SG1 Saga of the Giants - Hill Giant Hall
Re: SG1 Saga of the Giants - Hill Giant Hall
I can't speak for JD but I love when somebody takes a critical eye through my modules.. Nice to have somebody else looking at it from a different perspective.
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The Dragonclaw Barony
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- Solomoriah
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Re: SG1 Saga of the Giants - Hill Giant Hall
J.D. just pointed out to me by email that he sent me updated copies of SG1, 2, 3, and 4 which I had failed to upload. So I'll have to integrate Ynas' changes with J.D.'s newer version before posting it.
Gah. Will get it done, eventually.
But I did just upload the other three. Yay me, only a month or so late...
Gah. Will get it done, eventually.
But I did just upload the other three. Yay me, only a month or so late...
My personal site: www.gonnerman.org
Re: SG1 Saga of the Giants - Hill Giant Hall
Noticed the header on one of the last pages says "BF6..."
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Ynas Midgard
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Re: SG1 Saga of the Giants - Hill Giant Hall
My pleasure. Also, it is really good to hear others are so cool about it.dymondy2k wrote:I can't speak for JD but I love when somebody takes a critical eye through my modules.. Nice to have somebody else looking at it from a different perspective.
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Ynas Midgard
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Re: SG1 Saga of the Giants - Hill Giant Hall
I put together a more detailed random encounter table for outside the lair. It is currently a 2d4 table (I thought it needed a slight bell curve but 2d6 seemed too much).
2 - The Wolf Keeper (Area 23) with 1d4+1 Dire Wolves (Area 21), looking for orc prisoner escapees.
3 - 2d6 Harpies, spying for Queen Isabelle the Cursed; they attack only if provoked.
4 - 2d6+6 Orcs, planning to rescue their leader, Graxar (see Area 23 of the Main Dungeon Level).
5 - 1d3+1 Hill Giants, patrolling the area; if encountered, one of them rushes to warn the others, while the rest of them slowly fall back while causing as much harm as possible.
6 - 1 Hill Giant and 2d4 Ogres, hunting for food (game or orc).
7 - 1d6 Centaurs and 2d6 Elves, forces of the Fairy World sent to investigate the situation.
8 - A Minotaur, wandering about the hills after finally escaping his maze prison by killing his master.
2 - The Wolf Keeper (Area 23) with 1d4+1 Dire Wolves (Area 21), looking for orc prisoner escapees.
3 - 2d6 Harpies, spying for Queen Isabelle the Cursed; they attack only if provoked.
4 - 2d6+6 Orcs, planning to rescue their leader, Graxar (see Area 23 of the Main Dungeon Level).
5 - 1d3+1 Hill Giants, patrolling the area; if encountered, one of them rushes to warn the others, while the rest of them slowly fall back while causing as much harm as possible.
6 - 1 Hill Giant and 2d4 Ogres, hunting for food (game or orc).
7 - 1d6 Centaurs and 2d6 Elves, forces of the Fairy World sent to investigate the situation.
8 - A Minotaur, wandering about the hills after finally escaping his maze prison by killing his master.
Re: SG1 Saga of the Giants - Hill Giant Hall
I like it. If you see any of the other random tables you want to rework, do so.Ynas Midgard wrote:I put together a more detailed random encounter table for outside the lair. It is currently a 2d4 table (I thought it needed a slight bell curve but 2d6 seemed too much).
2 - The Wolf Keeper (Area 23) with 1d4+1 Dire Wolves (Area 21), looking for orc prisoner escapees.
3 - 2d6 Harpies, spying for Queen Isabelle the Cursed; they attack only if provoked.
4 - 2d6+6 Orcs, planning to rescue their leader, Graxar (see Area 23 of the Main Dungeon Level).
5 - 1d3+1 Hill Giants, patrolling the area; if encountered, one of them rushes to warn the others, while the rest of them slowly fall back while causing as much harm as possible.
6 - 1 Hill Giant and 2d4 Ogres, hunting for food (game or orc).
7 - 1d6 Centaurs and 2d6 Elves, forces of the Fairy World sent to investigate the situation.
8 - A Minotaur, wandering about the hills after finally escaping his maze prison by killing his master.
Re: SG1 Saga of the Giants - Hill Giant Hall
Waiting to see if Chris uploads the new SG1 or what, but something I intend to change in all... The giant bag description should be.
Individual giants usually carry their personal belongings in massive bags or leather purse, inside which are 1d4 to 1d20 items from the below table, depending on how much randomness the referee desires.
Individual giants usually carry their personal belongings in massive bags or leather purse, inside which are 1d4 to 1d20 items from the below table, depending on how much randomness the referee desires.
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Ynas Midgard
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Re: SG1 Saga of the Giants - Hill Giant Hall
Okay, I can't wait for the next version; I just post some ideas about a few rooms found on the Main Dungeon Level.
Area 3
I don't really get why flesh golems would be prisoners, especially since they are capable of bending the bars and thus escape.
However, the flesh golems could be retained by placing them on the other side of the door, making them wardens, guarding important prisoners (random table is forthcoming). Plus, it could be a great area to introduce a new character to the party if somebody lost one.
Area 7
It is quite disturbing - and that is good
Two points, though.
First, why do they attack on sight? It would be much more interesting if they could be reasoned with; i.e. use the regular reaction table (BFRPG has such a one, right?).
Second, the axe is nice but the mundane treasure lacks flavour. How about the following:
(1) a necklace made of teeth of beasts and monsters (worth 200 g.p.)
(2) an ornamented torc (worth 300 g.p.)
(3) and a bottle of excellent whiskey (100 g.p.)
Area 10
It would be awesome if the spider statue was given a value in g.p.
I would change the last sentence to the following:
"Each mummy has an amulet of protection from undead (it turns as a 6 hit die undead) with a small ruby in the center (worth 400 g.p. each) and has jades in their eye sockets (worth 200 g.p. each)."
Area 11 is a nice empty room. Maybe one could add how many turns it would take to clean up the rubble to access the door to 12.
Area 12
There is a typo: "it has a magical explosive rune".
When the hill giant chief is referred to, it might be worth mentioning in which room he can be found.
The treasure chests' contents could be changed to the following:
Area 13
First, typo: "The north wall has been broken into in two places".
Second, the steps beyond the secret door to the south "ascend to the north 30 feet at a steep incline" - it should be rephrased as a descending staircase, to make it simpler.
Third, the description of the trap starts as "Whoever is residing in the tunnels to the north has created a trap" - that should be rephrased to actually mention the ones who created the trap. Otherwise, passive voice, perhaps? I mean, the text is written for GMs and they should know what's going on.
Fourth, the map key does not have an entry for X (or P, north of 18, for that matter).
Area 3
I don't really get why flesh golems would be prisoners, especially since they are capable of bending the bars and thus escape.
However, the flesh golems could be retained by placing them on the other side of the door, making them wardens, guarding important prisoners (random table is forthcoming). Plus, it could be a great area to introduce a new character to the party if somebody lost one.
Area 7
It is quite disturbing - and that is good
First, why do they attack on sight? It would be much more interesting if they could be reasoned with; i.e. use the regular reaction table (BFRPG has such a one, right?).
Second, the axe is nice but the mundane treasure lacks flavour. How about the following:
(1) a necklace made of teeth of beasts and monsters (worth 200 g.p.)
(2) an ornamented torc (worth 300 g.p.)
(3) and a bottle of excellent whiskey (100 g.p.)
Area 10
It would be awesome if the spider statue was given a value in g.p.
I would change the last sentence to the following:
"Each mummy has an amulet of protection from undead (it turns as a 6 hit die undead) with a small ruby in the center (worth 400 g.p. each) and has jades in their eye sockets (worth 200 g.p. each)."
Area 11 is a nice empty room. Maybe one could add how many turns it would take to clean up the rubble to access the door to 12.
Area 12
There is a typo: "it has a magical explosive rune".
When the hill giant chief is referred to, it might be worth mentioning in which room he can be found.
The treasure chests' contents could be changed to the following:
- (1) three gold bars weighing 25 pounds apiece (worth 1,250 g.p. each) and an archaic urn, into whose surface the world's creation is carved (worth 600 g.p.), folded in a superior cloak of snow leopard fur (worth 300 g.p.)
(2) 10 pounds of high quality salt (150 g.p.) in an engraved jar (worth 50 g.p.) which sits on a chainmail made of painted dinosaur scales (worth 600 g.p.)
(3) 8 arrows and 9 crossbow bolts (all silver-tipped), an ornamental mace with platinum head (worth 200 g.p), a sword with cold-iron blade (50 g.p.), and a longbow made of the woody flesh of a treant (worth 500 g.p.)
(4) a heavy tome bound in the leather of elven virgins describing several necromantic rituals (worth 1,750 g.p.) and five silver earrings (10 g.p. apiece)
(5) an engraved jewelbox (worth 100 g.p.) containing a tiara inlaid with small sapphires (2,500 g.p.) and a palm-sized black opal (worth 1,200 g.p.), in fact the prison of the demon Groxgratvak
Area 13
First, typo: "The north wall has been broken into in two places".
Second, the steps beyond the secret door to the south "ascend to the north 30 feet at a steep incline" - it should be rephrased as a descending staircase, to make it simpler.
Third, the description of the trap starts as "Whoever is residing in the tunnels to the north has created a trap" - that should be rephrased to actually mention the ones who created the trap. Otherwise, passive voice, perhaps? I mean, the text is written for GMs and they should know what's going on.
Fourth, the map key does not have an entry for X (or P, north of 18, for that matter).
- Solomoriah
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Re: SG1 Saga of the Giants - Hill Giant Hall
I am uploading J.D.'s last release of Hill Giant Hall right now. I just don't have time to apply the edits at the moment, though. Ynas, if you'd be willing, just download the ODT file and apply your changes, then email it to me at solomoriah@basicfantasy.org, and I'll get the new release uploaded again.
If you've pointed out things here that require J.D.'s help, just skip them for the moment. Oh, and congratulations on joining the production team!
Incidentally, I don't know J.D.'s opinion on the matter, but it seems to me that you should add yourself to the Contributors list too, since you're adding materially to the adventure.
If you've pointed out things here that require J.D.'s help, just skip them for the moment. Oh, and congratulations on joining the production team!
Incidentally, I don't know J.D.'s opinion on the matter, but it seems to me that you should add yourself to the Contributors list too, since you're adding materially to the adventure.
My personal site: www.gonnerman.org
Re: SG1 Saga of the Giants - Hill Giant Hall
Definitely should, with all the feedback and suggestions and work.Solomoriah wrote: Incidentally, I don't know J.D.'s opinion on the matter, but it seems to me that you should add yourself to the Contributors list too, since you're adding materially to the adventure.
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