Mead Hall
RoomDCC 72 · p.12
Open source p.12Area 3-3 – Mead Hall
The stone arches open to a large mead hall. The high ceilings are supported by thick, wooden pillars, and battered trophies still hang on the walls, but the once proud hall is in chaotic disarray.
The great tables have been up-ended, benches smashed like kindling, and the center of the hall has been converted into an enormous fire pit.
Three enormous giants lie about the fire pit, snoring loudly, still clutching oversized casks of wine.
If the giants have raised the alarm, allies from 3-4b and 3-4d will have coordinated an ambush (see below). If the giants haven’t been alerted, the scene is as described, with three giants sleeping off the night’s revels. A thief, dwarf, or warrior striking a sleeping giant automatically scores a critical hit. However, if the crit fails to kill the giant, it jumps up with a roar and a shout, awakening its fellows.
Ambush: If the giants are alerted to the PCs, the encounter is radically altered. The three giants are only feigning sleep. They wait for the PCs to come within reach, then seize the adventurers on a successful to hit roll and hurl them into the fire pit. PCs cast into the flames take damage and are set aflame, taking an additional damage per round until the flames are extinguished.
At the sound of combat, two giants (from area 3-4d) enter through the northeast doors, and two giants (from area 3-4b) enter from the west arches.
In the heat of the battle, the giants offer the PCs one chance at surrender, eager to offer more sacrifices up to the White Worm.
“Sleeping” Giants (3): Init ; Atk morningstar melee (); AC 10; HD ; hp 35, 34, 31; MV 40’; Act ; SP immune to cold, crit on 22+; SV Fort , Ref , Will ; AL C.
Area 3-4a, b, c & d – Giants’ Quarters: The filthy chamber is in disarray, with dirty furs scattered about the hard stone floor. A simple stool and a few odd sacks are tossed in the corner. The entire place stinks of rotting meat and sweat, and you can see vermin squirming in the matted furs.
Area 3-4a through Area 3-4d are nearly identical; the judge is encouraged to add nuances distinguishing one from the next. Each houses two to four giants, many of which appear elsewhere in the adventure. Distinctions between both occupants and their belongings are listed below.
• Area 3-4a: Three giants, the gatehouse guards, reside here. The young giantlings have no treasure.
• Area 3-4b: Two giants, brothers, are found here, unless answering the call to defend area 3-3. They have amassed a collection of weapons, which stand in the corners of the chamber. PCs can find nearly any weapon, but most are of poor to average quality. The sole exceptions are three simple axes, with silver-gray heads and polished oaken handles: three of the fabled Throwing Axes of Narn (see page 21).
• Area 3-4c: Three giants reside here. Incorrigible drinkers and gamblers, they are “asleep” in area 3-3. Three bottles of potent wine hang in a rawhide sack beside the door. A set of bone dice rests atop the stool, beside the current pot: 7 uncut gems ranging in value from 100 to 600 gp.
• Area 3-4d: Four giants reside in these cramped quarters. Two are found here (unless answering the call to area 3-3), while the two others are found in area 3-5, preparing offerings for the White Worm.
Giants (4): Init ; Atk morningstar melee () or spear missile fire (, range 40’); AC 15; HD ; hp 37, 35, 32, 30; MV 40’; Act ; SP immune to cold, crit on 22+; SV Fort , Ref , Will ; AL C.