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Story Hour
Against the Giants: Campaign Journal
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<blockquote data-quote="cthulhu42" data-source="post: 7344288" data-attributes="member: 6792361"><p>A few post game notes: I was very much looking forward to seeing the differences between frost and fire giants. After this battle I can say that's it's notable! They both do roughly the same amount of damage, but the extra hit points and higher AC makes a pretty big difference. I noticed far more misses during this fight, and while there were fewer giants here than in the frost giant Jarl's throne room, the ante seemed to be upped quite a bit, to the point where I had planned to bring in another set of giants and servants from another chamber, but decided against it. Up until now, the Jarl's throne room had been probably the most difficult battle of the campaign, but this go round with the fire giants was even harder.</p><p></p><p>Of course not having their storm giant ally, Laurali, in this fight, coupled with Edran's disappearance for three or four rounds didn't help matters at all. </p><p></p><p>Then there were the dreadnoughts. </p><p></p><p>I have finally had time to dig into my Volo's guide, and after reading the section on the dreadnoughts, how could I not introduce a couple of those bad boys into this module? They were custom made to serve as Snurre's personal guard!</p><p></p><p>It was great fun watching the players sweat as they fought the fire giants, knowing full well that those dreadnoughts were just waiting for their opportunity. And when they entered the fray it was brutal. Even more hit points and a 21 AC, not to mention their devastating shield rush made them truly fearsome opponents. If not for the wand of paralysis, things could have gone much differently. </p><p></p><p>A word about that wand: As you might know, the entry for the wand of paralysis in the DMG is in error, so I went with it as best I could, ruling that it required a successful attack role to hit an enemy, which resulted in a round of automatic paralysis, after which we treated it like a Hold Monster, giving the paralyzed foe a reoccurring wisdom save vs the users spell DC. </p><p></p><p>I've since looked up the errata on the wand, and obviously a giant's con save vs DC 15 makes for a much greater chance to ignore or break the effect. This oversight was a boon for the party, but that's on me. I intend to use the correct version of the wand from here on out. </p><p></p><p>But the players did have an awful lot of fun rolling handfuls of auto crit dice against the paralyzed giants.</p></blockquote><p></p>
[QUOTE="cthulhu42, post: 7344288, member: 6792361"] A few post game notes: I was very much looking forward to seeing the differences between frost and fire giants. After this battle I can say that's it's notable! They both do roughly the same amount of damage, but the extra hit points and higher AC makes a pretty big difference. I noticed far more misses during this fight, and while there were fewer giants here than in the frost giant Jarl's throne room, the ante seemed to be upped quite a bit, to the point where I had planned to bring in another set of giants and servants from another chamber, but decided against it. Up until now, the Jarl's throne room had been probably the most difficult battle of the campaign, but this go round with the fire giants was even harder. Of course not having their storm giant ally, Laurali, in this fight, coupled with Edran's disappearance for three or four rounds didn't help matters at all. Then there were the dreadnoughts. I have finally had time to dig into my Volo's guide, and after reading the section on the dreadnoughts, how could I not introduce a couple of those bad boys into this module? They were custom made to serve as Snurre's personal guard! It was great fun watching the players sweat as they fought the fire giants, knowing full well that those dreadnoughts were just waiting for their opportunity. And when they entered the fray it was brutal. Even more hit points and a 21 AC, not to mention their devastating shield rush made them truly fearsome opponents. If not for the wand of paralysis, things could have gone much differently. A word about that wand: As you might know, the entry for the wand of paralysis in the DMG is in error, so I went with it as best I could, ruling that it required a successful attack role to hit an enemy, which resulted in a round of automatic paralysis, after which we treated it like a Hold Monster, giving the paralyzed foe a reoccurring wisdom save vs the users spell DC. I've since looked up the errata on the wand, and obviously a giant's con save vs DC 15 makes for a much greater chance to ignore or break the effect. This oversight was a boon for the party, but that's on me. I intend to use the correct version of the wand from here on out. But the players did have an awful lot of fun rolling handfuls of auto crit dice against the paralyzed giants. [/QUOTE]
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