An RPG Superstar dungeon adventure for 10th-level characters
Glimmerhold, an ancient dwarven city-kingdom, is under attack! A casual dungeon exploration has unleashed a host of hideous monstrosities from deep beneath the earth that threatens to destroy Glimmerhold. The ancient dwarven city has a dark secret, one that may turn the players against its rulers and force them to make the ultimate decision: save the city of Glimmerhold, or destroy it!
Written by Christine Schneider, the winner of Paizo’s first RPG Superstar™ contest.
The map of Glimmerhold was omitted for lack of space, but you can download it here, and read about it in this entry in the Paizo Blog.
Pathfinder Modules are 32-page, high-quality, full-color, OGL-compatible adventures for use with the world's most popular fantasy RPG. This Pathfinder Module includes four pre-made characters so players can jump right into the action, and full-color maps to enhance play.
I ran this in my 3.5 game, the conversion was pretty easy, just a few name changes and such. Overall I enjoyed the module, there were some good roleplaying opportunities as well as a few challenging fights.
This module is one of the most interesting concepts for an adventure I've seen. It moved away from common fantasy tropes, which does require some preparation. But with a little front-end work, it can fit into most campaigns.
The good: It's got an engaging back-story, one of betrayal, death, and revenge. Similarly, it's got a compelling villain, with whom the party has a chance to interact. The party also has the chance to interact with the populace, and actions in the beginning of the adventure can affect the end. The encounters are exciting, and challenging for a party. The new monsters presented were well-received by my party. Overall, there is plenty to keep a party busy. The quality of the writing, printing, and maps are all quite good.
The bad: All the items to compel a party to keep playing also mean the module is crowded. The details are sparse, and much of it needs to be fleshed out further. Many of the NPCs are given a few meager words of description. Several elements seem a bit rushed. This means that the GM will have to sit down beforehand to master the material and either 1) be prepared to improvise many minor but salient details or 2) work out such information ahead of time.
Similarly, the presentation makes the timing seem rushed. If you are not careful, your party would bounce back and forth without a real opportunity to understand their situation or even appreciate the unique living dungeon.
Finally, the hook is very sparse. The adventure seems to assume that the party will show up, notice bad things happening, and intervene because that is what adventurer's do. While high-level adventurers should be big players in a world, it will require some invention to give them a reason to care about the situation.
I was running Curse of the Crimson Throne and thought I would use this adventure as an interlude as they traveled toward Kaer Maga. Upon purchase and review, I decided not to use it and swallow the $13 I paid for it rather than run my players through it.
This adventure is one that will wake you up at the table. Totally unexpected twist in this one and I have to say that our whole group really marvelled at the originality of the adventure. This one is definately worth your time.