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Against the Giants: Campaign Journal
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<blockquote data-quote="cthulhu42" data-source="post: 7333127" data-attributes="member: 6792361"><p>Session 6</p><p></p><p> We started the session in the room with two fresh frost giant corpses. After a quick search, and with no other exits from the room, the party carries on the strategy of sticking to the right wall which leads them back out onto the ledge overlooking the rift, and then back into the glacier. A long tunnel led them to a far south western room with another pair of frost giants. One of them was easily dispatched, but the second ran out an eastern exit. The party gave chase, but the giant knocked aside a support log as he ran by it, causing the roof to collapse behind him. Thinking to catch him, Edran ran back to the southwestern room and then northeast through an offshoot tunnel, only to run right into a room occupied by a fire giant and his hill giant minion. Edran turned tail and led the pursuing pair back to his party. The fight was swift and the giants soon lay dead. </p><p></p><p> Back out to the ledge, and down another tunnel, they found six hill giants who did their best, but were ultimately no match for the heroes, and soon all six were dispatched.</p><p></p><p> Despite their victory, they were wounded and low on spells. It was decided that a rest was in order, especially since they had all gained new powers which would only be realized after some down time. To that end, they left the rift the same way they entered, finding their secluded spot for a Tiny Hut. </p><p></p><p> It was an especially long rest, given that they had only just had one, so it was nearly twenty hours later when they set out at first light on Harvester 7. </p><p></p><p> During the rest, Edran has a dream of having dinner with Mad Malexi (the witch). While he gorged himself, even after being full, she silently read his contract. </p><p></p><p> Also, Krote has begun to experience some orc centric thoughts and dreams. He has begun to think more and more in orcish, and has even caught himself looking upon his non orc friends with a bit of disdain. He actually seems to embrace this, humming orcish songs to himself the following day, and speaking several times in orc. </p><p></p><p> They re-enter the lair, this time choosing to explore the left fork in the entry tunnel which leads them into the eastern portion of the glacier. They soon realize, after coming across several empty rooms that appear to have been cleaned out, that the giants here seem to have vacated. </p><p></p><p> They do stumble across what appears to be a frozen array of adventurers. A detect magic reveals several interesting items, which they chip free of the ice. Distrustful of such easy pickings, they nonetheless help themselves to the treasures and continue on. </p><p> </p><p> After a few more empty rooms they begin to wonder if the giants may have all simply fled, when suddenly they walk into an ambush (room 9/10). Rufus gives them warning with his talented nose, so they are not surprised, but are certainly outnumbered as frost giants, fire giants, ogres, and winter wolves seem to come out of nowhere, bearing down on them. Krote, especially, took a hard beating as critical hits rained down upon him. Sai also took a critical hit from a thrown boulder, knocking off most of his health in a single blow. Badly outnumbered and already bearing some heavy hits, the party made a strategic retreat into the entry tunnel, pressed by the giants. The offense was stopped by a fireball from Sai, which threw a large portion of the room into a foggy morass, and Thoradin compounded this with an Insect Plague that any pursuing foes would have to pass through to get to them. </p><p></p><p> But the giants are not stupid, and after the loss of a few of them, they chose their own strategic retreat, taking cover behind a rock wall, and an exit tunnel to the south. </p><p></p><p> We were forced to break for the night in mid-combat as both sides wait for the other to make a move. </p><p> </p><p> Currently we are at the top of the round. The foggy area has about 4 ½ minutes to go, and the Insect Plague has roughly twice that. </p><p></p><p> It is Harvester 7, roughly 9:00am</p><p></p><p> Notes: So, after having cleared out the western portion of the rift, they head back out for a rest, which gives the giants time to organize. The giant that escaped by collapsing the tunnel behind him races over to the east side and alerts the giants there, commanding them to hold the line at the last room before the tunnel that leads down to the frost giant lower lair. He then heads down there himself to warn his Jarl. </p><p></p><p> By the time the party re-enter the rift most of the giants have pulled back to await them. </p><p></p><p> When the party finally do find the giants, it's a very tough battle, made all the more so by the implementation of fire AOE spells causing obscuring steam. Sai dumped a fireball into the midst of the melee and instantly blinded nearly everybody, which obviously had a profound effect on the combat. </p><p></p><p> As an aside, it's interesting to me, given 5E's stinginess with regard to magic items, that these updates of older modules seem to contain almost exactly the same magic items as when they were first written. For example, the frozen adventurers room was a veritable treasure trove of magic items (a staff of frost, a ring of resistance, a +1 axe, etc). It doesn't really bother me since I've long since thrown out the, “magic items are ultra-rare philosophy” in favor of a, “magic items are rare, sure, but they're out there and the PC's are going to get them philosophy” and it doesn't seem to hurt things too much. The one concession I've made is to have armor buffing items be pretty few and far between. I've swapped out several magical shields and the like with non-armor buffing items in this adventure. </p><p></p><p> My point is, if they're going to update these mods to 5E that means more than just monster stats and mechanics. It seems to me you really have to embrace the whole low magic, bonded accuracy thing if you're going to call a module 5E.</p></blockquote><p></p>
[QUOTE="cthulhu42, post: 7333127, member: 6792361"] Session 6 We started the session in the room with two fresh frost giant corpses. After a quick search, and with no other exits from the room, the party carries on the strategy of sticking to the right wall which leads them back out onto the ledge overlooking the rift, and then back into the glacier. A long tunnel led them to a far south western room with another pair of frost giants. One of them was easily dispatched, but the second ran out an eastern exit. The party gave chase, but the giant knocked aside a support log as he ran by it, causing the roof to collapse behind him. Thinking to catch him, Edran ran back to the southwestern room and then northeast through an offshoot tunnel, only to run right into a room occupied by a fire giant and his hill giant minion. Edran turned tail and led the pursuing pair back to his party. The fight was swift and the giants soon lay dead. Back out to the ledge, and down another tunnel, they found six hill giants who did their best, but were ultimately no match for the heroes, and soon all six were dispatched. Despite their victory, they were wounded and low on spells. It was decided that a rest was in order, especially since they had all gained new powers which would only be realized after some down time. To that end, they left the rift the same way they entered, finding their secluded spot for a Tiny Hut. It was an especially long rest, given that they had only just had one, so it was nearly twenty hours later when they set out at first light on Harvester 7. During the rest, Edran has a dream of having dinner with Mad Malexi (the witch). While he gorged himself, even after being full, she silently read his contract. Also, Krote has begun to experience some orc centric thoughts and dreams. He has begun to think more and more in orcish, and has even caught himself looking upon his non orc friends with a bit of disdain. He actually seems to embrace this, humming orcish songs to himself the following day, and speaking several times in orc. They re-enter the lair, this time choosing to explore the left fork in the entry tunnel which leads them into the eastern portion of the glacier. They soon realize, after coming across several empty rooms that appear to have been cleaned out, that the giants here seem to have vacated. They do stumble across what appears to be a frozen array of adventurers. A detect magic reveals several interesting items, which they chip free of the ice. Distrustful of such easy pickings, they nonetheless help themselves to the treasures and continue on. After a few more empty rooms they begin to wonder if the giants may have all simply fled, when suddenly they walk into an ambush (room 9/10). Rufus gives them warning with his talented nose, so they are not surprised, but are certainly outnumbered as frost giants, fire giants, ogres, and winter wolves seem to come out of nowhere, bearing down on them. Krote, especially, took a hard beating as critical hits rained down upon him. Sai also took a critical hit from a thrown boulder, knocking off most of his health in a single blow. Badly outnumbered and already bearing some heavy hits, the party made a strategic retreat into the entry tunnel, pressed by the giants. The offense was stopped by a fireball from Sai, which threw a large portion of the room into a foggy morass, and Thoradin compounded this with an Insect Plague that any pursuing foes would have to pass through to get to them. But the giants are not stupid, and after the loss of a few of them, they chose their own strategic retreat, taking cover behind a rock wall, and an exit tunnel to the south. We were forced to break for the night in mid-combat as both sides wait for the other to make a move. Currently we are at the top of the round. The foggy area has about 4 ½ minutes to go, and the Insect Plague has roughly twice that. It is Harvester 7, roughly 9:00am Notes: So, after having cleared out the western portion of the rift, they head back out for a rest, which gives the giants time to organize. The giant that escaped by collapsing the tunnel behind him races over to the east side and alerts the giants there, commanding them to hold the line at the last room before the tunnel that leads down to the frost giant lower lair. He then heads down there himself to warn his Jarl. By the time the party re-enter the rift most of the giants have pulled back to await them. When the party finally do find the giants, it's a very tough battle, made all the more so by the implementation of fire AOE spells causing obscuring steam. Sai dumped a fireball into the midst of the melee and instantly blinded nearly everybody, which obviously had a profound effect on the combat. As an aside, it's interesting to me, given 5E's stinginess with regard to magic items, that these updates of older modules seem to contain almost exactly the same magic items as when they were first written. For example, the frozen adventurers room was a veritable treasure trove of magic items (a staff of frost, a ring of resistance, a +1 axe, etc). It doesn't really bother me since I've long since thrown out the, “magic items are ultra-rare philosophy” in favor of a, “magic items are rare, sure, but they're out there and the PC's are going to get them philosophy” and it doesn't seem to hurt things too much. The one concession I've made is to have armor buffing items be pretty few and far between. I've swapped out several magical shields and the like with non-armor buffing items in this adventure. My point is, if they're going to update these mods to 5E that means more than just monster stats and mechanics. It seems to me you really have to embrace the whole low magic, bonded accuracy thing if you're going to call a module 5E. [/QUOTE]
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