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 second of a three-part expedition adventure which also employs DUNGEON MODULE G1 (STEADING OF THE HILL GIANT CHIEF) and DUNGEON MODULE G3 (HALL OF THE FIRE GIANT KING).
Gary Gygax - G2: The Glacial Rift of the Frost Giant Jarl (1978)
Coming out at the same time as G1 and G3, the adventures in the campaign which were just before and after it, Glacial Rift is a cool (literally) continuation of the Steading of the Hill Giant Chief. If that module was set in a boggy area against Hill Giants mainly, this one as you can tell from the title is set in a frozen environment. So we get Frost Giants and other cold appropriate monsters like Yetis, Remorhaz, Winter Wolves and Polar Bears as we go on with the mission of trying to figure out who is behind the Giant Alliance wreaking havoc throughout the region of Geoff (yes, really) in the Greyhawk setting.
Like many middle portions of series, be they book or film trilogies, Glacial Rift also suffers from being a kind of bridging module, it doesn't have the same excitement as the first module, partly because less stuff is happening in the Rift than in the Steading which was having a great feast while the players were invading, but also because this is the second giant stronghold in a row that you are invading. Also because it's a middle module it can't give you any of the big reveals that are being saved for G3.
Still, it's a fun change of scenery for players and for a short 8 page adventure it's still pretty fun. It also has some good art by Trampier on the cover and in some of the interiors. Next time we will be looking at G3, Hall of the Fire Giant King, where there will be some surprising revelations, and the first appearance of a classic D&D race.
The next installment in the Giants trilogy delivers, with the party dealing with the environmental conditions of ice, cold, visibility, and hard to reach locations. The action is superb, and this makes up for the fact that it does not quite have the air of mystery that G1 does.
Part of the classic Against the Giant series of modules. Now that I've finally run the first module, Against the Hill Giants (40 years after I first read it) I figure it's time to run some dungeon adventurers through this second module.
This giant adventure introduced me to the Norse mythology as I looked up what a jarl was and then went from there. Nice hook at the end to send the party to the drow caverns.
More of a regular dungeon in which there's a chief and his followers, and the various "pets" and others monsters they keep with them.
I did really enjoy some of the ice ideas, how it can easily put a plain old dungeons/battle map in a more dynamic mess. I took some notes of clever stuff here and there as well that would add flavor to a homebrew adventure.
As is however, I don't think I would run it even with some adjustments for 5e. I feel like it has the "middle child" issue of a trilogy in a way. I might be changing my mind with G3 however, who knows.
One thing that is an improvement from G1 is -purpose-. Though I do wonder if just "battling mankind" is really all there is behind it all (hope not).