Psion
Adventurer
The Giant's Skull
Fiery Dragon is one of the more popular publishers of d20 adventures. They paved their way, in part, with double adventures such as To Stand on Hallowed Ground and Nature's Fury. The Giant's Skull puts a slightly different spin on this concept. Each adventure has the same essential goal: acquire an item known as the giant's skull; yet each time the players take on a different set of characters.
A First Look
The Giant's Skull is a 40-page, staple-bound, softcover book. It is priced at $9.95 US. This gives the adventure a price per page that is about average for supplements of this size and price range.
The cover has a color picture with a red backdrop. The cover is handsomely illustrated, with art by Kieran Yanner depicting a tribe of ogre's standing in front of the adventure's title item on the front. The back has a small picture by Cladio Pozas depicting a typical party of adventurers.
The interior is black and white, illustrated by Claudio Pozas. The art is attractive and pertinent, illustrating some possible places and scenarios the PCs can encounter in the adventure. Additionally, there is a color insert of cut-out counters, also by Claudio Pozas.
The font is slightly smaller than average, with average line spacing, giving the adventure a decent text density. If you add this to the price per page and the color insert, this make The Giant's Skull a fairly good value.
A Deeper Look
(Warning: This section contains spoilers to events and secrets in the adventures.)
As mentioned, The Giant's Skull consists of two adventures, both concerned with recovering the artifact named the giant's skull. The adventures are assumed to be sequential - one party gets the skull, the other party recovers it later. In one case, the characters play your standard party of humans, elves, dwarves, and the like; in the other adventure, the PCs are pre-generated ogres, included at the back of the product.
The two adventures are written to occur in either order. By default, the ogre adventure comes first, and then the adventure with the normal PCs. Notes are included describing how to handle the adventures in either order, including taking into account some of the ogre characters that may be slain. I personally think, however, that it would be the most fun to play in the order given: offer to play the ogre game on some off night when all of the players are not there, and then watch the surprise as the players discover that they have to undo the damage that their ogre characters did earlier.
The first adventure is "The Ogres Tale." The ogres are given a fairly straightforward motivation for the adventure. They are actually in a precarious position: there is a band of hill giants that have been extorting a tribute from the ogres. The leader of the ogres, an ogre mage, hopes to learn the secrets of an artifact called the giant's skull. After returning from what they hope will be their last tribute, the band of ogre characters find that their ray of hope has been stolen by humans. The ogres must pursue the indolent puny little humans to their keep and recover the artifact.
This will not be an easy task to be sure. The adventure itself is fairly straightforward. The keep is a basic site-based adventure, stocked with human characters that the ogres must overcome. Though straightforward, it does not promise to be easy. There are some high-level human characters, including paladins and clerics.
The ogres' adventure takes advantage of the "alert factor" system originally detailed in FDP's first double adventure, To Stand on Hallowed Ground. Using this system, the GM can track the state of alert in the keep. If they are disruptive, the ogre PCs may find that the state of alarm travels through the keep, making subsequent encounters more difficult as the enemy is better prepared or more alert.
Though the ogres are provided with a motive that is on the up-and-up, the author does not make the ogres out to be merely misunderstood. All of the ogre characters are evil and have methods and goals consistent with that alignment.
Six ogre characters are provided in the appendix for the first adventure: an ogre mage wizard, 2 ogre fighters, an ogre druid, and 2 ogre rogues. I was a little surprised that given the professed nature of ogres that none of the provided characters were barbarians.
Some of the characters have errors in their calculated statistics. For example, the ogre mage's saves are a little high. Fiery Dragon has provided revised downloadable character sheets on their website at www.fierydragon.com .
The second adventure is "The Hero's Tale." As mentioned, this adventure is assumed to occur second, but notes are provided in case you want to run it first. Notes are also provided to adapt the nature of the adventure for the results of the ogres' forays in the first adventure.
The adventure begins at the same keep that the orges raided or will soon raid. A number of hooks are provided to get the PCs to the keep in the first place. The PCs come to the keep and one way or another the giants skull is not there, but has been taken by a band of marauding ogres. The lord of the keep (quite possibly the recipient of a resurrection spell after the first adventure) enlists the PCs' aid to recover the giant's skull.
Taking on a tribe of ogres is a tough task, even for high (10th) level characters. Fortunately, a boy at the keep found a back way in that the players can use. As luck would have it, this back way is not trouble free, but inhabited by some very large bears.
The trek into the ogres' lair is likewise a fairly straightforward site-based adventure. There are some sights to see in the ogre lair (such as the dire fate of some former hostages), but overall it is again a fairly simple monster-bash. Unlike the first adventure, the ogres are assumed to be fairly unorganized and the alert factor system is not used.
Summary and Conclusions
Fiery Dragon still delivers one of the best adventure packages in the industry. As with their other recent adventures, The Giant's Skull includes some vital features such as adaptation notes and character motivations and nice extras such as full-color counters and the alert factor system.
The adventures, however, are in and of themselves fairly basic. The nature of the adventures is that most of their novelty is the unusual setup. If that is not much of a selling point for you - if you see little or no interest in playing ogres - this adventure may not be a good buy for you. Some GMs will doubtlessly find this a good one-shot and an interesting diversion from regular play that can interface well with their existing campaign. Yet a great many groups out there will pass this one by as they are purely campaign players and/or they have little interest in playing monsters or evil characters.
-Alan D. Kohler
Fiery Dragon is one of the more popular publishers of d20 adventures. They paved their way, in part, with double adventures such as To Stand on Hallowed Ground and Nature's Fury. The Giant's Skull puts a slightly different spin on this concept. Each adventure has the same essential goal: acquire an item known as the giant's skull; yet each time the players take on a different set of characters.
A First Look
The Giant's Skull is a 40-page, staple-bound, softcover book. It is priced at $9.95 US. This gives the adventure a price per page that is about average for supplements of this size and price range.
The cover has a color picture with a red backdrop. The cover is handsomely illustrated, with art by Kieran Yanner depicting a tribe of ogre's standing in front of the adventure's title item on the front. The back has a small picture by Cladio Pozas depicting a typical party of adventurers.
The interior is black and white, illustrated by Claudio Pozas. The art is attractive and pertinent, illustrating some possible places and scenarios the PCs can encounter in the adventure. Additionally, there is a color insert of cut-out counters, also by Claudio Pozas.
The font is slightly smaller than average, with average line spacing, giving the adventure a decent text density. If you add this to the price per page and the color insert, this make The Giant's Skull a fairly good value.
A Deeper Look
(Warning: This section contains spoilers to events and secrets in the adventures.)
As mentioned, The Giant's Skull consists of two adventures, both concerned with recovering the artifact named the giant's skull. The adventures are assumed to be sequential - one party gets the skull, the other party recovers it later. In one case, the characters play your standard party of humans, elves, dwarves, and the like; in the other adventure, the PCs are pre-generated ogres, included at the back of the product.
The two adventures are written to occur in either order. By default, the ogre adventure comes first, and then the adventure with the normal PCs. Notes are included describing how to handle the adventures in either order, including taking into account some of the ogre characters that may be slain. I personally think, however, that it would be the most fun to play in the order given: offer to play the ogre game on some off night when all of the players are not there, and then watch the surprise as the players discover that they have to undo the damage that their ogre characters did earlier.
The first adventure is "The Ogres Tale." The ogres are given a fairly straightforward motivation for the adventure. They are actually in a precarious position: there is a band of hill giants that have been extorting a tribute from the ogres. The leader of the ogres, an ogre mage, hopes to learn the secrets of an artifact called the giant's skull. After returning from what they hope will be their last tribute, the band of ogre characters find that their ray of hope has been stolen by humans. The ogres must pursue the indolent puny little humans to their keep and recover the artifact.
This will not be an easy task to be sure. The adventure itself is fairly straightforward. The keep is a basic site-based adventure, stocked with human characters that the ogres must overcome. Though straightforward, it does not promise to be easy. There are some high-level human characters, including paladins and clerics.
The ogres' adventure takes advantage of the "alert factor" system originally detailed in FDP's first double adventure, To Stand on Hallowed Ground. Using this system, the GM can track the state of alert in the keep. If they are disruptive, the ogre PCs may find that the state of alarm travels through the keep, making subsequent encounters more difficult as the enemy is better prepared or more alert.
Though the ogres are provided with a motive that is on the up-and-up, the author does not make the ogres out to be merely misunderstood. All of the ogre characters are evil and have methods and goals consistent with that alignment.
Six ogre characters are provided in the appendix for the first adventure: an ogre mage wizard, 2 ogre fighters, an ogre druid, and 2 ogre rogues. I was a little surprised that given the professed nature of ogres that none of the provided characters were barbarians.
Some of the characters have errors in their calculated statistics. For example, the ogre mage's saves are a little high. Fiery Dragon has provided revised downloadable character sheets on their website at www.fierydragon.com .
The second adventure is "The Hero's Tale." As mentioned, this adventure is assumed to occur second, but notes are provided in case you want to run it first. Notes are also provided to adapt the nature of the adventure for the results of the ogres' forays in the first adventure.
The adventure begins at the same keep that the orges raided or will soon raid. A number of hooks are provided to get the PCs to the keep in the first place. The PCs come to the keep and one way or another the giants skull is not there, but has been taken by a band of marauding ogres. The lord of the keep (quite possibly the recipient of a resurrection spell after the first adventure) enlists the PCs' aid to recover the giant's skull.
Taking on a tribe of ogres is a tough task, even for high (10th) level characters. Fortunately, a boy at the keep found a back way in that the players can use. As luck would have it, this back way is not trouble free, but inhabited by some very large bears.
The trek into the ogres' lair is likewise a fairly straightforward site-based adventure. There are some sights to see in the ogre lair (such as the dire fate of some former hostages), but overall it is again a fairly simple monster-bash. Unlike the first adventure, the ogres are assumed to be fairly unorganized and the alert factor system is not used.
Summary and Conclusions
Fiery Dragon still delivers one of the best adventure packages in the industry. As with their other recent adventures, The Giant's Skull includes some vital features such as adaptation notes and character motivations and nice extras such as full-color counters and the alert factor system.
The adventures, however, are in and of themselves fairly basic. The nature of the adventures is that most of their novelty is the unusual setup. If that is not much of a selling point for you - if you see little or no interest in playing ogres - this adventure may not be a good buy for you. Some GMs will doubtlessly find this a good one-shot and an interesting diversion from regular play that can interface well with their existing campaign. Yet a great many groups out there will pass this one by as they are purely campaign players and/or they have little interest in playing monsters or evil characters.
-Alan D. Kohler