Experience with Against the Giants, 3.x?

Doctor DM

First Post
I'm planning on running G1-2-3 pretty soon, so I was just wondering if anyone else has played or run it in 3rd edition? How did it go, were there any major changes used, and about what level did you start and finish it at?

Thanks.
 

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Ogrork the Mighty said:
Are there conversions somewhere?


Yes. The monster manuals have them. The Drow take a little more effort. Since they are mostly 5th to 6th level it is easier. However, since Giants are so much tougher in 3E I recommend upping their levels to match the CR's of the Giants. Or whatever level you feel makes it believable that the Drow are really in charge.
 

Ogrork the Mighty said:
Are there conversions somewhere?

Ya, somewhere. I found it worked better to convert them myself though. I was able to make encounters that fit my campaign and the module themes better., I was better able to control what was there and what the PCs would be facing. There are some oddly random creatures to be found in the modules and I got rid of most of them.
 


I converted the entire series for 3.0 and ran it. I also converted my favorite, Assault on the Fire Giant's Citadel for 3.5, and I've run it three or four times for friends and at conventions. The modules are awesome, and they translate very well (even better in my opinion) to 3rd edition. There is some really beautiful playtesting and design in those adventures. As has been mentioned, the giants in third edition are quite deadly (particularly in comparison). I typically run the third edition versions for between 10th - 15th levels. Tehre is some balancing that needs to be done both in terms of proximity as well as number of creatures, but not too bad.

My experiences with Fire Giants, running at around 14th level, is consistently fantastic. It is a great break/enter/destroy adventure that gets to showcase the many and varied strengths of a powerful high-level party. The Fire Giant King (who is an advanced/classed FG) is a killing machine, but can fairly easily be dealt with by a party focusing on some crowd and environmental control. The ultimate reveal of the drow in the end (the first significant appearance of the drow) with Eclavada unleashing some really evil/powerful cleric badness, following all that meatgrinding is a terrific twist.
 


We started the Hill giants at 7th level and the PCs got their butt kicked by the first two sleeping giants. My other group went against them at 4th level (their choice) but spent time out side the hill giants doing hit and run tactics.
 

The guys I DM for are currently assaulting the Hill Giant Steading.

They started at 10th level when first attacking the steading.

Successfully silently dispatching the three lookouts followed by the psionicist metamorphosing into an insect, infiltrating into the great hall, and unleashing a psionic energy burst on the gathered crowd prior to the rest of the party attacking pretty much made it a one-sided fight.

Don't try a frontal assault - it'll be a TPK. Commando raids seem to work best so far.
 

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