TEXT: 1
  a Question 
  of Ethics
  A short adventure for four 
  12th-level player characters
  CREDITS
  Design: 
  Monte Cook
  Editing and Typesetting: 
  Sue Weinlein Cook 
  Editorial Assistance: 
  Penny Williams 
  Cartography: 
  Rob Lazzaretti
  Web Production: 
  Julia Martin
  Web Development:
  Mark A. Jindra
  Graphic Design: 
  Sean Glenn, Cynthia Fliege
  Based on the original DUNGEONS & DRAGONS® game by E.
  Gary Gygax and Dave Arneson and on the new edition of the
  DUNGEONS & DRAGONS game designed by Jonathan Tweet,
  Monte Cook, Skip Williams, Rich Baker, and Peter Adkison.
  D&D, DUNGEONS & DRAGONS, MONSTER MANUAL, and DUNGEON
  MASTER are registered trademarks owned by Wizards of the
  Coast, Inc. The d20 logo is a trademark owned by Wizards
  of the Coast, Inc. All Wizards characters, character names,
  and the distinctive likenesses thereof are trademarks owned by
  Wizards of the Coast, Inc.
  This material is protected under the copyright laws of the United States
  of America. Any reproduction or unauthorized use of the material or art-
  work contained herein is prohibited without the express written 
  permission of Wizards of the Coast, Inc.
  ©2002 Wizards of the Coast, Inc. All rights reserved. Made in the U.S.A.
  This product is a work of fiction. Any similarity to actual people, 
  organizations, places, or events is purely coincidental.
  This Wizards of the Coast game product contains no Open Game
  Content. No portion of this work may be reproduced in any form
  without written permission. To learn more about the Open Gaming
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  www.wizards.com/d20. 
  Not all conflicts are straightforward. Not all deci-
  sions are easy. Two forces are at odds in this adventure,
  and neither is clearly good nor clearly evil. The player
  characters (PCs) must decide for themselves whom to
  aid—or not to aid.
  PREPARATION
  You, the Dungeon Master (DM), need a copy of the
  Player’s Handbook, the DUNGEON MASTER’s Guide, and the
  MONSTER MANUAL® to use this adventure.
  Text that appears in shaded boxes is player informa-
  tion, which you may read aloud or paraphrase when
  appropriate. Unshaded boxes contain important infor-
  mation for you, including special instructions. Monster
  and nonplayer character (NPC) statistics are provided
  with each encounter in abbreviated form or, where
  appropriate, the text references the proper page in the
  MONSTER MANUAL.
  A Question of Ethics uses a modified version of
  the Dungeon 1 map from the February 7, 2002, 
  Map-a-Week feature on the D&D website. It is
  available for you to download at this url:
  <http://www.wizards.com/dnd/images/mapofweek
  /Dungeon1_sw2a_72.jpg>. The modified map is
  reprinted here for your convenience.
  DMs should place this adventure in their own cam-
  paigns wherever appropriate. The best place would be
  in a town near some hills. 
  BACKGROUND
  Six months ago, an adventuring group that calls itself
  the Company of the Shining Stone learned of an
  aged wizard’s tomb that lay in the rocky foothills of a
  prominent mountain range, and sought to plunder it.
  What they were not counting on was that a band of
  stone giants would move into the immediate area to
  make their lair. The giants have rebuffed the com-
  pany’s attempts at getting past them and to their
  goal.
  Now is the time of the annual fair in Adurath, a
  small town located not far from the tomb, and thus, the
  giants. The giants have no interest in the town or the
  tomb, but are instead interested in a rare mineral found
  only in that region. A few of the townsfolk have seen
  the giants, but there has been no confrontation other
  than between the giants and the Company of the Shin-
  ing Stone.
  
  2
  CHARACTER HOOKS
  Use one of the following hooks to get the player char-
  acters involved in the adventure:
  • The player characters have come to Adurath for the
  fair. A wizard or sorcerer character may even want
  to participate in the Arcane Challenge (see below).
  • After the Company of the Shining Stone convinces
  her that they are a real threat, Mayor Vesta Lictor
  contacts the player characters to deal with them.
  • The player characters hear about the spread of the
  plague of red ribbons (see below) and come to help.
  RUNNING THE
  ADVENTURE
  This adventure can take many forms. Some player
  characters might choose to help the Company of the
  Shining Stone fight the stone giants. Some might
  assist the giants against the adventurers. Still others
  might want to help resolve the conflict. Some player
  characters won’t want to get involved in the issue—
  but still might be interested in the outcome or in the
  uncovered tomb of the wizard, Harseth the Neverlost.
  The material provided here includes the tools
  necessary for the Dungeon Master to handle the con-
  tingencies most likely to crop up in the scenario. 
  How it actually turns out is up to the players!
  THE FAIR OF ADURATH
  The fair draws hundreds of visitors to Adurath. Thouslo
  and his warriors try to keep a sharp eye out for
  trouble—pickpockets, and the like. For the most part,
  the fair is simply three days of fun and food for all con-
  cerned. 
  The fair boasts a small zoo of exotic animals and
  beasts, like crocodiles, peacocks, and gazelles. There’s
  even a stirge, a small monstrous spider, and a giant
  praying mantis. The central area of the fairgrounds
  boasts a wooden stage from which the mayor makes
  longwinded speeches, where actors put on plays, and
  officials hold various eating, singing, cooking, fighting,
  and dancing contests. There are also races of all sorts,
  and contests of skill and strength throughout the fair.
  While the archery competition is fierce, and the tro-
  phies offered in the fencing contests are highly sought,
  the most famous is the Arcane Challenge. (The DM
  should feel free to get non-mages involved in other
  contests.)
  Adurath burgeons with newcomers and locals
  filling the streets and the fairgrounds just north
  of town. Vendors sell colorful wooden toys and
  cloth streamers on sticks for children. Adults
  walk about with applewood roasted turkey drum-
  sticks and oversized flagons of watery ale. Iced
  pears, candied apples, grilled vegetables and
  spiced beef on skewers, and small bags of heated
  chestnuts and endover seeds are all available for
  just a few coppers. Craftspeople from goldsmiths
  to glassblowers, tailors to coopers, cobblers to cal-
  ligraphers display their wares in booths, from
  carts, or simply as they wander through the
  crowd. Minstrels, dancers, and gaudily dressed
  buffoons cavort and entertain the crowd, collect-
  ing a few coins for their talents.
  Most exciting, however, is the heavily pro-
  moted Arcane Challenge, where wizards and sor-
  cerers test their magical skills in various contests
  to show both power and finesse. Everyone waits
  eagerly for it to start.
  Town Statistics
  c Adurath (small town):
  Conventional
  (mayor); AL LG; 800 gp limit; Assets 56,800 gp;
  Population 1,440; Mixed (1,170 humans, 136
  halflings, 68 elves, 39 dwarves, 18 gnomes,
  5 half-orcs, 4 half-elves).
  Authority Figures: Vesta Lictor, human
  Com9. Vesta is the mayor of the town. 
  Thouslo the Six-Fingered, human War6.
  Thouslo, the chief constable in Adurath, has
  about six full-time warriors working for him to
  keep the peace and maintain safety. As many as
  100 warriors and commoners are ready to heed a
  call of emergency.
  Important Characters: Yelladin Nyst, human
  Clr5. Yelladin is a cleric of Pelor. Most people in
  Adurath respect him enough that his words carry
  a great deal of weight. 
  Stallis Silvereyes, elf Wiz9. As a wizard,
  Stallis sells potions and a few other magic items
  in town to earn her living.
  Turat Hollow, dwarf Exp5. Turat is the local
  blacksmith.
  Norris Testament, human Com4. The
  Knight’s Parlor is the nicest inn in town. Norris
  owns the inn and tends bar. He employs five
  others to help with meals and upkeep.
  Others: War1 (92); Clr2 (5); Clr1 (5); Drd4
  (1); Drd1 (2); Exp2 (53); Exp1 (98); Ftr3 (1); Ftr2
  (3); Ftr1 (6); Rog2 (10); Rog1 (29); Rgr1 (3);
  Com2 (131); Com1 (995). 
  
  3
  The Arcane Challenge
  The Arcane Challenge has been held here for at least 20
  years, and has become wildly popular among the atten-
  dees. The challenge, held on the first day of their fair,
  consists of three rounds. Each is based primarily on
  speed, although the three observing judges have the
  power to award discretionary bonus points for style and
  finesse. Magic items are allowed, but rarely earn points
  for style. No one may to cast spells on or in any way
  affect the other contestants or their actions. Anyone
  seen doing so is immediately disqualified and fined 100
  gp for the town coffers.
  In the first round, each contestant must destroy a
  huge boulder rolled down from the hills. Each boulder
  measures 12 feet across. 
  In the second round, a peacock feather is placed
  atop a 100-foot-tall wooden tower erected just for the
  fair.  The tower is just wide enough for one person to
  stand atop it. The winner of this round is the contestant
  to retrieve the feather and bring it to a judge first.
  The third round consists of a metal needle hidden
  within a haystack. All the contestants have their own
  haystack and needle to find. The first contestant to find
  his or her needle wins the round. 
  Each round is worth 10 points for first place, 6
  points for second place, and 2 points for third place,
  although round two has only a first place (only one
  contestant can get the feather). Up to 3 points per
  round might be awarded for style.
  The prize is a special magical trophy statuette of a
  wizard that is animated (as a Tiny object) to move as if
  casting a spell, and a fully charged wand of detect magic.
  The Contestants
  The Arcane Challenge has drawn two powerful mages
  in addition to the local Stallis Silvereyes. Stallis hopes
  to blast the boulder with lightning bolts in round one
  (her weakest event), use a teleport spell in round two
  (levitating down from the tower after she has the
  feather), and in round three hopes to find the needle
  with her secret weapon: a rod of metal and mineral detec-
  tion.
  Evran the Master Enchanter, a 10th-level human
  wizard, plans to deal with round one by summoning
  thoqquas to destroy the stone. He plans to use a fly spell
  to reach the top of the tower in round two, and a gust of
  wind to help with round three.
  Vanorunca is a 12th-level gnomish sorcerer. She will
  use a pair of disintegrate spells in round one, a fly spell in
  round two, and a locate object spell in round three. (As a
  side note, Vanorunca is a descendant of Harseth the Nev-
  erlost, and would not like it at all if she learned that
  anyone had found his tomb and planned to plunder it.)
  Running the Contest
  If the PCs get involved in the Arcane Challenge, each
  round is held one hour apart. Roll initiative for each
  wizard or sorcerer involved (Stallis has a +1 bonus,
  Evran a +2 bonus, and Vanorunca has a +6 bonus). The
  NPCs cast the spells listed above. The PC(s) can cast
  whatever spells or use whatever items he or she desires.
  If there is no PC influence in the contest, Vanorunca
  wins.
  The Company of the Shining
  Stone at the Fair
  Two members of the company, Verrek and Murt, use
  the fair as a forum in which to spread worrisome
  rumors regarding the dangers that the stone giants
  pose to the community. “A whole warband of dangerous
  giants, seeking to pillage the town and steal all the valu-
  ables, allowed to live so close? The town’s heroes should
  band together and attack these monsters before they
  slaughter innocents and steal livestock.”
  Gistrontal, the group’s wizard, does not get involved
  in the Arcane Challenge. Instead, he uses his reputa-
  tion and influence to be selected as one of the event’s
  three judges, along with Yelladin Nyst and Mayor Vesta
  Lictor. He uses this position as a pulpit to warn influen-
  tial people in town about the threat of the giants.
  Taragana, the company’s rogue, is no mere pick-
  pocket. She does not use her skills to steal from com-
  moners. On the other hand, she is less motivated than
  her fellows to do anything at the fair other than enjoy
  herself. For example, she participates in the archery
  competition.
  The Plague of Red Ribbons
  The fair’s second day is marred by dire news. Herders
  from the plains to the south come into town bearing
  tales of a terrible sickness spreading through their
  region. Known as the plague of red ribbons, this horri-
  ble disease literally inflicts terrible wounds from the
  inside out, gaining its name from the bloody rents it
  rips in the victim’s body. The disease normally takes
  only a few days to kill even the hardiest of souls.
  The disease has an incubation period of only one
  day. It spreads through contact with the corpses or the
  blood of the infected. The Fortitude DC for the disease
  
  4
  is 25, and it inflicts 1d6 points of temporary Constitu-
  tion damage each day.
  Yelladin Nyst, cleric of Pelor, makes sure these
  herders don’t carry the plague with them. Even as he
  deals with that task, word spreads that sheep in herds as
  close as 10 miles from the town are afflicted. The PCs
  can go help with cure disease spells, if they like. If they
  do, they are that much more likely to spot the Com-
  pany of the Shining Stone carrying out their plan (Spot
  check, DC 15); see “The Quandary”.
  THE COMPANY OF THE
  SHINING STONE (EL 13)
  Known throughout the nearby regions as a capable
  and stalwart band of adventurers and treasure-finders,
  the Company of the Shining Stone possesses great
  power as well as experience in working together. They
  are not evil, but they are ruthless when it comes to
  achieving the goals they have made for themselves.
  The company’s name comes from the continual flame
  stones that each of them carries, made by Gistrontal.
  k Verrek: Male half-orc Bbn9; CR 9; Medium-size
  humanoid; HD 9d12+9; hp 67; Init +1; Spd 40 ft.; AC 15,
  touch 11, flat-footed 15; Atk +15/+10 melee (1d12+8
  plus 1d6 cold/19–20/x3, +1 frost greataxe); SQ Dark-
  vision 60 ft., fast movement, rage 3/day, uncanny
  dodge; AL N; SV Fort +7, Ref +4, Will +5; Str 21, Dex 12,
  Con 13, Int 9, Wis 14, Cha 8.
  Skills and Feats: Craft (leatherworking) +11,
  Heal +4, Intimidate +3, Listen +4, Ride (horse) +11,
  Spot +4, Swim +11; Alertness, Cleave, Improved Criti-
  cal (greataxe), Power Attack.
  Rage: The following changes to the above statistics
  are in effect while Verrek rages: HD 9d12+27; hp 85;
  AC 13, touch 9, flat-footed 13; Atk +17/+12 melee
  (1d12+11 plus 1d6 cold/19–20/x3, +1 frost greataxe);
  SV Fort +9, Will +7; Str 25, Con 17; Swim +13. He may
  voluntarily end the rage prematurely. After raging, Verrek
  is fatigued (–2 Strength, –2 Dexterity, can’t charge or run)
  for the duration of that encounter. He can fly into a rage
  only once per encounter and only three times per day.
  Entering a rage takes no time by itself, but the barbarian
  can do it only during his action, not in response to some-
  one else’s action. His rage lasts for 6 rounds.
  Possessions: +1 frost greataxe, +1 studded leather
  armor, periapt of health, potions of neutralize poison and cure
  serious wounds, 11 gp. 
  k Murt: Male dwarf Ftr9; CR 9; Medium-size
  humanoid; HD 9d10+27; hp 76; Init +0; Spd 15 ft.;
  AC 23, touch 10, flat-footed 23; Atk +14/+9 melee
  (1d8+6/17–20, +1 longsword), or +9 ranged (1d10/19–20,
  heavy crossbow); SQ Dwarf traits; AL N; SV Fort +9,
  Ref +3, Will +4; Str 17, Dex 11, Con 16, Int 14,
  Wis 12, Cha 8.
  Skills and Feats: Climb +8, Craft (metalworking) +4,
  Craft (stoneworking) +15, Listen +3, Ride (horse) +12,
  Spot +4, Use Rope +6; Alertness, Cleave, Endurance,
  Improved Critical (longsword), Point Blank Shot,
  Power Attack, Precise Shot, Weapon Focus (longsword),
  Weapon Specialization (longsword).
  Dwarf Traits: Murt has a +1 racial bonus on attack
  rolls against orcs and goblinoids, a +2 racial bonus on
  saves against spells and spell-like abilities, a +2 racial
  bonus on Fortitude saves against all poisons, and a +4
  dodge bonus against giants. He has darkvision (60-foot
  range) and stonecunning (+2 racial bonus on checks to
  notice unusual stonework; can make a check for
  unusual stonework as though actively searching when
  within 10 ft. and can use the Search skill to find stone-
  work traps as a rogue can; intuit depth). Murt also has a
  +2 racial bonus on Appraise checks and Craft or Profes-
  sion checks related to stone or metal (these bonuses are
  already figured into the statistics above).
  Possessions:
  Heavy crossbow, 20 bolts, +1
  longsword, +1 plate armor, +2 large steel shield, rope of climb-
  ing, potions of aid and lesser restoration, 49 gp.
  k Gistrontal: Male elf Wiz9; CR 9; Medium-size
  humanoid; HD 9d4+9; hp 34; Init +2; Spd 30 ft.; AC 12,
  touch 12, flat-footed 10; Atk +5 melee (1d6+1, quarter-
  staff); SQ Elf traits; AL LN; SV Fort +7, Ref +6, Will +5;
  Str 13, Dex 14, Con 13, Int 19, Wis 7, Cha 14.  
  Skills and Feats: Alchemy +14, Bluff +3, Concentra-
  tion +12, Escape Artist +4, Hide +5, Listen +0, Perform
  +8, Scry +14, Search +6, Spellcraft +15, Spot +0; Craft
  Wand, Craft Wondrous Item, Empower Spell, Great
  Fortitude, Scribe Scroll, Spell Focus (Enchantment).
  Elf Traits: Gistrontal is immune to magic sleep
  spells and effects, and he has a +2 racial bonus on saves
  against enchantment spells or effects. As an elf, he has
  low-light vision (can see twice as far as a human in low-
  light conditions). He is entitled to a Search check when
  within 5 feet of a secret or concealed door as though
  actively looking for it. Gistronal is proficient with the
  composite longbow, composite shortbow, longbow,
  longsword, and rapier, and he has a +2 racial bonus on
  Listen, Spot, and Search checks (already figured into
  the statistics given above).
  Spells Prepared (4/5/5/4/3/1; save DC 14 + spell
  level, or 16 + spell level for Enchantment spells): 0—
  
  5
  daze, detect magic, flare, mage hand; 1st—charm person (2),
  magic missile (2), shield; 2nd—blur, cat’s grace, invisibility,
  mirror image, see invisibility; 3rd—dispel magic, fireball,
  haste, suggestion; 4th—confusion, minor globe of invulnera-
  bility, polymorph other; 5th—empowered lightning bolt. 
  Spellbook: 0—arcane mark, dancing lights, daze, detect
  magic, detect poison, disrupt undead, flare, ghost sound, light,
  mage hand, mending, open/close, prestidigitation, ray of frost,
  read magic, resistance; 1st—burning hands, charm person,
  feather fall, identify, mage armor, magic missile, shield, sleep,
  true strike, unseen servant; 2nd—blur, cat’s grace, invisibility,
  levitate, Melf ’s acid arrow, mirror image, scare, see invisibility,
  web; 3rd—dispel magic, fireball, fly, haste, lightning bolt,
  nondetection, phantom steed, suggestion, summon monster
  III; 4th—confusion, Evard’s black tentacles, minor globe of
  invulnerability, polymorph other, polymorph self; 5th—cone
  of cold, dominate person, hold monster, passwall.
  Possessions: Wand of summon monster III (14
  charges), wand of mage armor (25 charges), cloak of resist-
  ance +1, pearl of power (2nd-level spell), potion of cure light
  wounds, scroll of invisibility, cone of cold, scroll of fly, quar-
  terstaff, gold ring with tiger eye worth 400 gp, 546 gp. 
  k Taragana: Female halfling Rog9; CR 9; Small
  humanoid; HD 9d6+9; hp 46; Init +3; Spd 20 ft.; AC 17,
  touch 14, flat-footed 17; Atk +9/+4 melee
  (1d4+1/19–20, masterwork dagger), or +13/+8 ranged
  (1d6+2/x3, +1 mighty composite shortbow [+1 Str bonus]
  with masterwork arrows); SA Sneak attack +5d6;
  SQ Evasion, halfling traits, traps, uncanny dodge (Dex
  bonus to AC, can’t be flanked); AL N; SV Fort +5, Ref +10,
  Will +6; Str 13, Dex 17, Con 13, Int 10, Wis 14, Cha 12. 
  Skills and Feats: Bluff +11, Climb +15, Diplomacy +10,
  Escape Artist +8, Gather Information +9, Hide +7,
  Intimidate +12, Intuit Direction +10, Jump +3, Listen
  +4, Move Silently +17, Open Lock +14, Perform +10,
  Use Magic Device +6; Dodge, Point Blank Shot, Rapid
  Shot, Weapon Focus (composite shortbow).
  Evasion (Ex): If exposed to any effect that normally
  allows a character to attempt a Reflex saving throw for
  half damage, Taragana takes no damage with a success-
  ful saving throw.
  Halfling Traits: Targana has a +2 morale bonus on
  saving throws against fear, a +1 racial bonus on all
  saving throws, a +1 racial attack bonus with a thrown
  weapon, and a +2 racial bonus on Climb, Jump, Listen,
  and Move Silently checks (already figured into the sta-
  tistics given above).
  Possessions: +1 mighty composite shortbow (+1 Str
  bonus), +1 leather armor, deck of illusions, 20 masterwork
  arrows, masterwork dagger, 60 gp.
  Tactics
  Whenever they are in a dangerous situation, Gistrontal
  has mage armor, cat’s grace, and probably shield cast, giving
  him AC 25 and a +1 bonus to Reflex saves and Dexterity
  skills. The first spell he casts in combat is haste (thus
  making him AC 29), followed probably by mirror image.
  He acts very defensively. Murt and Verrek, however,
  both charge quickly into battle. Taragana prefers to make
  ranged attacks with her bow. She also uses her deck of illu-
  sions to confuse and surprise, allowing her to move into a
  place where she can make sneak attacks.
  The Quandary
  The Company of the Shining Stone wants to inflict the
  plague upon the stone giants. Even with their impressive
  fortitude, more giants than not will fall victim to this dis-
  ease, weakening many and perhaps even killing a few. 
  The player characters can discover this when they
  notice (Spot, DC 15) Gistrontal and Murt speaking
  with the herders from the south. If the PCs pay any
  attention to this at all, they see Murt and Verrek head
  off to the south on horseback (Murt on a pony). They
  are hunting for an infected sheep. Verrek, wearing his
  periapt of health, grabs one of the diseased animals, kills
  it if it is not already dead, and puts it in a watertight
  leather bag that they hope will contain the infection (it
  is not foolproof—within a day, Verrek’s horse comes
  down with the disease). They aren’t actually stealing the
  sheep, as the herders have said they are happy to be rid
  of the infected creatures.
  The company does nothing to endanger the people
  of Adurath. They keep the diseased sheep far from the
  town, planning to sneak it into the stone giant camp
  that very night, then return to get checked out by local
  clerics to make sure they are free of disease.
  If the PCs attempt to intervene, the Company of the
  Shining Stone does not react with immediate violence,
  instead attempting to reason with the group to get
  them to see their point of view. At first, they give no
  mention of the wizard’s tomb, instead speaking of the
  danger the giants pose. Only when that does not work
  do they offer the PCs a cut in the treasure within the
  tomb once the giants are out of the way.
  The company brooks no delay, however, for they are
  (justifiably) very afraid of the disease and having the
  infected sheep near them or the town. A misstep by
  anyone involved could risk spreading the plague. If
  forced to, the Company of the Shining Stone uses force
  to deal with those who might interfere.
  
  6
  Negotiating with the Company
  The members of the Company of the Shining Stone
  assume that the PCs will take their side against the
  giants. They willingly, gratefully accept help against the
  giants, and will turn away from the plague plan if the
  PCs volunteer to help slay and drive off the giants
  through more conventional means. They only reluc-
  tantly tell the PCs about the tomb, if they believe that is
  the only way they’ll get at it—that is, if the PCs seem
  intent on stopping them from killing the giants.
  Verrek is quick to anger and the first to resort to vio-
  lence. Taragana is the least sold on the plan to wipe out
  the giants and the most likely to agree with the PCs if
  they attempt to stop the Company of the Shining
  Stone. However, she will not betray her friends and
  defends them with her life if they come under attack.
  Murt and Gistrontal might listen to reason if the PCs
  offer a viable, well-spoken alternative solution (Diplo-
  macy check, DC 20). The key here is that the PCs need
  to suggest an alternative plan.
  The DM should keep in mind that the members of
  the company do indeed believe the giants pose a real
  danger to the town and that reasoning with them is out
  of the question. The Company of the Shining Stone has
  been very influenced by a bad encounter with a stone
  giant in a dungeon a few years ago.
  THE GIANTS (EL 15)
  Originally from deep within the nearby mountains, a
  band of stone giants has come to the region seeking a
  rare mineral. Amar, the stone giant elder, recently
  learned from his dying father (the previous elder) that a
  secret formation of tintibulium lies in the hills near the
  human village of Adurath. 
  Tintibulium possesses the unique property of full
  immunity to sonic energy. That means that not only
  can it be made into items immune to sonics, but it also
  can be used to make soundproof walls and containers.
  It is worth twice as much as its weight in gold, and is
  much rarer.
  The giants have set up camp—purely by coinci-
  dence—near the entrance to the tomb of Harseth the
  Neverlost. They roam the hills from there, seeking the
  mineral, but so far have found nothing.
  Each stone giant has a huge greatclub, 1d6+3 throw-
  ing rocks, and a bag as described in the MONSTER
  MANUAL, page 99, as well as 1d10+100 gp. Two have
  potions of cure moderate wounds, three have potions of
  endurance, two have potions of cure light wounds, and one
  has a potion of see invisibility.
  Two young stone giants accompany the others. They
  have the statistics of ogres with an additional +2 natural
  armor bonus to their Armor Class.
  d Young Stone Giants (2): hp 29, 33; see MONSTER
  MANUAL, page 44
  d Stone Giants (8): hp 98, 110, 115, 120, 124, 135, 141,
  153; see MONSTER MANUAL, page 98.
  d Amar: Male stone giant elder Sor3; CR 11; Large
  giant (Earth); HD 14d8+56, 3d4+12; hp 138; Init +1;
  Spd 40 ft.; AC 21, touch 10, flat-footed 20;
  Atk +17/+12/+7 melee (2d6+10, Huge greatclub), or
  +12 ranged (1d6+7, rock); Face/Reach 5 ft. by 5 ft./10
  ft.; SA rock throwing, spell-like abilities; SQ Darkvision
  60 ft., rock catching; AL LN; SV Fort +14, Ref +6, Will +8;
  Str 24, Dex 13, Con 19, Int 14, Wis 13, Cha 15. 
  Skills and Feats: Climb +9, Concentration +7, Hide +5,
  Jump +10, Profession (guide) +4, Scry +6, Spellcraft +6,
  Spot +4; Brew Potion, Combat Reflexes, Point Blank
  Shot, Power Attack, Precise Shot.
  Rock Throwing (Ex): Amar receives a +1 racial
  bonus on attack rolls when throwing rocks (already fig-
  ured into the statistics above). He can hurl rocks weigh-
  ing from 40 to 50 pounds each (Small objects) up to 5
  range increments (180-foot range increment). 
  Spell-like Abilities: 1/day—stone shape, stone tell,
  and either transmute rock to mud or transmute mud to rock.
  Caster level 10th; save DC 12 + spell level.
  Rock Catching (Ex): Amar can catch Small,
  Medium-size, or Large rocks (or projectiles of similar
  shape). Once per round, when he would normally be hit
  by a rock, he can make a Reflex save with a +4 racial
  bonus to catch it instead. The DC is 15 for a Small rock,
  20 for a Medium-size rock, and 25 for a Large rock. If the
  projectile has a magical bonus on attack rolls, the DC
  increases by that amount. Amar must be ready for and
  aware of the attack.
  Sorcerer Spells Known (6/6; save DC 12 + spell
  level): 0—ghost sound, light, mage hand, prestidigitation, ray
  of frost; 1st—grease, magic missile, shield. 
  Possessions: Wand of bull’s strength (22 charges),
  potion of cure serious wounds, Huge greatclub, seven
  throwing rocks, 145 gp.
  Spells Known (6/6): 0—ghost sound, light, mage hand,
  prestidigitation, ray of frost; 1st—grease, magic missile, shield.  
  
  7
  Spell-like Abilities: As a 10th-level sorcerer.
  1/day—stone shape, stone tell, and either transmute rock to
  mud or transmute mud to rock.
  Tactics
  In a fight, the giants are quick to defend themselves.
  They attack any possible threat, rather than risking
  being fooled. Most of them fight with straightforward
  tactics—about half charge within reach and batter
  their enemies, while the other half hurls stones. With
  advance warning, Amar casts bull’s strength on as many
  giants as he can. He casts shield on himself and then
  joins his comrades in melee.
  The Giants’ Camp
  About 6 miles from Adurath the giants have estab-
  lished a semi-permanent camp from which to make
  their exploratory forays into the surrounding hills,
  looking for a formation of tintibulium. They have a
  single large, hide tent in which Amar sleeps and they
  store their food, water and a few other basic supplies,
  including digging tools. The rest sleep outside, under
  the numerous large trees or simply in the open.
  About a week earlier, the Company of the Shining
  Stone sneaked through the camp, found the tomb’s
  entrance, and dispelled the illusion that made it look
  like a normal patch of rocky hillside. In doing so, they
  were spotted by the giants, who saw them as invaders.
  A short battle ensued, and the Company of the Shin-
  ing Stone retreated.
  Afterward, the giants peeked into the tomb, but fig-
  ured (correctly) that it was full of narrow corridors and
  traps and determined that they wanted no part of it.
  However, they have no intention of letting the Com-
  pany of the Shining Stone get in either, after the attack.
  Negotiating with the Giants
  The first difficulty is that the giants speak only Giant.
  If the PCs can overcome the language barrier, the best
  they can hope for is to convince the giants to move
  their camp elsewhere. 
  This requires not only a good reason (one that mat-
  ters to giants) but a well-spoken one as well (Diplo-
  macy check, DC 22). If the PCs reveal that they are
  doing this on behalf of the Company of the Shining
  Stone, whom the giants already see as enemies, the
  check suffers a –4 circumstance penalty.
  THE TOMB OF HARSETH
  THE NEVERLOST
  Harseth the Neverlost was a powerful wizard who,
  before he succumbed to natural death, created a tomb
  that would remain both well hidden and well warded,
  to keep away those who would plunder his riches.
  Although some of the statues in the place belie his true
  stature, Harseth was a gnome.
  Recently, the Company of the Shining Stone discov-
  ered the tomb’s entrance  and dispelled the illusion that
  concealed it. However, no one has  yet explored the
  depths of the place.
  The tomb feels fairly cramped in places. All ceilings,
  unless otherwise indicated, are only 10 feet high. All
  doors are stone (hardness 8, 60 hp, Break DC 28) and slide
  into the floor controlled by a stone lever to the right side.
  Each square on the map of the tomb equals 5 feet.
  1. Entrance
  This is also the site of the stone giants’ camp. See above.
  2. Harseth’s Legacy
  The magical statue is has two very different powers.
  The first is a blessing conferred upon all arcane spell-
  casters who touch the statue and say the name
  “Harseth”. Those doing so gain a +1 bonus to the caster
  level of their next spell cast, no matter how long it is
  before they cast it.
  The second involves the rolling rocks that come
  down the corridor from the crushing stone trap in Area
  5. When a rolling rock touches the statue, the rock
  immediately disintegrates.
  Development
  If anyone leaves this room and heads east, the stone
  golem in Area 3 moves to intercept and attack. If
  anyone leaves this area and heads west, the trap in
  A statue of a human man, made of white stone,
  stands upon a pedestal in this hexagonal room.
  The figure is 18 feet tall, almost reaching the 20-
  foot ceiling. The robes the man wears seem
  faceted, like a jewel. He clutches a scepter in his
  left hand and a book in his right.
  An arched entryway leads into the hillside.
  Obscured by trees and large boulders, it does not
  appear that anyone has used this entrance in over
  a hundred years.
  
  8
  Area 5 activates, sending a rolling rock to crush
  intruders.
  3. Guardian (EL 11)
  The statue is actually a stone golem. It’s likely that the
  PCs don’t see the statue in the room, however, for if
  they leave Area 2 and head east, the golem moves to
  attack. It probably reaches them in the corridor.
  d Stone Golem: hp 80; see MONSTER MANUAL, page
  108.
  Tactics
  The golem can very effectively block the 5-foot-wide
  corridor, using its slow power to make it even more dif-
  ficult for anyone to get past it.
  4. Library of Lost Lore
  The glass is magically reinforced, with a hardness of
  5, 40 hp, and a Break DC 25. If the glass breaks, the
  books immediately age and crumble, becoming use-
  less.
  However, someone searching the floor (DC 25) may
  find a small trigger stone that lowers the glass into the
  floor (and raises it again if activated). If the PCs use the
  hidden trigger, the books do not decay. None are magi-
  cal, but most of them deal with magic of various kinds.
  The entire collection of about 100 books commands a
  value of 4,000 gp. 
  5. Trap (EL 8)
  The whole purpose of this room is to launch cylindrical,
  rolling stones down the corridor to the east. Triggers on
  the floor 5 feet and 25 feet from the east end of the long
  hall leading to this chamber cause the door into this
  room to open and a stone to come rolling out. The
  rolling stone moves at a speed of 50, which means it
  moves 100 feet in a round. Since the corridor is 50 feet
  long, the stone potentially strikes anyone in the hall.
  Since there are two triggers, a character or characters
  could trigger two stones to come at them before they
  even realized it. (The stones are carved with a groove in
  just the right spot so they do not trip the triggers.)
  Characters in the path of a rolling rock suffer 10d6
  points of damage (a Reflex saving throw halves the
  damage, indicating that the character was “pushed”
  back to Area 2 rather than rolled over). However, the
  stones themselves also carry a magical trap, triggered
  the first time they strike a living character. The struck
  character must succeed at a Fortitude save or be 
  petrified—and then crushed by the rock, smashed to a
  million pieces.
  When the rock touches the statue in area 2, the rock
  immediately disintegrates. The trap then resets with a
  new stone in the mechanism. The trap can function up
  to five times.
  aCrushing Rock Trap: CR 8; 10d6 points of damage
  (Reflex DC 24 half) to all in corridor and petrification
  to the first victim (Fort DC 19 avoids); Search DC 31;
  Disable Device DC 31.
  6. Hall of Great Fortune (EL 7)
  The door to the south is trapped. Anyone opening the
  door triggers the trap, which blasts a heightened, maxi-
  mized lightning bolt down the corridor’s 40-foot length.
  aLightning Trap: CR 7; 60 points of electricity
  damage (Reflex DC 19 half); Search DC 31; Disable
  Device DC 31.
  When someone springs the trap, a magic mouth
  spell activates and speaks: “Return from whence you
  came, or face the dire wrath of Harseth the Neverlost.”
  Complex iron mechanisms fill this room. They
  seem centered around moving large cylindrical
  stones to the middle of the room and setting
  them into a launching ramp in front of the door.
  This cramped chamber is about 15 feet wide
  and almost 10 feet deep. Opposite the door, an
  alcove hosts another stone statue of a man in a
  faceted robe. He clutches an open book in his
  hands and stares intently at the contents. Book-
  shelves filled with books line all the remaining
  walls. A glass panel protects the shelves and
  seems to have preserved the aging books. No
  means to open or bypass the glass makes itself
  apparent.
  This room is empty except for a white stone
  statue, placed in the middle of the chamber. It
  depicts an 8-foot-tall figure in a strangely
  faceted, angular robe, with his hands poised as if
  to cast a spell.
  
  9
  
  10
  When PCs get the door open, read the following
  description:
  This is an illusion, a permanent screen spell. PCs who
  investigate the contents of the room gain a Will save
  (DC 22) to determine that it is not real.
  If the characters bypass the illusion, read the follow-
  ing text:
  These things are all treasures amassed by Harseth, and
  all of them seem large and bulky. Many, such as the
  silks, the rare wood, and the paintings have lost their
  value due to age and decay. Likewise with much of the
  contents of the containers: The incense, spices, rare
  and expensive foods, oils, perfumes, and more—all are
  now worthless. The following objects still retain value:
  • Gold box (worth 275 gp) holding now spoiled and
  worthless spices
  • Bronze and ebony urn (worth 130 gp) holding now
  stagnant and worthless perfumed water
  • Small silver idol of a pegasus (worth 200 gp)
  • Silver mesh net with small sapphires woven into it
  (worth 480 gp)
  • A suit of masterwork plate armor (sized for a
  gnome)
  • Six masterwork short swords and three master-
  work small shields, all hanging on the walls
  7. The Tomb (EL 6)
  The hallway between Areas 6 and 7 is trapped with an
  enchantment (Will save, DC 22) so that those affected
  by it believe they are walking straight north (from Area
  6 to 7) but actually turn around unknowingly and end
  up back in Area 6. This effect cannot be disabled, but it
  can be dispelled (caster level 15).
  The door of the tomb is sealed with an arcane lock
  and trapped with a heightened fireball effect triggered
  when the door opens. The blast only spreads south,
  however, not north into the tomb itself.
  aFireball Trap: CR 6; 10d6 points of fire damage
  (Reflex DC 19 half) 20 feet down the corridor; Search
  DC 31; Disable DC 31.
  This time, it’s no illusion. This is truly Harseth’s tomb.
  He was buried with some of the great treasures he pos-
  sessed in life, although Harseth has sealed no treasure
  in his sarcophagus. The six bronze urns, worth 50 gp
  apiece, each hold 200 gp. A small coffer holds a 1,000
  gp platinum necklace, two 300 gp sapphire rings, and a
  pearl bracelet worth 400 gp.
  A secret panel in the north wall (Search, DC 23, to
  find) hides robes of scintillating colors hanging on a hook.
  A secret compartment in the floor (Search, DC 23 to
  find) holds a wand of major image (24 charges) and a ring
  of protection +2, both wrapped in cloth.
  8. The Corridor of Symbols (EL 14)
  Each alcove holds a small clay statue of a gnomish
  wizard flourishing a wand. Each set of alcoves holds a
  magical symbol between them, inscribed in the air and
  triggered when any living creature comes within 5 feet
  of it. There are five pairs of alcoves and five symbols.
  Going from west to east, the symbols are: 
  1. Death
  2. Pain
  3. Insanity
  4. Fear
  5. Death
  In each case, the saving throw is DC 22.
  9. The Magic Pool
  The door is arcane locked.
  A corridor stretches from east to west. It looks
  about 65 feet long, with stairs going up on the
  west end and a door on the east. Spaced approxi-
  mately 5 feet apart, shallow alcoves on either side
  of the hall hold shelves with tiny idols.
  You see a small room, about 15 feet wide and 10
  feet deep, filled with an ancient stone sarcopha-
  gus and a number of bronze urns. The sarcopha-
  gus is small, as if sized for a person about 3 feet
  tall. Mystic runes cover the top.
  The room is actually about 35 feet wide and 20
  feet deep. The ceiling is vaulted, almost 25 feet
  above the floor at the highest point. All manner
  of urns, boxes, chests, and various goods are
  stored here. Expensive silks, rare woods, and art
  objects also decorate the room.
  You see a small room, about 15 feet wide and 10
  feet deep, filled with an ancient stone sarcopha-
  gus and a number of bronze urns. The sarcopha-
  gus looks small, as if sized for a person about 3
  feet tall. Mystic runes cover the top.
  
  11
  This was Harseth’s pride and joy, a magical pool that
  revived prepared spells like a pearl of power when a
  person drank from it. The pool’s magic, however, has
  decayed over time and has been completely corrupted
  by the tintibulium crystalline formations which have
  thrust their way into this room as they grew—such is
  the nature of the strange mineral. Now the water in the
  pool is poisonous (Fortitude save, DC 16, 1d6 points of
  Strength damage).
  This room contains  the tintibulium formation the
  stone giants seek.
  CONCLUSION
  Potentially, the PCs may have brokered a truce and a
  deal between the Company of the Shining Stone and
  the giants. If this occurred, everyone can get what they
  want: The adventurers get to plunder Harseth’s tomb,
  and the giants get access to the tintibulium. 
  In any event, if the player characters befriended
  either the adventurers or the giants—or both—they
  have earned longtime allies. If they help at all to keep
  the plague away from the town, they have earned the
  gratitude of Adurath’s population as well.
  If the PCs fought against the Company of the Shin-
  ing Stone, those characters hold a grudge for a long time,
  and seek revenge. Perhaps it comes not in the form of an
  outright attack (but it might, depending on how much
  harm the PCs inflicted), but in other ways. They use their
  reputation to spread lies and rumors about the PCs. They
  spy on the player characters and attempt to ruin some
  plan of theirs later on—an “eye for an eye,” so to speak. It
  will be difficult for the PCs to convince the people of
  Adurath that they did the right thing in opposing the
  popular company and aiding the frightening giants.
  If the player characters fought against the giants,
  the larger tribe from which this band hails eventu-
  ally comes to Adurath seeking vengeance for what
  they consider an unprovoked attack. The PCs might
  need to return to defend the town against an actual
  giant attack. 
  ABOUT THE AUTHOR
  Monte Cook started working professionally in the
  game industry in 1988. In the employ of Iron Crown
  Enterprises, he worked with the Rolemaster and Cham-
  pions games as an editor, developer, and designer.
  In 1994 Monte came to work at TSR as a game
  designer. As a senior game designer with Wizards of
  the Coast, he codesigned the new edition of DUNGEONS
  & DRAGONS® and authored the DUNGEON MASTER’s
  Guide. His recent Wizards releases include Return to the
  Temple of Elemental Evil and the Call of Cthulhu d20 Role-
  playing Game.
  A graduate of the Clarion West writer’s workshop,
  Monte has also published short stories and two novels.
  In his spare time, he runs anywhere from one to three
  games per week, holds a yearly game convention at his
  house, builds vast dioramas out of LEGO building
  bricks, and reads a lot of comics. 
  Monte designed the May through August 2001
  adventures and the April 2002 adventure for the Offi-
  cial D&D Website. To read more of his recent work and
  find out about his own d20 imprint, Malhavoc Press,
  visit his website at <www.montecook.com>.
  In this 35-foot-square chamber, a round area
  approximately 12 feet across extends from the
  northeast corner. Strange crystalline formations
  of bluish-purple stone jut from the floor, walls,
  and ceiling, many surrounded with broken bits of
  stone, as though the crystals thrust their way into
  this room after it was built. Even the pool has a
  bluish-purple hue.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/Adventures/Mega book pack adventures/Level 11-15/A Question Of Ethics.pdf