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Revenge of the Giants: A 4th Edition D&D Super Adventure (D&D Adventure) Hardcover – September 15, 2009

3.7 out of 5 stars 12 customer reviews

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Product Details

  • Series: D&D Adventure
  • Hardcover: 160 pages
  • Publisher: Wizards of the Coast; Har/Pstr edition (September 15, 2009)
  • Language: English
  • ISBN-10: 0786952059
  • ISBN-13: 978-0786952052
  • Product Dimensions: 8.5 x 0.6 x 11.2 inches
  • Shipping Weight: 1.8 pounds
  • Average Customer Review: 3.7 out of 5 stars  See all reviews (12 customer reviews)
  • Amazon Best Sellers Rank: #797,141 in Books (See Top 100 in Books)

Customer Reviews

Top Customer Reviews

By C. Yack on October 2, 2009
Format: Hardcover Verified Purchase
This item previously had a shipping issue, causing a different item to be shipped. This has been resolved.

I was waiting for this adventure to become available ever since I saw it listed here. I'm not an avid 4e fan, but I'm willing to give it the occasional chance when a decent adventure comes out. Most of the WotC offerings haven't grabbed my attention, but this one gained my interest. I received my copy and thumbed through it that night.

This adventure is a 160 page hardcover. The page stock isn't too robust, but it should hold up fine with usual wear. The adventure itself is for 5 characters of level 12 to 18.

The book is split into two sections. The first section is 25 pages and is divided into adventure background, a map with some detail of the homebase city, a few adventure hooks to get the players started (with XP or item rewards for completing the one you select), new creatures (mostly giants) and some magic items. The other main section is divided into nine parts that make up the adventure itself. They consist in total of over 50 separate encounters at the nine different locations ranging from getting acquainted with and defending the homebase city, to infiltration or assault missions, to 13 or so skill challenges involving diplomacy, research or treasure hunting. A number of random encounters are also dispersed about to provide some in-between combat and keep the XP flowing while the characters travel back and forth between the city and their next destination. Finally, there is a two-sided poster battlemat - one side depicting the location of the final battle, the other detailing a few other locations (seemingly chosen at random).

There is a lot for players to do in this adventure.
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Format: Hardcover Verified Purchase
Review for players:

The adventure is long and epic. We switched DM's twice. I was one of them. In the hands of a good DM this adventure gives you everything you can expect from a paragon tier module. It makes the players feel special and has lots of room for your own campaign (PC backgrounds, the world, etc.)

Review for DM's (spoilers!)

We generally found the adventure to be a good frame to work with, but it requires some modifications. The PC's go from 12th level to 17th level. Even if you play it as a one-shot like we did, the PC's are going to develop their personalities, and it's essential to tie their backgrounds and special desires into the plot. Otherwise it can feel like a series of encounters the PC's don't connect with.

Also, don't be shy to release information about the villain's plans to the PC's so they get a better understanding of the conspiracy. Otherwise, if you leave them in the dark too much, the group can lose a lot of steam. The module doesn't really give a lot of hints. We used a wandering minstrel gnome "war-reporter" wo provided comic relief and information. Monsters talk, and sometimes (on Frostspire Island) were willing to avoid combat.

It's crucial to give the PC's the feeling that the enemy is getting more and more aware and wary of their involvement, and it doesn't hurt to show their fear occasionally, especially after the party destroys terrifying mythical creatures on Frostspire Island.

The weakest NPC, storywise, is Breven Foss. The module gives no hints whatsoever about his origin and true intentions. In an ongoing campaign, I would simply replace him with a past villain who survived earlier attacks.

Obanar is the central NPC on the PC's side.
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Format: Hardcover Verified Purchase
Re-doing this review after running the module. I'll leave one piece from my original review...

First, when you look at the overall rating for this product, realize that at least two other reviewers rated module based on thier service experience with Amazon, not on the product itself. This is really not fair to the Revenge of the Giants and makes one wonder how much higher the overall rating would be (if those reviewers rated the product based on it's merits, rather then a poor purchasing experience with Amazon).

Now, that being said, I rated this too high, unconsciously making up (perhaps) from those unfair reviews, but in the end, and after running the adventure. What a letdown.

The encounters can be entertaining, but what kills this adventure is the same thing that fills up most 4e modules, lack of story, just a collection of encounters, one running into the other. And they are not even connected very well in several cases.

Perhaps the biggest flaw with this module is the fact that the characters have very little effect upon anything. Sometimes, that happens, but the entire module is an excercise in futility for the players.

Some spoilers here, so be forewarned....

That's the way Revenge of the Giants turned out. Very "rail-roady". There was no way to stop, change or alter various events....

1). At the start of the module, there is no way to stop the first artifact from getting stolen. The whole scene was "forced" drama that could have been handled better with Role Play than a fight that was destined to end the same way, NO MATTER WHAT. Just have the artifact be missing already and add in some fluff for the characters to investigate. Piece together whats going on, that sort of thing.
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