I need ideas for a Fire Giant plot point encounter...

bluesfella

Explorer
I'm in the middle of a pretty good homebrew adventure I'm running, but I feel like I've written myself into a corner, and I just haven't had any inspiration to get out of it yet. Basically, the PC's have just been introduced to a Fire Giant that they need to get a key from. They are hopelessly outmatched strength-wise, so they need to do some role playing to get this key. The problem is, I just don't know what to do with this character and I need some suggestions.

The PC's are stuck on this mysterious island (inspired by the good parts of LOST - hopefully the ending will be more satisfying), and have just discovered that the shadowy OTHERS that run the island are actually a cult of Vecna. They don't know the cult's plans yet, but they are planning to sneak into the spire in the middle of the island, where they expect the cult has it's base. (It does.)

They have found a secret entrance, but it is locked with a Macguffin, er, I mean "key" that is currently in the possession of the Fire Giant at the other end of the island. They have now traveled all the way to meet the giant and had several encounters getting there. The cliff hanger from the last session was them barely reaching the giant's domain with little resources and even fewer hit points, and the giant comes after them with his hell hounds. They were all cowering on the ground surrounded by the hounds and the fire giant standing over them with his flaming sword at the ready.

But now I have to run some sort of encounter from that point, and I just don't have any good ideas. Here is all I am going on:

The Fire Giant hates the cultists.
He distrusts any other intruders (the PC's).
He raises Hell Hounds as pets and breeds them.
The cultists have stolen one of the giant's hounds, but he doesn't know where it is.
The PC's have encountered this hound in a previous encounter.
The giant has the key to the cultist's lair, but it not willing to give it up easily.

I obviously thought it would be good to let the PC's promise to bring back his hound, but the more I think about it, the less I like the idea. Would a surly giant give up the key to the cultist's lair based on a promise from these strangers? Am I just over-thinking it? The seeds are already planted for this, but I'd like to find a more interesting way of handling it.

Depending on how the PC's play this meeting, there may even be combat. Though, I doubt it. I will try and prepare for it just in case.

One of my earlier ideas was to give the PC's the option of helping this giant, and if they did he could come back later at an opportune time to aid them in whatever ending scenario they chose. I like giving the players choices, where their actions influence future events. He could be a good ally or a thorn in their side.

So, do you guys have any ideas on how I should play this out? We are meeting this Saturday night, and I'm stressing over this one plot bottleneck I've created for myself. Thanks for any suggestions you might have!
 

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How about they have to fetch the giant a shrubbery?

(sorry, could not resist).
 


Is the fire giant straight out of the book? If he know magic, he could brand the PCs temporarily. They need to find his hound, if they do not return within a certain time frame the brand will kill them. This works on addressing the trust issues.

Or the hound is held somewhere else, not a part of the spire. They need to rescue it before he will give them the key as a payment for their help.
 

I think Razjah has the right idea, maybe. Although you do say the PCs have encountered the hound already... do they know it? Would the giant be aware of it? Can his hounds smell the other dog? Maybe the DOGS like the PCs, and that gives him reason to trust them.

Maybe the giant doesn't HAVE the key; he can MAKE a key - with the right ingredient - which can be found wherever you want to send them next!
 


Stolen (more or less) from Disney's Adventures of the Gummi Bears:

The giant used to be a normal person (boy, dwarf?) who, because of [some interaction with the cultists], was cursed with his giant size and is now trapped inside the cave where he dwells. If this curse can be broken, he would gladly relinquish the key in his possession.

The hell hounds "hunt" for him (as they can fit outside the cave).
 

It is also how funny you want to be -- dog breeders like to every now and then provide their animals for or as stud services. The players have to take a number of hell hounds to another breeder for the key.
 

Stolen (more or less) from Disney's Adventures of the Gummi Bears:

The giant used to be a normal person (boy, dwarf?) who, because of [some interaction with the cultists], was cursed with his giant size and is now trapped inside the cave where he dwells. If this curse can be broken, he would gladly relinquish the key in his possession.

The hell hounds "hunt" for him (as they can fit outside the cave).

I think Disney stole the idea from Lloyd Alexander --- in the Castle of Llyr, poor Glew the Giant is trapped in his cave after growing into giant size due to his misuse of magic. He also created a giant cat (Llyan) with his potion; she hates him and chased him into the cave.

But it is still an interesting plot-point. The giant may not want the hound for the reasons the PCs imagine!
 

What if the Giant can't wait to get rid of the key? Maybe the key is cursed, and it's the reason he was transformed into a fire giant. It's chained around his neck, and he's never been able to get it off because the enchanted chain resists his giant strength. But intrepid adventurers with magic weapons might be able to do the trick...but they have to avoid slicing his jugular in the process! Should the giant survive the key-ectomy, he transform back into the boy...or whoever.

Complications include: the key is the size of a house. Once they get the key off him, how are they going to transport it? The key is also red hot...always.
 

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