Woefully Encysted Creature
@forlornencystment
West Philadelphia. TTRPG blogger at forlornencystment.blogspot.com. pine nuts on top. very jiggy.
This room is directly connected to the room with the manticores, who "insanely attack any creature if the opportunity presents itself." Would hate to be the giant whose job it is to go get some treasure from the manticore room I guess.
Love these insane manticores. If there is a chute here from the kitchen above, why is the chute not mentioned in the description of the kitchen? Annoying! I like the hidey-hole for the chief to watch people get torn apart by manticores but like, why would he be here?
Hell yes, add G1 to the list of TSR modules with wine that compels player characters to drink it to excess! Why was this such a common design element? Did players in this era eventually learn to be terrified of all wine?
You can spend a really long time searching this big ass cavern square by square for treasure & might even find a cool magic item, but each turn spent searching brings a 30% chance that 1-3 more carrion crawlers will come harass you. Honestly probably not worth it!
This is cool as a secondary exit from the dungeon. Makes me think of prepping a whole separate underground adventure to get out, then you can use it as a sort of back door into the Steading.
How did the trogs get trapped here? Did the giants find them & just force them to stay here forever? They didn't enslave them or recruit them as allies or anything?
It's time for your 9th level characters to run squad deep through the stronghold with an army of 78 orc rebels.
"Depictions of Nasty Things" is a good name for a blog or an album or something.
Cool room. I like how if you don't go insane the entity is like "Nice! I put a magical scarab on the altar for you." Then the next person doesn't go insane & it's like "Well I'm all out of scarabs but here's a 5,000 g.p. gem."
Love the precariously balanced helmets which fall over & alert the giants to intruders. Also love the 8th level dwarf fighter who is a slave but will also only help the party if he gets a share of treasure.
Learning what a strappado is. The idea of sleeping in this room is very funny as well.
Yes please, let's fast forward through the boring parts!
Love a dungeon with prisoners you can recruit to your side. That's a pretty nice elf fighter/magic-user henchmen, too.
Hell yeah. The giant Keeper (presumably Slave Keeper) has pet apes.
A new wandering monster table with a key for the letters on the map. Based on this, it looks like the orc rebels have secured the lower right portion of the dungeon with the natural caves.
Gee that giant dire wolf-tamer's whip sure would be useful here! Love it.
Had to Google small beer. One aspect of the "there are 22 beds in this room" that I'm perhaps overlooking is that it allows the players to estimate how many of a given enemy are in the Steading, so that feels worth mentioning. I like that the potions are specifically hidden in the 15th heap.
An underrated aspect of slavery in D&D (weird sentence but bear with me) is that is presents the opportunity for readymade unlikely allies for the PCs, as show here. What's that about a slave rebellion in the dungeons? 👀
Love this macho giant dire wolf-tamer who will try to fight the party single-handed to show off for his ladies. Also like the detail that the dire wolves will cower at the sight of his whip (presumably regardless of who is holding it).
Love the image of the party bumbling into the kitchen & sending 29 orcs, 5 giantesses, & 11 young ogre running to call for help, bringing the whole fortress down on the PCs' heads.
Chest of ears with a 100 g.p. earring in it is good though.
Just say it's a common room with beds & furniture for 10 giants! You don't need to say none of it is worth anything!
"Hey uh what do you wanna do with the giant slaying sword, boss?" "We can't let it fall into the wrong hands. Use an illusion to disguise it as a torch & put it in the ambassadors' chamber. That way if someone finds it they'll kill the envoys first, alerting us to the danger." Nosnra IS sly!
Yes, you have to check behind 6 shields before you find the magic war hammer behind the 7th shield. That's so funny. The war hammer with the magic mouth on it is hilarious. It also means that if you don't have a dwarf in the party, you will lug this thing around thinking it's useful. Love it.
Yes - this is like, THE iconic encounter in this module. A Great Hall filled to the brim with giants, which can walk right into directly from the Steading's main entrance. Love the chief's ballista crossbow.
Yeah, I will say that this style of describing exactly the number of chairs & stools in each room is a bit tiring. The manticore hide is cool. I don't like how you don't even know there's a stack of logs in the room until you read the subsection of the description. Bad information design!