Pathfinder Adventure Path #91: Battle of Bloodmarch Hill (Giantslayer 1 of 6) (PFRPG)

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Pathfinder Adventure Path #91: Battle of Bloodmarch Hill (Giantslayer 1 of 6) (PFRPG)
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Enemy at the Gates!

The Giantslayer Adventure Path begins! In the human town of Trunau, a beleaguered settlement surrounded by the brutal orcs of the Hold of Belkzen, the heroes must investigate a mysterious death. Before they uncover the truth, however, Trunau comes under attack by an orc army, and the heroes must help defend it—only to discover that the situation is worse than anyone realizes. For even the fearsome orc raid is just a distraction allowing a giant chieftain to recover the relics of an ancient giant hero from a tomb long forgotten beneath the town.

This volume of Pathfinder Adventure Path begins the Giantslayer Adventure Path and includes:

  • "Battle of Bloodmarch Hill," a Pathfinder adventure for 1st-level characters, by Patrick Renie.
  • A collection of lore on the behavior of giants, Golarion's largest humanoids, by David Schwartz.
  • A giant bag of feats, spells, equipment, and other rules tailored specifically for giants, by Stephen Radney-MacFarland.
  • An unfortunate gnome's encounter with an ogre family in the Pathfinder's Journal, by Richard Pett.
  • A pack of dangerous monsters, by Tyler Beck, Adam Daigle, and Patrick Renie.

ISBN-13: 978-1-60125-725-3

"Battle of Bloodmarch Hill" is sanctioned for use in Pathfinder Society Organized Play. The rules for running this Adventure Path and Chronicle sheet are available as a free download (1.1 MB zip/PDF).

Note: This product is part of the Pathfinder Adventure Path Subscription.

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The Battle for Bloodmarch Review

3/5

Warning: Potential spoilers.
Written from a GM's perspective. I ran this with four PCs.

I've written reviews for several adventure paths and modules now. This one unfortunately may be the first one where I have criticisms that amount to more than just nitpicks. A general summary of my opinion of this adventure would be that it thematically worked well. However, the balance and the pacing were off enough to be noticeable for the players and for me to have to be very careful as the GM.

First I will start with the positive aspects of the adventure. I liked the setting for this adventure a lot. There is a lot of information that the GM is given for Trunua that really fleshes out their culture in ways that were easy to portray to the players. The general ride or die attitude of the Trunuans was able to lead to interesting RP encounters between PCs whose backstory had them raised in Trunua and those who had just recently arrived. The story also felt well put together. The hook was designed to get the players invested and everything felt like it flowed naturally. Finally, the author did a good job designing fluff for encounters so that they would be memorable where they might not have been otherwise. For example, the final act is almost nothing but back to back fights with orcs. However, the way the scenes are described stops them from feeling too repetitive.

Now for the negative aspects. By far the biggest problem with this adventure is the difficulty level. The players I ran this for tend to be fairly invested in their characters and prefer games to that are not high lethality. However, this book almost seems designed to kill players. Despite leveling the party early for act III and desperately pulling punches in a few places, I nearly TPKed the group three times and I did end up killing a PC with the final boss. There are two places in this book that have the potential to be extremely lethal.

The first is the assassins that attack the PCs in the middle of the night. If this encounter is run word for word and the perception penalties for sleeping are applied as per the rules, this is almost guaranteed to kill your entire party before they can even act. I made this fight a lot easier by automatically waking up the highest roller, giving them a chance to warn the others, removing the enemy's poison and having the assassins avoid killing blows probably to an almost implausible degree considering they were...well...assassins. The PCs still barely made it out alive.

The second deadly area pretty much the entirety of acts III and IV. There are around 17 encounters between these two acts combined. Most of these encounters cannot be avoided and the PCs do not get a chance to recover resources via rest at any point during them. As a positive side note, this did give the battle a real feeling of life and death urgency that is often lacking during tabletop encounters. But it ultimately went too far with this. Towards the end it was clear that the PCs were just slogging their way through, especially the casters who were all out of resources and stuck just slinging at things for several encounters. Honestly, I thought this was a shame, because as I mentioned above in the positives, some of the battle encounters were really well designed. Unfortunately, many of these fights fell short of their potential due to the PCs not having the resources to fight them in equally interesting ways.

A more minor issue I had with this adventure was the pacing. I use story based leveling for my games and the recommended times for leveling all seemed to be at times where the PCs had to deal with something before resting and would therefore not truly be up to the CR of the encounters. The books seems to imply that the opening investigation would take several days (thus the assassin encounter during the night time). However, my group figured everything out quite fast. Likewise, the story implies that the battle happens during the funeral, the night that the players deal with the plague house. Personally, I moved those events to the next days (the PCs have enough to fight through with no rest, without tacking the Plague House at the beginning). But this put me in a precarious situation where the players essentially figured out that the ambush was coming and very nearly got the town on high alert, mitigating the final act. Also story based leveling recommends leveling the PCs to level 3 right before facing the waves at the barricades. For the love of all that is good and kind, don't listen to that advice! I let my PCs reach 3rd level before the battle and gave them a full nights rest to get all their new stuff. I still nearly TPKed the PCs twice during the battle.

There is one other thing that I will note. For a campaign entitled Giantslayer, the opening mission is probably not you would expect. It has very little combat and requires several skills that your giantslaying PCs might not have built for. This isn't a criticism, the murder mystery is actually reasonably well done. However, it is something that gaming groups considering the campaign might want to know.

Overall, this book was still worth playing. The setting and the story are still fun for players looking for this kind of theme in their gaming. Player's who enjoy challenging meat grinder type game would probably love it. However, GMs running this should be cautious and consider modifying the pace and some of the encounters.


Good introduction to the AP with a compelling mystery

4/5

Read my full review on Of Dice and Pen.

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.


A good start with a few hazards

4/5

This book has a good start for the campaign and I'd probably give some more things to do for the players at the beginning festival to get a better feeling for the NPC:s.

Pros:
- Lots of different encounters and some can be very dangerous
- Trunau is introduced quite well and there's useful information about the city
- Investigation is kinda easy but it's a refreshing start
- The siege shows how chaotic a fight like this could be

CONS:
- A few encounters need some adjustments to not kill the PC:s
- The siege can be brutal and the PC:s need a lot of resources to get through it and after that they should go straight to the final (I recommend that you give some kind of a way for them to gain resources back)


A promising beginning

4/5

This is a good way to begin an adventure path. The light-hearted start gives everyone a chance to feel for Trunau even if not a native. (Side Note: make sure AT LEAST 1, preferably two or three of you players a re natives - in my five person party only one was and it was a struggle to really get the others hooked). Following on is a murder mystery and then an excellent running battle which takes place through the whole town including chances to rescue various NPC's, which gives the whole thing a nice sense of urgency without being an excessively drawn-out combat.

The book ends with a much more standard miniature dungeon crawl which is still fun a flavorsome with some very nice treasure at the end! Consider changing the armor to suit your party best.

Pros: A good AP, lots of different things to do during the adventure.

Cons: Relies on players having an attachment to Trunau - otherwise, none.

Tips: Can be finished very quickly (my group took about two in game days to finish the book) but the story seems to assume at least a week. As a GM be wary of that.
Also - make sure your players are crystal clear about the fate of the final boss and the timing involved, it becomes important in book 2.


Who done the deed or there's war on the doorstep

4/5

A rather interesting start to this campaign. You start off in a murder mystery that seems to depart what appears to be the theme of the game but it is brought around enjoyably to reconnect with the main theme again.

The mystery is an enjoyable one without too many dead ends and confusing twists. One of the better murder starts I’ve seen them do.

The battle that comes next, while yes does sound odd for a murder to lead into a battle but they do it fairly smoothly, is an enjoyable mix of sandbox and scripted events. They manage to keep the size of the area you are working small but it still feels large and imposing with the battles going on around. It also allows players to charge straight ahead or be methodical in their approach.

The end battle is managed nicely leaving a player feeling they are pushed just to the edge of using all their resources but not in emergency mode.

I rather enjoyed this one.

Written from the POV of a player.


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All I know is that my children and other younger players haven't ran through against the giants, or the pharoah series, or the temple of elemental evil. They haven't done many of these but they have played some of paizo's homages to them.

And I have a feeling in 30 years time those younger players will be setting around saying the same things about some of paizo's classic adventures vs the new stuff.

All I know is I'm stoked to be able to have my kids play giantslayer so they can have a similar set of experiences as I had all those years ago.

The Exchange

2 people marked this as a favorite.
Quote:
Well, that would be only the 53829th campaign about stopping an army of monstrous creatures published so far for D&D. Not counting other fantasy RPG games. I mean, maybe if this campaign was about playing an orc tribe and getting to pillage, burn and rape innocent villagers, I could get interested. Otherwise, not much.

While nothing in this AP excites me very much so far from what I've heard, Pazio is exceedingly good at taking "classic D&D" concepts and making devilishly good APs out of them - see Rise of the Runelords and Shattered Stars. When they are not busy experimenting (which sometimes leads to awesome stuff like Reign of Winter), Pazio knows to deliver perfect executions of good ol' fashioned stories. Since I am too young to have gone through against the giants, I don't mind seeing this kind of AP.


I *really* hope that Giantslayer ends up dealing with the Runelord of Gluttony, Zutha. ^_____^


Pathfinder Lost Omens, Rulebook Subscriber
Turin the Mad wrote:
I *really* hope that Giantslayer ends up dealing with the Runelord of Gluttony, Zutha. ^_____^

Repeating what was said at Paizocon and Gencon, No Runelords in Giantslayer.


4 people marked this as a favorite.
Gorbacz wrote:

For the record, Hells Rebels looks cool. Classic Golarion themes, canon heavy, so many loose lore threads to tie up. Also, a ball.

Giantslayer, on the other hands, sounds like a forced effort to placate all those ultra-conservatives who are throwing their arms up because Iron Gods. I fully expect stuff like "this 10 by 20 room has 3d6 frost giants and 1d6 t-rexes".

And I am and will be a vehement enemy of fiction in APs. ;)

Or it could be something along the lines of the extremely popular "Attack on Titan" anime. Or that movie "Jack the Giant Slayer". Or a mix of the two. I mean, I know many players who love the idea of tackling multiple humungous creatures because it's cool and fun.


Pathfinder Adventure Path Subscriber
Barachiel Shina wrote:
Gorbacz wrote:

For the record, Hells Rebels looks cool. Classic Golarion themes, canon heavy, so many loose lore threads to tie up. Also, a ball.

Giantslayer, on the other hands, sounds like a forced effort to placate all those ultra-conservatives who are throwing their arms up because Iron Gods. I fully expect stuff like "this 10 by 20 room has 3d6 frost giants and 1d6 t-rexes".

And I am and will be a vehement enemy of fiction in APs. ;)

Or it could be something along the lines of the extremely popular "Attack on Titan" anime. Or that movie "Jack the Giant Slayer". Or a mix of the two. I mean, I know many players who love the idea of tackling multiple humungous creatures because it's cool and fun.

If it ain't broke, don't fix it. Heroes love slaying giants :)


4 people marked this as a favorite.
Pathfinder Lost Omens, Rulebook Subscriber

If there isn't an NPC giant slayer named Jack I will be disappointed in the missed opportunity.

Dark Archive

2 people marked this as a favorite.

Is jack going to be a bean stock merchant?


I wonder how well an Orc PC would fit into this adventure...


1 person marked this as a favorite.
Paizo Charter Superscriber; Pathfinder Companion, Pathfinder Accessories Subscriber; Starfinder Charter Superscriber
Gorbacz wrote:
Of course, I won't cancel my sub because I can always scavenge the AP for statblocks, maps, monsters and support articles. The beauty of Paizo APs is that you can always use the content even if the AP itself is not to your tastes.

Somehow I find it funny to see you complaining, with you being the one that usually makes fun of other people's complaining about APs :)

Silver Crusade

4 people marked this as a favorite.
Pathfinder Adventure Path Subscriber
Zaister wrote:
Gorbacz wrote:
Of course, I won't cancel my sub because I can always scavenge the AP for statblocks, maps, monsters and support articles. The beauty of Paizo APs is that you can always use the content even if the AP itself is not to your tastes.
Somehow I find it funny to see you complaining, with you being the one that usually makes fun of other people's complaining about APs :)

They can make fun of me, no probs.

Of course, they won't be as funny ;)


2 people marked this as a favorite.

Dear Paizo:

Please say you'll make a miniatures line. I would buy two cases of miniatures thematically based on Orcs and Giants. Those monsters have to be some of the broadest-spanning iconic foes for the fantasy RPG.

Furthermore, any group utilizing Enlarge Person or Righteous Might always needs large and huge figures to represent their beefed-up meat shields.

Finally. As a GM I love to give things like giants class levels, as it totally revamps encounters. If this is the thrust of the thrust of the Monster Codex, a companion miniatures line would be greatly appreciated.

Thanks for making products we love! (ipso facto, thanks for being sticklers for quality)

Ben

Dark Archive

2 people marked this as a favorite.
Gorbacz wrote:
Odraude wrote:

Man, sure are a lot of people channeling Sincubus in here :p

AP seems like it'll be interesting but I'd like to know more about it.

ORCS WITH AXES! DESTROYING MY PRECIOUS ROBOTZ WITH LAZORS!!! I'M ABOUT TO FAINT, YOU BRUTAL TOLKIENISTS!!!

You've been drinking Set's potions again, haven't you, Bagsy? ;P

Silver Crusade

Axial wrote:
I wonder how well an Orc PC would fit into this adventure...

:)

Spoiler:
The only thing I can say for certain right now is:

Check out the Trunau entry in Towns of the Inner Sea.

Do take note of the first impression that would seem to imply "no", but then take a closer look, specifically at Halgra of the Black Blades.

And that's just one possible hook. :)


Mikaze wrote:
Axial wrote:
I wonder how well an Orc PC would fit into this adventure...

:)

** spoiler omitted **

There's also that one good-aligned Orc tribe that they hired you to write up. :)


Aren't ogres classified as giants for purposes of favored enemy and such? Bring back Mammy Graul!


I am not very hyped for this AP (but i am for Hell's Rebels) mainly because i fear it will be more like Shattered Star and less like RotRL, and while i loved RotRL when i ran it; when i ran Shattered Star i ended up dissapointed.


I am much more excited for this one then I am for the hell's rebels.

Silver Crusade

1 person marked this as a favorite.

Most excited for Giantslayer! I've had a soft spot for Giants ever since I first played 'Steading of the Hill Giant Chief' as a kid. Can't wait to share that kind of fun with my sons, and we all know Paizo has got the homage down -- this should be great!

The Exchange RPG Superstar 2010 Top 32

Really looking forward to this one - orcs, giants and dragons? It's been a while since we did the classics :-)
Plus, the Fire Giant volcano training camp sounds wicked! Any idea who's writing that one yet?


Looking forward to this as well.


Sounds Like an AP to play Paladin in…. what power can I trade for detect evil, I won't NEED that ability.


Pendagast wrote:
Sounds Like an AP to play Paladin in…. what power can I trade for detect evil, I won't NEED that ability.

Might I interest you in the Redeemer's path? It has roots amongst half-orcs, I believe.


Liath Samathran wrote:
Pendagast wrote:
Sounds Like an AP to play Paladin in…. what power can I trade for detect evil, I won't NEED that ability.
Might I interest you in the Redeemer's path? It has roots amongst half-orcs, I believe.

Im thinking more along the lines of a human with the racial heritage feat who picks up power attack, cleave and all the goblin/orc/giant related feat string.

It'd almost be better as a mobile fighter, with dodge, mobility, running around with panther style and triggering AoOs and then bounce off of that for the dwarf racial feats.

Crowd control? who needs crowd control? what crowd? I just ran by them all, and then fell over.

Ive always wanted to build that character.

would make a good dwarven emissary too.
I was just thinking paladin because everything is going to be evil, lol

Silver Crusade

Pathfinder Companion, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber
Pendagast wrote:
Liath Samathran wrote:
Pendagast wrote:
Sounds Like an AP to play Paladin in…. what power can I trade for detect evil, I won't NEED that ability.
Might I interest you in the Redeemer's path? It has roots amongst half-orcs, I believe.

Im thinking more along the lines of a human with the racial heritage feat who picks up power attack, cleave and all the goblin/orc/giant related feat string.

It'd almost be better as a mobile fighter, with dodge, mobility, running around with panther style and triggering AoOs and then bounce off of that for the dwarf racial feats.

Crowd control? who needs crowd control? what crowd? I just ran by them all, and then fell over.

Ive always wanted to build that character.

would make a good dwarven emissary too.
I was just thinking paladin because everything is going to be evil, lol

And you come to that conclusion, how?


Rysky wrote:
Pendagast wrote:
Liath Samathran wrote:
Pendagast wrote:
Sounds Like an AP to play Paladin in…. what power can I trade for detect evil, I won't NEED that ability.
Might I interest you in the Redeemer's path? It has roots amongst half-orcs, I believe.

Im thinking more along the lines of a human with the racial heritage feat who picks up power attack, cleave and all the goblin/orc/giant related feat string.

It'd almost be better as a mobile fighter, with dodge, mobility, running around with panther style and triggering AoOs and then bounce off of that for the dwarf racial feats.

Crowd control? who needs crowd control? what crowd? I just ran by them all, and then fell over.

Ive always wanted to build that character.

would make a good dwarven emissary too.
I was just thinking paladin because everything is going to be evil, lol

And you come to that conclusion, how?

there aren't very many grey areas in a classically themed bad guy, giants want to take over the world AP. Hence it's appeal to some.

Vs. a campaign like Iron Gods where a lot of the talents of the Paladin aren't going to be constantly handy against robots, they will be almost always so, in an AP with marauding orcs slaying villagers and giants bent on world domination.
If they were benevolent good aligned giants, there wouldn't be an AP.

Silver Crusade

2 people marked this as a favorite.
Pathfinder Companion, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber
Pendagast wrote:
Rysky wrote:
Pendagast wrote:
Liath Samathran wrote:
Pendagast wrote:
Sounds Like an AP to play Paladin in…. what power can I trade for detect evil, I won't NEED that ability.
Might I interest you in the Redeemer's path? It has roots amongst half-orcs, I believe.

Im thinking more along the lines of a human with the racial heritage feat who picks up power attack, cleave and all the goblin/orc/giant related feat string.

It'd almost be better as a mobile fighter, with dodge, mobility, running around with panther style and triggering AoOs and then bounce off of that for the dwarf racial feats.

Crowd control? who needs crowd control? what crowd? I just ran by them all, and then fell over.

Ive always wanted to build that character.

would make a good dwarven emissary too.
I was just thinking paladin because everything is going to be evil, lol

And you come to that conclusion, how?

there aren't very many grey areas in a classically themed bad guy, giants want to take over the world AP. Hence it's appeal to some.

Vs. a campaign like Iron Gods where a lot of the talents of the Paladin aren't going to be constantly handy against robots, they will be almost always so, in an AP with marauding orcs slaying villagers and giants bent on world domination.
If they were benevolent good aligned giants, there wouldn't be an AP.

Even in a classically themed AP I highly doubt Paizo will give players Carte Blanche to play murderhobos, they have a little bit more tact than that.


Is anyone else but me hoping we'll get to see a CN Female Frost Giant Druid (Arctic Druid) of Thremyr in this adventure? I'm hungry for some giant variants (possible of different alignment than usual).


Instead of asking the same bothersome (lol) question of who the iconics are for this AP.I just want to know who the new iconic is. The one that hasn't been in an adventure path yet. If anyone knows :)

Dark Archive

Adventure Path Charter Subscriber; Pathfinder Adventure, Companion, Lost Omens, Rulebook Subscriber

Harsk is a must (giants). Either Imrijka or Oloch for the Orcish tie. Alain since it's war-related? Then we need arcane. Maybe debut Enora to cover arcane duties, though I suppose you could make a case for any of the other now seven options, Ezren, Seoni, Feiya, Damiel, Seltiyel, Balazar, or even Lem.


Nick O'Connell wrote:
Instead of asking the same bothersome (lol) question of who the iconics are for this AP.I just want to know who the new iconic is. The one that hasn't been in an adventure path yet. If anyone knows :)

It's got to be Kess. An AP about Giantslaying is just begging for a picture of her using Awesome Blow to knock a 20 foot tall Cloud Giant off its feet.

Silver Crusade

Pathfinder Companion, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber
Cthulhudrew wrote:
Nick O'Connell wrote:
Instead of asking the same bothersome (lol) question of who the iconics are for this AP.I just want to know who the new iconic is. The one that hasn't been in an adventure path yet. If anyone knows :)
It's got to be Kess. An AP about Giantslaying is just begging for a picture of her using Awesome Blow to knock a 20 foot tall Cloud Giant off its feet.

Don't forget suplexing!


Pathfinder Lost Omens, Rulebook Subscriber

Alright so Kess, Oloch, and Harsk. who else? Enora? Lem?


Axial wrote:


There's also that one good-aligned Orc tribe that they hired you to write up. :)

I missed that one.. where do I have to look?


Mikaze wrote:
Axial wrote:
I wonder how well an Orc PC would fit into this adventure...

:)

** spoiler omitted **

Not sure if this is spoilish or not but...

:
the PathfinderWiki entry for Trunau (btw, how do you pronounce this?) had some interesting demographics:

620 humans, 50 halflings, 40 half-orcs, 20 dwarves, 15 half-elves, 10 gnomes, 25 other.

So twice as many Haf-Orcs as Dwarves. And 25 possible Special Snowflakes, at least one of which I'm guessing could be a full-blooded Orc.


Pathfinder Adventure Path Subscriber
zergtitan wrote:
Turin the Mad wrote:
I *really* hope that Giantslayer ends up dealing with the Runelord of Gluttony, Zutha. ^_____^
Repeating what was said at Paizocon and Gencon, No Runelords in Giantslayer.

I'm sure somebody will come up with some fan-made tie-in! Otherwise, there's always the Continuing the Campaign part where this could fit in.

Oh, and add Svathurim to the fun!

Ruyan.

Grand Lodge

Congratulations to Pat Renie for getting his break into the AP Authors Club!
I was pleased with 'Wardens' and I'm anxious to see what you do with this one!

No pressure.

Don't F it up my friend!

The last time we hung out in SF, I told you that we needed to find a good excuse to have you as a guest on the podcast. [Achievement Unlocked]

Paizo Employee Developer

DungeonMastering.com wrote:
... the PathfinderWiki entry for Trunau (btw, how do you pronounce this?)...

"Trunau" rhymes with "True Now."


I went and checked my copy of Runelords to make sure but isn't that the art for Conna on the cover?


2 people marked this as a favorite.
Pathfinder Adventure Path, Lost Omens, Pathfinder Accessories, Rulebook, Starfinder Accessories, Starfinder Roleplaying Game Subscriber

Can't wait! I've been looking forward to this one.

FWIW, Iron Gods is awesome as well. However, I think those bemoaning a return to "classic" tropes are forgetting - or perhaps ignoring - that for players new to the hobby these aren't "classic", they're new. I run a campaign for a bunch of 14-yr olds and none of them have heard of, much less played, Against the Giants.

And given my newfound love of orc-slaying thanks to Shadows of Mordor, hell yeah, bring on the orcs. (Tolkein or otherwise.)

Paizo Employee Senior Developer

Kennesty wrote:
I went and checked my copy of Runelords to make sure but isn't that the art for Conna on the cover?

That's a mock-up cover. The final cover will look completely different, have all new art, and no stone giants on it. :)


RuyanVe wrote:
zergtitan wrote:
Turin the Mad wrote:
I *really* hope that Giantslayer ends up dealing with the Runelord of Gluttony, Zutha. ^_____^
Repeating what was said at Paizocon and Gencon, No Runelords in Giantslayer.

I'm sure somebody will come up with some fan-made tie-in! Otherwise, there's always the Continuing the Campaign part where this could fit in.

Oh, and add Svathurim to the fun!

Ruyan.

The "continuing the campaign" is my guess at this point. Zutha, to me, has the most currently interesting method of coming back from being very dead of all the Runelords. Namely, "those gullible Muppets!" (PCs) could/should be the very reason for his return.

Hrmmmmm ....

Grand Lodge Contributor

Will any of the residents of Trunau named in Towns of the Inner Sea be statted-up in this?

Paizo Employee Developer

That would make a lot of sense, wouldn't it? ;)

Paizo Employee Senior Developer

Many of the residents of Trunau make an appearance in the adventure, but as they are not meant to be foes, they are not statted up. However, there are some residents of Trunau *not* mentioned* in the article that *are* statted up! :)

Grand Lodge Contributor

YAY! *starts wildly statting NPCs*


1 person marked this as a favorite.
Pathfinder Adventure Path Subscriber

Sounds like a great AP. Looking forward to it. I'm pretty sure Paizo knows how to make 'classic' interesting and fresh.


Dosgamer wrote:
My group and I are very stoked for this AP. We're wrapping up Carrion Crown (it has only taken us 3 years come January, which is about when we will wrap it up most likely) and can probably jump right into Giantslayer!

We are exactly the same. Started Carrion Crown just before my Third daughter was born, she is now nearly 2 and a half. We play once a month and have just started book 6, so looking at finishing in Feb

My eldest daughter is very keen to play and Giantslayer path looks like a good intro to roleplaying for her. She will be 9 and a half by the time we start and going on carrion crown experience, 12 and a half when we finish (that is a scary thought)

Of course it depends on what my group wants to play

Taffy


2 people marked this as a favorite.
Pathfinder Adventure Path Subscriber
Rysky wrote:


Don't forget suplexing!

Whoa, there's going to be trains in this AP?


2 people marked this as a favorite.

I have been wanting trains for a long time. They gave us space ships, lasers, robots, clockworks, alchemy, etc. but for some reason they don't want trains in there world.

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