Review of The Giant's Skull by Fiery Dragon Productions for the d20 System The Giant's Skull

A D20 System adventure from
Fiery Dragon Productions

Rating:


(4 out of 5 hearts)

by Jean-Michel
This review should be read only by DMs, and certainly not by people who think that they are going to play the module described here. Otherwise, when time comes to play the game, everybody will face extreme disappointment.

Fiery Dragon Productions have been printing interesting d20 modules for a while now. They often include special hand-outs and they always package cardboard counters of PCs and opponents that can be used as miniatures on a battle map. While the plot(s) of this double module are pretty straightforward, a few remarkable elements shine a favourable light on it. The most significant one is that players will be involved in two different ways.

The module provides ogre characters that are ready to be played. These ogres all have 5 levels in a character class, except for one ogre mage character that has one wizard level. Each player will choose and play one of these ogres and raid a frontier human fortress to recover an artifact, the Giant's Skull, which will help them free their tribe from the dominion of neighbouring hill giants.

This gives the players an opportunity to play evil monsters and go on a destructive rampage. The raid on the frontier fortress is well presented. The concept of Alert Factor that other adventure publishers have been toying with is offered here in the clearest way. Actions that the ogre characters take increase the Alert Factor in the fortress if they are noisy or obvious. Most encounter locations have specific guidelines depending on the Alert Factor that will affect the number of opponents that will be present as well as their state of combat readiness.

Once the first part of the adventure is concluded, preferably with a successful raid by the ogre PCs, the players resume play with their usual PCs. The second half of the adventure should involve 10th level characters. They will be brought to the ravaged frontier fortress and witness the actions of their ogre characters. Their mission is to take back the Giant's Skull from the ogres. They will presumably raid the ogres' lair and face their former PCs in combat. The raid on the ogres' lair is pretty much a dungeon crawl, the PCs literally crawl into old caves to reach the ogres' lair from behind. Each ogre is individually faced in his private quarters. The idea that the author is working with is that if the players have played the ogre PCs, their attitude might differ from the usual "destroy the monsters!" tactics and encourage role play.

A lot of background material is provided for both parts of the adventure, and the module can easily be integrated into any campaign with minor changes. Suggestions for further development are included depending on the success or failure of each part and the order in which the adventures are played. Although the order as presented here is the obvious one, the author includes guidelines for DMs who will prefer to play the regular PCs' adventure first and the ogres' second. The design is efficient and the module will be easy to run. The presentation includes clear maps and handy charts to keep track of the Alert Factor and its effects as well combat tracking charts.

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