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Review of G1: Steading of the Hill Giant Chief
"Steading of the Hill Giant Chief" is the first of the three Giants series originally run at Origins '78, published that year in the U.S. and in the U.K. by Games Workshop, and republished as a combined module "Against The Giants" a couple of years later (which included stats for the original tournament characters) and finally as an expanded supplement for the Silver Anniversarry "The Liberation of [the Greyhawk County] Geoff".

The module itself is a mere 8 pages, with a cardstock cover internally featuring the upper level and the dungeon level of the stead. It is written in the dense sans-serif text that TSR was quite notorious for and features a nice cartoon-image by Don Sutherland of a party of venturers interuppting a Hill Giant's meal. Interior art in the rest of the module is quite minimal and not particularly good, although the image of the giantess kitchen-staff scolding an orc has some artistic merit.

I have to make a caveat here, as my personal experience of the module is just plain awful, indeed quite possibly the worst game experience I have had (by 'game experience' I am excluding those situations where the players simply didn't get on). Partially this was due to a serious error by another PC which left our party quite underpowered, but mainly it was due to our DM deciding to turn what is essentially a commando-mission in to an open-field battle. I accept that often modifications are required in early AD&D modules usually so they can make some sort of logical sense however changing the entire theme of the scenario in a manner which also changes the balance of power is something to be avoided.

As it is writ however, the module background begins with a rather poor elaboration of a a fair good concept. The essential elements are that giants are causing problems, something is probably bringing the different giant races together, go seek them out. The recommended party strength level is 9 characters of 9th level, which is a fair indication of what is in store. The party finds a hidden cave nearby and utilises that as a base of operations (Giant chiefs obviously are not good at scouting and patrolling their surrounding territory). From there 'tis but a short journey to the Steading itself, a great building (about 300' by 400') of thick wooden logs and iron-shod in a damp locale - we chose NE Wales. Whilst the building itself is presented without any shutters or other means of air-circulation (which is an necessity given the size and multiplicity of rooms, I would have thought) it is relatively easy to include such things in appropriate locations. Notes are also provided recommending that the various defensive measures the giants will engage in if under attack and a few physical and psychological characteristics of their leader.

The Upper Level is mainly normal living quarters of the giants. Class division is evidently strong in this society, as some twenty giants are assigned to common areas with a total floor area of 480 square feet, whereas the chief and his wife receive a hefty 500 square feet between them and a 500 square foot hall! As previously mentioned however, this is a commando mission and there are some quite deliberate plot devices which enhance this motif, such as boozing or sleepy guards or the fact (and it should be obvious to any PC with half-decent hearing) that nearly all the giants are boozing and dining in the main hall ("the place is a veritable din of noise"). Indeed it is quite possible that a sufficiently cautious and fortunate group can enter through the front door, and journey all the way to the chieftan's not-insubstantial treasure horde in the dungeon without a single encounter! (Which does leave me to mention that contrary to the author's own comments in the Dungeon Masters Guide, opponents here seems to have significant amounts of wealth invested in coinage and other transportable items)

On the other end of the scale a less cautious or significantly more brash party will find themselves up for quite a battle. The great hall consists of a score and half of said folk along with sundry friends and is sufficiently large that most area-effect spells (e.g., fireball) prove not to be as useful as one would first imagine. The giants also have a "bowling alley" (the Long Hall) to lob kegs of ale, furnishings and even fire ballista at any party so foolish to try to take them on in a head-on challenge. Apart from this however, much of the complex is largely empty with thoroughly normal furnishings throughout. Exceptions include an open compound of dire wolves, a number of ogres, the kitchen servants and some surprisingly helpful orcs. The second half of the module is a well-sized dungeon which largely has a dungeon-like layout consisting largely of orcish slaves, bugbear workers, an underdeveloped ancient temple, and a couple examples of standard normal cavern-dwelling beasts.

The Steading of the Hill Giant Chief is not what one would consider an particularly elaborate backstory, but there is a central theme which is provided opportunities for development, both through confirmation and negation. As a setting and scenario situation it stands up quite well as a challenge, neither being too hard nor too easy, and with no significant errors in game-world realism. If one it to cite a significant criticism it is to suggest a slight lack of imagination both in the general situation and the specific encounters. As a text, although a mere 8 pages, it is pretty dense with very few wasted words. As can be expected, production quality is somewhat below contemporary standards not dramatically so by any stretch of the imagination. Overall, it is a solid production that is still more than workable even after almost thirty years.


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