Pathfinder Adventure Path #95: Anvil of Fire (Giantslayer 5 of 6) (PFRPG)

1.50/5 (based on 4 ratings)
Pathfinder Adventure Path #95: Anvil of Fire (Giantslayer 5 of 6) (PFRPG)
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Forged in Flames!

The heroes delve into a subterranean dungeon complex beneath the caldera of a dormant volcano in the Mindspin Mountains, where they must infiltrate the elite military academy that trains officers for the Storm Tyrant's giant army. If they can survive the giants, dragons, and extraplanar menaces that have assembled under the Storm Tyrant's banner, the heroes will have an even larger challenge before them—facing off against the fire giant general-king Tytarian before the Storm Tyrant sets out to conquer all of Avistan!

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

  • "Anvil of Fire," a Pathfinder adventure for 13th-level characters, by Sean K Reynolds.
  • A look into the faith and worship of the fire giant god Zursvaater, by Sean K Reynolds.
  • Advice and new options that allow you to harness the destructive power of volcanoes for your game, by Russ Taylor.
  • A case of poor judgment turned dangerous in the Pathfinder's Journal, by Wendy N. Wagner.
  • Five new monsters, by Benjamin Bruck, Mikko Kallio, David Schwartz, and Jerome Virnich.

Each monthly full-color softcover Pathfinder Adventure Path volume contains an in-depth adventure scenario, stats for several new monsters, and support articles meant to give Game Masters additional material to expand their campaign. Pathfinder Adventure Path volumes use the Open Game License and work with both the Pathfinder RPG and the world's oldest fantasy RPG.

ISBN-13: 978-1-60125-729-1

"Anvil of Fire" 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).

Other Resources: This product is also available on the following platforms:

Hero Lab Online
Fantasy Grounds Virtual Tabletop
Archives of Nethys

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

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1.50/5 (based on 4 ratings)

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Bad, but the support articles are pretty good

1/5

Read my full review on Of Dice and Pen.

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.


Just avoid this part

1/5

First of all the premise of going into a war academy of fire giants in a dormant volcano sounds like it could be an decent adventure but it's not one in this one.

The positives in this are that there's a few fun monsters in bestiary and you can even talk to a few NPC:s. If you want to take your players through this I suggest that you change a lot of things or the players will be bored out of their mind.

If you go by the book you will fight the same kind of encounter again and again with just some variation in the numbers of enemies or with perhaps a lieutenant or captain giant mixed in. The maps to the whole book are all bland caves that offer no variation and they are too big to draw in a flip-mat anyways. You'd except some kind of hazards in a place like volcano but they are not included well in this.

All in all I suggest that you give your players a cinematic experience of this book where they can give you a plan how they fight through a wave after wave of fire giants.


Way too samey...

2/5

I run these adventure paths as a framework from which I cut and expand as I feel matches the needs of the game. I ran this online with a group of 5 marginally optimized.

This one is second to book 3 in terms of the amount of edits I had to implement. In fact this one I cut the entire first half of the book. For me, the idea of going through a medium sized dungeon at the end of book 4, this one being a massive dungeon, and the final book also being a massive dungeon felt like too much grinding. So I instead inserted some mass combat using the Ultimate Campaign rules set which seemed to work as a fun first half. That said, let me address some of the pros and cons:

Pros:
- As usual, there are a few really interesting NPCs to build around. I especially liked Thoon and the Queen. In a massive dungeon grind, they helped to break up the monotony.
- The levels of the dungeon, and even rooms are quite modular which made it very easy to customize.
- Some good new monsters such as the Iron Rhino!

Cons
- Many of the encounters were way too similar
- Way too grindy without enough interesting things to do aside from kill everything
- The setting is interesting but felt underutilized. I’d have liked to have seen more lava dangers, ground shaking, etc.
- There is no art for this volcano. This may be particular to running this online, but its such an interesting site yet there is no art to show what this volcano looked like from the outside. Within the back matter there is a picture of a volcano but its not Ashpeak and its surrounded by tropical fauna so can’t be.
- As I said before, the back to back to back dungeon grinds was just a bit too much.


Fight after fight after fight...

2/5

THE GOOD:
A good tactics section for the giants.
"Thoon"
The Iron Rhino and the Magnetic Golem are cool monsters.

THE BAD:
Most caverns feel more or less the same - gigantic areas of fighting of which most are too large to be drawn even on the "Bigger Basic Flip-mat".
4 magic items that are underwhelming and a minor artefact that sucks for the whole group and is unusable (stuns everyone in a 90 foot radius for 1 round including the wielder if a fortitude DC 15 check is failed - no problem for almost every giant but hard for everyone but a martial character).

THE UGLY:
There is ONE possibility to make roleplay in the entire book. The rest consists of endless fighting.
A magic rod which is created by craft wondrous item instead of craft rod (another rod is statted rightly).

I suggest the DM cut HALF of all the rooms and make some of the creatures neutral and willing to parley otherwise the players will soon tire of fighting fire giant after fire giant.

Sadly this is the low point of the AP and could easily be left out.


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Pathfinder Lost Omens, Starfinder Roleplaying Game Subscriber
Robert Jordan wrote:
The article talks about Volcanoes, some particularly famous Golarion Volcanoes, and the dangers of such locales. There are 2 archetypes the Cinderwalker (Ranger), the Pyroclast (Summoner) and an Oracle mystery the Volcano mystery.

O.O

What is this new Mystery?

Dark Archive

Pathfinder Adventure Path Subscriber

Cinderwalker, Mindspin Ranger!


2 people marked this as a favorite.
Pathfinder Adventure Path, Lost Omens Subscriber; Pathfinder Battles Case Subscriber

Aside from additional class skills, the bonus spells are all fire/heat themed as they should be. Some of the revelations are things like

Increasing your charisma score when you take con damage from volcanic vapors

Having your fire spells that do damage catch people on fire

Being able to use touch spells at range on targets that are on fire

Being able to walk on lava/magma/etc without taking damage.

And things of that nature


Sounds perfect for orcs of the Brimstone Haruspex.

Edit: So is Zursvaater the sole god of Fire Giants, or are there others? Or does he have worshipers other than fire giants?

Dark Archive

Pathfinder Adventure Path Subscriber
Major_Blackhart wrote:


Edit: So is Zursvaater the sole god of Fire Giants, or are there others?

From what I gleaned, yes - he's to fire giants what Thyrmr is to frost.

Quote:
Or does he have worshipers other than fire giants?

He's very fire-giant orientated, believing other races as 'tools' at best. There is mentioning of slag giants worshiping him, but they're in the minority.


Adam Daigle wrote:
July 29th is the street date. It's the same as the PDF date in the product description.

Thank you sir, you just made my week, as I go on vacation right after this, and the final 2 mods will be had to complete the Campaign so I can see the overall flow and make some changes as needed for my Party's "likes/dslikes" and my prefs as well naturally:)

I would have sworn that somewhere the PDF drop date and the hard copy was a week or two after the former??....

Cheers

Tom

Community Manager

The retail release date and the PDF release date are typically the same day. Subscribers receive their PDF in their downloads when their print copy ships (which is generally before the retail release date).


Pathfinder Pathfinder Accessories Subscriber

Is anyone else having trouble with the interactive maps of #95 and #96? I cannot see the actual map detail layer. I am getting only the lettered locations nothing more.


Zursvaater always did intrigue me. I wonder if it's worth picking up just for that.

Edit: Wait, I had him mixed up with Minderhal. Did any of the Adventure Path books feature him by chance?

Dark Archive

Pathfinder Adventure Path Subscriber

Minderhal was featured in Forge of the Giant God, two issues back.


There's no herald for Zursvaater. I think that's the first time that's ever happened when a god is detailed in an article. (I'm only counting full-fledged gods; not Demon Lords/Horsemen, on account of them not having heralds).

Also, anyone recognize the stuff that the two ladies are throwing into the volcano? Piece for piece, that would be the weapons and armor of a certain graveknight detailed in from Ice Tomb of the Giant Queen. The Sihedron runes are a dead giveaway...


Robert Jordan wrote:

I have a quick question about an item that the party may gain in this adventure

** spoiler omitted **

You *can*, but if you don't want to you can always refer to Book 3.

Grand Lodge

So I've got some burning questions due to my confusion.

Spoiler:
This is mainly about King Tytarian and his stat block.
1) Where is the Str 39 and Con 28 coming from? They're both 4 too high. Did he read two +4 manuals to grant him that, or maybe even eight wishes?
2) Being a stalward defender 5, should his DR be 4, not 3?
3) Why is there no reach with the halbred listed? It should be 15-20 ft.
4) Not related to the king, but why do the fire giant captains have wands of silence? They don't have ranks Use Magic Device in any capacity and that's a trained skill. Nor do they have a class or archetype to give them spellcasting.

Dark Archive

While I can't help with the other questions, I can provide some insight to answer #3. Halberds do not have the Reach quality, only Brace and Trip only.

Halberd


1 person marked this as a favorite.

@Kevin:

1) Paizo tends to give extra stats sometimes. Its not clear to me why in this case the STR and CON are what they are, but your suggestions are both reasonable.
2) AFAICT, yes, it should be DR4/-
4) My best guess is that they were intended to use them at some point, and were given the necessary skills and/or classes to do so, and then a subsequent editing pass removed this capability. No tactics entries suggest using them either, so the wands just end up as a bit of bonus loot for the PCs. Alternatively, the wands can be moved to be part of the equipment and tactics of the Temple Priests later on in the adventure.

Grand Lodge

I guess the only other question I’ve got then is, do monsters not get an ability score improvement when they reach a HD divisible by 4 when they add class levels? Or is it only when they’ve taken four class levels that they get the ability score improvement? I ask because that would change additional stat blocks, but others would make sense.


kevin_video wrote:
I guess the only other question I’ve got then is, do monsters not get an ability score improvement when they reach a HD divisible by 4 when they add class levels? Or is it only when they’ve taken four class levels that they get the ability score improvement? I ask because that would change additional stat blocks, but others would make sense.

As far as I know the monsters get those ability score boosts. And the feats every odd level. That's just part of adding class levels to anything, whether it's for a zero-hd player race or something that already had hit dice.

Grand Lodge

Phaedre wrote:
kevin_video wrote:
I guess the only other question I’ve got then is, do monsters not get an ability score improvement when they reach a HD divisible by 4 when they add class levels? Or is it only when they’ve taken four class levels that they get the ability score improvement? I ask because that would change additional stat blocks, but others would make sense.
As far as I know the monsters get those ability score boosts. And the feats every odd level. That's just part of adding class levels to anything, whether it's for a zero-hd player race or something that already had hit dice.

Yeah, that's what I always thought too, but the stat blocks throughout this series has shown both, so it's upped my confusion. These last two books seemingly ignored the "every 4 HD" thought process though.

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