TEXT:         DUNGEON MODULE G5B
           CURSE OF THE CLOUD
                  GIANT QUEEN
     by RC PINNELL
  INTRODUCTION
  Like the adventure before it (The Sanctum of the Stone
  Giant 
  Lord) 
  this 
  module 
  was 
  designed 
  as 
  a
  supplemental scenario to be used in conjunction with
  the G-Series adventures written by Gary Gygax. It can
  be run any time after the party finishes the G-Series. It
  does not directly affect the information or exploration of
  the other giant modules and is offered as additional
  experience the party can acquire.
  This is a difficult adventure and requires experienced
  players. Those who have yet to advance a character
  above 8th level will likely become overwhelmed by the
  intensity of the action that will occur. If such players are
  mixed in with seasoned veterans, the group will likely
  fare well.
  The recommended levels for play in this scenario are
  from 10th to 14th, with at least 1/2 of the party being
  11th and/or 12th levels of experience. One or two dwarf
  characters are suggested due to their keen racial
  benefits in combating giants; rangers, also, will be of
  great use. Multi-classed characters should only be
  included if their highest class is at least 9th level. The DM
  should not include classes found in the UA manual
  unless he personally sanctions their inclusion in the
  game system. 
  Warning, if you intend to play in this adventure then you
  must STOP READING NOW! The information that follows is
  intended for the DM's eyes, only. Knowing any of it
  could spoil your playing experience and others within
  the group.
  ACKNOWLEDGEMENT
  This adventure is compatible with any ADVANCED
  system of medieval dungeon exploring and role-
  playing. Use of any edition-system will require some
  adaptation. Any terms used connected to a Trademark
  are done without the permission of the owner/s of such,
  under the concept of the fair use doctrine.
  A complete list of designers and writers that have had
  some amount of influence in the making of this product
  is impossible. To keep such an acknowledgement from
  becoming epic in itself, the following persons are noted
  as being at the front of the list: Gary Gygax, Dave
  Arneson, Rob Kuntz, Steve Marsh, Tim Kask, Frank
  Mentzer, James Ward, Tom Moldvay, and Dave Cook.
  In addition, many members of the Dragonsfoot
  community have continually supported my efforts and
  encouraged me to keep striving. Ron (Ar-ar), Atherton,
  Ken-do-nim, Sauna, Guy, Paul, Geoffrey, Aranion,
  JerryB., Capitalbill, Sightblinder, Oculus, Fiasco, Sir
  Clarence, Lord Gwydion, J. Elric, Random, Bobjester, Sir
  Allen, Jeff, Cimmerian, Steve, and so many others I can't
  list, but thank immensely. To all these guys (and gals) I
  offer my sincere gratitude.
  Location of the Cloud Giants’ castle
  This scenario can be placed atop any high mountain
  range that separates communities of men and their
  allies. A long, winding caravan route should pass over
  this range. The mountains should be at least a dozen
  miles across, with altitudes of up to 10,000 feet, and of
  such vast length making the need to cross over them
  the only option. Dungeon Masters using other giant
  modules can easily place this setting higher in location
  than where lesser giants, say-- Hill, might be found.
  BACKGROUND
  For over a dozen decades peace has existed between
  the Cloud Giants atop the great mountains and the
  humans and their allies in the valleys below. A treaty
  between the big and little folk was made to ensure that
  each side would respect the other’s privacy, yet come
  to the aide of each in times of great need. King Sorfel,
  the latest of the reigning Cloud Giant monarchs was not
  one to shirk his commitments. Under his leadership the
  giants kept safe the caravan route that traversed the
  mountains, passing near to their colony. For their efforts
  the giants were provided with the necessities to support
  them, allowing them more time for leisure. The peace
  resulting from this arrangement lasted for years.
  That is, until now. Having fallen under the spell of a
  young cloud giant maiden, the King--following the
  suggestion of his trusted advisor--has abandoned his
  castle. Taking the maiden and his most trustworthy
  guards with him, he has journeyed south to the Hall of
  the Fire Giant King. The castle, nearly empty and
  unprotected, is now being swarmed by squads of evil
  
  Fog Giants from the dark forests atop the mountains.
  The Queen and her court have fled into secret
  chambers beneath the castle, while the once loyal
  advisor to the King coordinates the invasion as he
  enacts his own plans to take over the great castle for
  himself.
  Having been alerted to the plight of the Queen, and
  the King’s desertion, the local nobles have met to
  decide what should be done. Do they honor their old
  treaty, and attempt to rescue the Queen? Do they
  launch an assault against the Fog Giants that have
  turned against their cousins the Cloud Giants?
  Issuing forth a summons across the land the nobles have
  assembled a company of heroes and adventurers to
  investigate the situation. Charged with ascertaining the
  cause of the King’s desertion, and driving back the
  assaulting fog giants, the assembly is divided into small
  groups with separate missions. Some must enter the
  castle of the cloud giants to determine if the Queen is
  still alive, and in need of assistance. Others are charged
  with combing the mountains to locate the fog giant
  marauders and drive them from the area. And in either
  case, the discovery of who or what was behind the
  King’s deserting is of paramount interest to the nobles.
  Notes to the Dungeon Master
  As laid out in the Background material, the purpose of
  the adventure is for the party to enter the castle of the
  cloud giants and determine as best as they can, why
  the King abandoned his home and his treaty with the
  nobles. Also, what has become of the Queen, and, if still
  alive, perhaps rescue her; and deliver a severe check
  to the invading fog giants that are threatening the
  peace.
  Minor clues as to the causes behind all this are spread
  through out the castle. The party must piece together
  the story in order to inform the nobles that hired them.
  There is no, single, source or item that will paint the
  picture totally for them. The gnome traitor, Norald D’
  Nomder, will likely tell the party much of the story in
  order to save his own skin, and the Queen may add
  more to it. But, unless it is pried from them, they will offer
  only bits and pieces of the information, as they know it.  
  JOURNEY TO THE CLOUD GIANT CASTLE
  This is not a wilderness adventure. Though a small map
  section of the mountains is provided to give the DM a
  picture of where the castle rests, the journey to the
  location is not necessary to conduct unless the DM
  wishes to include it. In which case encounters should be
  designed that best fit the terrain involved. Certainly Fog
  Giants should be met, most likely in small numbers, as
  the party ascends the mountains, passing through the
  great forest that blankets the range. Likewise, wolves,
  bears, foxes, are a potential threat, while soaring eagles
  and swooping hawks should be a common occurrence.
  How, when, and where they might be encountered, is
  up to the DM to decide.
  To expedite play the DM should consider the nearest
  human settlement at the base of the mountain range
  being about a six-day trip to the site and a three-day
  trip back down the mountain. Plenty of small trickling
  streams will supply the group with water, while an
  abundance of wild game at the lower elevations will
  provide them with meat for nourishment. Berries, nuts,
  roots and possibly bird eggs at the middle and higher
  elevations will augment their diet.  
  Start
  Led by a small group of guides the party has finally
  reached a crest in the great mountains known to be the
  location of the cloud giant colony. After passing
  through a wide gorge between two rocky peaks, they
  enter a large, oval expanse of flat land dominated by a
  thick copse of woods (See Map 1). The northern part,
  about 1/3rd of the total area, is open to the sky above,
  and the trail continues north along the rim of the bowl
  to the entrance in the side of the mountain. Several
  small caves, much too narrow and low for giants to
  enter, are located not far from the bowl (See map) to
  which the party can retreat if necessary.
  The DM should arrange to have the party ambushed at
  some time after reaching the bowl. This will come from a
  group of Fog Giants (HPS: 101, 99, 97, 95, 93) stationed in
  the large wooded area south of the cloud giant colony.
  They will attack before the party can enter the castle,
  hoping to eliminate the group right off.
  This should occur as close to dusk or dawn as possible,
  with the giants taking full advantage of their ability to
  blend with the natural mist that envelopes the area at
  these times. If the party makes camp out in the open
  they will be attacked by a group of Dire Wolves during
  the night (HPS: 34, 33, 32, 31, 30, 29).
  The copse of woods is a staging area for the fog giants
  and their associates to congregate before launching
  raids into the cloud giant castle. Currently there are only
  the above mentioned guards, since most of the giants
  already marshaled by the renegade gnome have
  infiltrated the castle. For every week that passes an
  
  additional 1-6 Fog Giants, 2-24 Cyclopskin, and 3-12 Dire
  Wolves will arrive at the wooded area. These will serve
  as replacements to those lost in the taking of the castle,
  and/or those slain by the party. Once the traitor gnome
  has been captured or killed, and the Queen rescued,
  the evil alliance will falter, with the monsters going back
  to their own territories and concerns.
  THE CASTLE AND ITS CONSTRUCTION
  The term castle usually conjures up images of stone
  walls, turrets, towers and medieval laborers working for
  years to erect fortified structures that housed nobles
  and lords. But the term can also be used to refer to
  one's own place of residence-- "A man's castle is his
  home!" for example. It is more in the latter sense that the
  term applies here. And in the case of the Cloud Giant
  King and his court, this home is a series of halls and
  chambers designed for their unusual size.
  Standard corridors are 10' wide and 22' from floor to
  ceiling. Wider ones can range from 22' to 28', with the
  ceilings in the largest ones leading from the entry (1B) to
  the King's Council Chamber (3) being about 30'. Large
  rooms meant for adult use will have ceilings at 22' to 24'
  above the floor, with chamber 7 being 30'.
  All walls are covered with a plaster coating several
  inches thick. Metal hooks set into them at about 18' from
  the floor are placed every 90' and are used to suspend
  lamps that burn oil. Most of these have been removed
  during the raids, and the DM should determine which
  and where the remaining ones are.
  All standard doors are 6' wide and 20' high by 6" thick. A
  brass handle generally of a U-shape is attached to the
  portal at 8' to 10' off the floor. All doors push inward to
  allow entry to the chamber or corridor beyond.
                              KEY TO THE UPPER LEVEL
  Wandering Monsters:
  Southern Section: Areas 1-10. Encounter 1 in 8 ("1" on a d8)
  1-2.  1-4 Dire wolves
  3-5.  1-10 Cyclopskin
    6.    1-2 Fog Giants
  Western Section: Areas 17-24. Encounter 1 in 8 (“1” on a d8)
  1-4.  1-6 Cyclopskin
  5-6.  1-2 Fog Giants
  Central Section: Areas 25-30. Encounter 1 in 6 (“1” on a d6)
  1-3.  3-24 Giant Rats
  4-5.  1-8 Cyclopskin
  6. 
  1-2 Dire wolves
  Northern Section: Areas 31-34. Encounter 1 in 6 (“1” on a d6)
  1-3.  1-2 Dire wolves
  4-5.  1-4 Cyclopskin
    6.   1-2 Fog Giants
  These are creatures in addition to those found within
  rooms and chambers, and are not considered part of
  the actual population. A check should be made each
  hour, with the result depending upon location at the
  time of the check, and the outcome determined as
  noted above. None of the creatures encountered will
  be carrying any treasure.
  Rooms and Areas:
  1. ENTRY An open courtyard about 60' by 60' leads to
  the main entrance to the castle. A set of double doors
  stand shut and must be forced open (requiring an
  Open Doors roll). At the north end of the courtyard an
  opening appears in the wall about 8' off the ground. It
  appears to be about 20' across, and 20' high. This (A) is
  a guard point, or was. It is not empty, though, as four (4)
  Dire wolves (HPS: 25, 23, 21, 21) will rush forth from the
  opening and attack the party as it approaches either
  the guard post or the double doors.
  THE GREAT HALL Beyond the entry doors a huge hall 30'
  wide and over 90' long (B) leads northward into the
  castle proper. Dark and foreboding, as soon as the
  party is 20' past the entry they will smell a stench of
  blood and rotted meat. But time to analyze and react
  to this will be cut short by two (2) Fog Giants (HPS: 99, 97)
  rushing toward them from just around the bend in the
  corridor, to the north. If the giants believe they are out-
  matched by the group, they will raise a cry of alarm
  hoping to draw reinforcements from the empty alcoves
  to the north of the great hallway, or from chamber 7.
  The Great Hall is dissected by a cross corridor, but
  continues northward as a narrow, 10' tunnel with eight
  alcoves beginning after 20', set 10' apart. Those that are
  marked (C) contain statuary of cloud giants in various
  poses and regalia. Brief inspection suggests that these
  might have been past Kings of the colony. Between
  these, in the "empty" alcoves, are stationed 1 Cyclops-
  skin (HPS: 30 each).
  Past the alcoves the corridor widens again, where a set
  of double doors blocks the path (D).
  2. ROYAL HALL The Great Hall continues as a flight of
  wide and shallow steps lead on into the next chamber.
  3. THRONE ROOM A single, large chair dominates this
  chamber as the party enters; the wall behind it one long
  curving arc. The stone furnishing is plain and unadorned,
  
  but of great interest to the four huge beings that are
  snooping around it. Four (4) Fog Giants (HPS: 95, 93, 91,
  89) will immediately cease their activity upon sensing
  the party approach (80% chance as they reach the
  steps). Once /if the giants are dispatched, or the party
  can return to investigate the throne, allow each
  character a 1 in 6 chance of detecting something odd
  about the throne. If one character succeeds, then an
  elf, dwarf or thief may attempt to locate the triggering
  device that will allow the item to slide forward, revealing
  a set of stairs in the floor leading down. (Only one
  attempt per player is allowed)
  4. GUESTROOM Upon opening the door to this chamber
  the party will be struck by a horrendous stench. After
  moving inside they will discover the remains of a storm
  giant in an advanced state of decay. The room and all
  its furnishings have been trashed. Though there is no
  treasure or "monster" within the room, the longer the
  party remains the more likely they may contract a
  serious lung disease. The DM should use the appropriate
  text and tables to determine the type. For each turn
  spent in the chamber there is a 5% cumulative chance
  per character of becoming infected.
  5. GUESTROOM Slightly larger than the previous one, it,
  too, has been totally trashed. One Turn of searching will
  produce 1-100 CP. If more than three Turns are spent
  there is a 33% chance the party will find a small needle,
  about 3" long, coated on one end with a black, gooey
  substance. This poison is weak, and not actually harmful
  if touched. Its presence should raise some concern.
  6. AVIARY This chamber once housed a nest of giant
  eagles that served the King as messengers, spies and
  scouts. Twigs, fur and other materials that once formed
  the nests themselves are now scattered through out the
  room, covering the floor, along with pieces of eggshell
  and small bones. Currently eight (8) Dire wolves (HPS:
  24, 23, 22, 21, 20, 19, 18, 17) are slumbering within the
  chamber and will awaken and attack any non-giant
  that enters.  If the debris of the room is searched there is
  a 33% chance of finding a ring of shooting stars after
  one Turn of activity; becoming 55% per each Turn there
  after spent until found.
  7. GREAT FEAST HALL The 2nd largest room in the palace,
  its purpose is still clear from the two large tables still
  standing. Giant sized plates; cups, knives and forks still
  cover the tables, along with various foodstuffs in
  different stages of decay. Thus, the room smells badly,
  and is made even more so by the nine huge Fog Giants
  present (HPS: 92, 91, 90, 89, 88, 87, 86x3). Oddly, if they
  have not already been summoned to assist the two
  guards at 1B their keen senses will alert them of
  approaching non-giants with 80% likelihood. Thus, it is
  possible the party will hear laughing and shouting going
  on as they approach that will suddenly cease.
  A thorough search of the chamber, of at least 2-3 Turns
  will produce only sundry dining articles typical of the
  room. But if a detect magic spell is cast, 3 knives among
  the multitude scattered atop the tables will reveal a
  magic presence to them. These are considered +1 short
  swords in relation to the adventurers. But one, being
  nicer than the others, with a jeweled pommel, is
  actually a +1/+4 VS reptiles.
  8. GUESTROOM These chambers are smaller than most
  found in the castle, with beds and furnishings appearing
  to be intended for smaller beings than the giants. All are
  presently empty, though they appear to have been
  ransacked quite thoroughly. The two smaller ones have
  three bed frames each, a couple of chairs and a small
  table, while the larger one contains six bed frames. All
  are intact, though overturned and in disarray.
  9. PRIVY ROOM A hole 2' across at the north end of this
  small chamber is all that appears to be here. Lined with
  thick layers of excrement that missed its mark, the place
  reeks badly from the feces and urine saturating the floor
  and baseboards. Searching anything in here could
  result in contracting a parasite. The DM should
  determine if he wishes to include this possibility, and
  what the chances and affects would be. Anyone
  prodding or reaching into the dump-pit runs a chance
  of being attacked by six (6) Scat-worms (HPS: 3 each)
  Similar to rot grubs these creatures dwell in slime and
  excrement. They will immediately burrow through
  leather and clothing and into the flesh of the unwary in
  1-3 rounds. If a hot flame is applied to them before they
  can burrow into their victim they will explode, spreading
  their vile matter into the eyes, nose and mouth of those
  standing unprepared within 10 feet. Characters may
  attempt to avoid this by rolling a reaction check on a
  d20 +4 of a number less than their dexterity ability score.
  Any that fail will become sick and nauseated for three
  turns, unable to do anything except heave and retch. A
  cure disease spell will eliminate the effect. Those unable
  to stop the creatures from burrowing will die when the
  creatures reach the victim’s heart in 1-6 rounds unless a
  cure disease spell is applied to them during this time.  
  10. KENNEL This natural cavern is accessible through a
  door at each end (east and west) of the chamber. The
  doors are shut tight, but loud snarling and hissing will be
  audible when standing at them. In addition, a very
  musty smell will be noticeable immediately upon
  opening the door. Inside are 12 Spotted lions (HPS: 49,
  48, 47, 46, 45, 44, 43, 42, 41, 40, 39, 38), pets of the cloud
  
  giants, that have been shut in by the invaders. These
  creatures are hungry, and will attack any non-giant that
  appears to step in either doorway. With one exception,
  if any member of the party is a gnome (and optionally,
  a dwarf) the animals will hesitate attacking that
  character unless he attacks them first. The cave is filled
  with excrement, pools of urine, and lots of bones. A
  search will produce nothing of value.
  11. PRIVATE GUESTROOM This small chamber is one of
  the few with a low ceiling (around 6’) and smaller than
  human-sized door (5’ high x 1’ wide). Inside stands a
  single cot with thick bedding and mattress, a dressing
  table with a stool beneath it, and a diminutive
  chifarobe (wardrobe with drawers) standing in the south
  east corner. A woman’s hand mirror, some hairpins, a 3”
  cylinder with a pasty stick inside, and a brush sit atop
  the dressing table. The current occupant is not here. A
  valise sits on the bed, with some clothing still in it and
  other garments scattered about as well. Allow each
  character a 1 in 8 chance of coming to the conclusion
  that who ever was using the room appears to have left
  in a hurry.
  12. PRIVATE GUESTROOM Similar to the one previously
  described, except filled with items of a masculine
  nature. The current occupant, also, is not here, and the
  place appears hastily deserted. A note on the dressing
  table written in the gnome language confirms this.  Only
  a Read Languages spell or a character that can read
  gnome writing will reveal the message.
  SIR LANEL, MUCH HAS OCCURED SINCE YOU DEPARTED. IT IS
  IMPERATIVE THAT YOU ESCORT THE LADY CARLEH BACK TO THE CITY AT
  ONCE. INFORM NORALD HE IS NOW IN CHARGE OF THE INVASION, BUT
  THAT HE CANNOT EXPECT TO RECEIVE ASSISTANCE FOR AT LEAST SIX OF
  WHAT OUR SURFACE COUSINS CALL TURNS OF THE MOON.
  So quickly was this room departed that the occupant
  unknowingly left behind a +2 cloak of protection in the
  wardrobe.
  13. COMMON GUESTROOM This chamber appears to
  function as a parlor. Several stuffed chairs and two sofas
  sized for persons of diminutive stature fill the area, along
  with a couple of small tables. Mulling about when the
  party enters the chamber are six Cyclopskin (HPS: 38,
  37, 36, 35, 34, 33). Cramped by the low ceiling, they will
  attack at -2 to hit.
  A secret door leads to a narrow hallway that continues
  to the private chambers of the gnome-traitor, NORALD. 
  14-16. NORALD’S PRIVATE CHAMBERS The entry room (14)
  is essentially a parlor/sitting area. A large bearskin rug
  lies on the floor (worth 3500 GP) but the remaining
  furnishings are common and have no worth. A small
  kitchen (15) contains one small table and chair in the
  northeast corner. A pantry just east of this has shelves
  lining its east and south walls. Jars of semi to solid
  material and bottles of liquid fill the shelves. Hidden on
  the bottom self along the south wall behind the front
  row of containers is a potion of growth. Norald’s sleeping
  chamber (16) contains a small bed, chest of drawers,
  dressing table, and footlocker. The drawers are filled
  with gnome-sized clothing of no value. Held under the
  dressing table by two lines of twine tacked on each side
  of it is a rolled up scroll of 3 illusionist spells (Massmorph,
  Shadow Door, Permanent Illusion). A lock of great
  complexity holds the lid of the footlocker down and in
  place. A thief’s chance to unlock it is effectively
  reduced by 15%. The footlocker is also trapped, and
  any attempt to force the lid open will result in a poison
  gas cloud filling the room in 1 round. All characters
  within the chamber at the time must make a Save VS
  Poison or die. The gas will linger for 1 turn, but after the
  initial round it becomes weak, causing 1-12 points of
  damage from burning of the eyes, nose and throat for
  the duration of this period; 1/2 if a Save is made. Once
  opened, the footlocker will yield a bounty of magical
  goodies: six potions of extra-healing, an arrow of
  direction, a trio of small ivory goat statues (figurine of
  wondrous power), a ring of weakness, and a small bag
  of transmuting. A second small bag contains 12 gems of
  various types, each worth a base value of 500 GP.
  Several pieces of parchment, letters and notes are piled
  upon the desk. Most of these appear to be written in a
  variation of the gnome language. One is in the
  common tongue, addressed to Norald, informing him
  that “the troops” are ready, and they await his signal to
  advance. It is signed, ANASU, King of the Fog Giants.
  Norald is not likely to be here when the party reaches
  these chambers. His location is noted elsewhere, and all
  information regarding him is found there. (See area 29)
  17. GIANTS’ QUARTERS, YOUNG ADULT MALE Normally
  occupied by teen to young adult male giants, this large
  chamber is (was) capable of housing up to a dozen of
  them. Double-decker bunks that once lined the walls
  are now toppled and smashed, splintered and strewn
  about the place. Footlockers are caved-in, their tops
  removed and missing. Shreds and pieces of clothing are
  scattered throughout, some soaked with urine and
  excrement, and with brown and smelly stains smeared
  across every wall. The door to the chamber is closed
  and upon approach the sounds of laughing, shouts and
  scuffling can be heard. Upon opening the portal the
  party will discover 12 Cyclopskin (HPS: 40, 40, 38, 38, 36,
  36, 34, 34, 32, 32, 30, 30) in the midst of a friendly brawl.
  
  18 & 19. GIANTS’ QUARTERS, YOUNG ADULT MALE These
  two chambers, smaller than the previous one, appear
  to have served the same purpose, but for fewer giants
  in each. Four to six occupants once rested in these
  rooms, but like the larger one described the furnishings
  are destroyed and strewn about.
  20. DORMITORY, FEMALES’ QUARTERS The third largest
  chamber in the complex, this once served as the
  quarters of the bulk of the females in the colony. As
  many as 25 females from young to adult slept in here.
  Shorter double-decker bunks were reserved for the
  shorter, younger females, while the adults had single
  cots. About 9 footlockers seem to be wedged under
  some of the cots, while a large wardrobe stands, its
  doors asunder, in the northwest section of the room. As
  the place is under siege, upon entering the party will
  encounter 6 Fog Giants (HPS: 88, 87, 86, 85, 84, 83).
  These depraved fellows are smashing things to pieces
  and tearing things to shreds, thus, they are not on their
  normal “guard” and can be surprised.
  21. NURSERY This chamber once housed the infants and
  toddlers of the cloud giant colony. Whatever furnishings
  were within have been smashed beyond identity, and
  the place appears to have been vacant for some time. 
  22. DAY ROOM This long chamber appears to have
  once functioned as a parlor or, sitting room, for the
  cloud giants. Large sized furniture is scattered about the
  room, most of it smashed and useless. Four Fog Giants
  (HPS: 90, 89, 87, 86) are squatting in a circle in the
  southeast corner playing a game of pick-up-bones.
  They have an 8 in 10 (1-8 on a d10) chance of
  detecting the party approach when the party nears the
  entrance to the chamber.
  23. BARRACKS, ADULT MALES Though it is the largest
  chamber in the complex it is so full of toppled and
  smashed furnishings and items as to be very cluttered. A
  3' wide path of sorts leads through the maze of debris
  from the double doors to the single one in the north east
  corner. Piled on either side, and reaching back to the
  walls, is 3'-4' of refuse ranging from shards of glass, to
  splintered bed planks, to dismembered cloud giant
  bodies in various stages of decay. The latter is the cause
  of the horrendous stench in the room. Mulling about in
  this (see map, marked "X") mess is a giant Neo-Otyugh
  (HPS: 65) that wandered in drawn by the smell and was
  trapped by the Fog Giants.
  A secret door in the south west corner leads to a set of
  stairs (K) that the DM can choose to ignore, or create
  other levels and rooms to be stocked and explored if
  desired.
  24. 6 individual sleeping chambers that were reserved
  for the Royal Guard ring ROYAL GUARDS’ QUARTERS A
  large dayroom (24A). Several smashed chairs and a
  table litter this area. A single bed, footlocker and armor
  mannequin were the sole furnishings in each of the
  separate rooms but these, like nearly all other items in
  the complex have been searched and plundered for
  treasure, then smashed and piled in heaps. Currently, 6
  Fog Giants (HPS: 94, 93, 92, 91, 90, 89) stand arguing in
  the large parlor area. They will rush to attack any non-
  giant that appears to enter from any of the three ways
  possible, save for Norald himself. The largest among
  them wields a +2 two-handed sword.
  25. ARMORY This long and narrow chamber once
  contained all the weapons and armor the cloud giants
  would implement in the defense of the complex. Nearly
  everything that once was here is now but shards and
  splinters, pieces and bits of their former shapes. With the
  exception of one overlooked item, a +3 spear still lies
  intact beneath a pile of refuse. Finding it will require the
  party to make an extensive search of at least 3 Turns.  If
  less than 3 full turns are not spent, they will not find it.
  26. LADIES IN WAITING QUARTERS Similar to the rooms set
  aside for the Royal Guard, these 6 sleeping chambers
  were meant for the elite females of the Queen’s inner
  court. A large dayroom (26A) once contained several
  large stuffed chairs and a divan. The smaller room (26B)
  held only a single sofa that stood against the west wall.
  All these items have since been searched and smashed
  to bits. Each sleeping chamber contained a bed, night-
  stand, chair and wardrobe. These, as well, have been
  toppled and smashed, as piles of shredded clothing lay
  atop it all. Female items such as brushes, pins, hairnets,
  hand mirrors, etc., are but shards and fragments that
  litter the floor.
  27. KITCHEN This room has remained undisturbed for the
  most part. A two-way brick oven is built into the western
  section of the chamber (E) where 2 to 3 large iron pots
  hang within, suspended on metal bar-hooks that swing
  the items in and out of the oven. It is possible for a small
  human (including an elf, dwarf, gnome or halfling) to
  pass through the oven and into chamber 29 if not for
  the roaring blaze and heat currently maintained. A
  narrow chimney about 1’ wide (H) climbs up through
  the mountain and allows smoke to rise up and out of
  the complex high above. A set of stairs (M) going south
  and down can lead to a cellar or secondary storage
  chamber stocked with whatever the DM wishes. Other
  wise, they can be ignored. Two large preparing tables
  stand in the center of the chamber, as shelves from
  floor to ceiling line the north wall, stocked with jars and
  bottles of various commodities essential for preparing
  
  food. Along the south wall stands a large cabinet that
  contains bowls, plates, cups, knives, forks and spoons.
  As the party nears the area they will hear lots of
  shouting and squealing in conjunction with slapping
  sounds. Once they enter they will find 3 Fog giant
  females (HPS: 66, 64, 62) bustling about the place. They
  are barking commands at 8 Cyclopskin (HPS: 30, 28, 26,
  24, 22, 20, 18, 16) trying their best to obey the orders of
  the mistresses and stay out of their reach.
  28. PANTRY This small chamber is filled with barrels of
  meats, crackers, pickles and vegetables; the former
  packed in salt, and the latter in oil. A hole behind one
  of the barrels in the northeast wall (G) leads to a narrow
  tunnel 2’ wide that descends into darkness below. This
  can lead to further adventures if the DM wishes, or be
  ignored, treated simply as a giant rat hole.
  29. SMITHY This chamber is hot and permeated by the
  smell of smoke coming from the large oven at the north
  end of the room. A giant anvil stands on the floor just 10’
  south of the oven, as a huge hammer 6’ long and pair
  of grips lay resting upon it. If used as a weapon the
  hammer will do 1-10/1-8 in the hands of a non-giant, but
  must be wielded with both hands, requiring a minimum
  of 18 strength. Along the east and south walls lean
  scores of spears 8’ to 12’ long with metal heads, as well
  as a few (d6+3) enormous swords. These are to be
  considered two-handed weapons for non-giants.
  Currently engaged in conversation here are NORALD
  and a large female giantess. The party cannot surprise
  them unless specific measures, perhaps including magic
  assistance, are taken. The DM should become familiar
  with the gnome’s abilities to be able to run this
  encounter with the maximum potential it presents.
  NORALD: Illusionist-Thief, 10th-15th, NE.  S10 I20 W14 D16
  C12 CH12. HPS 40, AC -3, M 24”, ATK 1 + spells, DAM 1-4
  +7 from girdle of giant strength, +3 from magic dagger,
  SA “Backstab” X5. Spells: 5-4-3-2-1 illusionist spells. (L1
  Wall of Fog, Color Spray x2, Change self x 2; L2
  Misdirection, 
  Invisibility, 
  Fog 
  Cloud, 
  Blindness; 
  L3
  Paralyzation, Non-detection, Continual Darkness; L4
  Phantasmal 
  Killer--”demon“, 
  Improved 
  Invisibility; 
  L5
  Shadow Magic--lightning bolt). His other magical items
  include Bracers AC5, Boots of Speed, a +2 Cloak of
  Protection, and a +2 Magic Ring.
  The variety of strategies NORALD might use when
  confronted by the party is too large to attempt to list
  here. The DM should ensure that the gnome casts spells
  that will keep him from being seen, first. After that, he
  might concentrate on specific characters with his most
  lethal attacks, or try to generally inhibit and confuse the
  group with area spells in an attempt to escape. At no
  time will he consider the group to be anything but a
  threat. The fact that a party of non-giants has
  appeared indicates to him that something is amiss. He
  will fight savagely until things turn against him, at which
  point he will endeavor to escape as best he can.
  NORALD is no fool. If he is captured he will certainly try
  to negotiate his release. Offering information may do
  the trick. He will not divulge the truth behind his coup de
  tat, but will gladly reveal to the party that a local
  merchant is “behind it all”, paying the gnome a large
  fee to disrupt and scatter the cloud giant colony. If
  pressed, he will beg ignorance as to why the merchant
  wanted this, explaining only that he is a mercenary. He
  will try to buy his freedom as well if he feels the group
  might consider the offer.
  The female Fog Giantess (HPS: 90) is actually a cousin to
  the Cloud Giant Queen. She has been in league with
  the gnome from the beginning, hoping to get rid of her
  kin and take the throne and King for herself. With the
  use of Norlad’s spell ability, she has been able to
  maintain an illusion of a cloud giantess, and member of
  the Queen’s Ladies In Waiting, after assassinating one of
  the women and taking her place. She is not aware of
  the gnome’s true reasons for his involvement or help,
  and is merely a pawn in the scheme of things. She will
  follow the gnome’s lead when the party approaches,
  fighting if necessary, but will not divulge any of her own
  agenda in the matter.
  30A-B. PANTRY This area serves as a passageway to the
  dining hall to the south (7) and storage room. Shelves
  from floor to ceiling line the west wall of A and the east
  wall of B. These are filled with standard items for dining,
  such as plates, knives, forks, bowls, cups, etc. All are, of
  course, meant for giants.
  31. ROYAL PARLOR This chamber, and the long wide hall
  just to the south, once served as a sitting area for the
  King, Queen and their quests. It was a place to relax
  and converse casually. Several long divans lined the
  walls while two large stuffed chairs stood against the
  north wall of this chamber. All, now, are a mass of ruin
  having been searched, smashed and defecated on by
  the invaders. When the party enters the area they will
  find three (3) Fog Giants (HPS: 100, 98, 96) in the process
  of destroying things even further.
  32. ROYAL CRAPPER This chamber is the official toilet of
  the King and Queen. A large clay bowl 3' across is built
  into the floor rising up about 6'.  Still intact, if looked into
  a large hole in the bottom of the device is clogged with
  filth and debris. Obviously this room smells badly, which
  
  might be the reason it has remained, for the most part,
  unmolested. There is nothing of value here for the party,
  but, if the toilet is prodded or abused, a Giant Carrion
  Crawler (HPS: 55) will rush out of the commode covered
  in filth and attack. If the room is searched a secret door
  large enough to accommodate a giant will be located
  in the southwest corner.
  33. ROYAL DRESSING ROOM Locked double doors have
  thus far prevented entry into this chamber. Barred from
  the inside, one can only conclude that another way in
  and out of this area exists (see #32). If the locks can be
  picked, trying to force the bars/doors from the south
  requires a combined strength of 55, with % strengths
  considered 18 if below 50, or 19 if above 50. Thus far
  untouched or entered, the room contains a variety of
  unusual and exotic items, some possibly of great value.
  Tacked to the east wall just north of the doors is the
  entire skin of a large blue dragon. Opposite of this on
  the shorter west wall is the skin of a cave bear. Along
  the wall just south of the door to 32 stands a huge
  dressing table and chair. Atop this is a score of items
  including bottles of fine smelling liquid, boxes of
  powders, jars of ointments and salves, hair pins, combs,
  brushes, hand mirrors, etc. Clearly indicating to be the
  possessions of the Queen. Along with these are three (3)
  6' strands of pearls (each worth a base value of 3000
  GP). A wardrobe stands against the north wall
  (between 32 and 34) and is filled with over a dozen
  pieces of giant female clothing. None are of use to a
  non-giant but might fetch a hefty sum on the open
  market for curious collectors (the DM should play this as
  desired). A chest in the bottom of the wardrobe is
  locked, but contains 5,000 CP, 12,000 SP and 1,500 EP.
  34. ROYAL SLEEPING CHAMBER A single bed stands in
  the north half of this chamber, and a chest of drawers
  against the south wall. The bed, 10' across and 22' long
  is pushed up against the north and east walls. Covered
  with furs and pelts, about a dozen separate items can
  be retrieved and returned to civilization, fetching a
  good 1,000 GP x d6 per item. The three drawers of the
  chest are pulled fully out and appear to have been
  rummaged through, with but a few mundane pieces of
  male clothing in each. As they approach it the party will
  get the strong scent of tobacco coming from one of
  the drawers. If searched they will find the bottom of the
  drawer filled with 9 tobacco leaves. This is the King's
  personal stock that he did not take when he rushed out
  of the castle. Created especially for him, it contains
  magical properties that, when smoked, will bestow
  immunity from fear upon the inhaler. Each leaf must be
  rolled and smoked, taking up to one Turn, for the effect
  to apply. Each leaf is worth about 500 GP. There is a
  trapdoor in the southeast corner of the floor.
  F THE SECRET ROOM This small chamber is located within
  a secret passageway (see map). It has never been
  used by adult giant folk, since the doorways are so small
  as to prevent their entry. Its presence suggests that the
  original builders may have conscripted dwarf or gnome
  workers that constructed it. But for what purpose is not
  clear.
  I THE SECRET STAIRS This flight of steps winds its way up
  through the mountain to an observation point atop the
  crest. A huge bonfire stands unlit there ready to be
  ignited to alert the small folk in the valleys below should
  the cloud giants need their assistance. The DM can, if
  desired, design other chambers and corridors attached
  to this, stocking them with encounters or not.
  J THE SHRINE OF CHELAR A large statue of a female
  giant stands at this location. She holds in her hands a
  large, empty bowl. If certain potions are poured into it
  and she answers the petitioner's prayer, additional
  benefits will be placed within the potions as follows.
  Potion placed in bowl:
  Additional benefit gained:
  1. Extra-healing
  Cure disease
  2. Healing
  Remove curse
  3. Giant strength
  Growth
  4. Sweet water
  Restoration (as per the spell)
  Additional benefits last for as long as the original benefit
  and cause no ill effects in the combination of the two.
  The chance of CHELAR granting one's prayer is 5% per
  cleric level for non-evil/non-giants, a flat 5% for non-
  cleric types. Obviously, players will have to fiddle about
  with this to discover the shrine's benefits.
  L THE SECRET PASSAGEWAY Never entered by the giants
  that dwell in the castle, this narrow corridor was created
  to lure sneaky non-giants into the false safety of its
  design. Appearing to be a "secret" passage from one
  side of the complex to another, those that use it will find
  themselves in trouble if the do not avoid the two pit
  traps laid waiting for them (see L). The traps fall inward
  dropping those standing or crossing over them a bone
  shattering 40' into a locked cell below. Surviving the
  10d6 falling damage (the DM can apply a simple 35-
  point average if desired) is only the half of it. Once the
  character regains consciousness, he must first check to
  see if his items survived the drop as well. Only after that
  will he want to examine the cell he is in (located at #42
  on lower level map). Any means of detecting for traps
  may result in the characters avoiding them. Should
  none be used, any character over the trap at the time it
  is released may be given a 1 in 6 chance to dodge to
  the side and avoid falling in. This can be adjusted to
  account for a character's dexterity if desired.
  
  KEY TO THE LOWER LEVEL
  Rooms and Areas:
  The chambers and rooms that follow are not likely to be areas the
  party will face much threat. The Queen and her surviving court are in
  hiding and eager to be rescued. Should the party appear to be other
  than friendly the Guards will do all they can to protect the Queen,
  hopeless, as the effort might seem. Thus, the following information is
  merely for the DM to get a clear picture of where the Queen and her
  fellow survivors are holed-up, and in what condition they are.
   
  35. ROYAL CELLAR This chamber is accessible by three
  ways. The first, and known only to the King and Queen,
  is sliding the throne in the chamber above forward to
  reveal the flight of stairs leading here. The second is
  through a trap door (36) that leads into the sleeping
  chamber of the King and Queen above. The last is
  through the prison cells (43-44), should a prisoner
  succeed in freeing himself from those locations.
  The chamber itself is rather bare, since the King took
  with him much of his loot when he left. All that remains
  are a dozen barrels filled with salted fish and meats,
  crackers, cheese, water, pickled roots and eggs. It is all
  the Queen and the others have had to survive on since
  they sought refuge here. Currently, six (6) Cloud Giant
  Females (HPS: 68, 67, 65, 64, 62, 61) are congregated in
  the west section of the chamber, huddled in a group on
  the floor. Frightened and starving, how they react to an
  approaching party will depend, since they are not evil.
  Fortunately for them, one of the two surviving male
  guards that are loyal to the Queen is standing watch
  nearby (42). This Cloud Giant Guard (HPS: 70) will rush to
  the aide of the females, or to answer the call of his
  partner at (38) should the need arise.
  37. STORAGE/BARRACKS, ADULT MALES Though normally
  used for extra storage space, the room now serves as a
  place for the remaining three (3) Cloud Giant Males
  (HPS: 33, 31, 30) to rest and wait. These are young adult
  males, however, as the older ones perished under the
  attack of the Fog Giants days ago. They have no
  personal treasure or wealth to claim, and are weak and
  disoriented still. If provoked they will fight as Hill giants,
  doing 2-16 points damage per hit they land.
  38. GUARD POST One (1) Cloud Giant Guard (HPS: 63)
  stands watch here. He will not let anyone pass without
  making sure they are friends of the Queen. He will call
  for help (to his partner at 42) if necessary.
  39-40. ROYAL EMERGENCY QUARTERS These chambers
  are reserved for the King and Queen in times of an
  emergency. The first is a small sitting room with several
  chairs, while the latter contains a large bunk, a chest of
  drawers, a dressing table and a wardrobe.
  The Queen, ALTIA FEGAN, will be in either location when
  the party first reaches this level of the complex (50/50
  chance of either). She is anxiously awaiting her rescue,
  secure in the assumption that it will arrive. Why? Not
  long after her husband the King left did she script a note
  to the human nobles in the village that she suspected
  some foul conspiracy to be the cause, and that an
  attack would soon follow upon the colony. She gave
  the note to one of her most trusted ladies-in-waiting,
  and had her guardsmen see the woman safely through
  the secret stairs at I. Little does the Queen know, the
  giantess did not make it.
  Unknown to the Queen her scheming cousin, MOLITA,
  who was present when the plea was written, sneaked
  out and caught the messenger before she could ignite
  the warning fire, but failed to stop the guard from
  delivering the parchment to the little folk. Now, with the
  King gone, MOLITA has become trapped. Seeking the
  help of the king’s former advisor, she is struggling to
  keep her secret hidden. 
  Queen FEGAN is not aware of MOLITA'S involvement, or
  that of NORALD. She only knows that her beloved King
  of over 40 years fell victim to the charm of a young
  giantess and suddenly seemed to change. Thinking the
  gnome advisor was kind to her as well she often
  confided in him the goings-on in the personal affairs of
  her and the King. That was but one of her mistakes.
  The Queen will be expecting a friendly attitude from her
  rescuers, assuming they have arrived according to her
  requests. Should the party behave otherwise, she will try
  to bargain the safety of herself and those with her using
  what's left of her wealth. (Located in #45) Though not
  likely an issue, should it become so the Queen has 60 Hit
  Points, fights as an adult Cloud Giant male, and is AC2.
  At 16' tall, the Queen is a beautiful woman and very
  charming (18 CH). She wears a winged tiara made of
  solid platinum (worth 2000 GP), a 6' long pearl necklace
  (worth 2500 GP), two rings on each finger (worth a base
  value of 1500 each), a set of gold bracelets (worth 750
  GP each), and a gossamer gown. Beside the treasure
  kept in area 45 the Queen has a footlocker in her
  sleeping chamber that contains the following: 7 potions
  of healing, a scroll of protection against Undead, a bag
  of holding, a rod of cancellation, and a horn of Valhalla
  (the DM should determine type).
  41. EXTRA STORAGE/EMERGENCY DORMITORY This long
  narrow chamber is usually filled from wall to wall with
  provisions to last the colony for a year. It is nearly empty
  now, since the King took every last thing of importance
  
  with him. All that remain are barrels and crates, some
  intact, most not, and a few large animal pelts clearly in
  poor condition and of a lesser quality on the open
  market (about 100 GP per each). Currently, a dozen
  young female Cloud Giants (HPS: 30 x 2, 29 x 3, 28 x 3, 27
  x 4) are sequestered here. They are non-combatants,
  but if forced will try to defend themselves, attacking as
  Ogres, and doing 1-8 points of damage per blow
  landed.
  42. CORNER ROOM/GUARD STATION As described
  earlier, a single Cloud Giant male stands on alert here. If
  the room is searched a secret door will be discovered in
  the southwest wall. The corridor beyond this leads to the
  two locked cells (43-44) and the treasury (45). There is
  nothing of value in the room.
  43-44. DUNGEON CELLS These large square rooms serve
  as traps to any that fall in from above. The doors are
  locked from the outside and swollen snug by the
  dampness. Forcing the doors from the inside will require
  the combined strength total of 70! Thieves attempting
  to pick the locks will suffer a -75% penalty, as the metal
  mechanisms are rusted, and likely to crumble upon such
  attempts. But that's also the good news, for, should the
  locks crumble it is possible for those trapped within to
  pull the doors inward by attaching something to the
  portals and heaving-ho. This reverse-force requires a
  combined strength of only 36. Of course, magical
  means and spells may circumvent the need for forcing
  the doors at all. These cells have not been used for so
  long that the keys have been lost. Forcing the doors
  from the outside, though, has the same chance of
  success as the reverse.
  A 10' wide by 10' long tunnel connects the two cells. A
  set of iron bars built into the walls and floor prevent
  those captured from passing between the two areas.
  The bars are so thick as to reduce one's attempt to
  bend them by -25%. Passing between the bars is
  possible for a gnome or smaller being.
  45. ROYAL TREASURY Once filled with wealth this long
  chamber is now nearly empty. Most of the "good stuff"
  went with the King. Everything he left he felt would be of
  little use to him. What remain is the Queen's major
  bargaining tool if need be. Several chests and boxes
  remain in fair condition and contain the following:
  10,000 CP, 3,000 SP, 150 EP, 50 GP, 25 PP. Along with this
  is a human-sized suit of +4 splint mail, a +1 longbow,
  and 20 +1 arrows.  
  This ends the adventure Curse of the Cloud Giant
  Queen.
  AFTERWORD
  There is a lot of information spread across the previous
  pages. In some cases it was less detailed than others.
  For example, much was explained in the Background
  concerning the cloud giants and the reason for the
  initial dilemma, including the gnome traitor, while some
  rooms and encounters presented a minimal amount of
  data. It is the author's opinion that any DM can describe
  to his players the furnishings of a room, whether those
  items are in pristine or plundered condition. It is also
  easy for a DM to gather the technical data pertaining
  to a particular creature and have it ready when play
  begins. Including repetitive lines for each being or
  monster in the text simply increases it, but offers nothing
  that cannot be found elsewhere, or that the DM should
  not already be familiar with. Where some will find such
  to be the absence of clutter, others will find it merely
  absent of what they prefer. Where some find having
  every piece of information provided in writing essential
  others find it over-produced. And in this regard I will not
  (ever) please everyone who obtains a copy of this work.
  It is not my intention that this adventure be considered
  a "sequel" to any of the giant modules previously
  published. This work is an independent scenario that
  does not require those in order to play it. All that is
  needed are the core manuals, a lot of time and a DM
  with lots of patience.
  This is the last "Giant" module I will design. If some find
  pleasure in it then I will feel it worth the effort. If some
  don't, finding it too flawed, I apologize that I am not as
  creative a genius as some of the great ones that have
  inspired me.
  RC Pinnell
  Menifee California, 2009
  Designed and written by: RC PINNELL
  Cover art by: Luigi (Artikid) Castellani
  Maps by: Richard (“Oculus Orbus”) Butler   
  MAP SCALES
  WILDERNESS = 600’ per square
  DUNGEONS = 10’ per square
  
  PRE-ROLLED PARTY
  CLASS       LEVEL       HPS           RACE (SEX)               HGT          WGT         AL             STR           I                 W              D               C               CH            Spells
  Cleric
  11
  66
  H (Male)
  6'0"
  187
  LG
  16
  8
  17
  12
  16
  12
  7-6-5-4-2-1
  Cleric
  12
  48
  H (Female)
  5'9"
  135
  NG
  11
  9
  17
  13
  15
  11
  8-7-6-4-2-2
  C/F
  4-9
  60
  1/2 O (Female)
  6'0"
  210
  LN
  18/59
  9
  11
  15
  18
  10
  3-2
  Fighter
  12
  81
  H (Female)
  5'8"
  160
  CG
  15
  11
  14
  15
  16
  8
  Ranger
  10
  89
  H (Male)
  6'3"
  200
  NG
  18/21
  15
  15
  16
  17
  11
  2/1
  F-T
  8-9
  66
  D (Male)
  4'0"
  170
  LN
  17
  15
  15
  16
  18
  11
  MU
  10
  26
  E (Male)
  5'3"
  110
  CG
  9
  16
  12
  15
  14
  9
  4-4-3-2-2
  MU-T
  7-9
  42
  1/2E (Male)
  5'7"
  145
  CN
  16
  17
  15
  16
  16
  15
  4-3-2-1
  Thief
  12
  64
  D (Male)
  4'0"
  150
  NG
  17
  13
  16
  17
  17
  10
  MAGICAL POSSESSIONS
  Players may roll dice to determine order of choosing from the lists below or divide the items as they best see fit for the group. Players should not choose a
  second similar item (2nd weapon, shield or suit of armor for example) until each player has had a chance to obtain one. Potions are listed in lots but are
  separated for choosing purposes. Regardless of number of characters used no more than 4 items per character should be allowed, excluding potions.
  Shield +3
       Sword +2, Dragon-slayer
  Bag of Holding
  Shield +2
       Sword +2, Giant-slayer
  Boots of Levitation
  Shield +1/+4
       Sword +3 (short)
  Gauntlets of Ogre Power
  Plate mail +2
       Hammer +2
  Ring of Feather Falling
  Splint mail +3
       Mace +3
  Rope of Climbing
  Splint mail +2
       Flail +2
  Boots of Elf kind
  Chain mail +3
       Battleaxe +3
  Ring of Warmth
  Leather +2
       Axe of Throwing +2
  Cloak of Elf kind
  Bracers AC5
      +1 Longbow
  Wand of Magic Missiles
  Cloak of Protection +3
      +1 Short bow
  Staff of Curing
  +3 Ring of Protection
       Dagger +2
  Cleric scroll of Healing 
  +2 Ring of Protection
       Dagger +1
  Staff of Striking
  Additionally each character can possess 2 potions of Extra-healing, or 4 of Healing. 
  MAGIC USERS' SPELL BOOKS
  #5
  L1:  Comprehend languages, Find Familiar, Read Magic, Sleep
  #7
  L1: Burning Hands, Comprehend Languages, Detect Magic, Feather Fall, Hold Portal, Magic Missile, Read Magic, Shield, Shocking Grasp, Sleep.
  L2: Continual light, Darkness 15' Radius, Detect Invisibility, ESP, Levitate, Mirror Image, Stinking Cloud, Web.
  L3: Dispel Magic, Fireball, Flame Arrow, Hold Person, Infravision, Protection from Evil 10' Radius, Slow, Suggestion.
  L4: Confusion, Dimension Door, Fire Shield, Fumble, Mass-morph, Remove Curse, Wall of Ice, Wizard Eye.
  L5: Animate Dead, Cone of Cold, Hold Monster, Pass Wall.
  #8
  L1: Charm Person, Enlarge, Friends, Identify, Read Magic.
  L2: Continual Light, Knock, Locate Object, Scare, Strength.
  L3: Clair-audience, Haste, Lightning Bolt, Monster Summoning 1.
  L4: Charm Monster, Dig, Ice Storm.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Party/1st Edition/GSeries/G5 Final Print.pdf