Pielorinho said:
			
		
	
	
		
		
			
When you say you don't intend that as an insult -- well, sure you do.  Else 
you're doing a piss-poor job of not being insulting.  At least live up to 
your own self-righteousness, man.
		
		
	 
I am so glad you are here to read my mind and intentions 

 I didn't 
intend for it to be an insult, but I didn't know how to word what I was 
trying to say.
	
		
			
				Pielorinho said:
			
		
	
	
		
		
			
As I recall, last time I asked you to enumerate the alternatives to slaying 
the evildoers or imprisoning them, you bizarrely listed a bunch of tricky 
ways to slay the evildoers.
		
		
	 
You recall incorrectly.  That was another poster.  If my position was 
against out-right killing them if at all possible, why would I try and come 
up with some convuluted other way to kill them?
	
		
			
				Pielorinho said:
			
		
	
	
		
		
			
Not, in my book, an alternative to slaying them.  So I ask you again:  using 
the fire giants as an example, and assuming the party has solid reasons to 
believe the fire giants are evil, what sound strategies does a third level 
party have for dealing with the giants that don't result in their death or 
imprisonment?
Show us that vaunted creativity of yours; help those of us that aren't 
creative enough.
Daniel 
		
		
	 
I never gave a clear answer because the original poster (and now you) never 
gave any other specifics?  So since you failed to do so, I am going to have 
to make some assumptions here on my own to adequately answer you.
1) The third level party knows that they are out matched and out class with 
these fire giants.  Instead of doing something evil (killing them in their 
sleep) or stupid (waking them up, and challening them to a dual), they try 
and track down people who CAN deal with these things.  That would be, higher 
level adventurers (NPCs most likely).  Since I have no further background 
information, I will assume level 20 NPCs do exist in this campaign world.
2) They could watch them, take notes, and then warn the surrounding villages 
of the dangers so that they can make preparations for a possible fire giant 
invasion.  Since I have no other background information, I will assume there 
is a local populance to warn.
3) If they are feeling extremely brave, they could try and create a 
diversion and lead the fire giants AWAY from the local populance.
4) If they are confident in their negotations abilities, they can try to 
reason with them or barter with them.  Of course, if your DM is the kind of 
person who plays evil NPCs as "kill first, ask questions later" then this 
might not be viable.  If, on the other hand, they play that even the most 
vile person will give you a chance to speak before they cut your throat, you 
might be able to get away with this.  Only you know your DMs play style when 
it comes to these things.
I hope 4 ideas will suffice for now, especialliy given the severe lack of 
"background" information one needs to make such decisions.  So, do you have 
the other players "think" for you during game sessions also?  If you detect 
a pompus attitude, it is only because I am returning it back to you.
Cheers mate!
(And I'm not even Australian)