A very good point I had perhaps not considered. "Meet me alone, near the hollow tree, one mile from the inn, at midnight, and thou shalt have thy reward warrior," does remain a classic.But the whole point of D&D is players doing bad/stupid/ weird and nonsensical things. That’s what I derive my joy from.
Oh yeah I agree. I said attempt I so as to indicate the initial condition when the Giants were unalerted and you could scout around, stab some of them in their sleep, procure disguises and get the lay of things, after a while it fucking roxxx.I'm skimming the module. I note the map to the Glacial Rift is in the dungeon, and would survive any fire. I also note that the note from Eclavdra is under a stack of logs; its like the module is asking you to start a fire after you get the clue.
I like this idea. Perhaps liberal use of the Charm Animal spell might be employed to use some of them against the Giants, though it should be taken into account the fortress has a tower and the giant presumably has Infravision (I recall some edition of D&D has all monsters have it).I note there are three wizards capable of casting wizard eye, so a good chunk of the interior could be scouted/mapped before you tried to breach - and then when you finally did breach, you could pick an exterior room and use passwall. Although if you could poison the wolves, or find another way to kill them without having them alert the steading, you could save yourself the spell slot. Hmm, maybe on the night before you breached you could passwall the stockade, lure the wolves out, dispel the passwall, and kill them away from the steading, leaving the giants to wonder where the wolves had disappeared to.
You are correct. I mistook Cloudkill for its 2e version, which deals d10 damage per round to creatures above 6 HD. However, Hold Portal and Wizard Lock could suffice for effectively barring the doors. They could break it down but this would take a turn (as opposed to merely stuck doors, which can be opened within a round with a high roll). I notice how much harder that encounter is to solve with 1e's limited spell palette. 2e Conjure Elementals blanket immunity to weapons of +2 or below would have allowed one to crater through that encounter, even if Cloudkill alone had not done the trick. Some combination of Fireball/Stinking Cloud and creating a bottleneck MAYBE works, with the cleric on the second rank running interference and only two giant attacks per round against the front row?I note that cloudkill won't work on the giants since they are all over 6 HD. Besides, I'm not seeing a practical method of sealing them into the hall; your best bet is wall of iron in the doorways (the halls are too high), but it would take four, they can't all be applied at once, and I expect the damage to the doorway would be noticed the first time you applied one (well, the second, one of the necessary doors isn't adjacent to the hall). It might be worth a shot, and then lighting the place up if you succeed, but otherwise you are probably best off resorting to guerilla/assassin tactics.
Right, no point in actually stating the time for a door that is only stuck, or using a table of times like the one used for searches at the top of the page. Or even <gasp> including them all on one easy-to-find table, since they are already on the same page.I always assumed 1 round to open a stuck door (with a successful str check). DMG p.97 says 1 turn for bashing one down (incures 3 random monster checks).
See @Beoric...the 1e DMG is wonderful!
It's one of those little considerations that only matter to purist rules-lawyers anyways, I think.I also assumed forcing a stuck door took a round.
Well, it matters in the case of this discussion because you want to know how long the giants will be trapped. They are the ones making the check.It's one of those little considerations that only matter to purist rules-lawyers anyways, I think.
What's more egregious in a game:
1) it takes X-number of rounds to open the stuck door; or
2) The time to open the door doesn't match the sub-rule nestled inside the DM-only guidelines?
Why would giants take the same amount of time as humans to breach a stuck wooden door?Well, it matters in the case of this discussion because you want to know how long the giants will be trapped. They are the ones making the check.
Well, it's a giant sized door made by giants to survive daily wear and tear by giants. Which has been held and wizard locked. AND it relates to a specific plan to burn the giants in the G1 module; the PCs have already initiated an encounter by sealing them in and setting the place on fire.Why would giants take the same amount of time as humans to breach a stuck wooden door?
Why not have "giants will burst through door, attacking all" and leave the timing to when it would fit naturally for the DM to inject an encounter?
I wouldn't say so. That is better, but the bigger problem is the placement of her left leg in relation to her keister.Pardon me. Am I interrupting a serious discussion?
It's organized terribly, but eventually I managed to discern that opening a stuck door takes a round, but opening a locked door by either picking it or battering it down takes a turn, so 10 combat rounds. 10 rounds affords one enough time to unload the multiple fireball spells that would be required to annihilate the buggers.Not sure it takes a turn to open a door in 1e, Gygax refers to it as force being used "to switfy operate it." (DMG p. 97) But even a turn isn't very long, I expect that would give them plenty of time to escape. Although if might slow them down enough to cast a few walls of iron into the doorjams, which I think would work.
The original Giants from the Edda were always more akin to Demons or Gods then just big, stupid assholes. Thialfi or Utgard Loki could shapechange, wield illusions and commanded all manner of terrible creatures, and the race of the Giants also descends from Ymir. And that's excluding Surt, who is older and more terrible then the gods. But yeah, Frost Giants are pretty dope. I'm reading G2 now.The Hill Giants in the Steadying would then just be an appetizer for the larger war to come. I see the Frost Giants much more like the titans of Greek or Norse mythology, and the hill giants as cloddish late-age descendants.
Looks good.Aw poop! I couldn't resist. I made her a bit bigger/closer (split the difference).
This is where I want to get back to for the Giants for my home campaign. I like the myths where one of the gods is fooled by the magic of a shape changing giant while a guest at his house, or challenged to an impossible wrestling contest where the giant cheats.Thialfi or Utgard Loki could shapechange, wield illusions and commanded all manner of terrible creatures, and the race of the Giants also descends from Ymir.