This encounter was designed for a group of 4-8 low-mid level characters of The encounter is intended to be challenging and to scare the pants off the PCs. If they feel too cocky, they may not complete the adventure, or may complete it too soon.
If the party includes a psionicist with the psionic blast power then the part will have a much easier time with the encounter than otherwise, so you may want to 1) disable the psionicist's power somehow, 2) beef up Grishnak's immunity to psionics, 3) cheat on the power rolls. If nothing else, impose the -7 penalty for trying to contact a monster, even though a hill giant may still qualify as a humanoid.
If this adventure is too easy for the party, change the giant type to a stone or fire giant. This will change the flavor of the encounter a bit. One way to toughen up the encounter without changing the flavor is to give the giant some helpers. A dozen goblins or orcs hanging around might slow the party enough for Grishnak to get in a few good blows. Give him a couple of ogres, too, and the party may have some difficulties. For a very high level party, you may want to beef up Grishnak as a specialized fighter with a high strength, high skills, and very high damage resistance.
It would work best if one of the party members is a dwarf; for a low level party, spell casters or psionicists are a must.
I. RUMORS
Before starting the first encounter, it is important to build up a little fear and respect in the PCs. Make them realize how tough this giant is by rumors of its atrocities. Here are some rumors which I used in my campaign:
[Note: The PCs had just recently decided to name themselves Unar's Hammer, but had mistakenly spread several earlier names about, like Unar's Giant Foes and such. The townspeople were a little confused as to exactly what this virtually unknown band's name was.]
II. TANK
"Around noon you stop at a stream for lunch and a short rest. You've only
been there for a few minutes when you hear: "
Ask each player to write down what they do individually. Then have everyone
reveal their plans and move their characters appropriately. The rock will
come crashing down where the PCs were. Make a to hit roll against anyone
still there.
If the players are stupid enough to attack, then they should suffer the
consequences:
Grishnak is really nothing more than a semi-tough hill giant. He's been
ravishing the countryside and causing lots of local trouble.
Mediocre armour, (Many hides sewn together with chain mail, shields, and
metal plates); Good damage resistance; Weapons are: Fist, Club, or Rocks -
range 2-200 yards); Will also try to Grab.
Grishnak is selfish and cunning. He terrorises the local villagers (and
eats them, that's especially annoying to the villagers). He is oddly simian
and barbaric in appearance, with overly long arms, stooped shoulders, and a
low forehead. He is about 16' tall and weighs in at 4500 lbs. His skin
color is a dark tan; his hair and eyes are black as coal.
Grishnak carries a bag containing:
3 big rocks (2' dia boulders)
1 Metal truck with 6lb copper, 10lb silver, 23 crown and
a dwarven gauntlet (copper, worth 100 gp)
3 Children's toys - toy horse, wooden soldier, and a
wooden dragon, 1 short sword, blood stained,
but not rusty at all
Ideally, the PCs will run for the rocks. Grishnak will close, saying,
"Grishnak, now don't squish food with rocks." At the last minute, just
before the giant gets to the characters, he will suddenly stand up straight
and sniff: "Hmm, Grishnak smell pigs. Mmm, pork!" Grishnak will then
stride off across rough terrain quickly outdistancing the PCs.
***
Wait a few sessions before throwing this next encounter at them. The PCs
should hear a few of rumors about the monster's depredation's. Perhaps have
some offers of rewards be offered to them for the creature's death. Here
are some of the rumors I gave out:
III. OOPTHS!
"There seems to be some kind of obstruction in the road ahead of you and
you approach it with caution. Your stomach knots in horror at the
gruesomeness of the scene: To one side of the road are the crushed remnants
of a gypsy wagon. A horse still wearing its bridle and harness lays dead on
the opposite side of the path, and by the way its ribs have been caved in
and by the way the creature's intestines have exploded from its abdomen you
figure that it must have been squeezed to death.
"Littering the whole area around the wagon are pools of blood and
assorted human body parts, and the way the skin has been torn and lacerated
from the bones, you realize that they had been physically wrenched from the
bodies to which they once belonged.
"Huge, 3' long footprints have left indentations several inches deep in
the seemingly hard packed soil of the path. Several nearby trees have been
completely uprooted. A pile of boulders and a tree trunk, strangely
stripped clean of bark and branches, and well rounded on one end, lays a
ways off near the woods to the left. You make out the tracks of a single
wagon leading off to that forest, multiple trails of blood revealing the
wagon's horrid cargo. Between the ruts are a single set of 3' long foot
prints. The prints do not look to be more than an hour or two old."
Grishnak, as the players should well be aware, has struck. A gypsy caravan
has been raided and its members carried off. It is expected that the
players will investigate. The path to Grishnak is 3 miles:
"You hesitantly enter the forest, but move fairly quickly, as a wide
path has been cleared already. You wonder how the wagon could possibly have
made it through the rough terrain.
"Proceeding through the forest you gradually come to an area where the
ground raises into rocky hills and cliffs. You stop suddenly as the smell
of burned hair and bone assaults your nose, followed by the pitiful sounds
of sobbing humans. A deep voice booms out, "Grishnak say shut up! Food
people giving Grishnak sore ears!" The screaming crescendos and then
suddenly stops. You appraise the surrounding terrain. To the right of the
trail is a 30' high raised hill, to your left the ground is more level. The
sounds of a babbling brook come to you from your left. The path continues
ahead of you and then turns to the right at a point where the rocky hill
comes to an end. You think that Grishnak is right on the other side of the
hill."
The players can climb the cliff and view Grishnak from above if they are
quiet. They will be able to see that Grishnak has made a bonfire right
below the hill. There is a cave in the hill at this point and Grishnak
occasionally goes into it to get something. To one side of the fire, not
far from the cave entrance, is the battered remains of the wagon, and inside
of it are the limp (though living) bodies of 16 gypsies. A small pile of
gypsy heads can be seen next to the wagon. The gypsies seem to be in a
state of shock.
Grishnak is stupid, but not dumb. If attacked, he will defend himself
fairly well, but unfortunately he has not left himself a cache of rocks
nearby, and left his club at the scene of the crime to be able to pull the
wagon back. Grishnak will try to flee if he takes over 1/2 his hit points
in damage.
Here are some things for Grishnak to say:
"Where Grishnak club? Stoopid Grishnak lost club when took rolly box."
"Where Grishnak rocks? No rocks? Oh, yeah, Grishnak empty bag for food
people."
IV. THE BATTLE
My PCs defeated the giant through a great plan, which took them 3-4 hours to
put together (no kidding!) The cleric cast silence, light, and heat metal
on the giant, in that order. As soon as the silence was on the giant, the
metabolic psionicist snuck in to the giant's cave and attempted to use
double pain. Unfortunately the giant woke up at that point and the fight was
on. The light successfully blinded the giant, and with the silence as well,
it was mighty difficult for him to hit anyone (I think the only damage came
from the giant randomly backing into the fighter). Most of the damage came
from the fighter's blows and the cleric's heat metal spell. The
thief/psionicist kept failing to strike the giant with double pain, at least
until the very end.
The giant finally fell and the party was, to say the least, very excited.
They cut the giant's head off and proceeded to carry it through the towns
Grishnak had terrorised.
V. EPILOGUE
There had been such a build up to the giant encounter that I felt there had
to be some sort of major rewards. Rather than simply giving out treasure, I
awarded fame. The party went around and collected bounties, and as they
travelled they were accepted as heroes throughout the lands. Here are some
of the rumors that the PCs received following their defeat of Grishnak:
- Word of the exploits of Unar's Hammer has reached the Humber
coast and the cities of Yartshire and Sherborne. The tales of
the defeat of Grishnak the merciless are second only to the
stories of Gipin's defeat of Navagoras the Magnificent.
- A group calling themselves "Heros of the Dark Fist" has claimed
responsibility for the defeat of Grishnak the Merciless. They say that
Unar's Hammer had accosted them after their defeat of the giant, while they
were still weak, and stole the giant's head. They proved their claims by
showing they had possession of Grishnak's hands and feet.
[The Net Book of Plots Home Page]
Email: Alexander Forst-Rakoczy