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<blockquote data-quote="jasper" data-source="post: 7264665" data-attributes="member: 277"><p>Session 3 and 4 of the Hill Giant Steading.</p><p>I have been moving the first level monsters around after the pcs leave for the night. And changing the wandering monster check time. </p><p>Session 3 had a 4 person party. They came in the back door through the Kennel. Then they got sneaky. They snuck down and looted both treasure rooms. Ok I did make a mistake and move the treasure from room 31 to 29. The DC for secret doors are a little low at 12. Very little combat happen. About an half hour of real time went by as they discuss how to get 3,354 pounds of loot out of the Steading. Waythe was interesting and the more the person talked about him, the more of the pain the sword became. The player wanted full control of the ego and was occasionally misreading some things. I basically started running the sword like the guys from Orville. The major combat of the night was with Keeper in Room 2 of the Dungeon Level. The player running a sorcerer charged the keeper, and the other pcs close the door behind him. The result was one pc death with it being returned as a rock gnome. </p><p>A good part of the session was looking up rules, making me laugh, and just roleplaying .</p><p>Session 4. </p><p>Only a 3 person party Sunday. This time they decided not to sneak but go to the front door.</p><p>Medium Mistake. My best initiative was 15 during the resulting combat. But I had the giants play a little smarter. The group took out one ogre in the first round before the alarm was given. They took out the loud mouth giant in the second around. During the rest of the combat they were able to charm Mommy Grutha with the potion of giant mind control. She took out a giant and hurt her husband. The sub chief charged through the wall of fire to get to the pcs. That did not go well. But.</p><p>They were flanked. By the Sgt and 7 ogres. They tried to run but the giants had the range and zeroed out all but the rock gnome sorcerer. I did not want to have a near tpk so I tossed the naked pcs into the prison cells number 2 the engineer, and number 3 the knight. Okay this where there were some rule problems with the NPCS. If you recover all your hit points after a long rest the npcs should too. I just left the npcs at their stated hit points. </p><p>Situation two pcs are naked. Chain to a wall. Only verbal spell components. I gave them 1 hour in their cells to come up with a plan. They could not talk to each other. I also did an info dump from each NPC. Player mistake here. The very old fart never did pick his skills. I made pick his skills. He asked for bend bars chance. And rolled a 20. So cell 3 was free. </p><p>The druid shape change is mental. Oops stupid giants. At 8 am I began the scene. The Rock gnome was wandering the around room 1 and the treasure rooms looking for the pcs. The secret doors had been ripped off the hinges by Chief Norsa. Action began. This where having one square equals 20 made it better. The knight and Battlemaster beat up the bugbears. The Druid release the orcs. And Combat was fun. Lots of miscommunication between the players. Lots of double moves. They escaped again using the transport via plants.</p><p>Two rules of cool I did. On Friday when they were making off with the loot due to the reduce spell. I made them do a Str Saving throw. The poor druid dropped over 800 pds of loot on his toe. And since they could nearly out distance the giants using a double move, I just roll to hit the druid as he was finishing his spell. Result was I zeroed him out as Scotty was beaming him up.</p><p>Ok. When They retreated on Day 7 only Chief, the Sergeant, and one other full giant was alive on the first level. The rest were Ogres, or the kids aka orcs. So between 4 sessions they had basically wiped out the top level. They also had the McGuffin to teleport to the Frost Giants. So I gave the players the choice. Continue Raiding, or Frost Giants. They choose Frost Giants. I ruled they found their stuff in the small dining room (10) and during the night the whole Steading ran away. The Chief did leave a note to plea for mercy from the pcs. </p><p>The Result. I going have the Chief and the Cloud giant appear in the Frost Giant module. </p><p>Oh funny stuff. I type up a series of signs the giants put out around the steading. Some were</p><p>By the order of Chief Nosnra the killing of Giants is outlawed.</p><p>Peter Parker the Purple Paladin of Pittsburgh says only you can prevent murder hoboing. </p><p>Found missing bags. Apply to Bilbo. </p><p>Thieves and Raiders must apply for Lye sons. By order of Chief Nosnra. </p><p>Wanted for murder hoboing, murder of Granny, eater of dogs, unlawful escape, breaking and leaving. (a bad picture of the drow pc from the first session)</p><p>Adventurers need love too! Giants for the Ethical Treatment of Adventurers.</p></blockquote><p></p>
[QUOTE="jasper, post: 7264665, member: 277"] Session 3 and 4 of the Hill Giant Steading. I have been moving the first level monsters around after the pcs leave for the night. And changing the wandering monster check time. Session 3 had a 4 person party. They came in the back door through the Kennel. Then they got sneaky. They snuck down and looted both treasure rooms. Ok I did make a mistake and move the treasure from room 31 to 29. The DC for secret doors are a little low at 12. Very little combat happen. About an half hour of real time went by as they discuss how to get 3,354 pounds of loot out of the Steading. Waythe was interesting and the more the person talked about him, the more of the pain the sword became. The player wanted full control of the ego and was occasionally misreading some things. I basically started running the sword like the guys from Orville. The major combat of the night was with Keeper in Room 2 of the Dungeon Level. The player running a sorcerer charged the keeper, and the other pcs close the door behind him. The result was one pc death with it being returned as a rock gnome. A good part of the session was looking up rules, making me laugh, and just roleplaying . Session 4. Only a 3 person party Sunday. This time they decided not to sneak but go to the front door. Medium Mistake. My best initiative was 15 during the resulting combat. But I had the giants play a little smarter. The group took out one ogre in the first round before the alarm was given. They took out the loud mouth giant in the second around. During the rest of the combat they were able to charm Mommy Grutha with the potion of giant mind control. She took out a giant and hurt her husband. The sub chief charged through the wall of fire to get to the pcs. That did not go well. But. They were flanked. By the Sgt and 7 ogres. They tried to run but the giants had the range and zeroed out all but the rock gnome sorcerer. I did not want to have a near tpk so I tossed the naked pcs into the prison cells number 2 the engineer, and number 3 the knight. Okay this where there were some rule problems with the NPCS. If you recover all your hit points after a long rest the npcs should too. I just left the npcs at their stated hit points. Situation two pcs are naked. Chain to a wall. Only verbal spell components. I gave them 1 hour in their cells to come up with a plan. They could not talk to each other. I also did an info dump from each NPC. Player mistake here. The very old fart never did pick his skills. I made pick his skills. He asked for bend bars chance. And rolled a 20. So cell 3 was free. The druid shape change is mental. Oops stupid giants. At 8 am I began the scene. The Rock gnome was wandering the around room 1 and the treasure rooms looking for the pcs. The secret doors had been ripped off the hinges by Chief Norsa. Action began. This where having one square equals 20 made it better. The knight and Battlemaster beat up the bugbears. The Druid release the orcs. And Combat was fun. Lots of miscommunication between the players. Lots of double moves. They escaped again using the transport via plants. Two rules of cool I did. On Friday when they were making off with the loot due to the reduce spell. I made them do a Str Saving throw. The poor druid dropped over 800 pds of loot on his toe. And since they could nearly out distance the giants using a double move, I just roll to hit the druid as he was finishing his spell. Result was I zeroed him out as Scotty was beaming him up. Ok. When They retreated on Day 7 only Chief, the Sergeant, and one other full giant was alive on the first level. The rest were Ogres, or the kids aka orcs. So between 4 sessions they had basically wiped out the top level. They also had the McGuffin to teleport to the Frost Giants. So I gave the players the choice. Continue Raiding, or Frost Giants. They choose Frost Giants. I ruled they found their stuff in the small dining room (10) and during the night the whole Steading ran away. The Chief did leave a note to plea for mercy from the pcs. The Result. I going have the Chief and the Cloud giant appear in the Frost Giant module. Oh funny stuff. I type up a series of signs the giants put out around the steading. Some were By the order of Chief Nosnra the killing of Giants is outlawed. Peter Parker the Purple Paladin of Pittsburgh says only you can prevent murder hoboing. Found missing bags. Apply to Bilbo. Thieves and Raiders must apply for Lye sons. By order of Chief Nosnra. Wanted for murder hoboing, murder of Granny, eater of dogs, unlawful escape, breaking and leaving. (a bad picture of the drow pc from the first session) Adventurers need love too! Giants for the Ethical Treatment of Adventurers. [/QUOTE]
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