This module contains background information, referee's notes, two level maps, and exploration matrix keys. It provides a complete module for play of ADVANCED DUNGEONS & DRAGONS, and it can be used alone or as the first of a three-part expedition adventure which also employs DUNGEON MODULE G2 (GLACIAL RIFT OF THE FROST GIANT JARL) and DUNGEON MODULE G3 (HALL OF THE FIRE GIANT KING).
The first official adventure module published by TSR, it is the first of many, many such modules, now that Gary Gygax finally realised that people wanted these modules. He wrote this as a way to take a break between writing the Monster Manual and the Player's Handbook so it actually came out before we even had a PHB for AD&D.
This is a very barebones adventure, clocking in at some 8 pages, but it's still a beloved adventure, frequently coming very high on "best adventure" lists and this is not only due to a nostalgia or historical factor. This is an adventure that rewards lateral thinking and planning, as the adventurers have to raid a Hill Giant Fortress inhabited by a large number of giants and their servants/slaves, if they go in "guns blazing"... well "swords blazing"... this is going to be a hard adventure to get through. The feasting hall near the entrance is chock-full of powerful giants and even a cave bear which will leave a party either dead or severely depleted before they even get to the dungeon level. Sneaking around is definitely the smart option here, also seeing as the treasure is mainly in treasure rooms and armories and not with the giants themselves. Remember that in early AD&D most XP came from treasure and not killing monsters.
As the PCs get to the dungeon level they will uncover a number of potential allies that they should really use to facilitate their progress an by the end of the adventure they will have a pointer towards the next part of the campaign, G2's The Glacial Rift of the Frost Giant Jarl, which we will cover next post. A great start to a long and influential campaign in only 8 pages! Well done Gary.
Coming off from the 3 adventures of Wee Warriors, this is a nice change of pace. I feel like the whole adventure is more put together, and one could say it might be the downsize of Dwarven Glory and Misty Isles ability to put any part anywhere you want.
I'm starting to get used to the early way of doing things, with the "kinda-but-not-really" random encounters at the start of the dungeon key. That being said, I still very much prefer how things are done now, with a table of random encounters and then pertinent information on NPC or monsters in the rooms or area they are or might be in.
I also read the supplement of the 2e cave under the basement dungeon, which was a nice addition to the original adventure. I recommend it.
All in all, I found that this adventure really helped me understand how to build a cohesive dungeon on my own, which isn't always as easy as it might seem. The only "fault", other than the ones related to the debut of the system (which I won't use against the adventure as it wouldn't be fair), is that I feel like the context, the reason or motivation of the giants to be there and do what they do isn't super clear. I bet it's going to become obvious in the next adventure of the series, but as a DM, I feel like it would be nice to either have some kind of guideline or suggestions to tie this adventure with a (or the) bigger picture.
The first adventure by TSR, it is really very nicely open-ended in terms of how it could play out, and it contains a lot of variety, from the starting raid to possibly allying with rebels, to discovering a very swords 'n' sorcery themed temple down an unused passage, and "bonus" areas which can only be found through swimming down waterways. Everybody should play through this once.
If your party are the type of players that would just love to murder some giant's children, then sneak around in their clothes, I have the perfect adventure for them.