TEXT: Dungeon Module G4 
   
  Sanctum of the Stone Giant Lord 
   
  By RC Pinnell 
   
   
   
  Background: Leagues from the STEADING OF THE 
  HILL GIANT CHIEF (Module G1of that series) a secret 
  fortress carved out of the stone mountain known as 
  Traal-dir serves the clergy of the local stone giant clans. 
  With their presence required for two-weeks out of each 
  year, the place is filled with eerie silence as the giant 
  shaman fast and pray. For some reason, this time their 
  absence from their homeland has created unrest among 
  their peoples, causing moral to wane. As a result, 
  raiding parties from the clans have reached the outskirts 
  of the local nobles. Upon learning this, an attempt to 
  drive the giants back is organized while a small party of 
  elite adventurers is sent to the fortress of Traal-dir to find 
  out the reason for the attacks, and confront the giant 
  clergy. 
   
  CAUTION: Only strong and experienced characters 
  should venture into the Sanctum, with dwarf types being 
  strongly recommended.   
   
  Acknowledgements 
   
    This adventure module is designed to be  played with 
  the Advanced Dungeons and Dragons game system 
  created by Gary Gygax in 1977. It is not an official 
  product of the afore said and contains certain elements 
  that are solely  the contributions of the author. And since 
  several esteemed writers have created components that 
  are alluded to in the text, the author acknowledges with 
  gratitude the following persons: Gary Gygax, James M. 
  Ward, Robert J. Kuntz. 
   
  Notes for the Dungeon Master 
   
    This is a stand-alone adventure. It can be worked into 
  an existing campaign or series if desired, but such is not 
  required. This scenario includes giants, that--as such--
  should clearly indicate its toughness. Thus, it is not 
  beyond reason to allow a group of up to ten characters 
  to venture within, while groups fewer than six should not 
  attempt it regardless their levels.    
    Experienced players are a must for this adventure. 
  While novices could undertake it with the pre-rolled 
  characters provided, they would likely soon be 
  overwhelmed. Even with the suggested experience 
  levels of 10 to 14, expert players will find the scenario 
  challenging. 
   
    While the players have their characters enter the 
  sanctum the residents within are not in-stasis, waiting 
  patiently for the invaders to pounce upon them. Thus, 
  the locations of the giants will change as time passes; 
  this is indicated in the text with the original/primary 
  location stated, and secondary and other positions 
  described when certain amounts of time have elapsed. 
  For example, if a full alert has been signaled the giants 
  will move with haste directly to their defensive positions 
  mentioned. Thus, the party’s stealth, or lack thereof, will 
  certainly come into play regarding the giants’ reactions. 
   
  Giants’ gear and clothing 
   
    Contrary to past images and stories, the giants within 
  the sanctum do not go about their lives dressed simply 
  in animal loin-skins. Most males wear pantaloons of hide 
  made from giant elk, with vests from cave bear. While 
  females wear long dresses of cloth. The clergy is most 
  often robed, with their apparel made from the skins of 
  giant creatures and dragons. Females often wear bone 
  ear-studs and necklaces as jewelry. None, however, 
  wear any foot protection, for their affinity with stone and 
  the feel of it against their flesh is strong.  
    The giants carry some of their personal property in 
  large leather bags. These are not sacks, like one would 
  find among the Hill Giants, but shaped containers that 
  are supported by long leather or cord straps. When the 
  party comes across such, the DM should determine the 
  contents within using the following table; about 7-12 
  items should be found in each. 
   
   
   
   
  Dice roll 
   
  item in bag 
   
   
  01-03 axe head, stone (replacement) 
  04-17 boulders, small (1-4) 
  18-19 bowl and spoon, pewter 
  20-21 cheese, large hard cube (2’square) 
  22-25 comb/& bone hairpins for females 
  26-30 cup, stone 
  31-40 knife, skinning (short sword to players) 
  41-43 meat, shank of salted-pork 
  44-53 money, copper (100-600 pieces) 
  54-60 money, silver (70-120 pieces) 
  61-64 money, gold (12-48 pieces) 
  65-67 rope, 70’-180’ coil, very strong 
  68-89 small bag of salt 
  90-98 water-skin 
  99-00 animal teeth, no ivory value (1-10)  
   
   
   
   
  
  THE SANCTUM 
   
    Though the sanctum is carved out of solid rock the 
  walls, floors and ceilings are rubbed smooth, with the 
  floors being level, the walls straight, and ceilings vaulted 
  where indicated; two roughly hewn caverns and a tunnel 
  are the exception. And where one would expect any 
  noise generated within to become a booming echo of 
  alarm there is an eerie silence that hangs in the air, 
  stifling even the echo of hard-sole boots on the granite 
  floors. 
    The general height of the ceilings vary from room to 
  room, but all begin at the perimeter walls at 12’ from the 
  floor, and angle to as high an apex as 22’; 16’-18’ being 
  common in the smaller chambers. While large columns 
  and rafters help support the ceilings in #8 and 12, none 
  are required in the remaining rooms. 
    Walls are generally bare, though some sport hangings 
  of various types--animal skins, shields and other 
  trophies. Torch sconces are indicated on the map and 
  are fitted into the walls at about 6’ above the floor. These 
  allow a 2’-3’ torch to lean out at an angle, allowing the 
  flames enough space not to scorch the ceilings above. It 
  will be noticed upon observation that the smoke 
  generated from the devices drifts upward and does not 
  creep below torch level, indicating perhaps a venting 
  system in the ceilings. 
    Observation will also quickly reveal that fires will not 
  generally spread from one chamber to another, with the 
  exception of the chief shaman’s quarters (#32-34.) 
   
  Start: The party will be led by guides of elves and 
  rangers through the icy mountains to the location of 
  Traal-dir. At an elevation of 12,000 feet they should try to 
  spend a day or two acclimating to the environment. A 
  small cave is located just half a mile from the entrance 
  to the sanctum and is ideal for them to use as a base of 
  operations, and to which they can retreat if necessary. 
  During this time the guides will gladly scout the terrain 
  and provide the party with a good map of the area. This 
  will reveal a simple path winding its way up the mount 
  and into a gorge, ending at the entrance. The guides will 
  depart after two days, but will leave behind enough 
  provisions to support the group for a week. 
   
    The mountains here are snow and ice capped, and the 
  ravines are dotted with patches of the stuff. Tall conifer 
  pines sprout from the ground providing homes and 
  sustenance to the small birds and mammals that dwell 
  in and among them. Game is sparse, but obtainable if a 
  ranger is among the group. Ground cover is thin, giving 
  plenty of space for paths and tracks that criss-cross the 
  area. Wandering encounters between the cave and the 
  sanctum can occur if the DM wishes to provide such. If 
  that is the case, the following creatures/monsters should 
  be considered. 
   
  Die roll             TYPE 
   
   
  #ENC. 
  1-2 
   
  Bear, Cave 
   
  1-2 
   3 
   
  Dragon, adult red 
   1 
  4-5 
   
  Ettin 
   
   
  1-4 
   6 
   
  Giants, stone 
   
  1-8 
  7-8 
   
  Lion, spotted 
   
  2-8 
   9 
   
  Manticore 
   
  1-4 
  10 
   
  Peryton  
   
  2-8 
  11 
   
  Roc 
   
   
  1-2 
  12 
   
  Wolf, winter 
   
  2-8 
   
  An encounter may occur on the trip to or from the 
  sanctum, on a roll of 1 on a d6. The DM can, of course, 
  expand upon or  ignore this element of play. 
   
        
           KEY TO THE UPPER AREAS 
   
  Note: Wandering encounters within the sanctum do not 
  occur. When the players’ characters enter the fortress 
  the DM should already have established the “starting 
  location” of the residents as per the text. Keeping close 
  watch on time spent by the players/characters, the DM 
  might then have to move some of these creatures to 
  their next location, and so on, as time passes. Should an 
  encounter with any of these occur in-transit, the DM will 
  have to pull creature information from other locales. 
   
  Encounter Areas & Rooms 
   
  1 Entry hall   
    After entering the access cave the party will reach this 
  location about 120’ inside the tunnel. At 20’ wide the 
  walls here are smooth and worked; a ceiling 18’ above 
  the floor allows even the tallest character to hold aloft a 
  torch. About 35’ beyond appear to be a set of double-
  doors. (A) Each door is six foot across and twelve foot in 
  height. Made of hard white pine, each is comprised of 
  three, two-foot wide by twelve-foot tall planks, held in 
  place by large iron spikes driven through to two cross-
  beams on the interior side at the three and six foot mark. 
  Three large iron hinges attached to the outer planks 
  connect them to a frame of six by six inch stud-posts 
  that frame the portal. How the frame anchors into the 
  stone is not viewable, but large dowels have been set to 
  do so. A huge iron ring hangs from each door where the 
  two meet, at about seven feet above the floor, and are 
  two foot across. They are not locked, or trapped, and 
  require only a standard Open Doors attempt to breech 
  them. Beyond these doors a corridor twenty-foot wide 
  runs east to west for forty feet. At the west end is a 
  magic mouth (B). When visitors come within ten feet of it 
  the device will speak, saying in stone giant, “those who 
  seek entry must offer their heart.” This requires placing a 
  
  precious stone worth at least 1,000 gold pieces inside 
  the mouth, or pushing on the key-stone located beneath 
  the device to prevent arming the trap; the latter being 
  known to all stone giant shaman. All others must 
  perform a successful find/remove traps to locate the 
  keystone. If the proper donation is not placed, a trap-
  device will be armed located in a second pair of doors to 
  the north, identical to the first. If not diffused, these will 
  easily open, causing the portcullis gates at location C to 
  drop in two turns if the stopping mechanism at E is not 
  thrown in time. Three separate barred-gates will drop, 
  trapping within this long corridor the unsuspecting, or 
  barring them from entering. The bars are made of iron, 
  frequently rubbed and oiled to prevent rusting, four 
  inches thick and twenty-foot high, going from floor to 
  ceiling. Cross-bars appear at the three, six, nine and 
  twelve foot marks up the gates; each being flat, two 
  inches thick, four inches in width and ten-foot across. 
  The standard Bend-bars/Life-gates is necessary to raise 
  the gates 3’ at a time. 
   
  Persons between the doors at B and the southern gates 
  C can retreat easily enough. Should they investigate 
  their surroundings they might locate the secret door ($) 
  on the western wall (see map.) Those caught in the 
  southern section must avoid the pit-trap at D. This 
  device is also connected to the trap mechanism, and will 
  open up along the center joint of the two floor panels 
  after three turns, dropping anyone standing upon them 
  to the corridor (G) twenty feet below. Also, those caught 
  in this section are subject to attack via flying boulders 
  from guards located at area F. Anyone caught in the 
  northern section will be immediately attacked by the two 
  giant guards at F (HPS: 75-73.) These fellows have a 
  supply of six boulders each. If a search is made of this 
  section a standard search might reveal a second secret 
  door ($) just south of the alcove (see map.) There are 
  always two stone giant guards at location F. 
   
  2 Armory 
    This long narrow chamber is filled with giant-sized 
  weapons of war. Huge axes, clubs and mallets of stone 
  of six to ten feet in length hang along the walls in 
  brackets made to support them, while more stand on the 
  floor resting on their heads, their handles leaning against 
  the walls. From fifty to eighty of each type can be found, 
  along with piles of boulders stacked down the center of 
  the chamber; of these, approximately two hundred can 
  be counted. In the southwest corner a larger version of a 
  hammer can be found tucked behind several giant 
  clubs. If a detect magic spell is cast upon it the item will 
  respond to the affirmative. It is, in fact, a Hammer of 
  thunderbolts! 
   
   
   
  3 Armory 
    Similar to the other room across the hall, this chamber 
  is used to store a few clubs but is mostly filled with 
  boulders. Stacks, like those seen before, nearly cover 
  the floor of the room. If counted, approximately four 
  hundred stones (plus or minus 4d10)will be found here. 
   
  4 Guard Station 
    Six stone-giant males are on duty here when the 
  characters first enter the sanctum. (HPS: 74-72-70-68-
  66-64) They will rush to reinforce the two at area f if the 
  alarm is raised with half going through the secret tunnel 
  to the alcove, and half going north and around to block 
  the tunnel above the last/north portcullis at c. 
    The chamber has a large table and six chairs of giant 
  size for the occupants, where they sit and play games 
  during their watch. The table is covered with bones, 
  dice, cards and an assortment of snacks. 
   
  5/6 Crypt 
    This chamber, like the one to the south (6) can only be 
  reached via the secret corridors leading from 4, the 
  secret doors in the hall to the east near b and f, or from 
  the tunnel beneath the trap (d) g. A wide flight of stairs 
  leads down into the chamber, where the stone coffins of 
  former high clergy stand; one in each alcove. 
    The coffins are hollow rectangular boxes made of 
  stone, each being seven foot wide, fifteen foot long, and 
  four foot deep. A solid, one-piece lid covers the tomb of 
  the devoted deceased. Each is ornately carved with 
  designs and shapes symbolic of earth and stone. Too 
  heavy to be moved, even the lids weigh in at 1,000 
  pounds. 
    Inside the two in chamber 5 are the bone-remains of 
  once powerful giant clergy. Silk robes lay atop ash-like 
  dust, as hand and feet bones stick out from the sleeves 
  and bottom hem; the skull sitting upright near the top of 
  each enclosure. Geodes of various sizes, some split in-
  two, are scattered around inside the boxes. These may 
  be of great interest and value to a sage, fetching as 
  much as 5,000 GP for a single one. There are between 
  twelve to twenty-four in each coffin. 
    Though another two coffins are located in 6, only the 
  one in the east alcove is occupied by a corpse. This is 
  the body of the last and most recent high shaman to be 
  laid to rest. But, drained of fluids, it has petrified over the 
  decades it has lay here. And while the interior of the box 
  is nearly the same as those to the north, the one striking 
  difference is a pair of metal bands on the giant’s wrists. 
  Combined, these make up a set of Gauntlets of ogre-
  power. More decorative than anything else, they were a 
  prized possession of the fallen shaman, given to him 
  long ago; he never learned their true power. 
    The coffin in the west alcove is empty, reserved for the 
  next clergy leader to occupy when his time comes. 
   
  
    Note, attempting to move the lids will require a lift 
  gates check to slide the covers off; putting them back 
  will require the same, with only ½ the % chance of 
  success. 
   
  7 Secret Room 
    This chamber has been long forgotten and unused. 
  The current occupants, having not been told of its 
  existence by the previous stewards of the sanctum, are 
  completely unaware it is here. It will serve the party for a 
  short time, providing them someplace nearby that they 
  can quickly retreat to and hide if necessary. Care must 
  be taken not to leave any tell-tale trail or clues that might 
  lead their pursuers to the location. 
    In the southeast corner the mummified body of a dead 
  thief sits, enshrined as a symbol of those who have 
  entered the sanctum before, and never returned. His 
  weapons long rusted, his clothing, frayed and faded. All 
  that remains untouched by time, it appears, is a pair of 
  boots on his feet. If detected for magic they will indicate 
  that they are, being boots of elf-kind.  
   
  8 Outer Temple 
    The first real challenge to a party will be found here. A 
  wide corridor leads into this almost rectangular chamber 
  (see map; dotted lines indicate shape of lower floor, 
  while balcony above is shown with solid ones.) A large 
  raised platform and altar fill the shallow alcove along the 
  north wall, as a flight of stairs to the east and west lead 
  up to a balcony that overlooks the chamber. 
    A L5 stone-giant shaman (HPS:66) is conducting some 
  kind of silent-service at the altar, his back to the 
  entrance, while two L4 (HPS: 54-54), two L3 (HPS:46-
  46), two L2 (HPS: 42-42) and two L1 (HPS: 38-38) 
  clergy are in the balcony alcoves (one in each) deep in 
  prayer. The spells each has memorized can be chosen 
  from the list found in the appendices along with the table 
  for determining how many each possesses. The L5 
  shaman fights as a 12-13HD creature; the L3&4 as 10-
  11 HD creatures; the L1&2 as 9HD ones. 
    If surprised, the giant-shaman will simply attempt to 
  defend the temple and themselves, and raise the alarm 
  after 1-3 turns of melee. If an alarm has previously been 
  raised by the guards at f or 4 all of these shaman will 
  rush to the north end of the entry corridor and assist the 
  guards with spells, or repelling the invaders. If the party 
  has not reached this chamber in ten turns after entering 
  the sanctum, these creatures will move to area 11 for a 
  snack.  
    The altar itself is a huge, rectangular block of marble-
  stone. Atop it sit three enormous Geodes that each 
  glitter with embedded minerals and precious stones; the 
  first is covered with silver, the second, gold and the third 
  with platinum. At about fifteen inches in diameter each, 
  the stones contain enough raw gems and precious ore 
  to be worth 10,000 GP on the open market. Their value 
  to collectors, or sages, might be even more. But 
  weighing in at around 250 coins each (25 Lbs.) they are 
  not an easy-haul. 
   
  9 Inner Foyer 
    This thirty foot square chamber leads to several 
  prominent rooms in the sanctum: the kitchen/pantry 
  (10), the dining hall (11) and the Great Temple (12). A 
  single door leads to the first and last, while a set of 
  double-doors leads to the second noted (See map.) The 
  room itself is ordinary, with the east wall covered with 
  the entire skin & hide of a cave lion. There is a 25% 
  chance of encountering a single stone giant male inside 
  this chamber whenever the party enters--unless all have 
  been slain (HPS: 63). 
   
  10 Kitchen & Pantry 
    A large brick fireplace/oven is built into the northeast 
  corner of this room, where two large black iron pots 
  hang suspended by L-bars that swing in and out of it.. 
  The only furnishings is a preparation table ten foot long 
  and four wide pushed up against the east wall, and a  
  set of shelves in the northwest nook are filled with jars of 
  items unsavory to humans, dwarfs, gnomes, elves and 
  halflings. The pantry is beyond the single door to the 
  south of the fireplace. Inside this, shelves line the walls 
  as previously described, and barrels of cheese, meats, 
  beer, wine, and pickled vegetables. 
    When the party enters they will find four stone giant 
  females going about their duties (HPS:45-43-41-39.) If 
  surprised they will attempt to flee into the pantry, or into 
  the nook, calling for assistance from anyone in the 
  dining hall. If unable to do so, they will grab huge iron 
  skillets and rolling pins and defend themselves, 
  attacking as 8-9 HD monsters. They have no treasure! 
   
  11 Dining Hall  
    This large chamber contains two ten foot wide by 
  twenty foot long tables, with benches on each side of 
  both. Standing east to west with a ten foot space 
  between them, this leaves an unusual amount of room 
  for the party to move about. The tables are littered with 
  an assortment of clay bowls, plates and cups, and forks 
  and knives carved from bone; all being giant sized. The 
  chamber is likely to be empty unless the party takes a 
  long time getting here. If that is the case, the stone giant 
  clergy listed in area 8 is likely present.  
   
  12 The Great Temple 
    The largest chamber in the sanctum and, by far, the 
  most deadly for the party, this massive, irregular room 
  has walls that reach fifteen foot in height at the edges 
  and angle towards the ceiling reaching a dizzying range 
  of thirty feet. Six, ten-foot square stone columns rise 
  from the floor--four along the eastern section going from 
  north to south, and two going west through the mid 
  
  section--all the way to the ceiling, while six huge 
  buttresses in the western section rise along the north 
  and south walls to a height of twenty feet before arching 
  across the expanse, supporting the ceiling there (See 
  the dotted lines of map.) 
   
   
    The floor is comprised of ten-foot square stone tiles 
  secured by mortar, rubbed and polished smooth while 
  the walls, likewise treated, have been covered with a 
  tinted wash of pale blue. A few iron L-hooks are 
  attached at certain locations allowing lamps to be hung 
  from the walls to provide illumination (see map.) 
    A ten-foot section of the eastern wall provides a 
  shallow box-like effect where a collection of items hang 
  on display. Directly in the center of the wall is what 
  appears to be an enormous tapestry; in fact, it is a giant-
  size carpet of flying. (At 11’ wide by 14’ in length it is 
  capable of transporting 2 stone giants, or 9 man-sized 
  beings at a speed of 20”) The command word to activate 
  and control the item is weaved into it on the back side, in 
  stone giant, and reads “granites-expedia.” 
    More impressive still is the pair of gigantic mallets that 
  hang at an angle in front of the carpet, their long handles 
  crossing. Each is 6’ foot in length, from bottom of handle 
  to top of mallet, and weighs 100 pounds. Each requires 
  the wielder have a strength of 20, and be at least 8 foot 
  tall, weighing over 300 pounds. They are called The 
  Fists of Skoraeus, and each is equivalent to a +3 
  magic weapon, capable of doing 10-25/5-20 damage 
  upon its victims. If the wielder possesses both gauntlets 
  of ogre power and a girdle of giant strength (at least 20)-
  -and fulfills the physical requirement--he can use both 
  weapons in melee! Furthermore, any successful hit 
  landed on a target of 3 or more than needed will smash 
  and destroy any protective armor or shield that does not 
  make a Save versus Crushing Blow (the DM must 
  determine which items are struck first.) 
    At the west end of the chamber a semi-circular step 
  rises up to an elevated area. Two ten-foot square 
  alcoves lie beyond this in conjunction with seven others 
  in this section, with a ten-foot wall between them (see 
  map.) Atop this riser rests a block of stone that appears 
  as a huge, melted block of wax. It is, in fact, a 
  receptacle for the essence of the stone giant Lord to 
  possess should he make an appearance. Standing atop 
  the riser, also, when the party makes its ;/first 
  appearance, is the chief cleric of the stone-giant clergy. 
  A L7 shaman (HPS: 99), he is AC-6, does 3-18 points of 
  damage and fights as a 15 HD creature. His spells and 
  items are listed in the appendices that follow the text of 
  the adventure. In each alcove to the north and south is a 
  stone-giant cleric in deep prayer. Two L5 (HPS: 73-73) 
  in the south ones that attack as 13 HD, and three L2 
  (HPS: 47-47-47) in the north ones that attack as 10HD. 
  Their spells are also found in the appendices. If this 
  chamber has not been reached within 12 turns of the 
  party entering the sanctum the occupants will have 
  returned to their private quarters, going through the 
  secret door in the south wall (see map) then around and 
  up the corridor leading to areas 17-19; with the chief 
  going on through 20 and into the secret tunnel leading to 
  his quarters. 
   
   
   
   
    These creatures will fight to destroy any non-giants 
  who enter. They will assume that the intruders either 
  snuck by or defeated the sanctum’s outer guards and 
  
  traps, and after 3 turns one will try to flee and summon 
  help; going north to area 21 or south to 15 to return with 
  the occupants of those. If after 6 turns of combat they 
  have not succeeded in destroying, or at least repelling, 
  the invaders, the chief will attempt to commune with the 
  Lord, asking for assistance. If such succeeds, Skoraeus 
  will, indeed, make an appearance.    
    One would think a “Greater Temple” would be filled 
  with items, sacrifices, and furnishings related to a place 
  of worship. But, besides those hanging upon the east 
  wall, the place is bare of adornment. Stone is evident, 
  solid rock that is cool to the touch. And at times the hall 
  will take on an eerie feel, as if the stone ripples and 
  undulates, like the inside of a huge lung taking a breath. 
  For, at times it will seem almost…living. 
    For indeed the place is but an extension of the deity the 
  stone-giants come here to worship, and while the party 
  is within the chamber, certain of their spell-functions will 
  simply not work for them. Any spell that attempts to 
  disrupt or dislocate space, or allow the caster to travel 
  through space (such as dimension door, levitate, 
  teleport, word of recall) will fail while within the Great 
  Temple. And should the place be desecrated, the odd-
  shaped block upon the riser will begin to transform into 
  the shape of a stone giant. But it will be like no giant the 
  party has encountered before! 
    Should the chief-shaman feel the need to, and 
  successfully summon him, or the hall is desecrated by 
  the party, the stone-giant Lord will, himself, appear. 
  Known by legend as Skoraeus Stonebones, this being 
  is, in all likelihood, a party killer (HPS:300), fighting as a 
  16+ HD monster, and equal in ability to a L15 cleric and 
  L12 MU. All details concerning his spells, armor and 
  damage capabilities are located in the appendices. It 
  should be noted that Skoraeus will not attempt to utilize 
  the mallets on the east wall, and for a good reason: he 
  doesn’t need them! 
    Should the party defeat the giant clergy within, the 
  chamber will remain clear for at least three hours, and 
  as much as six. After that time it is 25% possible each 
  time it is entered that a stone giant male (HPS:63) will 
  enter while on his patrol. 
   
  13 Storage room 
    This vast chamber is filled with barrels and crates in 
  stacks ranging from two to five containers, along with 
  smaller boxes and chests scattered around the floor. 
  The vast majority of these contain sundry items of little 
  value to the party; the DM should determine the contents 
  based on the table, “Religious Articles and Furnishings,” 
  found in the DMG on p.218. While most will be of giant-
  size, some may be useable by humans and smaller 
  races, being the spoils of other groups who have 
  entered the sanctum in the past. A secret door can be 
  located in the southeast corner by standard means (see 
  map). 
  14 Eastern Cavern 
    A single (stuck) door gives access to this chamber. Its 
  shape is irregular and the walls rough, having barely 
  been chiseled out of the rock. The ceiling average is 20’ 
  with the walls at the perimeter varying from 9’ to 12’ 
  before arching upwards. The air is damp and cold and 
  the sound of trickling water can be heard echoing 
  through out. 
    The western half of the cavern has somewhat of a 
  sandy floor--about three inches--and the walls are lined 
  with huge barrels (about ninety) five foot in diameter at 
  their greatest girth, and standing six foot in height. 
  These are fashioned from wooden ribs, and are sealed 
  with lids. All are filled with crystal, pure water. 
    The eastern half appears to be the source of the water: 
  an underground spring has created a small pond here. 
  The depth varies from inches at the edge to four feet in 
  the center, thus making wading possible. Only, the water 
  is near freezing (about 35 degrees) and will quickly drain 
  anyone’s constitution if lingered in beyond one turn. The 
  DM should have characters roll their System Shock for 
  each turn spent in the water to see if they suffer any ill 
  effects; a draining of 1 point of CON per round once the 
  check fails, until the character leaves the pond and 
  begins measures to warm himself. 
    But another danger exists in the pond that is far more 
  threatening, for the pond is also the home of a Nymph 
  (HPS:22). And, while she may be approached by good 
  creatures should they call out ahead (10% chance), as 
  the party first enters the cavern, she will be in the 
  process of a bath. Should the party approach her while 
  in this state and see her, they must make a save versus 
  magic or be blind (permanent). If they reveal a wicked or 
  lustful behavior at all, she will quickly disrobe, and those 
  who fail their save will die! (The nymph’s spells are listed 
  after the text in the appendices.) 
    This might be avoided if the party contains a male with 
  an 18 charisma and is “good”, if she sees him first! The 
  potential for party-disintegration is very high for this 
  encounter, and the DM should reward players who keep 
  their heads while around the pond. 
    While the stone-giants do not disturb her habitat, taking 
  only water from the western edge of it to fill their barrels 
  daily, they are also not aware of the treasure she guards 
  at the bottom of the pool. A +5 Holy-Avenger long 
  sword lies in its scabbard in the center of the pond 
  under four foot of chilled water. (Optionally it is also an 
  Unusual Sword, with an Intelligence of 17. It can read 
  languages/maps of non-magical sorts, and magical 
  writings as well. It is Lawful Good. It has a Special 
  Purpose to kill magic-users, and to that end its Special-
  Purpose-Power is “cause insanity” within them for 1-4 
  rounds if their fail their saving throw. Its Primary Abilities 
  are: Detect Secret Doors in a ½” radius; and Detect 
  Invisible Objects in a 1” radius. And has an 
  Extraordinary Power to do a “Heal” 1 time/day. It speaks 
  
  the language of Lawful Good, Dwarf, Storm Giant and 
  Shedu, and is telepathic as well. Its Ego is 20, and its 
  Will-power is 37!)  
   
   
  15 Western Cavern 
    This enormous cavern is easily three times the size of 
  its smaller neighbor. Accessible via a single door in the 
  eastern wall and a long tunnel in the northwest section 
  of the chamber, the pungent smell of this place will 
  quickly be recognizable upon entry as a kind of kennel. 
    Twenty-four spotted lions (HPS:3x50-3x47-3x44-
  3x41-3x38-3x35-3x32-3x29) have free roam of this 
  cavern, pets of the sanctum clergy. Large piles of bones 
  and mummified remains of past meals stand scattered 
  through out the place, along with piles of matted straw 
  left for the beasts to sleep on. The smell of urine and 
  feces is so strong that after one turn inside the cave 
  remaining within requires a Save versus Turn to Stone, 
  or the victim becomes so ill as to begin involuntarily 
  retching, dizzy, and suffering from headache. Time 
  grants some benefit to the one who succeeds, with 
  further Saves each turn spent getting a cumulative +1 
  bonus, with those who failed receiving no further 
  attempts, and losing 1 point of strength per turn. Only by 
  leaving the chamber will ill-effects begin to reside, taking 
  1 hour to restore 1 point of lost strength. 
    The animals know of the tunnel to the north and the 
  secret door leading to it (see map) but do not linger 
  about it for lack of knowing how it works.  
    The place lacks any treasure per se, except for a ring 
  of elemental command--air. This is hidden in a pile of 
  lion dung (among the many) and will require at least six 
  full turns of searching. 
    If the door is left open the lions will casually begin to 
  leave the cavern after three turns, roaming about the 
  sanctum in small groups of 1-2/1-3/1-4. Should they 
  encounter humans or other small beings in the process 
  they will attack them immediately. 
   
  16 Vestry 
    This chamber is where the clergy don their most 
  religious paraphernalia--clothing, prayer beads (of 
  stone), and such. A small table against the north wall 
  holds candles and their receptacles, all to be used 
  during services, along with miters and other devices. 
  The angled southwest wall (see map) is dotted with 
  pegs of stone that protrude, upon which hang a variety 
  of special robes and belts. These items--of which the 
  party might collect from one to two dozen, do not have 
  much value on the “open market.” 
    Empty most of the time, if the party discovers this room 
  by bypassing and not alerting the guards, or the clergy in 
  area 12, there is a 5% chance that a stone giant male 
  (HPS:63) might wander in, possibly surprising them, or 
  itself. 
  17 Clergy’s-quarters, Adepts 
    This chamber is fairly cluttered, as six giant-size beds 
  fill most of the space. It is the private chambers for the 
  L2 shaman of the sanctum, and their individual sacks 
  can be found hanging from stone pegs beside the beds. 
  There are no chairs or tables present, but footlockers 
  can be located beneath each bed, containing normal 
  clothes and accessories designed for giants. None of 
  this is of much--if any--value to the party. 
    If much time has passed when the party reaches here 
  and they have not already dispatched those who occupy 
  the chamber, the adepts will have returned to this room 
  to prepare to retire for the day. 
   
  18 Clergy’s-quarters, Acolytes 
    This room serves the same purpose as that above, but 
  with seven beds, footlockers, and sacks intended for 
  use by the L1 acolytes. They will be at other locations 
  noted in the text when the party first enters the sanctum, 
  but, after 2-3 hours, if an all out alarm hasn’t drawn them 
  all to the source of the invasion, the low level shaman 
  will return here, to retire for the day. And as with the 
  room previously described, these shaman have no 
  personal wealth. 
   
  19 Clergy’s-quarters, Priests 
    Only five beds are located in this chamber. Each with 
  footlockers, and sacks hanging nearby, the room has a 
  bit more space to move about. The occupants, already 
  listed elsewhere, will likely return as the others, if no 
  general alarm has been sounded. Unlike the lower 
  ranked fellows beneath them, each has a small amount 
  of personal wealth accumulated. Each footlocker, then, 
  will yield 100-800 CP, 100-600 SP, 100-400 EP, 10-100 
  GP, if searched. 
   
  20 Hall of Silence 
    This chamber is odd for several reasons. First, the 
  shape is irregular; second, the ceiling over the east and 
  west sections is only seven-feet above the floor, causing 
  all of the giants in the sanctum to crouch severely, or 
  move about on their knees while in them, while the 
  ceiling running north to south from entrance to entrance 
  is a mere 13 feet (see map; dotted lines show the 
  divisions of the ceiling); and third, it is unnaturally quiet 
  within the chamber. This is due to the strange rock out 
  of which the chamber is dug. All sound is muffled here, 
  causing shouts to be whispers, whispers to be silence, 
  and so on. Thus, spells requiring a vocal component 
  cannot be cast within without the caster shouting at the 
  top of his or her lungs. 
    The east and west bumped-out alcove sections appear 
  to have stone symbols carved into the walls. These all 
  represent different geometric designs that hold some 
  meaning to the stone-giant clergy. They are too cryptic 
  for humans and others to decipher, but are not baneful. 
  
    When the party first enters the sanctum, three L1 
  acolytes will be here (HPS:43-43-43) and will remain for 
  three hours. If the party hasn’t reached here by then, or 
  an all out alarm sounded, drawing them to investigate, 
  they will retire to their quarters at area18. A list of their 
  spells is provided after the text in the appendices. They 
  do not have any treasure on them. 
   
  21-22 Guards-quarters 
    These large rectangular chambers contain ten bunks 
  each, though only six stone-giant males (HPS: 63-63-
  62-62-61-61) per room are present at the time the party 
  enters the sanctum. The beds ring-the-walls as the 
  center space open to allow swift passage in and out. 
  Stone pegs protrude from the walls beside each bunk at 
  about the 8’ level from which the giant hangs his bag. 
  The contents of the footlockers range from mundane 
  clothes, belts, buckles, combs, and so on, to the few 
  coins of wealth they have accumulated (the DM should 
  roll a d10x10 for CP, SP, EP, GP.) 
    If the alarm was previously sounded these fellows will 
  have gone to the location required. Otherwise, they are 
  simply resting here between their duties. (Note: any 
  guard encountered randomly, as in area 9 or 16, for 
  example, should be deducted from this roster.) 
    
  23 Females-quarters 
    This chamber houses the female cooks and cleaning 
  staff of the sanctum. There are eight bunks spread 
  through out, each with a footlocker beneath, and a bag 
  hanging from stone peg protruding from the wall by the 
  head of the bed. These contain mundane, sundry items 
  that can be rolled or chosen from the table Clothing 
  and Footwear in the DMG p.219. Either can contain a 
  small amount of coins (10-100 CP, 10-100 SP.) At 
  present two female stone-giants (HPS: 34-32) are here 
  when the party enters the sanctum; if the alarm is raised 
  they will attempt to flee down the stairs to the north to 
  the bunkers below. After four hours, if the party has not 
  reached this room, they will head to area 32 to resume 
  their duties of cleaning. 
    If caught by surprise, they will attempt to bully smaller 
  beings, running for aide only after being attacked. 
   
  24 Copy Room 
    The walls of this room are lined with shelves filled with 
  various sized bottles and jars of different colored liquids 
  and other items. A long, wide table fills the center going 
  from east to west, with benches on either side. Atop this 
  are stacks and rolls of paper, along with writing tools. It 
  is very much a copying room, and it is here the stone 
  giant clergy spend much time transcribing documents 
  and messages from the clan leaders; while the clergy 
  leader actually “pens” magic scrolls. (If the party spends 
  six turns searching among the various piles and rolls of 
  paper they will find three completed scrolls containing 1 
  to 3 1st to 3rd level cleric spells on each. The DM should 
  choose or randomly roll which these are.) 
    If the general alarm has not been sounded, the party 
  will find this area one of the more difficult to resolve, as it 
  will be occupied by five stone-giant shaman when they 
  arrive. A L6 (HPS:78) canon (who fights as a 13HD 
  creature) will be supervising a L3 (HPS:46) priest, a L2 
  (HPS:42) adept (who fights as an 11th HD creature), and 
  two L1 (HPS:38-38) acolytes. There are no weapons 
  within the room, but they will use chairs and anything 
  else at their disposal. (Spells for each are listed after the 
  text in the appendices.) 
    Though not cowards, they will try to seek assistance 
  from the guards at 21 or 22, after one turn of combat. 
  The leader wears a ring of spell storing that contains 
  the following spells: Cure serious wounds; remove 
  curse; slow poison; sanctuary, and will call upon any 
  of these to supplement his spell-use. 
   
  25 Storage room 
    The door to this chamber is stuck-shut, requiring the 
  party to roll a Bend Bars check rather than the standard 
  Open Doors. Once inside, the condition of the chamber 
  and its contents hint at why the door was so difficult. The 
  place is a mess of smashed or overturned barrels and 
  boxes, with their contents strewn through out. What 
  appears to be a stringy-spongy like material covering the 
  entire floor and walls is, in fact, a creature. Actually, it is 
  a colony, of yellow-mold (HPS:O), and will attack with 
  spore-clouds if molested, then with its combined psionic-
  ability if it detects such from another in the chamber. 
    Whatever items were once stored here have long 
  passed into decay and uselessness. The giants shun 
  this chamber since the colony appeared. Unfortunately 
  for them, they have overlooked a nice little treasure that 
  rests in the southeast corner, covered by the mold, a 
  Gem of Seeing. 
   
  26 Private quarters 
    A normal sized door leads to this, one of the two 
  smallest rooms in the sanctum (it and the other--#27.) It 
  is used by small beings who come to do business with 
  the giant clergy. Often it is a dignitary, an ambassador of 
  a local monarch, or the emissary of a guild or temple 
  who comes seeking audience. 
    The room contains a bunk, with a footlocker beneath, a 
  table and two chairs. The walls are bare and void of 
  decoration, but a throw rug from some type of animal 
  hide covers the center of the room. 
    Currently, this one will be empty when the party first 
  reaches it; the occupant being at area 32 awaiting a 
  conference with the clergy leader. Upon exploration, 
  they will find some papers in the table written in an 
  archaic language; an elf will recognize it as being 
  something only talked of by his own people; heard only 
  in legends and never seen by any living elf known. 
  
  Should some type of deciphering magic be used, the 
  writings will only give up some of their true meaning, 
  referring to the stone giants in terms of possible alliance. 
  There are instructions to the bearer to make any 
  promises necessary to lure the giant clergy into false 
  friendship. (Note: the language is, in fact, “drow,” and 
  the person using the room is just that: a drow-elf!) 
    Further investigation will reveal drow clothing and gear 
  in the footlocker, along with a spell-book, 300 GP, and a 
  Stone of controlling earth elementals that the drow 
  was instructed to give to the chief shaman as a token of 
  friendship. 
     
  27 Private quarters 
    Nearly identical to the previous chamber, but currently 
  occupied, as someone might be asleep in the bed. A 
  half-orc FTR-10/ASN-12, companion of the drow next 
  door, will be found here when the party arrives, either 
  asleep (45%) or awake (55%). Her name is Oogla-
  Orney. Her stats are: STR 18/75, I14, W13, D14, C17, 
  CH12. She has 69 hit points, and is CE. 
    If asleep when the party arrives there is a 10% 
  cumulative chance per turn she will awaken. If she does 
  not, she can be slain automatically in her sleep. If 
  awakened she will be unarmored and unprotected, yet 
  belligerent to no end. All her weapons will be beneath 
  the mattress, but unreachable if surrounded by the party. 
    If she hears them and awakens before they enter 
  (55%) she will grab her items and be prepared for the 
  intruders; only her companion knows the secret knock 
  between the two. She will attempt to turn invisible using 
  her ring of invisibility/inaudibility, and “assassinate” 
  the first who comes through the door if she gains the 
  element of “surprise.” She’ll have donned her bracers of 
  AC2, ring of quickness* (and the one already 
  mentioned,) her boots of elf-kind, cloak of protection 
  +3, and grabbed her +1 short-sword of sharpness. 
    *Her quickness ring allows her to double her normal 
  amount of attacks per round, and always win initiative. 
  Besides the items listed, she has traveling clothes and 
  gear in the footlocker, along with 250 SP, 100 GP and 
  20 PP. 
    If things start to go very badly against her, she will 
  attempt to flee and locate her companion to make their 
  escape.   
   
  28 The Library 
    This large chamber is lined with shelves along the walls 
  divided into sections like bookcases. But there are very 
  few tomes or scrolls to be seen, leaving the majority of 
  the space empty, and covered in dust. None of the 
  items, if investigated, will reveal their nature, for they are 
  penned in a language long forgotten in the world; not 
  “drow,” though. A sage will have to spend weeks 
  attempting to decipher them and, if successful, will only 
  be able to grasp a few of the warnings and descriptions 
  of a “sleeping demon” that lies dormant somewhere 
  deep beneath the surface of the world, put there by the 
  giant Lord and his assistants. And that if awakened, will 
  bring total destruction upon the land of the surface 
  dwellers. 
    But upon entering the chamber the party will have more 
  immediate concerns, for two L3 stone-giant clergy (HPS: 
  38-38, who fight as 11HD creatures) will be in the 
  process of organizing what materials there are. One will 
  move to engage intruders while the other will make for 
  the door in the northwest corner to get aide. 
    Other than the writings, and a rough, sketchy drawing 
  of a demonic form, there is nothing of value or interest in 
  the room. (Note: spells for these shaman are found after 
  the text in the appendices.) 
   
  29 Study 
    Somewhat similar to the previous chamber, this large 
  room is filled with tables and chairs of giant size that the 
  clergy use to sit and study the scrolls and documents 
  from the previous room. Mundane furnishings reveal 
  absolutely nothing of value here. 
    If they have not been summoned to go to #28 to assist 
  there, or answered a general alarm, three giant shaman 
  will be present as the party enters. One is a L6  cannon 
  (HPS: 86, who fights as a 13 HD creature) while the 
  other two are L4 curates (HPS:60-60, who fight as 11 
  HD creatures.) Note: their spells, also, are listed after 
  the text in the appendices. 
    They will do all they can to overcome intruders, but if 
  things turn against them, the leader will attempt to flee 
  north, then to area 34 to escape. 
   
  30 Clergy’s-quarters, Curates 
    A rectangular chamber with a single entry-door serves 
  as the sleeping chambers of the L4 shaman. Four 
  bunks, each with a footlocker beneath, fill the room with 
  enough space for a small table and two chairs. From 
  stone pegs on the wall beside each bed hang the giants’ 
  bags. The items are all mundane and sundry and can be 
  drawn from the appropriate tables in the DMG if desired. 
  If the footlockers are searched they will each yield: 10-
  100 CP, 10-60 SP, 10-40 EP, 1-10 GP. There is nothing 
  else of value in the chamber. 
    If more than six hours has elapsed before the party 
  reaches this location, they will find the four curates here 
  and asleep; assuming the giants have not been 
  previously slain. 
   
  31 Clergy’s-quarters, Perfects/Canons 
    Similar in size and shape to the previous chamber, this 
  one is the private chamber of the L5 and L6 shaman. 
  Since five bunks fill the room, there is little extra space, 
  thus, only three chairs are present. And like the room 
  described above, each bed has a footlocker and bag 
  near it. The footlockers will contain triple what is listed 
  
  above, with each having a 25% chance of having 1-6 
  potions the DM must determine by selecting or randomly 
  rolling. Everything else within the chamber is of 
  mundane nature. 
    As the shaman that occupy this room will likely be 
  encountered elsewhere, it is not likely the party will find 
  any giant present when they reach the chamber. Should 
  they have avoided earlier traps, ambushes, and an all-
  out resistance and somehow made their way here, in 
  such instances the L5 and L6 shaman noted elsewhere 
  will return to this chamber after 4 hours if not already 
  slain. 
   
  32-34 Chief Shaman’s quarters 
    This suite of three chambers is the exclusive residence 
  of the L7 stone-giant Lama in charge of the sanctum. 
  And while he will initially not be found in these locations, 
  should he see the invaders as a serious threat he will 
  attempt to eventually reach his residence and retrieve as 
  much treasure as possible before disappearing into the 
  tunnels beneath (via the stairs at l.) 
    Currently, in the outer chamber (32) is a figure waiting 
  to meet with the head shaman. This dark and sinister 
  character is Beryl Bloodstone, a female Drow magic-
  user 9/thief 14 (HPS: 53.) It is she who occupies the 
  guest room (#26) and, with her companion (at #27) is on 
  a mission to convince the stone giant clergy to throw in 
  with the Drow Queen. (Note: all technical information 
  regarding her spells is listed at the end of the text in the 
  appendices with her book.) Her stats are: STR 13, I18, 
  W13, D19, C16, CH17. She has a Magic Resistance of 
  78%, and is  AC -10 (base10 adjustment for weapons, 
  due to her high dexterity and magic items.) As a Drow 
  she can cast the following once per day each: dancing 
  lights, faerie fire, darkness, detect magic, know 
  alignment 
  and 
  levitate, 
  clairvoyance, 
  detect 
  lie, 
  suggestion and dispel magic. (For more Drow data 
  consult the Fiend Folio.) She is CN and has the following 
  which she may use as she wishes: boots of speed; 
  bracers of defense AC2; cloak of protection +5; 
  girdle of stone giant strength; ring of protection +5; 
  ring of free action; sword, short--defender +4. The 
  cloak and sword are of Drow origin, and will lose their 
  magic abilities if not returned to their place of origin 
  within 31-50 days. Since it has taken her a week to 
  reach the Sanctum, this only leaves 24 - 43 remaining. 
  The only “treasure” she has on her are her earrings 
  (worth 1500 GP each) and a necklace (worth 2500 GP.) 
  She is withholding a gift to the chief shaman (the stone 
  of controlling earth elementals) until she has met with 
  him and secured an commitment of some kind. 
    She is very irritated, having kept waiting a very long 
  time. If she is surprised by the party, she will attempt to 
  bluff her way “out-of-it,” suggesting that she is a spy, 
  sent by her people to check things out. If they attack her 
  she will attempt to go “invisible” (via spell) and flee. 
    The chamber is, oddly, plain and bare of ornament. A 
  large sofa stands against the east wall, and a table and 
  several chairs fill the western half of the room. 
   
   The sleeping chamber of the chief shaman is area 33. 
  A giant-sized bed in the southeast corner goes east to 
  west, while a huge desk stands against the east wall 
  blocking a secret door there (see map.) A chest of 
  drawers stands against the north wall with three 
  separate compartments. The furnishings and personal 
  clothes are standard fare--only giant sized--and can be 
  found in the appropriate lists of the DMG. If searched 
  the top drawer will contain a large, beautiful pearl of 
  wisdom, wrapped in a giant, silk kerchief; in the bottom 
  
  one, a leather girdle of storm giant strength. The 
  center one has a partial map that atop it reads: “Those 
  who summon me shall be rewarded.” 
    A passage-like room to the west leads to the treasure 
  chamber of the sanctum. A huge carpet hangs 
  suspended from the south wall on stone pegs. It is a rug 
  of smothering and, if molested, will react.  
   
    The last chamber (#34) is the true treasure room of the 
  sanctum. Entry, though, is difficult from the east door for 
  it has been sealed shut by powerful magic. A “Dispel 
  Magic” spell will remove the enchantment. The western 
  door opens freely, but enters what appears to be a 
  narrow, dead-end hall (see map.) Eighteen chests stand 
  within, stacked in threes, against the south and north 
  walls. In the southern chests are 20,000 SP each, while 
  in the northern ones, 10,000 EP each, while fastened to 
  the west wall are two items of interest: a large, two-
  handed sword of sharpness, and a heavy crossbow 
  of accuracy. That is all the treasure within the chamber. 
   
  Special features: Two sets of stairs going down and two 
  going up are visible on the map. The ones descending (i 
  and l) lead to a network of tunnels large enough for the 
  giants to utilize, but are so many and interconnecting 
  that, without a map, becoming lost is 90% likely. The 
  giant shaman are familiar with only a small section of 
  them, enough to follow the escape route that leads to 
  the surface a mile from the sanctum. The DM can 
  expand upon this if desired, or await the concluding 
  module which will include these. In contrast, the ones 
  going up (j and k) simply end where the map shows they 
  do. This is unfinished construction that is “on-hold” until 
  the next set of workers come to continue the project of 
  expanding the sanctum. The DM can, also, create his 
  own upper-works of the sanctum and stock it with those 
  things he wishes. None of the stairs need come into play 
  during this adventure. 
   
   
  THIS ENDS THE EXPEDITION TO THE SANCTUM 
   
   
  Designed & Written by RC Pinnell 
  Interior Illustrations by Rachel Drummond 
  Cover Art by Thorkhammer 
   
                      APPENDICES BEGINS 
   
  Nymph’s Spells (As a 7th level druid) 
   
  1st: Animal friendship; invisibility to animals; purify water; 
  speak with animals. 
  2nd: Charm person or mammal; Cure light wound. 
  3rd: Cure disease; stone shape. 
  4th: Control temperature 10’ radius. 
  The nymph can dimension door once per day at will. 
   
  STONE GIANT CLERGY ROSTER 
  Shaman 
  Attack as 
  Spells memorized 
  -level 
   
  HD monster 
  1st 2nd 3rd 4th (5th) 
  7th: 
   
  14-15 
   
  3     3     2      1       (1) 
  6th: 
   
  12-13 
   
  3     3     2      -         - 
  5th: 
   
  12-13 
   
  3     3     1      -         - 
  4th: 
   
  10-11 
   
  3     2     -       -         - 
  3rd: 
   
  10-11                              2      1     -       -         - 
  2nd: 
   
  8-9                                  2      -      -       -         - 
  1st: 
   
  8-9                                  1      -      -       -         - 
   
  SHAMAN SPELLS 
   
     First:  
   
   
  Second: 
  1. Cure light wounds* 
   
  Augury* 
  2. Detect evil/good* 
   
  Chant 
  3. Detect magic  
   
  Detect charm 
   
  4. Light  
   
   
  Resist fire* 
  5. Protection from good/evil* 
  Snake charm*  
  6. Resist fear 
   
   
  Speak with animals 
   
    Third:  
   
   
  Fourth: 
  1. Cure blindness* 
   
  Divination* 
  2. Cure disease  
   
  Exorcise 
  3. Dispel magic  
   
  Neutralize poison 
  4. Locate object  
   
  Tongues 
  5. Prayer* 
  6. Remove curse 
   
  (Fifth) 
   
   
   
   
  1. (Commune)* 
   
  1st through 6th level shaman should roll a d6 per spell-
  slot above to determine which spell is memorized. In 
  some cases duplication might occur. 
  * These spells are suggested for the chief shaman. Note 
  that the fifth level spell is not normally attainable by a 7th 
  level shaman, but the closeness of the deity to this 
  sanctum has resulted in a special “gift” of its use.  
   
   
  BERYL BLOODSTONE’S MEMORIZED SPELLS 
   
  1st: Comprehend languages; friends; identify; read 
  magic. (Dancing lights-Feather fall-Magic missile) 
  2nd:  Detect invisibility; invisibility; locate object. (Rope 
  trick-Stinking cloud-Web) 
  3rd:  Dispel magic; slow; suggestion. (Fireball-Haste) 
  4th:  Dimension door; polymorph other. (Wizard eye) 
  5th:  Feeble-mind. (Teleport) 
   
  Those spells italicized are also in her spell book. 
   
   
   
   
  
  STONE GIANT DEITY, Skoraeus Stonebones 
    Information regarding this being can be found in the 
  Deities & Demi-Gods manual. Gratitude for use of his 
  likeness and statistics goes to James M. Ward for 
  permission to include these. 
      
  SKORAEUS STONEBONES  “King of the Rock” 
  Lesser god 
   
  S:25 (+7/+14) I:19 W:20 D:19 C:25 CH:17 
  ARMOR CLASS:0 
  MOVE: 15” 
  HIT POINTS: 380 
  ALIGNMENT: Neutral 
  SIZE: L (30’ tall) 
  MAGIC RESISTANCE: 50% 
  CLERIC/DRUID: 15th level cleric 
  FIGHTER: As 16+ HD monster 
  MU/ILLUSIONIST: 12th level magic-user 
   
  While complete information for this being is provided in the 
  above mentioned text (p.108-09), the following spells are 
  recommended to fashion the deity to this scenario. The DM 
  can, or course, substitute any or all of the spells with those of 
  his own choice. 
   
  CLERIC SPELLS: 
  First: Cure light wounds x4; Detect magic; Protection from 
  evil/good; Resist cold x2; Sanctuary. 
  Second: Detect charm; Hold persons x2; Resist fire; Silence 
  15’ radius x2; Slow poison x2; Snake charm; Speak with 
  animals. 
  Third: Animate dead; Cure blindness; Dispel magic x2; 
  Locate object; Prayer; Remove curse; Speak with dead. 
  Fourth: Cure serious wounds x2; Detect lie; Neutralize 
  poison; Speak with plants; Sticks to snakes. 
  Fifth: Atonement; Cure critical wounds; Dispel evil; Flame 
  strike. 
  Sixth: Blade barrier; Heal. 
  MAGIC-USER SPELLS: 
  First: Charm person; Friends; Magic missile; Shocking grasp. 
  Second: Darkness 15’ radius; Detect invisibility; Levitate; 
  Web. 
  Third: Fire-ball; Lightning bolt; Slow; Suggestion. 
  Fourth: Confusion; Fear; Ice storm; Polymorph other. 
  Fifth: Conjure elemental; Cone of cold; Feeble mind; 
  Wall of force. 
  Sixth: “Flesh to stone” (reversed-spell) 
   
   
   
   
  PRE-ROLLED PARTY 
    These characters can be used by players who do not have 
  one of sufficient levels and items to participate. Spells must be 
  chosen or determined by the DM. 
   
  #1 Orlando Fitzmartin 
  Neutral Good Male Human Ranger, Level 11. S 17, D 15, C 
  18, I 14,W 15, CH 13. Move 12” AC 1 (0 with shield) HP 
  101. Chainmail +3, small shield, Two-handed sword +2, 
  Horseman’s Mace +2, Longbow, quiver with 20 arrows, 
  quiver with 12 arrows +1, Ring of Free Action, 2 Potions of 
  Fire Resistance, Potion of Extra-Healing, Potion of Speed. 
  Spell Use: 2 first level druid spells--player‘s choice; 2 first 
  level magic-user spells. 
   
  #2  Lord Bangor Mane 
  Lawful Neutral Male Human Fighter, Level 13. S 19 
  (18/56),D 16,C 17,I 15,W 13,CH 14, Move 12”, AC -5 
  (includes shield), HP 76. Bandedmail +3, Large Shield +3, 
  Longsword +2, dagger, short bow +2, quiver with 20 arrows, 
  quiver with 20 silver tipped arrows, morning star, Girdle of 
  Giant Strength (hill), Periapt of Wound Closure, Potion of 
  Growth, 2 Potions of Extra-Healing, Potion of Invulnerability, 
  Scroll of Protection from Petrification. 
   
  #3  Thualgrym the Mysterious 
  Chaotic Good Male Human Illusionist, Level 14. S 13,D 18,C 
  16,I 17,W 14,CH 15, Move 12”, AC 0, HP 47. Staff of 
  Striking (20 charges), Dagger +1, Ring of Mammal Control, 
  Bracers of Defense AC 5, Nolzurs Marvelous Pigments (2 
  pots), Cloak of Protection +1, Potion of Healing, 2 Potions of 
  Clairvoyance, Scroll of 3 spells (1 Continual Light and 2 
  Invisibility 10’ radius). Spell Use: 5 first level spells; 5 second 
  level spells; 4 third level spells; 3 fourth level spells; 2 fifth 
  level spells; 2 sixth level spells; and 1 seventh level spell. 
   
  #4  Maraudda Doull, Master (Mistress) of the East Wind 
  Lawful Neutral Female Human Monk Level 12. S 18,D 16,C 
  15,I 14,W 17,CH 13, Move 26”, AC 1, HP 49.Bec-De-Corbin 
  +2, Light Crossbow +1, case with 20 bolts, Ring of Water 
  Walking, Cloak of Elvenkind.. Monk Abilitites: A, B, C, D, E, 
  F, G, H, I, J. Open handed Combat: #AT: 5/2; Dmg: 4-
  16.Thief Skills: OL 82%, F/RT 75%, MS 94%, HS 77%, HN 
  35%, CW 99.2% 
   
   
  #5  Sir Arandell of Longbridge 
  Lawful Good Male Human 11th LevelPaladin. HP: 105 AC: -
  2. Str: 16 Int: 15 Wis: 16 Dex: 14 Con: 17 Chr: 18. +2 Plate 
  Mail, +2 Shield, +2 two handed sword, +1 Longsword. Potion 
  of Flying,Gauntlets of Ogre Power,Ring of Fire Resistance, 
  Ring of Water Walking,Silver Dagger. Spells: 2 first and 1 
  second level clerical.  
    
  #6 Briana Rowan 
  Neutral Female Human 10th Level Druid HP: 64 AC:2. Str: 
  13 Int: 14 Wis: 17 Dex: 16 Con: 14 Chr: 16.+2 Leather 
  Armour, +2 Spear,Potions of Extra Healing, Levitation, Ring 
  of +1 Protection, Ring of Mammal Control (4charges),Periapt 
  of Health, Bag of beans,Wooden Shield, Scimitar, Sling and 
  
  pouch of 20 bullets. Spells: 7 first level; 4 second level; 3 
  third level; 3 fourth level; 2 fifth level. 
    
   #7 Kerlian Anthar 
  Chaotic Good Male Elfin 9th Magic user/ 6th Fighter HP: 50 
  AC: 0 . Str: 17 Int: 17 Wis: 14 Dex: 16 Con: 15 Chr: 14. +2 
  Chainmail, +2 Longsword, Javelin of Lightning, Potions of 
  Clairaudience, Healing, Invulnerability , Rope of Climbing, 
  Shield, Helmet, Dagger, Short bow and Quiver of 24arrows (5 
  are silver arrows). Spells: 4 first level; 3 second level; 3 third 
  level; 2 fourth level; 1 fifth level.  
    
  #8 Bishop Raithlan the Devout 
  Lawful Good Male Human 13th Level Cleric HP: 76 AC: -1. 
  Str: 14 Int: 13 Wis: 18 Dex: 15 Con: 15 Chr: 14. +2 Plate 
  mail, +2 Mace,Potions of Extra Healing, ESP, Staff of 
  Striking (21 charges),Incense of Meditation, Necklace of 
  Prayer Beads : Bead of Curing, Bead of Atonement, Shield, 
  Helmet, Silver Holy Symbol,Scroll of Cure Critical Wounds, 
  Raise Dead. Spells: 8 first level; 8 second level; 7 third level; 
  5 fourth level; 2 fifth level; 1 sixth level. 
     
  #9 Arhanna Clevadhul 
  Neutral Female Elfin 8th Magic user/ 8th Thief HP: 42 AC: 2. 
  Str: 13 Int: 17 Wis: 14 Dex: 18 Con: 15 Cha: 13. +2 Leather 
  Armour, +1 Dagger (+3vs Large), +1 Longsword, +2 Sling of 
  Seeking,Potions of Fire Resistance and 2 x Extra Healing 
  Ring of Invisibility, Ring of Feather Fall, Dagger, Pouch of 20 
  bullets. PP: 65 OL: 47 FRT: 50% MS: 60% HIS: 53% HN: 
  30% CW: 94% RL 35%. Spells: 4 first level; 3 second level; 3 
  third level; 2 fourth level.   
   
  Pre-rolled characters provided by: 
  Icemaiden and Cwslyclgh 
   
   
   
   
   
   
   
   
   
  Final Thoughts 
   
    The idea of doing a module that presented stone giants as the 
  central focus has been a laborious love affair with me for 
  many years. From the moment I purchased and first opened 
  my G1: Steading of the Hill Giant Chief, from reading the 
  chilling descriptions in the G2: Glacial Rift of the Frost Giant 
  Jarl, to the last, entrapping lines in the G3: Hall of the Fire 
  Giant King, I was fascinated --no, possessed-- with designing 
  such an adventure of my own.   
    The product you are now reading is the culmination of many 
  hours, days, weeks, and years, of that effort. If it has 
  entertained you, even in the slightest, it will have succeeded in 
  its goal.  
    But I cannot conclude this project without referring to the 
  person whom has inspired, not just me, but generations of 
  fantasy role-playing gamers. So I leave you with this-- 
   
   
   
   
   
   
   
   
   
   
   
   
             IN MEMORY OF GARY 
   
                       For the Spirit Calls 
   
  The smell of flame, the ring of steel, the clashing of the shield, 
  the overwhelming foe appears and fails to make us yield. 
   
  Though talons gouge us all about, as blood escapes our veins, 
  we tarry not to meet our fate, regardless of the pains. 
   
  The bearded chin, the pointed ear, the fuzzy-furry feet,  
  rush to our side with singing blade with eagerness to meet, 
  the scaly beast that threatens all, and so we must defeat. 
   
  Into this land we thrust ourselves, for treasure, love, and fame, 
  and for the feeling deep inside that drives us all to game, 
  and all the while we don't forget The One behind the name. 
   
  Beyond the skies up overhead, amongst the lofty stars, 
  The One can look down with content, upon this world of ours. 
   
  And when our final battle stops, our journey doesn't end, 
  we gather up our courage, and we start it all again.  
     
   
   
   
   
   
   
   
   
   
    
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Party/1st Edition/GSeries/G4, redo.pdf