Against The Giants: Campaign Journal
This journal is not really meant to be a story hour, but it didn't seem to fit on the main 5E board, so I asked that it be ported over here. If I were to write out my current campaign as a story hour I'd start from the beginning and write it out in a much more narrative form. What follows are essentially my session summaries and some observations about the module. Basically, it's what I'd like to have been able to read before I ran the thing. During the module run, I tried to flesh out certain NPC's to give them depth and make them interesting, and possibly have them become reoccurring personalities, be they allies or enemies. Also I tried to play the enemy strategically, moving them from their areas as written in the module description as the PC's advance into their territory. My hope was to add a dynamic that is missing from a static string of room to room encounters. In other words, I tried to play the giants intelligently and realistically. I'm sure I missed a lot of opportunities, but again, that's why I'd have loved to read someone elses session logs to see how they handled certain areas and enemies.
Hopefully it'll be entertaining and informative enough to hold the reader's attention.
***Warning! Spoilers ahead! The following will contain a reasonably detailed account of my RPG group's foray into the module, Against The Giants, as presented in Tales From The Yawning Portal.***
A bit of background.
For the past year or so I've been running my D&D group on our first lengthy 5E campaign. Starting at 1st level, as of the start of Against The Giants, they have risen to 11th level.
Set in the World of Greyhawk campaign setting, the PC's have become embroiled in a search for several missing parts of an artifact that, when correctly assembled, will form a scrying device unparalleled. They are in the employ of an eccentric wizard named, Annabelle Zane. Their relationship with her is strained at best, but due to events and circumstances, they still continue their work for her, which has consisted largely of finding the missing components for her, Eye Of Zane, as she calls it. They have found all but one as they reach 11th level, and she finally has a lead on where the last piece may be. Her information points to it being in the hands of a particularly loathsome giant king by the name of King Snurre, or one of his compatriots. Unable to exactly locate Snurre, her spies have indicated that he has had dealings with a clan of hill giants who have been coming down out of the Lortmil mountains to terrorize and raid villages in Ulek in a manner far more organized than is usually seen from hill giants. Her spy has located the hill giant steading and the PC's are to meet him in Ulek and follow him to the keep. Their mission is to infiltrate and follow any leads they might find that will eventually locate King Snurre and the final artifact piece.
On a personal note, several years ago one of our RPG group ran us on the 3.5E version of AtG. I played a dwarf barbarian, and it was great fun until it all went sideways. Long story short: it was the only TPK our group has ever had. We made it as far as the upper level of the fire giant king before being wiped out, to a man.
Fast forward to 2017, when I saw that AtG had been reprinted and converted to 5E, I was intrigued enough to read through it, and decided that it would easily fit into my existing campaign.
Two of my current players were also present during the aforementioned 3.5E game, and there was some worry that they would remember too much of it, but thus far it hasn't been an issue. Enough time has passed that this new run through is all new to them.
The Party.
Thoradin. Played by Ron, Thoradin is a dwarf cleric of Moradin. Honorable, generally good humored, and fiercely loyal to his clan and his god, Thoradin aspires to bring glory to both through spreading the word, being an example of Moradin's tenants, and the good old fashioned beat down of evil via dwarven steel. As of the beginning of AtG, Thoradin is chaotic neutral. He started out chaotic good, but circumstances, not the least of which was one of his own party members, have caused him to drift into a more ambivalent morality.
Krote. Played by Brandon, Krote is a half-orc barbarian. Raised by his human mother in a human village, he took to the adventuring lifestyle through the necessity of not being much good at anything other than a natural ability to swing a big axe, and the genuine desire to do good in the world. He loves his mother and misses her greatly, but he is loyal to his friends and has vowed to see their mission through to the end. He currently wields Black Metal, a great axe with a split personality, also of human and orc, that has slowly been revealing itself to Krote over time, both in terms of power and it's own agenda (or two agendas, as the case may be). What started out as a mere +1 greataxe has now grown into a weapon of substantial power, although it's continued conversations with Krote has the big barbarian worried.
Sai. Played by Ryan, Sai is an elf wizard. Bookish and reserved, Sai is an evoker with the heart of a necromancer. Despite his ability to fling fireballs without end, he is ever interested in all things undead, spending most of his off time studying ancient tomes dedicated to the necromatic arts. Not evil, but not entirely good either, Sai pulls his weight with the party and continues with them after having been freed of his apprenticeship from Annabelle Zane. He opts for real world experience as a faster means of gaining knowledge and power. He may have some overarching plan for his future, but at this point, even I don't know what that is.
Edran. Played by Chris, Edran is a cross between Spider Man and Andy Dick. He is a half-elf rogue with the capabilities of a ninja coupled with the temperament of a eight year old. Edran is the party's perpetual problem child. He wanders away from the group at the worst of times, steals compulsively, says the exact worst thing at the exact worst time, is utterly unable to keep a secret, and is generally a giant pain for all involved. He has been addicted to drugs, stolen a finger from a witch who then demanded a finger of his in return, and has even managed to make Thoradin, the dwarven cleric, question his own moral code and slide from CG to CN. He's died at least three times, and is actually a clone of his original self that was created by the same witch who used his lopped off finger to create that clone and now has Edran under contract for some future service in return for the clone's use after his first death. Even his patron wizard, Annabelle Zane, Power Word Killed him after she explicitly warned him never to try to steal from her, after which he did just that. Thoradin had to Revivify him. And yet... Edran is just likable enough that his friends can't quite bring themselves to cut him loose. That, and he is uncannily good at his job. At this point, there's hardly a lock in the land that he can't get through, not to mention his combat skills. Edran is a sneak attack maestro.
Rufus. Rufus is an NPC. He's a dog. Somewhere around their third level, while the party was en route to some location and camping for the night, I had a stray dog wander out of the woods and come sniffing around for food. He took an instant liking to Edran, who named him, Rufus, and he's been with them ever since. It was an impulse to introduce a dog to the party, but since then Rufus has become an integral member of the team, and perhaps the only real loyalty Edran has. Even I am not entirely certain as to Rufus' true nature at this point. I can say that Rufus displays some fairly non-doglike behavior, and has survived events that would spell doom for any normal canine. Most of the time he seems to have the wherewithal to keep himself just at the edge of danger. The party strongly suspects that Rufus is more than he seems. Krote has used Speak With Animals to ask Rufus what his deal is, but Rufus simply “woofed” that he is just a dog, and wagged his tail. Krote remains unconvinced. But Rufus' nose has helped them track bad guys and alerted them of ambushes, and he has a way of keeping Edran at least a little in check, so the rest of the party is happy to have him along. I'm just hoping that I figure out what Rufus is up to before the end of the campaign.
What follows are my notes made at the end of each session with some addendum added for clarity and detail. I should probably also apologize for any wonky formatting issues. These notes are pasted here from a word processing program, and sometimes the port over gets a little weird. I will try to clean it up as best I can, but forgive me if I miss something.
Also, it should be noted that the party is in possession of a few decent magic items, and the module, being old school has a wealth of powerful items to be found despite it's transition to 5E. Because of that, all creatures have maximum hit points.
Session One
We started the session on the morning of Goodmonth 12 with the party still in Pellak. That morning Annabelle Zane greets them for breakfast and informs them of her latest plan. It seems that the Duchy of Ulek, a few hundred miles to the south, is experiencing some issues with raids by giants in unusually large numbers and with uncommon organization. At the same time, Annabelle has been able to use her incomplete but still very powerful Eye of Zane to zero in on a fire giant king named Snurre Ironbelly. She doesn't know if the giant has the tooth or not, but whenever she concentrates on the tooth and lets the Eye seek out her desire, it settles upon him, although he, apparently, has some sort of non-detection magic working in his favor, as she has been unable to get a bead on exactly where he is.
However, she has been able to catch him in conversation with a hill giant chieftain named Nosnra, who just happens to have a stronghold built in the foothills of the Lortmil mountains, very close to the Duchy of Ulek. Since the Duchy is currently at odds with their southern neighbors, the County of Ulek, and has pulled the majority of it's small military to that border, it has not been able to send it's knights to deal with the giant threat, and therefor have sent out word that they are in the market for mercenaries. Annabelle arranges for the party to meet with an Ulek agent in the tiny village of Hammerfall in the shadow of the Lortmil mountains. The hope is twofold: One, that they will be able to find clues that will eventually lead them to the ninth tooth, and two, that they will relieve Ulek of it's giant problem and thus gain some heroic clout in the small kingdom.
The ride is a rather pleasant one through generally civilized kingdoms, and they arrive in Hammerfall fifteen days later, unmolested by bandits or wandering creatures.
They meet the Ulek agent, Donovan Price, at the only tavern in Hammerfall, the Loose Goose, and immediately set out for the giant hold. Price gets them to within a mile or so of the structure where he shows them a dry and abandoned cave that they can perhaps use as a base. He then leads them to an overlook where they can get a view of the building.
As night begins to fall, and rain starts to pour, Edran sneaks down for a quick look around. He manages to scale the walls and peer into the open courtyard, seeing the two dozen dire wolves that prowl the grounds. Upon his return, they consider a rooftop assault, with Thoradin arguing that his Call Lightning spell would make short work of the wolves, and perhaps draw the giants out into the open. But he soon realizes that the grounds are too big to cover with his spell, and eventually it is decided that they will enter through the watch tower to the south.
They circle wide and make for the south wall as the moon begins to rise. Unfortunately, Thoradin's forte is not stealth, and he nearly tips off the hill giant guard atop the tower with his clanking armor.
The party wait awhile for the guard to settle back in after not spotting them, and finally they reach the wall. Edran and Krote scale the wall to find the hill giant already back to sleep, and they position themselves for an assassination. Sai makes it up alright, but Thoradin is having no luck at all, and upon reaching the top of the wall, falls face first to the other side, making a terrible racket. It is only sheer luck that the giant does not wake up. Finally, they surround the guard and lay into him. The giant never wakes up as blades and spell kill him.
Edran heads down the stairs, followed by Krote and Sai. The rogue finds two more sleeping giants in the room at the bottom, and he is working his way towards them as Thoradin, not wanting to be left behind, heads down the stairs, rolling double 1's on his stealth check. He trips and drops his axe, which falls down the stairs with a mighty racket. This time it wakes one of the sentries and the battle is on as Krote leaps the rest of the way down to catch up with Edran.
Edran, Krote and Sai engage with the two giants. Thoradin makes to leap down as well, and rolls another 1, missing the table below that was to be his landing spot, and slams into the stone floor.
Eventually the two giants are killed with a minimum of damage to the party. They open the door to the outside to let Rufus in.
From there it is into the keep proper. They choose a side door to the northeast and make their way from room to room, finding and killing a few more sleeping giants. Things are still going reasonably smoothly, although Krote is taking a few hits along the way from giants that do manage to get an attack in before being overwhelmed.
They slay a hill giant matron and three servants, and then find themselves in large hall. Edran opens a door to the south, releasing a cave bear that they manage to kill as well.
They make their way deeper into the hold, finding a few empty rooms and quite a bit of treasure.
Finally, Edran decides that it is time to deal with a large set of double doors, behind which he can hear raucous carousing. They are wholly unprepared for the sheer number of giants and giant kin in the great hall. In all, there are twenty-seven giants, ogres, and at least one bear in the massive room.
We ended the night there.
It is Harvester 4th, roughly 10:00pm
Thoradin makes 12th level.
This journal is not really meant to be a story hour, but it didn't seem to fit on the main 5E board, so I asked that it be ported over here. If I were to write out my current campaign as a story hour I'd start from the beginning and write it out in a much more narrative form. What follows are essentially my session summaries and some observations about the module. Basically, it's what I'd like to have been able to read before I ran the thing. During the module run, I tried to flesh out certain NPC's to give them depth and make them interesting, and possibly have them become reoccurring personalities, be they allies or enemies. Also I tried to play the enemy strategically, moving them from their areas as written in the module description as the PC's advance into their territory. My hope was to add a dynamic that is missing from a static string of room to room encounters. In other words, I tried to play the giants intelligently and realistically. I'm sure I missed a lot of opportunities, but again, that's why I'd have loved to read someone elses session logs to see how they handled certain areas and enemies.
Hopefully it'll be entertaining and informative enough to hold the reader's attention.
***Warning! Spoilers ahead! The following will contain a reasonably detailed account of my RPG group's foray into the module, Against The Giants, as presented in Tales From The Yawning Portal.***
A bit of background.
For the past year or so I've been running my D&D group on our first lengthy 5E campaign. Starting at 1st level, as of the start of Against The Giants, they have risen to 11th level.
Set in the World of Greyhawk campaign setting, the PC's have become embroiled in a search for several missing parts of an artifact that, when correctly assembled, will form a scrying device unparalleled. They are in the employ of an eccentric wizard named, Annabelle Zane. Their relationship with her is strained at best, but due to events and circumstances, they still continue their work for her, which has consisted largely of finding the missing components for her, Eye Of Zane, as she calls it. They have found all but one as they reach 11th level, and she finally has a lead on where the last piece may be. Her information points to it being in the hands of a particularly loathsome giant king by the name of King Snurre, or one of his compatriots. Unable to exactly locate Snurre, her spies have indicated that he has had dealings with a clan of hill giants who have been coming down out of the Lortmil mountains to terrorize and raid villages in Ulek in a manner far more organized than is usually seen from hill giants. Her spy has located the hill giant steading and the PC's are to meet him in Ulek and follow him to the keep. Their mission is to infiltrate and follow any leads they might find that will eventually locate King Snurre and the final artifact piece.
On a personal note, several years ago one of our RPG group ran us on the 3.5E version of AtG. I played a dwarf barbarian, and it was great fun until it all went sideways. Long story short: it was the only TPK our group has ever had. We made it as far as the upper level of the fire giant king before being wiped out, to a man.
Fast forward to 2017, when I saw that AtG had been reprinted and converted to 5E, I was intrigued enough to read through it, and decided that it would easily fit into my existing campaign.
Two of my current players were also present during the aforementioned 3.5E game, and there was some worry that they would remember too much of it, but thus far it hasn't been an issue. Enough time has passed that this new run through is all new to them.
The Party.
Thoradin. Played by Ron, Thoradin is a dwarf cleric of Moradin. Honorable, generally good humored, and fiercely loyal to his clan and his god, Thoradin aspires to bring glory to both through spreading the word, being an example of Moradin's tenants, and the good old fashioned beat down of evil via dwarven steel. As of the beginning of AtG, Thoradin is chaotic neutral. He started out chaotic good, but circumstances, not the least of which was one of his own party members, have caused him to drift into a more ambivalent morality.
Krote. Played by Brandon, Krote is a half-orc barbarian. Raised by his human mother in a human village, he took to the adventuring lifestyle through the necessity of not being much good at anything other than a natural ability to swing a big axe, and the genuine desire to do good in the world. He loves his mother and misses her greatly, but he is loyal to his friends and has vowed to see their mission through to the end. He currently wields Black Metal, a great axe with a split personality, also of human and orc, that has slowly been revealing itself to Krote over time, both in terms of power and it's own agenda (or two agendas, as the case may be). What started out as a mere +1 greataxe has now grown into a weapon of substantial power, although it's continued conversations with Krote has the big barbarian worried.
Sai. Played by Ryan, Sai is an elf wizard. Bookish and reserved, Sai is an evoker with the heart of a necromancer. Despite his ability to fling fireballs without end, he is ever interested in all things undead, spending most of his off time studying ancient tomes dedicated to the necromatic arts. Not evil, but not entirely good either, Sai pulls his weight with the party and continues with them after having been freed of his apprenticeship from Annabelle Zane. He opts for real world experience as a faster means of gaining knowledge and power. He may have some overarching plan for his future, but at this point, even I don't know what that is.
Edran. Played by Chris, Edran is a cross between Spider Man and Andy Dick. He is a half-elf rogue with the capabilities of a ninja coupled with the temperament of a eight year old. Edran is the party's perpetual problem child. He wanders away from the group at the worst of times, steals compulsively, says the exact worst thing at the exact worst time, is utterly unable to keep a secret, and is generally a giant pain for all involved. He has been addicted to drugs, stolen a finger from a witch who then demanded a finger of his in return, and has even managed to make Thoradin, the dwarven cleric, question his own moral code and slide from CG to CN. He's died at least three times, and is actually a clone of his original self that was created by the same witch who used his lopped off finger to create that clone and now has Edran under contract for some future service in return for the clone's use after his first death. Even his patron wizard, Annabelle Zane, Power Word Killed him after she explicitly warned him never to try to steal from her, after which he did just that. Thoradin had to Revivify him. And yet... Edran is just likable enough that his friends can't quite bring themselves to cut him loose. That, and he is uncannily good at his job. At this point, there's hardly a lock in the land that he can't get through, not to mention his combat skills. Edran is a sneak attack maestro.
Rufus. Rufus is an NPC. He's a dog. Somewhere around their third level, while the party was en route to some location and camping for the night, I had a stray dog wander out of the woods and come sniffing around for food. He took an instant liking to Edran, who named him, Rufus, and he's been with them ever since. It was an impulse to introduce a dog to the party, but since then Rufus has become an integral member of the team, and perhaps the only real loyalty Edran has. Even I am not entirely certain as to Rufus' true nature at this point. I can say that Rufus displays some fairly non-doglike behavior, and has survived events that would spell doom for any normal canine. Most of the time he seems to have the wherewithal to keep himself just at the edge of danger. The party strongly suspects that Rufus is more than he seems. Krote has used Speak With Animals to ask Rufus what his deal is, but Rufus simply “woofed” that he is just a dog, and wagged his tail. Krote remains unconvinced. But Rufus' nose has helped them track bad guys and alerted them of ambushes, and he has a way of keeping Edran at least a little in check, so the rest of the party is happy to have him along. I'm just hoping that I figure out what Rufus is up to before the end of the campaign.
What follows are my notes made at the end of each session with some addendum added for clarity and detail. I should probably also apologize for any wonky formatting issues. These notes are pasted here from a word processing program, and sometimes the port over gets a little weird. I will try to clean it up as best I can, but forgive me if I miss something.
Also, it should be noted that the party is in possession of a few decent magic items, and the module, being old school has a wealth of powerful items to be found despite it's transition to 5E. Because of that, all creatures have maximum hit points.
Session One
We started the session on the morning of Goodmonth 12 with the party still in Pellak. That morning Annabelle Zane greets them for breakfast and informs them of her latest plan. It seems that the Duchy of Ulek, a few hundred miles to the south, is experiencing some issues with raids by giants in unusually large numbers and with uncommon organization. At the same time, Annabelle has been able to use her incomplete but still very powerful Eye of Zane to zero in on a fire giant king named Snurre Ironbelly. She doesn't know if the giant has the tooth or not, but whenever she concentrates on the tooth and lets the Eye seek out her desire, it settles upon him, although he, apparently, has some sort of non-detection magic working in his favor, as she has been unable to get a bead on exactly where he is.
However, she has been able to catch him in conversation with a hill giant chieftain named Nosnra, who just happens to have a stronghold built in the foothills of the Lortmil mountains, very close to the Duchy of Ulek. Since the Duchy is currently at odds with their southern neighbors, the County of Ulek, and has pulled the majority of it's small military to that border, it has not been able to send it's knights to deal with the giant threat, and therefor have sent out word that they are in the market for mercenaries. Annabelle arranges for the party to meet with an Ulek agent in the tiny village of Hammerfall in the shadow of the Lortmil mountains. The hope is twofold: One, that they will be able to find clues that will eventually lead them to the ninth tooth, and two, that they will relieve Ulek of it's giant problem and thus gain some heroic clout in the small kingdom.
The ride is a rather pleasant one through generally civilized kingdoms, and they arrive in Hammerfall fifteen days later, unmolested by bandits or wandering creatures.
They meet the Ulek agent, Donovan Price, at the only tavern in Hammerfall, the Loose Goose, and immediately set out for the giant hold. Price gets them to within a mile or so of the structure where he shows them a dry and abandoned cave that they can perhaps use as a base. He then leads them to an overlook where they can get a view of the building.
As night begins to fall, and rain starts to pour, Edran sneaks down for a quick look around. He manages to scale the walls and peer into the open courtyard, seeing the two dozen dire wolves that prowl the grounds. Upon his return, they consider a rooftop assault, with Thoradin arguing that his Call Lightning spell would make short work of the wolves, and perhaps draw the giants out into the open. But he soon realizes that the grounds are too big to cover with his spell, and eventually it is decided that they will enter through the watch tower to the south.
They circle wide and make for the south wall as the moon begins to rise. Unfortunately, Thoradin's forte is not stealth, and he nearly tips off the hill giant guard atop the tower with his clanking armor.
The party wait awhile for the guard to settle back in after not spotting them, and finally they reach the wall. Edran and Krote scale the wall to find the hill giant already back to sleep, and they position themselves for an assassination. Sai makes it up alright, but Thoradin is having no luck at all, and upon reaching the top of the wall, falls face first to the other side, making a terrible racket. It is only sheer luck that the giant does not wake up. Finally, they surround the guard and lay into him. The giant never wakes up as blades and spell kill him.
Edran heads down the stairs, followed by Krote and Sai. The rogue finds two more sleeping giants in the room at the bottom, and he is working his way towards them as Thoradin, not wanting to be left behind, heads down the stairs, rolling double 1's on his stealth check. He trips and drops his axe, which falls down the stairs with a mighty racket. This time it wakes one of the sentries and the battle is on as Krote leaps the rest of the way down to catch up with Edran.
Edran, Krote and Sai engage with the two giants. Thoradin makes to leap down as well, and rolls another 1, missing the table below that was to be his landing spot, and slams into the stone floor.
Eventually the two giants are killed with a minimum of damage to the party. They open the door to the outside to let Rufus in.
From there it is into the keep proper. They choose a side door to the northeast and make their way from room to room, finding and killing a few more sleeping giants. Things are still going reasonably smoothly, although Krote is taking a few hits along the way from giants that do manage to get an attack in before being overwhelmed.
They slay a hill giant matron and three servants, and then find themselves in large hall. Edran opens a door to the south, releasing a cave bear that they manage to kill as well.
They make their way deeper into the hold, finding a few empty rooms and quite a bit of treasure.
Finally, Edran decides that it is time to deal with a large set of double doors, behind which he can hear raucous carousing. They are wholly unprepared for the sheer number of giants and giant kin in the great hall. In all, there are twenty-seven giants, ogres, and at least one bear in the massive room.
We ended the night there.
It is Harvester 4th, roughly 10:00pm
Thoradin makes 12th level.
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