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History - Tell me about the GDQ series (Giants, Drow, Queen?)
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<blockquote data-quote="Olgar Shiverstone" data-source="post: 2289942" data-attributes="member: 5868"><p>Plot in a nutshell:</p><p></p><p>[spoiler]</p><p>Giants have been raiding out of the mountains, and a group of well respected heroes is hired to put a stop to them.</p><p></p><p>The first lead follows Hill Giants to their stronghold, a large timber building in the foothills. Infiltrating the Steading, the party learns that the giants are cooperating -- the Hill Giants are paid off by Frost Giants. The party heads to the Glacial Rift of the Frost Giant Karl, discovering that the Frost Giants are in league with Fire Giants, and somehow worshipping a strange cult of the Elder Elemental Eye. Following leads, the party raids the Hall of the Fire Giant King, learning that the raids are a subterfuge -- the legendary dark elves are eal, and have been paying the giants to raid and cause chaos -- for reasons unknown. The drow retreat across a river of fire and disappear into the depths of the earth.</p><p></p><p>Pursuing, the party heads deep into the earth at the urging of those who hired them. They encounter stange beings, raid a warren of bugbears and troglodytes, and encounter a massive temple run by subterreanean fish-men. Eventually, they pursue the retreating dorw all teh way to the great Vault of the Drow, the city of Erelhei-Cinlu.</p><p></p><p>Infiltrating the evil city, the party learns that one of the drow houses is behind the chaos, and that the power center is the Fane of the Demoness Lolth, goddess of the dark elves. Raiding the temple, the party successfully puts an end to the drow threat -- only to discover an odd set of magical items.</p><p></p><p>Conferring with the surface, the party learns that the items are teh keys to the Gate which leads to Lolth's plane. They use them, and traverse the bizarre Demonweb to arrive at the great spider ship with which Lolth travels the multiverse. The party assaults the ship (hopefully) slaying the goddess and putting afinal end to her threat.[/spoiler]</p><p></p><p>The adventure is epic in scope, was designed for high level characters, and introduced a large number of classic monsters for the first time: drow, aboleth, kuo-toa, many demons, and the demoness Lolth herself. There are many firsts -- infiltrating an evil city, fighting a goddess herself, and so on. The air of mystery - -before the drow were standard trapping, as the Monster Manual only revealed "rumors" of the strange dark elves" made the adventures both challenging and intriguing. The modules could be played strictly hack & slash -- though smarter play was much better rewarded.</p><p></p><p>The drow were early badasses, as they were the first *smart* NPC race with significant special abilities -- and their spell resistance could rapidly reduce even a high level part yto tears (given the way that worked in 1E).</p><p></p><p>The adventures themselves are fairly low detail -- lots of room for the DM to flesh out. The set is classic Gygax, with the exception of Demonweb, though that has its own charm.</p></blockquote><p></p>
[QUOTE="Olgar Shiverstone, post: 2289942, member: 5868"] Plot in a nutshell: [spoiler] Giants have been raiding out of the mountains, and a group of well respected heroes is hired to put a stop to them. The first lead follows Hill Giants to their stronghold, a large timber building in the foothills. Infiltrating the Steading, the party learns that the giants are cooperating -- the Hill Giants are paid off by Frost Giants. The party heads to the Glacial Rift of the Frost Giant Karl, discovering that the Frost Giants are in league with Fire Giants, and somehow worshipping a strange cult of the Elder Elemental Eye. Following leads, the party raids the Hall of the Fire Giant King, learning that the raids are a subterfuge -- the legendary dark elves are eal, and have been paying the giants to raid and cause chaos -- for reasons unknown. The drow retreat across a river of fire and disappear into the depths of the earth. Pursuing, the party heads deep into the earth at the urging of those who hired them. They encounter stange beings, raid a warren of bugbears and troglodytes, and encounter a massive temple run by subterreanean fish-men. Eventually, they pursue the retreating dorw all teh way to the great Vault of the Drow, the city of Erelhei-Cinlu. Infiltrating the evil city, the party learns that one of the drow houses is behind the chaos, and that the power center is the Fane of the Demoness Lolth, goddess of the dark elves. Raiding the temple, the party successfully puts an end to the drow threat -- only to discover an odd set of magical items. Conferring with the surface, the party learns that the items are teh keys to the Gate which leads to Lolth's plane. They use them, and traverse the bizarre Demonweb to arrive at the great spider ship with which Lolth travels the multiverse. The party assaults the ship (hopefully) slaying the goddess and putting afinal end to her threat.[/spoiler] The adventure is epic in scope, was designed for high level characters, and introduced a large number of classic monsters for the first time: drow, aboleth, kuo-toa, many demons, and the demoness Lolth herself. There are many firsts -- infiltrating an evil city, fighting a goddess herself, and so on. The air of mystery - -before the drow were standard trapping, as the Monster Manual only revealed "rumors" of the strange dark elves" made the adventures both challenging and intriguing. The modules could be played strictly hack & slash -- though smarter play was much better rewarded. The drow were early badasses, as they were the first *smart* NPC race with significant special abilities -- and their spell resistance could rapidly reduce even a high level part yto tears (given the way that worked in 1E). The adventures themselves are fairly low detail -- lots of room for the DM to flesh out. The set is classic Gygax, with the exception of Demonweb, though that has its own charm. [/QUOTE]
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