Newly released as the first 4E "super-adventure", Revenge of the Giants is not an official GH product but that doesn't mean it can't be used as one.
Revenge of the Giants (4E, Levels 12-17)
Giants are raiding civilised lands once more and as heroes of the land, the PCs are called upon by the great and the good to join the coming battle. Before the PCs have chance to strike back, though, an ancient guardian summons them to the all-but abandoned city of Argent that once served as a base for the paragons of ages past. From the city, great heroes once marched forth across the civilised world and the planes beyond to battle evil wherever it arose. Alas, those heroes are now long gone and the guardian of the citadel wants the PCs to take their place and strike out from Argent against the ancient evil behind the giant threat.
Usefulness in Greyhawk: All of this adventure is
adaptable to Greyhawk, although a preparedness to be a little flexible with
canon is needed. Personally, I would set Argent in the western Crystalmists
overlooking the Sea
of Dust and substitute
Nerath for Keoland during its expansionist phase. The abandoned city then becomes
a largely forgotten Keoish outpost established to watch over the ruined Suel
Empire while serving as a haven for elite guardians of the Flanaess. As Keoland
declined, so did the city and as threats menaced Keoland’s borders, the
guardians left in small bands to fight these enemies and did not return.
The rest of the adventure is largely generic enough to place within
Greyhawk although some substitutions would be needed for the Points of Light
setting references (Bael Turath, Nerath etc). With these changes, the adventure
should fit well into Greyhawk and could, in fact, broaden the setting.
Ultimately, it is up to the individual DM whether he/she is prepared to add
elements such as the torrian race to the setting. Personally, I have no
objection to adding elements such as this to out of the way and poorly
developed parts of the setting but others may disagree.
Quality of the Adventure: As
to the adventure itself, the approach here is different from pervious 4E
offerings that have often been linear or been straightforward dungeon crawls.
The PCs drive forward the story by deciding which goals to pursue first and
there are more elements of diplomacy included here alongside the typically numerous combat encounters. All in all, the variety of goals and the choices
open to the PCs make this an interesting adventure and one of the best 4E
adventures published so far.
Rating: 4 out of 5.