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.
Of
course, giants tend to be powerful creatures, and adventure paths
always start at first level. Even the weaker giants, such as ogres,
are more than a match for first-level PCs, and
an encounter with even one at this point could result in a TPK (total
party kill). As such, it is necessary for Battle of
Bloodmarch Hill to not have much
in the way of giants in it. There is one, however—a CR 6 cave giant
encountered at a point in the adventure when the PCs should have
reached 3rd level. Depending on their previous actions, the overall
challenge rating
of this encounter can end up anywhere from CR 7 to CR 4, making it a
winnable encounter for the PCs, though potentially a very difficult
one.
Yet
a lack of giant presence in the adventure does not mean a lack of
giant influence, something that will become clearer as the adventure
reaches its conclusion.
The adventure opens at a
hopeknife cermeony in Trunau—a human town inside the orc-populated
land of Belkzen (Trunau is detailed in Pathfinder Campaign Setting: Towns of the Inner Sea).
The hopeknife, a Trunauan tradition, is a small sheathed dagger
usually worn on a chain around the neck. All residents of Trunau gain
one on their twelfth birthday as a sign that they have come of age
and are ready to help defend the town against orc invasions. On this
occasion, the ceremony is for the daughter of the town’s leader,
Halgra of the Blackened Blades.
After
the ceremony, the PCs have time to visit and take part in the local
festivities, including a tug-of-war. This provides an opportunity for
them to meet and interact with the locals, in particular Kurst and
Rodrik Grath, twin brothers who are prominent members of the local
militia. After a night of
festive fun, the PCs awake in the morning to learn that Rodrik has
been found dead, apparently by suicide with his own hopeknife. His
brother Kurst is not convinced it was a suicide, however, but due to
his own grief and family duties, he doesn’t feel that he should be
the one to investigate the death. And so he asks the PCs to step in.
I’ve
commented in reviews of other adventures how much I prefer it when
the PCs are present for the hook that starts off the adventure, and
this adventure is a perfect example of how to do that. So many
adventures have the hook occur before the adventure starts, and then
some NPC (whom the PCs often don’t even know) hires the PCs as a
way to involve them. When the PCs are already present, they have much
more motivation to take part, particularly motivation that goes
beyond just monetary reward.
There’s
not much action in the opening of Battle of Bloodmarch
Hill, but
while it starts off very
calmly with light-hearted roleplaying banter, this
helps to cement the PCs in the setting and gives them an opportunity
to interact with Rodrik and
get to know and like him, and thus gives them more reason to
investigate his death. This is especially important if the PCs are
not native to Trunau as it also gives Kurst a reason to ask them to
investigate his brother’s death. It makes the whole situation much
more personal.
Naturally,
as the PCs investigations will determine, Rodrik did not die by
suicide and the hopeknife that killed him was not even his own. In
truth, the killer is a half-orc alchemist named Skreed Gorewillow,
who has been hired by Grenseldek, chieftain of the Heart Eater hill
giant clan to find the tomb of a hill giant hero chieftain named
Uskroth. The tomb is believed to be somewhere under Trunau. Rodrik
stumbled on a portion of these goings-on and, even though he had not
worked out exactly what was happening, Skreed panicked and decided to
kill him.
The
mystery in the adventure is well-constructed, and the PCs are
presented with numerous clues and options on how to proceed,
including some red herrings. There’s also a wonderfully vibrant
cast of characters for them to interact with, and the adventure
nicely avoids of NPCs seeming one-dimensional. All of the characters
have motivations, likes, and dislikes beyond just what the plot needs
them to have. Rodrik himself, for example, is more than just a
militiaman; he’s also a writer and the adventure text even includes
a sidebar with details of some of his most well-known works!
It’s
also good that, while Skreed and his colleagues are half-orcs, the
adventure also includes several good half-orcs. There’s Brinya
Kelver, the woman Rodrik was involved with, as well as Sara
Morninghawk, the local blacksmith. There’s also Katrezra, an
elderly half-orc with whom Rodrik entrusted his journal in case
something happened to him.
One
thing I find particularly remarkable about Battle of Bloodmarch
Hill is that there is almost no
combat in the first segment of the adventure. Yet despite this,
there’s more than enough going on to keep even the most
battle-hungry players engaged. Of course, as the adventure title
indicates, battle does eventually come.
Grenseldek
has become impatient with how long Skreed is taking. Her hill giant
tribe has allied with the Twisted Nail orc tribe, and she instructs
the Twisted Nail orcs to attack Trunau. As the PCs come close to
solving the mystery of Rodrik’s death, the orcs attack, and the
adventure makes an abrupt change from murder mystery to frantic fight
to save the town.
During
the attack, the PCs are tasked with lighting Trunau’s beacon fires.
To do this, they must make their way through various combat zones in
order to reach each of the beacons. Along
the way, they’ll need to help out in some other ways as well.
Throughout this segment of the adventure, the PCs have the
opportunity to earn “Resolve Points” by performing heroic deeds
or carrying out important
tasks. The number of Resolve Points they earn determines the
difficulty of their encounter with the cave giant.
Although
the change in style of this adventure partway through is quite
drastic, it works really well, and it all ties together nicely.
Throughout the first part of the adventure, the PCs have had the
opportunity to interact with many people in Trunau, and this gives
them an even greater motivation to help save them.
The
battle is sufficiently chaotic with a lot going on. The PCs are not
the only ones involved in combat here, as the battle stretches across
the entire town. This kind of scenario can be confusing and difficult
to run, but the adventure text lays it all out in a relatively
easy-to-follow manner, making it easy
for GMs to present, even if the PCs seek out the beacons in a
different order from the recommended one.
At
the climax of the attack, the PCs take on the cave giant and its orc
handlers at the base of the titular Bloodmarch Hill. But this is not
the end of the adventure. Before the PCs get there, Skreed uses the
giant to smash a hole in the side of the hill where he has determined
Uskroth’s tomb to be located. Once the PCs defeat the cave giant,
they need to follow Skreed into the tomb.
At
this point, the adventure becomes a short dungeon crawl. Inside the
tomb, they encounter some spiders, undead rats, and even a hill giant
skeleton. There are also a pair of gryphs (six-legged stork-like
creatures), whose presence seems quite odd. Gryphs are creatures that
dwell in subterranean locations, but given that the tomb has been
completely sealed off for centuries, it’s very unclear how they’ve
survived in here considering there’s no way in or out for them to
find food or reproduce. How did they get here in the first place? The
gryphs are the only things in this entire adventure that just seem
out of place. It’s as though they are just filler monsters, put
there to provide the PCs with a bit more XP and little thought put
into why they’re there.
Eventually,
the PCs face Skreed himself along with his dire wolf pets. Assuming
they defeat him, they get to claim the tomb’s treasures for their
own. They also find a letter
on Skreed from Grenseldek
(likely the first time they learn of her) instructing him to retrieve
the “hammer and the rock” from the tomb. The “hammer” refers
to a magical hammer clutched in the hands of Uskroth’s body, and
the “rock” to a rock lodged in his eye socket. The
rock is actually a geode that contains part of a map (the other part
is in another geode currently in Grenseldek’s possession). This is
the lead-in to the next adventure.
Following
the main adventure is a short “Giant Primer” by David Schwartz,
containing an overview of various different kinds of giants. Each of
the eight most common giants gets half a page of detail on society,
habitat, and so on. Several other kinds of giants receive a paragraph
of information. It’s not a particularly detailed article, but it
does provide a decent, basic understanding of the eight giant types,
enough to provide GMs with a starting point.
Next
is “Giant’s Toolbox” by Stephen Radney-MacFarland. This is a
selection of feats, spells, and magic items specifically for giants.
Since the vast majority of these kinds of things in other sources are
designed with PCs in mind, the options here provide a useful way to
make giant-sized creatures stand out. Feats like Awesome Throw and
Giant’s Wallop take advantage of the greater size of these
creatures.
This
month’s Bestiary contains statistics for animals that can be found
in Belkzen, including some new megafauna. There is also the
exoskeleton (undead vermin) and the flood troll, a low-CR troll,
which provides a creature of the giant type that low-level parties
can encounter. A couple of flood trolls appear in the adventure.
Once
the battle begins in Battle of Bloodmarch Hill,
the adventure takes on a rather epic quality, which makes it quite an
exciting introduction to an adventure path. But even before that, the
murder mystery provides a great draw into the world in which
Giantslayer takes place. I will admit that, based on just brief
descriptions, Giantslayer doesn’t seem the most engaging of
adventure paths. However, this first adventure definitely shows how
wrong that is. I am looking forward to reading the remaining
instalments.
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