“These dwell among the blackest souls, loaded down
deep by sins of differing types.
If you sink far enough, you'll see them all.”
―
G3 Hall of the Fire Giant King |
The adventure continues. It’s been quite a ride, thus
far. Twists! Turns! TPKs! Maybe not. But the prior sorties probably tasked the
very limit of your skill and ingenuity. Stealth and subterfuge served you well,
at first; but all too soon, you were knee-deep in an orc rebellion. If that
were not enough, you were led into the highest, and iciest of peaks, and into
the caverns that hollowed the glacier that spilled out of them. Stealth failed
you before long, and you were lucky to escape those icy warrens with your
lives. But it was not all for naught. Valuable intel was uncovered.
The giants were not acting alone. A mysterious Elcavdra
was somehow behind this gathering of giantkind. Directing them. Manipulating
them, perchance? Be that as it may, the giants were gathering together an army
that must be scattered before it could be unleashed.
The Hill Giants had been chastened. The Frost Giants were
dealt a blow.
And now, all clues led to the Halls of the Fire Giant
King.
Muspelheim |
Their are a hellish, sulphurous demesnes. The very air
seethes; it stops the breath; and saps their strength by the minute.
The plain about is most evil and drab appearing. The
sky is gray and filled with sooty clouds. A distant volcano can be seen, and
far to the south a glowing river of molten lava moves sluggishly down a slope
and out of Sight. It is hot, and the air smells of heated rock and metal. The
ground is full of cinders and sharp rocks. The place is lit by night with dim
red light from flaming gases shooting forth from the earth and from molten
rock. [G3 – 2]
This adventure module is not so different from G1
Steading of the Hill Giant Chief in that the Grand Hall and Throne Room are at
the beginning (as they should be, when you think on it) and that Snurre is
there.
It digresses thereafter. This is a lengthy adventure
module, as long, in fact, as the prior 2 together. Those 2 were but 8 pages
apiece. Simple math informs us that G3 Hall of the Fire Gian King is 16.
And rightly so! There’s a lot in it. It’s as far more harrowing in its horror
than was G1 Steading of the Hill Giant Chief; and if that were not enough, it’s even more
of an exercise in endurance than was G2 The Glacial Rift of the Frost Giant
Jarl.
It should be noted that the party will be treated to a
battle royale, from the very start.
Muspelheim |
A. The tapestry hanging before this post is loosely
woven so as to allow the fire giant […] in the dark recess to clearly see
whoever enters. If intruders are spotted, he will wind his great bronze horn to
warn the Hall. [G3 – 3]
2. GRAND HALL: 2 ettins […] are always here, using
their four heads to watch all directions. [G3 – 3]
3. THRONE ROOM AND AUDIENCE CHAMBER: […] 4 fire giants
[…] in chain shirts […] guard the King at all times [.] Crouching beside either
arm of the throne are 2 large hell hounds […] which are the King's constant
companions. King Snurre […] himself is seated upon the black seat of the
throne. He is over 13' tall. Snurre is clad in his black iron armor […], and holds
a huge two-handed sword which has flames along its blade when it is swung […].
[G3 – 3,4]
Well, that was simple. They put the Fire Giant King to
the sword and can pack up their troubles and head home, sure to receive what
accolades due them, having completed their mission with honour and distinction.
If it were that easy.
For one, Snurre will not be so easily defeated:
Behind the throne the wall shows the flaming skull
which is Snurre's own device, flanked by fire giants with clubs over their
shoulders. Huge torches burn in bronze cressets. (The secret door is actually
one of the flanking giants inlaid on the wall. A cresset to the left of it is
pulled down to cause it to swing inward). [G3 – 3]
Snurre will have been forewarned by the survivors of the
PCs past experiences of G1 and G2. And they are more formidable than the Hill
Giants or Frost Giants before them.
Remember also that these giants are both the toughest
so far encountered and that they hove the best advice immediately available to
them. [G3 – 3]
Advice? More on that later.
Aside from what advice they have at their disposal, note
that Fire Giants are Lawful and not Chaotic. That suggests that they are
organised, and that they adhere to chain-of-command. I imagine this makes them
a more effective martial force.
That would mean that they would not sit back waiting for
come-what-may.
As soon as the party strikes and then retires, the
attack will be assessed and counter-measures taken. [G3 – 3]
When the party retires from the Hall, the fire giants
will lay whatever traps and ambushes they are able to under the circumstances.
Lights will be put out, sentries will be posted, and so forth. [G3 – 3]
Prior experience tells us that the Hill and Frost Giants
would do the same after the PCs initial forays into their fortresses, but here
it is presumed that the Fire Giants try to lure the PCs into a trap.
On the second and any successive raids upon the place,
there is a 50% likelihood that the gates will be ajar, and some guard will be
watching for the attackers in order to alert the Hall. [G3 – 2]
And that they would go in search of where the nuisance
PCs were held up.
This hidden refuge will prove to be safe from
detection as long as the party leaves no plain trail to it, and as long as they
are not followed to it. (If they thrice venture forth from the cave to raid the
Fire Giant Hall there will be a 10% cumulative chance per additional raid that
the hideyhole will be found by the giants, i.e. a 10% chance the fourth raid,
20% the fifth, etc.) [G3 – 2]
I will not belabour the obvious; most of the upper level
is a litany of giant encounters, and that of their fiery domestics. There are
hell hounds galore, pyrohyra, chimera, and gnolls.
And yet there is Obmi, he alone likely worth the price of
admission, with all due respect to King Snurre and Queen Frupy. Why do I wax so
upon Obmi? Because he is one of the most evocative of Greyhawk dramatis
personae, that’s why.
The Advisor is a grossly fat but very strong and quite
fast renegade mountain dwarf, one Obmi. [G3 – 6]
Obmi |
His +2 armor and +2 shield are laid out on a rack near
the door, and his +1 axe and +3 hammer are on the wall above. Underneath the
armor are his gauntlets of ogre power (+6 on h.p. of damage he inflicts, +2 on
his striking ability). [G3 – 6]
Woe to ye who believes his tale of woe, though.
Upon entering the room he will palm the ring, don the
armor, put on the gauntlets, thong the axe to his belt, heft the hammer, and
hold the shield. At first opportunity he will attack the party and raise a hue
and cry for help, but he will do so only when he knows help will be able to
come. He knows a bit about the Drow, and he will bargain that, or anything
else, to save his life. If faced with no quarter to be given, he will fight to
the very end. [G3 – 6]
No, he will not. (Obmi is very clever…) He was
once a slave, and is now a trusted advisor. Trusted... But should he be? He will survive because he is a
survivor. Simple as that.
Oh, yeah, there are drow. Is this their first mention in
D&D? It is, outside of the DM notes at the beginning of the module. I
might, however, argue that their first mention was no mention at all. D3 Vault
of the Drow was noted on the back cover of G1.
So too were the drow referred to obliquely within G1:
Several scroll tubes are concealed in this room, under
a stack of logs in the alcove to the northwest. Only one tube has anything in
it, this one being sealed and marked with a triangle containing a Y. Inside is
a set of instructions on the next raid, written in giantish, and signed
"Eclavdra". Also in the tube are the plans for the Steading, but this
plan does not show the lower level. [G1 – 4]
Yes, I freely admit that mention of Eclavdra is not quite
the same as mention of drow; but it is, in a way, isn’t it?
Further early mention of the drow can be discovered in
Snurre’s Council Room:
Alcove: 4 extra chairs are stored here, and a huge
cabinet holds 83 scrolls and 367 pieces of paper or parchment. Most are
worthless, but the 68th scroll tube contains a set of instructions for the
King, telling him to gather forces of hill, stone, frost, and fire giants,
along with whatever strength he can raise in ogres, ogre-magi, cloud giants,
and any other creatures for an all-out attack on the provinces to the east and
northeast. The scroll promises powerful help from "Drow". It is
signed "Eclavdra". The papers are message copies to and replies from
various types of giants and others already mentioned above. [G3 – 6]
One might think that once our heroes gathered this evidence,
they are free and clear. But they are not. The demands of their noble lords
have been fluid, at best, haven’t they?
These adventurers must deliver a sharp check, deal a
lesson to the clan of hill giants nearby, or else return and put their heads
upon the block for the headsman's axe! […] They are to follow any clues
discovered if such point towards the sinister hand suspected of guiding the
rising, but to return at once if they should determine exactly the reason or
force behind the unholy alliance. [G1 – 2]
I gather that the discovery of what sinister hand behind
the raids was paramount, early on. I suspect, though, that the severity of the
raids had increased soon afterwards.
As frost giants have been amongst those who have been
in the reaving bands, [d]eath and destruction are to be meted out to the frost
giants in the same measure they gave to the peoples below. [T]heir most
important mission, however, is to garner intelligence as to what or who is
behind the unholy alliance of hill, stone, frost, and possibly other types of
giants as well. Any such information gained is to be delivered by the fastest
means to the nobles sponsoring the expedition, while the party is to follow up
clues in order to prosecute offenders. [G2 – 2]
A sharp check has been upgraded to meting out death and
destruction, it would seem. (How this upgrade in instructions might reach the
PCs if they were leaping from one site to the other by means of the magic chain
is anyone’s guess.) And if that were not enough, the ante was upped, yet again
for the final foray: they will know that there is a charge upon them to
report definite information to the rulers who have sent them forth to inflict
punishment on the rapacious giant raiders. They are to slay fire giants and all
who associate with them. Failure means death, no longer from the nobles, but
from the monsters the party must face. [G3 – 2]
Ettin |
Indeed, the ultimate refuge of Nosnra and Grugnur, and
any of their vassals who survived the prior adventures, is revealed. It’s
unlikely that there are any other sanctuaries for either of them to bolt to, so
I expect they will meet their end here.
4. STORAGE ROOM: This area has been cleaned out to
serve as quarters for either 5 hill giants […] armed, or the hill giant Chief
[…] his wife […] and 1 or 2 cave bears […] if they survived Module G1. [G3
– 8]
13. GUEST CHAMBER: 6 frost giants […] who are
messengers from the Jarl will be here unless the Jarl and his wife survived the
adventure in their area (Module G2). [G3 – 12]
Plunging deeper reveals that Fire Giants are as
benevolent as were the Hill Giants, if there was any doubt in that regard.
7. TORTURE CHAMBER: […] The King's Torturer […] and
the Royal Headsman […] are playing knucklebones [.] The Torturer will grab his
opponent and attempt to throw him or her into the iron maiden [.] If the
Headsman is closely pressed he will grab and toss his opponent down the well
[.] [G3 – 8]
I rather like the possibilities that the prisoners
present for campaign development.
1c. Elven female for sacrifice in the Temple. She is
of highly noble birth and will send her rescuers 10,000 g.p., 20 +1 arrows, an
arrow of giant slaying, and a set of cloak and boots of elvenkind if she
escapes. The reward will come from 1 to 2 months after she leaves to return
home.
2c. 8 male elves meant for sacrifice in the Temple.
They are normal elves only.
3c. Merchant being held for ransom. He is a normal
human, and he cannot pay.
5c. 2 noble centaurs (H.P.: 30, 27) imprisoned and
bound for torture and execution. They will offer at least minimal help to any
who free them. [G3 – 8]
But the true gem here is this:
Duchess? |
I’m reminded of Duchess and Candella. Duchess, in this
case, owing to her dark locks.
Neither of their stats match those given the unnamed
thief above…
Duchess (AL N; S11, I12, W15, D16, C18 Ch 15)
Candella (AL N; S12, I15, W13, D17, C15, Ch 14); blonde
and wearing a string of pearls
…but that’s of no never mind. Stats are as stats used. What’s
important is her capricious thanks, reminiscent of those later notables.
Candella and Duchess |
If they join the party the two thieves will wait for a
good chance to steal whatever they can (either by trying to pick pockets or
just grabbing any loot in sight), and then run away. [B3 – 24]
Why do I suggest Duchess’ inclusion? Because I wish it;
and because D & C are my favourite foils. Love interests. Lovely, lovable,
loyal to a fault… Or not… Depending on their whim. My favourite NPCs, bar none.
Sorry Circle of Eight. Apologies Obmi. None of you were ever in the running, in
that regard.
Duchess’ inclusion also allows for Candella’s, if there
was doubt on that account. She might be met on the road. Or whenever the PCs
need a helping hand. There’s no saying she’d be alone, either. She might be
intent on a desperate rescue mission, and will be willing to spin any yarn she
might imagine to get the PCs to aid her in that regard.
But I digress.
Soon after, the foreshadowing of the WEIRD TEMPLE of G1
comes to the fore.
The Temple of the Eye |
11. Priests' Area: […] On the second tier is a huge
stone altar block of dull, porous-looking, somewhat rusty black mineral. To
either side of it are ranked large bronze braziers whose corroded green
coloration is particularly nauseating in this setting. To the left and right of
these braziers, set in triangular form with the point to the south, are 2 sets
of 3 candelabra, each candelabrum having 3 branches. These are made of bronze
green with age, and each branch holds a fat black candle which burns with a
flame of leaping lavender and deep glowing purple but never grows smaller.
Nothing save the metal triangle stands upon the third
tier.
If the altar stone is touched by living flesh or hit,
it will begin to fade in color, and in 3 rounds it will become a translucent
amethyst color with a black, amorphous center. Any further touch when the altar
is thus transformed will paralyze a creature touching it for 5 to 20 turns. If
the drum is beaten, the chimes rung, and the triangle struck while the altar is
changed, a glowing golden eye will swim into view from the stone's writhing
center. All creatures seeing the eye must roll on the table below (d12) to
learn their fate: [G3 – 10]
SPOILERS. I shall not divulge further. Not a whit.
It’s all very Lovecraftian. That makes me love it.
Drow |
The lowest, and final level, is not a giant lair. It is a
complex of volcanic caves. It is not the demesne of the Fire Giants. They hold
no dominion here. It is where the surface world and the underoerth converge,
and it has a very different character that those higher “levels.”
Level #3 is all natural, the tunnels and caverns
showing no marks of being hollowed out except for the entranceway to the level
from above and where the exit from the level is (beyond the River of Lava in
the northwest corner). [G3 – 12]
This strangely attractive female is dressed in silver-embroidered black garments, with a small black metal cap which allows her silver hair to float free. She is Eclavdra (10th level cleric/ fighter; […] Strength 14, Intelligence 18, Wisdom 17, Dexterity 18, Constitution 10, Charisma 18; […]), the one who fomented all of the trouble. [G3 – 11]
But not before we are treated to how to design such a
sulphurous, infernal, subterranean world. There are fire beetles, and ropers;
and trolls, trolls and more trolls. There may even be a few mind flayers.
And drow.
Assuming the assault on the upper levels have gone well,
and the drow are on the run, the PCs will eventually find their way into the
furthest depths of the caverns.
It is where Gary Gygax treats us to insights into his
campaign. (He did already: see the orc rebellion in G1.) We are instructed that
not all “encounters” need be combative, no matter that the beings encountered
are evil. The enemy of my enemy, and all that….
Nedylene |
Take note here! This is a valuable insight on how play
ought to play out in D123! Learn lest you surely perish!
That said, AD&D would not be AD&D without the
adventure’s final showdown.
Be advised that the battle with the big bad ought to be
waged in epic fashion, in epic setting. Otherwise, what’s the point. To end
otherwise would be anticlimactic, after all. And we can’t have that.
19-20. RED CAVERN OF INFERNALNESS: This huge space is
lit up in reddish light by the bubbling, steaming river of molten lava which
flows through the place. The cavern stinks of sulphur and heated rock, and the
temperature there is very hot, although a strong draft cools it somewhat. The roof
is no less than 60' high.
19. Venting gases of flame and smoke. Amidst this
vaporous inferno are 2 salamanders […] who are enjoying a change of clime. The
flames and smoke make them impossible to see beyond 30'. They are totally
neutral with respect to whom they attack, although they know and respect the
Drow. They have no treasure. Note that a rope bridge is suspended from this
area to 20., about 15' above the lava river.
20. Secluded section of the cavern which serves as the
meeting place and council chamber for Eclavdra and her minions. Currently at
this place are 6 2nd level male fighters […], 3 4th level female fighters […]and
an 8th level female fighter […] particularly favored by Eclavdra. […] [G3 –
13]
Note that Eclavdra will be herewith as many of her
followers as survive if things go badly on level #2. [G3 – 14]
Is this the end?
Hardly! One might suggest that this is only the
beginning….
[The] party will find an adamantite tube when they
search area 20., a scroll, and a map accidentally (?) dropped by one of the
fleeing noble Drow. […] The map is a continuation of the Drow escape route,
showing a vast maze of passages on a large scale. There are three cryptic areas
on it, which could indicate the whereabouts of vast subterranean cities or
other strange places which are far deeper than any dungeon known. [G3 – 15]
Epic!
Is this the best of the 3? I expect that quite a few
people think that. Might that be because the drow are introduced in it? Could
be. G3 certainly inspires superior role play because of them, otherwise it
might be dismissed as a classic hack-and-slash module. Which it is not! The
drow are not what they seem, it would seem. They are as complex as we are.
There are factions in their society, apparently. And factions within factions.
But each of these modules was excellent in their own way,
weren’t they? Each was a template of module creation. A teaching tool, as
useful and illuminating as B2 Keep on the Borderlands and T1 The
Village of Hommlet are. G1 taught us stealth, and fluid encounter
development. G2 taught us how to develop a winter setting. G3 introduced us to
fire and the subterranean underworld.
But which is best?
I’ll let you duke it out amongst yourself. I prefer G2,
despite it likely being the weakest, and arguably lesser, of the 3. I explained
why in my Thoughts on G2 The Glacial Rift of the Frost Giant Jarl.
All things said and done, I’d like call attention again
to the 68th scroll tube [that] contains a set of instructions for the
King, telling him to gather forces of hill, stone, frost, and fire giants,
along with whatever strength he can raise in ogres, ogre-magi, cloud giants,
and any other creatures for an all-out attack on the provinces to the east and
northeast.
This is portentous, isn’t it. The giants do indeed
attack, en mass. In 584 CY.
One wonders, or I do, at least, that the daring deeds of
our heroes did not prevent the planned invasion at all, they merely delayed
what the drow might have always thought inevitable….
“The only thing necessary for the triumph of evil is
for good men to do nothing.”
―
One must always give credit where credit is due. This post is made
possible primarily by the Imaginings of Gary Gygax and his Old Guard, Lenard
Lakofka among them, and the new old guards, Carl Sargant, James Ward, Roger E.
Moore. And Erik Mona, Gary Holian, Sean Reynolds, Frederick Weining. The
list is interminable.
The Art:
Cover art, from G3 Hall of the Fire Giant King, 1978
Muspelheim, by Erol Otus, from G123 Against the Giants, 1980
"Muspelheim," by Dungeon #200, Hall of the Fire Giant King, 2012
Fire Giant, by D.A. Trampier, from G3 Hall of the Fire Giant King, 1978
Obmi, from Dungeon #200, Hall of the Fire Giant King, 2012
Ettin, by Keiran Yanner, from the Monster Manual 5e, 2014
Thief, from G3 Hall of the Fire Giant King, 1978
Drow, by Bill Willingham, from D1-2 Descent to the Depths of the Earth, 1981
Eclavdra, by Dungeon #200, Hall of the Fire Giant King, 2012
Drow encounter, from G3 Hall of the Fire Giant King, 1978
Sources:
9025 World of
Greyhawk Folio, 1980
1015 World of
Greyhawk Boxed Set, 1983
2009 Monster
Manual 1e, 1977, 1978
2011A Dungeon
Masters Guide, 1st Ed., 1979
9016 G1
Steading of the Hill Giant Chief, 1978
9017 G2 The
Glacial Rift of the Frost Giant Jarl, 1978
9018 G3 Hall of
the Fire Mountain King, 1978
9026 T1 The
Village of Hommlet, 1979, 1981
9034 B2 The
Keep on the Borderlands, 1980, 1981
9044 B3 Palace
of the Silver Princess, 1981
9058 G123
Against the Giants, 1978, 1981
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