire giants, or the primary motivation for a rescue mission led by characters from her homeland or sympathetic outsiders. Her skills and her poignant story make her a beacon of hope and resilience among her fellow prisoners.

Elf Prince: Eldrin of the Silverleaf

Class: Fighter

  • Level: 10
  • Hit Points (HP): 75
  • Armor Class (AC): Robes only. Needs armor and weapons.

Abilities:

  • Strength: 18 (+4)
  • Dexterity: 16 (+3)
  • Constitution: 20 (+5)
  • Intelligence: 14 (+2)
  • Wisdom: 15 (+2)
  • Charisma: 17 (+3)

Special Fighter Abilities:

  • Fighting Style: Dueling – When wielding a melee weapon in one hand and no other weapons, Eldrin gains a +2 bonus to damage rolls with that weapon.
  • Second Wind: As a bonus action, Eldrin can regain hit points equal to 1d10 + his fighter level once per short or long rest.

Role in the Story: While on a quest to recover stolen elf artifacts held by the fire giants, Eldrin’s party was ambushed and he is the only one who survived once the giants realized his noble lineage. The other party members were fed to the hell hounds.

His knowledge of combat, both practical and strategic, can inspire and rally other prisoners or allies to his cause, potentially leading to an organized revolt or a daring escape. His regal presence and combat prowess also make him a symbol of hope and resilience against oppression. He will happily participate in a revolt and seek his revenge against the giants.

Sir Alaric the Unyielding

Race: Human Sex: Male Class: Paladin

Background: Sir Alaric, known as “the Unyielding,” was a renowned paladin from a distant human kingdom, famous for his valor and unwavering dedication to justice. He was captured by fire giants during a catastrophic skirmish where he was leading a crusade against the encroaching fire giant raids into human territories. Taken as a prisoner to showcase the might of the fire giants over human realms, Sir Alaric remains a symbol of resilience, still clad in his battered but sacred armor.

Description and Abilities:

Armor Class (AC 2): Plate armor, but he needs weapons.

Hit Points (HP): 85

Special Abilities:

  • Divine Smite: Sir Alaric can expend a spell slot to deal radiant damage in addition to the damage of his weapon attack. This ability reflects his holy commitment, empowering his strikes with divine energy.
  • Lay on Hands: Possessing a healing pool of 50 hit points, Alaric can restore health to himself or his allies by touching them. This pool replenishes after a long rest, representing his paladin’s oath to protect and heal.
  • Aura of Protection: All allies within 10 feet of Sir Alaric gain a bonus to all saving throws equal to his Charisma modifier (+3). This aura symbolizes his leadership and inspiring presence even in captivity.
  • Oath of Devotion: Bound by his sacred oath, Sir Alaric has several oath spells always prepared, such as “Protection from Evil and Good,” enhancing his defenses against the dark magics and malign intents of his captors.

Current Situation: Sir Alaric is displayed prominently in the fire giants’ Hall of Prisoners, both as a trophy and as a warning to others. Despite the dire circumstances, his spirit remains unbroken, and he continues to inspire other captives with his faith and courage. Give a sword, an axe or any other weapon, he will happily battle the giants once again.

ML3 – The Library of Ashes

Description: The Library of Ashes is a vast, somber chamber within the fire giant fortress, designed to house the accumulated wisdom and history of the fire giant race. The walls are lined with shelves carved directly from the volcanic rock, filled with scrolls and tomes that are resistant to fire, some bound in dragon hide or treated with alchemical substances to withstand the intense heat.

The ceiling is high, vaulted, and adorned with frescoes depicting legendary fire giant battles and lore, illuminated by the flickering light from fire-lit braziers.

Magical Items in the Library:

  1. Inferno Codex: A tome containing powerful fire magic spells and rituals.
  2. Ember Scrolls: Scrolls that detail the genealogies of the fire giant royal lineage and significant historical events.
  3. Pyromancer’s Lens: A magical artifact that allows the viewer to decipher any enchanted script and see hidden messages in texts.
  4. Mantle of Flame: A rare enchanted cloak on display that grants resistance to fire and allows the wearer to cast flame shield once per day.

The Librarian: Magmus the Lorekeeper

Description: Magmus the Lorekeeper is the guardian and curator of the Library of Ashes. Unlike typical warriors of his race, Magmus is more scholarly, though he still possesses the towering, muscular build characteristic of fire giants. His skin bears the faint, script-like scars from ancient magical texts he has absorbed into his being, a testament to his dedication.

Attributes:

  • Hit Points (HP): 90
  • Armor Class (AC): 4 (Natural armor, enhanced by magical wards)
  • Weapon: Staff of the Burning Archive
    • Attack: +10 to hit, reach 5 ft., one target.
    • Damage: 1d8 + 6 bludgeoning plus 1d6 fire damage
  • Special Abilities:
    • Arcane Knowledge: Magmus has an extensive knowledge of magical lore, granting him advantage on Intelligence (Arcana) checks.
    • Ward Keeper: He can cast glyph of warding (fire-based) without material components once per day, typically used to protect valuable texts.
    • Fire Aegis: As a reaction, Magmus can grant himself or any other within 30 feet resistance to fire damage until the start of his next turn, usable three times per day.

ML4 – Captain of the Fire Guards’ Chamber

Overview: The Captain of the Fire Guards’ chamber within the fire giant fortress is a grand, well-fortified room designed to reflect both the might and status of its occupant. This chamber is located in a strategically advantageous part of the fortress, offering quick access to both the barracks and the fortress walls, allowing the Captain to respond rapidly to any threat.

Description: The chamber is spacious, with high ceilings supported by columns carved to resemble towering infernos. The walls are adorned with tapestries depicting legendary battles and victories of the fire giants. The floor is paved with dark volcanic stone that radiates a gentle heat. At the center of the room stands a large, ornate bed made of black iron and draped with deep red fabrics that shimmer like fire.

A massive desk made from obsidian sits in one corner, covered with maps and plans, alongside a small arsenal of weapons mounted on the wall, showcasing the Captain’s personal collection of finely crafted swords, axes, and shields.

Captain Gravmarr the Bold

Stats:

  • Armor Class (AC): -2 (Plate armor imbued with magical fire resistance)
  • Hit Points (HP): 105
  • Weapons:
    • Volcanic Greatsword: This enchanted greatsword deals 3d6 + 9 slashing damage and an additional 3d6 fire damage.
    • Throwing Hammers: Small, heavy hammers designed for throwing, each dealing 2d6 + 6 bludgeoning damage and 1d6 fire damage.

Special Abilities:

  • Inferno Command: Once per day, Gravmarr can summon a ring of protective fire around himself that deals 4d6 fire damage to any who enter within 10 feet.
  • Battle Leader: Gravmarr has the ability to issue tactical commands that grant all allies within 60 feet advantage on their next attack roll or saving throw.

Personality: Gravmarr is a seasoned warrior and a tactical genius, known for his courage and no-nonsense approach to leadership. He is deeply respected by his guards and feared by his enemies.

Lady Sarnara, Wife of Captain Gravmarr

Description: Lady Sarnara is not only the spouse of the Captain but also a formidable sorceress, known for her mastery over flame and her strategic mind. Her presence in the fortress is as much political as it is familial, often advising her husband on matters of security and diplomacy.

Stats:

  • Armor Class (AC): 4 (Natural armor, enhanced by magical robes)
  • Hit Points (HP): 99
  • Weapons:
    • Staff of Fire Mastery: This staff allows her to cast fire-based spells with increased potency, adding +2 to spell attack rolls and saving throw DCs.

Special Abilities:

  • Flame Manipulation: Sarnara can manipulate fire, able to cast fireball, wall of fire, and flame shield without expending a spell slot.
  • Arcane Shield: Once per day, she can activate a shield that absorbs up to 50 points of damage from any source.

Personality: Intelligent and cunning, Sarnara is a powerful ally and a dangerous foe. Her loyalty to her husband and the fire giant community is unwavering, and her influence extends beyond the confines of her chamber.

The Captain’s chamber and its occupants are central to the political and military power structure within the fire giant fortress, providing depth and intrigue to any story set within this fiery domain.

The Ascension of Embers: Main Level Access

Overview: The Ascension of Embers is a grand staircase that connects the lower levels of a fire giant fortress to its upper echelons. There is one way up and one way down. Designed not only for function but as a display of architectural prowess, this staircase is a significant feature of the stronghold, symbolizing the ascent from the earthly depths to the fiery heights of power. It also allows the fire giants to be able to control access to the castle incase its security has been breeched. From this landing, the adventurers can upwards two levels (Upper Level and Castle Level) or downwards to the (Lower Level and the Pits).

Design and Features:

  • Materials: The staircase is constructed from slabs of dark, heat-resistant basalt interlaid with veins of glowing magma. The steps are broad and deep, accommodating the large strides of fire giants.
  • Architecture: Each step is carved with intricate runes that flicker with an internal light, casting eerie shadows and illuminating the path with a soft, fiery glow. The edges of the steps are slightly raised, preventing missteps and enhancing the majestic appearance.
  • Guardrails: The sides of the staircase are flanked by towering guardrails, made from forged iron twisted into shapes resembling flames and smoke, adding to the thematic elements of fire and destruction.

Decorative Elements:

  • Statuary: Along the Ascension of Embers, statues of legendary fire giant heroes and mythical creatures stand sentinel. These statues are crafted from volcanic glass and iron, each depicting a story of triumph or lore.
  • Reliefs: The walls adjacent to the staircase are adorned with bas-reliefs depicting historical events and battles significant to the fire giants, serving as a visual history lesson for those who ascend or descend the steps.

Functionality:

  • Strategic Position: The staircase serves as a crucial artery within the fortress, strategically important for moving troops and facilitating communications between the different levels.
  • Defensive Capabilities: Hidden within the structure are defensive mechanisms, such as slots for pouring boiling oil and secret passages that allow for rapid deployment of soldiers or for retreat in times of siege.

LL 1 – The Arena in the Fire Giant Fortress

Overview: The Arena of the fire giant fortress is a vast and meticulously designed area dedicated to the martial training of fire giant warriors. This level is essential for preparing giants for battle, enhancing their combat skills, and testing new weapons and armor.

The upper levels of the pit has seating so that observers can come and enjoy the spectacles put on display. Fire Giants sparring with one another, Fire Giants battling prisoners, prisoners fighting prisoners gladiator style, etc. It is an area devoted to violence.

Tharvol the Battlemaster

  • Role: Arena Master
  • Hit Points (HP): 101
  • Armor Class (AC): 0 (Plate armor enhanced with fire-resistant enchantments)
  • Weapons:
    • Flame Greatsword: Deals 3d6 + 7 slashing damage plus 2d6 fire damage.
    • Heavy Warhammer: Deals 2d8 + 7 bludgeoning damage, capable of stunning an opponent on a critical hit.
  • Special Abilities:
    • Fire Command: Tharvol can command flames to enhance his attacks or protect him, granting him temporary immunity to fire damage.
    • Rally Cry: Once per day, Tharvol can boost the morale and combat effectiveness of his trainees, giving them advantage on attack rolls and saving throws for 1 minute.

LL2 – Slave Quarters in the Fire Giant Fortress

Location and Layout: The slave quarters within the fire giant fortress are situated away from the main living areas and crucial facilities like the Everflame Forge and the Gardens of Flame. These barracks style cells are built from the same black obsidian as the rest of the fortress but are far more austere and functional. Units are segregated by sexes; Females in one unit. Males in another.

The quarters themselves are a series of large, cavernous rooms divided into smaller areas by crude partitions made of stone or heavy metal bars. Each partition houses different groups of slaves based on their roles within the fortress—miners, smith helpers, kitchen workers, etc. The quarters are minimally furnished with stone slabs for beds and communal fire pits for warmth and cooking.

Conditions: Despite the harsh conditions, the fire giants ensure that the slaves are adequately fed and kept in health sufficient to maintain their labor efficiency. Ventilation is provided through grated openings high in the walls, allowing some escape from the oppressive heat, though the environment remains daunting and grim.

There are a combined 25 slaves kept here. Of these, two are strong and fresh enough to aid in a rebellion. The others will do what they can.

Elara the Swift

  • Race: Elf
  • Class: Rogue (Assassin Level 7)
  • Description: Elara is an elf with a slender build and sharp features, her eyes reflecting a fierce determination. Her background as an assassin has given her a particular set of skills that make her a dangerous foe, even in captivity.
  • Stats:
    • Armor Class (AC): Clothing only.
    • Hit Points (HP): 68
    • Weapons: Needs weapons
    • Special Abilities:
      • Sneak Attack: Once per turn, Elara can deal an extra 3d6 damage to one creature she hits with an attack if she has advantage on the attack roll.
      • Evasion: When subjected to an effect that allows her to make a Dexterity saving throw to take only half damage, Elara instead takes no damage if she succeeds on the saving throw, and only half damage if she fails.
    • Personality: Calculating and quiet, Elara is always observing and planning several steps ahead. Her hatred for the fire giants fuels her resolve to escape and retaliate. She has a strong knowledge of the fortress and can guide the adventurers about.

Durin Stonefist

  • Race: Dwarf
  • Class: Fighter Level 6
  • Description: Durin is a stocky dwarf with a grizzled beard and battle scars visible even under his tattered garments. A former captain of a dwarven guard, his tactical mind and combat prowess make him a natural leader among the prisoners.
  • Stats:
    • Armor Class (AC): (wearing only clothes on his back)
    • Hit Points (HP): 63
    • Weapons: Needs a weapon
    • Special Abilities:
      • Combat Superiority: Durin can use special maneuvers, granting him superiority dice (1d8) that can be used to add to damage rolls or change the outcome of the battlefield through tactics like disarming or tripping.
      • Second Wind: On his turn, Durin can use a bonus action to regain hit points equal to 1d10 + 10.
    • Personality: Bold and resilient, Durin’s leadership keeps the spirits of his fellow captives high. His deep-seated grudge against the fire giants for their brutal raids on his homeland drives his thirst for vengeance.

LL3 – Ogre Guards of the Slave Quarters

Description of Ogre Guards: The ogre guards serving in the slave quarters are chosen for their loyalty and ability to intimidate and control the slaves. Here are several notable ogres:

Ogre Guards’ Attributes

  1. Gurth the Enforcer
    • Hit Points (HP): 40
    • Armor Class (AC): 13 (Natural armor)
    • Weapon: Large spiked club
      • Attack: +6 to hit, reach 5 ft., one target.
      • Damage: 2d8 + 4 bludgeoning damage
    • Special Abilities:
      • Intimidating Presence: Gurth can use his action to frighten someone he can see within 30 feet of him. The target must succeed on a DC 15 Wisdom saving throw or be frightened for 1 minute.
  2. Mogg Flatnose
    • Hit Points (HP): 45
    • Armor Class (AC): 12 (Natural armor)
    • Weapon: Heavy flail
      • Attack: +5 to hit, reach 5 ft., one target.
      • Damage: 2d6 + 3 bludgeoning damage
    • Special Abilities:
      • Guard’s Instinct: Advantage on initiative rolls and perception checks related to detecting threats or hidden items.
  3. Lugga Ironhide
    • Hit Points (HP): 44
    • Armor Class (AC): 14 (Leather armor)
    • Weapon: Chain whip
      • Attack: +7 to hit, reach 10 ft., one target.
      • Damage: 1d10 + 4 slashing damage
    • Special Abilities:
      • Lockmaster: Lugga can lock or unlock any mechanical lock within 1 action and has a set of master keys that cannot be easily copied.
  4. Zerta One-Eye
    • Hit Points (HP): 39
    • Armor Class (AC): 13 (Natural armor)
    • Weapon: Warhammer
      • Attack: +6 to hit, reach 5 ft., one target.
      • Damage: 2d6 + 4 bludgeoning damage
    • Special Abilities:
      • Battlefield Commander: Zerta can give a command as a bonus action, granting an ally she can see within 30 feet an immediate free attack.
  5. Krothu Two-Teeth
    • Hit Points (HP): 41
    • Armor Class (AC): 11 (Natural armor)
    • Weapon: Large cudgel
      • Attack: +5 to hit, reach 5 ft., one target.
      • Damage: 2d6 + 3 bludgeoning damage
    • Special Abilities:
      • Night Eyes: Krothu has superior vision in dark and dim conditions, allowing him to see twice as far as humans in such conditions.

Upper Level of the Fire Giant Fortress

The Ascension of Embers: Upper Level Landing

Overview: The Ascension of Embers is a grand staircase that connects the lower levels of a fire giant fortress to its upper echelons. This is the Upper Landing entryway. The Upper Level houses many of the living quarters of the garrison, and support functions.

UL1 – Fire Giant Infirmary

Overview: The Fire Giant Infirmary is a vital facility within the fortress, dedicated to the care and healing of wounded giants and their allies. It’s a large, dimly lit hall built from the same volcanic rock as the rest of the fortress, with areas segmented by massive curtains of heavy, fire-resistant fabric. The air is warm and dry, filled with the scent of medicinal herbs and the low murmur of incantations.

The adventurers will note two human clerics are hear allies of the Fire Giants. The Fire Giants have many friends.

Structure and Design:

  • Healing Chambers: There are several large areas dedicated to different types of healing, including beds for rest and recovery, pools of mineral-rich waters for soothing burns and wounds, and alcoves for magical healing.
  • Supply Areas: Shelves stocked with giant-sized medical supplies, herbs, and potions line the walls. Smaller, human-accessible shelves are also present.
  • Central Altar: A central area where major healing spells are cast, featuring an altar dedicated to Surtr, the fire giant deity of war and fire.

Staff and Characters

  1. Fire Giant Cleric: Bruni Flameheart
    • Class: Cleric
    • Level: 12
    • Armor Class (AC): 4
    • Hit Points (HP): 75
    • Weapon: Warhammer
      • Damage: 2d8 + 5 bludgeoning
    • Abilities:
      • Channel Divinity: Bruni can use “Heal” to restore a significant amount of HP to a single target or “Rebuke the Violent” to reflect damage back at an attacker.
      • Spellcasting: Focuses on healing and fire-based spells.
  2. Human Cleric Assistant: Sister Elia
    • Class: Cleric
    • Level: 8
    • Armor Class (AC): 4 (Chain shirt)
    • Hit Points (HP): 58
    • Weapon: Mace
      • Damage: 1d6 + 2 bludgeoning
    • Abilities:
      • Channel Divinity: Uses “Preserve Life” to heal the most severely injured in the infirmary.
      • Spellcasting: Specializes in healing and protection spells.
  3. Human Cleric Assistant: Brother Marn
    • Class: Cleric
    • Level: 7
    • Armor Class (AC): 4 (Chain shirt)
    • Hit Points (HP): 51
    • Weapon: Quarterstaff
      • Damage: 1d6 + 1 bludgeoning
    • Abilities:
      • Divine Intervention: Can attempt to call upon his deity to intervene on behalf of the healing needs of the infirmary.
      • Spellcasting: Focuses on buffs and minor healing spells.

Role and Function: The Fire Giant Infirmary not only serves to heal physical ailments but also acts as a spiritual center, reinforcing the fire giants’ belief in the power and mercy of their gods. The presence of human clerics highlights the diverse nature of the forces that align with the fire giants, either through alliance or subjugation. The infirmary is crucial during times of war and peace, providing care and reinforcing the resilience of the giant stronghold.

UL2 – Human Mercenary Garrison

Overview: This garrison consists of 40 human mercenaries who have pledged their loyalty to the fire giants. They are stationed within the fortress, tasked with guarding key areas, assisting with logistics, and reinforcing the fire giants’ military presence.

Barracks Description: The barracks is a fortified structure within the fire giant stronghold, built from volcanic stone. Although simple, it’s equipped with basic amenities to ensure the mercenaries are ready for combat. Bunks are arranged in rows, providing each mercenary with personal storage and gear. A common area contains tables for planning, dining, and relaxation. The walls are adorned with weapons and trophies collected from various conquests. A small armory holds extra weapons and supplies.

Mercenaries X 10

General Stats:

  • Armor Class (AC): 5 (Chain mail)
  • Hit Points (HP): 40 each
  • Weapons:
    • Longsword:
      • Attack: +5 to hit, reach 5 ft., one target
      • Damage: 1d8 + 3 slashing
    • Crossbow:
      • Attack: +4 to hit, range 80/320 ft., one target
      • Damage: 1d8 + 2 piercing

Special Traits:

  • Discipline and Loyalty: Each mercenary is trained to follow orders with strict discipline, remaining loyal to their captain and the fire giants in exchange for protection and pay.
  • Coordinated Attacks: When fighting together, the mercenaries gain a +1 bonus to attack rolls due to their training and coordination.

Captain of the Mercenary Garrison: Captain Rhogar Steelguard

Stats and Abilities:

  • Armor Class (AC): 2 (Plate armor)
  • Hit Points (HP): 65
  • Weapons:
    • Bastard Sword:
      • Attack: +6 to hit, reach 5 ft., one target
      • Damage: 1d10 + 4 slashing
    • Shortsword:
      • Attack: +5 to hit, reach 5 ft., one target
      • Damage: 1d6 + 3 piercing

Special Abilities:

  • Commanding Presence: Allies within 10 feet of Captain Rhogar gain advantage on saving throws against fear and intimidation effects.
  • Tactical Maneuvers: Once per long rest, Rhogar can command his mercenaries to execute a strategic maneuver, granting them an extra action during their turn.

UL3 – Fire Giant Temple of Worship

Overview: The Fire Giant Temple is a vast, cavernous chamber at the heart of the fortress, dedicated to the worship of Surtr, the god of fire and war, and other fiery deities. It serves as the spiritual center of the fire giants’ realm, where rituals, offerings, and ceremonies are held to honor their gods and seek their favor.

Architecture and Layout:

  • Structure: The temple is carved from the volcanic rock of the fortress itself, with high ceilings that reach up to natural lava tubes, allowing light from magma flows to cast eerie glows throughout the chamber.
  • Altar and Statues: At the center stands a massive altar of obsidian, adorned with runes that glow with fiery magic. Around the altar are towering statues of Surtr and other fire giant deities, each holding weapons or symbols that represent their dominion over fire.
  • Braziers and Flames: The temple is filled with braziers burning with perpetual flames, providing light and heat to the chamber. Lava flows through channels around the perimeter, giving the impression of a moat of fire.
  • Worshippers’ Area: Rows of stone benches or kneeling stones provide space for worshippers to observe rituals and pay homage to their gods.

Role and Function:

  • Ceremonies and Rituals: The temple is used for daily prayers, seasonal rituals, and rites of passage for fire giant warriors. Offerings are made at the altar to seek blessings or strength in battle.
  • Training and Healing: The temple also serves as a place for spiritual training, where warriors can learn the tenets of their gods, and receive healing or blessings before heading into battle.

Fire Giant Cleric: High Flamekeeper Ignar

Background: High Flamekeeper Ignar is the chief cleric of the temple, a towering fire giant with a deep devotion to Surtr and a mastery of fire magic. He wears elaborate ceremonial robes that are trimmed with flames that seem to burn without consuming the fabric. His expression is stern yet wise, embodying his role as a spiritual leader and enforcer of the fire gods’ will. He can summon two fire elementals at will in times of trouble or crises (see below).

Stats and Abilities:

  • Class: Cleric
  • Level: 14
  • Armor Class (AC): 0 (Plate armor)
  • Hit Points (HP): 90
  • Weapon: Flaming Mace
    • Attack: +9 to hit, reach 10 ft., one target.
    • Damage: 2d6 + 5 bludgeoning plus 2d6 fire.

Special Abilities:

  • Channel Divinity: Ignar can use “Turn the Faithless” to repel creatures that oppose his gods, or “Forge Blessing” to strengthen his allies’ weapons with fire magic.
  • Flames of Faith: His cleric spells focus on fire-based damage and healing. He can use Flame Strike and Mass Cure Wounds to provide powerful offensive or restorative effects.
  • Aura of Fire: Allies within 10 feet gain resistance to fire damage, while enemies take 2d6 fire damage if they start their turn in the aura.

Fire Elementals in Service to the Fire Giants

Role in the Temple: Emberflare and Infernospark work together to protect the sacred temple grounds from intruders. Emberflare maintains a steady presence at key points, ensuring the heat and energy of the temple remain high, while Infernospark acts as a mobile enforcer, chasing down those who defile the sanctity of the temple. Both have a deep reverence for Surtr and consider their servitude to the fire giants as an extension of their elemental purpose.

1. Emberflare

  • Description: Emberflare is a seething mass of flames with a distinct humanoid shape. Its body emits a deep red and orange glow, flickering like a bonfire. This elemental is fiercely loyal to the fire giants, often serving as a guardian or performing ritual duties in the temple.
  • Armor Class (AC): 15 (Natural Armor)
  • Hit Points (HP): 120 (16d10 + 32)
  • Abilities:
    • Fire Form: Emberflare can move through a space as small as 1 inch wide without squeezing and can ignite any flammable objects it touches.
    • Touch of Flame: Melee attack that deals 2d6 fire damage and sets the target on fire (continues to burn for 1d10 fire damage until extinguished).
    • Heat Aura: Creatures starting their turn within 5 feet of Emberflare take 1d10 fire damage.

2. Infernospark

  • Description: Infernospark is a swirling mass of yellow and white-hot flames that moves with great speed and intensity. Its form often breaks apart into smaller flame tendrils that seem to reach out in every direction. It is used primarily for offensive duties and swift responses to threats.
  • Armor Class (AC): 16 (Natural Armor)
  • Hit Points (HP): 104 (14d10 + 24)
  • Abilities:
    • Blazing Speed: Infernospark can dash or disengage as a bonus action and ignores difficult terrain.
    • Firestorm Strike: Launches a fiery projectile up to 30 feet, dealing 2d8 fire damage and igniting the target.
    • Flame Whirlwind: Spins rapidly, attacking all creatures within 10 feet with fiery tendrils, each taking 1d10 fire damage and becoming set ablaze.

Treasures Inlaid in the Altar of Surtr

  1. Obsidian Gemstones: x 20 (worth 1,000 GP each)
    • Polished obsidian gemstones are embedded throughout the altar, forming intricate designs that reflect the fiery motifs associated with Surtr. Their glossy surfaces capture and amplify the glow of the altar’s inner fire, adding to the overall intensity of the sacred space.
  2. Flame-Ruby Inlays: x 30 (worth 500 GP each)
    • Small rubies, known for their deep red hue resembling embers, are set along the edges of the altar. These rubies symbolize the everlasting flame of Surtr’s domain and are believed to hold protective enchantments.
  3. Molten Gold Filigree: (worth 5,000 GP)
    • Patterns made from molten gold are carefully inlaid in the altar, creating flame-like swirls that wrap around its surface. This filigree represents the molten rivers of the underworld, said to be under Surtr’s control.
  4. Fire Opal Orbs: x 4 (worth 2,000 GP each)
    • Large fire opals sit at the corners of the altar, glowing with internal shades of red, orange, and yellow. Their warm luminescence represents Surtr’s unrelenting heat and is believed to provide wisdom to those who gaze into their depths.
  5. Meteoric Iron Plates: x 10 (worth 1,000 GP each)
    • The altar is adorned with plates of meteoric iron, believed to have fallen from the heavens and imbued with cosmic power. Each plate is etched with runes that invoke the destructive and purifying force of fire.
  6. Dragon-Scale Panels: x 20 (worth 100 GP each)
    • Panels made from fire dragon scales cover some surfaces of the altar, enhancing its defensive properties and serving as a tribute to Surtr’s dominion over flame. They shimmer with a subtle iridescence in the dim light of the temple.
  7. Pyromantic Relics: x 5 (worth 5000 GP each)
    • Embedded in the altar are relics belonging to notable pyromancers and fire clerics who have served Surtr, such as enchanted rings, amulets, and miniature statuettes, each pulsing with latent magical power.
  8. Lava Crystal Shards: x 100 (worth 50 GP each)
    • Fragments of lava crystals sourced from the depths of volcanic regions are placed in patterns along the altar, refracting the light and creating dazzling displays that mimic the flows of molten lava.

UL4 – Fire Giant Kitchen and Brewery

Overview: The Fire Giant Kitchen and Brewery are interconnected spaces in the fortress, crucial to the sustenance and morale of the fire giants and their allies. Both areas are vast, designed to cater to the immense appetites of fire giants, their minions, and guests. The kitchen and brewery work together to create a constant supply of food and drink to support the giant stronghold.

Fire Giant Kitchen:

  • Structure: The kitchen is an immense, high-ceilinged hall, supported by massive stone columns. It contains numerous hearths and ovens made from volcanic rock, each large enough to roast entire beasts or bake dozens of loaves of bread at once.
  • Cooking Stations: There are separate stations for roasting, baking, boiling, and grilling, each equipped with giant-sized cauldrons, spits, and griddles. These stations are tended by fire giant cooks and their assistants.
  • Ingredients Storage: Shelves are filled with barrels of spices, crates of dried fruits and vegetables, and bags of grains. A walk-in pantry houses whole carcasses and freshly caught seafood, while other areas store root vegetables and fermented goods.
  • Support Staff: The kitchen is staffed by goblins, ogres, and humans who act as sous chefs or helpers, working under the supervision of the head fire giant chef.

Fire Giant Brewery:

  • Structure: Adjacent to the kitchen, the brewery is built with reinforced stone walls to contain the immense pressure and heat used in brewing giant-sized kegs of ale and spirits. The brewery features towering fermenters and boilers that are heated by natural magma flows.
  • Brewing Equipment:
    • Fermenters: Massive steel or copper fermenters where grain, water, and yeast are combined and fermented to produce different ales and spirits.
    • Boilers: Enormous boilers connected to magma channels provide heat for the brewing process.
    • Barrel Storage: Rows of giant barrels store and age the finished brews, ready to be tapped when needed.
  • Ingredients and Process:
    • Grain Storage: Massive bins of barley, wheat, and hops are kept nearby for brewing different varieties of ale and mead.
    • Yeast Cultures: Specialized yeast cultures are carefully maintained by the brewery’s head brewer.

Fire Giant Kitchen Staff with Stats

1. Head Chef Pyronor, the Flamebearer:

  • Armor Class (AC): 17 (Leather apron reinforced with metal plates)
  • Hit Points (HP): 89
  • Abilities:
    • Inferno Cleaver: Massive cleaver, doubles as both a cooking tool and weapon.
      • Attack: +8 to hit, reach 10 ft.
      • Damage: 2d8 + 5 slashing
    • Fiery Breath: Releases a short blast of fire in a 15-foot cone.
      • Damage: 4d6 fire damage, DC 14 Dexterity saving throw for half damage.
    • Chef’s Inspiration: Grants temporary hit points to his staff.

2. Grillmaster Bruldor, the Emberhand:

  • Armor Class (AC): 16 (Heat-resistant apron and enchanted iron hand)
  • Hit Points (HP): 73
  • Abilities:
    • Iron Grip: Uses his enchanted iron hand to wield grilling tools or deliver unarmed strikes.
      • Attack: +7 to hit, reach 5 ft.
      • Damage: 1d8 + 4 bludgeoning
    • Blazing Char: Adds extra fire damage to dishes and grants his unarmed strikes 2d6 fire damage.

3. Cauldronmaster Zurnak, the Boilmaster:

  • Armor Class (AC): 15 (Thick leather apron and heat-resistant mitts)
  • Hit Points (HP): 75
  • Abilities:
    • Ladle of Heat: A large ladle that serves as both a stirring tool and weapon.
      • Attack: +6 to hit, reach 10 ft.
      • Damage: 1d8 + 3 bludgeoning, and splashes boiling liquid for 1d6 fire damage.
    • Scalding Cauldron: Can boil liquids within a 10-foot radius for 3d6 fire damage.

4. Assistant Staff:

  • Goblins: x 15 each
    • Armor Class (AC): 13 (Padded kitchen clothing)
    • Hit Points (HP): 10 (2d6 + 3)
    • Weapons:
      • Knives: Small blades for cutting and chopping.
        • Attack: +3 to hit, reach 5 ft.
        • Damage: 1d4 + 1 slashing
  • Ogres: x 10 each
    • Armor Class (AC): 11 (Leather aprons)
    • Hit Points (HP): 59 (7d10 + 21)
    • Weapons:
      • Heavy Cleavers: Giant-sized cleavers for butchering.
        • Attack: +5 to hit, reach 10 ft.
        • Damage: 1d12 + 4 slashing

5. Human Kitchen Hands: x 20 each

  • Armor Class (AC): 12 (Padded apron)
  • Hit Points (HP): 20 (3d8 + 6)
  • Weapons:
    • Cooking Implements: Various kitchen tools used in defense.
      • Attack: +2 to hit, reach 5 ft.
      • Damage: 1d4 + 1 bludgeoning

UL5 – Fire Giant Dining Hall with Fireplace

Overview: The fire giant dining hall is a grand chamber where the giants gather for feasts, celebrations, and meetings. It embodies their imposing and fiery nature, providing a space where strength and camaraderie are celebrated.

Structure and Features:

  • Architecture: The hall has high ceilings supported by thick stone columns that reach up to the dark, vaulted ceiling. The columns are carved with images of flames, volcanic landscapes, and fire giant heroes.
  • Fireplace: At one end of the hall is a massive fireplace built into the stone wall. Its hearth is tall and wide, emitting a radiant glow that fills the room. The fire within is fueled by magical, perpetually burning logs that bathe the hall in warmth.
  • Tables and Seating: The hall is arranged with long tables made from petrified wood, accompanied by sturdy benches to accommodate the fire giants. Each table is set with oversized plates, cutlery, and drinking vessels.
  • Decorations: The walls are adorned with banners that depict legendary conquests, heroes, and fiery landscapes. Shelves are filled with ornate dining ware and barrels of ale. Large iron chandeliers hang from the ceiling, providing additional light.

Fire Giants, Humans, and Goblins in the Dining Hall

1. Fire Giants:

  • Warrior Fire Giant:
    • Description: A seasoned warrior, he wears heavy plate armor over a tunic, with some pieces removed for comfort while dining. His large, two-handed sword leans against the table beside him.
    • Armor Class (AC): 2 (Plate armor)
    • Hit Points (HP): 70
    • Weapon: Two-handed sword
      • Attack: +9 to hit, reach 10 ft.
      • Damage: 3d6 + 6 slashing
  • Priestess Fire Giant:
    • Description: A cleric in ceremonial robes with flame designs, her mace is tucked under the bench. She wears a pendant depicting Surtr’s symbol.
    • Armor Class (AC): 3 (Natural armor and ceremonial robes)
    • Hit Points (HP): 71
    • Weapon: Flaming Mace
      • Attack: +8 to hit, reach 5 ft.
      • Damage: 2d6 + 4 bludgeoning plus 1d6 fire

2. Humans:

  • Human Mercenary:
    • Description: A mercenary wearing chain mail with a longsword hanging from his belt. He is eating alongside his comrades, sharing stories of their recent patrols.
    • Armor Class (AC): 4 (Chain mail)
    • Hit Points (HP): 48 (6d10 + 12)
    • Weapon: Longsword
      • Attack: +4 to hit, reach 5 ft.
      • Damage: 1d8 + 2 slashing
  • Human Scout:
    • Description: A lightly armored scout wearing leather armor. She has a shortbow slung over her shoulder and a dagger at her waist.
    • Armor Class (AC): 6 (Leather armor)
    • Hit Points (HP): 30 (4d8 + 8)
    • Weapon: Shortbow and dagger
      • Shortbow: +5 to hit, range 80/320 ft.
        • Damage: 1d6 + 3 piercing
      • Dagger: +4 to hit, reach 5 ft.
        • Damage: 1d4 + 2 piercing

3. Goblins:

  • Goblin Cook:
    • Description: Wearing a stained apron, this goblin cook is eating a meal after working in the kitchen. His butcher knife is tucked into his belt.
    • Armor Class (AC): 7 (Padded apron)
    • Hit Points (HP): 10 (2d6 + 3)
    • Weapon: Butcher knife
      • Attack: +3 to hit, reach 5 ft.
      • Damage: 1d4 + 1 slashing
  • Goblin Tinkerer:
    • Description: A tinkerer in a leather vest, taking a break from the forge. He has a small wrench hanging from his belt and is tinkering with a gadget even as he eats.
    • Armor Class (AC): 7 (Leather vest)
    • Hit Points (HP): 14 (3d6 + 3)
    • Weapon: Small wrench
      • Attack: +3 to hit, reach 5 ft.
      • Damage: 1d4 + 1 bludgeoning

UL6 – Fire Giant Larder

Overview: The fire giant larder is a massive storage room designed to hold vast quantities of food and supplies, ensuring the fortress remains well-provisioned even during sieges or prolonged campaigns. The larder is carved into the volcanic rock deep within the fortress to keep the space cool and maintain freshness.

Structure and Layout:

  • Architecture: The larder is a high-ceilinged cavern, supported by thick stone columns and built with reinforced stone walls to protect against tampering. It is dimly lit by enchanted torches along the walls.
  • Organization: The storage area is meticulously organized with wide aisles separating different sections:
    • Grains and Dried Goods: Rows of shelves hold large barrels and sacks filled with grains, beans, flour, and dried vegetables.
    • Root Vegetables and Tubers: Smaller stone bins and baskets contain root vegetables like potatoes, carrots, and turnips.
    • Cured Meats and Fish: Large racks and hooks suspended from the ceiling are used to hang cured meats, fish, and sausages.
    • Fresh Produce: Crates filled with fruits and leafy greens are stored on stone tables to allow air circulation.
    • Barrels of Ale and Mead: Barrels filled with ale and mead are stacked neatly in corners for easy access.

Security Measures:

  • Guards: Fire giant guards or goblin assistants patrol the larder to prevent theft or tampering.
  • Magical Seals: Some sections are protected by wards that prevent the spoilage of goods and restrict unauthorized access.

Role and Importance:

  • Feasts and Celebrations: The larder is crucial for providing the vast quantities of food required for the fire giants’ grand feasts and ceremonies.
  • Provisioning the Army: It also serves as the main source for distributing rations to fire giant warriors and their allies before campaigns.

Atmosphere:

  • Cool and Controlled: Despite the fiery nature of the fortress, the larder maintains a cool temperature due to its placement and magic, creating a stark contrast with the warmer parts of the stronghold.
  • Busy and Efficient: Assistants can often be seen inspecting barrels, checking inventory, or moving supplies to the kitchen and brewery.

Halfling Thief: Fenton “The Shadow” Quickfoot

Background: Fenton “The Shadow” Quickfoot is a skilled halfling thief who found his way into the fire giants’ fortress with a previous group of adventurers. The party was captured, but he eluded capture being so small and stealthy and has been hiding in the giants larder until he sees and opportunity to escape. If the adventurers search the larder or spend anytime in here (eating and resting) he will reveal himself and offer to join the party for an opportunity to escape and a share of the treasure.

Stats and Information:

  • Race: Halfling (Lightfoot)
  • Class: Rogue (Thief)
  • Level: 7
  • Hit Points (HP): 49 (7d8 + 14)
  • Armor Class (AC): 5 (Leather armor and Dexterity modifier)

Abilities:

  • Cunning Action: Allows Fenton to take the Dash, Disengage, or Hide action as a bonus action.
  • Sneak Attack: Deals an extra 4d6 damage to a creature if Fenton has advantage on the attack or if an ally is within 5 feet of the target.
  • Evasion: Can avoid taking any damage on a successful Dexterity saving throw or only half damage on a failure.
  • Uncanny Dodge: Can halve the damage of an attack he can see.

Weapons:

  • Shortsword:
    • Attack: +6 to hit, reach 5 ft., one target.
    • Damage: 1d6 + 3 piercing
  • Dagger:
    • Attack: +6 to hit, range 20/60 ft.
    • Damage: 1d4 + 3 piercing

Special Gear:

  • Cloak of Elvenkind:
    • Grants advantage on Dexterity (Stealth) checks while the hood is up and makes it difficult for creatures to detect him by sight.
  • Bag of Holding:
    • Contains various thieves’ tools, stolen items, and essential supplies for extended stays in the larder.

Personality and Tactics: Fenton is witty and quick-thinking, always looking for an opportunity to grab a valuable item or find an exit route. In the larder, he hides among barrels and sacks of grain, moving quietly through the shadows while scavenging for food or supplies. He uses his magical cloak to remain hidden from the patrolling guards and has several escape routes planned in case he’s discovered. Despite being in dangerous territory, Fenton is confident in his ability to outsmart the fire giants and escape with his spoils.

UL7 – Fire Giant War Room

Overview: The war room is the strategic heart of the fire giants’ fortress, where military campaigns are planned and alliances are forged. It’s a spacious and fortified chamber filled with maps, models, and weapons, reflecting the fire giants’ martial prowess and ambitions.

Currently a meeting of the minds is in progress. Giant minds.

Architecture and Layout:

  • Structure: The room has high, vaulted ceilings supported by volcanic stone columns. The walls are adorned with shields, weapons, and banners depicting fire giant victories and conquests.
  • Central Table: At the center is a massive stone table carved from a single slab of basalt. The table is littered with maps, figurines representing armies, and scrolls detailing potential campaigns.
  • Map Displays: A large map of the surrounding regions is etched into the stone wall, with markers indicating strategic locations and potential battlefronts. Another area has detailed relief maps of key enemy fortresses and terrain.
  • Seating and Standing Areas: Fire giant commanders and their trusted lieutenants gather around the central table, while assistants stand ready to provide information or documents.

Features:

  • War Council Chairs: Heavy stone chairs with high backs are placed around the table for commanders to sit and deliberate.
  • Trophy Displays: Various war trophies are mounted on the walls, including broken weapons, helmets of vanquished foes, and banners from defeated armies.
  • Strategic Planning Tools: A set of compasses, rulers, and figurines made of iron are available for precise mapwork and planning troop movements.
  • Torchlight and Ember Pits: Torchlight casts flickering shadows over the room, while ember pits provide warmth and a soft glow to illuminate the maps.

Role and Function:

  • Strategic Planning: The room is used to plan upcoming campaigns, coordinate defensive efforts, and devise strategies to deal with internal or external threats.
  • War Councils: The war room is where fire giant leaders, military officers, and trusted allies hold councils to discuss tactics, alliances, and logistics.
  • Intelligence Gathering: Scouts and informants deliver reports here, allowing commanders to assess the latest intelligence and adjust their plans accordingly.

Fire Giant, Frost Giant, and Hill Giant: A Meeting of the Minds

  1. Fire Giant General: Tharvol Emberstrike
    • Description: Tharvol Emberstrike stands imposingly in his burnished, fire-themed plate armor, which glows faintly with inner heat. His red eyes blaze with intensity as he points at key locations on the map with his flaming sword.
    • Armor Class (AC): -3 (Plate armor)
    • Hit Points (HP): 120 (14d12 + 84)
    • Weapons:
      • Flaming Sword:
        • Attack: +10 to hit, reach 10 ft., one target.
        • Damage: 3d6 + 6 slashing plus 2d6 fire.
  2. Frost Giant Captain: Hrok Ironfist
    • Description: Hrok Ironfist is a frost giant dressed in heavy furs and steel armor to withstand freezing temperatures. His breath mists in the warmer air of the fire giant war room. He wields an enormous greataxe with blades covered in a thin layer of frost, leaning it against the map table as he considers Tharvol’s plan.
    • Armor Class (AC): -3 (Half-plate armor)
    • Hit Points (HP): 101 (14d12 + 56)
    • Weapons:
      • Greataxe:
        • Attack: +9 to hit, reach 10 ft., one target.
        • Damage: 3d12 + 6 slashing plus 1d6 cold.
  3. Hill Giant Chieftain: Brogar Stonecrusher
    • Description: Brogar Stonecrusher, a massive hill giant chieftain clad in crude iron plates and animal hides, listens intently. He stands with his enormous spiked club resting over his shoulder and mutters his thoughts in a gravelly voice.
    • Armor Class (AC): 0 (Padded iron plates and hides)
    • Hit Points (HP): 70 (11d12 + 33)
    • Weapons:
      • Spiked Club:
        • Attack: +8 to hit, reach 10 ft., one target.
        • Damage: 3d8 + 5 bludgeoning plus 1d6 piercing.

Mimic Creature Disguised as a Treasure Chest

Description: A mimic is a shapeshifting creature that takes on the form of an object to lure victims. In the war room, this particular mimic has taken the guise of a treasure chest, sitting innocuously in one of the room’s corners or next to the main map table. It appears sturdy, with brass fittings and a rich, dark wood exterior to look enticing and fit in with other decorations.

  • Disguise: The chest’s lid is slightly ajar, revealing what appears to be shimmering gold and gems within. The mimic’s natural adhesive is used to keep it sealed, making it challenging for anyone to pry it open before revealing its true nature.
  • Eyes and Mouth: Hidden beneath the lid are rows of razor-sharp teeth and several eyes, peeking out to observe the surroundings. Once someone attempts to open it, the mimic reveals its mouth to attack.

Mimic Stats and Abilities:

  • Armor Class (AC): 7 (Natural armor)
  • Hit Points (HP): 58 (9d8 + 18)
  • Abilities:
    • Adhesive: The mimic can adhere to any creature that touches it. A creature must succeed on a Strength check to escape.
    • Bite: Its primary attack is a powerful bite, dealing 1d8 + 3 piercing damage and 1d8 acid damage.
    • Pseudopod: The mimic can strike with its adhesive pseudopod, dealing 1d8 + 3 bludgeoning damage and potentially restraining the target.

The Ascension of Embers: Castle Level

Overview: The Ascension of Embers serves as a grand, imposing staircase connecting the castle level to the lower levels of the fire giant fortress. It symbolizes the journey between the strategic heart of the stronghold above and the industrial, militarized underbelly below. This entrance is a significant architectural feature of the fortress, providing both security and a ceremonial transition.

The adventurers have now arrived at the Castle Level. The above ground section of the Fire Giant fortress.

The first thing they will notice is the fresh air and how much cooler it is. If, the party took the overland route to get here, standing at the landing, the first thing they will notice is the smell of Sulphur wafting upwards from the volcanic vents and the heat that is below.

Tower #1 (Human-Controlled) of the Fire Giant Castle Complex

Overview: Tower #1 is a critical component of the fire giant castle’s defensive structure, controlled by human mercenaries allied with the giants. Their presence adds a layer of versatility to the castle’s defenses and expands the giants’ strategic reach.

Structure and Design:

  • Architecture: The tower is constructed from volcanic rock and reinforced with iron beams, maintaining a formidable appearance consistent with the rest of the castle. However, human-controlled modifications make it more suitable for their purposes.
  • Height and Layout: The tower stands several stories high, providing visibility over the surrounding terrain. It is divided into several floors:
    • Ground Floor: Contains the barracks, storage rooms, and a central command area where human mercenary captains strategize and distribute orders.
    • Middle Floors: These levels contain armories stocked with weapons and gear, as well as small defensive chambers for archers or crossbowmen to guard against intruders.
    • Top Floor (Observation Deck): An open platform with crenelations allows scouts to keep watch. The deck is equipped with signaling equipment, telescopes, and oil barrels for launching projectiles.

Defense and Control:

  • Archers and Crossbowmen: Archers are stationed in the middle floors, where they can take aim through arrow slits at approaching enemies.
  • Fire Pits: Oil-filled pits or cauldrons near the observation deck can be used to pour hot oil or flaming debris on attackers.
  • Reinforced Gates: The entrance gates are reinforced with iron and locked securely, only opened for allies.

Human Mercenary Presence:

  • Mercenary Captain: The captain commands the tower and coordinates defense strategies with other towers and the fire giant commanders.
    • Armor Class (AC): 4 (Scale mail)
    • Hit Points (HP): 60 (8d10 + 16)
    • Weapons:
      • Longsword:
        • Attack: +5 to hit, reach 5 ft.
        • Damage: 1d8 + 3 slashing.
      • Crossbow:
        • Attack: +4 to hit, range 80/320 ft.
        • Damage: 1d10 + 2 piercing.
  • Mercenary Guards: X 20
    • The guards man the various levels and serve as archers, swordsmen, and scouts, depending on their skill set.
    • Armor Class (AC): 5 (Chain shirt)
    • Hit Points (HP): 45 (6d8 + 12)
    • Weapons:
      • Longsword: +4 to hit, reach 5 ft., 1d8 + 2 slashing.
      • Shortbow: +4 to hit, range 80/320 ft., 1d6 + 2 piercing.

Treasure in Tower #1

Overview: Tower #1, controlled by human mercenaries allied with the fire giants, contains a variety of treasure that reflects the loot gathered from raids and the payment received for their services. The treasure is secured in a heavily guarded chamber near the base of the tower.

Types of Treasure:

  1. Coins:
    • Gold Coins: Several leather sacks contain gold coins, collected from tribute or plundered during raids; 2,356 GP
    • Silver and Copper Coins: Chests hold lesser-valued silver and copper coins, used for everyday trade; 1,532 SP and 4,508 CP.
  2. Gems and Jewelry:
    • Loose Gems: A small box holds a collection of rough gemstones like rubies, sapphires, and emeralds; 25 gems x 100 GP.
    • Crafted Jewelry: Silver necklaces, gold rings set with gems, and bracelets make up some of the finely crafted pieces found here. 10 items worth about 50 GP.
  3. Weapons and Armor:
    • Masterwork Swords and Bows: High-quality swords, longbows, and crossbows are stored as part of the treasure, often taken from defeated enemies.
    • Armor Sets: Leather and chainmail armor, often refurbished, are kept as valuable spoils.
  4. Artifacts:
    • Ancient Scrolls: A few ancient scrolls are kept in a locked case, bearing magical runes and arcane knowledge.
    • Relics: Enchanted rings, amulets, and figurines with minor magical properties.

Keeper of the Crows and His Room

Overview: The Keeper of the Crows is a specialized messenger in the fire giant stronghold who commands a flock of trained crows for communication. He ensures vital messages are delivered swiftly across the fortress or to distant outposts. His role requires a unique skill set to train and manage the birds, as well as strategic knowledge to prioritize urgent messages.

Keeper of the Crows:

  • Appearance: The keeper wears a hooded cloak of deep gray feathers, blending into the crows he commands. His weathered face shows years of experience. A thick leather glove protects his arm as the crows perch upon it. He is neutral and will not fight with the adventurers and instead beg for mercy.
  • Abilities:
    • Beast Bond: He can establish a mental link with any crow, communicating commands or messages.
    • Flock Tactics: He can send multiple crows to carry the same message for redundancy.
  • Armor Class (AC): 13 (Leather armor and cloak)
  • Hit Points (HP): 48 (8d8 + 8)
  • Weapons:
    • Shortsword:
      • Attack: +4 to hit, reach 5 ft.
      • Damage: 1d6 + 2 piercing.

Room in the Tower:

  • Location and Design: His room is positioned near the top of one of the fire giant towers, offering direct access to the skies. The room is circular, with stone walls and an arched ceiling.
  • Aviary: A spacious aviary occupies a portion of the room, housing perches and nesting areas for dozens of crows. Open windows allow the birds to come and go freely, while metal grates can be closed during poor weather.
  • Perches and Training Area: Training posts with various targets are scattered around the room, used to refine the crows’ navigation and delivery skills.
  • Writing Desk and Equipment: The keeper has a wooden desk with rolls of parchment, quills, and wax seals. Scrolls of encoded messages, maps, and other communication tools are stored nearby. He keeps a small pouch of 250 CP and 45 GP here.
  • Observation Post: An observation post with a narrow staircase provides a vantage point over the surrounding area, helping the keeper monitor the crows’ return and departures.

Tower #2 (Goblin-Controlled)

Overview: Tower #2 is a crucial defensive structure in the fire giant castle complex, controlled by a group of cunning goblins who serve as guards and scouts. Their command over this tower provides strategic reconnaissance and a line of defense that complements the fire giants’ broader security strategy.

Structure and Layout:

  • Architecture: The tower is built from volcanic rock, reinforced with iron beams and braced with wooden scaffolding to suit the smaller stature of goblins. The upper floors have narrower passageways and trapdoors, while the observation deck offers a clear view of the surrounding terrain.
  • Height and Levels:
    • Ground Floor: Contains a small barracks and supply room with weapons and armor suited for goblins.
    • Middle Floors: These levels are set up as defensive chambers with arrow slits and murder holes for launching attacks.
    • Top Floor (Observation Deck): An open platform with battlements for scouts and archers, where signals can be sent to other towers.

Defenders and Captain:

  1. Goblin Defenders: x 25
    • The goblin defenders are tasked with monitoring the tower and launching defensive attacks if needed.
    • Armor Class (AC): 15 (Leather armor and shield)
    • Hit Points (HP): 6 (3d6 + 6)
    • Weapons:
      • Shortsword:
        • Attack: +4 to hit, reach 5 ft.
        • Damage: 1d6 + 2 piercing.
      • Shortbow:
        • Attack: +4 to hit, range 80/320 ft.
        • Damage: 1d6 + 2 piercing.
  2. Captain of the Goblin Guard: Griblik Sharpclaw
    • Griblik Sharpclaw is a cunning goblin captain with a reputation for brutality and discipline. He keeps his troops in line and coordinates their patrols and defense strategies.
    • Armor Class (AC): 5 (Studded leather armor and shield)
    • Hit Points (HP): 28 (4d8 + 8)
    • Weapons:
      • Scimitar:
        • Attack: +5 to hit, reach 5 ft.
        • Damage: 1d6 + 3 slashing.
      • Hand Crossbow:
        • Attack: +4 to hit, range 30/120 ft.
        • Damage: 1d6 + 2 piercing.
    Abilities:
    • Commanding Strike: Griblik can command a nearby goblin to make an immediate attack, giving them an extra action on their turn.
    • Ambush Tactics: Griblik and his guards gain advantage when attacking from hidden positions or through traps.

Treasure in the Goblin Tower

Overview: The goblin-controlled Tower #2 houses a range of treasure that the goblins have collected from raids, ambushes, and alliances with the fire giants. Although not as sophisticated as other towers, the goblins guard their treasure fiercely, as it represents both their wealth and power.

Types of Treasure:

  1. Coins:
    • Copper and Silver Coins: The goblins have many leather pouches and wooden boxes filled with 3,560 copper and 2,945 silver coins, representing a modest fortune from petty raids and trade.
  2. Gems and Trinkets:
    • Rough Gems: A small chest holds uncut gems like quartz and amethysts; 50 gems worth 25 GP each.
    • Crafted Trinkets: A wooden box contains simple jewelry, such as copper bracelets and rings set with small stones. 25 items worth 10 GP each.
  3. Weapons and Armor:
    • Scimitars and Daggers: The goblins store surplus scimitars and daggers, many salvaged from raids or scavenged from battlefields.
    • Studded Leather Armor: Armor pieces are stacked in a corner, often patched up and mended by goblin craftsmen.
  4. Magical Items and Oddities:
    • Amulets and Totems: A small collection of crude amulets and wooden totems have minor enchantments or protective properties.
    • Potion Ingredients: Vials of strange powders, bones, and herbs are stored in a box, intended for mixing with other ingredients to brew potions.

Tower #3 (Fire Giant-Controlled)

Overview: Tower #3 is a crucial fortification in the fire giant castle complex, fully controlled by the fire giants. It serves as a command post for their defense and a vantage point over the surrounding landscape. The tower is a fortified structure with large weapon emplacements and heavily armed guards.

Structure and Layout:

  • Architecture: The tower is built from volcanic rock and reinforced with iron beams. The architecture is designed to withstand both physical and magical attacks.
  • Height and Levels:
    • Ground Floor: Holds an armory, barracks, and storage room for weapons and gear.
    • Middle Floors: Defensive levels with arrow slits, weapon racks, and chambers for archers or spellcasters.
    • Top Floor (Observation Deck): An open platform with battlements and siege weapon emplacements, providing a clear view of the surroundings.

Captain and Guards:

  1. Tower Captain: Skor Ironhelm
    • Skor Ironhelm is a seasoned fire giant captain known for his strict discipline and strategic acumen. He ensures the tower remains secure while coordinating patrols.
    • Armor Class (AC): 0 (Plate armor)
    • Hit Points (HP): 101 (13d12 + 65)
    • Weapons:
      • Greatsword:
        • Attack: +10 to hit, reach 10 ft.
        • Damage: 3d6 + 6 slashing.
      • Throwing Axe:
        • Attack: +9 to hit, range 30/90 ft.
        • Damage: 2d6 + 5 slashing.
  2. Fire Giant Guards: x 10
    • These guards are skilled warriors who patrol the tower and manage defensive positions.
    • Armor Class (AC): 5 (Chain mail)
    • Hit Points (HP): 70 (12d12 + 60)
    • Weapons:
      • Greataxe:
        • Attack: +8 to hit, reach 10 ft.
        • Damage: 3d12 + 6 slashing.
      • Longbow:
        • Attack: +7 to hit, range 150/600 ft.
        • Damage: 2d8 + 4 piercing.

Treasure in the Fire Giant-Controlled Tower #3

Overview: Tower #3, guarded and controlled by fire giants, contains some of the most valuable treasure in the castle complex. These spoils are securely stored, representing the wealth gained through the fire giants’ conquests, trade, and alliances.

Types of Treasure:

  1. Coins and Bullion:
    • Gold Coins: Several reinforced chests contain thousands of gold coins minted from various kingdoms and merchants, serving as tribute or collected from raids; 4,879 GP.
    • Silver and Copper Bars: Stacks of silver (45) and (101) copper bars are stored for melting down and forging into coins or tools, a collective value of 10,000 GP.
  2. Gems and Jewelry:
    • Gems: Velvet-lined boxes contain rubies, emeralds, diamonds, and sapphires of varying quality; 200 assorted gems worth 100 GP each.
    • Jewelry: Crafted necklaces, rings, and bracelets set with precious stones or made from pure gold and silver. 15 items worth 150 GP each.
  3. Weapons and Armor:
    • Giant-Sized Gear: Greatswords, greataxes, and warhammers designed for the fire giants themselves, many of which are enchanted or made of rare materials.
    • Human-Sized Gear: Helmets, shields, and longswords, often taken as spoils of war and occasionally imbued with magic.
  4. Magical Items and Relics:
    • Wands and Staves: Magical wands and staves that cast elemental spells or provide protective enchantments.
    • Ancient Relics: Statues, figurines, and old scrolls from ancient civilizations that carry historical or magical significance.

CL1 – Fire Giant Throne Room

Overview: The fire giant throne room is a grand, intimidating chamber where the fire giant king presides over his subjects. It’s the political and ceremonial center of the fortress, designed to reflect the authority and power of the fire giants.

Structure and Design:

  • Throne Platform: At the end of the room is a raised platform carved from volcanic rock. Upon it sits a towering throne made of black obsidian and adorned with magma veins that cast a fiery glow.
  • Walls and Columns: The walls are adorned with fire giant banners and trophies from past conquests, while massive stone columns line the length of the room, each engraved with symbols of fire and victory.
  • Brazier Flames: Large braziers burn along the walls, providing light and warmth while creating dramatic shadows. The flames flicker with an internal magic that makes them burn perpetually.
  • Magma Streams: Channels in the floor carry streams of molten lava, illuminating the room with a fiery hue and underscoring the elemental power of the fire giants.

Fire Giant Guards:

  1. Guard #1: Thorgar Ironhand
    • Armor Class (AC): 3 (Plate armor)
    • Hit Points (HP): 142 (12d12 + 60)
    • Weapons:
      • Warhammer:
        • Attack: +9 to hit, reach 10 ft., one target.
        • Damage: 2d8 + 5 bludgeoning.
  2. Guard #2: Brum Firestrike
    • Armor Class (AC): 4 Chainmail and shield)
    • Hit Points (HP): 136 (11d12 + 55)
    • Weapons:
      • Flaming Sword:
        • Attack: +8 to hit, reach 10 ft., one target.
        • Damage: 2d6 + 4 slashing plus 1d6 fire.
  3. Guard #3: Gorrum Stonegrip
    • Armor Class (AC): 2 (Plate armor)
    • Hit Points (HP): 150 (13d12 + 52)
    • Weapons:
      • Mace:
        • Attack: +10 to hit, reach 10 ft., one target.
        • Damage: 2d6 + 6 bludgeoning.
  4. Guard #4: Hrodar Ashstorm
    • Armor Class (AC): 4 (Scale mail)
    • Hit Points (HP): 140 (12d12 + 48)
    • Weapons:
      • Greatsword:
        • Attack: +9 to hit, reach 10 ft., one target.
        • Damage: 3d6 + 5 slashing.

CL 2 – Fire Giant King and His Private Apartment

The Apartment is located above the throne room and is accessed by a set of steps off of the side of the throne room. The King always has a group of bodyguards near him. The Queen has a devoted cave bear as her protector.

  1. King Brandir “The Molten”:
    • Description: King Brandir is a towering figure with scarred, lava-like skin that glows faintly in the dark, a physical manifestation of his mastery over fire. He wears a crown of black iron and molten gold, and his armor is made from the hardest volcanic rock, engraved with runes of power. His molten warhammer, a weapon of legend, rests at his side.
    • Armor Class (AC): -3 (Magma plate armor)
    • Hit Points (HP): 145
    • Weapons:
      • Molten Warhammer:
        • Attack: +12 to hit, reach 10 ft.
        • Damage: 4d8 + 8 bludgeoning plus 3d6 fire.
  2. Queen Valdis “The Embercaller”:
    • Description: Queen Valdis stands tall beside King Brandir, with fiery red hair and a cloak that shimmers with an internal glow. Her control over fire magic has earned her the title of Embercaller. She wears a robe embroidered with flame patterns and carries a staff carved from volcanic obsidian.
    • Armor Class (AC): 0 (Ember-enchanted robe)
    • Hit Points (HP): 102
    • Weapons:
      • Obsidian Staff:
        • Attack: +10 to hit, reach 10 ft.
        • Damage: 2d8 + 6 bludgeoning plus 2d6 fire.
      • Fireball Spell:
        • Range: 150 ft.
        • Damage: 8d6 fire.

Queen’s Pet Cave Bear

Overview: The fire giant queen keeps a pet cave bear as a companion and guardian. The bear is larger than usual due to its proximity to elemental fire magic, making it both fierce and loyal.

Description:

  • Appearance: The cave bear is massive, with thick fur that’s black with a hint of fiery orange. Its eyes glow faintly red, reflecting its exposure to the magic of the fire giants. The bear wears spiked armor on its shoulders and flanks, providing extra protection while leaving its powerful limbs free to move.

Stats and Abilities:

  • Armor Class (AC): 4 (Spiked armor)
  • Hit Points (HP): 85
  • Weapons:
    • Bite:
      • Attack: +7 to hit, reach 5 ft.
      • Damage: 2d6 + 5 piercing.
    • Claw:
      • Attack: +7 to hit, reach 5 ft.
      • Damage: 2d8 + 5 slashing.

Special Abilities:

  • Fire Resistance: The cave bear has resistance to fire damage, allowing it to patrol areas near the fire giant queen without harm.
  • Rampage: After reducing a creature to 0 hit points, the bear can use a bonus action to move up to half its speed and make another attack.
  • Terrifying Roar: The bear can emit a powerful roar that forces creatures within 30 feet to make a Wisdom saving throw or become frightened for 1 minute.

Role and Importance: The cave bear is more than just a pet; it serves as a vigilant guardian and companion for the queen. It patrols the royal apartment and the surrounding areas, ensuring no intruders get close. The bear’s fiery nature and powerful build reflect the elemental power of the fire giant realm.

Private Apartment:

  1. Entrance and Security:
    • The private apartment is located above the throne room, accessed through a grand staircase that only the royal family and trusted guards may use.
    • The entrance is guarded by elite fire giant warriors, who carefully inspect anyone attempting to gain entry.
  2. Layout and Furnishings:
    • Royal Hall: The main hall is spacious, with walls adorned with tapestries depicting fire giant conquests. A hearth burns continuously, illuminating the room with warm light.
    • Private Chambers: Separate bedchambers for the king and queen, each furnished with massive beds and wardrobes made from volcanic wood. The walls are decorated with weapons and shields.
    • Council Room: A smaller room where the king and queen meet with their most trusted advisors to discuss matters of state.
    • Library and Study: Shelves filled with ancient tomes and scrolls detailing fire giant lore, magic, and strategy. The king and queen each have a desk for personal study.
    • Treasury Room: A secure chamber containing a portion of the royal treasury, with a vault storing their personal treasures and artifacts.
  3. Atmosphere:
    • The apartment is warm, with fiery light from enchanted braziers and the hearth. It is a place where power and fire blend seamlessly, creating a sanctuary that reflects the dominance and legacy of the fire giant royal family.

Fire Giant King’s Personal Bodyguards

Overview: The fire giant king’s personal bodyguards are elite warriors handpicked for their loyalty, strength, and combat prowess. They are tasked with protecting the royal family, guarding the private apartment, and ensuring the king’s safety during ceremonies and campaigns.

Four Bodyguards Appearance and Equipment:

  • Armor: They wear heavy plate armor made from volcanic rock and reinforced with iron, engraved with flame motifs and polished to a fiery sheen.
  • Weapons: Each bodyguard carries a massive greatsword, greataxe, or warhammer, enchanted to deal fire damage and designed for devastating strikes.

Stats and Abilities:

  1. Armor Class (AC): 0 (Plate armor)
  2. Hit Points (HP): 99
  3. Weapons:
    • Greatsword:
      • Attack: +11 to hit, reach 10 ft.
      • Damage: 3d6 + 7 slashing plus 2d6 fire.
    • Greataxe:
      • Attack: +10 to hit, reach 10 ft.
      • Damage: 3d12 + 6 slashing plus 2d6 fire.
    • Warhammer:
      • Attack: +10 to hit, reach 10 ft.
      • Damage: 4d8 + 6 bludgeoning plus 1d8 fire.

CL3 – King and Queen’s Treasure in Their Apartment

Overview: The treasure in the fire giant king and queen’s private apartment above the throne room reflects their immense wealth and status. Carefully curated over many years, these riches are stored securely in a treasury room connected to their private chambers.

The vault door is booby trapped. And, should be inspected by an experienced thief before tampering with. An experienced thief will have a 20% chance per turn of opening disarming the trap and opening the door. If the trap is not disarmed by the third attempt, on the fourth attempt, it will detonate, causing a damage from 3-30 HP of damage by explosion and flame to anyone standing within 20 feet of the door.

Types of Treasure:

  1. Coins and Ingots:
    • Gold Coins: Chests filled with 12,500 thousand gold coins, collected from tributes, taxes, and spoils of war.
    • Silver Ingots: 150 Bars of pure silver, stored neatly for future minting or trade, worth 500 GP each.
    • Gem-Studded Coins: Rare coins made from gold and set with small gemstones. 50 items worth 200 GP each.
  2. Gems and Jewelry:
    • Loose Gems: Velvet-lined boxes filled with rough and cut gems like diamonds, sapphires, emeralds, and rubies of the highest quality. 150 gems worth a total of 10,500 GP.
    • Jewelry: Necklaces, bracelets, rings, and brooches crafted from gold and silver, set with precious stones and reflecting exquisite craftsmanship. 10 items worth 1,000 GP each.
  3. Magical Items and Relics:
    • Wands and Amulets: Magical wands and amulets imbued with fire magic and enchanted to enhance the wearer’s abilities or provide protection.
    • Ancient Artifacts: Figurines and relics from long-lost civilizations, many with historical or religious significance, adorned with intricate designs.
    • Scrolls and Tomes: Ancient scrolls and tomes containing rare spells, lore, and historical knowledge of the fire giant lineage.
  4. Weapons and Armor:
    • Giant-Sized Gear: Massive warhammers, greataxes, and greatswords crafted from volcanic iron and enchanted to deal fire damage.
    • Human-Sized Gear: Weapons and armor from conquered enemies, sometimes kept as trophies or refurbished for trusted allies.

CL4 – Fire Giant Courtyard

Overview: The fire giant courtyard is the main entrance to the fortress, where guests, allies, and new arrivals are greeted and screened before entering the main stronghold. It’s a wide, imposing space that sets the tone for the rest of the castle, reflecting both the grandeur and the militaristic culture of the fire giants.

From here access is gained to the structures and functions of the castle that are best served above ground.

Structure and Layout:

  • Entrance Gates: The courtyard is accessed through a massive set of iron-bound gates that stand as high as the fortress walls. The gates are engraved with the symbols of Surtr and fire giant heroes, reinforcing their authority and elemental power.
  • Paved Ground: The ground is paved with volcanic stones, creating a firm and durable surface capable of handling the heavy traffic of fire giants and their beasts of burden.
  • Guard Posts: Guard posts are strategically positioned along the perimeter, staffed by heavily armed fire giant guards who carefully screen all incoming visitors. Each post is equipped with weapon racks and defensive barriers.
  • Banners and Trophies: The walls are adorned with banners displaying fire giant sigils and trophies from conquered enemies, reminding all who enter of their conquests and dominion.
  • Central Statues and Fountains: In the center of the courtyard stand statues of legendary fire giants, their eyes glowing with fiery light. Nearby, fiery fountains emit jets of magma, illuminating the area with a warm glow.

CL3 – Fire Giant Stables

Overview: The fire giant stables are an extensive facility within the fortress, designed to house their massive war beasts and mounts. The stables reflect the fire giants’ militaristic culture, ensuring their mounts are battle-ready at all times.

Structure and Layout:

  • Architecture: The stables are made of volcanic rock and reinforced with iron beams. The ceilings are high to accommodate the towering stature of the fire giants’ beasts.
  • Paddocks: Rows of large stone-floored paddocks are partitioned with iron fences to keep the beasts secure. Each paddock is spacious enough to allow the beasts some movement.
  • Feeding Stations: Each paddock has a large feeding station made of reinforced iron, with troughs for food and water.
  • Exercise Yard: An outdoor yard provides space for the beasts to stretch their legs and exercise under the watchful eyes of the stablemasters.
  • Weapon Storage: Racks for harnesses, saddles, and barding are stored nearby, along with specialized weapons and gear for mounted combat.

Inhabitants:

  • War Beasts: The stables house massive, fire-resistant creatures, including giant boars, war elephants, and drakes. Each beast is trained for combat and has a specific handler.
  • Hell Hounds: Hell hounds often serve as scouts or hunting companions and are also housed in smaller pens.
  • Handlers and Stablemasters: A team of handlers and stablemasters, often fire giants themselves, manage the day-to-day care of the beasts. They oversee training, feeding, and grooming.

Human Handlers and Stable Master

1. Human Handlers: The human handlers are a group of stable workers tasked with the care and training of the fire giants’ war beasts. They handle the day-to-day tasks of grooming, feeding, and ensuring the health of the animals. There are fifteen stable hands.

  • Description:
    • The handlers wear simple but durable leather clothing, providing them with protection against bites, scratches, or burns.
    • They are skilled in animal handling and work closely with the beasts to train them and ensure they are combat-ready.
  • Tasks and Skills:
    • Feeding and Grooming: Handle the large feeding stations and use specialized tools to groom the beasts.
    • Training: Work on commands, routines, and mock combat exercises to keep the beasts disciplined.
    • Stable Maintenance: Maintain the paddocks, clean the feeding troughs, and repair equipment.
  • Stats (for individual handlers): x 15
    • Armor Class (AC): 8 (Leather armor)
    • Hit Points (HP): 25 (3d8 + 9)
    • Weapons:
      • Shortsword:
        • Attack: +3 to hit, reach 5 ft.
        • Damage: 1d6 + 1 piercing

2. Stable Master:

The stable master oversees the entire stable complex, directing the handlers and ensuring the war beasts are kept in top condition. He’s known for his firm leadership and deep knowledge of animal husbandry.

  • Description:
    • The stable master is a seasoned warrior wearing reinforced leather armor with iron studs. He carries a whip for training and a handaxe for protection.
  • Stats:
    • Armor Class (AC): 15 (Reinforced leather armor)
    • Hit Points (HP): 58 (9d8 + 18)
    • Weapons:
      • Whip:
        • Attack: +5 to hit, reach 10 ft.
        • Damage: 1d4 + 2 slashing
      • Handaxe:
        • Attack: +4 to hit, reach 5 ft.
        • Damage: 1d6 + 2 slashing

CL5 – Hell Hound Kennels

Overview: The hell hound kennels are a section of the fire giant stables designated specifically for training and housing the hell hounds. These fiery beasts serve as hunting companions, scouts, and additional guards for the fire giants, adding a lethal edge to their defenses.

Structure and Layout:

  • Kennel Design: The kennels are constructed from volcanic rock, divided into individual pens that each house one or two hell hounds. The pens are reinforced with iron bars and enchanted to withstand the hounds’ heat.
  • Feeding Stations: Each pen has a small iron trough for feeding, as well as a shallow pool where the hell hounds can rest and keep cool when needed.
  • Exercise Yard: An adjacent yard provides space for the hell hounds to exercise, train, and patrol under the supervision of their handlers.

Care and Training:

  • Handlers: Specialized handlers are responsible for feeding, grooming, and training the hell hounds. They use commands, hand signals, and magical cues to control their behavior.
  • Feeding: The hell hounds are fed charred meat and enchanted bones to keep them in peak condition.

Number of Hell Hounds:

  • There are 8 hell hounds housed in the kennels, ready to patrol and protect the fire giant fortress. If the kennels are attacked, the handlers are trained to release the hounds immediately.

Hell Hound Stats:

  • Armor Class (AC): 4 (Natural armor)
  • Hit Points (HP): 45 (7d8 + 14)
  • Abilities and Attacks:
    • Fire Breath: The hell hound exhales a cone of fire in a 15-foot area.
      • Damage: 21 (6d6) fire damage. DC 12 Dexterity saving throw for half damage.
    • Bite:
      • Attack: +5 to hit, reach 5 ft., one target.
      • Damage: 1d8 + 3 piercing plus 2d6 fire damage.

Drow Elves and the FIre Giants

Overview: Drow, often known as dark elves, are a subrace of elves that dwell in the Underdark, the vast network of subterranean caverns and tunnels in the world. They are known for their cunning, cruelty, and affinity for magic. Traditionally, they are depicted as being ruled by matriarchal societies and worshiping the Spider Queen, Lolth.

Drow Elves Quarter

Overview: The Drow Elves Quarter is a dark and intricate section within the fire giant castle complex. It serves as a haven and operational base for the drow elves who have allied with the giants, allowing them to maintain a degree of independence while contributing to the overall power structure.

The Drows work with the Fire Giants to trade resources with the surface world, and in return the Fire Giants are provided yet another revenue stream from the trade with the underworld.

Structure and Layout:

  1. Architecture:
    • Materials: The quarter is carved from volcanic rock and adorned with dark onyx, obsidian, and silver filigree, giving it an elegant yet ominous appearance.
    • Lighting: Bioluminescent fungi and faintly glowing crystals are used to provide dim, ethereal light, reflecting the drow elves’ affinity for shadow and stealth.
  2. Key Areas:
    • Council Hall: The central chamber where drow leaders gather for strategic planning and diplomatic meetings with the fire giants. The hall is circular, with a raised dais for the council head and long tables for advisors.
    • Residential Quarters: A series of interconnected caverns where drow families live. Each residence has multiple levels, with the upper levels reserved for high-ranking nobles.

CL7 – Drow Elves Residential Quarter #1

Drow Quarter #1 serves as the primary residence for the noble drow ambassadors who maintain diplomatic relations with the fire giants. It’s a symbol of elegance and cunning, reflecting their status and loyalty while also providing a strategic base of operations.

Drow Nobles: x 4

  • The noble families maintain strict control over the residential quarter, ensuring loyalty through manipulation and power.
  • Armor Class (AC): 5 (Studded leather armor)
  • Hit Points (HP): 75 (10d8 + 30)
  • Weapons:
    • Rapier: +7 to hit, reach 5 ft., 1d8 + 3 piercing plus 2d6 poison.
    • Crossbow: +6 to hit, range 80/320 ft., 1d6 + 2 piercing plus 2d6 poison

CL8 – Drow Quarter Number #2: Guards’ Barracks

Overview: Drow Quarter #2 serves as the primary base for the drow warriors who secure the fire giant fortress and protect the noble drow ambassadors. This section is functional, focused on discipline, training, and readiness. The main chamber where warriors sleep and keep their gear. Stone bunks line the walls, each with storage for weapons and armor.

  1. Drow Guards: x 10
    • Armor Class (AC): 16 (Leather armor and shield)
    • Hit Points (HP): 60 (8d8 + 24)
    • Weapons:
      • Shortsword: +6 to hit, reach 5 ft., 1d6 + 3 piercing plus 1d6 poison.
      • Shortbow: +6 to hit, range 80/320 ft., 1d6 + 3 piercing plus 1d6 poison.

CL9 – Drow Quarter Number #3: Commoners’ Quarters

Overview: Drow Quarter #3 serves as the residence for drow commoners who support the noble houses and warriors. This area is practical, focused on productivity and maintaining essential services for the drow society while still reflecting the elegance characteristic of drow architecture.

  1. Drow Commoners: x 20
    • Commoners are workers. Tasked with the menial jobs.
    • Armor Class (AC): 12 (Clothing)
    • Hit Points (HP): 20 (3d8 + 6)
    • Weapons:
      • Dagger: +4 to hit, reach 5 ft., 1d4 + 2 piercing.

CL10 – Drow Common Hall

Overview: The drow common hall is a central gathering place where drow commoners meet to share news, celebrate rituals, and receive instructions from the noble houses. It is designed to reflect the elegance and mystery of drow culture, while also serving as a hub for social and communal activities.

Structure and Layout:

  1. Architecture:
    • Materials: Carved from volcanic rock, the common hall is reinforced with silver filigree and adorned with obsidian sculptures, giving it an elegant yet ominous appearance.
    • Lighting: Bioluminescent fungi and glowing crystals provide dim yet sufficient illumination throughout the space.
  2. Key Features:
    • Central Stage: A raised stone platform for speakers, ritual leaders, and storytellers to address the gathered crowd.
    • Seating and Gatherings: Stone benches and smaller tables arranged around the hall, providing space for discussions, gatherings, and meals.
    • Shrine Area: A dedicated section with an altar for rituals and ceremonies, often devoted to Lolth or other drow deities.
    • Decor: The hall is decorated with banners representing noble houses, murals depicting drow myths, and enchanted symbols.

CL11 – Main Underground Gate and Tunnel Entrance

Overview: The main underground gate located at the end of the Common Hall serves as the primary entrance to the tunnel leading to the drow homeworld, located deep underground and many days march.. This fortified entrance ensures that only authorized drow may access the passage, and keeping unwanted creatures from escaping, and is guarded with both martial and magical defenses.

The main underground gate and tunnel entrance are crucial for maintaining the secrecy and security of the drow homeworld. They ensure only loyal drow can traverse the passage, while providing ample defenses against intruders or rival factions. The passage serves as a lifeline for the drow’s strategic movements, trade, and alliances.

Structure and Layout:

  1. Gate and Entryway:
    • Architecture: The gate is carved from volcanic rock and reinforced with black iron bands, providing a durable structure against forced entry.
    • Design Elements: The gate is adorned with intricate patterns of spiders and webs, representing the drow’s affinity with Lolth. Enchanted runes are etched into the stone.
    • Lighting: Dim, glowing crystals illuminate the gate, casting eerie shadows across the entryway.
  2. Tunnel Entrance:
    • Pathway: The pathway is narrow but well-defined, with stone steps leading down into the depths of the tunnel.
    • Archways: Arched entrances lead into the main tunnel, adorned with onyx and silver designs to signify the passage’s importance.

Author Note: The Drow Modules are under development. Please be patient with me.

Bridge from the Castle to Forge

Overview: The bridge connecting the fire giant castle to the forge is a crucial architectural feature that ensures the seamless movement of resources and personnel between these two important parts of the fortress. Built with security, durability, and symbolism in mind, the bridge reinforces the castle’s dominance and the forge’s importance to the fire giant stronghold.

The bridge is located to the rear of the castle, and the forge is a short distance beyond the castle.

FL1 – The Everflame Forge

Description: Nestled deep within the volcanic mountains of Ashpeak, the Everflame Forge is an ancient structure of blackened stone and molten metal. Part cathedral, part forge, all fire. It is a separate structure outside of the main castle in order to harness a volcanic lava flow and is accessible by a stone bridge.

Enormous in scale, it is powered by the very heart of the mountain’s lava flows, which are channeled through intricate stone conduits. The air inside is blisteringly hot, filled with the clang of hammers and the roar of fires. The walls are lined with legendary weapons and armor, glowing dimly with residual magic. This forge is not just a place of work; it’s a sacred site where the most powerful artifacts of the fire giants are crafted.

The forge is staffed by fire giants, ogres, and goblins.

Below the forge, deep underground, a vein of diamonds has been discovered and the Fire Giants are using a collective of slaves to dig out these diamonds.

The Blacksmith – Pyronax the Flameheart: Pyronax is a master blacksmith, as renowned for his temper as he is for his craftsmanship. His skin is coal-black, cracked with lines of glowing magma, and his eyes burn like coals.

  • Armor Class (AC): 18 (Natural armor and protective gear)
  • Hit Points (HP): 182
  • Special Abilities:
    • Fire Aura: Any creature within 5 feet of Pyronax takes 5 (1d10) fire damage at the start of his turn.
    • Molten Weapons: Pyronax can imbue any weapon he forges with molten energy, causing it to deal an extra 1d6 fire damage on a hit.
    • Artisan’s Insight: Pyronax can identify any magical weapon or armor’s properties as an action.

Assistants: Pyronax’s assistants are lesser, but still formidable, smiths who have trained under his exacting gaze. They are skilled in maintaining the forge and performing the bulk of the laborious smithing work.

  1. Graavax the Hardy:
    • Armor Class (AC): 16 (Forge gear)
    • Hit Points (HP): 102
    • Special Abilities:
      • Heat Resilience: Immunity to fire damage.
      • Strength of the Forge: Once per day, Graavax can double his strength for 1 minute, aiding in the creation of large or particularly difficult items.
  2. Sindara Flamebraid:
    • Armor Class (AC): 15 (Leather apron and safety gear)
    • Hit Points (HP): 88
    • Special Abilities:
      • Fire Manipulation: Sindara can control small amounts of fire, using it to heat or cool areas of the forge precisely.
      • Quick Repair: Once per day, Sindara can repair a damaged weapon or armor to full functionality within a single action.

Ogre Workers

Here’s a description of ten ogre workers who assist in the operations of the Everflame Forge under the leadership of Pyronax the Flameheart:

  1. Gromm the Stoker
    • Hit Points (HP): 59
    • Armor Class (AC): 13 (Natural armor)
  2. Krag Jawbreaker
    • Hit Points (HP): 65
    • Armor Class (AC): 14 (Natural armor, modified by coal eye)
  3. Lurra Bonegrinder
    • Hit Points (HP): 58
    • Armor Class (AC): 12 (Leather apron)
  4. Mokk the Layer
    • Hit Points (HP): 62
    • Armor Class (AC): 14 (Reinforced leather)
  5. Narg the Tinker
    • Hit Points (HP): 53
    • Armor Class (AC): 11 (Lighter protective gear)
  6. Thrumm Flintfinder
    • Hit Points (HP): 60
    • Armor Class (AC): 13 (Sturdy boots and gloves)
  7. Gobura the Smelter
    • Hit Points (HP): 64
    • Armor Class (AC): 15 (Thick, soot-covered hide)
  8. Vrok Ironfist
    • Hit Points (HP): 67
    • Armor Class (AC): 15 (Iron-bound gauntlets and boots)
  9. Jukka Barrelchest
    • Hit Points (HP): 63
    • Armor Class (AC): 13 (Sturdy harness)
  10. Zugg the Clinker
    • Hit Points (HP): 55
    • Armor Class (AC): 12 (Light protective clothing)

Weapons

For their roles within the forge, these ogres do not typically carry traditional weapons due to the nature of their work, focusing on their tasks that involve heavy labor and the manipulation of metal and fire. However, they can use tools from their environment as improvised weapons if necessary:

  • Gromm, Krag, Mokk, Lurra, and Vrok could wield large smithing hammers or metal rods, dealing 2d8 + their Strength modifier bludgeoning damage.
  • Narg and Thrumm might use smaller tools like tongs or picks, dealing 1d8 + their Strength modifier piercing or bludgeoning damage.
  • Gobura, Jukka, and Zugg could grab chunks of metal or slag, hurling them for 1d6 + their Strength modifier bludgeoning damage.


Description:
Griblik Gearmaster is the head of the goblin Tinkermasters, a group renowned for their expertise in crafting detailed mechanical devices. He is an elder goblin with decades of experience in mechanics and invention, his body marked with scars and burns from countless experiments and projects. Griblik is not only a master craftsman but also a shrewd leader who knows how to motivate his team of unruly goblins.

Armor Class (AC): 5 Griblik wears a custom-made suit of light armor, reinforced with metal scraps and parts from various mechanical devices, providing him not only protection but also numerous tools at his fingertips.

Hit Points (HP): 38 As a seasoned tinkerer, Griblik has survived numerous accidents and skirmishes, toughening him up beyond the typical constitution of his kind.

Weapons:

  • Multi-Tool Wrench: This is Griblik’s weapon of choice, which he uses both for crafting and combat. It functions as a magical weapon that Griblik has personally enhanced.
    • Attack: +6 to hit, reach 5 ft., one target.
    • Damage: 1d8 + 3 bludgeoning damage, and it can be used as a wrench, screwdriver, or hammer.
  • Pocket Blaster: A small, concealed firearm that shoots out bolts or small blasts of compressed air or steam, a testament to his ingenuity.

Goblin Forge Workers: The Tinkermasters

Overview: The Tinkermasters are a group of 15 goblins specialized in crafting detailed, mechanical items within the forge. Known for their skills across various mechanical disciplines, these goblins not only create but also maintain and operate sophisticated machinery and devices.

Individual Descriptions, Stats, and Roles:

  1. Grizzle Gearspinner:
    • Armor: Light leather apron
    • Hit Points (HP): 12
    • Weapon: Small hammer (Damage: 1d4 bludgeoning)
  2. Snik Sprocketwrench:
    • Armor: Patched work clothes
    • Hit Points (HP): 10
    • Weapon: Wrench (Damage: 1d4 bludgeoning)
  3. Tix Tinkerclink:
    • Armor: Light chain vest
    • Hit Points (HP): 14
    • Weapon: Pair of pliers (Damage: 1d4 piercing)
  4. Wrench Gutripper:
    • Armor: Studded leather vest
    • Hit Points (HP): 16
    • Weapon: Modified large screwdriver (Damage: 1d6 piercing)
  5. Pog Springsocket:
    • Armor: Greasy overalls
    • Hit Points (HP): 10
    • Weapon: Spring-loaded dart shooter (Damage: 1d4 piercing)
  6. Klub Clankbuster:
    • Armor: Heavy leather apron
    • Hit Points (HP): 18
    • Weapon: Large spanner (Damage: 1d6 bludgeoning)
  7. Flick Fusesnapper:
    • Armor: Fireproof coat
    • Hit Points (HP): 12
    • Weapon: Bomb (Damage: 2d6 fire, range 20 ft., must be crafted ahead of time)
  8. Nibble Nutturner:
    • Armor: Reinforced tunic
    • Hit Points (HP): 15
    • Weapon: Dual mini-hammers (Damage: 1d4 bludgeoning each)
  9. Zap Zipcoil:
    • Armor: Insulated robes
    • Hit Points (HP): 13
    • Weapon: Shock prod (Damage: 1d6 electric)
  10. Grit Geargrinder:
    • Armor: Hardened leather boots and gauntlets
    • Hit Points (HP): 17
    • Weapon: Grinding disc (Damage: 1d6 slashing)
  11. Tweak Twistscrew:
    • Armor: Flexible mesh armor
    • Hit Points (HP): 12
    • Weapon: Screwdriver lance (Damage: 1d4 piercing, reach 5 ft.)
  12. Boggle Boltfixer:
    • Armor: Padded armor
    • Hit Points (HP): 14
    • Weapon: Bolthrower (Damage: 1d6 piercing, range 30/60 ft.)
  13. Muddle Mendsprocket:
    • Armor: Oil-stained jacket
    • Hit Points (HP): 16
    • Weapon: Large adjustable wrench (Damage: 1d6 bludgeoning)
  14. Spark Spindlelimb:
    • Armor: Circuit-lined vest
    • Hit Points (HP): 11
    • Weapon: Arc wand (Damage: 1d6 electric)
  15. Ratchet Rustflipper:
    • Armor: Rusted metal pieces
    • Hit Points (HP): 15
    • Weapon: Metal shiv (Damage: 1d4 piercing)

Function and Environment: Each Tinkermaster is equipped to handle specific tasks within the forge, from delicate mechanical watches to robust combat machines. Their workspace is filled with all manner of tools and materials, organized chaos reigning as they move from one project to the next. Their gear and weapons, often self-made, are practical and reflect their roles within the forge.

Treasure:

The goblins have a collective treasure chest with 345 GP, 289 SP, 1,245 CP and ten diamonds worth 250 GP each.

FL2 – Fire Giant Diamond Mine

Overview: The fire giant diamond mine is located below the forge level, deep within the volcanic rock of the stronghold. It’s a labyrinth of tunnels and caverns where slaves toil day and night to extract precious diamonds under the harsh supervision of fire giant overseers. The mine is a vital resource that contributes to the giants’ wealth and helps fund their military ambitions.

Structure and Layout:

  • Main Tunnel Network: The mine consists of a vast network of tunnels and caverns, supported by wooden beams and reinforced with iron where needed. The main tunnel leads down to the extraction areas, where the diamonds are mined.
  • Extraction Areas: These areas are wider, with rough-hewn walls bearing the scars of pickaxes. Here, the slaves dig into the volcanic rock to uncover diamond veins.
  • Processing Chambers: Once diamonds are extracted, they are brought to central chambers where they are cleaned, sorted, and stored before being sent to the forge for cutting and refinement.
  • Guard Posts: Guard posts are strategically positioned throughout the mine, each staffed with fire giant guards to enforce discipline and prevent escapes.
  • Lighting: The tunnels are dimly lit by enchanted torches or glowing magma veins that run through the rock.

FL3 – Fire Giant Mine Overlord’s Office

Overview: The mine overlord’s office is a rugged yet imposing chamber located near the entrance of the diamond mine, where the overlord supervises mining operations. It reflects his authority and is designed to command respect and fear among the workers.

Structure and Layout:

  • Architecture: The office is carved directly into the volcanic rock, with reinforced stone walls and an arched ceiling that conveys a sense of strength. Glowing magma veins run through the rock, casting a dim red light across the chamber.
  • Entrance: A solid iron door, engraved with the overlord’s personal sigil, marks the entrance. A guard post outside ensures that only authorized individuals enter.

Interior Features:

  • Desk and Chair: The overlord’s desk is massive and carved from volcanic rock, set with iron fittings. It is positioned to overlook the chamber and the entrance, ensuring the overlord can always see who enters. A high-backed chair made of iron and leather provides support.
  • Chest of Diamonds: The chest containing the rough diamonds is kept securely beside the desk, within the overlord’s immediate reach. The chest is locked and trapped, ensuring that only the overlord can access it. The chest is booby trapped.
  • 50 rough diamonds value of 250 GP each.

Trap on the Chest of Diamonds

Overview: The chest of rough diamonds is secured with a trap designed to deter and punish unauthorized access. The mine overlord ensures that only those with the proper key or knowledge can open the chest safely. The trap incorporates both mechanical and magical elements to inflict severe damage on intruders. If the party does not check for traps who ever opens the chest will trigger both traps.

If they check for traps, hopefully a thief can deactivate the traps. A 50% chance of deactivating these traps.

Trap Design and Components:

  1. Mechanical Lock Trap: The main lock is fitted with spring-loaded blades that snap shut on any hand attempting to pick the lock or force it open. The blades are razor-sharp, capable of causing deep wounds. 10 HP of damage per hand.
  2. Magical Traps:
    • Fire Rune: A fire rune engraved on the inside of the chest emits a burst of flames when triggered, burning anyone within a 5-foot radius. 2-20 HP of fire damage.

Guards and Mine Overlord

  1. Fire Giant Guards: X 3
    • These guards are responsible for patrolling the diamond mine, ensuring the slaves remain productive and disciplined. They intimidate the captives with their immense size and lethal weapons.
    Guard Stats and Information:
    • Armor Class (AC): 4 (Chain mail)Hit Points (HP): 80 Weapons:
      • Whip: A barbed whip used to punish slaves and keep them in line.
        • Attack: +8 to hit, reach 10 ft. Damage: 1d6 + 4 slashing.
  2. Mine Overlord: Korgrim Ashmane
    • Korgrim Ashmane is the fire giant mine overlord, tasked with overseeing all mining operations. He’s known for his ruthless methods and takes pride in meeting quotas by any means necessary.
    Overlord Stats and Information:
    • Armor Class (AC): 3 (Plate armor)Hit Points (HP): 92
    • Weapons: A barbed whip used to punish slaves and keep them in line. Attack: +8 to hit, reach 10 ft. Damage: 1d6 + 4 slashing.

Guard Tactics:

  • Patrols: The guards move in pairs along the tunnels, ensuring that no group of slaves is left unmonitored.
  • Checkpoint Control: They maintain checkpoints at the processing chambers to verify each group’s productivity.

Overlord Tactics:

  • Overseer: Korgrim positions himself centrally to keep a watchful eye over the mine, ready to intervene personally or command his guards as necessary.
  • Punishments: He maintains a series of punishments, from whipping to forced labor, to instill obedience.

Slaves Used in the Mine:

  • Humans: x 20
    • Description: Humans form a significant portion of the slave workforce. They are forced to perform the most physically demanding tasks, such as hauling loads of extracted ore and maintaining mining equipment.
    • Armor Class (AC): 10 (Rags)
    • Hit Points (HP): 10-20
  • Dwarves: x 12
    • Description: Dwarves are prized for their natural mining abilities and craftsmanship. They are tasked with identifying valuable veins and overseeing the sorting and refinement of diamonds.
    • Armor Class (AC): 11 (Leather aprons)
    • Hit Points (HP): 20-30
  • Goblins: x 15
    • Description: Goblins are used for more dexterous work, like handling explosives or fitting into narrow crevices to search for diamond veins.
    • Armor Class (AC): 12 (Scraps)
    • Hit Points (HP): 8-12

Willingness of the Captives to Rebel Against the Fire Giants

The captives in the fire giants’ diamond mine include humans, dwarves, and goblins who endure brutal conditions and harsh treatment. While some accept their fate, others harbor resentment and are willing to rebel against their captors despite the risks. They would need to be armed.

If just someone can arise as a leader.

The Giant Modules:

G-1 The Hill Giants of Thunder Ridge

G-2 A Pact of Ice and Earth

T-1 The Path of Elements

G-3 A Throne of Embers

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