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Hill Giant Hall

Posted: Mon May 07, 2012 12:50 pm
by jdn2006
A 3 day quick workup of a simple idea for a high level module; not an original idea or anything but something requested in the past.

[I'll place new updates here to avoid having them strung out.]

http://www.keepandshare.com/doc/view.ph ... 03653&da=y

There's a message about the board having reached maximum attachments so I'll place this on keep-and-share.

Re: Hill Giant Hall

Posted: Mon May 07, 2012 12:57 pm
by SmootRK
This looks inspired by my absolute favorite series of modules... Against the Giants!! :ugeek:

Mega-Kudos to you for doing this... I will give it a look over soon as I can (sorry, but won't be terribly quick though).

Re: Hill Giant Hall

Posted: Mon May 07, 2012 1:41 pm
by MedievalMan
Looks really cool. You don't see too many high levels adventures. Nor many that include giants.

Re: Hill Giant Hall

Posted: Mon May 07, 2012 2:02 pm
by Maliki
Just a quickonce over, but it looks good.

Re: Hill Giant Hall

Posted: Mon May 07, 2012 10:27 pm
by SmootRK
J.D. Neal makes good adventures... after glancing through, this one looks like it will be fun too.

Is any of this playtested? Looks tough. Probably have to go in multiple times with a group heavy on the fighters and a lot of healing power. Perhaps early in the adventure you might supply something to aid healing.

Some ideas
-Staff of Healing (cleric)
-Potions (of course)
-Paladin's Gauntlet (new) - allows a virtuous fighter (as determined by the GM) to Lay Hands on another to heal damage equivalent to Fighter's Level, usable 1/day plus Charisma Bonus. If optional sub-class Paladin (or similar offering) is used, the character acquires an additional usage of their Lay Hands ability, or if they lack such ability can use as above, plus one usage per day.
-NPC cleric or creature that can heal or provide such aid found.
-Magical Spring or Fountain (will cure wounds, remove disease, poison, 1 time/week per being)

Re: Hill Giant Hall

Posted: Tue May 08, 2012 1:22 am
by dymondy2k
I agree with Smoot.. His always have a real originality about them.. keep up the good work!

Re: Hill Giant Hall

Posted: Wed May 09, 2012 7:40 am
by SmootRK
I am already wanting to see these Stone Giant Caverns!! ;)

Re: Hill Giant Hall

Posted: Thu May 10, 2012 12:20 pm
by jdn2006
Thanks for the replies.

Re: Hill Giant Hall

Posted: Thu May 10, 2012 12:24 pm
by jdn2006
SmootRK wrote:J.D. Neal makes good adventures... after glancing through, this one looks like it will be fun too.

Is any of this playtested? Looks tough. Probably have to go in multiple times with a group heavy on the fighters and a lot of healing power. Perhaps early in the adventure you might supply something to aid healing.

Some ideas
-Staff of Healing (cleric)
-Potions (of course)
-Paladin's Gauntlet (new) - allows a virtuous fighter (as determined by the GM) to Lay Hands on another to heal damage equivalent to Fighter's Level, usable 1/day plus Charisma Bonus. If optional sub-class Paladin (or similar offering) is used, the character acquires an additional usage of their Lay Hands ability, or if they lack such ability can use as above, plus one usage per day.
-NPC cleric or creature that can heal or provide such aid found.
-Magical Spring or Fountain (will cure wounds, remove disease, poison, 1 time/week per being)
Good ideas.

I hardly have the time to put this together so play testing will be sketchy (but the OGL lets a person take it and improve as they can.)

I get what you mean about being tough. The giants aren't all in one place where a few fireball spells can whittle them down or such. I tested a party of 9 PCs (three 5th level fighters and the rest 9/10/11th level based on 360,000 xp each) and they didn't fo very well.

So I've whittled down some of the encounters, and put together a pre-gen party of about 10 PCs with about 500,000 x.p.s each (to see how the levels work out) and much more magic. It's a pretty simple party: 4 fighters, 2 of each for clerics, thieves and magic-users. (I attached an updated PDF - the NPC party isnt finished, yet, let alone tested; I need to work on the hit points and ability scores more, etc.) Still needs work.

This would definitely require a tough (or very smart) party.

[Note, I deleted the file to prevent someone from downloading it and referring to an out-of-date copy. See the downloads page for the most recent update.]

Re: Hill Giant Hall

Posted: Thu May 10, 2012 12:49 pm
by SmootRK
Because a smart group will probably think in terms of hit and run trips into this fortress, you may want to include some details on how the giants may redeploy between such forays, increase patrols both inside and outside the fortress... or perhaps include some details on something like a time requirement to be met somehow (forcing the party to move with haste through the adventure)... or put in all such factors.

Perhaps the random giant sacks might have Potions of Healing (or scrolls, or whatever) in there for some random extra healing (but not automatically given). For something a little more indirect to use, a couple of scrolls of something like Rope Trick to allow party to retreat into a safe place (while still in the fortress) to recoup... if this spell is not desired directly, perhaps a magic item can be made that allows the equivalent to that spell be used once per week.

Love it.