Each of the original three modules is a
dungeon crawl. The player characters focus on battling first hill giants, then frost giants, and finally fire giants, three of the original evil
giant types used in
Dungeons & Dragons.
G1 Steading of the Hill Giant Chief The module begins with a prologue explaining that giants of different types have been raiding lands occupied by humans. Angered by this, the human rulers hire a group of adventurers (the
player characters) to "punish the miscreant giants." The players' party is informed that they must defeat the giants, or have their heads placed on the chopping block. The human nobles equip the party with weapons and horses, along with a guide and a map that shows the location of the hill giants. The players are informed that the hill giants are led by Nosnra, a sly hill giant chieftain who loves to set up ambushes; there is an unknown force binding together different giant groups. The player characters are informed that they may keep any spoils they find, but must return at once if they determine what "sinister hand" is behind the alliance. The bulk of the adventure takes place in two locations: the upper level fortress of the hill giants' lair, and the dungeon level beneath it.
G2 Glacial Rift of the Frost Giant Jarl This module starts in one of two ways. If the players have finished
Steading of the Hill Giant Chief, they have been transported to the glacial rift via the magic chain. They will know that they are searching for some force behind the giant alliance. If the players are starting with
Glacial Rift of the Frost Giant Jarl, then they have been hired by nobles to destroy the frost giants. Either way, a safe, hidden cave is easily found for a base of operations. As in
Steading of the Hill Giant Chief, the bulk of this adventure takes place in two locations: an upper area consisting of caves and the rift floor, and a lower area consisting of natural caverns. In the upper area there are ice caves, barracks, and a dome of ice. These are inhabited by yeti, frost giants,
ogres, and
winter wolves. The dome of ice houses a
remorhaz. In the lower area there are caverns that house the servants, serve as a prison, and contain the
Jarl Grugnur and emissaries who have come to meet with him. The main inhabitants are frost giants and ogres. The prison contains an attractive
storm giantess. There are also polar bears; pets of the jarl. After defeating the jarl, the adventurers have a chance to pull an iron lever which will transport them near to
Snurre's hall from
Hall of the Fire Giant King.
G3 Hall of the Fire Giant King If this module is played as a continuation of the first two modules, the players know that they are searching for the force behind the giants' alliance; otherwise, they have been hired by nobles to destroy the fire giants. This module is twice as long as the previous two: sixteen pages instead of eight. Unlike the two previous modules where the giant's complex consists of two levels, the fire giant hall contains three levels. The giants live in a hot, smoky barren area made of rock; as in the previous module, the party is able to find a safe location for forays against the giants. The leader of the fire giants is King
Snurre Iron Belly, and his hall is made of obsidian and natural caverns. The first (top) level includes the queen's rooms, barracks, and kennels. Creatures encountered here include fire giants, gnolls, and in the kennels,
hell hounds. The second level is also made of
obsidian rocks and natural caverns. It houses chambers of spiritual interest to the fire giants. There is a hall that houses the dead fire giant kings, and rooms for worship. There are also rooms that contain drow clerics. This is where the party learns that the drow are behind the giant alliance, led by
Eclavdra, a high level drow
fighter/
cleric. The third level consists of natural caverns and contains a great treasure guarded by a
red dragon. There are also more fire giants and drow; to exterminate the fire giants, the adventurers must penetrate deep into the active volcano where they live. If the DM wishes, there is a tunnel that leads deep into the earth; to the home of the drow. This allows the adventure to be continued in
Descent into the Depths of the Earth. ==Publication history==