[D&D 5e] There Might Be Giants G1 Steading of the Hill Giant Chief Session: 014 We're Rich!

There Might Be Giants

PCs
DCI Bawg Race: Unknown Class: Rogue Level: 11 Background: City Watch Investigator
Phreakalus Nevrospastos Race: Human Class: Artificer Level: 11 Background: Courtier
Thrunorus "Thugg" Garn Race: Half-Orc Class: Barbarian Zealot of Bradlust & Fighter Level: 8 & 3 Background: Mercenary Veteran
Yen Stonefist Race: Stout Halfling Class: Monk Level: 11 Background: Hermit

NPCs
Piniccarus, Phreakalus' animated puppet 'son'. Just weird.

Session 013: In Search of a Payday.
Mission Time: 04:50 to 10:50.


Here we go some more...

The PCs have searched the upper level of the steading- there's nothing they can find, although... whisper this (so the players can't hear it) they've not done a great job of searching, it's all a bit hit and miss. Keep in mind the giant's chambers are massive, and so the PCs wander in and state- ' we'll do a thorough search of this place, looking for hidden and concealed treasure/doors etc.', the DM says this will take an hour game time to achieve, and the checks to go with it. The PCs decide on the five minute quick search option. Rinse and repeat. Also, a lot of the time the PCs are not looking for secret/concealed things- only treasure. As I say, hit and miss.

And so, the PCs head down below-

13.01 Stone Giants wid Cash.png

And a pair of stone giants saunter into view, a conversation- strained, at times, ensues- the stone giant pair are builders, Nosnra was employing them to increase the size of the area down here. The giants have a big sack of gold to prove this, but now they're shipping out. Nosnra's dead, or so they've been told. The PCs can confirm this, and after a little more chatter- the stone giants just want to leave- the PCs let them.

Thugg is not happy to wave goodbye to a big bag of gold, and for the next few hours (actually for next 2-3 sessions) continues to harangue his colleagues about the loss.

13.02 Dig.png

Like they said, the stone giants have been busy building. There's nothing interesting to be found here however.

Eventually to a store room with a well-maintained, and very hefty door, which is locked, and with a quality lock.

13.03 Good Lock.png

Now we're getting some where, the treasure is bound to be in here.

But no...

13.04 Booze.png

It's the cellar, where the hard booze is kept.

And so, in a genius master stroke Thugg runs around the entirety of the lower level, basically he puts his hand on the left hand wall and just keeps it there- while he jogs a circuit, in short he goes everywhere- and on Fantasy Grounds, by doing so, he illuminates the whole level and... nothing.

Well, nothing obvious, the PCs have been everywhere.

Everywhere they can find.

And so, back upstairs.

Thugg repeats his circuit, he goes everywhere- opens every door, enters every room, illuminates the map- the thinking is the PCs will spot an area on the map that hasn't been illuminated.

It doesn't work.

Actually, it does, but the PCs don't spot where the secret door is this way because the area that is not illuminated (still hidden) is tiny, and the map is just massive.

And so the PCs are now into the grouchy phase of the search, and keep in mind these guys are committed, they are not leaving the steading until they have figured who is behind all of the giant raids (the management) or else they find some better clues as to where they need to go/head next, and... they've found some treasure, but not a treasure room- not a giant-sized haul, and they've been told that Nosnra was a hoarder.

There are frustrations.

Then, various chambers of interest- Nosnra's bedroom, Grutha's bedroom, etc. are selected for thorough searches- the one hour tap every wall and piece of floor (and ceiling) etc. special, and...

We eventually get there.

13.05 Finkin.png

Bottom left, that's an on screen ping- bingo, behind the skins on the wall is a massive (giant-sized) secret door, opening requires a good shove- easy as. This place is Nosnra's meeting room, and the fourth chamber to be given the one hour search.

And...

13.06 Secret Door.png

A set of stairs going down.

And...

13.07 The Corridor.png

This is the corridor that Phreakalus saw while reading Nosnra's mind/surface-thoughts.

Bingo!

The treasure chamber cannot be far, and sure enough here it is-

13.08 Treasure.png

The PCs entered the above chamber top right, the room is simply enormous- and with a giant-sized pile of gold (etc.) over in the far corner, however growling and screaming insults is a manticore (at least one) behind a huge portcullis to the south. The manticore sprays a few tail spikes, but the portcullis makes it difficult to hi the PCs, not so much for DCI Bawg alas.

The rogue sharpshooter (& Phreakalus) are having a great time.

13.09 Too Close.png

But then Pinnicarrus gets a little too close.

And...

The portcullis clangs up into a recess in the ceiling, and the manticores come flying out.

13.10 Manticores Plural.png

Manticores- plural, there are four or five of them (from memory). Very soon after almost everyone has been shot/tail-spiked at least once. Thugg soaks up a lot of hits.

13.11 Everyone is getting shot.png

But it's a very one-sided affair.

13.12 Eventually- we're rich.png

The manticores are slaughtered, and the treasure is there's for the taking. Thugg dives in and...

13.13 But no.png

What treasure? The illusion flickers and is gone.

There is swearing- mega-swearing in fact.

And more than a little laughter, Thugg is so annoyed he strikes comedy gold.

Thugg has no doubt the stone giants with the big bag of gold have stolen Nosnra's treasure. He's not a happy bunny and so everyone else must suffer.

13.14 There's another door.png

But, there's another door to be tried- DCI Bawg locates it, hidden over the other side of the ten foot high bone and rotten flesh pile, the remains of the manticore's victims, or else meals.

And within...

13.15 Trap check.png

The treasure chamber of chief Nosnra, hurrah!

Note Piniccarus is used to check for traps. It's an odd relationship- Phreakalus and his trap-finding 'son'.

Thugg is not waiting for the chests to be checked for traps however.

Thugg has to get paid.

13.16 Thugg opens a chest.png

Another learning opportunity claimed by Thugg, the blade almost severs his hand.

Thugg learns to be patient, the others can deal with the chests/traps etc.

13.17 Thugg riding Piniccarus.png

Some of the chest are so large (giant giant-sized chests) that Thugg has to perch on Pinnicarus' shoulders to see inside the massive storage containers, he even clambers inside a few of them to check through the contents.

Because, well, here's the thing- there's a bunch of very nice looking ivory (valuable-ish), but the rest is coppers and silvers- a lot of both but, there's no gold, no platinum, no gems, no jewelry, no...

There's a bit of back and forth- there's something the PCs are missing here.

And then...

13.18 Locked in.png

The PCs figure out that they are trapped in here, a second portcullis has blocked the entrance/exit- although Yen (& possibly Pinicarrus) could squeeze through the bars if they tried.

But that's not it, the PCs are still not certain that they have found, well... the 'real' treasure.

13.19 Another secret door.png

And so there's a little more joy to be had when Phreakalus finds another giant-sized secret door, and in the corridor within are a pair of giant-sized levers, which when manipulated raise and lower the two portcullises.

Now we are getting somewhere, although...

That's the end of the session.

That was three-and-a-half hours, can you believe it. I'd say a third of it was spent with the PCs 'discussing' things amongst themselves (arguing and bickering- 99% in character I'd like to add).

Book of the Dead.
Five manticores.

Until next time.

Cheers goonalan.
 
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There Might Be Giants

PCs
DCI Bawg Race: Unknown Class: Rogue Level: 11 Background: City Watch Investigator
Phreakalus Nevrospastos Race: Human Class: Artificer Level: 11 Background: Courtier
Thrunorus "Thugg" Garn Race: Half-Orc Class: Barbarian Zealot of Bradlust & Fighter Level: 8 & 3 Background: Mercenary Veteran
Yen Stonefist Race: Stout Halfling Class: Monk Level: 11 Background: Hermit

NPCs
Piniccarus, Phreakalus' animated puppet 'son'. Just weird.

Session 014: We're Rich!
Mission Time: 10:50 to 27:30.


Here we go some more...

The passage beyond the secret door however, this one-

13.19 Another secret door.png

Just leads to another secret door that exits into the great marshalling yard on the lower level.

We're only minutes in to the 14th session and already the frustration is mounting.

Until, and it takes a while to get to this- believe me, I was there...

14.01 And yet another secret door.png

Yet another secret door is found.

And there are more chests in here.

14.02 Pit Trap.png

Can you see the green square just inside the secret door, that's the pit trap that Piniccarus has just fallen into- it's thirty feet deep, filled with spikes (which are poisoned) and the lid flips shut straight after it is tripped.

Phreakalus, for a short while, bemoans the loss of his son.

That is until his colleagues manage to lever the pit back open and rescue the lad.

So, there's a few giant-sized chests in here, a desk (with coffers upon) a broken barrel in one corner, and... the walls and ceiling in the north east corner are covered with a peeling flapping skein of... mold, as are the crates there?

The PCs are very wary.

Some of them.

Almost all of them.

In fact all of them except one.

Can you guess?

We get to this.

14.03 Thugg is losing it.png

Which is Thugg trying to cut down Piniccarus with his greataxe. Now the mold on the walls and ceiling here is part of an illusion, and so when Thugg attempts to attack the mold (with his greataxe, natch) or else scrape away the mold, I get him to make a save. Really, just to prolong the reveal.

Thugg rolls a '1', and so I explain that the mold- when scraped away- goes airborne, and before he can react Thugg sucks in a lungful of the yellowish dust- and suddenly feels like his head is going to explode.

Thugg (played by Bear) reacts to this news by instantly blaming Piniccarus, and then attempts to take the weird puppet's head off with his greataxe.

If you are asking 'Why?" at this point then apologies but you really should be paying more attention.

Thugg is... I don't really know how to finish that sentence- his own man, a one off (although see Newt in our main game), an idiot, a massive liability- mix and match, and add a few of your own.

I think the best way of explaining it is... Thugg will be the one that gets them all killed, or else someone killed- most likely not himself.

But let's get back to it-

And then, the DM further explains- Thugg sneezes and the exploding head sensation is all gone. Like the mold from the wall, the illusion fades to reveal a trio of magical weapons (from memory) hanging in their scabbards/slings on the wall.

The broken barrel over in the corner also proves to be an illusion, here the PCs find a box containing a black metal chain- like a bike chain without the oil, but there's a lot of it (chain, that is) the whole thing is about fifteen or so feet long- but all joined up, like a massive necklace. Or something.

With the chain, and after translation a little later, are the instructions. The chain is a teleportation device, it should be laid out in a figure of 8 shape, the magic words get said and the inhabitants of the two loops of the figure-8 are transported too...

Well, according to the instructions- the Glacial Rift of the Frost Giant Jarl.

The chain can teleport two hill giant at a time, or else 18 medium sized creatures, nine in each circle.

Bingo! The Giantkillers now know who's next on their to-do list.

And the chests- trapped some of them, locked most of them, and stuffed to the gunnels full of shiny things. Nosnra, as it turns out, was loaded.

So, much coin is there here that after the counting the PCs work out that the only way they can get the loot back home (back to the teleport cave) is to take two trips to get it done, and they have the charges on their teleport rings to do this, and so that's what they do.

And what they don't take with them goes to the orcs.

There is rejoicing.

And then levelling up, which takes a whole lot longer than you think, certainly over an hour.

But also...

14.04 Krispy's.png

Welcome to Krispy's (in conjunction with Otherby's) the premium auction house in, let's say Waterdeep, or else one of them big cities on the coast.

The Giantkiller's employers have guaranteed the PCs a minimum of 55% return on the value of the treasure they have found, which is sold in lots, and in the order it was collected in the steading (the DM has access to this kind of info).

The PCs have five IPs each (just for the auction) and can spend one IP to muscle in and attempt to make a persuasion check to up the sale price of each lot, and on it goes.

Just a bit of fun.

I forget the total but I'm fairly certain that the PCs were in the region of 30-40,000gp richer at the end of this one, which everybody enjoyed.

UPDATE: I have been informed by the chief coin counter (one-sum-many) Thugg that the PCs were just shy of 76,000gp richer at the end of the Hill Giant's Steading, and that's as in the book/module.

And that's the end of the Steading of the Hill Giant Chief, next stop the Glacial Rift of the Frost Giant Jarl, although some woolly kecks for Thugg before he departs.

That's the end of the session.

Book of the Dead.
Piniccarus, nearly.

Until next time.

Cheers goonalan.
 
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There Might Be Giants

PCs
DCI Bawg Race: Unknown Class: Rogue Level: 11 Background: City Watch Investigator
Phreakalus Nevrospastos Race: Human Class: Artificer Level: 11 Background: Courtier
Thrunorus "Thugg" Garn Race: Half-Orc Class: Barbarian Zealot of Bradlust & Fighter Level: 8 & 3 Background: Mercenary Veteran
Yen Stonefist Race: Stout Halfling Class: Monk Level: 11 Background: Hermit

NPCs
Piniccarus, Phreakalus' animated puppet 'son'. Just weird.

A review, of sorts, not of the module more how it played and what I got wrong.

But not a lot of words, although- I need to vent.

First thing that needs to be said is the PCs are... well, super-powered, I don't DM a whole lot of high level games (although I have in the past, previous editions) but this bunch of miscreants are/were above my pay grade. They wiped the floor with my big bad boys.

To make clear-

DCI Bawg has some device/feat that means the lowest he can roll on many of his skills is 10+ skill bonus (total), and that pretty much means he sneaks everywhere, and doesn't fail at much else that is needed for an 11th level rogue to amble through life (and the scenario). He makes just one attack/turn (unless... see below), he more or less never misses and he delivers 40+ damage. Weapon damage (including Dex and magic) +10 (Sharpshooter) plus sneak 6d6 sneak (almost always) and then... he saunters into total cover. There's usually a pithy comment to accompany, but that's all he does- except scout, sometimes invisibly. Oh, and he has a limited teleport to get out of trouble.

Phreakalus flies around (winged boots) about thirty or more feet behind the party just shooting stuff, and with Sharpshooter again, so damage is approx. 18+/hit- he also gets three goes at this if he has a bonus action to spare. His BA is usually used however to order Piniccarus around. Oh, and Web- see below. He's also got a high AC, but nothing like the monk- Yen. He also has this Arcane Jolt thing that I've never seen before (although I'm fairly certain this is the first Artificer I have ever seen in action) which is used (often) to revive Thugg.

Thugg is... well, he's just a big daft barbarian, I've seen his like before. It makes no difference how many hit points he's on- and he has a big bag of them (and Relentless Endurance), keep in mind he does a heck of a lot of damage and is pretty much reckless all the while. Thugg has been unconscious... maybe four or five times in the course of this one, then Zap (arcane jolt) and he clambers to his feet- swigs a potion and does it all again.

Then there's Yen.

The little bastard.

The monk moves through giants/ogres et al, has a clutch of attacks, knocks my big guys over for fun (he's got something like 14 Chi/Focus points), runs up walls and ceilings, and in conjunction with a couple of potions- again, see below, is just a nightmare. Nothing can get away from him, and at times it appears that nothing can hit him. He's AC 21 or 23, it's bad- but it gets worse in conjunction with his fave potions.

So, the big revelations, as hinted at above, are the following-

Web, as delivered by Phreakalus and/or Piniccarus, and these are some tough webs- DC 17 to escape. I checked back in the Chat on Fantasy Grounds, I made (in the course of the Steading) 23 attempts to escape a web, I passed three times, and the most of these were hill giants making the checks.

And the winner (in conjunction with Yen)-

Potion of Heroism + Potion of Speed, just diabolical- and so obviously so that all the other PCs at the end of this one were looking to make similar purchases for their PCs for the next instalment. So, Yen (with the potions) gets a few extra temp HP, an hour long Bless spell, double move speed, and an extra attack action, and... Well, then you add in his once/day Dragon Punch tattoo (or whatever it is) and he's also got fifteen foot reach to go along with being able to run forever, and deliver attacks (and trips/stuns/etc.). It is... just horrible.

There, that's off my chest, and now (apres the caveats) to the game itself.

It went well.

I said it would be short.

But it did go well.

And by which I mean the plot and story side of it worked- so much so that the players want to carry on through the rest of the series. The PCs were still scratching their heads/backsides with both hands in session 14, still searching for who or what is behind the giant attacks, and still searching for Nosnra's treasure. They loved the Orc Rebl-ooo-shun, and lots of other stuff besides.

The thing that didn't go so well, for me- was my giants got their backsides kicked.

And so for the next one I have made some changes.

But not many.

Keep in mind I am absolutely stacked with work and real life, so I'm not looking for more to do.

So, the giants of Glacial Rift (the Frosties) will be tougher (more HP, possibly a point or two of AC added here and there, and the same for their attacks).

Any giants with a name or a job title have got Max HP.

I've also changed the grid size so that I can get reinforcements/alerted nearby encounters to the spot quicker- effectively making the map smaller (but not by much).

I've done away with the rolls for wandering monsters, these guys are just now just waiting in the wings for the word to get out, they're in reserve- but when the fighting starts, they'll (probably) be coming out to play quite quickly.

That's it, I think.

Like I said, this is just for kicks, and we only started playing this one so that I'd have time to build more of our main game- that didn't work, but I'm an academic by trade, and looking forward to the summer and time off. At which point I'll get on with building the main game.

The Glacial Rift to follow.

Cheers goonalan
 

Sounds grand! I remember that playing by OD&D or AD&D rules back in the day that the Steading was very winnable, though usually you didn't want to take on the feast hall directly unless you had a particularly stacked party- multiple rangers helps, given their absurd damage against giant class foes. But Glacial Rift and especially Hall got brutally tough.
 

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