G7 A Giant Module
G7 A Giant Module
G7 A Giant Module
FOREWARD
This adventure is designed for a party of 5 to 8
characters with levels ranging from 6 to 10. It should
contain at least one cleric and magic user and
several fighters; dwarf and gnome fighters being the
more preferred for their subterranean skills. A party of
Prerolled characters is provided in the appendices
after the adventure and can be used by the DM to
add NPCs to the party or to allow players lacking a
character of appropriate level to venture along.
Created for 1st Edition Rules, this adventure can be
played with any of the generally established RPG
systems still available with minor modifications. If
characters used are from a more Basic system the
monsters' counterparts from those should be used
instead to maintain an equilibrium of sorts.
The author would like to dedicate this adventure to
the members of Dragonsfoot, past and present. As it
would require too long a list to acknowledge each
individual, let this then declare that the support and
encouragement of the DF society has been, and is,
appreciated.
BACKGROUND
A long time ago two dwarf brothers, Zeffon and
Kraggo of the Mountains, discovered a large vein of
gold beneath the ground. With their families and
several others they established a colony deep within
the Crystal Peaks. In a short span the trade of
precious metal from the dwarf mines to the surface
dwellers became lucrative for all involved parties. This
went on for almost a century until, one day,
shipments ceased. Human, elf and hobbit merchants
and artisans that had been well supplied by the
yellow ore were suddenly cut off. Expeditions were
raised to visit the dwarfs to find the cause but none
came back. Rather than continue to risk and lose
lives over the matter, the local lords put a stop to the
attempts, instructing their citizens to look elsewhere
for raw materials. And in time, the colony under the
mountain was all but forgotten.
SUBTERRANEAN WILDERNESS
Upon entering the tunnel the party will have to move
slowly down a long, carved passage. Consulting the
Subterranean Wilderness map, you will see Primary
tunnels indicated by solid (though sometimes they
curve) lines leading from one Encounter Cave to the
other. These tunnels are a good 20-40' wide, with an
average ceiling height of 12'. The floor within is level,
and fairly even, and smoothed out. Each hex shown
is equal to 1 mile distance, and the party can only
move as slow as its slowest member. With humans
able to travel 12 miles per day, and dwarves only 6,
the math quickly indicates the rate at which the
party will move. The slowness of this is dictated by
various factors: light, incline, turns, etc., that do not
necessarily show on the map. Using this map piece
(the full sized version appears after the adventure)
the DM can plot the movement of the group, and
arrange locations where wandering monsters might
appear.
and the party will see and recognize one another are
variables left to the DM to determine. For every 3
turns spent in chamber 3 a check must be made,
with a result of 1-2 on a d6 indicating an encounter
of some sort. That being the case the DM should use
the following table to determine the type.
Die
Roll
1
2.
3.
4.
5.
6.
T1:
T2:
T3:
T4:
T5:
T6:
AFTERWORD
Being the 4th installment of a series of supplemental
giant adventures, many might question its inclusion in
a set of adventures primarily dealing with giants,
when so few are actually within it(8 ettin and 1
mountain giant). My main response would be that
the trolls do fall under the category of "giant class"
opponents (See PHB) and 2-headed and giant-trolls
are actually crossbreeds with giants. These, of course,
do not qualify as the pure races of the 6 major ones,
but mountain giants are clearly defined as one of at
least 2 sub-races.
More importantly this adventure can serve as a
springboard for characters wishing to go on to more
challenging Giant modules. Whether this means
using the second part of this adventure or going to
the G1-2-3 by Gary Gygax, or this author's G4-5-6 is a
matter for the DM and his players.
1
2
3
4
5
6
7
8
Class
LVL
Race (Sex)
STR
CH
HPS
CLERIC
CLR/RGR
FIGHTER
RANGER
FTR/THF
MU
MU/THF
THIEF
9
5/6
7
8
4/8
8
5/6
9
Human
Half-elf
Dwarf
Human (F)
Hobbit
Human
Elf
Human (F)
12
17
18/91
16
15
11
15
17
9
15
11
13
14
18
18
14
16
15
14
14
9
10
7
11
15
15
16
13
19
16
16
17
16
17
17
17
17
15
15
16
10
8
9
7
13
13
13
8
62
51
64
74
54
21
31
52
MAGIC ITEMS
1
2
3
4
5
6
7
8
The DM and players must flesh-out the characters, providing height, weight, age, back
-ground, equipment, etc. Each should have standard backpacks filled with necessary
items (allow 4 weeks iron rations for these levels). Mules can be rented or purchased to
take into the tunnels. Assume characters have a wealth of 1000 GP times 1/2 their
level.