TEXT: 19
  In Vino Gigantus
  
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  ISBN: 978-1-62283-651-2
  Author
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  In Vino Gigantus ........................................................... p. 3
   
  Part One: An Unexpected Audience ..............................p. 4
   
  Part Two: The Wine Cellar ....................................... p. 5 
  Part Three: Wine Before Its Time ....................................p. 12
  Appendices ...................................................................p. 12
  Player Map .................................................................. p. 15
  Legal Appendix .............................................................p. 16
  Table of Contents
  
  3
  In Vino Gigantus
  In Vino Gigantus is a short Swords & Wizardry adventure for 4–6 
  characters between levels 1–3. It takes place in the magnificent floating 
  castle of a foppish storm giant sorcerer named Lord Clovis Tempestas IV.
  Adventure Background
  In ages past, Stormridge Sanctum was the familial estate of the 
  Tempestas Clan of storm giants. Floating across the sky on a massive 
  field of clouds, it seemed that the bounty of four winds knew no bounds. 
  That was before the arrival of the dragons. They came in the night under 
  a blood red moon, and Lord Clovis Tempestas II, a grand sorcerer, would 
  not lower himself to parlay with what he called “winged snakes.”
  His pride would be the downfall of his bloodline, his people, and his 
  beloved Stormridge Sanctum. Great storms of fire and lightning tore 
  across the sky on and off for years and by the time the Tempestas Clan had 
  defeated their foes, the only thing that survived was the Sanctum itself, 
  Clovis II’s grandson, and a handful of servants and the beloved family 
  dog Donner.
  This didn’t stop the spoiled young Clovis IV from believing he could 
  live on as the pampered scion of a noble bloodline. He now lives with 
  a handful of lingering servants in the grandiose Stormridge Sanctum in 
  complete decadence. He forces enchanted harps to play for his pleasure, 
  he sculpts gaudy statues, and he drinks wine — lots and lots of wine.
  Clovis IV’s love of wine and the slow degeneration of his castle have 
  driven him to finally take action. His wine cellar has become fouled and 
  flooded, and this will not stand. Though he is not as skilled a magic-user 
  as his ancestors, he knows a few tricks. Like any good nobleman, he has 
  decided to hire peasants to solve his problems.
  By weaving an ancient spell of summoning and binding, he draws an 
  unwitting party of adventurers into his great sky castle to take care of his 
  dirty work. Whether they want to or not is of little concern to the foppish 
  Clovis. After all, who would deny the honor that comes in serving the 
  magnificent Tempestas Clan?  
  Adventure Summary
  Suddenly summoned into the great sky castle of Stormridge Sanctum 
  by the magical incantations of Clovis Tempestas IV, the characters are 
  tasked by the foppish storm giant with finding the source of the infestation 
  plaguing his wine cellar and purging it before he loses any more of his 
  precious libations. With them quite literally clutched in the palm of such 
  a powerful creature, it is a deal they cannot refuse. Under the watchful 
  eye of Clovis IV’s steward, Wamp the ogre mage, they are given a fine 
  meal before being banished to the lower storage of Stormridge Sanctum. 
  After being sent down into the flooded cellar, they must contend with 
  environmental hazards in a domain built for a creature ten times their 
  size. During their dangerous investigation, they discover that a second 
  adventuring party is also struggling to survive in this monster-infested 
  basement, though their purposes and even their presence is unknown to 
  Clovis. The truth is that Clovis simply forgot they were even down there 
  In Vino Gigantus
  By James M. Spahn
  
  4
  Frog God Games
  after he hired them several weeks ago. 
  The characters’ investigation eventually leads them to discover that it is 
  Clovis’ beloved thunder terrier Donner that is inadvertently responsible for 
  flooding the basement. The terrier has been missing for a few days, and is 
  currently trapped in the webbing of a nest of giant spiders in the basement. 
  Beginning the Adventure
  This adventure begins at any point when the Referee wants to spring 
  it on the players. The characters could be idly passing the evening at an 
  inn between adventures or they might be in the middle of pitched combat. 
  Clovis IV casts a family summoning spell regardless of their circumstances 
  and draws the characters from their current location to Stormridge Sanctum. 
  In fact, the characters appear in the very palm of his hand! 
  Part One:  
  An Unexpected Audience
  As mentioned in the summary, the characters find themselves suddenly 
  and unexpectedly summoned into the clutches of Clovis Tempetas IV and 
  held prisoner in his ancestral home, Stormridge Sanctum. The Referee is 
  encouraged to read or paraphrase the text below to begin the adventure:
  The distinct crackle of powerful arcane energies surrounds 
  you and your companions, distracting you from the task at 
  hand. Magical energy leaps between members of your party 
  in wide, azure arcs until it is as though you are at the very 
  heart of a lightning storm. A buzz rings through your body, 
  and your hair stands up on end before a sudden white flash 
  leaves you blinded and disoriented for a few seconds.
  A sudden sense of what can be described only as otherness 
  comes over you as your senses gradually return. The ground 
  beneath your feet is firm, but soft, and as your vision clears you 
  discover that you and your allies are standing, quite literally, 
  in the palm of a fifty-foot-tall giant! As grandiose as only a 
  giant can be, the man clutching you and your companions has 
  well-kept teal hair streaming down his back, blazing sapphire 
  eyes, and flawless azure skin. His fingers, wrists, neck, and 
  head are adorned with perfectly polished gold jewelry sized 
  to his stature —  each piece worth a king’s ransom. A long 
  flowing white toga hangs to his ankles. A booming, jovial 
  laugh very nearly blows you from your precipice as his entire 
  body shakes with mirth, and the wind of his wine-soaked 
  breath reminds you of the strongest summer storms you’ve 
  ever seen. “Hahahaha! Not what I expected, but I am glad to 
  see my incantation worked from such a distance! Greetings, 
  little masters! I am Lord Clovis Tempestas IV and welcome 
  to my humble home, Stormridge Sanctum! The noble house 
  Tempestas has summoned you here for a purpose most 
  befitting your stature and skill. Pray tell, won’t you sup with 
  me while I recount my plight to you?”
  Without waiting for a response, Clovis kneels and releases 
  you from his grasp, setting you gingerly upon the massive 
  stone floor of his seemingly endless hall. He claps his hands 
  and it is as if thunder itself rings from within the hall. A 
  moment later, a cadre of ogres enters the room from a door 
  far to the east, bearing a long wooden table, matching chairs, 
  and the trappings of a feast like you have heard of only in 
  songs and story.
  Clovis’ servants, a dozen remarkably hygienic and well-dressed ogres, 
  set a fine table filled with fowl, bread, fruit, and the finest wine. The table 
  is set with solid gold dinnerware of the highest quality. After the ogres set 
  the table, they take positions near the table and follow Clovis’ bidding. This 
  primarily consists of filling his requests that more wine and food be brought 
  around at the slightest sign that these provisions may be running low. 
  The storm giant nobleman is eager for the characters to eat at his table 
  and remains jovial unless they refuse his hospitality. He insists they eat 
  and accept his hospitality. If they adamantly refuse, he tells them that 
  those who refuse his generosity will be forced to accept his servants’ 
  justice. He motions to the ogres and the massive swords at their belts. The 
  instant the characters partake of the meal, his demeanor returns to that of 
  an exuberant host. 
  Clovis informs the characters that something foul has taken hold of 
  his beloved wine cellar in the bowels of his estate. If they root out this 
  trouble and save what remains of his beloved wine collection, he promises 
  to reward them handsomely. While he could handle this task himself, he 
  believes members of the Tempestas Household are beneath such menial 
  tasks. At this point, roll a few d20s behind a screen and ignore the results. 
  Clovis informs the characters that since they have eaten at his table, they 
  are now magically bound to his service. This is, of course, a complete 
  fabrication, but don’t tell the players that. Let them assume the worst. 
  If the characters continue to refuse Clovis’ service, he tells them that 
  they are not worthy of death at the hands of even his servants and has 
  them escorted from Stormridge Sanctum. How they return to the ground 
  hundreds of miles below is beyond his concern as it is beyond the borders 
  of his domain.
  Once the characters accept Clovis’ “offer” to assist him, he informs 
  them that he will pay them each 500gp for their service as well as provide 
  them with 3 potions of healing to aid in their task. After the meal, he 
  pays them each 100gp as a down payment as proof of good faith, and 
  merrily orders the ogres to lead the party to the cellar door. But not before 
  reminding them, “Oh, mind the dog. Donner can be a bit feisty …”
  Fighting Clovis and His Servants
  If the characters are foolish enough to fight Clovis, it’s a 
  suicidal endeavor. Clovis first orders his ogre guards to kill the 
  characters and engages in combat only if attacked directly. If 
  at any point during the battle the characters withdraw, Clovis 
  repeats his offer, though this time he provides no rewards 
  or potions. Clovis has the statistics of a storm giant and is 
  accompanied by 6 ogres armed with two-handed swords, along 
  with Wamp, his ogre magi chief servant.
  Lord Clovis Tempestas II, Storm Giant: HD 15+5;  
  HP 71; AC 1[18]; Atk scepter (mace) (6d6); Move 15;  
  Save 3;  
  AL N; CL/XP 16/3200; Special: control weather (as 
  spell), throw boulders (7d6 damage). (Monstrosities 201)
  Wamp, Ogre Mage: HD 5+4; HP 33; AC 4[15]; Atk 
  spear (1d12); Move 12 (fly 18); Save 12; AL C; CL/XP 
  7/600; Special: cold blast (60ft range, 8d6 damage, 
  save for half), regenerate (1hp/round), spell-like abilities. 
  (Monstrosities 359)
  Spell-like abilities: 1/day—charm person, darkness 
  15ft radius, fly, invisibility, polymorph self, sleep.
  Equipment: spear.
  Ogres (6): HD 4+1; HP 29, 27, 26x2, 23, 20; AC 5[14]; 
  Atk two-handed sword (1d10+1); Move 9; Save 13; AL C; 
  CL/XP 4/120; Special: none. (Monstrosities 356)
  Equipment: two-handed sword.
  
  5
  In Vino Gigantus
  Part Two:  
  The Wine Cellar
  After enjoying Clovis’ hospitality, his 6 ogre servants lead the characters 
  to the lower levels of Stormridge Sanctum. Once the characters are inside, 
  the ogres lock and magically seal the door. They are left to explore the 
  depths of Stormridge Sanctum and find out just what has been destroying 
  the precious wine of Lord Tempestas. The door cannot be opened or 
  destroyed via mundane means from within the wine cellar.
  The walls of the wine cellar are 10ft thick and made of carved stone. 
  The ceiling rises to a height of 60ft, clearly sized to gigantic proportions. 
  Doors are made of solid wood, 8ft thick, and of remarkable craftsmanship. 
  They open easily for a being with a giant’s strength, but the characters 
  might have a more difficult time. Have them make Open Doors checks 
  based on their strength score to push them open. Oddly enough, if the door 
  is locked, thieves or those skilled in the arts of larceny have an easier time 
  picking the massive mechanisms, provided they can climb 20ft up and find 
  a way to secure themselves while attempting to do so. Reaching one of the 
  keyholes in this fashion requires the use of appropriate climbing gear or a 
  successful Climb Walls check. Once in position, picking the lock requires 
  an Open Locks check, albeit with a +20% bonus due to the comparatively 
  large nature of the mechanisms. Alternatively, small characters such as 
  gnomes can actually squeeze through these massive keyholes if they roll 
  equal to or below their dexterity score on 1d20, though they still need to 
  find a way down once they reach the other side.
  Unless otherwise stated in a location’s description, there is no 
  illumination. The characters need to rely on torches, lanterns, or magical 
  sources of light in most cases.
  Random Encounters
  Clovis’ basement is filled with all manner of nasty creatures that have 
  taken up residence since he all but abandoned the wine cellar. For every 
  hour that the characters spend investigating the dungeon, the Referee 
  should roll 1d10. On a roll of 1, pick from the chart below or roll randomly 
  to determine what creature is encountered.
  In the encounters below, if a 10 is rolled, no monster is encountered. 
  Instead, the characters hear the shrill, yet booming and thunderous 
  bark of a dog echo through the wine cellar as if coming from some 
  distant location.
  Wandering Monsters
  1d10
  Result
  1
  2d6 giant centipedes (small, non-lethal)
  2
  2d4 giant rats
  3
  2d4 giant frogs (small)
  4
  1d10 giant leeches (freshwater, 1HD)
  5
  1d6 sorcery leeches
  6
  1d6 tunnel prawns
  7
  Yellow mold
  8
  Ogre
  9
  1d3+1 feral undead cats
  10
  Strange, thundering bark
  Feral Undead Cats (1d3+1): HD 1d4 hp; AC 8[11]; Atk 2 
  claws (1hp); Move 12; Save 18; AL C; CL/XP B/10; Special: 
  paralyzing scratch (after first 3 hits). (Monstrosities 57)
  
  6
  Frog God Games
  Giant Centipedes (small, non-lethal) (2d6): HD 1d2hp;  
  AC 9[10]; Atk bite (0 + poison); Move 13; Save 18; AL N;  
  CL/XP B/10; Special: non-lethal poison bite (+4 save,  
  helpless for 1d4 rounds, bitten limb useless for 2d4 days). 
  (Monstrosities 63)
  Giant Frogs (small) (2d4): HD 1; AC 7[12]; Atk bite (1d3); 
  Move 3 (or 150ft leap); Save 17; AL N; CL/XP 1/15; Special: 
  leap (150ft). (Monstrosities 179)
  Giant Freshwater Leeches (1HD) (1d10): HD 1; AC 9[10]; 
  Atk bite (1d4 + sucks blood); Move 3; Save 17; AL N; CL/XP 
  2/30; Special: sucks blood (1hp/round). (Monstrosities 289)
  Giant Rats (3) (2d4): HD 1d4hp; HP 3, 2, 1; AC 7[12]; Atk bite 
  (1d3); Move 12; Save 18; AL N; CL/XP A/5; Special: 5% are 
  diseased, surprise (1–4 on 1d6). (Monstrosities 384)
  Ogre: HD 4+1; AC 5[14]; Atk club (1d10+1); Move 9; Save 13; 
  AL C; CL/XP 4/120; Special: none. (Monstrosities 356)
  Sorcery Leeches (1d6): HD 1 hp; AC 9[10]; Atk negligible (0); 
  Move 1; Save 18; AL N; CL/XP 1/15; Special: arcane siphoning 
  (1 level of spells per 3 rounds attached). (Monstrosities 442)
  Tunnel Prawns (1d6): HD 1; AC 4[15]; Atk 2 pincers (1d2); 
  Move 6 (climb 6); Save 17; AL N; CL/XP: 1/15; Special: 
  climbing. (Monstrosities 491).
  Yellow Mold: HD n/a; AC n/a; Atk 1d6 damage + spore 
  cloud; Move 0; Save n/a; AL N; CL/XP 3/60; Special: killed 
  by fire, poisonous spore cloud (10ft diameter, save or die). 
  (Monstrosities 336) 
  Area 1-1: The Stairwell
  With a heavy thud, the door to the wine cellar slams 
  closed behind you. The massive lock turns behind you 
  and suddenly the only exit from Lord Clovis’ wine cellar 
  thrums with a pulse of magical energy and glows with a 
  faint blue light. In the thin illumination, you see the giant-
  sized stone stairwell descending into the depths of the 
  cellar. The path down is massive, dropping five feet per 
  massive stone step. The faint trickle of water can be heard 
  below, as if a stream or tiny waterfall was spilling into a 
  basin somewhere in the dark.
  The door back into Clovis’ castle is warded and cannot be opened 
  unless the characters have access to a knock spell, in which case they 
  find the ogre mage Wamp and 6 ogres waiting for them. Alternate ways 
  back to the ground floor could be attempted if characters in the stove 
  pipe area of the dungeon (Areas 2–1, 2–2, and 2–3) somehow dig 
  upward through 10ft of solid rock. Attempts to climb up to the keyhole 
  and pick the lock result in the offending thief suffering a nasty jolt (1d6 
  points of damage) that throws them 20ft to the hard stone below unless 
  they make a successful saving throw. This fall inflicts an additional 2d6 
  points of damage. 
  Descending the steps is easy enough, though their size can present 
  minor problems for smaller character who may need to hang from the 
  edge of each step and drop down. The circular staircase winds a full 90 
  degrees before emptying into the wine cellar (Area 1–3). Halfway down, 
  a large chamber can be seen off to one side, its door hanging open. This 
  leads to the sideboard (Area 1–2).   
  Area 1-2: The Sideboard
  The door to this chamber hangs open, revealing a large 
  sideboard. The surface of a massive wooden table towers 
  thirty feet above you along the far wall, with a pair of stools 
  half as high set against it. From your low vantage point you 
  can see a few beer barrels and cupboards sitting atop the 
  table, though smaller items sitting on the table’s surface can’t 
  be viewed from your current vantage point. The pungent odor 
  of cheese fills the room, mixing with the scent of stagnant 
  water rising from below. 
  Nothing of interest is on the floor, but characters who take the time to 
  climb up onto the table (whether by using the nearby stools or employing 
  a rope and grappling hook) can reach the table’s surface. Against the 
  back wall are two corked barrels and a small pantry whose door hangs 
  slightly ajar. If the characters are not quiet in their exploration of this 
  room, they alert 3 very aggressive giant rats nibbling on some very old 
  and very moldy cheese rotting in the cupboard. Unless the characters are 
  particularly alert, these rats surprise the party on a roll of 1–4 on 1d6.  
  The two barrels in the room rest on their side and can be opened by 
  removing a cork set into the top of each one. Removing one of these giant-
  sized corks requires a character to roll below his or her strength score on 
  1d20. The barrels immediately gush countless gallons of old, foul beer 
  across half of the table. Any characters caught in the flood must make 
  a saving throw or lose their footing and be swept onto the stone floor 
  below, suffering 3d6 points of damage from the fall. A merciful Referee 
  might allow characters a last-ditch saving throw to save themselves by 
  grabbing the edge of the table before they are swept over. Removing a cork 
  automatically disturbs the rats lurking in the cupboard, who immediately 
  move to attack.
  Inside the cupboard is a very large wheel of moldy cheese that smells 
  terrible. Eating the cheese causes an explosive gastrointestinal reaction 
  within 1d6 minutes, causing the character to suffer a –1 penalty on all attack 
  rolls for the next three hours. The cupboard is not without its valuables, 
  however. On the upper shelf of the cupboard are a few pieces of giant-sized 
  silverware, most of it tarnished due to age. However, one particularly fine 
  giant-sized steak knife functions as a +1 two-handed sword. 
  Giant Rats (3): HD 1d4hp; HP 3, 2, 1; AC 7[12]; Atk bite (1d3); 
  Move 12; Save 18; AL N; CL/XP A/5; Special: 5% are diseased, 
  surprise (1–4 on 1d6). (Monstrosities 384)
  Area 1–3: The Wine Cellar 
  You and your companions reach the bottom of the stairwell 
  to find a massive chamber that is undoubtedly Clovis’ primary 
  wine cellar. The far wall is covered by a latticework wooden 
  wine rack that may have once housed massive bottles of 
  wine and spirits. Now, only a handful of bottles remain, and 
  water pours from within the shadows of these nooks onto the 
  cellar’s floor, creating a massive pool of brackish, gray water 
  rising to a height of almost three feet pooled at the bottom 
  of the last step. The ceiling of the chamber rises far beyond 
  your meager sources of light and the smell of this moldy 
  pool spilling from the crisscrossing wine rack on the far wall 
  assaults your nostrils.
  At first glance, this room appears to be the source of Lord Clovis’ flooding 
  problems, but characters need to undertake a detailed investigation of the 
  chamber to discover the truth. The floor-to-ceiling wine rack set into the 
  wall opposite the chamber’s entryway contains a meager four bottles of 
  wine, though the shattered remains of several broken bottles are mixed 
  into the mire flooding the floor. Water pours from several of the storage 
  slots, waterfalling onto the floor.
  
  7
  In Vino Gigantus
  The water flooding this chamber rises to nearly 3ft, making movement 
  difficult. Human and elf characters are reduced to half movement while 
  wading through it, while dwarves and halflings are reduced to one-quarter 
  movement. In addition, equipment such as scrolls, maps, ink, or torches 
  can easily become saturated and rendered useless if it is not somehow 
  protected from becoming soaked. Characters trying to root through the 
  gray water run the risk of cutting themselves on shards of broken glass 
  hidden in the muck. Characters blindly pawing through the water have a 
  25% chance of cutting themselves for 1d2 points of damage. A character 
  runs the same risk of damage for every three rounds spent wading through 
  the water.
  Climbing the latticework that once stored the collection of giant-sized 
  wine bottles would normally be easy, but since everything in the chamber 
  is soaking wet, the characters must take extra precautions if they attempt 
  an ascent. The latticework is a grid four slots wide by ten slots high. Each 
  slot is 5 square feet and is set against the stone wall. Thieves attempting 
  to Climb Walls suffer a –10% penalty due to the slick wood. Also, if more 
  than 300 pounds is put on any ropes used to explore the wine rack, there 
  is a 1-in-6 chance each round that the rope slips or the wood splinters.
  The source of the flooding seems to be coming from a thin separation 
  along the wall behind the latticework, near where the wall meets the 
  ceiling. The water runs from the opening down the back wall and pours 
  out onto the floor at several locations. The separation is too small for the 
  characters to squeeze into.
  The uppermost wine bottle is false and can be pulled to reveal a secret 
  door on the wall. Characters who climb up to it and investigate find a rod 
  running from the bottom of the wine bottle into the back wall. Attempting 
  to remove the wine bottle requires an effort of great strength on the part 
  of the characters, such as tying a rope around its neck and having several 
  members pull. Attempts to push on the bottom from within the slot at its 
  bottom requires a strength check with a –4 penalty. 
  If the bottle is moved, a secret door in the southern wall opens, leading 
  to Clovis’ secret larder. The pooled water immediately floods into the 
  dinnerware storage room (Area 1–4). Any character still standing in 
  the water must make a saving throw or be swept along in the current. 
  Halflings and dwarves suffer a –2 penalty due to their smaller size.
  Area 1–4: Dinnerware Storage
  Like the wine cellar, the floor of this room is flooded with 
  the same murky, disgusting water. A large china cabinet rests 
  against the wall opposite the newly revealed secret entrance 
  into this room. It towers almost fifty feet in height and is 
  made of dark hardwood. A pair of large doors are set into 
  the top half of it. Crystalline glass set into these doors reveals 
  stacks of golden inlaid dishes, crystalline goblets, and etched 
  silver flatware resting on the shelves inside. A pair of human-
  sized statues of knights, cast in pewter, flank the dinnerware. 
  A giant-sized heavy wooden door bound in iron is on the 
  eastern wall. 
  The dishware stored in the massive china cabinet is Lord Clovis’ finest 
  tableware and is sized appropriately. While the bottom of the cabinet is 
  warped from moisture, the rest of the structure (and the dishes within) 
  appear to have survived in good condition. Like the wine cellar (Area 
  1–3), the characters need to wade through muck and water.
  The doors to the china cabinet can be opened easily enough if the 
  characters climb up to them. However, if the characters disturb any of 
  Clovis’ best dinnerware, 2 man-sized pewter knights (which serve as 
  salt and pepper shakers) animate and attack the intruders, attempting to 
  slay them or shove them out of the cabinet and into the water below. Each 
  of the pewter knights attempts to use its stored spice as a weapon. Once 
  the pewter knights are defeated, the characters can take the dinnerware. 
  It is easily worth thousands of gold pieces, though given that the goblets 
  are 8ft tall and the plates are the size of a tapestry, such an endeavor may 
  prove nigh impossible. If the dinnerware were somehow recovered intact, 
  it would be worth well over 5000gp.
  Pewter Knight (Salt): HD 2; AC 3[16]; Atk slam (1d8); 
  Move 9; Save 16; AL N; CL/XP 3/60; Special: spice (open 
  wounds sting, –2 to-hit penalty for 1d6 rounds, save avoids). (see 
  Appendix 1: New Monsters)
  Pewter Knight (Pepper): HD 2; AC 3[16]; Atk slam (1d8); 
  Move 9; Save 16; AL N; CL/XP 3/60; Special: spice (save or 
  sneezing fit for 1d6 rounds, movement halved, no spellcasting, 
  save avoids). (see Appendix 1: New Monsters)
  Area 1-5: Main Hall
  A gargantuan stone hall runs into darkness across all 
  directions, well beyond the illumination of your torches and 
  lanterns. The chamber is flooded, almost to the knees of 
  any humans or elves and is even more difficult for those of 
  smaller stature. The sound of running water can be heard far 
  in the distance, buried in the dark to the east.
  The main hall of Clovis’ wine cellar is flooded like the rest 
  of the rooms, though it is not filled with dangerous broken 
  glass or other hazards. Human and elf characters are 
  reduced to half movement, while dwarves and halflings 
  are reduced to one-quarter movement (as in Area 1–3), 
  and all characters need to be mindful to keep certain 
  objects dry. The doors leading to various locations in 
  the cellar are difficult to open, requiring an Open Doors 
  check because of the resistance created by standing water 
  throughout the dungeon. The chamber itself is over 150 feet 
  in length and is 30 feet wide. It can take some time to cross, and 
  the Referee should keep this in mind when checking for wandering 
  monsters.
  
  8
  Frog God Games
  Area 1–6: Cold Storage
  The door to this room cannot be opened, even with a successful Open 
  Doors check. The water flooding into the cold storage chamber has frozen, 
  creating a layer of ice that presses against the door. The ice must be broken 
  before the characters can enter the room. Breaking the ice can be done 
  by spending 1d6x10 minutes hacking away at the frozen mess with a 
  large axe or blunt weapon to knock the door free from its frozen binding. 
  However, the noise doubles the chances of a wandering monster noticing. 
  The door to this room is closed (but not locked or trapped), and the only 
  telltale sign of the problematic ice is that the water surrounding the door 
  is bone-chillingly cold. Characters take 1d3 points of damage every 10 
  minutes while standing on the ice due to the magical cold (save avoids).
  Smaller characters such as halflings or dwarves can attempt to climb 
  the door and slip in through the keyhole to enter the chamber, though they 
  are still unable to open the door from inside until they deal with the ice.
  Though dry, a bone-chilling cold that is undoubtedly 
  magical in nature permeates this chamber. A hard, blue light 
  radiates from the walls of the room, providing a surprising 
  level of illumination. A thick sheet of ice covers the floor, 
  and several large, wicked-looking hooks hang from chains 
  far above your head. The chamber narrows along its western 
  side, turning into a long hall. Against the southern portion of 
  this chamber is a frosted wooden table beneath a pegboard 
  where hooks, giant-sized meat cleavers, and massive butcher 
  knives hang — some with massive hunks of flesh still hanging 
  from their blades.
  This area was used to prepare stored meat and other perishables for 
  Lord Clovis, though it has not been used for a very long time. A massive 
  cookbook, still open and encased in ice, rests on the table — though it is 
  not visible from the floor. Only when characters climb up onto the surface 
  of the long table along the southwestern wall do they see the book. The 
  book is open to a page that contains the spells purify food and drink and 
  protection from cold (see Appendix 2: New Magic Items and Spells). 
  The page can be torn out of the book and used, but it must first be chipped 
  free of the surrounding ice. Using flame to melt the ice has a 75% chance 
  of damaging the page.
  An additional complication is that the book is near the pegboard 
  containing the meat-carving tools that are still soiled by rotted meat. If any 
  character with a torch stands within 20ft of these, the heat thaws 3 sorcery 
  leeches slumbering in the foul meat in 1d6 rounds. The sorcery leeches 
  move toward the nearest magic-user to begin feeding off the character’s 
  magical energy.
  The door leading into the basement kitchen (Area 1–7) can be opened 
  with an Open Doors check. It is not locked or trapped.
  Sorcery Leeches (3): HD 1 hp; HP 1x3; AC 9[10]; Atk 
  negligible (0); Move 1; Save 18; AL N; CL/XP 1/15; Special: 
  arcane siphoning (1 level of spells per 3 rounds attached). 
  (Monstrosities 442)
  Area 1–7: Basement Kitchen
  Cabinets, cupboards, and pantries cover the walls of this 
  room, while the center of the chamber is dominated by 
  a massive wooden table surrounded by giant stools. It is 
  flooded with more than 2ft of gray, brackish water, and the 
  darkness that normally fills the long halls of Clovis’ cellars is 
  broken by a faint orange light coming from atop the table far 
  above your head.
  Primarily used for food preparation and storage, this is the kitchen 
  of Clovis’ castle. The characters arrive to find that the room has been 
  repurposed, however. A company of adventurers is taking refuge on 
  the tabletop, hiding from a giant weasel that has driven them to such 
  desperate measures. The weasel once made its nest in one of the room’s 
  pantries before initially being driven away by Clovis’ dog, the thunder 
  terrier Donner. The weasel returned soon after, only to stumble upon these 
  adventurers, whom it promptly attacked.
  Roll 1d6 when the characters enter the room; on a 1–4 they do not 
  notice the weasel concealed by the shadows and water. The weasel 
  ambushes them at the first opportunity, obsessed with defending its 
  home. The adventurers hiding on the table are not particularly heroic and 
  remain concealed during the battle unless victory seems imminent for the 
  characters. If such is the case, they attack from their elevated position 
  using ranged weapons.
  Casthor, the leader of the adventuring company, calls down to the 
  characters once the giant weasel is defeated. Casthor’s companions are 
  wary, however, keeping their weapons at the ready. Only three remain, 
  and the corpse of a fourth member floats in the southeastern corner of the 
  room, gnawed by the weasel. 
  Casthor, Ernesto, and Emilia are willing to aid the characters, but 
  are primarily concerned with self-preservation. Their primary interests 
  lie in escaping the estate with their lives intact. They won’t actively 
  betray the party, but they aren’t afraid to do whatever is necessary to 
  ensure their own survival. The characters can enlist their aid in return 
  for an equal share of any treasure discovered and an equal cut of Clovis’ 
  promised payment.
  The tables in this room are surprisingly clean, though the pantries 
  and cupboards are filled with giant-sized pots, pans, and other 
  cooking implements. If the characters take their time and spend at 
  least an hour rooting through these cabinets, they discover that the 
  cook left behind a small (for a giant) pouch buried behind some 
  dishes on one of the shelves. It contains 134gp, 54sp, and three small 
  rubies each worth 50gp.
  The body of the dead cleric (Liam, according to his still-living 
  compatriots) is carrying or wearing the following gear: a set of 
  chainmail armor, a metal shield, a mace, a small silver holy symbol of 
  Mithras, as well as a waterlogged backpack containing a small prayer 
  book, a waterskin, three torches, a tinderbox, a bedroll and a money 
  pouch containing 14gp. Liam’s allies lay claim to these items unless the 
  characters threaten violence. 
  Finally, the weasel has a small nest half submerged in the mire. 
  Composed primarily of cloth rags, straw, and mud, the characters have a 
  30% chance of discovering a silver ring with a tiny row of diamonds set 
  into the band (a ring of protection +1).
  Casthor the Bold, Male Human Warrior (Ftr2): HD 2; 
  HP 11; AC 5[14]; Atk longsword (1d8) or dagger (1d4); Move 
  12; Save 13; AL N; CL/XP 2/30; Special: multiple attacks (2) 
  vs. creatures with 1 or fewer HD, +1 to hit and damage strength 
  bonus. (see Appendix 3: NPCs)
  Equipment: chainmail, longsword, 2 daggers.
  Ernesto Quickfist, Human Male (Mnk2): HD 1; HP 5;  
  AC 8[11]; Atk unarmed strike (1d6); Move 13; Save 14; AL L; 
  CL/XP: 2/30; Special: +1 damage with weapons, alertness, 
  deflect missiles, thieving skills. (see Appendix 3: NPCs)
  Thieving Skills: Climb 86%, Tasks/Traps 20%, Hear 3 in 
  6, Hide 15%, Silent 25%, Locks 15%.
  Emilia Female Half-Elf (MU1): HD 1; HP 4; AC 9[10];  
  Atk staff (1d6); Save 15; AL N; CL/XP: 1/15; Special: +2 save 
  vs. spells, wands and staffs, darkvision (60ft), spells (1). (see 
  Appendix 3: NPCs)
  Spells: 1st—detect magic. 
  Equipment: staff.
  Giant Weasel: HD 3+3; HP 20; AC 6[13]; Atk bite (2d6 + 
  blood drain); Move 15; Save 14; AL N; CL/XP: 4/120;  
  Special: blood drain (automatic 2d6 damage per round). 
  (Monstrosities 506)
  
  9
  In Vino Gigantus
  Area 1-8: Stove
  Stacks of soaking firewood rise from the gray murk 
  covering the floor of this chamber and a thin layer of soot 
  seems to cover everything, even the surface of the water. 
  Dominating the eastern half of the chamber is a huge cast-
  iron stove with an equally large metal stovepipe rising from 
  its apex and disappearing into the highest points of the far 
  wall. A gentle but constant stream of water dribbles from the 
  stove’s open hatch.
  At first glance, no threats or dangers are apparent in this room. However, 
  appearances are deceiving. A grey ooze floats through the water, almost 
  invisible in the muck. It slithers toward the characters, surprising them on 
  a roll of 1–5 on 1d6. Casthor, Ernesto, Emilia, and the now-dead Liam 
  previously encountered the grey ooze and warn the players of its presence 
  if they have joined the party, thus negating its increased chance of surprise.
  Taking the time to extensively explore the stack of soaked firewood 
  (at least 10 minutes) reveals a finely-crafted, giant-sized hatchet that 
  functions as a +1 battle axe in the hands of a human-sized wielder.
  The stove is large enough that a human-sized character can easily walk 
  inside. Water runs down the stovepipe to pool in the thick ash inside the stove. 
  Extensive exploration of the stove reveals a grate beneath the layer of caked, 
  soaking ash. The grate can be lifted to reveal the ash can below (Area 1–8B), 
  and a thick, wet fog inside the upper portion of the stove pipe (Area 1–8A). 
  Grey Ooze: HD 3; HP 12; AC 8[11]; Atk strike (2d6); Move 1; 
  Save 14; AL N; CL/XP: 5/240; Special: acid (destroy metal, 
  save avoids), immunities (spells, heat, cold, blunt weapons). 
  (Monstrosities 229)
  Area 1-8A: Stove Pipe
  A dense, wet fog pools in the upper half of the stove pipe 
  before condensing into water that runs down the edges of 
  the stove pipe. The pipe is wide enough for a single human-
  sized creature to climb up to its top. A cool breeze can be felt 
  coming down from the fog-wrapped darkness.
  Thieves can make their way up the stove pipe with a successful Climb 
  Walls check, while others can secure their ascent by making use of a rope 
  and hook. Unfortunately, hiding in the fog far above is a giant spider that 
  waits to ambush any creature daring to disturb its lair. Unless characters take 
  appropriate precautions, it automatically surprises them and drops down on the 
  first party member ascending the stove pipe, attacking with a +4 bonus during 
  its initial attack. If its attack is successful, it latches onto its target, which must 
  make a saving throw each round or plummet down the pipe, taking 1d6 points 
  of damage per 10ft fallen (either 20ft down the entire pipe for 2d6 points of 
  damage, or until the character hits another climbing character).
  Giant Spider (1ft diameter): HD 1+1; HP 6; AC 8[11]; Atk 
  bite (1 hp + lethal poison); Move 9; Save 17; AL N; CL/XP: 
  3/60; Special: poison (+2 save or die). (Monstrosities 451)
  Area 1-8B: Ash Can
  After pulling away the wet muck of caked ash and lifting 
  the grate in the bottom of the stove, you see an ash can as 
  large as a closet set into the bottom of the stove. It is easily 
  five square feet and easily twice as deep. It is half filled with a 
  mixture of dry ash and clumps of wet ash, with scorched iron 
  sides from decades of flaming cooking fires.
  Hopping down into the ash kicks up a cloud of dust, causing characters 
  to cough loudly for 1d6 rounds unless they make a saving throw and 
  covers them in a thick layer of gray soot whether they succeed or fail. 
  Pawing through this mess takes a long time (1d4 x 10 minutes), but for 
  every 10 minutes spent searching, the characters have a 1-in-6 chance of 
  discovering any one of the following valuables: a scorched +1 iron shield 
  previously used as a serving dish, a large fire opal (worth 350gp), or a 
  pristine golden ring of fire resistance.
  Area 1-9: Cook’s Lounge
  Two cots sized for creatures three or four times the size of a 
  human sit against the western wall of this flooded room. They 
  are little more than wooden frames with long sheets of cloth 
  stretched over them, though you cannot see over their edges 
  because of their height. A desk of equal scale with a matching 
  stool runs against the northern wall, but whatever contents 
  rest atop it are beyond your vantage from the ground. Finally, 
  and disgustingly, a huge ceramic chamber pot floats through 
  the morass of water that fills the room to a height of almost 
  three feet. A large arch without a door leads into a long 
  eastern chamber.
  This room once served as the quarters of a pair of Clovis’ cooks. They 
  abandoned the chamber because of the flooding. Since their departure, 
  it has filled up with refuse and filth. Offal and bodily waste float about 
  in the muck, and the scent of excrement fills the room. Examining one 
  of the cots reveals a depression in its center, as if something is sitting 
  in the center of it, well above the waterline. This is the long-corrupted 
  corpse of the ogre cook’s pet: Patches, now a feral undead cat. It takes no 
  notice of the characters unless they make excessive noise or if something 
  disturbs it, at which point it attempts to ambush them from its vantage 
  point. Sleeping on the desk are another 2 feral undead cats; if they hear 
  the party, they yowl loudly and attack.
  
  10
  Frog God Games
  Characters examining the desk closely discover that the top drawer is 
  locked. If this lock is picked, characters can recover the ogre’s personal 
  hoard of 245gp in a large sack, a set of bracers of defense AC 6[13] that 
  the giant once wore as matching rings and, buried in the far corner of the 
  drawer, a normal-sized silver ring set with a cat’s eye gem: a ring of feline 
  friendship (see Appendix 2: New Magic Items and Spells).
  Feral Undead Cats (3): HD 1d4 hp; AC 8[11]; Atk 2 claws 
  (1hp); Move 12; Save 18; AL C; CL/XP B/10; Special: 
  paralyzing scratch (after first 3 hits). (Monstrosities 57)
  Area 1-10: Dry Storage
  Bloated grains, oats, threshed wheat, and corn saturated 
  by the flooding fill the surface of this chamber, pouring out 
  from an alcove to the east. The normally brackish water takes 
  on an almost viscous quality, and trudging through the mess 
  takes time and strength from you and your companions. The 
  room reeks of fouled beer and mold. 
  This room contains no visible threats, other than wading through the 
  disgusting paste of saturated grains and other dry goods — until the 
  characters cross into the threshold along the western side of the room into 
  the giant-sized closet where barrels are stored. The archway leading into 
  this closet is flanked on the southern side by a 5ft patch of brown mold. 
  Because the chamber is saturated with a paste of oats and grains, this mold 
  is likely to go unnoticed. The only hint of its presence is a mysterious 
  growing cold as the characters draw nearer to the brown mold.
  The barrel closet itself is filled with four massive casks that store long-
  rotted grain. As characters draw near to the chamber, they see a light 
  coming from atop the barrel in the northeastern corner.
  The soft glow of torchlight rises from the top of the thirty-
  foot-tall barrel in the northeastern corner of the room. A 
  narrow-faced human with sharp eyes peers down at you 
  and your companions. He holds a torch in one hand, a short 
  sword in the other, and wears a suit of boiled leather armor. 
  His greasy black hair is pulled into a tight ponytail. “Hail,” he 
  calls in an almost reluctant greeting.
  The stranger politely, but obviously fearfully, introduces himself as 
  Franach. He asks the characters for their help, telling them that Clovis 
  hired him to deal with the flooding in the wine cellar but he became 
  trapped. He is eager to join the party and gladly aids them, offering his 
  services to their cause. Franach is actually a wererat. Though evil, he is 
  not a fool. More than anything, he wants to survive. He serves the party 
  loyally until he can escape Clovis’ wine cellar. Once he earns their trust, 
  he secretly turns into a rat each night while the party sleeps and bites the 
  character he judges to be the most powerful in hopes of infecting him 
  with lycanthropy and drawing them into his service. Franach and the 
  adventurers in the basement kitchen (Area 1-7) have not encountered 
  each other before.
  Brown Mold: HD n/a; AC n/a; Atk none; Move 0; Save n/a; 
  AL N; CL/XP 4/120; Special: drains heat (2d8 damage per 
  round, no save). (Monstrosities 335)
  Franach the Wererat Thief: HD 3; HP 18; AC 8[11]; Atk bite 
  (1d3) or short sword (1d6); Move 12; Save 14; AL C; CL/XP: 
  5/240; Special: +1 or better magic or silver weapons to hit, +2 
  save bonus vs. traps and magical devices, backstab (x2), control 
  rats, lycanthropy, thieving skills. (Monstrosities 307)
  Thieving Skills: Climb 87%, Tasks/Traps 25%, Hear 4 in 
  6, Hide 20%, Silent 30%, Locks 20%.
  Area 1-11: Nest
  Rising from the gray water filling the hall is a hedge of 
  straw, half-rotted cloth, and other detritus. It stands six feet 
  high and is almost as wide. Even from this distance you can 
  see several sets of beady red eyes gazing at you and your 
  companions from the darkness.
  This collection of garbage from around the cellar was constructed by the 
  many giant rats that call this wall of trash home. They defend it fiercely, as 
  they are cornered with few places to flee. If the characters approach, and 
  most certainly if they disturb the nest, the rats swarm them. Fortunately, 
  if the characters slay the rats and investigate the nest, they find a plethora 
  of riches — though it takes almost an hour of pawing through a pile of 
  garbage riddled with rat droppings. These riches include a bag of 11 
  small jewels (each worth 5gp), 32gp in loose coins, a watertight scroll 
  case (containing a scroll of protection from poison, a scroll of phantasmal 
  force, and a scroll of cure serious wounds), as well as a wand of detection 
  (magic), and a single boot of elvenkind (for the left foot).
  Giant Rats (12): HD 1d4hp; HP 4x3, 3x3, 2x3, 1x3; AC 
  7[12]; Atk bite (1d3); Move 12; Save 18; AL N; CL/XP 
  A/5; Special: 5% are diseased, surprise (1–4 on 1d6). 
  (Monstrosities 384)
  
  11
  In Vino Gigantus
  Area 2-1: Stove Exhaust
  Reaching the top of the stove pipe, you see the exhaust is 
  wide enough and tall enough for you and your companions 
  to stand — but just barely. The pipe is almost eight feet wide 
  and equally tall, though walking through a rounded cast-iron 
  tunnel can be difficult at times. The noise of your movement 
  echoes and reverberates down the long, narrow chamber. 
  A steady stream of water, only ankle deep and remarkably 
  clean, runs down the length of this hall and cloud-like fog 
  pools above it to the knee. A cool breeze blows from the north 
  with surprising strength.
  Though no monsters await the characters as they make their way down 
  the passage, a hollow metallic echo accompanies every step or movement 
  they make as they travel in the bowels of the wine cellar. Attempts to 
  Move Silently suffer a –10% penalty while in Areas 2-1, 2-2, and 2-3. In 
  addition, it is all but impossible to ambush or surprise foes.
  As the characters make their way down the stove exhaust, the booming, 
  shrill bark of a dog shakes the very hall. This bark occurs once every 
  1d6+1 rounds that the characters linger here. Because the sound bounces 
  through the chamber at a deafening level, all characters must make a saving 
  throw or be deafened for 1d6 turns. Deaf characters cannot communicate 
  verbally and deaf spellcasters have a 20% chance to fail when casting a 
  spell, causing the attempted spell to fizzle and fade from their memory.
  Area 2-2: Pipe Break
  The passage turns sharply to the east, where the far end of 
  the stove pipe is torn open. Thick, white clouds of vapor pour 
  into the chamber and quickly condense to form the steady 
  stream of water in which you now stand. The tear in the pipe 
  and the stone wall behind it is wide enough to serve as a door 
  for a human. A powerful wind blows through the hole. For 
  a brief instant, the clouds part to reveal endless blue skies 
  beyond. The stove pipe turns south just before the rend and 
  continues its path in a southerly direction.
  Pushing through the thick fogbank is a disgusting thing, as several 
  spiders have planted their egg sacs in this moist area. In addition, 
  characters daring to peer through the hole over the edge see that the 
  very cloud upon which Clovis’ estate floats has been torn and is slowly 
  pouring into the basement and turning to water; this is the source 
  of the flooding. Unfortunately, discovering this puts the characters 
  precariously close to the edge and at risk of falling to the ground 
  thousands of feet below. Anyone moving close enough to the edge to 
  look over must roll below their dexterity on 3d6. If the check fails, 
  the character begins slipping and sliding toward the edge. Characters 
  have one final chance to make a saving throw to avoid going over the 
  edge and falling to their death. Stumbling blindly into the fog also 
  risks bursting the spider egg sacs and releasing 2 nearly mature giant 
  spiders that attack immediately.
  Those who bravely attempt to get close to the edge discover that the 
  hole looks as if it was torn open from the inside by some kind of tenacious 
  beast attempting to claw its way to freedom. In truth, it was Clovis’ thunder 
  terrier Donner who inadvertently caused this potentially cataclysmic 
  damage to the castle by clawing at the pipe. His efforts tore open the 
  hole, allowing the cloud outside to continually flow in and change into 
  water. Unless the characters are particularly clever, repairing the damage 
  is beyond their ability. Fortunately, once Clovis is told of this damage, he 
  can order his servants to make the necessary repairs.
  Noisy characters automatically cause Donner to bark (as described 
  in Area 2-1) in a whimpering cry for aid from his precarious position 
  trapped in the spiders’ nest (Area 2-3).
  Giant Spiders (1ft diameter) (2): HD 1+1; HP 6; AC 8[11]; 
  Atk bite (1 hp + lethal poison); Move 9; Save 17; AL N; CL/XP: 
  3/60; Special: poison (+2 save or die). (Monstrosities 451)
  Area 2-3: Spiders’ Nest
  The stove pipe comes to a sudden end, opening into a 
  natural gap in the castle’s stone foundation. The chamber 
  is easily thirty feet wide and forty feet long, though its roof 
  is barely ten feet high. The thick, sticky webbing of giant 
  spiders covers half of the chamber. Tangled in these vine-like 
  tendrils is a teal-furred terrier of gigantic proportions with 
  lightning blue eyes. The massive beast is hopelessly caught. 
  It sees you and lets out a deafening bark, its mouth crackling 
  with lightning. In addition to its pleading gaze, five sets of 
  arachnid eyes turn your way as a cluster of giant spiders 
  move toward you and your companions, each arachnid intent 
  on punishing you for disturbing their feast.
  The spiders long ago took up residence in the hollow of the castle 
  foundation. When Clovis’ wandering pet Donner the thunder terrier 
  wriggled his way up the stove pipe to escape being trapped in the wine 
  cellar, he became tangled in their webbing. The 5 spiders fight to the death, 
  backed into the corner of their own lair and fighting to defend their meal. 
  Characters moving into or through Squares 2, 5, 6, 7, 9, 11, or 12 
  must make a saving throw or become tangled in a manner similar to a 
  web spell. Donner is webbed in this fashion on Square 5. Because of the 
  moisture and fog in the room, these webs cannot be destroyed using fire. 
  Fortunately, the webbing in a single square can be cut away by doing 
  10 points of damage using a slashing weapon such as a sword or axe. 
  Unfortunately, Donner is panicking and barks every round during the 
  battle. Each time he barks, the unstable foundation has a 50% chance of 
  crumbling and sending a 10ft-by-10ft section of the floor upon which the 
  battle occurs tumbling into the blue sky below. The Referee can roll 1d12 
  and consult the map to determine which section falls away or simply have 
  them fall away in sequence. Any character standing in a square where the 
  floor falls away must make a saving throw to jump clear or plummet to a 
  painful, messy death thousands of feet below. Characters standing in any 
  of the webbed areas can choose to intentionally tangle themselves in the 
  web. Doing so grants them a +4 bonus to their save, though they are also 
  automatically caught in the web. 
  Being so close to the barking thunder terrier is also deafening, meaning 
  all characters must make a saving throw or be deafened for 1d6 turns as 
  described in the stove exhaust room (Area 2-1). 
  Once the spiders are defeated, the characters must find a way to 
  calm Donner. Rangers and druids can do this automatically, while 
  other characters must roll below their charisma on 4d6. If any character 
  is wearing the ring of feline friendship (from Area 1-9), Donner is 
  automatically hostile and likely to attack.
  Depending on the condition of the floor and how the battle went, the 
  characters may have a difficult time freeing and retrieving the thunder 
  terrier. Once freed, the poor canine makes every effort to flee back down 
  the stove pipe toward the stairwell (Area 1-1). Upon hearing Donner’s 
  familiar bark, Clovis’ ogre mage servant Wamp releases the wards on the 
  door, freeing the dog and the characters.
  Giant Spiders (4ft diameter) (5): HD 2+2; HP 13, 12, 11, 8, 
  7; AC 6[13]; Atk bite (1d6 + lethal poison); Move 18;  
  Save 16; AL N; CL/XP 5/240; Special: lethal poison (save or 
  die), surprise (5-in-6 chance). (Monstrosities 451)
  Thunder Terrier: HD 4; AC 5[14]; Atk bite (2d4);  
  Move 12; Save 13; AL N; CL/XP 5/240; Special: deafening 
  bark (deafened for 1d6 turns, save avoids). (see Appendix 1: 
  New Monsters)
   
  
  12
  Frog God Games
  Part Three:  
  Wine Before Its Time
  With Donner recovered (or possibly slain), the characters return to 
  Clovis with the discovery that his beloved dog is the source of the flooded 
  wine cellar. The Lord of House Tempestas immediately orders Wamp 
  to send several of his servants to deal with the problem and offers the 
  characters their promised reward of 500gp. In gratitude, he also offers to 
  send them back to where he found them using his magical abilities. He 
  has no interest in the treasure the characters recovered, dismissing it with 
  a wave of his hand as “mere trinkets that he will allow them to keep.”
  If Donner was slain and Clovis learns of this, he is overcome with 
  sorrow and barely contains his tears. In fact, over the next few weeks the 
  characters hear of small, freakishly powerful thunderstorms breaking out 
  in the region — an extension of his sadness pouring forth from Stormridge 
  Sanctum onto the ground below.
  If the characters return his beloved Donner to him uninjured, Clovis 
  is overjoyed. He provides the characters with their promised reward and 
  agrees to drop them off anywhere they choose — though the Referee 
  should use this as an opportunity to allow the characters to avoid a long 
  overland journey or to transport the campaign to new or previously 
  unexplored region.
  In the unlikely event that the characters refuse Clovis’ money and fawn 
  over what an honor it has been to serve him, the storm giant offers them a 
  unique reward. This reward is offered only if Donner is alive. He provides 
  them with a thunder terrier pup. Training and rearing the animal is no easy 
  task and requires constant efforts on the part of the characters. After one 
  year, the pup grows into an adult thunder terrier.
  Whether the characters ever encounter Clovis, Wamp, Donner, or any 
  of the other denizens of Stormridge Sanctum is up the Referee. Casthor, 
  Ernesto, and Emilia go their own way once the adventure ends, though the 
  characters may earn potential allies to use in the future. Franach, on the 
  other hand, attempts to stay with the party under the guise of an ally and 
  attempts to slowly turn the characters into wererats in his service.
  As suddenly as they arrived in Stormridge Sanctum, the characters 
  find themselves returned to the Lost Lands (or whatever game 
  world the Referee chooses).
  Appendix 1:  
  New Monsters
  Below are new monsters encountered during this 
  adventure.
  Pewter Knight
  Hit Dice: 2Armor Class: 3[16]
  Attacks: slam (1d8)
  Saving Throw: 16
  Special: spice 
  Move: 9
  Alignment: Neutrality
  Number Encountered: 1d4
  Challenge Level/XP: 3/60
  Pewter knights are a curious form of animated object most often 
  used by intelligent giants and dragons. Most often they take the guise 
  of huge spice shakers carved of pewter into the images of knights and 
  warriors. When disturbed or touched without a command word being 
  spoken, they attack with their massive pewter blades in a devastating 
  slam attack. As they often serve as containers for various seasonings 
  and spices, pewter knights can make a special attack to create a unique 
  effect. The Referee should roll 1d4 to determine which spice is housed 
  within an individual pewter knight and its effect:
  1d4
  Spice
  Effect
  1
  salt
  If the target has any open wounds, 
  those wounds begin to sting in a 
  sharp, distracting pain that causes 
  the victim to suffer a –2 to-hit 
  penalty for the next 1d6 rounds.
  2
  pepper
  The target must make a saving 
  throw or become overwhelmed 
  by a fit of sneezing for 1d6 rounds. 
  During this time, the target cannot 
  cast spells and movement is 
  halved.
  3
  sugar
  Crystalline sugar gives the 
  character a sweet smell noticeable 
  to anyone within 120ft. For 1 hour, 
  the characters cannot surprise 
  targets, wandering monsters are 
  more likely to notice them (double 
  the normal chance), and any 
  attempts to Hide in Shadows suffer 
  a –15% penalty. 
  4
  cinnamon
  Targets inhale a massive cloud of 
  dry cinnamon and begin coughing 
  uncontrollably for 1d3 rounds unless 
  they make a successful saving 
  throw. While coughing, they cannot 
  move, attack, or cast spells.
  Pewter Knight: HD 2; AC 3[16]; Atk slam (1d8); Move 9; 
  Save 16; AL N; CL/XP 3/60; Special: spice (see description).
  
  13
  In Vino Gigantus
  Thunder Terrier
  Hit Dice: 4Armor Class: 5[14]
  Attacks: bite (2d4)
  Saving Throw: 13
  Special: deafening bark
  Move: 12
  Alignment: Neutrality
  Number Encountered: 1
  Challenge Level/XP: 5/240
  Thunder terriers are extraordinarily rare, found most often in the 
  company of storm giants and cloud giants who raise them as pets. Though 
  similar to Yorkshire, Scottish, or West Highland terriers, the coloring of 
  their fur ranges from sky blue to an almost sparkling teal. Like the smaller 
  breed for which they are named, thunder terriers are natural ratters with a 
  disposition to be excitable and gregarious. 
  When excited or scared, thunder terriers often let out a deafening bark 
  that can be heard from almost a mile off. Anyone near a thunder terrier 
  when it barks must make a saving throw or be deafened for 1d6 turns. 
  Deaf characters cannot communicate verbally, and deaf spellcasters have 
  a 20% chance to fail while casting a spell. The attempted spell fizzles and 
  fades from the spelllcasters’ memory.
  Thunder terrier pups can be reared and trained like any other dog, 
  though the cost for feeding them is enormous and the likelihood of 
  collateral damage is quite high.
  Thunder Terrier: HD 4; AC 5[14]; Atk bite (2d4); Move 12; Save 13; 
  AL N; CL/XP 5/240; Special: deafening bark (deafened for 1d6 turns, 
  save avoids).
  Appendix 2:   
  Magic Items and Spells
  Below are details of the new magic items and spell found in this adventure.
  Greater Ring
  Ring of Feline Friendship
  This delicate silver ring is set with a pair of cat’s-eye gems. Any time the 
  wearer of the ring of feline friendship comes within 120ft of a mundane 
  or magical cat (regardless of size), that cat must make a saving throw or 
  immediately come under the wearer’s control (as charm monster) for the 
  next 1d6 hours. If the cat is within 120ft of the wearer after this duration, 
  it must make a new saving throw or the effects continue. In addition, a 
  magic-user wearing the ring summons various cats as determined by the 
  Referee when casting any monster summoning spell. This could include 
  tigers, hellcats, torthri, or even a sea cat where appropriate. 
  Cats affected by the ring of feline friendship can range from common 
  house cats to tigers, or from undead feral cats (even though they are 
  normally immune to charm affects) to weretigers.
  Unfortunately, all canines within 120ft of the wearer of the ring of 
  feline friendship regard the wearer with distrust or even open hostility. 
  This includes mundane dogs, wolves, werewolves, blink dogs, and even 
  gnolls. Hell hounds have a particularly acute hostility to the wearer. 
  
  14
  Frog God Games
  New Spell
  Protection from cold
  Spell Level: Druid, 3rd Level
  Range: Touch
  Duration: 3 turns + 1 turn/level
  Protection from cold may be cast on another character or NPC, but it 
  confers a great deal more protection when it is woven personally around 
  the caster. When used to protect another creature, the spell’s ward grants 
  complete immunity to normal cold damage such as that from icy weather 
  or snowstorms and reduces damage from magical-based cold attacks by 
  half. When used to protect the caster, the spell grants complete immunity 
  to one exposure to magical cold, after which it functions normally.
  Appendix 3: NPCs
  Casthor the Bold 
  Casthor is big, bold, and blonde. He has an easy way about him and 
  his smile is infectious. He is the leader of his small band of adventurers 
  and takes his duties very seriously. He is pragmatic and often uses his 
  charms to put potential employers at ease before negotiating for the best 
  deal possible for himself and his companions. He typically wears a set of 
  chainmail armor and carries a longsword and two daggers.
  Casthor the Bold, Male Human Warrior (Ftr2): HD 2; HP 
  11; AC 5[14]; Atk longsword (1d8) or dagger (1d4); Move 12; Save 
  13; AL N; CL/XP 2/30; Special: multiple attacks (2) vs. creatures 
  with 1 or fewer HD, +1 to hit and damage strength bonus.
  Equipment: chainmail, longsword, 2 daggers.
  Ernesto Quickfist 
  Ernesto is tall and wiry, with long salt-and-pepper hair pulled into a 
  loose ponytail. He wears loose, tattered pants, worn leather boots, and no 
  shirt. He carries no weapons. Despite his training and discipline, Ernesto 
  has little time for idle chitchat or diplomacy and is quick to address a 
  confrontation head-on. He is a man of his word and believes in serving 
  those he cares about to the utmost of his ability.
  Ernesto Quickfist, Human Male (Mnk2): HD 1; HP 5; AC 
  8[11]; Atk unarmed strike (1d6); Move 13; Save 14; AL L; CL/
  XP: 2/30; Special: +1 damage with weapons, alertness, deflect 
  missiles, thieving skills.
  Thieving Skills: Climb 86%, Tasks/Traps 20%, Hear 3 in 
  6, Hide 15%, Silent 25%, Locks 15%.
  Emilia the Unkempt
  Emilia is a bug-eyed, one-eared half-elf who dresses more like a vagrant 
  than a wizard. Her bedraggled clothing is stained and worn, and the staff 
  upon which he leans is little more than a piece of driftwood. She speaks in 
  short bursts that seem more akin to streams of consciousness than actual 
  sentences. Despite her apparent madness, she is keenly observant and 
  quick to sniff out a deception. She carries a quarterstaff, a dagger, and her 
  spellbook. 
  Emilia, Female Half-Elf (MU1): HD 1; HP 4; AC 9[10]; Atk 
  staff (1d6); Save 15; AL N; CL/XP: 1/15; Special: +2 save vs. 
  spells, wands and staffs, darkvision (60ft), spells (1).
  Spells:1st—detect magic. 
  Equipment: staff.
  
  15
  In Vino Gigantus
  
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  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
  System Reference Document Copyright 2003, Wizards of the Coast, Inc.; Authors Jon-
  athan Tweet, Monte Cook, Skip Williams, based on original material by E. Gary Gygax 
  and Dave Arneson.
  Swords & Wizardry Core Rules, Copyright 2008, Matthew J. Finch
  Swords & Wizardry Complete Rules, Copyright 2010, Matthew J. Finch
  Swords & Wizardry Monstrosities, Copyright 2013, Matthew J. Finch
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