No Prep Module: Fire Giant Volcano for D&D or RPGs
This adventure can be can be easily customized to a party of any size or level, or run as a level 11 adventure for 5 players. It can work as a small side adventure in an existing campaign, as a standalone one-shot, or the start of a new adventure. Use the links to the tools in their relevant section to customize the adventure to your party.
They start arriving at an elven village built into the trees, looking for info related to their backstory. They find a dog trapped in a Gallows Tree that they need to stop to rescue him.
If rescued, the dog will be excited and grateful, and wears a collar with his owner. The owner can be found in town, and should be related to or have info about a PC's backstory. If none of your PCs have a backstory then the owner is an elven hunter.
After returning the dog or spending some time in the village, the PCs will learn of a group of fire giants that has taken up residence in an inactive volcano. Their activity threatens to awaken the volcano and cause widespread devastation, wiping out all the settlements in the area and causing untold ecological damage.
The Volcano
The road meanders into a mountain watched over by a mist-shrouded volcano to the north. The trail splits, one branch heading west toward the volcano, and the other leading south into a wide plain. The ground is made up of sand that is particularly fine and a brilliant blue.
Rumor has it (DC 14 History) that the sand was formed when giants destroyed the jewel horde of a local dragon. There are also rumors of a dragon being sighted in the volcano nearby. Digging deep into the sand uncovers a sleeping stone giant covered in obsidian. If the stone giant is woken up, he still believes he's asleep, and doesn't take much the PCs do or say seriously. Treat the situation as you would in a lucid dream.
Volcano Lair
Enemy Patrol: Stone Giant Dreamwalker, 2 Zimwi
Chance of Encounter Per Rest: 15%
1
Stairs end at the entrance to a square hall. The floor is inlaid with mossy, dusty black tiles, and the walls are dressed with polished obsidian. The sound of hammering fills the hall.
See Fire Giant Forge below.
2
The remains of six crystal bunks lean against the walls, burned and hacked by pillagers, and half a dozen skeletal dwarf lie here and there on the floor. Opening off both sides of this cavern are alcoves that contain broken knives, bandages, and dirty rags. A gate of wrought iron stands in the east wall. A cloaked figure is draped over, and a gray mace lies on the floor near its feet. Above a gate in the western wall is mounted the skull of an illithid.
Within this cavern is Chasm 3 (1d4) x 10 ft. wide and 5 (2d6) x 10ft. deep, possibly connected to other levels of the dungeon.
3
Thick dust covers the floor, and vines choke the passage. The walls here are lined with copper hooks, upon which hang a white cloak and robe. Cut into the wall is a small but strong-looking door of iron plates, about five feet tall and four feet wide. Heavy rivets stud its surface, and a tarnished silver rune shimmers on the door’s rusted face. Next to the exit, the remains of six crystal bunks lean against the walls, burned and hacked by pillagers, and half a dozen skeletal dwarf lie here and there on the floor. Ragged red drapes cover the windows of this circular room, and a heavy curtain hangs across an archway to the west.
There are 2 Cyclops, 1 Carrion Ogre here.
In the west passage is an unlocked door.
In the east passage is an unlocked door.
4
Thick shafts brace the ceiling of this immense cavern, with a curved outer wall. A squat, smoky bronze brazier crackles in the center of this cavern. The tunnel splits ahead, with one branch running west and the other continuing on to a lit cavern.
In this cavern is Spiderwebs (DC 12 Dex or restrained. DC 12 Athletics or Acrobatics to escape. AC 10, 15 HP, fire vulnerability, immunity to bludgeoning / piercing / psychic)
In the south passage (green) is a lake of lava that blocks the path.
5
A trickle of liquid seeping down from the hillside above reaches this irregular cavern, nourishing a profusion of fungus—weird puffballs, tall caps, and patches of webs in a variety of colors. Within this area lie crumbling catacombs, with arched ceilings supported by wide, hollow columns that double as crypts. The churning of lava deep below is barely audible over the roar of a lavafall. Ragged red drapes cover the windows of this circular room, and a heavy curtain hangs across an archway to the south. The gate to the east and east are sheathed in copper.
There are 2 Ettin (CR 4: Monster Manual p. 132), 1 Barghest (CR 4: Volo's Guide to Monsters p. 123) [Easy, 3,300 XP rewarded] [Customize] here.
6
Six long basalt tables are set with steel and glass laboratory equipment in this cavern. As a brief tremor shakes the cavern, wide beams groan under the weight of the ceiling. A massive book lies open on a bath, with a quill and a tome next to it. 5 feet ahead, arched doorways lead east and west from each side of the hallway. In each arched doorway, a stone door stands closed.
There are 4 Manticore (CR 3: Monster Manual p. 213), 1 Fire Elemental Myrmidon (CR 7: Princes of the Apocalypse p. 213), 1 Triceratops (CR 5: Monster Manual p. 80) [Hard, 7,500 XP rewarded] [Customize] here.
7
The aromas of stinging chemicals and well-oiled wood hit your nostrils as you enter. This 50-by-30-foot cavern is congested with elaborate machinery, except for small spaces between the copper fittings and the copper cables and pulleys. Two gates stand opposite one another in the middle of the west wall and the north wall. A dozen gowns hang on the walls from copper hooks. Squat stone gates hang on the stonework, dew clinging to the bars.
In this cavern is a trap. This trap is activated when the button is pressed that causes a camouflaged net to fall on any creature caught below.
Effect: Targets all creatures within a 10 ft. square area, DC 13 STR save or become restrained and take 71 (10d10) poison damage, half on save
Trigger: pressure plate, activates when 20 or more pounds are placed on it.
Countermeasures: A successful DC 10 Wisdom (Perception) check will spot the pressure plate, and wedging an iron spike or other object under the pressure plate prevents the trap from activating.
[Customize]There is a button here. The button causes the lava to drain at the green passage.
In the north passage (green) is a lake of lava that blocks the path.
8
Beyond is a hallway that opens up into a cramped cavern lined with hearths. Utensils, brass pots, rotten food, and silverware lie spread on the floor and scattered across several tables. The area is spread with well-gnawed bones, gossamer strands, and droppings. Littered about the floor is the wreckage of half a dozen padded chairs and statues. Debris from smashed basalt furniture covers the floor. Smeared, blacked lace hangs neatly from eight canopied beds. Tables are scattered with pieces of parchment, on which strange diagrams are drawn, and a freetsanding bookshelf holds a collection of bones. Two open archways in the north wall lead to another cavern. The ceiling past the first archway is humid. Two immense stone doors exit to the east and south.
In this cavern is a trap. An enemy in disguise attempts to direct the PCs into the trap by lying about where they need to go and triggers the trap when the PCs get close, which opens a wall to reveal a huge man-eating plant that tries to eat anyone nearby.
Effect: Initiative +3, +8 to hit against one target, a wall opens to reveal a huge man-eating plant which tries to eat anyone nearby. The plant deals 62 (10d10) damage on a hit. Targets hit by the plant are restrained until it's killed or they escape with a DC 14 STR check.
Trigger: enemy, an enemy in disguise directs the PCs into the trap.
Countermeasures: A successful DC 15 Insight check can tell that the enemy is lying. A successful DC 15 Dexterity check using thieves' tools disarms the trap.
The plant is immobile and vulnerable to fire damage. It will not distinguish between allies, enemies, or already dead targets, and will not grab more than 2 targets at a time. [Customize]In the south passage is an unlocked door.
9
A singular shaft of light thrusts light into the cavern, its brightness like a solid pillar in the thick, verdant plant life. A couple dozen modest crystal sepulchers follow the cavern walls, each carved with elaborate reliefs and designs and marked with dwarf runes. Crystal benches have been shattered and thrown askew, and religious icons have been shattered. A pair of leaded glass doors, their panes cracked and broken, stand open between panels of stained glass set into the west wall. These panels depict fey.
There are 2 Giant Eagle (CR 1: Monster Manual p. 324), 1 Black Earth Guard (CR 2: Princes of the Apocalypse p. 195), 1 Fire Elemental (CR 5: Monster Manual p. 125) [Easy, 2,650 XP rewarded] [Customize] here.
10
A door stands closed to the north. An immense, domed ceiling caps the 50-foot-wide square cavern before you. A confined corridor leads to another lofty cavern past this one.
There are 2 Hill Giant here.
11
This dirt-caked, 40-foot-wide, 25-foot-long passageway has a flat ceiling 75 feet overhead. The northern portion of the area is separated from the rest by a steep bluff; the ceiling here is half the height of the rest of the cavern. 20 feet ahead, arched doorways lead north and east from each side of the hallway. In each arched doorway, a stone door stands closed.
There are 4 Owlbear (CR 3: Monster Manual p. 249) [Easy, 2,800 XP rewarded] [Customize] here.
12
Tucked off to the side of the passageway is a modest bedroom containing a vanity mirror, a large, posh bed, and an armoire. From the inclined passage leading to this rectangular cavern, you see a lantern hanging from the ceiling, shedding bright light. Bundles of twigs are heaped against the walls. A door stands closed to the east. The west end of this room has collapsed, exposing the room beyond.
There are 2 Biclops (CR 6: Fifth Edition Foes p. 26) [Easy, 4,600 XP rewarded] [Customize] here.
In the east passage is an unlocked door.
13
This 35-foot-square cavern is suffocated with clutter. A dozen small cloak and cowls hang on the walls from copper hooks. The bubbling of lava deep below is barely audible over the roar of a lavafall. A barricade stands closed to the north. A gate of wrought iron stands in the west wall. A short flight of stairs leads up to a vast, iron-bound door. A slick dwarf skull is fixed to the center of the door by a copper spike.
In this cavern is Violet Fungus: This purplish mushroom uses root-like feelers growing from its base to creep across cavern floors. The four stalks protruding from a violet fungis central mass are used to lash out at prey, rotting flesh with the slightest touch. Any creature killed by a violet fungus decomposes rapidly. A new violet fungus sprouts from the moldering corpse, growing to full size in 2d6 days.
14
This cavern stands in deadly silence. Tables are strewn with pieces of parchment, on which strange diagrams are drawn, and a freetsanding bookshelf holds a collection of bones. The mouth of a side cavern leads into darkness beyond. On each side of the exit, the contents of this cavern are wrapped in webs.
15
A door creaks open to reveal a cobblestone cavern between rough masonry walls. The area reeks of alcohol. Cut into the wall is a small but strong-looking door of iron plates, about five feet tall and four feet wide. Heavy rivets stud its surface, and a tarnished silver rune flashes on the door’s rusted face. Behind the cavern, the hallway turns back to rough basalt and turns to the north.
There are 2 Hobgoblin Captain (CR 3: Monster Manual p. 186), 2 Black Earth Priest (CR 3: Princes of the Apocalypse p. 195) [Easy, 2,800 XP rewarded] [Customize] here.
Fire Giant Forge
They reach the fire giant's forge in room 1 where lava is being pulled from the volcano to fuel their forges. The pressure released from long-sealed deposits deep in the volcano causes the lava to shoot out in bursts, which the fire giants are encouraging to trigger an eruption that will clear out all possible threats in the nearby countryside.
During the fight with the fire giants, geysers will erupt randomly in the ground. On initiative count 20, cracks will appear in the ground in a 10 foot area. The following round, the cracks will erupt and spew lava in a geyser. Anyone in the area must make a DC 15 Dexterity save or take 10d10 fire damage.
If the forge is searched after the fight, they find 14000 gp, 1800 pp, Instrument of the bards (Anstruth harp), Robe of scintillating colors, loun stone (absorption), and a Scimitar of speed.
If the PCs attempt to repair the damage done to the volcano, a DC 15 Nature check allows them to deduce certain parts of the cavern that can be collapsed to reduce the flow of lava and prevent eruptions.
With the land saved, a massive feast and celebration is held for the heroes of the land. This could result in an audience with the king, or lead into a campaign where the giants retaliate and need to be dealt with.
Looking for more? Try the Wilderness Travel tool to generate more sights, descriptions, and encounters.
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