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Mike Schley's Giants maps with the original module
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<blockquote data-quote="Painfully" data-source="post: 6658005" data-attributes="member: 601"><p>You need to know that 5E hill giants are huge-sized and that previous editions had them as large-sized creatures. That's a pretty important difference when it comes to how many giants you can fit into a room. </p><p></p><p>When I recently ran a 5E conversion of the 4E adventure, I used a combination of large and huge hill giants, making the more important and powerful giants huge, but most of them large.</p><p></p><p>The map layout, at least for G1, Steading of the Hill Giant Chief, is not too terribly different. Some of the guard barracks are combined to create fewer rooms, but all the important rooms are there. I based my conversion from the 4E material, and enjoyed it very much, especially once they got below the surface level. Make no mistake though. This is a 1E module, in that there are a lot of straight up combat encounters. The giants don't have enough magical spells to really help them do more than just brute force combat tactics. A party with a powerful spellcaster can quickly turn the tide of a combat.</p><p></p><p>As for the other module maps, I'm not certain of how closely they follow the original modules, but G1 is very close.</p></blockquote><p></p>
[QUOTE="Painfully, post: 6658005, member: 601"] You need to know that 5E hill giants are huge-sized and that previous editions had them as large-sized creatures. That's a pretty important difference when it comes to how many giants you can fit into a room. When I recently ran a 5E conversion of the 4E adventure, I used a combination of large and huge hill giants, making the more important and powerful giants huge, but most of them large. The map layout, at least for G1, Steading of the Hill Giant Chief, is not too terribly different. Some of the guard barracks are combined to create fewer rooms, but all the important rooms are there. I based my conversion from the 4E material, and enjoyed it very much, especially once they got below the surface level. Make no mistake though. This is a 1E module, in that there are a lot of straight up combat encounters. The giants don't have enough magical spells to really help them do more than just brute force combat tactics. A party with a powerful spellcaster can quickly turn the tide of a combat. As for the other module maps, I'm not certain of how closely they follow the original modules, but G1 is very close. [/QUOTE]
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