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The party has 60 frost giants in tow - ideas please? (kinda long)
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<blockquote data-quote="Alcamtar" data-source="post: 586945" data-attributes="member: 3842"><p>Some ideas:</p><p></p><p>- Caves or narrow box canyons. The giants cannot really fight if they have to crawl on hands and knees, or if they're squeezing down the giant-equivalent of a 3-foot-wide passage. The party will have to protect them from dangers during this time.</p><p></p><p>- A region of stifling heat which must be crossed, maybe a desert or volcano. The giants must be persuaded to make the crossing, and then they will be sickened and weak for a few days, even after reaching more comfortable temperatures. The party must protect and guide the giants through the area, while keeping them from turning back.</p><p></p><p>- A small enclave of fire giants. The frost giants refuse to pass without wiping them out, but the enclave is well-fortified. The party goes in as advance scouts to reconnoiter and to provide a flanking diversion, so the main body of frost giants can attack successfully. The giant vs giant battle occurs offstage, leaving the party to their own devices.</p><p></p><p>- An old ally/friend of the frost giants who wants to call in a favor, and is willing to out-bid the party for their services. Here the party risks losing the frost giants altogether to a long-term contract. The ally is not unfriendly toward the PCs, but has a condescending "all's fair" attitude. The PCs meet this old ally alone while scouting ahead, maybe with one sympathetic frost giant along with them, and must find a way to get the group past the ally without losing them. They ally will be persuasive but will see this as great sport and may be willing to certain "game rules" to make it more interesting...</p><p></p><p>- Hostile halflings, in a valley of 7-foot tall brush (waist deep to a giant). Only the party is short enough to fight them effectively.</p><p></p><p>- A talus slope or snow cliff. The giants must tread softly to avoid causing an avalanche, so the party must handle any threats until they are back on firm footing.</p><p></p><p>- A city of bandits with narrow winding streets and human-sized dwellings. The lords of the city demand that the giants stay outside (they wouldn't fit in the buildings anyway) while the party goes in for supplies or other business.</p><p></p><p>- Soft mud covered with thin grassy turf. Heavy giants sink thigh-deep into the mud, but humans are able to move over it carefully without sinking. Good place for a mud monster.</p><p></p><p>- Adult Red dragon (CR 12). The frost giants can do little to hurt it, but its breath weapon does double damage against them. They are understandably reluctant to engage it. The dragon is demanding a hefty toll for passage through its land, and maybe even a human or horse to snack on. (Make it big enough to make a fight seem worthwhile.) The giants feel their employers should pay any tolls and refuse to pay or fight. The dragon is brash but will back off if contronted with sufficient force.</p><p></p><p>- For an interesting session, invent a reason for a small group of 7 giants to undertake some mission. Give each PC a frost giant and let them play...</p><p></p><p>- Frost giant bandits... cousins of the mercenaries. The giants refuse to fight kin, but will allow the PCs to do so.</p><p></p><p>- Throw at least one encounter in which the frost giants can save the day. It's not everyday that a party can get itself into trouble and then pull 60 frost giants out of their pocket and sic them on their foes! You don't need to play out the epic battle on-stage, but the players will enjoy getting some "use" out of this resource. Maybe let them discover an orc city and go walking in and make demands with the frost giants to back them up. Another example might be a river that the giants can wade through, carrying characters and horses alike.</p><p></p><p>Mike</p></blockquote><p></p>
[QUOTE="Alcamtar, post: 586945, member: 3842"] Some ideas: - Caves or narrow box canyons. The giants cannot really fight if they have to crawl on hands and knees, or if they're squeezing down the giant-equivalent of a 3-foot-wide passage. The party will have to protect them from dangers during this time. - A region of stifling heat which must be crossed, maybe a desert or volcano. The giants must be persuaded to make the crossing, and then they will be sickened and weak for a few days, even after reaching more comfortable temperatures. The party must protect and guide the giants through the area, while keeping them from turning back. - A small enclave of fire giants. The frost giants refuse to pass without wiping them out, but the enclave is well-fortified. The party goes in as advance scouts to reconnoiter and to provide a flanking diversion, so the main body of frost giants can attack successfully. The giant vs giant battle occurs offstage, leaving the party to their own devices. - An old ally/friend of the frost giants who wants to call in a favor, and is willing to out-bid the party for their services. Here the party risks losing the frost giants altogether to a long-term contract. The ally is not unfriendly toward the PCs, but has a condescending "all's fair" attitude. The PCs meet this old ally alone while scouting ahead, maybe with one sympathetic frost giant along with them, and must find a way to get the group past the ally without losing them. They ally will be persuasive but will see this as great sport and may be willing to certain "game rules" to make it more interesting... - Hostile halflings, in a valley of 7-foot tall brush (waist deep to a giant). Only the party is short enough to fight them effectively. - A talus slope or snow cliff. The giants must tread softly to avoid causing an avalanche, so the party must handle any threats until they are back on firm footing. - A city of bandits with narrow winding streets and human-sized dwellings. The lords of the city demand that the giants stay outside (they wouldn't fit in the buildings anyway) while the party goes in for supplies or other business. - Soft mud covered with thin grassy turf. Heavy giants sink thigh-deep into the mud, but humans are able to move over it carefully without sinking. Good place for a mud monster. - Adult Red dragon (CR 12). The frost giants can do little to hurt it, but its breath weapon does double damage against them. They are understandably reluctant to engage it. The dragon is demanding a hefty toll for passage through its land, and maybe even a human or horse to snack on. (Make it big enough to make a fight seem worthwhile.) The giants feel their employers should pay any tolls and refuse to pay or fight. The dragon is brash but will back off if contronted with sufficient force. - For an interesting session, invent a reason for a small group of 7 giants to undertake some mission. Give each PC a frost giant and let them play... - Frost giant bandits... cousins of the mercenaries. The giants refuse to fight kin, but will allow the PCs to do so. - Throw at least one encounter in which the frost giants can save the day. It's not everyday that a party can get itself into trouble and then pull 60 frost giants out of their pocket and sic them on their foes! You don't need to play out the epic battle on-stage, but the players will enjoy getting some "use" out of this resource. Maybe let them discover an orc city and go walking in and make demands with the frost giants to back them up. Another example might be a river that the giants can wade through, carrying characters and horses alike. Mike [/QUOTE]
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The party has 60 frost giants in tow - ideas please? (kinda long)
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