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.
The
adventure is very straight-forward. At the end of Ice Tomb of the
Giant Queen, the PCs learn that giants who complete their
training at Skirgaard travel to Ashpeak, a dormant volcano, where
fire giants run an élite training
facility. The PCs must travel to Ashpeak and eliminate the giants
there. Part 1 of the adventure is titled “Infiltrating Ashpeak”
and I briefly thought my worries that the adventure would follow the
same pattern as its three predecessors would turn
out to be correct. However, in
this case, “infiltrate” merely means “enter Ashpeak and kill
everything in sight”.
And
that’s how the adventure proceeds from there. The PCs move from
room to room and have combat after combat. Almost every encounter is
with giants, most of these being fire giants, though some of them are
giants of other types. Sometimes the giants have hellhounds or other
animals with them. There are occasional other types of creatures
encountered, like otyughs or
salamanders, but these encounters still don’t add much in the way
of variety as the encounters still play out in pretty much the same
way. Even a group of young red dragons led by a magma dragon still
manages to feel like just another combat
It’s
a shame because there are some interesting background details. There
is a clear attempt to create an interesting, even compelling location
for the adventure to take place in. The adventure provides details
about the different fire giant clans that King Tytarian of Clan
Brandrik has brought together to join with Volstus the Storm Tyrant.
Several of the encounter
areas also provide details on how the giants there came to Ashpeak.
There are even details on how
the giants keep fresh air circulating in the hot caverns of the
volcano! However, none of
these details have any effect on the adventure itself. The politics
between the fire giant clans never plays any kind of role. The PCs
never get the opportunity to learn which giant is part of which clan,
if they even become aware there are different clans at all. And they
certainly don’t get the opportunity to learn the backstories of
most of the other giants they encounter, as almost every encounter
leads immediately to combat.
There
are only two notable opportunities for roleplaying in the adventure.
Early on, the PCs encounter a doppelgänger that they can potentially
ally with. Towards the end of the adventure, the fire giant queen is
unwilling to fight to the death and will actually parley with the PCs
if they come close to defeating her. However, the results of this
parley are merely to arrange for the PCs to fight King Tytarian. This
can allow the PCs to skip over a couple of encounters at the end, but
since they’re almost done by the time they even encounter Queen
Quivixia, it doesn’t make a large difference in how long it takes
to get to the king.
The
dungeon itself is very linear, without
a lot of options for the PCs to go in different directions. For the
most part, the encounters will likely
all occur in an order very
close to the order they appear in the book. There
is more than one entrance into the mountain, but the adventure
assumes the PCs initially use
the main entrance into the lower level and only use the others as
a means of exiting and possibly return after
they “discover” them. Some
of those other entrances are
on ledges that the giants
only use to graze their goats. The ledges are hidden
and supposedly nearly impossible to notice from the ground (though
no actual DC is given for PCs who might fly around the mountain to
look). The other two are the much larger entrances the dragons use to
come and go. No explanation is given for why the PCs might not notice
these entrances right away, although there is a sidebar early in the
book about flying around the mountain. Near the top of the mountain,
the winds are very strong, making flight “difficult, if not
impossible” (p. 8).
It’s not clear just how high up the dragons’ entrances are,
although if they are high enough to be amid those high winds, it
would also follow that the dragons would have difficulty coming and
going themselves, which seems odd. The winds are there to prevent PCs
and others from flying into the volcano’s caldera (for reasons
which I’ll get to later).
The
dungeon is also very big, both in sheer size and in the number of
encounter areas—with nearly every individual encounter area being
of huge size on its own. Throughout Giantslayer, most of the maps
have used a scale of 1 square representing 10 feet. Although this can
be an awkward scale to transfer to a battlemat
for gameplay, it’s somewhat understandable, since giants need big
locations. Anvil of Fire
also uses a scale of 1 square to 10 feet. However, the squares are
much smaller than typical. Even
with this reduced square size, the dungeon is too big to be mapped in
its entirety, and so the adventure only provides detailed maps of the
individual encounter areas, with smaller, less detailed insets
giving an overview of where each encounter area is located. A
significant number of these
areas
are too big to fit on most battlemats.
That said, many of the
encounter areas (particularly the early ones in the lower level)
don’t have a lot in them, so GMs could get away with just using the
entirety of a blank battlemat for these encounters.
A
few of the encounter areas do offer variations in terrain or provide
other kinds of obstacles along with their inhabitants that the PCs
must fight. In the lower level, for example, a couple of the
encounters take place in areas where the giants keep livestock like
goats and pigs. Although these animals are not a threat to the PCs,
they can get in the way while the PCs fight their giant keepers. In
the higher levels where the giants do their training, the giants have
set up mock villages and castles for them to practice attacking.
These small variations offer a bit of relief from the monotony of the
encounters (in fact, I love
the image of PCs having to navigate around bleating goats to get at
their enemies), but
unfortunately, it’s not enough to mitigate the fact that this
adventure is one long slog of combat.
There
is one section of the dungeon that the PCs do not have to enter at
all (as a result, no maps are provided of it). This is the area where
the giant army is camped. Instead of entering it and fighting
hundreds of giants all at once, the PCs can learn (from
the doppelgänger) a means to
collapse the tunnel leading to the area, trapping the giants within.
This is another of the few parts of this adventure I like, as it
makes a good distraction from the constant face-to-face fighting.
However, once again, it is such a small part that it doesn’t make
up for the monotony of the rest of the adventure.
Eventually,
the PCs will fight King Tytarian and presumably defeat him. If Queen
Quivixia is still alive, she agrees to withdraw all the fire giants
from Ashpeak and shows the PCs a secret passage to the caldera. If
she’s dead, the PCs can find this passage just through regular
searching of the throne room. In the caldera, the PCs will discover
the Storm Tyrant’s castle. The adventure ends at this point and
leads directly into the next without a break. According
to the “Concluding the Adventure” section, the next adventure
opens with the castle’s
defenders trying to repel the PCs—in
other words, it opens with another combat.
I
really don’t like this ending. While having one adventure lead
directly into the next without break can work in many
circumstances, after an
adventure that is so combat-heavy, to provide the PCs with no break
and start the next adventure with yet another combat is just
overkill. More than that, though, it’s the fact that the PCs just
kind of stumble on the castle that bothers me most. Tracking down the
Storm Tyrant
has been a major goal of Giantslayer, but in all the previous
adventures, the PCs have been unable to gain any information about
where he is. In this adventure, they still don’t get any
information until they discover that he is essentially just upstairs.
It’s very anti-climactic. But I suppose I’ll have to find out how
things play out in the next adventure, Shadow of the Storm Tyrant.
The
support articles help to redeem this volume a little. The first is an
article by Sean K. Reynolds on Zursvaater, the god of the fire
giants. Like most deity articles, it contains information on priests’
roles, temples, and religious holidays, as well as Zursvaater’s
obediences (for the Deific Obedience feat from Inner Sea Gods). What I
particularly like about this article, though, is that it also
provides quite a bit information about fire giant society, since
Zursvaater’s faith plays such a large role in that society. The
article can be very useful for designing adventures involving fire
giants.
The
second article is on “Volcanoes of Golation” by Russ Taylor. It
provides brief information on several prominent volcanoes across the
campaign world. It also provides rules information for dealing with
eruptions and volcanic activity in the game. It ends with a couple
new archetypes and a volcano oracle mystery. Overall, the article is
light on information. Of course, a short six-page article can’t
hope to go into a lot of detail, though I feel it could have done
without the archetypes and oracle mystery, which would have allowed
two more pages for details about the various volcanoes, which only
get a paragraph each. That said, the rules information on eruptions
is very useful.
If
I ever run Giantslayer, I will definitely want to make significant
changes to this adventure. The simplest change would be to simply cut
out half (or more) of the encounters. It wouldn’t make the
adventure any more interesting (its plot would still be, “kill all
the giants”), but it would make it less tedious. More substantive
changes would require quite a bit more work, but I would probably
want to throw in something dealing with the politics between the fire
giant clans, as well as some of the other allies King Tytarion is
trying to attract (like the salamanders). Unfortunately, the
adventure as it stands is just far too monotonous. It has neither a
compelling plot nor enough variety of encounters to keep a group
interested all the way to the end of its immensely large dungeon.
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