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Review of G3: Hall of the Fire Giant King


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"Hall of the Fire Giant King" is the third in the classic Giants series and follows from the interesting Steading of the Hill Giant Chief and the less interesting Glacial Rift of the Frost Giant. It is significantly larger than the preceeding two modules weighing in at 16 pages with a three panel cardstock detached cover which features some fire giants and an ettin making short work of a party of adventurers and with the layouts of the three dungeon levels on the other side. The profile shot of the Fire Giant is quite a good piece, but otherwise the artwork throughout is nothing to be excited about. The general layout seems a little cramped for the mighty fire giants which are supposed to be 12' tall, but it otherwise clearly presented. The text is presented in a dense, sans-serif font with two-column justified layout throughout. The writing style, true to Gygax's style, varies from extreme brevity to florid verbosity with an agreeable middle a rare moment.

The plot, such as it is, is fairly simple: Following the leads from the Hill Giants to the Frost Giants, the noble venturers discover that really it's the Fire Giants that are behind all the raids on the human settlements. Their leader, Snurre, is said to be strong and intelligent so perhaps he is the cause of all the problems. As usual there are rumours of even greater danger and greater treasure. Once again the PCs find, after their journey to Mudpelheim, a handy place nearby to establish a working base for their forays into the fire giant's hall which is conviently noticeable by the huge obsidian gates set in an barren environ of sooty clouds, fiery vents and the like. Once again, tactical notes are provided and morale checks are strongly cautioned against; again, this is a fight to the death! So with requisite anti-giant bloodlust....

Played properly, the Giants are on their feet straight away. Their entrance is cleverly guarded and a large number of reinforcements are at the ready. A careless party will find themselves in seriously trouble almost straight away with significant and dangerous fighting in a nearby throne room and audience chamber. Assuming however that the PCs do defeat the initial wave of defenders, mainly fire gaints and hell hounds, they will have the opportunity to clean up most of the first level largely without serious opposition. There are three significant surprises in the form of a ten-headed pyrohydra, another in a cunning dwarf and a third in some visiting rakshaha. If the PCs are quick, they may even have the opportunity to encounter Queen Frupy who, surprisingly, is described in a little more detail than her husband King. Also on this level is King Snurre's treasure where items of significance and use is inconviently hidden among the trivial; a detect magic spell will make short work of this rather poor attempt at subterfuge.

The second level provides a number of interesting areas. The crypt can be elaborated to something quite evocactive, the smith will provide a modicum of challenge, and the cell section can both be a benefit and a bane especially with the potential ally of a Titan involved. One also has the opportunity to encounter some slippery wererats, who prefer to flee rather than fight, and warn Drow clerics of the presence of the invading PCs. The Drow themselves have special tentacle rods which may be a slight nuisannce. Of particular note is the "Temple of the Eye", which the Drow manage, a fearful and potentially dangerous location, although the possibility that the PCs engage in the action necessary for its magics to become truly active are extremely slim - in other words, a potential narrative moment of high aesthetic value is neglected. It would have been seriously cool for the PCs to walk in whilst a full ritual was in progress. Also within the level are a scattering of gnolls, stone, hill and cloud giants, ettins and trolls.

Finally, the third level presented with caverns rather than a dungeon with some appropriate creatures (ropers, fire beetles, and - god help me - piercers and a lurker above). Of particular silliness is a series of encounters that starts with some fire lizards, continues to an illusion of a giant red dragon in a large cavern and concludes with the real red dragon itself. The said being is crammed into a 35' by 15' cavern along with 100,000 coins and sundry treasure, the dragon - who surely has great trouble moving at all in such cramped conditions - also has Mirror Image as one if its defensive spells! This aside, the PCs will surely find themselves in serious trouble with a wrong turn as they are confronted by some fifty trolls coming in from multiple directions.

It is also on the third level where it is finally revealed that Snurre actually gets his orders from the Drow, although this is not elaborated to any extent at all; indeed the only mention is "and he got his instructions from the Drow, of course". Appropriately there is a final scene combat the Drow, of whom only one is a serious challenge, which leads - oh no! - to a passageway further underground.and ultimately to the Drow series of modules. Oddly enough, if the PCs somehow capture the Drow there is no reason provided on why they are ordering the Giants to attack human settlements. Maybe it's just for fun after all.

Feelings about the Hall of the Fire Giant King are somewhat mixed. It provides excellent and varied challenges to a party of high level PCs. Many of the encounters and opponents are quite interesting, However there are some moments of extreme annoyance in the lack of plot detail. The PCs (and the DM!) are still none the wiser on why the giants are particularly interested in raiding human settlements at the end of the adventure than they were at the start. The Temple of the Eye is potentially evocative, but its actual purpose - and even the supernatural dedication - is not explained. The Dragon should be moved to somewhere sensible, and Piercers and Lurkers Above simply should not exist; they truly are part of the Stupid Monster Collection. Overall, the module receives both a high 2 for style and a very low 3 for substance with the caveat that with a little care and additional work the grades could have been higher.

Finally, in the combined G1-2-3 module collection, the opportunity is taken here to mention the recommended party from the original tournament game. Check these names: "Gleep Wurp The Eyebiter", "Cloyer Bulse", "Roaky Swerked", "Rush O'Suggill", "Fonkin Hoddypeak" etc. Most sentient monsters would be on the ground rolling in laughter if confronted by such names.

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G1-3 Against the Giants (1e)

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