Showing posts with label G Series. Show all posts
Showing posts with label G Series. Show all posts

Friday, 2 September 2022

Thoughts on G123 Against the Giants


The whole is greater than the sum of its parts.”
― Aristotle

G123 Against the Giants

Is this? Greater than the sum of its parts?

You might ask, why are you addressing this compilation when you’ve already covered each of the G series in turn? Good question. Why, indeed? A more demanding question might be, what need was there for the compilation in the first place. Again, why, indeed?
I can’t speak for those who made the decision, but I might opine that there was indeed a reason why TSR ceased publishing the monochrome editions in preference for this combined version. It’s unlikely that doing so was a blatant cash-grab; doing so might be because, we, their faithful patrons, had become accustomed to 30ish page long adventure modules; and let’s face it, most of us were rather young then, and not many of us had an abundance of cash to spare, what with meagre wages, or an even lesser stipend. The sticker price for a thin 8-page tome, almost-equal to what they were asking for a 30-page module, might have been considered rather steep when we were browsing the shelves, all things considered.
I imagine those thin bifolds were almost as expensive to produce as were the thicker ones. I’m not a publisher, so I can’t attest to that, but unit prices are unit prices. So, I would not doubt that G1, G2, and G3 made way for the cheaper unit cost of a single G123. Three print runs were reduced to one, and the new and improved G123 Against the Giants henceforth shared the same price as those others it occupied the shelf with.
New and Improved? One might consider this edition new and improved, despite the entirely of its text being likely identical to the originals (I can’t say that I’ve gone over them word for word, but I’m convinced they are) insofar as it has new art, most notably those inclusions by Jeff Dee.
The most important improvement might be the addition of the pregens at the back, with such notables as Gleep Wurp the Eyebiter, Beek Gwenders of Croodle (where is Croodle, anyway?), and my personal favourite, Fonkin Hoddypeak. Love those names. Were the pregens included in the original monochrome editions? I don’t know, as I only have the PDFs and not physical copies (and the pregens are included in the PDFs), but seeing that the monochromes were 8 or 16 pages I surmise they were not.

Is the compilation identical then to the originals? I suppose they are; but where each original is an entirely self-contained in regards to each assault, this version addresses the entire mission as a whole, which it is, especially if the PCs should be teleported from site to site as is “suggested” (?), without their ever having returned to report progress to the noble lords who engaged them, and ordered them to do as much.
In the latter is a chain of weird black metal and instructions written in hill giant on a sheet of human skin. The instructions show that the chain is a magical device which is to be looped into a figure 8. Thus shaped, it will transport up to 6 persons in each circle of the figure 8 to the Glacial Rift if one of their number holds the map. [G123 – 8]
The alcove to the northwest appears empty, but if it is examined with care there is a 1 in 6 chance per person examining the area that they will note a thick iron bar protruding from the wall at about 10' above the floor. The bar moves downward and transports whatever or whoever is standing on the floor of the alcove to a spot some 50' distant from the entrance to Snurre's Hall (the Hall of the Fire Giant King). [G123 – 16]
I imagine the magical means was included to speed the story along at Origins ’79, where these adventures were originally unveiled for tournament use.
My preference is to not use these means, but the maps given, instead, because maps were…
The lid of the trunk has a secret drawer in it which contains 6 parchment scrolls in tubes: […] #3 is a map to the HALL OF THE FIRE GIANT KING […] [G123 - 16]
The latter is an illusion, for it is actually a well-made and water tight cask which contains a map showing the GLACIAL RIFT OF THE FROST GIANT JARL and an obsidian box. [G123 – 8]
… and use of those maps is more in tune with a long-running campaign.

I will point out that this edition is lacking in one respect. The absence of the back cover art of G2 is unfortunate. I noted in my prior post Thoughts on G2 The Glacial Rift of the Frost Giant Jarl that I was less than attentive when reading this adventure all those years ago, and never put 2-and-2 together that the eponymous Rift was, and is, open to the surface, always imagining that, like all dungeon settings, it was entirely underground (or under ice, as the case may be). Which it is not.
G2 Back Cover
The thick arrow indicates the beaten path which the giants follow to enter the place. There are two icy ledges along either face of the Rift. Both slope slightly downward, with occasional high steps which combine to make the paths progress from 250' above the bottom of the Rift at their beginnings to about 150' above at their far ends to the south. The two paths are indicated by slender arrows. The dark outline is the Rift, and the openings along it are the entrances to the caves and tunnels in its face. Caves and caverns will be from 25' to 45' high, tunnels and passages will be from 20' to 30' ceiling height. The party may travel on the surface of the glacier—mountain (over the caves shown) to circumvent the whole Rift if they so desire. Ropes can be lowered to gain the ledges below—from 50' to about 150' depending on position.
[G123 – 9]
My fault. Not theirs. I have since become a more attentive reader.

So, is this edition greater than the sum of its parts?
I believe so. I suppose that is obvious, isn’t it?
Collectors and completists will have them all, I imagine, including the GDW 1-7 Queen of Spiders; but those monochromes and that omnibus are pricey these days, aren’t they, assuming you are like me and want copies in good condition, with all maps included.
I’m happy enough with my copies of G123, D1-2, D3, and Q1, purchased new and still in great condition, and feel no need to gather in those others.
I’m also happy to fill in the blanks in between. I do love to doodle…and imagine what might be.


“Do not feel surprise at being schooled amid toil: you are being schooled for a wondrous destiny.”
― Augustine of Hippo






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, by Bill Willingham, from G123 Against the Giants, 1980
Ice Toads, by Jeff Dee, from G123 Against the Giants, 1980
Back cover art, by Jeff Dee, from G2 The Glacial Rift of the Frost Giant Jarl, 1978
Polar Bears, by Bill Willingham, from G123 Against the Giants, 1980
 
Sources:
9025 World of Greyhawk Folio, 1980
1015 World of Greyhawk Boxed Set, 1983
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
9035 Q1 Queen of the Demonweb Pits, 1980
9058 G123 Against the Giants, 1978, 1981
9179 GDQ 1-7 Queen of the Spiders, 1986

Saturday, 6 August 2022

Thoughts on G3 Hall of the Fire Giant King


“These dwell among the blackest souls, loaded down deep by sins of differing types.
If you sink far enough, you'll see them all.”
― Dante Alighieri, Inferno


G3 Hall of the Fire Giant King
Just as the trail led from the STEADING OF THE HILL GIANT CHIEF to the frozen wastes where was found the GLACIAL RIFT OF THE FROST GIANT JARL, so the adventure in the latter place has led (or transported) the intrepid party to what they hope will be their last challenge. They are about to venture into the hot and smoking barrens which are in effect Muspelheim, the home of fire giants. In the vast rocky halls of the fire giants' doughty liege lord, the dread King Snurre Iron Belly, they hope to find both the answer to the riddle of what or who is behind the strange alliance of many different types of giants as well as great treasure. Surely here in the stronghold of the fire giants will be encountered the evil genius—or genii—controlling the uprising and planning the well-executed attacks, for Snurre is said to be far stronger than smart.
[G3 Hall of the Fire Mountain King – 2]

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
And now the brave adventurers stand before the black and smoking slag hill which holds the Hall of the Fire Giant King. They have penetrated near the heart of the matter into a fell realm where even the strongest need beware!
[G3 – 2]
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
1. ENTRY PASSAGE: The floor here is polished obsidian, and great wall hangings can be seen by the party as soon as they enter. The tapestries between the torches are done in bloody colors and show victorious fire giants. The door guard is in alcove A:
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.
Fire Giant:
HIT DICE: 11 + 2-5; INTELLIGENCE: Average to low; ALIGNMENT: Lawful evil [MM 1e – 44]
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
Obmi
(H.P.: 79; Strength 18/94, Intelligence 18, Wisdom 18, Dexterity 16, Constitution 17, Charisma 16 (18); fighter/thief of level 9/11) is herein at work on the problems besetting his King. He has been Snurre's advisor for 25 years, spending 5 years as a slave before that. He is armed only with a dagger hidden in his boot, hard at several scrolls on the plain wooden desk in the room. There is a case against the north wall which contains various maps, scrolls, etc., all written in fire giant or dwarvish. He uses a plain wooden box as a footstool, and it seemingly holds old clothes of his, but in a false bottom are hidden gems whose base values are: 2 5,000 g.p., 8 1,000 g.p., 23 500 g.p., 41 100 g.p., and 1850 g.p. Also In the cell is a rude wooden pallet he uses to rest on. Note: The door to this study appears to be locked from the outside. (Obmi is very clever…) He has a peep hole, and if he sees intruders who are winning he will yell for them to help him. The dwarf will claim that the giants have held him—a prince—captive for 10 years, trying to trick information out of him, or to subvert his loyalty to dwarfdom, when torture failed. He will further claim that several humans in black robes aid the giants in their questioning. Finally, he will ask to be allowed his armor and weapons in order to gain sweet revenge upon Snurre, for he knows exactly where the King will be! [G3 – 6]
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
Plunging ever deeper into the fiery complex in pursuit of Snurre and his masters reveals… more ettins, more stone giants, hill giants, and frost giants.
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?
12c. Human female (11th level thief: […] Strength 15, Intelligence 15, Wisdom 8, Dexterity 18, Constitution 16, Charisma 17) chained to the wall. She will gladly admit to being a thief caught trying to find the King's treasure room, and volunteer to aid the party faithfully for a chance to escape. If opportunity presents itself, she will heist as much in gems and magic as she can and then slip away, but until then she will actually help the party. Of course, during this time she will be casing each character to learn what he or she carries…
[G3 – 9]
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
These two thieves will act friendly toward the party. They will pretend to be young inexperienced fighters in search of adventure. They will politely ask to join the party, saying that they are not quite as tough or as prepared for adventuring as they had originally thought.
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
9-11. TEMPLE OF THE EYE: Note the illusion walls which screen this area. This place is illuminated by a strange swirling light which seems to be part of the very air of the place. Eddies of luminosity drift and swirl here and there, causing the whole scene to be strange and uncertain. Distances and dimensions are tricky to determine in the shifting light of rusty purple motes and lavender rays. Globs of mauve and violet seem to seep and slide around. The ceiling of the Temple is out of visual range, 50' at the lowest, and well over 65' where it vaults upwards.
[G3 – 9]
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
Part and parcel with the Temple are the drow. I shan’t dwell on the drow. Much has been said about the drow. We know they are cunning. That they are devious. They are despicably evil. (Unless they are not, but these were early days, and in that neolithic time, they were the badest of badies. I’m fine with their remaining irredeemably so, but if you are not, and seeing that I am unlikely to haunt your table anytime soon, I bow to however you imagine them. Keep in mind that these drow will not be of the same philosophical bent as Drizz’t, all evidence here indicating as much.) However you view the drow, this was our first introduction to them. Then, you were likely terrified by the occasion. But, it was only an introduction. There was more to come.

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]

Eclavdra
It is from here that the drow have seethed. And it is here that we will meet Eclavdra.
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
16. SMALL CAVERN: […] These 8 guards protect Nedylene, a cleric/fighter noble generally opposed to anything Eclavdra attempts. She is here to check up on her rival, and she will be suspicious of any creature entering her current abode. On the other hand, she will not be adverse to seeing her rival's plans go wrong.
[G3 – 14]
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.”
― Edmund Burke





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

Sunday, 10 July 2022

Thoughts on G2 The Glacial Rift of the Frost Giant Jarl

 
“Through endurance we conquer.”
― Ernest H. Shackleton


G2 The Glacial Rift of the Frost Giant Jarl
Some dozens of leagues to the north and west of the STEADING OF THE HILL GIANT CHIEF […] amidst the tallest mountain peaks, is the stronghold of Grugnur, Lord of Frost Giants. As frost giants have been amongst those who have been in the reaving bands, the party is to deal with them as the hill giants have been dealt with. Death and destruction are to be meted out to the frost giants in the same measure they gave to the peoples below.
[G2 The Glacial Rift of the Frost Giant Jarl – 2]

G2 The Glacial Rift of the Frost Giant Jarl is a very different animal from G1 Steading of the Hill Giant Chief. It is similar in its brevity—this second being a scant 8 pages, as was its predecessor—but that is where the similarity ends. Although as ground-breaking and imaginative as G1, it is not its equal. Although it might be in the hands of a competent DM.
Why is it not? Because it treads the same ground as the first, if in a different environment. One might add that it does not add to the GDQ story, only spanning the space between G1 and G3.
Frost Giant
Maybe I’m being unfair. It’s a good module. It’s an exciting adventure. It was the first to highlight Frost Giants, giving us insight and a template into the environs they would most certainly live, elaborating on the thin description given us in the Monster Manual. It also bridges the gap of difficulty that spans G1 and G3. Frost Giants are tougher and smarter than Hill Giants, after all. But are they as organised, or cunning?
Hill Giant: HIT DICE: 8 + 1-2; INTELLIGENCE: Low; ALIGNMENT: Chaotic evil [MM 1e – 45]
Frost Giant: HIT DICE: 10 + 1-4; INTELLIGENCE: Average to low; ALIGNMENT: Chaotic evil [MM 1e – 44]

I will presume that you, gentle reader, have read my earlier THOUGHTS on G1, and have (or had) every intention of pursuing this classic series of adventure modules as a campaign, and not a series of tournament modules. I expect, though, that each and every one of you were transported between the 1st and 2nd installment by the magical means offered in the prior when you did play the 1st.
That would not be my preference now. It was a plot device that moved the story along quickly, but it did not add to the story. It was convenient. And it would probably be lethal to the PCs. AD&D was an exercise in endurance, or might I say attrition. HP were precious, and not easily recovered then, not without magical means, anyway; and even then, few magical aids replenished those spent hit points in their entirety. Were you to try, you would deplete your store of potions before too long, or have pressed your clerics into little more than walking first-aid kits.
I would rather a lengthy campaign, where the party stormed the STEADING, and once successful, reported back to those noble lords who set them upon their task. Let those noble lords heal the party; they were decidedly cheap in their rewarding success, after all.
[T]he party has been instructed to keep any and all loot they chance upon, this to be their reward for the perils they are to face. [G1 – 2]
That was generous of them, wasn’t it? What if the Hill Giants were destitute? The PCs would have risked life and limb for what? Glory? The undying gratitude of those noble lords who would not risk their own skins in defence of their peasantry? Even if the Giants were not, how might the PCs transport their murderous spoils? (We knew there was going to be treasure, of course; treasure was part-and-parcel with XP, and treasure was crucial for PCs being able to pay for the exorbitant fees to Level Up.
Besides, there would be no treasure at all except what they could carry should they be using the convenient magical transport. Just sayin’.) Also, they were ordered to return with their findings, weren’t they? As they are now.
Those members of the party who have participated in the raid upon the STEADING will know that their 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]
Their reward? The same as last time.
Any treasure taken is to be kept by the party; this is their reward for the perils they must face—and they are bound to face many in the weird ice caves and rocky caverns of the Jarl. The evil root is deeply grown here, far worse than among the hill giants. [G2 – 2]

Having gained a map leading to the Frost Giant’s lair, the heroes arrive, finding a harsh and unforgivable landscape.
The Rift
The whole place is windy and very cold. Visibility atop the Rift is about 150’. The wind at the bottom of the Rift is worse still, and visibility there is only 30‘. The floor of the Rift is a maze of snow and ice hillocks and mounds, with peaks of ice and rock thrusting up here and there like fangs. […]
Other than a few traces of giant footprints, the ice and wind-driven snow hide all traces of who or what use the ledges to gain access to the caves. The party must learn for themselves what lies in store. [G2 – 2]
Prudence predicates that they find a redoubt of refuge, and scout further before committing themselves fully.
There are two icy ledges along either face of the Rift. Both slope slightly downward, with occasional high steps which combine to make the paths progress from 250’ above the bottom of the Rift at their beginnings to about 150’ above at their far ends to the south. The two paths are indicated by slender arrows. The dark outline is the Rift, and the openings along it are the entrances to the caves and tunnels in its face. [G2 – 2]
Frigid. Icy. It’s likely that the unwary might skate off the precipice into the rift, their fate certain death, I imagine. It is indeed an inhospitable place. To anyone but a Frost Giant, or any other arctic-esque species, that is.
Into the Rift
Our heroes plunge into the cave and tunnels.
The northern section of caves and caverns is basically formed from ice, with a few areas of rock here and there. In these areas a faint greenish light will make torches or similar lights unnecessary. [Convenient] [G2 - 3]
And will all too soon discover that this mission will not be as easy as that against the Hill Giants was; if that was, that is.
The Frost Giants are not drunk, nor are they lax in their vigilance. Even if they are, and they might be (who would expect anyone might assault this largely inaccessible lair?), they will not be for long.
1. GUARDROOM ICE CAVERN: 4 frost giants […] lair in this place at all times to prevent any unauthorized use of the south passage. If any combat is going against them, one of their number will flee down this passage to give the warning of intruders to [other nearby] guards. There are 4 piles of hides, 4 giant sacks, and a pile of rocks and ice chunks for hurling. The guards will certainly hurl missiles if they are not immediately meleed. [G2 – 3]
2. GUARDROOM ICE CAVE: 3 frost giants […] on standby guard. If they hear noise from area 1. they will rush there to help, or if they are attacked they will raise a cry to bring the guards from 1. to aid them. [G2 – 3]

If that were not enough, the caves themselves appear to be against the party.
3. EMPTY ICE CAVE: If loud noise is made herein, the ceiling of ice and icicles will collapse, inflicting 3-30 hit points of damage on each creature in the cave. [G2 – 3]
This adventure will be a grind. Imagine how even more so had the PCs were to attempt this without replenishment?

Take heart. Gary Gygax saw the need that the PCs might need just that.
5. ICE CAVERN: The giants have frozen 8 corpses of mutilated victims, standing them upright in blocks of transparent ice. Evidently these are meant to "frighten off' any trespassers. The bodies are obviously hacked and very dead, not merely frozen whole. Each of these corpses has some valuable item with it in the ice [.] [G2 – 3]
The corpses are replete with magic weapons, wands, rings, and a suit of armour of vulnerability thrown in for good measure. This is AD&D, after all; why wouldn’t there be a few cursed items scattered about?
But take care, because this generosity is not without its own peril.
If a fireball is used to melt the ice blocks, all magic and jewelry will be destroyed. Lesser fires or chipping will cause melting or vibrations which have a 10% per block cumulative chance of causing the ceiling of ice and icicles to collapse and inflict 6-60 hit points of damage on each creature beneath. [G2 – 3]

Further breadth of the evil confederacy is illuminated as the heroes plunge ever deeper into the caverns.
8. SOUTH CAVERN: Ogre mercenaries serving Jarl Grugnur dwell here. There are currently 12 ogres […] here. All fight fiercely. [G2 – 4]
13. ICE CAVERN: This place is the home of a band of yeti who are scouts for the frost giants. [G2 – 4]
24. VISITORS’ CAVE: 5 hill giants […] are camped here awaiting a summons from the Jarl. The cave has 5 heaps of hides and 5 giant-sized bags. Bag #4 has a gold-inlayed skull with a report from the hill giant leader (Chief) to the Jarl inside. It is a pass to the Hall of King Snurre, also, and the biggest hill giant knows that they are bound south to the realm of the fire giants after seeing the Jarl so as to take a message to the fire giant King. [G2 – 5]
25. VISITORS’ CAVE: 5 stone giants […] of very large size have come here to pay their respects to the Jarl and to see how well the frost giants are doing in their war on humankind. They will report their observations to other stone giants if they get the opportunity. They will fight only if attacked. [G2 – 5]
26. SPECIAL VISITORS’ CAVE: This location is warmed somewhat by volcanic activity, and it is lit by dim reddish light. In it are 3 fire giant messengers […] who have delivered their message and are about to depart for their own land. […] The strongest fire giant carries a token of the Jarl’s fealty to King Snurre, a solid silver statue of a bear [.] [G2 – 5,6]

All this is quite interesting, but the best part of the adventure has very little to do with the GDQ plot, if anything. The best part is in the lower reaches of the Rift, itself.
The deep floor is as unwelcoming as the glacial surface.
Winter Wolves
If the party is on the floor of the Rift and fleeing from pursuing monsters, any change in direction by the party will entitle them to a die roll to determine if the monsters continue to follow, with 1 or 2 on a six-sided die indicating that pursuit continues, 3 through 6 meaning that they have successfully eluded the monsters. This is allowed due to the blizzard-like conditions in this area.
[G2 – 3]
Needless to say, the PCs will not avoid what they cannot see.
27. WINTER WOLF PACK: This wild pack of 7 animals […] is encouraged to roam the place by the frost giants. [G2 – 6]
Nor will they be able to prepare for what greater dangers await them, if they are too bold, or so foolhardy as to ever flee in a direction they have not already cleared.
Which brings me to the Remorhaz. Is the remorhaz as daunting as a dragon? Probably not, but it is certainly as fearsome.
Remorhaz
28. SNOW COVERED DOME OF ICE: This formation has been caused by the creature which lairs inside, a remorhaz 30’ long […] which has recently moved into the rift. A number of skeletons are around its icy den, one of a human with a ring of 3 wishes on its bony finger and a bastard sword (+2 giant slayer, no special intelligence, align to suit the party if desired, otherwise it is Lawful Good). If the monster is destroyed by heat (fireball, lightning, wall of fire, fire elemental, etc., the treasures are lost-destroyed or sunk into the ice and non-recoverable.
[G2 – 6]

Speaking of dragons…
If the PCs aren’t careful, one or more of them might slip while combating the remorhaz and plunge deeper into the rift.
30. Ice-coated sink hole around 12’ diameter and 100’ deep which gives access to level #2, area 2. [G2 – 6]
Where that unfortunate soul will come face to face with just that. A dragon that is.
2. VAULTED CAVERN: The noise of moving the boulder which closes the place off from the rest of the complex will awaken the 2 white dragons kept herein. A large, ancient male […] rests atop a heap of treasure: 72,000 s.p., 17,320 e.p., 2,966 p.p., 8 silver boxes’ filled with ivory (weight 3,000 g.p. each, value 4,500 g.p. ivory, 1,500 g.p. each per box), 1 alabaster statue (4,000 g.p. value), 7 white marble statues of no great worth, a scattering of 1,900 1 g.p. base value gems, 11 pewter serving pieces of small worth, 24 various weapons (a +2 dagger amongst them), 9 shields, 8 suits of armor (including a silvered set of black +3 chainmail), 27 urns of small value, and 61 bottles and flasks which have no value except for 1 which holds poison, 1 which is a potion of fire resistance, and another 2 which hold potions of diminuation and polymorph (self). He is directly against the portion of rock which splits the entry to the lair into a north passage and an east passage, and he will surprise intruders on a 3 in 6 basis. His mate […] is at A. [G2 – 6]
White Dragon
Or should I say 2 dragons:
A. This location is a ledge with a cave-like recess, the whole being about 30‘ above the floor of the cavern. On the ledge a medium-sized, very old female dragon, the mate of the ancient male, hides and watches to see who enters the place. Frost giants bearing treasure to dump on the pile are the only acceptable intruders, for all feeding is done personally by the Jarl and his wife who bring tender morsels to their pets. The female dragon will fly silently to the aid of the male, surprising opponents 4 in 6. She hides 12 1,000 g.p. base value gems (8 opals and 4 diamonds). [G2 – 6]

Is the 2nd Level ore dangerous than the 1st? What do you think?
If the party is luck they will not slip and fall into this trap; and if they do, I suggest they haul ass to find their way out again if they are not in peak health or depleted of spells. That would be prudent. But pragmatism has its price.
Should they ever decide to leave the ice caverns to rest, the Frost Giants will be prepared for their return.
If time permits, the giants will organize traps, ambushes, and last-ditch defenses against continuing forays into their stronghold. [G2 – 2]
The Frost Giants will also be searching for them on the surface, too, so if they mean to rest, they had better cover their tracks. As below, so above…

Frost Giant and Winter Wolf
Wandering Monsters:
4. 1 frost giant and 2-5 winter wolves searching for possible intruders (ONLY IF PARTY IS KNOWN TO BE AROUND) [G2 – 6]

Diving deeper into the glacier, the PCs will unearth that more evil races are answering the call. They’ve not found mention of the mysterious Eclavdra, whoever that might be, but they can only suspect that this force must be behind this gathering, for the giants have never been able to coordinate before. Any such confederation has always failed as the stronger bully the lesser; sooner or later each jarl would eventually try to bring his brethren to heel. And indeed, few of these evil species would tolerate anther for long. Until now.
6. EMISSARIES’ CAVERN: 5 ogre-magi […] recently arrived from the Lord of their kind. They have had audience with the Jarl, and after a special wassail to be held on the morrow they will depart for home with a treaty scroll. This scroll is signed (a special mark) by the Jarl and offers the Lord of Ogre-Magi 100,000 g.p. value in gems, plus whatever loot his minions garner, if they will join the war upon mankind in this territory. [G2 – 7]
7. GUEST CAVERN: A torchlit, tapestried place, with skins and hides covering the floor, and a bed heaped with pelts. There is a chest, a bag, a table, 2 chairs, and a small cabinet here. The cloud giant […] who is the current guest has just agreed to join the Jarl as his chief henchman. [G2 – 7]

Storm Giant
In sooth, Grugnur, Lord of Frost, is most curiously confident that whatever is afoot cannot possibly fail. Why else would he presume that he could tantalize a Storm Giant? That such a thing were even possible?
8. PRISON CAVERN: Several torches light the place dimly. A storm giantess […] who is comely to those of her ilk […] is chained on the north wall with huge manacles at wrists and ankles. A fur rug in the middle of the place bears a table and 2 chairs. Upon the table are heaps of food on golden platters […], in silver bowls […], and 2 huge flagons of ivory set with gems […] set to tantalize her into submitting to the Jarl’s will and becoming his leman. This durance vile makes her a friend to any who rescue her, although evil characters will cause this aid to be of brief duration. [G2 – 7]
Storm Giant: HIT DICE: 15 + 2-7; INTELLIGENCE: Exceptional; ALIGNMENT: Chaotic good [MM 1e – 45]

The 2nd Level is a slog. It’s an endurance run. The party has personal pets (polar bears), household guards, and Carls (personal bodyguards) to wade through before finaly breaking through to the Jarl’s personal quarters. And more clues to who lies behind this dastardly plot.
Grugnur, Lord of Frost Giants
21. JARL‘S PRIVATE CAVERN:
The eastern portion of the cavern is partially screened off by hangings. There is a huge bed, a small table, a chair, 2 stools, a chest, a trunk, and various odds and ends of clothing, armor, and weapons here and there. The walls are hung with pelts and rugs of no worth. The lid of the trunk has a secret drawer in it which contains 6 parchment scrolls in tubes: […] #3 is a map to the HALL OF THE FIRE GIANT KING [….] [G2 – 8]
Will they succeed in defeating Grugnur, Lord of Frost Giants? Possibly. Probably. Most certainly. That depends on how prepared they are, how tired they are, and how skilled and lucky they are. I can’t see how they shouldn’t, though; any group who can defeat a remorhaz and 2 dragons ought to make short work of a Fire Giant.
Then again, Gary has left Grugnur and escape route.
A. Behind the wall hangings on the eastern portion of the north wall is a hidden escape tunnel. It is a natural passage about 1 mile long which turns south and exits at the base of the mountain/glacier area, out of sight of any near the rift. The alcove to the northwest appears empty, but if it is examined with care there is a 1 in 6 chance per person examining the area that they will note a thick iron bar protruding from the wall at about 10’ above the floor. The bar moves downward and transports whatever or whoever is standing on the floor of the alcove to a spot some 50’ distant from the entrance to Snurre’s Hall (the Hall of the Fire Giant King). [G2 – 8]
Sadly, there’s that magical transport option, again. Feel free to use it, if you wish. I prefer the map option, but you already know that, don’t you?
It’s a better approach for a well-rounded campaign, in my opinion.
And isn’t that what a story arc is all about?
If you plan to continue this campaign by using the other modules in the series, be certain to keep track of the fate of important giants and their allies or captives. The former will generally flee to the next higher ranking stronghold, and the latter will be available for assistance to some parties. [G2 – 2]

Is G1 Steading of the Hill Giant Chief the better of the 2 adventures, thus far? Maybe. Probably.
Is it my favourite of the 2? Nope. Not by a long shot; even if I might have, in my enthusiasm, suggested as much in my earlier post. Hear me out: I love beginnings. I lean towards them. I believe G1 has more role play opportunity. And I’m partial to the Weird Temple in G1’s bowls. Yet, I prefer this one.
Why? I don’t know. Maybe it’s because of its locale. I’m a Northern boy, and I do so love the setting, the Viking-ness of it all, of the swirling, blowing blizzard, of the sheer ice, the remorhaz and white dragons. I love the feel of the icy, scintillating caverns, and can hear the ice growl and grown as it shifts and crackles and flows.
I’m impartial. Unabashedly, unforgivably so.
I will pause here to reminisce on how poorly I read the passage describing the rift (and the entire adventure, likely) when I was younger. I did not then, and still do not now own a physical copy of the original monochromatic published module, only the G123 1981 compilation, so I did not have the benefit of the “isometric” back-cover view of the rift. Silly fool that I was, then, I’d always assumed that the entirety of the Upper Level was “underground,” as is befitting of all dungeons, however their makings. The Rift was an enormous ice cavern, to my mind, and not open to the air. Needless to say, I’m humbled by embarrassment.
That did not, and has not, diminished my love for this early gem, this icy diamond in the rough. Its fire flares for me still.

“God help us, we can't keep up this pulling, that is certain. Amongst ourselves we are unendingly cheerful, but what each man feels in his heart I can only guess.”
― Robert Falcon Scott, Scott's Last Expedition: The Journals




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, by D.A. Trampier, from G2 The Glacial Rift of the Frost Giant Jarl, 1978
Frost Giant, from Monster Manual 1e, 1977
Back Cover art, from G2 The Glacial Rift of the Frost Giant Jarl, 1978
Into the Rift, from G2 The Glacial Rift of the Frost Giant Jarl, 1978
Into the Rift, from G2 The Glacial Rift of the Frost Giant Jarl, 1978
Remorhaz, by D.A. Trampier, from G2 The Glacial Rift of the Frost Giant Jarl, 1978
White Dragon, by David C. Sutherland III, from Monster Manual 1e, 1977
Frost Giant and Winter Wolf, from Dungeon #199, Glacial Rift of the Frost Giant Jarl, 2012
Storm Giant, from Monster Manual 1e, 1977
Grugnur, from Dungeon #199, Glacial Rift of the Frost Giant Jarl, 2012
Polar Bears, by Bill Willingham, from G123 Against the Giants, 1980

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
9058 G123 Against the Giants, 1978, 1981