Dudgebns~Dragons Against the Giants: the Liberation of Geoff

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Dudgebns~Dragons Against the Giants: the Liberation of Geoff DUDgebns~Dragons Against the Giants: The Liberation of Geoff Adventures for Characters of all levels by Gary Gygax & Sean K Reynolds Contents: Designer's Note: "Treading on Holy Ground" .............. •. 2 Kargyraa Fort .... .......... ...... • ...... ...... ..... 52 Editor's Note: "In the Footsteps of Giants" ............. .. • ... 2 Thel.ea ....................... .... .......... ............ 54 Using the Classics with the New Material ..................... 2 Midwood ............................................... 54 New Rules for Giants ............................. ......... 3 G4. Mount Rungnirheirn .................................. 55 What Has Gone Before ......................•........ ... ... 4 Nurok Fort .......................... • ...... • ............ 62 Sample Plot Ideas ............... • ...... ... •. .....•... • ... 5 Oytmeet ......... .............. • ... •. ..... ............ 63 Pest's Crossing ....... ................................... 65 PART ONE: Against the Giants .......... .................. 6 GS. Castle Thrasmotnir .................................. 70 Gl. Steading of the Hill Giant Chief .......................... 6 Pregmere ............................................... 77 G2. The Glacial Rift of the Frost Giant jarI ...... ....... ... ... 16 Preston ............................. ...... ............ 79 G3. Hall of the Fire Giant King ..... ...... .... ...... ..... .. 25 lika Town . .... ................................... 80 West Town . ......... ...... ....... ...... ...... .. • ........ 83 PART TWO: The Liberation of Geoff ....................... 43 G6. Cloud lslands of the Sakhut ............................ 86 Random Encounters in Geoff ............................... 43 Unnamed Sites in Geoff ................................... 43 Appendix A: Glossary of Giant Names ...................... 91 Clan Azeil ..... ... ........ ............... ...... ... .... 44 Appendix B: New Monsters . ............. • . ........ .... 91 Castle A1.eil . .......... .......... .................... 45 Horag .................................... ...... •. ... 91 Derelion ................•............................... 46 Appendix C: ew Magical Items ........................... 92 Gorna .................................................. 49 Firestone, CAmbion lee, Enid's Glittering CArpet ................ 92 Hocholve ............................................... 50 Appendix D: Stat Blocks ............... , .........•........ 92 Homwood ....... ...... ...•. .. ......... • ....... ..... 51 Credits: Original modules Gl, G2, and G3 by Gary Gygax • New material by Sean K Reynolds Edited by John D. Rateliff • Creative Director: Ed Stark • Art Director: Dawn Munn Cover Art: Gerald Brom • Interior Art: Wayne Reynolds • Additional Art: Erol Otus, David Trampler, and Jeff Dee Graphic Design: Matt Adelspcrger and Kirby Kiser • Cartography: Sam Wood • Typesetting: Nancy Walker Playtesters: Daniel Kaufman, Michael Lee, Mary Kay Gillingham, and Troy Tortorich Greyhawk GUI'U$: Roger Moore, Erik "lquander" Mona, and Steve "Tamerlain" Wilson Special thanks to John Ungafelter for the scanned text and to Christina Waldeck, namer of keeps. Based on the original DUNGEONS & DRAGONS' game created by E. Gary Gygax and Dave Arneson This material was originally published in 1978 as three separate adventures; G1 (Steading of the Hill Ciani Chief), G2 (TI1e Gladal Rift of the Frost Cianlfarl), and G3 (Hall of the Fire Cia111 King). These adventures were collected in 1981 as G1-2-3 (Against the Giants). Later this material was revised and incorporated into GDQl-7 (Quetn of the Spiders) in 1986. It has now been updated for use with the Second Edition AD&D rules, as well as greatly expanded. If you enjoy this module, watch for future releases from TSR, The Game WIZards. ADVANCED DUNGEONS & DRAGONS, MONSTROUS COMPENDIUM, and the TSR logo are registered trademarks owned by TSR, Inc. All TSR characters, character names, and the distinctive likenesses thereof are trademarks owned by TSR, Inc. 0!999 TSR, Inc. All rights reserved. TSR, Inc. is a subsidiary of Wiza rds of the Coast, Inc. Distributed to the toy, hobby, and comic trade in the United States and Canada by regional distributors. Distributed worldwide by Wizards of the Coast, Inc. and regional distributors. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of TSR, Inc. This product is a work of fiction. Any similarities to actual people, organizations, places, or events is purely coincidental. Made in the U.S.A. U.S., CANADA, ASIA, EUROPEAN HEADQUARTERS PACIFIC, & LATIN AMERICA Wizards of the Coast, Belgium SampleWizards of the Coast, Inc. P.B. 2031 file P.O. Box 707 2600 Berchem Renton, WA 98057-0707 Belgium +1-800-324-6496 +32-70-23-32-77 Visit our website at www.tsr.com ISBN 0-7869-1413-0 T11413-620 they're direct yet evocative. Stending of the Hill Giant Chief was Treading on Holy Ground­ the first adventure ever published for the AD&D system, and it still stands up well as a themed scenario with plenty of combat, Designer's Note a submerged plot that the characters must eventually uncover to succeed, a few vivid NPCs, and some just plain weirdness. I never got to run or adventure in the original Against The We've expanded on some of those early hints here and put the Giants. My group was never high-enough level to have a rea­ old campaign in a new context, but Against the Giants remains sonable chance at it (or shot up past it into the Monty Haul what it's always been: a challenge to player and character alike. levels of power where a castle full of giants was just a warm­ Hrnm-I still have that original character sheet. She retired as a up exercise on the way to killing all of the demon lords, arch­ fighter a while back and switched to studying magecraft-it devils, slaad lords, and hierarch modrons). I read it front to just wasn't much of a challenge whacking monsters in yet back when I was a kid, and have heard many stories from another melee, but switching classes created a whole new series garners all over the country about how they fared in the of challenges. Maybe it's time to see how she'd do against Steading, Rift, and Hall. I'm still envious. Goroda's minions. Hand me those dice .... I have tried to keep the same spirit of risk and danger from -John D. Rateliff the original modules while mitigating the overwhelming odds (of course, your players don't need to know that!). Parts have been written with low-level characters in mind so that this Using the Classics with adventure will be useful to more campaigns, and the new high-powered areas should pose a challenge to the world­ the New Material shaking adventurers of Oerth. As roleplaying games have changed in the past twenty years, an effort has been made to The original Against The Giants modules were designed to be tie the separate parts of the adventure closer together, but not easily dropped into any ongoing campaign. ln the official Grey­ so much as to strangle a creative OM with too much scripting. hawk timeline, those events were set in the years 576-580 CY In any case, I hope you enjoy this "collaborative" effort. and tenuously tied to locations in the Crystalmist Mountains. lf "Here's a kiss for you, runt!" you wish to use these classic adventures as part of the ''Libera­ -Sean K Reynolds tion of Geoff" plotline, there are two main ways to do this. The first is to have these events take place ten to fifteen years in the past and set them somewhere in Geoff or Sterich; the new mate­ In the Footsteps of Giants­ rial can represent a new crisis which the heroes who defeated the last giant incursion have been asked to deal with. ln this case the Editor's Note three original adventures can be run "as is." The second is to move them to the present day (591 CY) and shift their settings I was one of the lucky ones. I not only got to play through for easier use with the new information in this product. the whole of Gl-2-3 but my character actually lived to tell The Dungeon Master must also decide whether to retain about it. I ran the adventure as a solo, playing a single high­ links to the UnderOerth presented in the original "G" series or level fighter who always looked before she leapt. With the change them to reference Goroda and the Sakhut. Perhaps the aid of a ring of invisibility, she managed to scout out a good best solution would be to have both groups, drow and Sakhut, deal of the Steading and freed most of the prisoners, who manipulating the land-bound giants, each for reasons of their promptly joined her to get their revenge on the giants. With own. The two groups might be in collusion-after all, neither her newfound henchmen, she pressed on from the smoking could survive in the other's habitat, making them natural ruins of the Steading to the Rift, a place which still stands allies in planning the subjugation of their common enemy, the out in my mind as one of the most hostile environments I've surface-dwellers. Not only does this minimize changes to the ever adventured in. After learning that Mr. Remoraz is not original adventures but it should also present a nice tangle of our friend and that two dragons at once is more than any­ conflicting evidence for the player characters to sort out, with body really wants to meet up with, we did eventually tri­ different leads pointing in contradictory directions. umph over the frost giants with more new allies
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