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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So let me ask, will there be a write up on some religious Orc deities or something like that in this book?

What sort of fluff write ups will we get? With the writeup of Brigh including stuff for Deific Obediences, and I think it was SKR talking about how they'll include that stuff for every god they do work on from now on in books, it makes me wonder if they'll do some sort of justice for the Orcish and/or Giant gods. I know Minderhal will probably be a focus in the third book, so there's that.

But are there any plans to elaborate on the rest of the Giant pantheon?

Paizo Employee Developer

1 person marked this as a favorite.

Every deity article we put out since Inner Sea Gods will have mechanics for Deific Obediences.

In Giantslayer we'll have a deity article for Minderhal and Zursvaater.


To quote the average Southie from Boston, Wicked hawt!


LOL @ The Talking Bagger for doing the same thing he always blames me for. And this is what I feared for most, give people what they want and they keep on asking for more, until the entire branche is changed and turned into something different.

Anyway I can't wait till the science-fiction horror is over again and the more traditional stuff returns to me.

I miss giving Paizo my money, this is the first period since Jade's Regent (since when I bought all the AP's) that I didn't bought a single Pathfinder product...

My money goes berserk for this awesome AP thought! Come on in January!! Hurry!

And neutral setting means probably a chance on mythological monsters in the Bestiary parts of this ap! Can't wait to find out which ones!

Silver Crusade

Pathfinder Adventure Path Subscriber

Boooooring.


I hope these 6 months of giant-awesomness are gonna hurt you just as much as the Iron Gods six months hurt me! :-p

Silver Crusade

Pathfinder Adventure Path Subscriber

No, I'll have 6 fantastic, colourful beer mats/fly swatters which will double as books with cool pictures for my hypothetical kids :)


1 person marked this as a favorite.
Gorbacz wrote:
No, I'll have 6 fantastic, colourful beer mats/fly swatters which will double as books with cool pictures for my hypothetical kids :)

You have expensive tastes in beer mats. ;)

Sczarni

I will most likely buy this but it will have to get in line. For me, it's about what I would consider GMing and the group wants to play in terms of teaser.

We may see Dwarves be more actively played in this one than some of the other races. Just a hunch.


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 :)

Crowe? Oloch? Bueller? Anyone? :)


Not a big fan of this back-to-basics approach. I surely hope that there will be some twist to this adventure path. Really looking forward to Hell's Rebels though!


Ceylon Tom wrote:
Not a big fan of this back-to-basics approach. I surely hope that there will be some twist to this adventure path. Really looking forward to Hell's Rebels though!

Why everything has to be Special all of a sudden?

Why everything has to contain Sci-fi and modern time traveling the entire time.

I'm sure there are more sci-fi D&D-like products than fantasy ones out there. Good luck with those, pathfinder will always be more about fantasy. At least I hope so, as if not i'll probably see them as D&D 2.


2 people marked this as a favorite.

If everything is special then nothing is special.


1 person marked this as a favorite.

I don't recall saying that everything has to be special, but the story of the giants attacking the town has been told before. Multiple times. Paizo has proved that they can write great, original adventure paths without having to result to sci-fi or time travels. I would like to see them going further on that road.


3 people marked this as a favorite.

I think the main reason that a lot of Paizo fans like the crazy gonzo stuff more than the traditional (myself included) is that, well, I've got tons of traditional fantasy modules. There are just way more traditional modules in print for 3e, Pathfinder, and D&D in general than crazy stuff like Iron Gods. Frankly, there aren't more sci-fi D&D like products then fantasy ones, not by a long shot, and there's even less science-fantasy. While I, and I think most people, don't want everything to be as out there as Iron Gods, there's a definite demand for the crazy. Just look at how well Distant Worlds sold and is regarded, or the excitement for Iron Gods. I understand it's not for everyone, but that's not a bad thing.

On another note, the thing that disappoints me personally about Iron Gods is that it seems to be playing things very safe. Almost every AP has done something that sets it apart from other adventures. Jade Regent dealt with eastern mythology, Kingmaker was a sandbox, Wrath of the Righteous used mythic rules, etc. Even Shattered Star, which is almost entirely dungeons of various kinds, had the twist of being the first Paizo AP that dealt with previous AP's and their effect on canon. I'm just not seeing anything like that here. And maybe that's what Paizo is going for, I don't know. But this sort of story has been done so much (heck, Paizo themselves has told a very similar story, with Rise of the Runelords) that it just seems unnecessary to retell it without adding something.

But to be more positive, I am excited to see more of Belkzen, though I don't know how much of the AP takes place there. And despite my grievances, I'm sure Paizo will do some great stuff in this AP, per usual, but I just feel Paizo's efforts would be better spent on more unusual campaigns. But that's just me. And who knows? Maybe this will be the best AP ever and I do a total opinion 180. I certainly wouldn't mind that.

Scarab Sages

Adventure Path Charter Subscriber; Pathfinder Adventure, Companion, Lost Omens, Pawns, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
Blackfingers wrote:

[... Snipped bit about why not so much classic, because I agree]

On another note, the thing that disappoints me personally about Iron Gods is that it seems to be playing things very safe. Almost every AP has done something that sets it apart from other adventures. Jade Regent dealt with eastern mythology, Kingmaker was a sandbox, Wrath of the Righteous used mythic rules, etc. Even Shattered Star, which is almost entirely dungeons of various kinds, had the twist of being the first Paizo AP that dealt with previous AP's and their effect on canon. I'm just not seeing anything like that here. And maybe that's what Paizo is going for, I don't know. But this sort of story has been done so much (heck, Paizo themselves has told a very similar story, with Rise of the Runelords) that it just seems unnecessary to retell it without adding something.

... [Not relevant to my reply]

Iron Gods does look like it will challenge the underlying politics of a part of the campaign setting more than any other AP except Wrath of the Righteous and Jade Regent. That kind of change is not too common. Council of Thieves had less conflict with Thrune, for instance.

The Exchange

3 people marked this as a favorite.
Ceylon Tom wrote:
Not a big fan of this back-to-basics approach. I surely hope that there will be some twist to this adventure path. Really looking forward to Hell's Rebels though!

Just remember that if you wrote down a short description of Rise of the Runelords, it will also sound like a boring repetition of D&D tropes. However, that AP was fantastic, and Giantslater could be similar. Paizo are great with putting a new twist (sometimes a really twisted twist) on a classic.


Pathfinder Adventure Path, Rulebook Subscriber

I like variation in APs

While I admit to being less excited about Giantslayers than I was Iron Gods, I wouldn't want 4 scifi esq APs in a row.


1 person marked this as a favorite.
Pathfinder Rulebook Subscriber

My problem with more "traditional" AP modules like this is that it feels like something I could put together in a few hours using the tables in a GM's guide. Warlord obtains [macguffin], rallies legions of [cannon fodder], attacks small village, heroes intervene, fight their way up the ranks, kill warlord.

Mummy's Mask had the hook of an exotic locale (Osirion!) and the promise of fighting a 10,000 year old ghost pharaoh in a flying pyramid. Going from that to fighting an evil Giant in a cloud castle feels (a) redundant and (b) like a step down.

I can understand that Iron Gods doesn't appeal to everyone, and I'm not totally against "traditional" modules (I'm looking forward to Hell's Rebels), but much like Wrath of the Righteous, this AP seems a bit too cookie-cutter to appeal to me or my players.


Pathfinder Adventure Path, Companion, Lost Omens, Rulebook, Starfinder Adventure Path Subscriber

When is the cover/info getting updated/finalized?! Goblins are impatient don't you know?!

Liberty's Edge

Pathfinder Companion Subscriber
Myth Lord wrote:
Why everything has to be Special all of a sudden?

Not sudden at all. It's been a very slow and gradual development from being a twelve year old to being tired of the same old thing over and over again. There was no particular "sudden" threshold where I decided that the same old traditional medieval fantasy adventure didn't cut it anymore.

Quote:
Why everything has to contain Sci-fi and modern time traveling the entire time.

Doesn't. And indeed shouldn't. This isn't a D20 Modern game. There's plenty other ways to make things Special (i.e. not bog-standard) than sci-fi and time traveling. Planar campaign, evil campaign, non-combat focus campaign, kingdom building campaign, exotic culture campaign...there's plenty you can do even within the bounds of medieval fantasy in order to make it more Special.


I love Iron Gods, and my group is currently running Reign of Winter, but I will be purchasing this. I love me some orc smashing.


Myth Lord wrote:
I'm sure there are more sci-fi D&D-like products than fantasy ones out there. Good luck with those, pathfinder will always be more about fantasy. At least I hope so, as if not i'll probably see them as D&D 2.

There really aren't at all. Fantasy heart breakers are the thing most common third party or independent rpg product by a wide margin. If you're only counting products made by big companies you have a grand total of two metamorphosis alpha and d20 modern that qualify as "D&D like" and sci-fi. If you're really generous we'd also include Dark Heresy and Shadowrun.


1 person marked this as a favorite.
spectrevk wrote:
I can understand that Iron Gods doesn't appeal to everyone, and I'm not totally against "traditional" modules (I'm looking forward to Hell's Rebels), but much like Wrath of the Righteous, this AP seems a bit too cookie-cutter to appeal to me or my players.

If Wrath didnt have the Mythic rules intertwined into it, and I could run a normal campaign using it as is, then it would be up there with Runelords, Curse, and Kingmaker on my list of all time favorites.

Cant wait for Giantslayer, and this is actually gonna be one of our players first AP he is going to buy and run, specifically because he loved the theme so much.


Paizo Charter Superscriber; Pathfinder Companion, Pathfinder Accessories Subscriber; Starfinder Charter Superscriber

For all those who want something more off the beaten path: go and check out ENworld's ZEITGEIST adventure path (Act One collection available here). This is something very different, and even gets a raving review from Endzeitgeist.

Dark Archive

Pathfinder Adventure, Adventure Path Subscriber

I can't wait till this path comes out. I love this giants galore and orcs my favorite.


Pathfinder Adventure Path, Starfinder Adventure Path Subscriber
Gambit wrote:

If Wrath didnt have the Mythic rules intertwined into it, and I could run a normal campaign using it as is, then it would be up there with Runelords, Curse, and Kingmaker on my list of all time favorites.

Apparently one can run WotR without a mythic party (but the foes will still have some mythic "components").

Dark Archive

Adventure Path Charter Subscriber; Pathfinder Adventure, Companion, Lost Omens, Rulebook Subscriber
Bellona wrote:
Gambit wrote:

If Wrath didnt have the Mythic rules intertwined into it, and I could run a normal campaign using it as is, then it would be up there with Runelords, Curse, and Kingmaker on my list of all time favorites.

Apparently one can run WotR without a mythic party (but the foes will still have some mythic "components").

You can run WotR's first 5 books fairly easily with non-Mythic PCs. Book 6, though... Maybe gestalts instead of Mythic might handle it.

Really hoping this AP includes more Gigases. We've only seen the two so far, right?

Paizo Employee Developer

1 person marked this as a favorite.
Kvantum wrote:
Really hoping this AP includes more Gigases. We've only seen the two so far, right?

I have one planned for the bestiary in the final volume, so you're in luck there!


1 person marked this as a favorite.

When we were all in kindergarten - give or take a year - our teachers and parents taught us to "never judge a book by its cover".

It never ceases to amaze and crack me up when DOZENS of adults and young adults on these boards jump to conclusions when the adventures HAVEN'T even been released yet! How do y'all know what's REALLY in store from a few paragraphs of descriptions?! Really?! Really?!

Paizo has consistently produced some of the best adventures of the last 35 years. People - R-E-L-A-X. Give it a chance before you make these ... quite frankly ... rash and hyper analyses.

Let's "role play" a bit. Pretend you're making a presentation for school or work. You start your presentation and after only thirty seconds, I stop you and make a snap decision on your efforts and effectiveness. Well that's what many of you do on here ... over and over again. Think McFly, think ...


1 person marked this as a favorite.
Pathfinder Adventure, Rulebook Subscriber

I can say that I am reactivating my subscription for this AP.


Pathfinder Adventure, Rulebook Subscriber

Also this comes out in 2 months, when are we going to get final cover art so we can covet it!!

Scarab Sages

I'll be resubscribing for this one... now I wish there was a high level super module involving Drow to follow it :D


1 person marked this as a favorite.
Pathfinder Adventure Path, Companion, Lost Omens, Rulebook, Starfinder Adventure Path Subscriber
DragonBelow wrote:
I'll be resubscribing for this one... now I wish there was a high level super module involving Drow to follow it :D

I see what you did there...


Frush O Smuggil looks forward to this product

Grand Lodge

What's the estimated date for the Player's Guide. I'm curious to read up on what we should expect, and if there's any cool new archetypes specifically for this AP.

The Exchange

spectrevk wrote:

My problem with more "traditional" AP modules like this is that it feels like something I could put together in a few hours using the tables in a GM's guide. Warlord obtains [macguffin], rallies legions of [cannon fodder], attacks small village, heroes intervene, fight their way up the ranks, kill warlord.

The thing that Paizo does incredibly well has less to do with coming up with entirely original plot ideas (some APs do have great overall stories, but for many it's just a collection of some fantasy tropes). What they do incredibly is fill in the details. They create great variations on existing themes, put a twist of their own into D&D staples, and create a very rich, GM-inspiring environment with their adventures.

Remember that BURNT OFFERINGS is just a low level module where the PCs save a town from a goblin raid and and then go to the dungeon where the goblins are and kill them. That description sounds as plain and uninteresting as can be, but look what was done with it.

Now granted the outline of this AP is not the most thrilling, but I'm fairly confident that there's a good shot this AP is just so filled with awesome that it wouldn't matter.


Pathfinder Rulebook Subscriber

Burnt Offerings, while fairly simple in its premise, was part of Rise of the Runelords, an AP with an interesting concept (what's a Runelord? A wizard-king from thousands of years ago who can feed on the sin of Greed to regain his power? Awesome!)

The issue here isn't the first volume of the adventure; it's that the AP's overall premise seems terribly dull. We've already had (several) modules and APs about stopping a warlord from taking over Western Avistan. We just finished an AP about fighting a dude in a flying fortress (Mummy's Mask). There's nothing original or interesting in the description of this AP, in my opinion. But hey, I'm happy to be proven wrong.

Scarab Sages

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

Really, really looking forward to this AP. I nearly unsubbed during Iron Gods--I just can't see ever using it--but this is something I'll definitely run.


3 people marked this as a favorite.

I'm the exact opposite of a few people above: I subbed for iron gods but I'm gonna unsub for this one.

Don't mean I'm not gonna get it at some point in the future though :>


I am looking forward to this. I wish that it was already Feb. I have not been too impressed with Iron Gods but to each their own.


I must be interested. Or at least it feels like I'm checking for updated art, daily.

The Exchange

Is WAR doing the covers for this AP? I really like how he illustrates giants; you can somehow feel their size and menace instead of just seeing a "large" human.

Dark Archive

Zeugma wrote:
Is WAR doing the covers for this AP? I really like how he illustrates giants; you can somehow feel their size and menace instead of just seeing a "large" human.

The preview in the Giant Hunter book doesn't look like WAR. And he usually only illustrates the odd APs (Jade Regent, Shattered Star, Wrath of the Righteous, Iron Gods and probably Hell's Rebel).

Grand Lodge Contributor

Is anyone else coming to this page daily in the hopes of seeing the final product page/cover?


Is Paizo still going to release a players guide for this one or are we required to buy the Giant Slayer's Handbook for the traits?


Pathfinder Adventure Path, Companion, Lost Omens, Rulebook, Starfinder Adventure Path Subscriber
Shaun Hocking wrote:
Is anyone else coming to this page daily in the hopes of seeing the final product page/cover?

I'm not. But the final product cover is shown on the last page of the Giant Hunters Handbook. I suspect it hasn't been updated here yet because they may still be waiting on something for the page description...


1 person marked this as a favorite.
Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber
MrNastyButler wrote:
Is Paizo still going to release a players guide for this one or are we required to buy the Giant Slayer's Handbook for the traits?

There will be a free Player's Guide. They've been doing two-page spread previews in the associated Player Companions since Shattered Star.


Pathfinder Adventure Path, Starfinder Adventure Path Subscriber

This will be out in just over a month ... so where's the updated cover image and description?

Dark Archive

Bellona wrote:
This will be out in just over a month ... so where's the updated cover image and description?

Relax - it´s still 29 days till February 10th. ;-)

Fun aside i find it unfortunate that all the Giantslayer start products (Players Guide, Belkzen sourcebook and Daughters of Fury module) come out in the same month. No time to prepare this in advance... :-(

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