Hollow Mountain has loomed over the horizon of the Varisian Gulf for as long as those waters have been sailed, frightening sailors and tempting adventurers with its promises of treasure and terror alike. Having restored order to the town of Roderic's Cove, the region's newest heroes must deliver a powerful item south to the city of Magnimar, but they soon find that fate is leading them to one of the land's most infamous dungeons. What awaits these heroes in the trap-filled and monster-haunted corridors and chambers below Hollow Mountain will put them to the test, but if they can survive, they will emerge with knowledge vital to standing against the runelords' return!
This volume of Pathfinder Adventure Path continues the Return of the Runelords Adventure Path and includes:
"It Came from Hollow Mountain," a Pathfinder adventure for 5th-level characters, by Mike Shel.
Details on the empyreal lord Ashava, patron of dancers and lost souls, by Jason Keeley.
An exploration of the violent and hideous monsters known collectively as sinspawn, by Patchen Mortimer.
A bestiary of monsters, including the malevolent choking shade, the lumbering arachnid masterminds known as shriezyx queens, and the demigoddess Ashava herself, by Jason Keeley, Mark Moreland, and Mike Shel.
ISBN-13: 978-1-64078-070-5
The Return of the Runelords Adventure Path is sanctioned for use in Pathfinder Society Organized Play. The rules for running this Adventure Path and Chronicle sheet are available as a free download (1.5 MB PDF).
Other Resources: This product is also available on the following platforms:
Hollow Mountain lives up to its reputation as a hero devourer, which is perfect for my old-school sensibilies, but may bewilder crowds accustomed to steam rolling through the opposition. Some of the more tedious elements of the dungeon crawl could have ended up on the cutting room floor. Even so, it really picks up in the third act and builds to a satifying ending.
Very uninspired and well, boring. The first 3 parts are fluff and then you arrive at a basic dungeon filled with mostly undead.
This AP was a huge letdown.
A Great Adventure with Many Different Options
Charlie Brooks
(RPG Superstar Season 9 Top 4, RPG Superstar 2015 Top 32)
—
After learning in the previous adventure that Alaznist may have returned, the PCs find themselves off to the Runelord's old lair of Hollow Mountain to confirm their suspicions. But first, they have numerous new NPCs and challenges to face as they journey to Magnimar.
The first part of this adventure is a voyage by ship with several suspicious characters and a chance for some great problem-solving and role-playing. One of the NPCs, a gregarious diva who mysteriously seems unable to perform on a stage, stands out as particularly interesting with the potential to enrapture and frustrate adventurers as they try to figure her out.
The journey is an interesting stretch of adventure for those who want more than combat and traps, but the meat of this adventure is Hollow Mountain itself. The dungeon contains numerous fascinating monsters and interesting NPC enemies, some of whom can become allies depending on the approach the PCs take. It also has lots of traps and puzzles to challenge the PCs' problem-solving abilities.
The puzzles in particular deserve special note because they serve as interesting challenges without completely shutting down players who aren't particularly talented or interested in that style of exploration. Each puzzle has multiple ways through it, including one where the answer is plainly written (albeit in Thassilonian - somebody read the Player's Guide and took that, right?) right in front of the PCs.
Of course, each solution has its price. If PCs choose to bash their way through a puzzle instead of relying on arcane lore, they face more monsters to battle. If they read the obvious solution in front of them, they face a dangerous creature before going through the rest of the complex. I see these different paths as a good thing - a skill with solving puzzles helps the PCs proceed, but the game doesn't grind to a halt if the PCs can't figure things out right away.
Similarly, the adventure features several foes, including some in the dungeon, who can become allies. It's rare for a dungeon crawl to offer so many solutions, but this adventure can effectively accommodate almost any style of group. You can bash your way through all obstacles, talk your way past multiple foes, make the path easier through puzzle-solving, or take a mixed strategy and still accomplish the same goals at the end.
Overall, It Came From Hollow Mountain is an excellent and well-paced dungeon adventure. None of the encounters feel like repeats or padding, and the PCs have the freedom to proceed through the adventure in whatever way they choose. I hope to see more dungeon adventures that offer the same variety of interesting creatures, compelling NPCs, and depth of options in the future.
As a note, I haven't read the first segment of the AP. I liked the beginning of the AP and enjoyed the voyage and the encounters there. Unlike the previous reviewer, I thought the NPCs were memorable, especially Barsilla and her underling and the NPC the PCs meet on the island. This was where I think the author shines; he would do very well with a hex map of random encounters or one of those multi-city in an AP volume adventures Paizo seems so fond of. Dungeon crawls, not so much.
The dungeon has the feel of an escape room for the most part. There are lots of puzzles. However, I did not like how many of these were executed. As a player, I would be frustrated at guessing at so many of these requiring passwords without obvious clues or solutions. A big detriment in my book. Yes, you can bash your way through them, and I understand this is the dungeon devoted to wrath, but this is a lame solution. It's actually required in a few spots. I felt the author could've benefited from a day of visiting escape rooms before writing this one.
As a plus, many of the encounters have different directions they can go, based on the PCs actions. All in all, underwhelming and potentially frustrating. Unless you are dying to resolve the Runelords Trilogy, I'd skip this one, or pick it up on sale for the voyage to include in a homebrew.
It remains to be seen what the cruel and clever James Jacobs will do to my turnover, but what I sent in is packed with nasty, dungeon-crawling badness. I took my lead from the excellent article on Hollow Mountain in Dungeons of Golarion - I can't recall who's responsible for it (Jason Bulmahn, Matthew Goodall, Brandon Hodge, or Anthony Pryor), but it provided a great framework for a multi-level crawl I hope people will love (even if they fail to survive).
It remains to be seen what the cruel and clever James Jacobs will do to my turnover, but what I sent in is packed with nasty, dungeon-crawling badness. I took my lead from the excellent article on Hollow Mountain in Dungeons of Golarion - I can't recall who's responsible for it (Jason Bulmahn, Matthew Goodall, Brandon Hodge, or Anthony Pryor), but it provided a great framework for a multi-level crawl I hope people will love (even if they fail to survive).
Are you allowed to tell us just how much of the dungeon you used? Considering that the deep levels are basically 15th level plus possibly mythic.
I took my lead from the excellent article on Hollow Mountain in Dungeons of Golarion - I can't recall who's responsible for it (Jason Bulmahn, Matthew Goodall, Brandon Hodge, or Anthony Pryor), but it provided a great framework for a multi-level crawl I hope people will love (even if they fail to survive).
The talented Matt Goodall wrote the chapter on Hollow Mountain in Dungeons of Golarion. Thanks for those nasty hooks you planted there, Matt!
no, no, no, we need more high stakes campaigns, bring on the ravening horde of 800 Qlippoth plus obligatory Qlippoth Lord Cameo. I mean, it is still okay to occasionally run from a fight, isn't it?
In Wrath's Shadow http://paizo.com/products/btpy8r0c, one of my favorite PFS scenarios is also near Hollow Mountain and from Mike Shel too... Any relation?
In Wrath's Shadow http://paizo.com/products/btpy8r0c, one of my favorite PFS scenarios is also near Hollow Mountain and from Mike Shel too... Any relation?
In Wrath's Shadow http://paizo.com/products/btpy8r0c, one of my favorite PFS scenarios is also near Hollow Mountain and from Mike Shel too... Any relation?
In Wrath's Shadow http://paizo.com/products/btpy8r0c, one of my favorite PFS scenarios is also near Hollow Mountain and from Mike Shel too... Any relation?
Not intentionally, no.
Other than they're both potential deathtraps, no.
That's more of a Mike thing than a Hollow Mountain thing though. :-P
Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
Does the Pathfinder Comics Hollow Mountain arc spoil anything? Or alternatively, perhaps the events in the comics are presumed to be general knowledge (at least by PFS members)?
Does the Pathfinder Comics Hollow Mountain arc spoil anything? Or alternatively, perhaps the events in the comics are presumed to be general knowledge (at least by PFS members)?
No more so than we've already spoiled things by titling the Adventure Path "Return of the Runelords."