Against the Giants - Liberation of Geoff is one of the 25th Anniversary module that were released by TSR back in 1999. This one unlike White Plume and Keep include versions of the original modules that inspired them. They are not the exact originals but versions that have been modified to be compatible with the 2e game. I would have thought it better to have included exact reprints but one takes what they can get. The original modules are classics and I won't discuss too much of them as I would prefer to write about the originals when the time comes.
The second half of the module is the "Liberation of Geoff" portion of the title. The premise is that the land of Geoff, located east of the Crystalmist Mountains, has been occupied by giants and their allies for eight years. It falls upon the player characters to help defeat the giants and surprise, surprise liberate Geoff. This section of the module has some good information in it and makes for a good adventure. The problem that it is not nearly the adventure that the first half of the book is.
There are no less than 16 towns and/or forts described in the second half of the module. These could be used even if the module is not played so it provides information that can be used outside the module which is always nice. The module provides the DM with three new magic items and a new monster the Horag which is the result of the union of a hill giant and an ogre. The module includes a section on giant names which can be used outside the module as well.
In the end this module si a good one to have. I am not sure I would ever use the second half but the module is one that is worth running. Add to that you have some version of the three giant modules helps make this something to own. There are other modules I would seek out first and I would not pay a huge amount of money for this but if you can find a reasonably priced copy you should pick it up.
Published: 1999
Pages: 96
From the back cover:
"A decade ago, the land of Geoff was overrun by a horde of giants, ogres, and evil humanoids, its people either slain, enslaved, or driven into exile. Now at last the tide has turned. The time to free the people of Geoff from their servitude to the giantish tyrants has come! But don't forget to watch your step when you confront the true masters behind the giant clans!
Contains the full text of three classic adventures by Gary Gygax:
G1 Steading of the Hill Giant Chief
G2 The Glacial Rift of the Frost Giant Jarl
G3 Hall of the Fire Giant King
Details eighteen new encounter sites in the war-torn land of Geoff, linked together to form a grand campaign.
Provides dozens of hours of gameplay as the heroes struggle to free an entire country from the grasp of giant overlords."
Spell:
Know Age & Origin
Level: Third
Range: Touch
Duration: Permanent
Area of Effect: One Item
Components: V,S
Casting Time: 6 Turns
Saving Throw: None
By means of this spell the magic user is able to determine the age and point of origin/creation for any item. This spell will not provide nearly the information level of a Legend Lore spell but will give the caster something to start with.
The spell will provide the caster with the age in years of the item. This spell can be used on remains and it will provide the age of birth for the former being. The spell will also provide an approximate point of origin for the target of the spell. It will allow the caster to know where the spell was created or the person born.
The casting of this spell requires that the caster be in physical contact with the target of the spell. This may in some cases cause the caster to suffer effects from the target. There is also a connection made between the caster and the item. There is a percentage chance equal to the xp value of the item in thousands (1,000 = 1%) that the interest in the item by the caster will be noticed by someone or something from the items past. If the item remains in the caster possession this will become a cumulative chance per week of possession.
Disclaimer: The spells that you will see, for how ever long the write ups last, were all written up or conceived of back in the 80's so the terminology may not appropriate for anything other than 1e and depending on how well I did back then it may be slightly off for that as well. If there is any duplication of spells that exist now it is most likely I wrote mine first :) Please feel free to comment on them but try not to be too hard on me. If anyone wishes to use these in anything they print please let me know in advance and all I ask is proper credit.
"Go to the sign of Marvel's Axe, a dubious inn on the edge of the Thieves Quarter, in the City of Greyhawk, and look to your own wrist. If you perceive a bracelet and dangling dice, watch for the next throw in the war between Law and Chaos and be prepared to follow the compelling geas." -Signal
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