D&D 5E (2014) Against the Giants.

Gorg

Explorer
Just started reading through this, with an eye towards working it into the campaign. So far, it seems like a mostly seamless transition from the current adventure I'm running.

Has anyone played the current adaptation from Yawning Portal?

The stumbling block is that it's written for a party of 4-5 11th level chatacters- and my party is a group of 7 8th level characters, and a 5th level Druid they picked up along the way. Thus, how much tinkering will I need to do to avoid a TPK, or just royally hacking the giants off- and unleashing them on the world around them?

A bit more about this group:

they were rolled up using a modified system designed to produce powerful characters, and tend to punch well above their weight. They are a good mix of abilities, heavy on martial and arcane magic.

a Half Orc Barbarian (Storm something or other- from Xanathars)
a human Eldritch Knight (who doesn't cast much)
a Dwarf Paladin (Clangeddin Silverbeard)
a Human Twilight Cleric of Selune
an Elf Thief
a Gnome Storm Sorceror
a Human Abjurer
Human Druid (circle of the land)

All but the Druid have some sort of magical weapon, and all have AC enhancing magic, thanks to some 2nd Ed modules FULL of wizards equipped with bracers of defense, rings of protection, etal. For the same reason, the Abjurer's spellbooks are BULGING with spells, lol.

I haven't read far enough to know if the lack of 5th level spells, 3x attacks per round, +4 proficiency bonus, and extra features will be a serious problem or not. The Cleric does have a scroll of Revivify for emergencies.


One other option: I could also glom some bits and pieces from the 5E Giants super adventure to boost their XP before running this. And they still have the lower level of the current dungeon to complete (which at minimum would boost the Druid up closer to the rest).

So what am I getting myself into here? Thanks, all!
 

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Broadly speaking, 7x 8th level characters are not that far off in power from 4.5 11th level characters but will lack some of the bigger options and are more fragile. I don't think you're looking at an absolutely terrible mismatch, but I think you'd have significantly less to worry about if you take them to 9th level (so they get 5th level spells) before going in. I would probably give the druid some access to 'mass cure wounds' scrolls (and ignore the roll he'd normally need for using a higher level spell) because that spell can really help swing the tide if the party is getting overwhelmed.

I'm not familiar with the particulars of the module, but from my general experience they're probably around the right league.
 

I think @FitzTheRuke has run this. Hopefully he will see this and respond.
Yeah, but I modify nearly every encounter for every game that I run, so I can't really advise about how much work would it be. I don't have any idea. I do it without thinking about it. I really just glance at what the adventure gives, thinking of them as a possible example, and then do whatever I feel like. In particular after the party hits the dungeon (so to speak): The organization changes based on what the party has done, and how long they took to do it.

But to try to answer @Gorg:

My gut says your party will cakewalk it. You'll probably want to adjust things up, if anything. But there IS a good chance that someone will die. Probably not everyone, though. Expect relatively frequent drops to zero, but they should be able to get back up without dying, unless you really enjoy hitting folks while they are down.
 

I’ve run this several times, dating back to 1st edition days, and most recently as 5e out of Yawning Portal.
As @FitzTheRuke says, your larger party should manage it pretty easily, but if it’s too much of a cakewalk, play some clever tactics because the giants are being guided by some very clever villains, notably Eclavdra.
 


D'oh!!! We played today, and the party just made SEVENTH level, not 8th, and the Druid is level 4, not 5.

Guess I'll have to send them on a couple quests, first, lol. Perhaps a trip to Candlekeep, and an adventure or two in exchange for researching something. Then, they can stumble upon some bits from Storm King's Thunder while galavanting around the Sword Coast.

I'm setting Against the Giants in Damara- far away from all the published adventures, and books.
 


Just started reading through this, with an eye towards working it into the campaign. So far, it seems like a mostly seamless transition from the current adventure I'm running.

Has anyone played the current adaptation from Yawning Portal?

The stumbling block is that it's written for a party of 4-5 11th level chatacters- and my party is a group of 7 8th level characters, and a 5th level Druid they picked up along the way. Thus, how much tinkering will I need to do to avoid a TPK, or just royally hacking the giants off- and unleashing them on the world around them?
I cannot speak from running it, but if you'd like to read some very detailed and funny reports here on ENworld of our very own @Goonalan running it online for his group (with four 11th level PCs), they're in the Story Hour forum.

 

One of the things with these modules is the players can take different approaches depending on the characters’ abilities. So they could use stealth and subterfuge, or if they are powerful enough, a frontal assault.

And if they manage to alert the entire stronghold, they can always try running away.
 

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