Steve Winter over at The Howling Tower posted an article on Kobold Quarterly about random encounters.
He had what might have just been a throwaway line, but which I found completely awesome:
"The tumbling dice might steer characters toward a few drunken bandits loaded with loot, or put them in the path of a rampaging hill giant driven mad by a permanent haste spell."
So, here is that Hill Giant encounter, first in AD&D terms (to honor the D&D terms used in the article) and in GURPS terms, using my own stats.
The Hasted Hill Giant.
Teves the giant has been cursed by a wizard with a permanent (AD&D: Haste; GURPS: Great Haste) spell. Living life in double time has snapped the giant's mind, and he has been rampaging around the countryside ever since. He's ravenously hungry, and quite dangerous. He'll take full advantage of his haste despite his madness, and will use ranged attacks (throwing rocks) and hit-and-run tactics whenever possible.
The giant appears a bit blurred at all times, but once slain he'll clearly be prematurely aged.
His lair is many miles away, and he's been tracking all over in his attempts to find food during the past few weeks. Tracking will be extremely difficult (AD&D: only a 10% chance, GURPS: Tracking -10) because of intervening precipitation and the length of time. Using magic to communicate with him after death may work, and he can relate his story of annoying a wizard and reveal his lair - although he only speaks Giantish and Ogre.
He carries a giant-sized club, a bag with a few rocks to throw, and some treasure (AD&D: 5,000 gp. GURPS: $5,000 in assorted gold, silver, and copper coins).
AD&D Stats: Teves the Hill Giant (AC 4, Move 24"*, HD 8+1-2, HP 37, AT 2*, Dmg 2-16/2-16, S: Rock 20" for 2-16, Catch 30%, AL: CE, Size: L)
* due to Haste
GURPS Stats: Teves the Hill Giant
ST 28 HP 28 Speed 6.00
DX 11 Per 11 Move 6/12
IQ 9 Will 9
HT 13 FP 13 SM +2
Dodge 9 Parry 9 DR 3 (see notes)
Giant-Sized Club (13): 5d+4 crushing, Reach 1-3.
Punch (13): 3d+2 crushing, Reach 1-3.
Thrown Rock (13): 3d+2 crushing, Range 16 (for a roughly 100 pound rock) or 3d-4 crushing, Range 33 (for a roughly 40 pound stone).
Traits: Acute Taste/Smell 3 (Per 14 for taste/smell); Altered Time Rate 1 (Magic); Bad Temper (12); Enhanced Move (Ground) 1; High Pain Threshold; Intolerance (everyone); Stubbornness.
Skills: Axe/Mace-13; Brawling-13; Stealth-10; Throwing-13.
Notes: Altered Time Rate is from a permanent Great Haste spell - if it's somehow removed (Dispel Magic or Counterspell won't cut it, Remove Curse or Remove Enchantment might), he immediately suffers from 5 FP loss. DR is from Tough Skin (DR 2) and hides (DR 1). Insane; will not negotiate.
The GURPS stats are roughly based on the giants from GURPS Fantasy Folk, 3e, and ones I've used for my own games, modified for him being a warrior-type. I don't normally convert treasure on a 1 AD&D gp to 1 GURPS $ basis, but for simplicity I did so here - it does make him a fairly rich haul in GURPS.
And yeah, I rolled my one d8 eight times for his HP.
His lair? Well, if you find it, he's potentially got class D treasure there . . .