10. The Sleeping Giant. In the middle of this 40’x40’ high-ceilinged room is a large chair, and in this chair is a Fire Giant. The giant has clearly been here a long time, as it is covered with cobwebs and dust. However, as the players enter the room by the only unlocked door, they see the giant shift and frown in the midst of a dream. This giant has been magically compelled to sleep, and has been here for centuries. Around its neck is a large key that matches the three (human-sized) iron doors on the other three walls. While sitting in the chair, the giant still has about 12’ of height, and the key is at neck level at roughly 10’. Any loud noise or significant disturbance will awaken the giant, who will grab the greatsword at his side to attack. PCs must be clever if they want to get the key from the leather cord on the giant’s neck without waking him; consider it a DC 16 Stealth check for any removal attempt, with advantage or disadvantage depending on how good (or bad) the plan is. The giant can also be shrunk down to size using the trick of room 1, making the Stealth check much easier (DC 10) to grab the key. If the giant is awakened and either his sword is missing or he has been shrunk down to size, some quick negotiating can make him pause his attack, especially if the PCs declare that they can help the giant leave this chamber (he cannot exit easily at his normal height). A DC 12 Persuasion check will convince him not to attack and give the key freely.
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