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Against the Giants - your experiences
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<blockquote data-quote="Style" data-source="post: 1649713" data-attributes="member: 21072"><p>I played this under 1e and DMed it under 2e, with mixed feelings. I like the adventures - great design - but in serious need of DM attention to give them context and plot and depth and silly things like that.</p><p></p><p>As a player they were a real challenge - nasty, nasty giants coming from all directions all the time was a real shock the first time around. Plus for the latter half of G1 my DM was getting progressively more drunk and incoherent. The session ground to a halt when we made it to the big room on the dungeon level with all the corridors leading off it - poor guy couldn't keep track of the map, let alone what we were trying to tell him. We reconvened a few days later and kicked hill giant butt.</p><p></p><p>For G2 we decided to play sneaky and spent most of the adventure ethereal, spying on the frost giants and trying to decide what the hell was going on. And iirc, we met our first drow there too. Great moment, as they had been unheard of in our games up until then. So, naturally, we killed them. We were able to get the jump on the white dragons and nailed them without a hitch (their hides are still listed under the trophy section of my sheet, alongside things like Travis' dagger from Palace of the Silver Princess and Sir Bluto's head from White Plume Mountain). As for the jarl, we levitated his thrones and then dropped them on him and his wife. Nuff said.</p><p></p><p>G3, on the other hand, handed us our asses on a plate. We totally blew it and alerted the guards within moments, only to wind up being pounded on by Snurre and his guards. We were one man short of a TPK (me) before getting the hell outta there. Got our baddest boys together and went back for vengeance. And the bodies of our friends. We got those, but vengeance was fleeting. I did manage to kill Snurre, but we were completely outmatched and made good our escape. And never went back, either!</p><p></p><p>As DM, I ran G3 only as prelude to the D/Q adventures. In that game the PCs were chasing drow loyal to Tiamat who were trying to reach the Demonwebs with McGuffin Artifact #872. Snurre was allied to the Tiamat drow (through Brazzemal) and he and his tribe were "doorkeepers" for the drow. The party simply needed to bust a route through into the underdark and Snurre & co were in the way.</p><p></p><p>They fared much better than I did as a player - no deaths but lots and lots of full-on combat. The party's half-troll berserker was going toe-to-toe with the fire giants and meeting them blow for blow. The wizards were frying bodies on all sides. Combat eventually centered around the great hall, with Snurre leading 8 of his finest against the party. At which point the party's priest busts out with the Spacewarp spell (Tome of Magic) and creates a gravity well that starts to drag the giants towards it. He follows this with an addition spell, creating gallons and gallons of acid, which also falls towards the spacewarp, engulfing the giants in a roiling sphere of acidic doom. He used an equally horrible Tome of Magic spell to possess Eclavdra's body in the volcanic caverns and marched her over the edge of a cliff and into the lava below. Bye bye baby. They negotiated a settlement with Brazzemal and headed into the underdark to raise hell with the drow. Never did meet Obmi. Good thing too - nobody trusts dwarves anyway since Tim made that flippin' artillerist.</p></blockquote><p></p>
[QUOTE="Style, post: 1649713, member: 21072"] I played this under 1e and DMed it under 2e, with mixed feelings. I like the adventures - great design - but in serious need of DM attention to give them context and plot and depth and silly things like that. As a player they were a real challenge - nasty, nasty giants coming from all directions all the time was a real shock the first time around. Plus for the latter half of G1 my DM was getting progressively more drunk and incoherent. The session ground to a halt when we made it to the big room on the dungeon level with all the corridors leading off it - poor guy couldn't keep track of the map, let alone what we were trying to tell him. We reconvened a few days later and kicked hill giant butt. For G2 we decided to play sneaky and spent most of the adventure ethereal, spying on the frost giants and trying to decide what the hell was going on. And iirc, we met our first drow there too. Great moment, as they had been unheard of in our games up until then. So, naturally, we killed them. We were able to get the jump on the white dragons and nailed them without a hitch (their hides are still listed under the trophy section of my sheet, alongside things like Travis' dagger from Palace of the Silver Princess and Sir Bluto's head from White Plume Mountain). As for the jarl, we levitated his thrones and then dropped them on him and his wife. Nuff said. G3, on the other hand, handed us our asses on a plate. We totally blew it and alerted the guards within moments, only to wind up being pounded on by Snurre and his guards. We were one man short of a TPK (me) before getting the hell outta there. Got our baddest boys together and went back for vengeance. And the bodies of our friends. We got those, but vengeance was fleeting. I did manage to kill Snurre, but we were completely outmatched and made good our escape. And never went back, either! As DM, I ran G3 only as prelude to the D/Q adventures. In that game the PCs were chasing drow loyal to Tiamat who were trying to reach the Demonwebs with McGuffin Artifact #872. Snurre was allied to the Tiamat drow (through Brazzemal) and he and his tribe were "doorkeepers" for the drow. The party simply needed to bust a route through into the underdark and Snurre & co were in the way. They fared much better than I did as a player - no deaths but lots and lots of full-on combat. The party's half-troll berserker was going toe-to-toe with the fire giants and meeting them blow for blow. The wizards were frying bodies on all sides. Combat eventually centered around the great hall, with Snurre leading 8 of his finest against the party. At which point the party's priest busts out with the Spacewarp spell (Tome of Magic) and creates a gravity well that starts to drag the giants towards it. He follows this with an addition spell, creating gallons and gallons of acid, which also falls towards the spacewarp, engulfing the giants in a roiling sphere of acidic doom. He used an equally horrible Tome of Magic spell to possess Eclavdra's body in the volcanic caverns and marched her over the edge of a cliff and into the lava below. Bye bye baby. They negotiated a settlement with Brazzemal and headed into the underdark to raise hell with the drow. Never did meet Obmi. Good thing too - nobody trusts dwarves anyway since Tim made that flippin' artillerist. [/QUOTE]
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