This is a spoiler free review. I have read the book, but not DM’d the adventure yet.
Giants have emerged from their strongholds to threaten civilization as never before. Hill giants are stealing all the grain and livestock they can while stone giants have been scouring settlements that have been around forever. Fire giants are press-ganging the smallfolk into the desert, while frost giant longships have been pillaging along the Sword Coast. Even the elusive cloud giants have been witnessed, their wondrous floating cities appearing above Waterdeep and Baldur’s Gate. Where is the storm giant King Hekaton, who is tasked with keeping order among the giants?
The humans, dwarves, elves, and other small folk of the Sword Coast will be crushed underfoot from the onslaught of these giant foes. The only chance at survival is for the small folk to work together to investigate this invasion and harness the power of rune magic, the giants’ weapon against their ancient enemy the dragons. The only way the people of Faerun can restore order is to use the giants’ own power against them.
- The Art is amazing
- The story is well thought out
- The plot connects to all 5e published adventures (even MoP)
- A lot of fleshed out NPCs that could be reskinned for other campaigns.
- The body count is high, really high
- No player content
- A lot of plots and NPCs (not George RR Martin level, but close)
All in all this is a solid campaign. There are quests and side quests to keep your party busy, and the art and cartography are beautiful. But, while I understand we’ve moved away from the days of splat books and endless feats, a few new spells, backgrounds, and player options go a long way.
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