

Series: Dungeons & Dragons
Hardcover: 256 pages
Publisher: Wizards of the Coast (September 6, 2016)
Language: English
ISBN-10: 0786966009
ISBN-13: 978-0786966004
Product Dimensions: 8.5 x 0.7 x 11.1 inches
Shipping Weight: 3 pounds (View shipping rates and policies)
Average Customer Review: 4.3 out of 5 stars See all reviews (7 customer reviews)
Best Sellers Rank: #516 in Books (See Top 100 in Books) #5 in Books > Science Fiction & Fantasy > Gaming > Dungeons & Dragons #7 in Books > Humor & Entertainment > Puzzles & Games #115 in Books > Teens

I really wanted to like this adventure. I own every Wizards product in the 5e line and have run each adventure book, either in parts or its entirety. I especially dig their new jam of taking a classic adventure, giving it a literary spin, and updating it for modern sensibilities (in this case, "Against the Giants" plus "King Lear").Unfortunately this book suffers from some major flaws that prevent it from being used as a stand-alone campaign. It's a shame, because the content is well-written and the interior art is gorgeous. But since the 5e line as a whole is well-written and has gorgeous art, that isn't enough to save this module. It tries to find a middle ground between the sandbox-style modules that allow players to choose multiple paths to victory (such as the superb "Princes of the Apocalypse" and the excellent "Curse of Strahd") and the more traditional, linear modules (such as the mediocre "Hoard of the Dragon Queen" and the much better "Out of the Abyss").While the branching path is a tried-and-true design method, in this case the branches are rather anemic. The most damning decision is in the middle of the module, where players choose one of five evil giant lords to battle. At least in the classic "Against the Giants" adventure there was a sense of obvious progression as you fought larger and more powerful giants, but this bizarre design allows players to easily bypass 80% of the content designed for that level of play.Another issue is that though the book is billed as being for levels 1-11, in truth if your party is less than level five they will be stuck running a very linear series of encounters to put them into the "real" adventure.
Storm King's Thunder (Dungeons & Dragons) Player's Handbook (Dungeons & Dragons) Dungeons & Dragons Player's Handbook: Arcane, Divine, and Martial Heroes (Roleplaying Game Core Rules) The Dungeon Master Guide, No. 2100, 2nd Edition (Advanced Dungeons and Dragons) The Complete Thief's Handbook: Player's Handbook Rules Supplement, 2nd Edition (Advanced Dungeons & Dragons) Dungeon Master Guide (Advanced Dungeons & Dragons, 2nd Edition, Core Rulebook/2160) Player's Option: Skills & Powers (Advanced Dungeons & Dragons Rulebook) The Complete Bard's Handbook: Player's Handbook Rules Supplement, PHBR7, 2nd Edition (Advanced Dungeons & Dragons) Complete Champion: A Player's Guide to Divine Heroes (Dungeons & Dragons d20 3.5 Fantasy Roleplaying) Savage Species: Playing Monstrous Characters (Dungeons & Dragons Supplement) Relics & Rituals (Dungeons & Dragons d20 3.0 Fantasy Roleplaying, Scarred Lands) Empire of Imagination: Gary Gygax and the Birth of Dungeons & Dragons Of Dice and Men: The Story of Dungeons & Dragons and the People Who Play It A Gentle Thunder: Hearing God Through the Storm The Book of 100 Dragons LEVEL 2: A Fantasy-themed coloring book (The Book of 100 dragons coloring books) (Volume 2) School of Dragons #1: Volcano Escape! (DreamWorks Dragons) (A Stepping Stone Book(TM)) Raising Dragons (Dragons in Our Midst, Book 1) Paper Mache Dragons: Making Dragons & Trophies using Paper & Cloth Mache Thunder Rose (Coretta Scott King Illustrator Honor Books) Dungeons & Dreamers: A story of how computer games created a global community