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