The party has 60 frost giants in tow - ideas please? (kinda long)

Alcamtar had some great suggestions, not to denigrate anyone else's, but the idea of having te PC's play a group of the Frost Giants ? That's great (you could include an brief encounter with the party during which you run them as NPC's to give the party a a chance to see themselves as you see them...)
 

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I would have the Giant's most hated and or feared enemies form a warband and attack the giants while the party leads them. The giants, in their hatred for the attacking race, are blinded to their mission and obligations to the party and make chase. In this chase, the party somehow gets separated from the giants by a smaller scouting party of the enemy. Cut off from the giants, they must face an extended battle with the enemy. When the dust clears, the giants are nowhere in sight and the PC's are in a perilous land chock full of enemies bent on their destruction, and now they are on their own. In the end, I might have the giants finally show up at their final destination, where the characters finally end up. Now the PCs are heroes, mission accomplished, and no problems with the Giants being heavy artillery ensue.

Just a quick thought....
 

Alcamtar - great post - Thanks to you and to everyone else for the input!

Stone Angel - Unfortunately(well, sort of) the party has already fought and killed several of the giants (they raised them later as part of the deal that got the giants to come along), so I can't make them too much weaker than the party has already experienced. Keeping the giants in reserve for a "Giants save the Day" scene in the war would be excellent, though. Glad you like what you've read so far, too :D

Breakdaddy - The giant's oldest and most feared enemy - the illithids who drove them out of their homeland - are pulling the strings behind the invasion of the PCs lands too. (The PC's suspect this, but haven't yet made it completely clear to the giants, since they're not sure of it themselves.) I haven't yet decided how an eventual confrontation between the giant chief and a group of illithid will play out :)

Alcamtar/Larry: I'm going to use the great giants-as-PC idea if as sometimes happens, more than one of the players can't make it to a session due to work, etc. Unfortunately, we only play only twice a month for four hours, so the players the players tend to want to concentrate on their own characters unless continuing the campaign is impossible due to absences.

Anyway, here are some of the elements I'm leaning toward so far:

1) Ages ago, the Cthonic entity of some sort drifted through a portal into Faerie and began to wreak havoc. The Fey king of the region the entity ravaged was killed along with many of his people. The fey who remained were unable to destroy the thing, but were able to trap it, and bind it to a specific area, saving the rest of the realm(s). Only the entity's physical presence was trapped, however - his psyche continued to ravage the region around him. This then, is the source of the of the region's instability, and the reason why Mabron cannot control it. In fact, the entity has a small measure of control over reality here, instead

2)While in the region, everyone from the PCs to the giants, to the cows, is subject to this mental influence. Vague feeling of unease as the enter. Freaky dreams, followed by possibly compulsive dreams as they progress, and suggestion spells and the like as they near the thing. The entity wants to gather powerful individuals to its service so that they can someday free it.

3)One of the ways it will try to get the giants to stay is by attacking their livestock. Over the centuries, the Thing has corrupted the fey who remained in the area, and they start attacking the animals in an area of tall grass. Some attack on the ground, while others provide air support.

4)A red dragon has lived here since the beginning of this nightmare, and knows the truth about what is happening and what it behind it. (fuzzy rates of time flow will allow me to make him an appropriate CR despite his age) Unfortunately, the dragon has been driven quite insane by resisting the entity's influence all this time. He maybe convince the the party and the giants are in league with the entity, or may in fact try to parley until one of the giants gets a mental compulsoin to attack it, etc. Not quite sure how to play that yet.

5)Both of the portals via which the party has entered Faerie previously have been small caves under hills, emerging in Faerie from small passages under hills. I.E., They never knew the precise point at which the transition from plane to plane occurred. They've also never been to planes other than the Prime and Faerie. With gates to at least one other plane in the same are as the one to the Prime, it might be cool to make them undetectable and/or indistiguishable form each other without magical means.

6)Considering locating these gates in a large cavern complex. It's been quite a while since the Players have dealt with a dungeon, and I think they'd enjoy it. Drawback is that it would have to be a dungeon that was possible for the giants to get through to, at least if the portal to the Prime were locate inside it. Still undecided.

Thanks for the help everyone - keep it coming if you have more thoughts :D

Ian
 
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First, I must say that you must avoid running any combat in which all of the giants are involved. Trying to run such a combat will simply eat up a frightening amount of time.

The biggest thing that I can see working for you here is that the giants are mercenary. They are doing this out of their own self intrest. Using that to your advantage is much more plausible then generating an opposing force capable of opposing your Giants.

I assume that the players enemies have access to divination magic of some sort. I would imagine that they do not want the players to bring the giants into the war. So why not have your enemy contact one of the giants and make a counter bid for their services?

The greatest danger to the players at the moment are the giants themselves. I doubt that they would be able to take on the giants themselves if it came down to that. There are even enough Giants that it is not too much of a stretch for one of them to not really like the idea of going up against the enemies that drove them off so many years ago.

Here is my suggestion.

The evil bad guys somehow magically dominate the leader of the giant band, and out of sight of the rest of the giants, he attacks a 3rd party that the players wish to protect. Make it obvious to the players that the leader has been possessed. Then, just when the leader falls, the 2nd in command shows up, gets angry, and becomes hostile. The Giants, sticking to their traditional laws for such matters, decide that they must have retribution before following the players into the war. Your players now have a few choices:

1) Stay out of the fight
The giants lose a substantial portion of their numbers, but still follow the players.

2) Help the giants gain vengeance against an innocent party.
This will earn the players greater loyalty from the mercenaries.

3) Protect the 3rd party from the Giants.
This will anger the giants, who will likely seek vengeance anyway and then go home.

4) Prove that it was "The old man from the Haunted House"
This gets you the Scooby Do type happy ending.

END COMMUNICATION
 

Breakdaddy - Thanks! We've been going about three years now, and its been a lot of fun. The campaign is coming to end in a few months when I move to Delaware, though. (Moving: :). Ending campaign: :()


Lord Zardoz: Sounds good! That may be the direction things go if the party gets the giants back to the Prime. The illithids can scry, but not into Faerie (nor can the PCs scry out of it), so it will be a surprise to them when the Pcs and their army show up. Of course, the Pcs still have a long overland journey before they can hook up with the main army. :D
 


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