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.
The
Hill Giant’s Pledge picks up
from where Battle of Bloodmarch Hill
finished. Having defeated Skreed Gorewillow, the PCs have recovered
information linking him to the hill giant chieftain, Grenseldek.
Halgra of the Blackened Blades, Trunau’s Chief Defender, asks the
PCs to follow up on this and go after Grenseldek to ensure that there
are no further attacks on the town. The PCs either know already
(through their own Knowledge checks) or can learn from others in
Trunau that Grenseldek’s combined tribe (the Twisted Hearts) of
hill giants, ogres, and orcs resides in an abandoned outpost named
Redlake Fort.
A
local druid also informs the PCs of a demiplane called the Vault of
Thorns that can be reached in the nearby Ghostlight Marsh. Within the
Vault, they can find a cache of items that may aid them against
giants. Halgra arranges for
river passage for them and the PCs must set out along the Kestrel
River and then the River Esk to Ghostlight Marsh and the Vault of
Thorns, and then to Redlake Fort to face Grenseldek. It’s a fairly
straight-forward layout for the adventure, but often straight-forward
layouts allow for the most variability in outcomes.
One
issue that comes up in any adventure that requires the PCs to travel
to another location through dangerous lands is how to deal with the
travel time itself. On the
one hand, in a place like Belkzen (this adventure’s setting), it’s
realistic that the PCs would have encounters along the way. On the
other hand, some groups may find playing out numerous encounters that
have little to do with the overall adventure to be tedious and even
dull. Some adventures deal with this issue by skimming over the
travel time in the text, allowing GMs to handle it whichever
way they choose. This allows groups to skip over the travel if they
want, just deciding that nothing of note happens and moving the time
forward appropriately. The downside here can be that this creates
more work for GMs of groups that want to play out the
journey.
The
Hill Giant’s Pledge takes the
route of covering the travel time, but includes events
and encounters along the way that have relevance to the overall
adventure. The PCs journey on a keelboat run by Raag Bloodtusk, a
half-orc trader who has negotiated passage with the local orc tribes,
allowing the PCs to avoid a lot of tedious random orc encounters.
However, the journey is not without its perils. Skreed Gorewillow’s
lover, a human woman from Freedom Town named Melira, has stowed away
on the boat and hidden in the pump room. She has also charmed one of
the crewmembers. Over the course of the journey, she and her charmed
crewmember attempt to sabotage the trip, poison the PCs, and
otherwise kill them. She has
also arranged for an attack by a group of orcs along the River Esk if
the PCs are able to survive her other attempts at their lives.
What
I like about this first section of the adventure (and it remains true
for the remaining sections too) is
that it discusses the many
ways this can play out depending on whether the PCs discover Melira
early (by thoroughly searching every part of the boat, for example)
or later. There is a “default” order of sorts to the events,
since the book has to describe
them in some order or
another, but this is by no
means set in stone. Indeed, the default order (where Melira remains
undiscovered until the orc attack when she joins in with it) is
probably the last likely outcome to occur. The adventure allows this
section to play out organically without forcing it into an order of
Event 1, then Event 2, and so on.
Bloodtusk
and his crewmembers are well-fleshed out as well, allowing GMs to
easily portray them and giving the PCs the opportunity to get to know
the crew and possibly even notice that one of them (Gashnakh, whom
Melira has charmed) is behaving a little oddly. It provides one (but
not the only) method through which Melira’s presence may be
discovered.
Unfortunately,
there is one major aspect of this opening section that doesn’t
quite hold together. How exactly did Melira get there and find out
what is happening so quickly? PCs (and their players) are going to
want explanations, and this explanation is strangely lacking. Melira
and Skreed each possess a matching pair of true love
lockets. These magic items each
inform their wearer of the other wearer’s condition (the PCs likely
recovered Skreed’s at the end of the last adventure and may well
have considered the possibility of his unknown lover seeking
revenge). Through her true love locket,
it’s clear how she becomes aware of Skreed’s death or capture.
The
problem is how quickly everything else happens. Freedom
Town and Trunau are around 200 miles apart, meaning the trip from one
to the other would take Melira quite a few days at least. Yet the
implication in the adventure is that the PCs set out fairly promptly
after the end of Battle of Bloodmarch Hill.
It is likely they might want to take a couple days to heal up and
restock supplies, but most groups I’ve played with would not want
to dally for too long. There is certainly reason for Trunau residents
to want this issue dealt with quickly in case Grenseldek decides to
attack Trunau again.
Yet
Melira not only makes the trip to Trunau fast enough, she also
somehow has enough time to learn the PCs’ plans (without being
discovered), hide herself on Bloodtusk’s boat, and send a letter to
Tark Singeskin, leader of a small band of orcs, to arrange an ambush
along the River Esk. GMs could decide that Melira purchases a casting
of teleport (though
that is actually beyond the spellcasting limits for Freedom Town as
laid out in Belkzen, Hold of the Orc Hordes) to remove the
travel time, but even so, a lot of groups simply aren’t going to
buy it since she accomplishes so much else as well.
GMs
might also try to delay the PCs departure for awhile by stating that
it takes Halgra time to arrange river travel for them—due to having
to wait for Raag Bloodtusk’s boat to be in the area, for
example—but in such circumstances, many groups may just decide to
set out on their own rather than wait.
This
is an unfortunate problem in what is otherwise a very good opening
for the adventure. GMs will need to spend a bit of time before
running it deciding how to make this work. The best change will
likely be along the lines of making it so that Melira is already in
Trunau (with enough advance planning, she could even be inserted into
a scene or two in Battle of Bloodmarch Hill)
and giving her some expendable magic items to allow her quicker
communication with the orc leader Tark Singeskin, rather than sending
letters. Of course, some
groups may not care about explanations for how Melira gets there, but
for those that do, GMs should be prepared.
Once
the PCs reach the marsh, they must seek out the entrance to the Vault
of Thorns. Once they’ve
found the entrance, in order to get inside, they need
to use a
magical lantern (which also requires the body of a will-o’-wisp to
operate) provided earlier by
the druid who told them of the Vault of Thorns. Along the way, they
may encounter a dwarf named Ingrahild Nargrymkin. She and her brother
were cursed by a coven of hags. They managed to kill two of the hags
but lost track of each other (her brother was later captured by Orcs
and taken to Redlake Fort). If the PCs can remove her curse, she can
become a useful ally. Ewigga, the surviving hag of the coven, made
her way into the Vault of Thorns, where she plots her revenge against
the dwarf siblings.
The
interior of the Vault of Thorns is a short dungeon crawl where the
PCs will encounter a number of fey creatures that have broken into
the demiplane. However, it’s the presence of Ewigga that makes the
Vault more interesting than just moving from room to room. The hag
disguises herself as a human and attempts to infiltrate the PCs’
group with plans to kill them once they’ve removed the fey. If
Ingrahild is with the PCs, the hag will also want to be doubly
certain to kill her.
After
the PCs have collected the cache of items from the Vault of Thorns
(and dealt with Ewigga), they continue on Bloodtusk’s boat to
Redlake Fort. The remainder of the journey has no significant
encounters along it unless the GM decides to add some.
Once
the PCs reach Redlake Fort, the adventure can take a number of
different directions depending
on how the PCs choose to proceed. Redlake Fort is not a dungeon that
the PCs can simply enter and move from room to room, killing or
otherwise defeating the denizens along the way. Such an approach
would almost certainly get the PCs killed, as the fort is well
defended. Instead, PCs will likely want to surveil the fort and sneak
in.
The
PCs can also learn about, and take advantage of, the fact that
Grenseldek’s Twisted Hearts tribe is really an amalgamation of
three tribes: a hill giant tribe, an ogre tribe, and an orc tribe.
The three tribes don’t actually like one another very much and
Grenseldek is starting to lost control of them, as she’s wallowing
away in despair (see below).
Crafty PCs may be able to set the different groups against one
another.
It’s
also possible for the PCs to find allies in the fort. The ghost of
one of the former Lastwall occupants haunts the chapel and is willing
to help the PCs (in return for helping put
him to
rest). They can also find and
free Ingrahild’s brother Umlo. In addition, it’s even possible
for them to form an alliance with the orcs in the fort. Doing so will
remove a lot of the opposition they would otherwise face and make the
remaining opposition easier to defeat.
Regardless
of how the PCs choose to proceed, the adventure makes it easy for GMs
make the appropriate adjustments. The various NPCs are
sufficiently detailed with personalities and motivations, along with
how they move about the fort. The orcs, for example all attend a
bear-baiting every evening, when they set their pet bears against the
dwarf Umlo (or any other prisoners they have acquired).
Eventually,
the PCs will face Grenseldek herself. She has mostly sequestered
herself away in her room in despair—partially at the defeat of her
orcs in Battle of Bloodmarch Hill,
and partly due to her rejection by someone known as the Storm Tyrant.
The PCs will learn (if they haven’t already begun to piece together
some clues) that Grenseldek’s activities have been motivated by her
desire to collect a dowry as part of a proposed marriage to the Storm
Tyrant, who is bringing together giant clans under
his rule. Grenseldek did not
wish to serve, but rather to rule at the Storm Tyrant’s side.
Unfortunately, he turned her down and now she has fallen into a
depression, all but neglecting her Twisted Hearts tribe.
Her
despair is not entirely natural, however. She is under the effects of
a curse that has exacerbated it, a curse brought on by the spirit of
the former castellan of the fort—a man who tricked his troops into
cannibalism in order to try to hold out against attacking orcs (the
ghost of the priest in the chapel was one of the first victims of the
castellan). In order to remove the curse (and put the priest’s
ghost to rest), the PCs must find the castellan’s remains (his
skull is in Grenseldek’s room) and destroy them.
Once
the PCs have defeated Grenseldek, the threat to Trunau is finally
over. Any remaining members of her tribe will gradually disperse.
From Grenseldek, they’ll be able to acquire the other half of the
map they found at the end of the last adventure. The map leads to the
tomb of Nargrym Steelhand, a giantslayer of renown and ancestor of
Ingrahild and Umlo. This, of course, sets up the next adventure.
The
first of the support articles in this volume is “Missions in the
Mindspins” by David Schwartz. It provides three short encounter
locations along with several hooks for other encounters. Each of the
three sites gets two pages of details, including a map. GMs can use
these encounters to spice up journeys through the Mindspin Mountains
in Belkzen. Their difficulties range from CR 7 to CR 13, so could
well be inserted into later parts of the Giantslayer Adventure Path
or used in GMs’ other campaigns.
There’s
a good variety to the encounter types. An ettin has taken over an
abandoned orc war machine in “Boneyard of Broken Weapons”. In
“Throne of the Sky-Father”, the PCs encounter a paranoid druid
who has become custodian of a shrine to Gozreh at the entrance to a
passage through the mountains, and in “The Dragon of Angel Peak”,
the PCs must, not surprisingly, track down a dragon. The encounters
use a variety of different types of terrain (a battlefield, mountain
pass, and mountain peak) and are not necessarily all combat
encounters. In “Throne of the Sky Father”, for example, PCs need
to gain the druid’s trust, but don’t necessarily need to fight
her.
The
second article is “Ecology of the Drake” by Russ Taylor. I
enjoyed reading this article a great deal. It goes into detail about
the lives of these dragon-like creatures and makes them into distinct
creatures that are more than just less-powerful dragons. Previously,
I’ve always found drakes a little boring, but I look forward to
running some now with the details from this article in mind. I
particularly like that a group of drakes is called a “rampage”.
This
volume’s Bestiary contains a new plant creature, the brambleblight.
There’s also a new protean, a new kind of fey, and a magical beast
called a skeltercat.
Overall,
I like The Hill Giant’s Pledge
a great deal. It’s an
exciting, dynamic adventure that provides the PCs with a lot of
options while also moving the adventure path forward.
It's been wonderful listening to the Glass Cannon Podcast guys play through this AP.
ReplyDeleteI've heard about that, but haven't actually listened to it. I should do so at some point.
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