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<blockquote data-quote="KirayaTiDrekan" data-source="post: 6334741" data-attributes="member: 6755061"><p><span style="font-size: 12px"><strong>G1: Steading of the Hill Giant Chief</strong></span></p><p><span style="font-size: 12px"><strong></strong></span></p><p><span style="font-size: 12px"><strong></strong><span style="font-size: 10px">Originally published July, 1978</span></span></p><p><span style="font-size: 12px"><span style="font-size: 10px"></span></span></p><p><span style="font-size: 12px"><span style="font-size: 10px">Version being read and reviewed: <a href="http://www.dndclassics.com/product/17037/G13-Against-the-Giants-1e?term=G1-&it=1" target="_blank">G1-3: Against the Giants</a> (PDF) (March, 1981; PDF added to <a href="http://www.dndclassics.com" target="_blank">www.dndclassics.com</a> January, 2013) by Gary Gygax</span></span></p><p><span style="font-size: 12px"><span style="font-size: 10px"></span></span></p><p><span style="font-size: 12px"><span style="font-size: 10px">First things first - SPOILER ALERT!!!!</span></span></p><p><span style="font-size: 12px"><span style="font-size: 10px"></span></span></p><p><span style="font-size: 12px"><span style="font-size: 10px">Still here?</span></span></p><p><span style="font-size: 12px"><span style="font-size: 10px"></span></span></p><p><span style="font-size: 12px"><span style="font-size: 10px">Ok, here we go.</span></span></p><p><span style="font-size: 12px"><span style="font-size: 10px"></span></span></p><p><span style="font-size: 12px"><span style="font-size: 10px">There's a lot of detail packed into this short adventure. Each room has a full description of furnishings and what purpose the room serves, in addition to the occupants and treasures (and there's generous amount of treasure in this module). </span></span></p><p><span style="font-size: 12px"><span style="font-size: 10px"></span></span></p><p><span style="font-size: 12px"><span style="font-size: 10px">One tidbit I found odd - in the very beginning, the motivation for the PCs to take on the adventure is basically an ultimatum: the local lord basically tells them to clear out the giants and find out what's behind them, or else. If the PCs don't succeed, their lives are forfeit.</span></span></p><p><span style="font-size: 12px"><span style="font-size: 10px"></span></span></p><p><span style="font-size: 12px"><span style="font-size: 10px">One of the reasons this adventure is able to pack in so much detail is that there are no monster stats provided other than hit points for the most part. The DM needs to have a Monster Manual on hand. Guess I'm a little spoiled by modern adventures in that regard. </span></span></p><p><span style="font-size: 12px"><span style="font-size: 10px"></span></span></p><p><span style="font-size: 12px"><span style="font-size: 10px">Another awesome little detail - the wandering monsters in the place are all from set locations (even the chief himself could be wandering about) and will thus diminish the numbers of critters in the Steading accordingly. Speaking of the chief, its likely the PCs will encounter him and deal with him while only about halfway through the adventure as there's an entire dungeon level to explore as well.</span></span></p><p><span style="font-size: 12px"><span style="font-size: 10px"></span></span></p><p><span style="font-size: 12px"><span style="font-size: 10px">The dungeon level has an interesting story going on, with the orc slaves in open rebellion against their masters. Thus, the PCs can find themselves a small army. If they are sneaky enough, this little army could prove useful in upstairs area 11, the Great Hall, which has 38 critters hanging out in it, most of them giants, including Nosnra, the chief. I don't imagine many parties survived that encounter if they just stumbled into it while exploring.</span></span></p><p><span style="font-size: 12px"><span style="font-size: 10px"></span></span></p><p><span style="font-size: 12px"><span style="font-size: 10px">The chief's treasure room down in the dungeon level gives us our first clue about the true nature of the giant threat, a note from someone named Eclavadra and a map of the next adventure site, The Glacial Rift of the Frost Giant Jarl, as well as a convenient teleport device to get there right away. I imagine that last bit was thrown in for tournament play so as to not waste time between adventures trekking through the wilderness to the next location.</span></span></p><p><span style="font-size: 12px"><span style="font-size: 10px"></span></span></p><p><span style="font-size: 12px"><span style="font-size: 10px">Unlike the Tomb of Horrors, this adventure feels like a place with a purpose, so to speak. It has atmosphere and a genuine "lived in" feel, with all the creatures here-in making sense within the context of the location. I can't wait to DM this one and, also unlike Tomb of Horrors, when I adapt it to 5E, I'm likely not going to revise or tone down anything (although I might remove the teleport deus-ex-machina device at the end since I'll have no need to speed the party along).</span></span></p><p><span style="font-size: 12px"><span style="font-size: 10px"></span></span></p><p><span style="font-size: 12px"><span style="font-size: 10px"></span></span>Next up: G2: The Glacial Rift of the Frost Giant Jarl</p></blockquote><p></p>
[QUOTE="KirayaTiDrekan, post: 6334741, member: 6755061"] [SIZE=3][B]G1: Steading of the Hill Giant Chief [/B][SIZE=2]Originally published July, 1978 Version being read and reviewed: [URL="http://www.dndclassics.com/product/17037/G13-Against-the-Giants-1e?term=G1-&it=1"]G1-3: Against the Giants[/URL] (PDF) (March, 1981; PDF added to [URL="http://www.dndclassics.com"]www.dndclassics.com[/URL] January, 2013) by Gary Gygax First things first - SPOILER ALERT!!!! Still here? Ok, here we go. There's a lot of detail packed into this short adventure. Each room has a full description of furnishings and what purpose the room serves, in addition to the occupants and treasures (and there's generous amount of treasure in this module). One tidbit I found odd - in the very beginning, the motivation for the PCs to take on the adventure is basically an ultimatum: the local lord basically tells them to clear out the giants and find out what's behind them, or else. If the PCs don't succeed, their lives are forfeit. One of the reasons this adventure is able to pack in so much detail is that there are no monster stats provided other than hit points for the most part. The DM needs to have a Monster Manual on hand. Guess I'm a little spoiled by modern adventures in that regard. Another awesome little detail - the wandering monsters in the place are all from set locations (even the chief himself could be wandering about) and will thus diminish the numbers of critters in the Steading accordingly. Speaking of the chief, its likely the PCs will encounter him and deal with him while only about halfway through the adventure as there's an entire dungeon level to explore as well. The dungeon level has an interesting story going on, with the orc slaves in open rebellion against their masters. Thus, the PCs can find themselves a small army. If they are sneaky enough, this little army could prove useful in upstairs area 11, the Great Hall, which has 38 critters hanging out in it, most of them giants, including Nosnra, the chief. I don't imagine many parties survived that encounter if they just stumbled into it while exploring. The chief's treasure room down in the dungeon level gives us our first clue about the true nature of the giant threat, a note from someone named Eclavadra and a map of the next adventure site, The Glacial Rift of the Frost Giant Jarl, as well as a convenient teleport device to get there right away. I imagine that last bit was thrown in for tournament play so as to not waste time between adventures trekking through the wilderness to the next location. Unlike the Tomb of Horrors, this adventure feels like a place with a purpose, so to speak. It has atmosphere and a genuine "lived in" feel, with all the creatures here-in making sense within the context of the location. I can't wait to DM this one and, also unlike Tomb of Horrors, when I adapt it to 5E, I'm likely not going to revise or tone down anything (although I might remove the teleport deus-ex-machina device at the end since I'll have no need to speed the party along). [/SIZE][/SIZE]Next up: G2: The Glacial Rift of the Frost Giant Jarl [/QUOTE]
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