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Re: Hill Giant Hall

Posted: Wed Jun 13, 2012 3:05 pm
by rredmond
MedievalMan wrote:I a looking forward to it. These adventures are honestly some of the best I have seen in awhile.
Agreed MM, agreed. 8-)

Re: Hill Giant Hall

Posted: Wed Jun 13, 2012 3:18 pm
by MedievalMan
I just wish their were more adventures of this quality out there. I can put these on the list of my favorites. Though nothing will ever dethrone Death Frost Doom from its vaunted position. Though I haven't dared use it. Someday maybe...

Re: Hill Giant Hall

Posted: Wed Jun 13, 2012 3:40 pm
by rredmond
Hmmm, link please.

[he says before checking Chris' download page...]

Re: Hill Giant Hall

Posted: Wed Jun 13, 2012 3:42 pm
by rredmond
Ah forget it, found it:

http://www.lotfp.com/RPG/products/death-frost-doom

hmm, didn't check the pricing, but likely if it isn't PDF it's not something I'd be interested in. Also don't know too much about that system.

It's good though, huh?

Re: Hill Giant Hall

Posted: Wed Jun 13, 2012 3:47 pm
by MedievalMan
The adventure is written to be system neutral and it comes in pdf form. Check RPGnow I know they have it for a couple of dollars. The best part about the adventure has to be the set-up to the climax. If the players die and or find themselves up the creek without a paddle its by their own doing and no one else', which is special in its own twisted way.

http://www.rpgnow.com/product/63592/Death-Frost-Doom

Re: Hill Giant Hall

Posted: Mon Jun 18, 2012 12:39 pm
by jdn2006
SmootRK wrote:These are looking great. I really hope you and Solo come together to make these Lulu printable 'final drafts' as soon as the kinks are ironed out. These will make great 'modules' or a sort of super-module.

JDN, have you considered combining your modules and other ideas into a sort of Campaign Setting? I think it would be nice to see the locales pulled together with additional setting details as the actual author imagines it. I always change many details of a setting for myself, but it is nice to see world as imagined by the creator.

Do you utilize any special house-rules or options in your games? Special classes? etc. Stuff that pulls together your idea of a world?
I'm meat-and-potatoes basic; people add what they want.

The super-module/combined module thing is kind of what I'm aiming for.

Re: Hill Giant Hall

Posted: Mon Jun 18, 2012 12:40 pm
by jdn2006
rredmond wrote:So Fire Giant Forge is next. ;)
Yep. Several ideas on it, haven't chosen any.

Re: Hill Giant Hall

Posted: Mon Jun 18, 2012 12:42 pm
by jdn2006
MedievalMan wrote:I a looking forward to it. These adventures are honestly some of the best I have seen in awhile.
Thanks.

Re: Hill Giant Hall

Posted: Tue Jun 19, 2012 11:28 am
by SmootRK
Some supplemental rules that might be included for campaign play. Just some options that might be suggested for GM to add to their higher-level campaigns, especially for this sort of line of adventures. This might be useful in an appendix or set of optional rules.

Fighters:
Giant Slaying Specialization: When the GM uses weapon specialization rules, the fighter character, upon reaching 7th level or higher, may choose to use one or more of his specialization ranks towards specialized fighting techniques against Large Humanoid Opponents. Each rank gives an additional +1 to Hit and +1 to Damage, but only against Large Humanoids (stacking with other forms of specialization and other bonuses).

Dragon Slaying Specialization: like Giant Slaying, but only against Dragon & dragon-like opponents (as determined by GM).

Magic-Users: (I need to work on specifics here, but the ideas are given)
Giant Spells - Add special spells such as Charm Giant. Hold Giant. or other spells that are targeted specifically to giants (instead of Person/Monster). These should about the same power level as Charm/Hold Monster, but be easier to acquire than the same (lower level because they are specific to giants instead of being generic for any monster).

Clerics:
Giant Spells (as above for MU).
If deity is warlike or combative in nature, consider access to limited weapon specialization including the Giant and Dragon options listed above for Fighters. For Clerics I would consider weapon specialization only for deity specific weapon choice(s) and first rank given at 4th level, then every 4th level beyond (4th, 8th, 12th... slower than fighter gets).

Thief (i use alternate backstab method dice of extra damage instead of flat double damage, so this works for me. It may not work for all):
Giant Backstab - Instead of earning additional d6 of general sneak attack damage at 10th level, the Thief can instead choose to learn Giant Backstab. The thief's regular backstab dice remains at +2d6, but against giants the bonus is 4d6 (double normal bonus granted but only against giants). All standard rules apply otherwise.
At 15th level the thief must increase regular backstab bonus to +3d6 (with giant bonus increasing as well to +5d6).
At 20th level the Thief can (if he chooses) to increase the Giant Backstab itself, with the Giant Bonus increasing by +2d6 to +7d6, while the standard backstab ability remains at +3d6.

A Thief may instead choose a similar track for Dragon Backstab.

Re: Hill Giant Hall

Posted: Mon Jun 25, 2012 1:00 pm
by jdn2006
These are ideas for people looking for options, not a statement of what I think should be "rules". People can keep their gaming simple or make it as complex as they wish.
SmootRK wrote:Some supplemental rules that might be included for campaign play. Just some options that might be suggested for GM to add to their higher-level campaigns, especially for this sort of line of adventures. This might be useful in an appendix or set of optional rules.

Fighters:
Giant Slaying Specialization: When the GM uses weapon specialization rules, the fighter character, upon reaching 7th level or higher, may choose to use one or more of his specialization ranks towards specialized fighting techniques against Large Humanoid Opponents. Each rank gives an additional +1 to Hit and +1 to Damage, but only against Large Humanoids (stacking with other forms of specialization and other bonuses).

Dragon Slaying Specialization: like Giant Slaying, but only against Dragon & dragon-like opponents (as determined by GM).
As an optional idea I've considered a "favored enemy(ies)" concept for fighters - a mish-mash of ideas from other games - each level they choose a favored enemy category (goblinoids, dragon, giants (ogres and bigger), undead, etc.) and get +1 damage against them. At 9th maybe they have giant 3; dragon 3; goblin 3 any other combination like giant 5;dragon 4 or whatever.

Magic-Users: (I need to work on specifics here, but the ideas are given)
Giant Spells - Add special spells such as Charm Giant. Hold Giant. or other spells that are targeted specifically to giants (instead of Person/Monster). These should about the same power level as Charm/Hold Monster, but be easier to acquire than the same (lower level because they are specific to giants instead of being generic for any monster).
There's a shortage of 2nd level spells and spells with more oomph than magic-missile and directed at one or two specific foes.

Clerics:
Giant Spells (as above for MU).
If deity is warlike or combative in nature, consider access to limited weapon specialization including the Giant and Dragon options listed above for Fighters. For Clerics I would consider weapon specialization only for deity specific weapon choice(s) and first rank given at 4th level, then every 4th level beyond (4th, 8th, 12th... slower than fighter gets).
My view of clerics is fighting-man with healing/protection spells and lesser combat ability, faster level advancement, turn undead, etc. I'd kind of favor a limited favored enemy concept: 2/3 level (i.e. 6 at 9th).


Thief (i use alternate backstab method dice of extra damage instead of flat double damage, so this works for me. It may not work for all):
Giant Backstab - Instead of earning additional d6 of general sneak attack damage at 10th level, the Thief can instead choose to learn Giant Backstab. The thief's regular backstab dice remains at +2d6, but against giants the bonus is 4d6 (double normal bonus granted but only against giants). All standard rules apply otherwise.
At 15th level the thief must increase regular backstab bonus to +3d6 (with giant bonus increasing as well to +5d6).
At 20th level the Thief can (if he chooses) to increase the Giant Backstab itself, with the Giant Bonus increasing by +2d6 to +7d6, while the standard backstab ability remains at +3d6.

A Thief may instead choose a similar track for Dragon Backstab.

I haven't looked at Basic Fantasy thieves recently (I've looked at too many rules sets recently) and kind of favor the AD&D 1st edition backstab level advancement idea combined with d6s instead of double-damage: d6 at low levels, 2d6 next levels, 3d6, etc. (I don't have a reference for exact levels). I'd kind of favor a limited favored enemy concept for thieves as well: 1/2 level (i.e. 5 at 10th).