THE BATTLE FOR SNURRE’S HALL
The ORIGINS ‘78 D&D® Tournament
-

-
Round 1 Round 2 Round 3 - -
Dungeons & Dragons - Dragon magazine - The Dragon #19

The D&D tournament at ORIGINS '78 involved over 275 players and
judges in two days of grueling, torturous fun honed sharp by the nature of
the competition. Teams of nine each adventured through up to three
rounds slaying giants and other fearsome monsters and searching for clues
as to the power behind an unusual collaboration of giants preying upon
man and his allied races. All of the groups who made it into the second and
third rounds displayed a commendable mixture of foresight,
thoughtfulness, and just plain “guts it” daring in their play of the game. It is
this winning combination of brains and brawn which ultimately provides
the most enjoyable gaming for both players and DM's. Here now is a
synopsis of the first two rounds and a blow-by-blow of the final round
provided by the first place team, with notes appended by the third round
judge and Your Kindly Editor (who also happened to be their second
round judge). Though there were a couple of substitutions due to people
not showing up for later rounds, the group was essentialy the same all
through the tournament, and the following people played the final two
rounds:    

    Bryan & Kathy Bullinger, Morgantown, WV

    Bill Holcomb, Morgantown, WV
    Paul Blythe, Morgantown, WV
    Dale Patton, Morgantown, WV
    Burce & Carol Ruttan, Inkster, MI
    James Griffin, E. Lansing, MI
    Ed Pistole, Trenton, MI

Bryan and Kathy Bullinger did most of the writing. This is their story.
    (DM’S notes are added in italics.)

Five members of our team all came from West Virginia University in
Morgantown, West Virginia, and we had all played together for at least
two years, with three having played together for four. Two of these three
are husband and wife. Another two team members were also husband
and wife; they live in Michigan and have been playing only a few months.
The other two team members also came from Michigan, but they had
never met before Origins.

The WV group’s philosophy has always been that of slash and hack
with a large dose of planning and cunning tossed in to insure our escape.
Discussions with the rest of the team members revealed that this was also
their approach to D&D. Throughout all three rounds we all felt our
primary purpose was to wreak total destruction while allowing a
reasonable chance for escape. We all felt that we displayed a great deal of
cunning and a good bit of (sometimes) intelligent planning in all three
rounds. We managed to kill more and do more than almost every other
team every round. We did this and still managed to keep everyone on our
team alive. We are happy, proud, and satisfied.

Luck helps, too. Seriously,, though, this team displayed a remarkable
ability, to work together. Playing together for a number of years certainly
helped, but even those that didn’t know the others worked well together.
They all knew how to follow their appointed leader when necessary, how
to disagree with him quickly and accurately, so that the flow of the game
was not slowed unnecessarily. As many teams lost by following a selfappointed
leader slavishly as lost due to constant bickering.
DM

Round One

The first round led us to the hill giant’s stronghold charged with the
dual purpose of punishing the giants and of finding out who or what was
behind their alliance. We gained entry through the east side entrace,
which turned out to be the kennel. After casting a silence 15’ radius spell,
the dire wolves inside were quickly dispatched. We then searched a major
portion of the upper level and killed four or five giants in the process,
including an old matron whose potions and treasure we took.

We made a brief and fruitless entrance into the lower level only to set
off a trap which left six members of our party locked in combat with four
insane manticores. The manticores were killed without serious injury to
the group, and a passwall spell brought about an escape from the room.

We returned to the upstairs and charmed a hill giant into pointing
out which giant at the feast going on in the Great Hall was the chief. We
surrounded this room from two sides and sent the charmed giant into the
Hall with the order to point out the chief by kissing him on the cheek. This
was also to be the signal for our two groups to attack. Two fireballs, a
javelin of lightning, a confusion spell, and a good deal of slashing and
hacking later, the giants were wiped out to a man and the Steading was
aflame. The group, still intact, cut off the hill giant chiefs head and
quickly left by the front gate. The cleric blocked pursuit by casting a blade
barrier across the entrance. We then cast a speak with dead on the head,
and subsequent questioning revealed the next step to be taken on our
quest.

Kiss on the cheek, indeed! Still, the extent of the group’s on-the-spot
planning ability is already apparent. The setting for round one is
available from TSR. Called DUNGEON MODULE G1 (STEADING
OF THE HILL GIANT CHIEF) it costs $4.49. There is, of course, much
more to be uncovered in the module than was possible in one four-hour
adventure.
DM.

Round Two
The second leg of our quest, the frost giant’s lair, proved to be an icy

maze of caves surrounding a windy, snowbound glacial rift. We found a
war party preparing for a raid and once again used fireballs to good
effect — killing all of them. In this realm, fireballs proved to be the most
effective weapon available as they almost completely obscured all vision
and allowed our thief to strike from behind (which almost always
guaranteed a kill). After killing two snow leopards we then proceeded to
kill every giant we could find. A search after one such slaughter revealed a
chest with special armbands and treasure which we took with us. Once
again, the questioning of a dead giant guard provided the information we
needed to continue our quest to the next giant stronghold.

What is truly amazing about this second round is how much they
didn‘t kill and still managed to get into the third and final round. I’m sure
that they mentally kicked themselves for what they missed when they got
a chance to read over the material in DUNGEON MODULE G2
(GLACIAL RIFT OF THE FROST GIANT JARL), which is also
available from TSR for $4.49. 
DM.

[I had them for this round, and indeed, they missed a lot. However,

clever questioning led to clues which compensated for the low kill ratio.
— K.E.!]

Round Three
The third round led us to the entrance to the hall of the fire giants.
After using the dust of invisibility we quietly entered through the main
gate and snuck down the hall. A small amount of exploration led us to a
meeting room where several hundred parchments were kept in curtainedoff
alcoves. These were taken and placed in our bag of holding to be read
and searched later for clues. In another alcove off this room, we found
three treasure chests which netted us several thousand silver and gold
pieces and six batons which were passes for those “on official business on
behalf of King Snurre the Fearsome.” Unfortunately, our thief was
feathered with poison arrows while picking a lock, but a quick neutralize
poison saved him from the embarrassment of death.

Our activities in this room brought us the unwanted attention of two
fire giant guards whom the ranger attacked with reckless abandon. When
the rest of the party noticed the crossbow bolt sticking in one of the giant’s
chests, we all jumped into the fray. Our invisible status and superior
numbers made the battle brief and one-sided. Once again, our thief wellearned
his nickname of “Giant Killer.”

Allowing the party to sneak past the door guard was a spur-of-themoment
decision on my part. The poor fire giant had seen so much
coming and going and strange goings-on that I decided he would not
leave his post until something happened. The two guards who came into
the Council Chambers should have been stationed outside the door.
Unfortunately, due to what is sometimes known as a “FITS-lapse", they
must have been off wandering around somewhere. When they returned,
they naturally checked in on the room and an entertaining (to me,
anyway) sequence of events involving the lighting and extinguishing of the
torches by the guards and the party developed. The “Battle of the Council
Room” was quick and painless and the giants were given no chance to
sound the alarm.
DM.

A second doorway from this room led to a room filled with lounging
gnolls. We quietly opened the door and tossed in a fireball from the 12th
level MU’s wand which destroyed both the gnolls and the contents of the
room. This was unfortunate, for we later found out we had destroyed
some potentially valuable clues as to the nature of the area. After entering
the room (when the fire had died down) we heard a voice cry out for help
from behind a previously unnoticed door which was locked from the
outside. We surrounded the door ready to attack and the thief carefully
picked the lock and opened the door. This released a small, fat dwarf who
claimed to be a captive of the fire giants and who expressed a vehement
desire for revenge upon them. He showed us a nearby richly furnished
room which he claimed was used to torment him into turning traitor. We
allowed him to don the armor and weapons inside and he swore to lead us to
the king.

We then gave Obmi (the rescued dwarf) a potion of invisibility and
with the party holding on to an invisible (dusted) rope we left the room by
another door which led to a 30’ wide hallway. At Obmi’s direction we
turned north and walked until we came to a “T” intersection capped
with a triangular alcove in which two fire giant guards were standing. It
was decided that by killing these two guards we might be able to throw
any potential pursuers off our trail. Thus began the famous “Battle of the
Triangular.”

After the first round of melee, it was noticed that Obmi was not
visible, and he was warned that in order to continue with the group he
must participate fully in the attack. In the second melee turn the fire
giants managed to sound the alarm and we sent the 12th level MU to
guard the east hallway and the 9th level cleric to the west. Two more
melee rounds finished off the giants. The MU then shouted warning that a
chimera and two fire giants were approaching down the east hall and sent
a lightning bolt to greet them. As the thief made the now visible Obmi
invisible with disappearance dust, the rest of the group turned to meet the
threat from the east.

The group had had pretty good luck so far, but that was about to
end. They picked up Obmi (read the module if you want to know how
funny that was to me) and the alarm had been sounded. For those who
can‘t figure it out I should explain where everything comes from, but
suffice it to say that the injunction that the giants would act intelligently
and support each other was taken quite seriously. In that gloating mood
which every DM knows and loves I figured I had them all tied
up.
DM.

The first turn of the new melee brought down the chimera. As the elf
fighter/ MU moved to cover the west hall we noticed a large group of fire
giants rushing down the east hall to aid their fried friends. The 9th level
MU then called out that four giants were approaching from the south and
opened up on them with his wand of cold. The battle in the east continued
with the thief disengaging and sneaking around to the giants’ rear while
the 9th level cleric rushed over to take his place. As the ranger joined the
MU in the south corridor, the elf in the west called out that a large group
of hell hounds and giants were approaching from that direction. At this
point it became obvious that we needed to block one corridor. As we had
with the thief somewhere down the east hall, we decided that the south
hall held the most potential as a possible escape route.

The 12th level cleric then turned and cast a blade barrier to form with
its center 20’ down the west hall just as the elf cast a wall of fire to form at
the 20’ mark also down the west hall. The cacaphony of the lead hell
hounds as they endured fire and sword was nearly deafening to those not
already engaged in melee. In the south the first ettin fell to the cold wand
as the ranger added a crossbow bolt for good measure. The 12th level MU
called the party together in a hasty regrouping and, before the giants were
able to press their advantage, cast a haste spell on all but the thief who was
busily engaged felling giants from behind down the east corridor.

I feel that this was the real turning point in the battle. Not only did
the haste spell work wonders for the characters, but it seemed to have an
effect on ourselves, players and referee, as well. By the time the event was
called due to time we were talking in rapid chatter and practically yelling
at each other, and all ten of us were on our feet. This first portion of the
adventure took two to two-and-a-half hours, but the group began to
really work together now. It can really surprise you, the demands a
superb group of players can place on a referee. I was pleased with the
group's performance (and not a little surprised), but I was still certain
throughout the events of the following paragraph that “my giants” could
handle them. I couldn‘t lose, so I was thoroughly enjoying myself rooting
simultaneously for both sides in the fray.
DM.

As the second ettin fell in the south, the east hall became a bloodbath
leaving only one giant as survivor after another six melee rounds. As the
12th level MU charmed this last battered survivor, we fell back and
regrouped. After making sure of our charm by having him be affectionate
to our dwarf, we demanded that he take us to King Snurre. With our 14th
level fighter carrying our thief, we followed the giant as he set off down
the south corridor. We turned east and entered into a large chamber to be
greeted by a ballista bolt which felled our charmed giant guide. We were
then doused with water and flour, thus making us momentarily visible.
Our thief quickly tossed up another pinch of disappearance dust and we
all “hastily” dispersed as boulders began to crash into our former
positions. While the 12th level MU stood back in a corner against the wall
and began to conjure up an elemental, the rest of the party split, with the
ranger and the 9th level MU attacking the giants manning the ballista and
the rest rushing the six fire giants in front of the King.

The bit about the ballista and the water and flour almost prompted a
serious disagreement between myself and several of the players, until one
of them suddenly remembered that Obmi was nowhere to be “heard” and
since they had never really trusted him the events were (rightly) blamed
on him. I begun culling up reinforcements right and left, and much was
planned for these hapless adventurers. From here on is where the group
showed the true value of teamwork.
DM.

As the fight before the king proceeded with little damage to either
side, the ballista crew managed to reload. Three blasts from the cold
wand while they were leading, however, killed them before they could
fire. While the battle continued, our earth elemental sprang into being
and began moving towards the hell hounds surrounding the king. When
the six giants showed signs of weakening, we noticed that the female
giants began preparing to enter the battle. At this point, the ranger and
MU who were in the process of turning the ballista against the king and
giants called out a warning of another group of hell hounds and giants
approaching from our rear. The thief began climbing the wall at his
unhasted speed and moving across the ceiling to position himself over
the king. On the first part of the next melee round the elf/ fighter/ MU
killed her giant and turned to cast a slow spell on the group coming up on
our rear. The ranger then fired the ballista and with great skill(?) struck the
king as the 9th level MU hit the slowed hell hounds and giants with his col
wand. The elemental then passed through our ranks and began engaging
the hell hounds and giantesses guarding the king. Another giant fell and
the thief moved closer into position.

While the MU continued to blast with his cold wand and the thief
moved across the ceiling, the elemental began crushing the hell hounds.
The next round the 12th level cleric dropped his giant and shouted “Rush
the king!” The giantesses moved to block our way, but, being both
invisible and hasted we easily avoided their awkward blows. As the thief
dropped on the king, the elf, dwarf, cleric, and fighter all also struck and
King Snurre feel dead. The thief then cut his head off and placed it in his
bag of holding while the others turned and killed the queen. As more fire
giants began entering the room, a previously unnoticed group of gnolls
rushed to attack. The round was called as plans were being hastily made
for escape.

Here the round ended, luckily for the players. Snurre had not really
been dead, only pretending, but the bit about the head confirmed the
apparent death. I was really surprised at this bit of shennanigans until I
found out that it was a regular part of any coup they staged. I was firmly
convinced that the group would not have escaped alive, but after reading
the following paragraphs, I'm not so sure. The third round is marketed as
DUNGEON MODULE G3 (HALL OF THE FIRE GIANT KING) and
sells for $4.98.
DM.

Our DM (and other DM’s) have expressed the opinion that if play
had continued our group would not have survived. We, however, are of a
different opinion, and would like to show here just how we would have
effected our escape.

As the game was called, out hasted party had just killed the queen on

the first part of the melee turn. At the cleric’s shout of “Rush the king!”
the ranger had started to move and was at this point next to the giantesses
and hell hounds engaged with the elemental. The 9th level MU was
As the game was called, out hasted party had just killed the queen on
the first part of the melee turn. At the cleric’s shout of “Rush the king!”
the ranger had started to move and was at this point next to the giantesses
and hell hounds engaged with the elemental. The 9th level MU was 
blasting the group entering the door with his wand of cold, the 12th level

MU was directing the elemental, the thief was placing the king’s head in
his bag, and all others were not engaged. On the second half of our melee
turn then, the 12th level cleric casts his commune for the quickest way
out, while the ranger casts sneezing dust into the hell hounds and
giantesses. Also the elf fighter/ MU casts an ice storm just outside the 
entrance where more giants and hell hounds are coming in, the 9th level

MU casts see invisible to locate Obmi, while the dwarf, fighter, and 9th
level cleric fight the gnolls.

On the first part of the next melee turn, the MU yells to the ranger
where Ombi is and she moves towards him. The 12th level cleric yells to
the group which way is the fastest way out and the group slowly
(comparatively) begins to move in that direction, slashing, hacking, and
etc. When the ranger reaches Obmi, on the second half of the melee, she
dusts him with appearance dust. The fighter then moves to join her and
help subjue him. The rest of the group still slowly moves towards our
excape route, slashing and hacking, while the 9th level MU resumes
hitting those enemies entering the doorway.

The next melee round has the fighter and ranger knocking out Obmi
(who is not in haste) tying him up and forcing a potion of invisibility
down his throat. This should take up both halves of our melee turn. The
rest of the group continues fighting both halves. At the beginning of the
next melee round the ranger takes Obmi, the fighter calls out to our thief
and finds his position while we all fight. The second half has the fighter
grabbing up the thief and all those fighting disengaging and preparing to
run.

On the next turn, all, including the 12th level MU, run for the exit.
We figure that even if the elemental is not yet dead, he will have to fight
his way through the remaining giants to follow us, and if that doesn’t stop
him for awhile, then he still cannot keep up with us in our hasted state.
From this point on we all run. It will take us less than two melee turns to
reach the exit. Because of our hasted state, all this action has taken only a
few melee turns. This is fast enough to insure our avoiding those coming
up from deeper in Snurre’s halls. I should also point out that at the time
the game was called, no one in the group was more than 30% damaged,
and all had at least two extra healing potions each.

Very interesting. I’m not sure I would have allowed them to do all of
that as fast as they did, but the basic plan seems sound, and, since their
retreat was not yet completely cut off, they might just have made it. It
was, in any case, a very enjoyable way to spend a July afternoon.

While their proposed plan may sound a bit pretentious, I’d have to
think that their odds of escape were pretty good. At the risk of giving
them all swelled heads, I must attest that their second round, which I
DM‘ed was one of the best I’ve ever had the pleasure to DM. They were
cohesive, which I think won it for them. They also thought very fast, and
reacted quickly, with excellent coordination. I think that the
coordination/teamwork aspect cannot be over emphasized; it was
crucial. As it turned out, the winning GenCon team clearly won their
tournament through exemplery cooperation — but that’s another story.
My congratulations to the winning Origins team, and my respect for a job
well done.
KE.