DMDave - Dungeons & Lairs 52 - Fire Giant Mine - Free Version
DMDave - Dungeons & Lairs 52 - Fire Giant Mine - Free Version
DMDave - Dungeons & Lairs 52 - Fire Giant Mine - Free Version
d6 Hazard
1 Rocks tumble from the ceiling. Each creature in a 10-foot square must make a DC 15 Dexterity saving
throw, taking 14 (4d6) bludgeoning damage on a failed save, or half as much on a successful one.
2 Poison fumes shoot out of the wall, ceiling, or floor in a 15-foot cone. Each creature in the cone must
succeed on a DC 15 Constitution saving throw or become poisoned for 1 minute. Creatures immune
or resistant to fire damage automatically pass their saving throw.
3 Fire erupts from the ground in a 10-foot-radius cylinder that’s 30 feet high. Each creature in the area
must make a DC 15 Dexterity saving throw, taking 14 (4d6) fire damage on a failed saving throw, or
half as much damage on a successful one.
4 A 20-foot-radius sphere of black smoke enters the chamber through the nearest exit. The sphere
spreads around corners, and its area is heavily obscured. It lasts for 1 minute or until a wind of moder-
ate or greater speed (at least 10 miles per hour) disperses it. A creature that starts its turn within the
cloud must make a DC 15 Constitution saving throw. On a failed saving throw, the creature begins to
cough violently and becomes incapacitated until the start of its next turn. Creatures immune or resis-
tant to fire damage automatically pass their saving throw.
5 An earthquake rocks the area. Each creature in the area must succeed on a DC 15 Strength saving
throw or fall prone.
6 The ground breaks away below a random character’s feet. The character must make a DC 15 Strength
or Dexterity saving throw. On a failed saving throw, the character falls into a 20-foot-deep pit and
takes 7 (2d6) bludgeoning damage from the fall.
2 - Lodes
Obsidian is the primary resource mined in the volca-
no. Throughout the inferno, multiple lodes offer the
mine’s downtrodden miners an opportunity to pull
its bounty from the surrounding crater.
Encounter: Miners and Masters. There are seven
lodes spread throughout the mine, all active. Each
lode has 2d4 miners (commoners) toiling in the
harsh black stone. Cruel overseers stand nearby,
eager to find a reason to oppress these workers.
Generate a new group of overseers for each cham-
ber marked as area 2, referencing the correct adven-
ture level on the table below.
Area 2 Encounters
Version Encounter
14th 1d3 salamanders
17th+ Available in the full version
Version Encounter
14th Xomir and 1 fire giant
17th+ Available in the full version
5 - Forge
The fire giants’ miners transport top-quality obsidian
ore here to the forges, where the mine’s azer smiths
convert the ore into new weapons and armor for the
damage, and resistance to piercing and fire damage.
fire giants.
Treasure: Obsidian Ore. Huge, flame-retardant
Encounter: Azer Smiths. Six azer smiths work
crates contain excess ore the fire giants sell to other
tirelessly to convert the obsidian into fire-giant-sized
fire giant clans. There are 8,200 gp worth of ore
greatswords, shields, and plate mail. The azers are
stored in the fourteen crates at the south end of this
loyal to the fire giants, but will not fight unless they
area (6a). Each crate weighs 500 lbs. A separate
feel threatened.
chamber at the north end (6b) keeps the absolute
6 - Storage best ore in ten locked iron chests. The locks on the
The fire giants keep the door to this chamber locked. chests are mechanically similar to those protect-
Trap: Tricky Bars. Iron bars divide this chamber ing the doors throughout the complex. Each one of
into two parts. The bars are wide enough apart these chests contains 10,000 gp worth of high-qual-
for a Medium or smaller creature to step through— ity obsidian ore. Each chest weighs 500 lbs.
however, they’re trapped. When a non-elemental 7 - Fortress Entrance
creature steps through the bars, the bars come alive
Both doors to the fortress proper are kept locked at
and attack, acting like constrictor snakes. The bars
all times by the fire giants. Colossal statues depict-
attack any non-elemental creature within 5 feet
ing fire giant heroes of yore flank these doors.
of them with a +10 to hit. On a hit, the target is
Encounter: Fortress Guardian. When any creature
restrained. So long as a target remains restrained by
other than a fire giant sets foot in this area, the two
the bars, it is suffocating and takes 21 (6d6) blud-
deadly spirits stored within the statues emerge.
geoning damage at the start of each of its turns.
Once fire giants themselves, these spirits first ques-
The bars can restrain up to three targets at a time. A
tion the purpose of those who hope to enter the
creature, including the target, can use its action to
fire giant’s fortress. If the characters can’t devise a
remove a target from the bars’ grasp, doing so with
good reason for their presence, the creatures attack.
a successful DC 18 Strength check. A 5-foot square
The two spirits use the fire giant wraith stat blocks
section of bars can be attacked; the square has AC
detailed in the appendix.
19, 100 hit points, immunity to poison and psychic