[Review] G3 Hall of the Fire Giant King (AD&D); Entry of the Gods into Valhalla

[Adventure]
G3 Hall of the Fire Giant King (1978)

Gary Gygax (TSR Games)
Lvl 9-10

D&D Classics: G3 Hall of the Fire Giant King (1E) for Fantasy Grounds



Fucking spoilers. If you plan on playing G3, do so. Then read this.

Of all the legendary modules penned by the masterful hand of E. Gary Gygax, the G series is among the foremost. G3 shows us why. I often gripe that 10+ level DnD or ‘epic’ DnD is still something of a terra incognita and how could it be otherwise, when all the motions of the epic adventure are pale imitations of the power of G3.

The gloves come off. After two giant strongholds the module expects the party to be a lean-mean-giant-killing-machine and conducts itself accordingly. No sleeping Giants or convenient holes in the security of the place. The first Giant Guard is behind a fucking tapestry and fighting will immediately attract reinforcements. Doors require giant strength to open. The halls of the Fire Giant King Snurre Iron Belly are carved from an extinct volcano. Hallways are cyclopean affairs of braziers, obsidian and brass. In every way, G3 dwarfs its predecessors. An ultimate test.

If it was only a giant lair it would still be a superlative effort. Three levels, two floors and the caverns beneath, make for numerous sessions of giant murder. NPCs leap out at the player. The hideous Hag-like Queen asks the heroes to prostrate themselves before her (it does not end well). A torturer and an executioner make use of a great pit and an iron maiden to fight their foes. Prison cells under the fortress proper are filled with prisoners that can be freed to various ends (a fucking Titan, among them). There are fallback positions, ambushes, immense treasure vaults with several thousand poison traps that can only be found with careful interrogation or very precise searching. Some NPCs are reluctant allies, others are cunning foes. All the chieftains that survived the previous adventures are amassed here, to join in the assault, a monstrously powerful ensemble of opponents. Dozens and dozens of fire giants, trolls, ettins, hell hounds. Illusionary walls. This is the real deal.

Had it only been that, it would have been grand, but G3 does something more. The mysterious antagonist behind the Giant attacks is revealed, and its revelation is among the truly epic. With the first and legendary appearance of the Drow, the dark elves that launched a thousand terrible novels and an obsession that would last for decades. The drow are the first true appearance of the ‘Epic’ opponent, not merely in ability, though they are terrible beyond all other mortal foes, endowed with magic resistance, spell-like abilities, numerous magical artifacts empowered by the eldritch radiance of their underground realm, paralyzing poisons, cloaks of woven spider silk and all manner of strange, and terrible new magic items, it is not only their physical power that is terrifying. Rather, the appearance of the Drow heralds in a changing of the perspective, it is a terrible revelation that the world the PCs thought they knew and were masters of is but a thin coat of varnish over a churning, hellish, alien realm below the earth, where all manner of unknown and unthinkable horrors cavort in blasphemous congress. Their power is such that they cannot exist in the known world, and thus it brings with it a realization that the world of the PCs is much larger than previously thought.

These drow represent far more than a mere earthly power. The dark hints of an unearthly, chthonic power, ancient beyond mortal reckoning, that show up throughout the series are fully realized on the second level of G3.  


Something squamous and eldritch approaches…

The Lovecraftian theme is applied without directly borrowing from Lovecraft’s work, and praise the gods. This entire area is lethal, enigmatic, and menacing in a profoundly alien fashion, lit by unearthly swirling witch-light and painted in lurid hues of olive, violet and midnight black. While it is certainly possible to gain a terrible boon from Tharizdun by offering up a living captive to the Elder Elemental Eye in the triangular stone, the main purpose of this area is to exude a palpable, otherworldly menace. Drow as an almost lovecraftian elder race, paying homage to ancient powers of the earth, is compelling in a way the more high-fantified Forgotten-Realms Drow simply were not.  

There is a third level, and though it is certainly not without its tricks and flourishes (only Gygax would put two fire lizards, THEN an illusion of a dragon concealing a Gorgon before following up with an actual Dragon), nor its compelling set-pieces [1], most of the caverns seem to contain all but random monsters inexplicably living in close harmony in flagrant violation of the principles of Gygaxian naturalism we known and love and amounts to little more then the top ten hits from the underground monster chart. I understand this is perhaps meant as a foreshadowing of the fantastical underworld realm that would, praise the gods, be fully realized in the superlative D1 & 2 but it lacks the focus and intensity of the first two floors. There are encounters that would be little more then a speedbump for a party that has just prevailed against dozens and dozens of giants, drow elves, wererats and other such miscreants.

It goes without saying this adventure is HARD, with tough, resourceful, well-prepared opponents armed with weaponry both known and unfamiliar. The greater Tentacle Rod in particular is likely to leave a permanent scar on the minds of the poor saps that suffer its loathsome caress, and dear god the AC on Eclavadra is fucking nuts. If you are planning on doing the whole series, G3 is going to be the first REAL roadblock and the opportunities for player death are numerous and varied.

Treasure, jesus do I still cover treasure at this point? Gygax standard, which is spectacular, magical shit, hundreds of thousands of coins, objects de art, mindflayer puzzle boxes that only an int 18 can open and almost all new equipment for the drow. The idea of Drow equipment functioning as a type of magical conductor, empowered by ambient radiance but lacking enchantments of themselves, is a good way of balancing what would otherwise be an obscene amount of magic swords and chainmail, and having them dissipate when they are struck by sunlight is a particularly nice touch, very faery-like. As is so often the case, it is not the trope itself that is poorly conceived, but its over-use that will quickly lead to nausea and irritation. There’s the occasional ultra-obscure treasure hoard to beggar-kings-with that I am starting to grow increasingly fond of. The existence of such caches introduces an interesting wrench in the dungeon-bashing procedures, forcing players to go far beyond scorch-and-burn tactics. Instead a cat-and-mouse game of divination, charm spells, interrogations and reluctant negotiation which is far more volatile and potentially interesting.

G3 is a fucking beast of a module, sure to put hair on the chest and steel in the heart of any band of would-be epic adventurers that attempt to overcome its legions of well-organized and formidable defenders. D20 once published a supplement known as the ‘Epic level handbook’, which was meant to support adventures at above the 20th level (and was pretty silly). G3 well illustrates that at 10th level, you should be performing heroics that are spun from the stuff of legends. Put on ‘Painkiller’ by Judas Priest, have your character’s wills made out, memorize Cone of Cold and Ice Storm as often as possible, and prepare yourself for some truly epic giant extermination.

*****  
[1] I am and always will be a slut for a good lava river, complete with cavorting salamanders


29 thoughts on “[Review] G3 Hall of the Fire Giant King (AD&D); Entry of the Gods into Valhalla

    1. If your groups are failing in G1 with its weaker, easy to ambush, foes, they wouldn’t have a prayer in G3. Did you run it in 1e? The 2e version has the upgraded giants (and dragons); whilst most PC classes also got more powerful, rangers did not. Where there enough PCs? I would recommend a minimum of 75 levels between them, with a number of human rangers, dwarf fighters, and heavy artillery magic-users. The party should be going into battle with lots of protective spells, strength, mirror image, and for the key encounters, haste. You need that extra hit point per level damage against giants by rangers. Do they have enough good magic items? Do they use them?
      Of course, it may just be you are more skilled in tactical encounters than your players. Time to begin the training, as Yoda would say. Let them have a go at the fortress section of B12 with some 3rd or 4th level characters.

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      1. Yeah, I use 1e version, though with B/X-based systems, 1e isn’t pupular here. Problem was that all the time PCs ended up fighting the whole floor, and that just can’t end well. First time they just rushed in blades blazing and were slaughtered. Second time they took it more as an infiltration mission and were more successful, but killed gnoll sentry in the basement, rised alarm, decided to stay and fight and were slaughtered. Third time they were even more successful, got letters and teleporting chain and escaped. But then returned for the chief, decided that they are heroes enough and rushed in blades blazing – with the same effect.
        This year I hope to recruit new group for the ride, maybe they’ll be more careful.

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    2. As far as I am concerned the deaths means the modules are working as intended. I think its a hallmark of good design that a module for high level players requires not only superior ability but superior understanding of the mechanics of the game and if you have played it three times I sort of assume you have not raised up these players from scratch, carefully nourishing them through T1, S-something (wtf is up with the dearth in mid-level modules for AD&D, Slave lords only came out later? Was this because the home campaign had Castle Greyhawk for the beginning/mid level?) something nutso of your own creation, and maybe that one adventure everyone comes up with where you must steal an object from a Wild Coast city state ruled by a bandit lord with the hand of Vecna but whatever.

      If there are not sufficient campaigns with characters of the module’s level then does that level of ability even warrant a module, beyond some sort of intellectual exercise? Is there, in the end, some merit to Throne of Bloodstone.

      An all Greyhawk AD&D purist module run sounds like a fucking neckbeard’s dream but the number of players that can handle that are an endangered species. You really gotta train them up yourself, run the modules, prepare them mentally for the horror and the dreadful ordeal to follow, beat them, cry and call the police if you find a copy of Mörk Börg in their room etc. etc.

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  1. Excellent review. Help from released prisoners is an interesting study in this series (which is a point made by Evreaux on Dragonsfoot): in G1 and G2, useful
    allies can be gained rather easily, whereas in G3 you need to neutralize the drug used on the titan, Obmi (who claims to be a captive) and the Fire Giant Lieutenant will definitely betray you, and the thief might be more interested in picking your pockets. ESP spells anyone? Once again G3 is more punishing. A point sometimes skipped over in discussion of high level play is what magical items the PCs possess (and how well they use them). If you picked up the hammer of thunderbolts in a previous adventure, or grab the ring of three wishes, your chances rocket. I agree level 3 is a lot less tight than the first two levels.

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  2. Ah, Obmi… Possibly my favourite ever NPC. A **** of the highest order, you just want to kill that fucker, cast Raise Dead and kill him again.

    Painkiller, eh? How can that possibly be 30 years old…:(

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  3. Painkiller was played nonstop for a year back when my blood ran hotter. It was as if Priest and Metallica’s nuts were magic jar-switched that year, or something.

    G3 is amazing. Didn’t play/read it until 2012 in my first online game with other guys from K&KA who’d never done the G-series. Prior to G1 P&P warmed us if we left to rest and lost the element of surprise, any/all giant pairs would be on a “war footing”, so we came up with plans to knock out each module without regaining spells. All went great until G3, where we summoned an earth elemental and had it bore a tunnel for us while we burned precious silence spells, into the volcano on the back side of the lair so we could get the element of surprise that seemed missing in the 3rd lair.

    Unfortunately the spot we chose and the straight line we used bored right into snurre’s throne room. So much for recon.

    Still haven’t ran it myself. But looking forward to it

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  4. I finally found a hook that set my players onto the path to G1—the hammer of the gods. A recovered artifact that is essentially a tweaked Hammer of Thunderbolts from the 1e DMG. They knew their cleric was only allowed to “borrow” it for a bit…but even then it’s become a crutch—so now the gods are starting to demand payment (e.g. kill giants).

    I am curious if the “strikes dead any giant” property (w/ gauntlets & belt) will allow them to carry the day. After all, only one of them has it…and all are below 10th level. Should be interesting.

    Fun review. Gets the blood boiling.

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  5. Nice alt take on the series! I hear great things about 1. Many don’t like 2 and feel 3 is a bit too big bad/ set up.

    Thank for the review, well reasoned without group think!

    Its so hard with rpgs to curb the shills and avoid the meh Lords

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    1. You are welcome. Its a delicate path between cheerleading for everything that’s old and pooh poohing the new stuff and the sort of snobbish, airy-headed blathering where you arbitrarily decide everything now is much better because the older stuff is ‘older.’ Actually playing the game helps though.

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  6. Once upon a time, when I first got my hands on these modules (in the form of a photocopy of a tattered, ancient photocopy), I tallied up all the monetary treasure found in the G series. Taking gems at base value, it came out around 10 million gp, about half of that in G3 alone. Now THAT is treasure!

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  7. I love the comment about morg borg and police lol.

    People have said a bunch in here about it as an ADnD module.

    Does anyone bother converting the DAC – 20 rather than 19 and other things?

    Does not seem worth the effort Sage Finch says combat is war

    B/X/ BECMI/ 1e 2e all the same shiz right?!

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    1. Part of the reason for the discussion is the existence of the 2E update, Against the Giants: The Liberation of Geoff, by Sean Reynolds. The main thing that one got from the new material was that Gary Gygax was so much better at writing this sort of stuff.
      In the round, the rules of TSR era D+D and clones aren’t so far apart. But there are interesting differences, new spells that are so useful they become commonplace, etc. In 2e, it would be folly to face the Giants without precast stoneskins as the giants are likely to hit for heavy damage, but they have only one attack per round. (There was a different version of the spell in 1e Unearthed Arcana, but I can’t remember it appearing before then.)

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  8. Thanks for the comment I can see how the era and spells would lend a dif feel.

    But yeah, In The Round is my thought too.

    People going on about 1e being a totally did game, Gygax was right.

    Maybe they are just square.

    Gimme dem curves bb

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