G1-3 'Against the Giants'
for NWN v.1.69
Based on TSR's 1978-81 Modules by Gary Gygax
Designed by:
Nol Drek & then Udasu (with QA / creative help from Werelynx)
Starting Level: 3 (L1 - level up)
Number of Players: 1-5
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Giants have been raiding the lands of men in large bands, with giants of different sorts in these marauding groups.
Death and destruction have been laid heavily upon every place these monsters have visited. This has caused great anger in high places, for life and property loss means failure of the vows of noble rulers to protect the life and goods of each and every subject.
And it could possibly mean lean times for the rulers as well as the ruled. Therefore, a party of the bravest and most powerful adventurers has been assembled and given the charge to punish the miscreant giants.
These adventurers must deliver a sharp check, deal a lesson to the clan of hill giants nearby, or else return and put their heads upon the block for the headsman's axe! Yet this charge is not as harsh as it may seem, for all have been fully equipped with all standard items needed for both wilderness an dungeon exploration.
Each member of the party has likewise been given the finest horse available. Guides are available to help, and the leader has a splendid map showing exactly where the great timber fortress of the chief of the hill giants in the area is.
This chief, one Nosnra, is a grossly fat and thoroughly despicable creature, sly and vicious, loving ambush and backstabbing.
Furthermore, the party has been cautioned to expect a secret force, some motivational power behind this unusual banding of different races of giants. More surprises might be in store...
Finally, the party has been instructed to keep any and all loot they chance upon, this to be their reward for the perils they are to face.
They are to follow any clues discovered if such point towards the sinister hand suspected of guiding the rising, but to return at once if they should determine exactly the reason or force behind the unholy alliance.
Some relic of great evil might be at hand.
Attachment | Size |
---|---|
ice caverns (1348) | 6.77 MB |
movie (1314) | 2.35 MB |
music (711) | 12.04 MB |
music (131) | 53.14 MB |
music (128) | 63.66 MB |
music (137) | 50.72 MB |
g1-3_against_the_giants_2.3.rar (555) | 860.36 KB |
music (143) | 50.31 MB |
Thanks again to Nol Drek and Werelynx for helping this project come together! Reminder, you'll need the latest CEP to play as well.
Noldrek, that's a name I remember from my FRUA days. :)
Don't know why this mod was stripped of content, but I'm reverted to an earlier version.
I believe I played your version... or maybe it was just Nol Drek's.
You can't get baffled by the raffle of a faffle!
I was all set to enjoy a classic, but ran into the old "Missing required custom talk table." Drat!
I don't see any mention of such here, and can't check inside the module myself (I'm on a Linux system and don't have the toolset installed).
Can anybody help?
It requires the latest CEP, presumably CEP2.61. Here's a link.
Thank you!! Yeah, I haven't updated CEP since 2.3 it seems.
This is great; I just got home from an early closing of work (good old snow) and now have the perfect way to spend the rest of my day. I'll be slaying giants in two shakes!
Thanks again, Turkeys.
Please, please do the D and Q modules, because Trev's are horrendous! Ridiculously hard and very low quality!
I was looking at the Q1s on the vault, reading general reviews. A lot of these old 70s mods suffered from poor writing to begin with. But, I think, with some ironing out, I might be able to bolt together a "GDQ1-7". Hmm..
Missing Hak file for smaller sized module. I have updated fully to cep 2.61.
Any help?
If you try to open it up in the toolset, which hak specifically does it say is missing?
Apologies for the delay in replying. It was missing the bgmusic.hak. It now works. Thanks. Will vote very soon.
This module was a lot fun, and it is quite detailed. I never ran into any major issues with it when I was playing it except for a few lesser problems.
1.) For some reason there is a prisoner in the Steading that would disappear if you try to unlock or bash the door down (His description suggested he was the one who made the place)?
2.) You can free those Orcs in two different places in the Steading, and they have the same lines.
3.) In the Fire Giant Dungeon there was somebody trapped as Prisoner, but I could never find the key to open the door as bashing it down was impossible unless I needed a certain NPC with me.
Thanks for the kind words, vote and qa, Zethkal! I'll add this to the list, and will repost with fixes.
Sorry for the delay, thanks again for the feedback.
This module was a lot fun, and it is quite detailed. I never ran into any major issues with it when I was playing it except for a few lesser problems.
1.) For some reason there is a prisoner in the Steading that would disappear if you try to unlock or bash the door down (His description suggested he was the one who made the place)?
-By design, he doesn't stay to chat.
2.) You can free those Orcs in two different places in the Steading, and they have the same lines.
-Both are different. Dungeon orcs offer to help, top floor ones don't.
3.) In the Fire Giant Dungeon there was somebody trapped as Prisoner, but I could never find the key to open the door as bashing it down was impossible unless I needed a certain NPC with me.
-Was set to plot. Should work now.
Going to playtest, will repost with more updates, fixes.
Thanks again!
Hey sport, sorry about that. I added a link to the page. Enjoy!
Sweet!A bit heavy on the loot, but i won't complain, i'm saving a char with a vorpal greataxe :D
Does this need updating? I've got CEP 2.62 but this module won't load because I haven't got the CEP 2.60 fixes hak. Surely 2.62 supercedes that especially as TAD included the contents of the fix hak into CEP 2.61.
TR
It has been a while, TR. I'll update the haks and re-post.
Thanks. Just to be clear, it is the just the hak list for the module that needs updating and (as far as I can tell) not the haks themselves which I am sure is what you meant.
TR
Yup. The haklist is consistent with my other cep 2.6 mod haklists now. I removed the fixes hak as well. I'll playtest soon, iron out, facelift, etc.
Having seen the haks listed on here I am looking forward to playing this, three of the only pen and paper modules I've never owned at some point. So thanks.
TR
The g1-3_against_the_giants_v1.5.rar file seems corrupt.Nevermind, I was using a pretty old version of 7zip.
np
Woohoo! :-) That was fun, and another "can't believe I never played this one before" great mod from the good'ol days!
Now, to look for the D1 series and hope I can continue this character without an item strip! <g>
Help!
I've enjoyed this module thus far and have completed everything up to the Fire Giant section. Where in the world is the Fire Giant dungeon? How do I find it? I have the Hellfurnaces key to unlock the gate, but no idea where the gate is. Please help!
Go to the SE Jotens, the key opens a door over a bridge. The Jotens connect to all the regions for the module.
d'oh! Now I feel silly. I just never walked down that part of the map far enough where it uncovered the bridge and didn't even realize there was more map to uncover. I had spent an embarrassing amount of time wandering around the Crystalmists looking for a bridge.
Anyway, thank you! And thank you (and Nol Drek) for all your work on this series. Brings back a lot of memories...
No worries, and I'm glad you're liking it. NolDrek built a great framework, and between Werelynx and I, we were able to get it a little more like the original. Still, it could probably use a facelift soon, so I'll put it on the list. Feel free to email or message if you have some ideas about improvements, additions, etc. Happy Holidays/New Year.
Latest version. Let me know if anything else come up. Enjoy! -U
Fantastic...loved it!! Big fan of the classic PnP mods and this one delivered.
Gratitude, Tyvolus. Be safe & well! -u
Brilliant adaptation!! Lengthy adventure (since it was all three Against the Giants stories) with lots of little details here and there, like some CEP models for armors on many giants, lovely stuff!! I also have to commend Udasu for the amazing music choices, really fitting and immersive. It's a classic Gygax Hack and Slash festival, not much room for RP options. It can get difficult at times, so play tactically, don't be stingy with healing items, especially if you don't hire any henchmen like myself. A MUST play conversion, thank you Udasu.
I did not encounter any bugs, everything worked flawlessly. My only gripe had to do with the main quest and the economy balance.
******SPOILERS******
At your starting level, a Cyclops Sergeant which is the guardian of the Giants Stronghold main gate (pretty much one of your very first encounters) rewarded my character more experience than the council, after dispatching the whole encampment. That felt lacklustre considering your tasks. Also the xp rewards and gear/treasure worth from your adventures, was true to the books, which meant that you'll soon end up with pretty decent gear looted, and more wealth than the king himself. While that's fun at first, you'll have nothing to spend your gold on really soon, you could buyout every special item you need from any shop. My suggestion to make the adventure even more fun, would be to have the shops update their inventory after finishing G1 and G2. New special/moneysink items available in shops after completing each chapter gives the characters something to work towards and more value to your loot/wealth. I don't think it will throw off the games balance having a bit more powerful gear available for purchase, considering that you start, in typical Udasu fashion with a haste item :p and also, you are fighting giants, they will hit like trucks no matter what . .
Does anyone know if this module works with NwN EE?
I read that most NwN modules will work with the enhanced edition, but it crashed on my first attempt. I can spend time tracking down the problem if I know it's supposed to work.
None of my modules are set for EE. Sorry it's crashing.
No worries!
I got excited when I saw this in the vault, as it's beet 40+ years since I played the PnP version.
I have a programming background, so I could look into converting it for EE. But I am unfamiliar with NWN content creation. Would a conversion even be feasible?
It loads just fine in the toolset, but does crash when loading the module. Going to see if any of the minds on Discord can troubleshoot this one.
After examining the module in the toolset, none of the CEP placeable content is available in the palette - they are just blank appearance sets.
Checked the Custom Content TAB under the Module Properties and noticed that the cep2_top_2_60 is not at the top of the order.
By placing it at the top of the hak list, and doing a rebuild of the module, was I able to load the game and start playing it.
This causes another issue because the giant placeables will now use what CEP uses for those lines - Giant Armor Chest becomes a bench, and Giant Weapons Chest becomes a bed - two examples of changed placeables in the starting area Istivin - Algorthas' Tower.
Originally the giant placeables hak was at the top of the order - this makes the module crash in Enhanced Edition.
FP!
Hey FP - Not sure, but I think CEP 2.65 has the giant placeables in it. I'll try rebuilding, getting rid of that orginal hak, clean up the areas. Thanks for troubleshooting!
You guys are awesome. Thanks for looking into it!
A week or so ago I tried this module for the first time and it crashed on loading, so I discarded it.... But after playing a few of Udasu's modules I tried my luck again and it loaded fine and have been playing for half an hour without any problems.
Bed time now but tomorrow I'm off to slay me some giants!
I'm playing on the latest build that came out in December, 8193.34 with CEP 2.67 on macOS 12.2
Took out the giant placeables hak, revamped (CEP 2.65) the placeables in the areas. Didn't get a chance to play through, but this should work with EE now. Will update again after I have a chance to playtest. Enjoy!
Thanks! I can't wait to give this a try. Might take a couple days before I have some free time, but I will report back any issues.
I finally got around to trying this. Unfortunately, it's still crashing for me. It crashes in the starting area "Istivin - Algorthas Tower". The progress bar gets to 100% before the crash, so possibly the problem is with rendering the graphics. Maybe it's my GPU?
Can anyone confirm that this should now work with EE version? Thanks!
I tried one of FP's tricks and looked at the content ordering. cep2_top_2_65 was at the top followed by eld65ice1. Just for the hell of it, I moved eld65ice1 to the end of the list and rebuilt it. Surprisingly, the newly built module actually works.
I am new to the nwn toolset, so I don't know exactly why this worked. Maybe someone can enlighten me.
This is playtested through the first 2 chapters (steading, glacier). Will finish the last chapter (fire giant halls) when I get another moment. Moved eld65ice1 (ice caverns) to the bottom of the hak list per mathgeek. Let me know if anything else comes up.
Play ver. 2.0! Fixed a showstopper (a giant crate in the way of a passage, ironically!) and fixed another large barrel in the fire halls. All should be good with this one now. Enjoy!
I just wanted to report I completed the module. No bugs except on the very last conversation with Lashton. After the congratulations message there is a single dialogue option "The End". The game crashes when I click it.
Thanks Udasu for this lovely module! I loved the adaptation. Any plans to do D1-3?
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