This module contains background information, referee's notes, three level maps, and exploration matrix keys. It provides a complete module for play of ADVANCED DUNGEONS & DRAGONS, and it can be played alone or as the last of a three-part expedition adventure which also employs DUNGEON MODULE G1 (STEADING OF THE HILL GIANT CHIEF) and DUNGEON MODULE G2 (GLACIAL RIFT OF THE FROST GIANT JARL).
The quintessential hack-fest of all time. Besides over-the-top encounters with giants, trolls, and dragons, the drow have their first introduction, nicely juxtaposing how dangerous dark, small, and silent foes can be vs. huge ones. We also get another taste of Gary's macabre temples here, with an altar that projects a tentacle that reaches out and snags victims. What's not to love about that?
This entire review has been hidden because of spoilers.
The third and last of the G series of adventure modules, the first adventure modules published by TSR, came out at the same time as G1 and G2, but it's almost double the size of those modules. This makes sense for what is a pretty climactic module, as the players finally find who is behind the alliance of giant races and get introduced to one of the most infamous of D&D races: the Drow.
This is the first appearance of the Drow in a story, there is a previous mention of the Drow in the Monster Manual as "legends", but they don't even have stat blocks, the first stat block for the Drow is actually at the end of this module. The module extends through three levels with the first level being the actual Hall of the Fire Giant King, which makes it pretty likely that you will find him, his queen and his retinue right at the start of your adventure. I've never played this module, but it does feel like a good one for TPKs, the challenges are astonishing. If you manage to get through the Fire Giants and their allies which are no walk in the park, you will have to deal with Drows, armed to the teeth with magical weapons and spells.
After you finish the three gruelling levels of the dungeon you find the exit... but it's an exit that goes down, deeper into the earth, into the Underdark, as you will follow the Drow to their homelands in the modules that will follow this (D1-3). No rest for the wicked. A true epic conclusion to the giant storyline and the start of something else, a great classic module. Some great art in this as well, particularly David A. Trampier's Fire Giant on one of the back covers.
This one is the resolution of the 2 previous adventures and why the giants are putting their forces together. But, I feel like it's still somewhat unclear. At the end of the chapter, there's maybe a hint as to what's really going on, but you have to read another series of adventures (which I will, at some point).
I liked all the different unusual places where NPC hide their money and precious items. I also like the Temple thing, all the holding cells and some of the layout of the first floor. There's 2 NPC I really enjoy how they were set up when the party is supposed to first encounter them: it was both a simple way and a fun one to have the whole switcheroo act put together, something I have trouble setting up on my own as I always feel it's going to be too obvious. I found great ideas to make it belivable, at least in my point of view.