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Advice/campatibility of "Against the Giants"
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<blockquote data-quote="QuaziquestGM" data-source="post: 3595037" data-attributes="member: 22559"><p>I'm gearing up to run the classic module series "Against the Giants" for my Party. </p><p></p><p>This will be post wedding. I expect to be running it in about a month and a half, and I am already working it into the storyline.</p><p></p><p>The expected composition of the party:</p><p></p><p>1) elf sorc 10 (maybe 11). Blaster with Wall of spirits, Leomeds Secure shelter, Energy substitution (Edit: Electric) and an improved familiar. ring of flying</p><p></p><p>2) Dwarf, Level 9, Fighter/cleric/paragon. Has fast healing 1 due to special familiar. +4 greatax. wings of flying. </p><p></p><p>3) psudo fey/1/2 elf, Level 9 druid/master of many forms. She can also cast extra spells as a level 5 druid due to a wish level effect( Edit: Gained half/@$$ed nymph template). Displacer puma animal companion.</p><p></p><p>4) Human level 9 rogue/bard/shaman (OA). Able to polymorph into orc. Has item that makes him invisible to any beyond 20 ft. (Edit: second item that gives him increased movement speed)</p><p></p><p>I'll have to edit this to finish it later.</p><p></p><p>Edit begins:</p><p></p><p>5) Goliath barberian 2 afflicted were-bear with monkey grip....(I should lose my GM license for allowing this...May also be a bear totem barberain, pc currently in creation)</p><p></p><p>6)Arvoral Level 3 warmage with maybe 12 hp (tends to roll poorly on hit die, ECL 7 with +4 level adjustment for being a _flying_ elf. Glass canon)</p><p></p><p>7 human NPC multiclass healer/utility caster/psion. level 9.5</p><p></p><p>8 Elf ranger level 7 with magic armor and bow. (+6 ringmail with +4 spikes)</p><p></p><p>9) NPC lizradman barberian 4.</p><p></p><p>Party has access to a ring of warmth, so I'm not too concerned for frost giant area and the coldblooded npc.</p><p></p><p>Right now the favorite toy of the Druid and the rogue is a bag of tricks (the one with the rhino, lion, and warhorse)</p><p></p><p>As a segway into this adventure the 4 of the party arenow rescuing their "milk men" from a raiding party of 8 Hill giants. Everquest Hill Giants. (Huge, 235 hp, 16 hd, ...it was a pick up game, it was the only monster manual on hand....it claims they are cr 10 each...). The encounter was on favorable terms for the party. While investigating why their supplies hadn't come in they found the broken wagons and tracked the giants to their camp. One guard on duty. </p><p></p><p>I've about gotten it into their heads that they cannot melee these guys (huge great ax, 3 attacks and shield bash), or for that matter win a standing ranged fight. (2d8 +11 boulder at +16, +11, and +6.) They withdrew from the first engagement, and then switched to flybys and started burning charges on magic items. They got 2 the first night. Spent the next 2 days and nights swaping magic items and harrassing them. Then the dwarf silently and invisibly flew into thier camp and cue de gra'd 3 of them before being detected. They've rescued one delivery guy, lost another, and still have 3 giants to go. </p><p></p><p>One of the things that i am worrying about is playiblity of the module. A hill gaint in the module as written (1979 tounament module) had 40 hp. The 3.5 srd hill giant has 102 ph. The everquest hill giant has 235 hp. If I don't ungrade the giants to 3.5 then they will be push overs. If I do, then there will be a few 10 thousand hp to cut though and I'd perfer not to spend an entire night running one combat.</p></blockquote><p></p>
[QUOTE="QuaziquestGM, post: 3595037, member: 22559"] I'm gearing up to run the classic module series "Against the Giants" for my Party. This will be post wedding. I expect to be running it in about a month and a half, and I am already working it into the storyline. The expected composition of the party: 1) elf sorc 10 (maybe 11). Blaster with Wall of spirits, Leomeds Secure shelter, Energy substitution (Edit: Electric) and an improved familiar. ring of flying 2) Dwarf, Level 9, Fighter/cleric/paragon. Has fast healing 1 due to special familiar. +4 greatax. wings of flying. 3) psudo fey/1/2 elf, Level 9 druid/master of many forms. She can also cast extra spells as a level 5 druid due to a wish level effect( Edit: Gained half/@$$ed nymph template). Displacer puma animal companion. 4) Human level 9 rogue/bard/shaman (OA). Able to polymorph into orc. Has item that makes him invisible to any beyond 20 ft. (Edit: second item that gives him increased movement speed) I'll have to edit this to finish it later. Edit begins: 5) Goliath barberian 2 afflicted were-bear with monkey grip....(I should lose my GM license for allowing this...May also be a bear totem barberain, pc currently in creation) 6)Arvoral Level 3 warmage with maybe 12 hp (tends to roll poorly on hit die, ECL 7 with +4 level adjustment for being a _flying_ elf. Glass canon) 7 human NPC multiclass healer/utility caster/psion. level 9.5 8 Elf ranger level 7 with magic armor and bow. (+6 ringmail with +4 spikes) 9) NPC lizradman barberian 4. Party has access to a ring of warmth, so I'm not too concerned for frost giant area and the coldblooded npc. Right now the favorite toy of the Druid and the rogue is a bag of tricks (the one with the rhino, lion, and warhorse) As a segway into this adventure the 4 of the party arenow rescuing their "milk men" from a raiding party of 8 Hill giants. Everquest Hill Giants. (Huge, 235 hp, 16 hd, ...it was a pick up game, it was the only monster manual on hand....it claims they are cr 10 each...). The encounter was on favorable terms for the party. While investigating why their supplies hadn't come in they found the broken wagons and tracked the giants to their camp. One guard on duty. I've about gotten it into their heads that they cannot melee these guys (huge great ax, 3 attacks and shield bash), or for that matter win a standing ranged fight. (2d8 +11 boulder at +16, +11, and +6.) They withdrew from the first engagement, and then switched to flybys and started burning charges on magic items. They got 2 the first night. Spent the next 2 days and nights swaping magic items and harrassing them. Then the dwarf silently and invisibly flew into thier camp and cue de gra'd 3 of them before being detected. They've rescued one delivery guy, lost another, and still have 3 giants to go. One of the things that i am worrying about is playiblity of the module. A hill gaint in the module as written (1979 tounament module) had 40 hp. The 3.5 srd hill giant has 102 ph. The everquest hill giant has 235 hp. If I don't ungrade the giants to 3.5 then they will be push overs. If I do, then there will be a few 10 thousand hp to cut though and I'd perfer not to spend an entire night running one combat. [/QUOTE]
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