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.
At
the end of Forge of the Giant God,
the PCs should have learnt of a giant training camp in the frost
giant village of Skirgaard, and Ice Tomb of the Giant Queen
begins with the PCs arriving at the village (the journey there is
skimmed over, since there are numerous different methods the PCs
might use to get there, and it’s up to individual GMs whether they
want to detail the travel time). At
Skirgaard, the PCs need to find a way to break up or otherwise
disrupt the training going on here for the Storm Tyrant’s army.
However, there are too many giants here (both the local frost giants
and the numerous other giants that have come to train) for the PCs to
take on in open combat, so they must use other means to accomplish
their goals. Ultimately, they need to make the giants lose faith in
the Storm Tyrant’s military campaign, so that they disband and
leave.
Like
the preceding couple of adventures, Ice Tomb
requires that the PCs be self-motivating. No one hires or directs
them to come to Skirgaard, and they pretty much need to figure out
their objectives on their own—although
some help may come in the form of an unusual potential ally (more on
that later). This continues
to be one of the things I really like about Giantslayer, as it moves
away from the standard Pcs-work-for-someone-else
model that roleplaying adventures very frequently follow.
Since
killing all the giants is not a feasible option—and hopefully by
this point in the adventure path, the PCs have realised they can’t
just go around killing everything in sight—the PCs need to use a
stealthier approach. This is best achieved by calculated strikes at
locations in Skirgaard, the loss of which will make things harder for
the giants. Examples include poisoning the giants’ meals,
or releasing the mammoths they keep for mounts and foodstock.
Eventually,
the PCs will need to face some of the more prominent giants in
Skirgaard, most especially Skirkatla, the queen of the title, who is
an undead graveknight. Travelling into her tomb forms the second part
of the adventure. While the PCs could technically attempt that at any
time, they will be better off if they have dealt with the rest of the
village first.
In
an adventure where the PCs’ options are quite open-ended, it can be
difficult for GMs to decide how the PCs’ opponents react to their
actions. Just how much disruption do the PCs have to cause before the
giants decide their war-training effort just isn’t worth it?
Luckily, Ice Tomb of the Giant Queen
contains a system for
GMs to determine
this. Throughout the adventure, the PCs actions earn them Sabotage
Points or Outrage Points (sometimes both). Sabotage
Points track how discouraged the giants are becoming. Once the PCs
reach 20 Sabotage Points, most of the giants pack it up and leave.
The only ones who stick around are mostly the frost giants who
already lived there before the training camp started up. Reaching 20
Sabotage Points is ultimately one of the PCs two main goals in the
adventure (the other is to
destroy Skirkatla). Outrage
Points on the other hand measure how annoyed the giants are becoming.
The PCs receive Outrage Points when they do things that are just a
little too noticeable, things that the giants can’t assume were
just accidents or acts of incompetence by some of their own. If the
PCs reach 20 Outrage Points, Skirkatla herself emerges from her tomb
to face the PCs, probably backed up by several of the other nasty
denizens that also dwell in her tomb. The PCs are best off if they
acquire as few Outrage Points as possible. Every encounter location
includes information on how many Sabotage or Outrage Points the PCs
will earn for various different actions they might
take there. There is also
advice for awarding points for actions that aren’t covered in the
text, and a table indicating how the giants adjust their activities
based on the PCs’ current Outrage Points. On the whole, the system
looks very good, and helps give both PCs and GMs a tangible way of
determining how close they are to achieving their goals.
I
also like that the village of Skirgaard is not just a static series
of location-based encounters. While the text presents most of the
village via keyed locations, there are clear guidelines on how and
when the locations are used. There are methods for communication
between locations (including an alarm system that involves
fireworks), and schedules for patrols (which change based on the
number of Outrage Points the PCs have accrued). For the most part,
Skirgaard feels like an
active place. I
particularly like that denizens of the tomb will sometimes come out
(on Skirkatla’s orders). It helps keep the tomb from feeling like
it’s a completely separate location from the rest of the village.
That
said, while I was reading the adventure, something kept feeling off,
and it took me a little while
to figure out what it was. Skirgaard is very well designed for PCs to
adventure in; unfortunately, it also feels that way—as in, it feels
designed to be
adventured in rather than lived in. Notably, the village lacks
accommodation for the giants who live there. There is the main camp
for the giants who have come here from elsewhere to train, and some
of the locations have places for the giants who work there to live
and sleep (for example, the
brewery has quarters for the frost giant brewmaster),
but there just isn’t enough space for all
the frost giants who actually
come from Skirgaard,
unless they have a very small population. Strangely, there is no stat
block for Skirgaard itself (very unusual in Pathfinder adventures)
and no indication anywhere of what the actual population is, beyond
vague statements of a lot.
There’s no indication of how many native frost giants there are,
nor
how many other giants from elsewhere. It very much seems like the
total population is whatever it needs to be for there to be too many
for the PCs—which is all right, I suppose (if the adventure
acknowledged it), but it still seems strange that Skirgaard has so
few places for its native population to reside. All
it really needs is some houses or similar buildings for giants to
live in. As it is, the only building that is actually designed for
living in (as opposed to some other task like the smithy or mess
hall) is the longhouse of the frost giant sub-cheiftain Gregganor. It
has accommodations for Gregganor himself and barracks for his
personal guard.
On
the whole, this doesn’t impact the adventure a great deal. It just
creates that slightly off
feeling. However, it’s easy enough for GMs to simply add some
houses in the open areas of the village. The PCs don’t need to go
to these homes, so they are ultimately just colour.
Once
the PCs enter Skirkatla’s tomb, the adventure becomes a dungeon
crawl, and while there are some good encounters in the tomb, this is
the less interesting part of the adventure. I will fully admit,
though, that my own biases (which include a general boredom with a
lot of dungeon crawls) are at play here. The
tomb is quite large—both from the perspective that it was built for
giants and that there are a lot of chambers in it. This is not a
dungeon that will fit on a single battle mat, or even two. A couple
of the rooms are big enough by themselves to take up most of the
space on a battle mat (if they fit at all). The map of the tomb has a
scale of 1 square equalling 10 feet, which is awkward for
transferring to miniature scale, but is probably unavoidable when
dealing with a location scaled for giants.
One
thing that helps elevate the tomb beyond just a standard dungeon
crawl is the aforementioned fact that some of its denizens will
sometimes leave the tomb and enter the village (particularly if the
PCs get a lot of Outrage Points). Indeed, there are several
interesting NPCs who reside in the tomb, including a couple of tomb
giants (a new kind of giant introduced in the volume’s Bestiary),
one of whom spends most of his time creating new kinds of undead for
Skirkatla. Naturally, the PCs will face some of these at
some point or other, including a beast called the baelmourn, which is
a patchwork juggernaut made from the skeletons of many giants.
That
said, Ice Tomb of the Giant Queen
is not really an adventure about NPCs. The PCs aren’t likely to
spend a lot of time interacting with the residents of Skirgaard or
the tomb. As such, there aren’t actually a whole lot of detailed
NPCs in the adventure. Even Skirkatla is not a very interesting
character. However,
she is a very interesting encounter.
As a graveknight, she has a lot of additional abilities that standard
frost giants don’t have. Notably, graveknights have immunity to one
energy type associated
with their deaths. In Skirkatla’s case, this is fire. In an
adventure where a large number of the opponents are frost giants, who
are vulnerable to fire, it provides a (potentially surprising) twist
for their final opponent to be immune to fire.
One
exception regarding
NPCs, however, is the red dragon, Naximarra. Although Naximarra is
Chaotic Evil like most of her kind, she is not necessarily an
antagonist for the PCs. She is secretly spying on Skirgaard from the
outside. Early in the adventure (the exact timing is left to the GM),
she contacts the PCs offering an alliance. Naximarra can provide the
PCs with a lot of information if they take her up on the offer
(although they are, by no means, required to do so—some groups may
simply decide to kill her). In particular, they can learn that the
Storm Tyrant possesses an Orb
of Dragonkind and is using it to
enslave red dragons. Naximarra
has not been enslaved, but is a descendent of the original red dragon
imprisoned in the Orb,
and as such, she has the ability to destroy it.
She is working against the
Storm Tyrant, but must do so secretly or else risk being enslaved by
the Orb. While she is
limited in how much aid she can give the PCs in Skirgaard, she can
provide information about the inhabitants and offer advice.
I
like the connection Naximarra provides with later parts of the
adventure path, helping it all to feel connected. So far in
Giantslayer, while there has been the overarching plot of the Storm
Tyrant building his army, the adventures are rather disconnected from
each other. After the PCs finish each one, they move on to another
location (generally a large distance from the previous adventure).
There have been no recurring NPCs. Naximarra breaks with that pattern
(assuming the PCs don’t kill her) and creates a bit more of a link
between adventures.
I
really like the support articles in this volume. The first is
“Armored Fiends” by John Compton, which presents brief histories
and backgrounds for several other graveknights across the Inner Sea
region of Golarion. The article does not provide game statistics for
these characters, other than the armour type each one wears (a
graveknight’s armour is the source of their power) and the energy
type it is
immune to. I like that it takes this approach. While it does create
more work for GMs who want to use any of these graveknights, it
allows room for more of them, which I think is more useful in this
case.
The
second article, “Titanic Alliances” covers various organisations
across Golarion run for, or by giants, as well as a brief bit of
information about giant members of other organisations like the Aspis
Consortium. What I like about
this is it gives more substance to giants and makes them feel less
like random monsters and more like creatures with actual societies
and goals.
The
Bestiary contains the aforementioned tomb giants, who, while not
undead themselves, have several necromantic abilities for controlling
and creating undead. There is also an undead giant called an
indarugant, living effigies, and a couple new kinds of outsiders,
birelus and thremindyrs. The latter feature in the adventure as well.
On
the whole, I like Ice Tomb of the Giant Queen
quite a bit. My biggest issue with is the
repetitive quality it has to it. After two adventures which involve
the PCs having to sneak into
areas of significantly more powerful forces, it would have been nice
for something a little different. I also worry that the next
adventure, which puts the PCs up against the fire giants who are
training the most élite
soldiers for the Storm Tyrant’s army, will be more of the same
again. Every adventure path needs a bit of variety to it, and
Giantslayer could use a bit more.
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