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DUNGEONS & LAIRS #52:

FIRE GIANT MINE


Fire Giant Mine is a Fifth Edition plug-in adven-
ture for four characters with an average party CREDITS
level (APL) of 14, 17, or 20. This document The following creators made this adventure
offers details for the 14th-level version. For the possible:
full adjustments for all level ranges, sign up for Writing and Design. DMDave
the DMDave Patreon. This document offers a Cartography. DMDave, Forgotten Adventures
general guideline on scaling the adventure for Artwork. Fat Goblin Games, Matias Lazaro,
each level. The characters must enter the site of Nacho Lazaro
a treacherous mine overseen by cruel fire gi-
ants. There’s only one catch—it’s in the heart of
an active volcano.

DUNGEONS & LAIRS #52 1


Adventure Hooks FIRE GIANT MINE
The table in the full version of the adventure offers Mount Oblivion is a terrible place. Jagged black rock
some ideas if you don’t have a reason for the char- decorates the walls of its angry, fire-spewing crater.
acters to investigate the fire giant mine. If you need Poison gas belches from myriad tunnels dotting the
to motivate the party with a monetary reward, their landscape encompassing it. Still, none of these haz-
patrons offer 500 gp per level of the adventure. ards are as diabolical as the fire giants that manage
an obsidian-collecting operation in the mine. The fire
RUNNING THE ADVENTURE giants use forced labor captured from the surround-
ing villages. These poor souls are made to carry
To run the adventure, you need the three Fifth heavy rocks in steel buckets along the edges of the
Edition core rulebooks. You can access a free basic violent lava pools found within the mountain. The
ruleset from the official source if you don’t have a average life expectancy for a worker is seven days.
copy. Those who don’t tumble into the lava, burn to death
from a burst of flame, suffocate from the fumes, or
Text that appears in a box like this is meant to perish from sheer exhaustion.
be read aloud or paraphrased for the players
when their characters first arrive at a location General Features
or under specific circumstances, as described Unless stated otherwise, all areas of the fire giant
in the text. mine have the following features in common.
Natural Caverns. The subterranean portion of the
When a creature’s name appears in bold type, hideout consists of natural stone floors, walls, and
that’s a visual cue pointing you to its stat block as ceilings, all carved from the dark rock and obsidian
a way of saying, “Hey, game master, make sure you of the volcano. These chambers and passages are
get this creature’s stat block ready—there’s going large enough to accommodate the fire giants that
to be an encounter!” If the stat block appears in the rule the mine, ranging from 20 to 30 feet high.
Appendix of this adventure, the text tells you so; Fortress. The fortress at the northeastern edge of
otherwise, you can find the stat block in the core the map also features chambers and corridors large
rulebook. enough to accommodate the fire giants. Ceilings in
Spells and non-magical equipment mentioned in these areas are 25 feet high.
the adventure are described in the core manual for Doors. Humongous iron doors bar entry into many
players. Magic items are described in the core man- of the mine’s locations. The fire giants may open
ual for game masters unless the adventure’s text these doors without any issue. However, Medium
directs you to an item’s description in the Appendix. or smaller creatures must make DC 15 Strength

2 FIRE GIANT MINE


checks to push the doors open. When these doors
are locked, they require a successful DC 15 Dexteri-
Reaching the Mine
ty check using proficiency in thieves’ tools to unlock While the mine itself is easy to find—it’s in the heart
or a successful DC 30 Strength (Athletics) check of an active volcano named Mount Oblivion—get-
to break open. Only the fire giants have the keys ting to it and inside is another matter. The terrain
to these doors. The iron doors have AC 19, 75 hit surrounding the volcano is nearly as deadly as the
points (damage threshold 10), immunity to poison volcano itself. Poison gas clouds, random fireballs,
and psychic damage, and resistance to fire damage. and streams of hot lava are just a few of the hazards
Illumination. Bright braziers and torches burn the characters must face.
throughout the whole complex. Have the characters perform a skill challenge. A
Coal Beds and Furnaces. Multiple coal beds and skill challenge simulates a task requiring more time
furnaces serve a variety of functions throughout the and effort than a single ability check. In its simplest
volcano. A creature that enters for the first time on form, the characters make a series of ability checks
a turn or ends its turn touching an area that contains to earn a required number of successes before
one of these hazards takes 10 (3d6) fire damage. accumulating a maximum number of failed checks—
Extreme Heat. Temperatures inside the volcano similar to how death saving throws work. This skill
range from 100 to 150 degrees Fahrenheit. A crea- challenge consists of the following elements:
ture exposed to the heat and without access to ▶ Goal and Context. Reach the main entrance of the
drinkable water must succeed on a Constitution sav- fire giant mine.
ing throw at the end of each hour or gain one level ▶ Difficulty. Primary skill checks related to this skill
of exhaustion. The DC is 5 for the first hour and challenge are made against DC 13. Secondary and
increases by 1 for each additional hour. Creatures repeat checks are made against DC 17.
wearing medium or heavy armor or who are clad ▶ Complexity. Complexity is the total number of
in heavy clothing have disadvantage on the saving successes needed versus the number of failures
throw. Creatures with resistance or immunity to fire to succeed on the check. To succeed in this skill
damage automatically succeed on the saving throw, challenge, the characters must gain four success-
as do creatures naturally adapted to hot climates. es before they suffer three failures.
Random Hazards. Mount Oblivion is nearly as ▶ Primary Checks. When the characters partake in a
terrible as the fire giants that live within it. Random skill challenge, they may commit any ability check
hazards happen frequently. Every 15 minutes the they like to the skill challenge. Certain ability
characters explore the mines, roll a d20. On a result checks, however, lend themselves better to a suc-
of 18 to 20, a random hazard occurs. Roll for a cessful outcome than others. These ability checks
hazard or choose an appropriate one from the table are primary checks and usually have a lower DC
below.
Random Hazards

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.

DUNGEONS & LAIRS #52 3


4 FIRE GIANT MINE
than their secondary checks. The primary checks
for this skill challenge are: Strength (Athletics),
Keyed Locations
Intelligence (Arcana), Intelligence (Nature), and The map on page 4 shows the position of the fol-
Wisdom (Survival). lowing detailed locations.
▶ Secondary Checks. Secondary checks represent 1 - Main Entrance
all the skills the characters may use to participate
A hole in the west side of Mount Oblivion offers
in a skill challenge that aren’t considered primary
access into the volcano’s heart. The passage winds
checks. The main reason for the disparity between
and curves for 100 feet before finally reaching a
primary and secondary is that primary checks are
pair of locked gates. The northernmost gate leads
a little more “obvious” in their function.
into the volcano proper (area 4), while the southern
▶ Other Conditions. If the characters make a suc-
gate leads down to the lodes. The characters should
cessful Intelligence (History) or Charisma (Per-
immediately feel the intense heat radiating from the
suasion) check related to this skill challenge, they
lava pools in area 4.
learn that there is a second entrance to the volca-
Encounter: Guardians. The fire giants use deadly
no, one through which the fire giants enter (see
guardians to protect the main entrance to the mine
area 9b). They may choose to enter the volcano
and prevent the miners from escaping. The nature
through this entrance.
of this encounter depends on the level of the adven-
▶ Consequences. If the characters suffer three ture, as shown in the table below.
failures before achieving four successes, they fail
the skill challenge and must spend another week Area 1 Encounters
looking for the caverns. Otherwise, they find the
entrance to the caverns (area 1) Version Encounter
14th 1 iron golem
17th+ Available in the full version

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

Treasure: Obsidian. While the best obsidian even-


tually makes its way to the forge (area 5) or to stor-
age (area 6), there is a chance that the characters
come across some in each of these active lodes. If
a character wants to search for valuable ore, they
must make an Intelligence (Investigation) check.
Characters with the Stonecunning feature make this
check with double their proficiency modifier. Refer-
ence the table below to determine what the charac-
ter finds. The characters may only make one check
per lode in a 24-hour period.

DUNGEONS & LAIRS #52 5


Area 2 Treasure Area 3 Encounters

Search Result Treasure Found Version Encounter


9 or less None 14th 2 salamanders
10–14 Uncut obsidian worth 100 gp per 17th+ Available in the full version
level of the adventure
15–19 Uncut obsidian worth 200 gp per 4 - Caldera
level of the adventure Here lies the heart of the volcano. A treacherous
20 or better Uncut obsidian worth 500 gp per pool of lava gathers at the center of the room, a
level of the adventure narrow stone bridge spanning it. Iron walkways offer
narrow passages for the fire giants’ laborers to deliv-
er buckets of obsidian ore to the forge and storage
3 - Miner Pens areas to the north.
The fire giants keep their humanoid workers in this Hazard: Lava. The lava at the center of this room
dark, uncomfortable room, stuffing them into iron is a deadly obstacle, serving as difficult terrain. A
pens. These poor souls are given meager scraps target that enters the lava for the first time on its
of food and water. Each cage contains 1d4 miners turn or starts its turn in the lava takes 45 (10d8) fire
(commoners). damage.
Encounter: Guards. While the heavy iron gates do Encounter: Bath Time. Unless encountered else-
an excellent job of keeping the miners from escap- where, the mine’s foreman, Xomir, uses the lava
ing, the fire giant station a guard here just in case. pool to relax. Xomir uses the fire giant stat block,
The nature of this guard depends on the level of the except with the following changes:
adventure, as shown in the table below. ▶ Xomir has 238 hit points.

6 FIRE GIANT MINE


▶ While bathing, Xomir isn’t wearing armor. His AC
is 9.
▶ Xomir does not have his greatsword. Instead,
replace his greatsword with a fist attack, which he
may use as part of his multiattack. His fist attack
is a melee weapon attack with a +11 to hit and
5-foot reach. On a hit, he deals 17 (3d6 + 7) blud-
geoning damage.
▶ Xomir may use his action to splash lava. Each
creature in a 15-foot square originating from Xomir
must make a DC 19 Dexterity saving throw. A tar-
get takes 45 (10d8) fire damage on a failed saving
throw, or half as much damage on a successful
one.
If Xomir’s hit points drop to 50% or fewer, he flees
through the gates back to his keep. If he survives,
he spends the next 10 minutes donning his armor;
see area 9 for his altered stat block.
Xomir isn’t alone in the caldera. The nature of the
guardians here depends on the level of the adven-
ture, as shown in the table below.
Area 4 Encounters

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

DUNGEONS & LAIRS #52 7


8 - Fire Giant Barracks
This large chamber boasts four huge coal beds upon
which the fire giants rest. There is a massive stone
chest at the foot of each bed. A table made from a
solid piece of black stone dominates the northeast-
ern corner of the room. The charred and shredded
remains of a war horse (and its unfortunate rider) lie
sprawled across the table. Barrel-sized cups filled
with strong red wine surround the dead beast. The
giants use the 15-foot-wide fireplace against the
eastern wall for cooking and additional warmth.
Treasure: Chests. All four chests are locked, using
the same mechanics as the iron doors throughout
the complex. Each chest holds a fire giant’s personal
belongings—trinkets made of durable iron or stone,
water canteens filled with briny, toxic liquid, and a
gem pouch containing rare gems. The total value of
the gems in a single pouch equals 100 gp times the
level of the adventure.
Secret Passage. There is a secret passageway
within the fireplace built to accommodate Medium
or smaller creatures. The fire giants aren’t aware of
this secret door—years ago, a group of miners built Finding the button requires a successful DC 20 In-
it with the fireplace, hoping to escape through the telligence (Investigation) check. A target has advan-
fortress. Although their plan failed (they met their tage on this check if they think to look 15 feet up on
fate in the pit trap in area 9), the door remains. the wall (where a giant would see it).
Finding the door from either side of the wall here
requires a successful DC 16 Wisdom (Perception) 10 - Xomir’s Quarters
check. Xomir keeps this chamber locked.
9 - Rear Entrance This huge, cylindrical room boasts a massive hot
coal bed, a stone desk, and a 30-foot-high statue
Both doors in this area are kept locked. depicting a fire giant warlord. Unless Xomir retreat-
The fire giants use the rear entrance to access the ed here to fetch his belongings, the statue holds a
fortress. The stairs (9b) that lead into the antecham- fire-giant-sized greatsword streaked with red obsid-
ber were built for the fire giants. Each step is 5 feet ian.
high. Encounter: Xomir’s Pet. Xomir keeps a red drake
Trap: Crushing Pit Trap. There is a 15-foot-wide named Gryrkreth here as his pet. The drake uses the
by 10-foot-long concealed trap door hidden in the young red dragon stat block, except her Intelligence
floor of the door that leads to the staircase. Spotting score is 2 (-4) and she can’t speak any languages.
this trap door requires a successful DC 15 Wisdom The beast despises any creature that isn’t Xomir,
(Perception) check. When a target weighing 50 and attacks without provocation.
pounds or more steps onto the trapdoor, it breaks If Xomir fled here after the encounter at the baths,
open, depositing the target into a 30-foot-deep pit. both he and Gryrkreth are prepared for battle. Xomir
The target takes 10 (3d6) bludgeoning damage from will use the fire giant’s stat block, except he has
the fall. Then, the door snaps back into place and 238 hit points and wields his greatsword, Tyrannus
the pit’s walls start to move towards each other. On (see below).
initiative count 5 of the next round, the walls touch, Treasure: Tyrannus and a Gem Pouch. The chest
crushing anything in the chamber. When this hap- at the foot of Xomir’s bed is similar to the ones
pens, a creature caught between the walls becomes found in area 8, except the gem pouch also contains
restrained. While restrained this way, a target takes three diamonds among the gems. Each of these dia-
55 (10d10) bludgeoning damage at the start of each monds is worth 2,500 gp.
of its turns. A creature in the pit can use its action The statue’s greatsword is Xomir’s personal
to pry the walls apart or stop them from moving weapon, Tyrannus. The magic sword functions like
with a successful DC 25 Strength check. Opening a Huge +3 greatsword. In addition to the damage
the trap door from inside the pit requires a success- dealt by the sword, a target must make a DC 15
ful DC 20 Strength check; from outside of the pit, Constitution saving throw. A creature takes 36
the DC becomes 15. (8d8) poison damage on a failed saving throw, or
There is a button hidden among the stones in the half as much damage on a successful one. This poi-
wall to the left of the door that operates the trap. son is magical in nature. Ω

8 FIRE GIANT MINE


APPENDIX

Fire Giant Wraith


Huge undead, lawful evil
Armor Class 12
Hit Points 218 (19d12 + 95)
Speed 0 ft., fly 60 ft. (hover)
STR DEX CON INT WIS CHA
6 (-2) 14 (+2) 20 (+5) 10 (+0) 14 (+2) 13 (+1)

Damage Resistances acid, cold, fire, lightning, thunder;


bludgeoning, piercing, and slashing not made with silvered
weapons
Damage Immunities necrotic, poison
Condition Immunities charmed, exhaustion, grappled, para-
lyzed, petrified, poisoned, prone, restrained
Senses darkvision 60 ft., passive Perception 12
Languages Giant
Challenge 10 (5,900 XP)
Incorporeal Movement. The wraith can move through other
creatures and objects as if they were difficult terrain. it takes
16 (3d10) force damage if it ends its turn inside and object.
Sunlight Sensitivity. While in sunlight, the wraith has dis-
advantage on attack rolls, as well as on Wisdom (Perception)
checks that rely on sight.
ACTIONS
Multiattack. The fire giant wraith makes two Life Drain
attacks.
Life Drain. Melee Weapon Attack: +6 to hit, reach 5 ft.,
one creature. Hit: 23 (6d6 + 2) necrotic damage. The target
must succeed on a DC 16 Constitution saving throw or its hit
point maximum is reduced by an amount equal to the damage
taken. This reduction lasts until the target finishes a long rest.
The target dies if this effect reduces its hit point maximum to
0.

DUNGEONS & LAIRS #52 9


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10 FIRE GIANT MINE

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