Showing posts with label Giantslayer. Show all posts
Showing posts with label Giantslayer. Show all posts

Thursday, 8 November 2018

Giantslayer Player's Guide


In order to get an adventure path going, the players need characters, and ideally, they’ll create characters that are suited for the particular adventure path they’ll be undertaking—characters who come from the appropriate region(s), and have relevant skills and abilities. In the case of the Giantslayer Adventure Path, they should come from the town of Trunau in Belkzen or have a reason for being in Trunau, and they should be interested in fighting giants.

The Giantslayer Player’s Guide provides players with the tools they need to create such characters. And it does a reasonably good job. One of the difficulties adventure path player’s guides can encounter is providing enough information to let players create characters appropriate to the entire campaign—not just the opening—while not giving away too much about later parts of the campaign. In the case of Giantslayer, this means making it clear that the PCs will be fighting giants (it’s in the name of the adventure path, so it shouldn’t come as much of a surprise to the players even though it may be to the characters) and that they will be travelling through the Mindspin Mountains.

Like most adventure path player’s guides, the Giantslayer Player’s Guide opens with a brief overview of the campaign. This includes some suggestions on how the characters might already know or come to know each other. It then moves on to some basic character tips, including suggested archetypes, animal companions, bloodlines, favoured enemies, and so on. Since it’s not mandatory that PCs come from Trunau (although it is strongly recommended that at least one come from Trunau), it also includes a section on possible nearby places of origin.

Giantslayer Poster Map Folio


I can never have too many maps in my games. Particularly the big ones. I love unfolding them, laying them out on the table, and pointing to one location or another. I love the context they provide for where things are happening in the game world. And sometimes, they’re just pretty to look at. As such, I appreciate the map folios that come out for each adventure path. They help me get my fix of pointing at maps. They’re also generally useful for any games set in the same region, not just the adventure paths in their name.

The Giantslayer Poster Map Folio is no exception. Like most other adventure path map folios, it comes with three fold-out poster maps, each showing a location relevant to the Giantslayer Adventure Path. The first is a map of Trunau, the town that the adventure path starts in, and where the player characters might call home. The second is a map of the Mindspin Mountains, the region where the adventure path expands into. Trunau is located towards the northeast corner, and from there, it’s possible to trace out the route the remainder of the adventure path takes. Both these maps are useful, functional, and attractive.

The third map in an adventure path map folio tends to be a more artistic piece. Often, it’s a map of a country or region done in the style of a map the characters in the game might actually purchase and use, rather than one designed for gaming purposes. In this folio, it is a map of Skirgaard, the location of the fourth adventure. In this case, it’s more than just a map; it’s also an illustration of the entire village. Skirgaard is a small enough location that it’s possible to not just show where each individual location is, but to also sketch out every location in detail, complete with people moving about and smoke rising from chimneys. The map shows the village from the vantage point of a little bit above and to the south. When PCs arrive at the village, GMs no longer need to describe what they see. Instead, they can just show the map and say, “This is what you see.” The map is breathtakingly beautiful to look at, and I think it’s probably my favourite of all the artistic maps in all the adventure path map folios.

The Giantslayer Poster Map Folio makes a great addition to a Giantslayer campaign, and to any campaign set in Trunau and/or the Mindspin Mountains.

Saturday, 25 August 2018

Giantslayer - Shadow of the Storm Tyrant


Throughout the Giantslayer Adventure Path, the player characters have taken on the servants of Volstus, the Storm Tyrant and the forces they’ve been building in the Storm Tyrant’s name. In Shadow of the Storm Tyrant by Tito Leati, the PCs finally make their way to the Storm Tyrant’s cloud castle and take the battle directly to him.

I’ve had mixed opinions of the instalments of Giantslayer so far—some have been good, others not so good—but Shadow of the Storm Tyrant works well as the culminating adventure. It’s primarily a dungeon crawl, but has a good sense of urgency and variety that its predecessor, Anvil of Fire, is missing. It also has some epic-feeling encounters and combats appropriate for a high-level party, and it makes good use of its setting, which helps to turn what could have been just a bog-standard dungeon crawl into something much more unique.

SPOILERS FOLLOW

Monday, 13 August 2018

Giantslayer - Anvil of Fire


Every adventure path has a low point. It’s pretty much unavoidable. There’s always going to be something that doesn’t work quite as well as everything. Of course, the hope is that any low points are still high—still good and fun, just not quite as high as the other points in the adventure path. If this situation is met, you have a winning adventure path. Unfortunately, Giantslayer isn’t an example of this. Even more unfortunately, its low point sinks especially low.

After Ice Tomb of the Giant Queen, I worried that the adventure path was becoming repetitive. Three instalments in a row all follow a very similar style where the PCs need to infiltrate much larger and potentially overpowering forces in order to achieve their goals. I worried that this repetition could start to bore the players. Anvil of Fire by Sean K Reynolds, the fifth part of the adventure path, is only superficially similar in this regard and mostly breaks from the pattern established in the last three parts. Unfortunately, it’s repetitive in an even worse way: with itself.

Anvil of Fire is one long dungeon crawl with battle after battle after battle—with almost every encounter being virtually identical to the one immediately before it. There is very little opportunity for pause (except if and when PCs decide to retreat from the dungeon to recover) and even less opportunity for interaction with NPCs in any way other than combat. There is so much of the same in this adventure, I can’t imagine any group of players not being completely bored by the end. Even the most avid “hack’n’slash” players will likely be dismayed at the lack of variety in the combats.

SPOILERS FOLLOW

Friday, 27 July 2018

Giantslayer - Ice Tomb of the Giant Queen


Every adventure path has a particular theme and style to it, which identifies it and makes it distinguishable from other adventure paths. Iron Gods has technology and aliens, while Mummy’s Mask involves exploring ancient tombs and battling undead. Giantslayer, not surprisingly, is all about giants. Adventure paths also need a certain amount of variety, though, as too much of the same thing can start to feel stale. Stray too far from the core concept, however, and the different segments of the adventure path might no longer feel like a connected whole. It can be a fine line between how much “same” and how much “different” an adventure path needs to work.

With Giantslayer, I’m starting to feel that it’s leaning towards too much of the same. The fourth instalment, Ice Tomb of the Giant Queen by Jim Groves is structurally very similar to the two adventures immediately preceding it, The Hill Giant’s Pledge and Forge of the Giant God. That’s not to say that Ice Tomb is a bad adventure. It’s actually pretty good and there’s a lot I like about it, but in it, the PCs must undertake a mission of infiltration and sabotage just like they’ve done twice already. Of course, as they’re higher level now, they have more options for how to go about their mission and they face more powerful opponents, but in the end it still feels repetitive. It’s exacerbated by the fact that this is not just the third time overall, but the third time in a row.

That aside, there’s a lot that’s very good in Ice Tomb of the Giant Queen. It has a dynamic and vibrant setting that provides a good sandbox location for the adventure to take place in, and it has lots of interesting encounters to challenge a party of 10th-level characters and entertain their players. It also has an innovative system for determining how their giant opponents respond to the PCs’ actions.

SPOILERS FOLLOW

Thursday, 21 June 2018

Giantslayer - Forge of the Giant God


I began reading Forge of the Giant God (the third part of the Giantslayer Adventure Path) by Tim Hitchcock about a year ago, and got through roughly half of it. I didn’t stop because I disliked it; it was just the state my life was in at the time (see this post for details). Over the next several months, I occasionally went back to it and got through a little bit more of it each time. I thought I eventually made it all the way through, though when I came back to it last week with the intention of reviewing it, I discovered a bookmark (one I thought I’d misplaced) about three quarters of the way through. Assuming I was wrong about finishing it, I picked up reading from that spot.

And was thoroughly confused.

Some things seemed familiar as though I’d read them before and others seemed completely new. More importantly though, I realised I really didn’t have a good enough recall of even the earlier parts of the adventure I knew for a fact I had previously read. This served as a pretty good example of why you should never spread out the reading of something like this over a year with months-long breaks. So I decided to do what I should have done as soon as I picked it up again last week, and that was to reread the entire thing beginning to end.

And I’m glad I did. I came away from it with a higher opinion of the adventure than I had before. I remember previously really liking the opening section of the adventure and disliking the rest. However, this time around, I liked it more. I do still think there are some issues, but they don’t bother me as much they did. The adventure is a little too similar to the previous adventure, The Hill Giant’s Pledge, in that both involve sneaking into a similar giant-controlled location (and The Hill Giant’s Pledge does it better). Following up one adventure with another that does virtually the same thing runs the risk of making things stale for the players. However, there are things to make this adventure more unique, and good GMs should be able to make it into a memorable experience.

SPOILERS FOLLOW

Friday, 19 May 2017

Giantslayer - The Hill Giant's Pledge


One thing I really like is when adventures provide dynamic locations—places that aren’t always exactly the same no matter when the PCs arrive. The monsters and NPCs move around and interact with themselves, and not just with the PCs. They are places that make the PCs feel like part of a living world, even if that world is full of enemies that the PCs must fight.

Of course, good gamemasters can make any adventure site be this way, but some adventures are better than others at assisting GMs in this regard. Just from reading the text, the locations come alive, full of characters with motivations causing things to happen. The second part of the Giantslayer Adventure Path, The Hill Giant’s Pledge by Larry Wilhelm is such an adventure. It contains a wide assortment of interesting NPCs (both villains and allies), each with fairly detailed back-stories and motivations. It makes for a wonderfully dynamic adventure that can play out in a multitude of different ways depending on what the PCs do. There are a couple of inconsistencies here and there that don’t work quite so well, but on the whole, it’s a very good continuation of the adventure path.

SPOILERS FOLLOW

Wednesday, 10 May 2017

Giantslayer - Battle of Bloodmarch Hill


Giants are amongst the most iconic fantasy monsters. Indeed, one of the most famous Dungeons & Dragons adventures of all time is Against the Giants, published in 1981. It is a compilation of three shorter adventures originally published in 1978. All three were amongst the first adventures ever published for the first edition of Advanced Dungeons & Dragons. Since then, giants have gone on to feature as antagonists in many fantasy roleplaying adventures.

Pathfinder has been no exception in this regard. Giants feature as significant antagonists in several parts of the Rise of the Runelords Adventure Path, for example. And it’s probably no surprise that giants feature in the Giantslayer Adventure Path as well, which begins with Battle of Bloodmarch Hill by Patrick Renie. This opening adventure offers an engaging mystery for the player characters to solve, and is a strong beginning to the adventure path as a whole.

SPOILERS FOLLOW