Pathfinder Module: Heroes for Highdelve

2.70/5 (based on 3 ratings)

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Will You Step Up?

Highdelve is in danger, and only true heroes can save the day!

Young human cousins Brialla and Meraina, as well as Kiliuk the tempestuous half-orc and Torgen the stoic dwarf, find themselves engrossed in Highdelve's joyous summer festival, the Brightbloom Jubilee. But all is shattered when the youths being honored return to town battered and bloodied. What's more, bullies robbed them of an amulet that's precious to the townspeople as well as to the regal gold dragon who protects them. As the visitors venture up a mountain to confront the culprits, they find that the situation is stickier than it appeared. Can the heroes stop a tiefling mastermind and his plan to unleash an ettin upon the festival? Or will mayhem win the day?

Heroes for Highdelve is an adventure for the four pregenerated 1st-level heroes in this volume, written for the award-winning Pathfinder RPG. The adventure takes place in Highdelve and surrounding areas of Brevoy in the official Pathfinder campaign setting, and is the perfect introduction to the game and its world!

ISBN-13: 978-1-64078-002-6

Upgrade Your Game! Specially designed to accompany Pathfinder Module: Heroes for Highdelve, Pathfinder Flip-Mat: Cavernous Lair contains two of the main encounter maps from the adventure.

Note: Heroes for Highdelve is published by Games & Gears under license from Gen Con and Paizo in celebration of the 50th anniversary of Gen Con, taking place August 17-20, 2017. It will be available for purchase at both the Games & Gears and Paizo booths, as well as paizo.com on or after the show.

Note: Due to the special nature of this product, it is NOT part of the Pathfinder Modules Subscription.

Pathfinder Society Roleplaying Guild Sanctioned Content
Heroes for Highdelve is sanctioned for use in Pathfinder Society Roleplaying Guild.

Download the rules and Chronicle sheets — (237 kb zip/PDF)

Other Resources: This product is also available on the following platforms:

Archives of Nethys

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Average product rating:

2.70/5 (based on 3 ratings)

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A good introduction using concepts from other games, without the fun twists

3/5

Heroes for Highdelve is a module written specifically for Gencon, with slots of uncertain length, that is supposed to be good for introducing new players to Pathfinder. And, if the ads are any indication, for selling Gencon junk.

It borrows the structure that was used with great aplomb in adventures like We Be Goblins! with roleplaying followed by dungeon delving. For new players, for whom the idea is new, this can be a beautiful experience! For old players, though, this is just going to play as "We Be Humanz!" without much of the charm. That said, meeting the [redacted] is sort of cool (again, more cool for new players...) and that's worth something. Plus, you can skip huge chunks of this and make it run in just a few minutes.

Of course, the huge volume of ads for minis of questionable quality eat up space that could have been used elsewhere. As has been mentioned before, the room descriptions are sparse (casualties of low wordcount, perhaps?) and the conclusion got typefit right off the printed page, which is also sort of a travesty.

As you can tell, I have mixed feelings about this. For new audiences, it can be an awesome experience, although you probably need a GM who's been around the block at least a couple times to really make it shine. But that's exactly the situation it's written for! So while it's not as unique as it could have been and it does have shortcomings, it's hard to hold them against it--at least too much. So I guess I'd rate it par. It is perfectly good at what it's designed to do--but it doesn't really succeed beyond that.


Not worth fifteen dollars

1/5

Pedestrian adventure whose concept has been successfully executed many times before, this is written with the intent of using the (incorrectly built) pregens that come with the 20 page book.

The book has like 20 pages, 4 of them advertisements for add ons for this adventure, 4 pages for pregens, 1 page for credits, and 11 pages of adventure. Box text for areas consists of sometimes as little as 1 sentence. The entire conclusion is missing. Plot hooks are incredibly dependent on the pregens and do not translate to built characters.

This would be a good way to bring random characters together and start an adventure if We Be Goblins, Neverwinter Nights 2 and Hoard of the Dragon Queen didn't already do it better.


Short and easy to prepare; great for new players and GMs

4/5

I’ve ran Heroes for Highdelve twice now. Above anything else I have to say this is a short module that is rather easy to prepare. You can finish the adventure in as little as 90 minutes if you and the players really want to. In that case you’ll skip most of the role-playing and get straight to the fights and subsequent dice rolling. The fights can be scary as there can be quite significant hits, but I personally wouldn’t worry too much about it. The final encounter can be scary for any low-level character though.

While it is certainly doable to tackle the module that way, it is my firm belief that you’re missing out on the greatest strength of this module: role-play potential. Especially at the start there’s a lot of opportunity for both the players and the GM to improvise and really get into character. If the players are willing to showcase what their characters are like based on their descriptions and don’t take things too seriously, they can have a lot of fun exploring the festival. This is especially the case if the GM can improvise well. I myself had a blast of a time responding to and setting up all sorts of shenanigans. Considering some of the players had tears of laughter, I think it’s safe to say we all enjoyed it.

The pregens are solid, but not overly special. They do somewhat foreshadow things, but they’re all useful throughout the module. The only minor complaint that I have concerns Meraina and combat situations.. Both times I’ve GMed the module, Meraina ends up being the ‘I got nothing better to do, so I’ll just walk around and hand out potions’. And that’s a shame. While her spells, scrolls and touch make sense considering her persona, I don’t think there’ll be many moments where players will use them because of a variety of reasons. Especially her touch ability is rather risky to use given her hitpoints. So while the spells available to her make sense, I feel like other options could have had more of an impact and would still have made sense on a thematic level. That said, she’s still a solid and fun pregen though.

The first segment, with all the activities, is therefore the highlight of the module for me. While the rest isn’t bad, it just feels a bit more generic and, dare I say, standard. The words railroad come to mind for the second portion and some of the ‘clues’ early on in the third part were a bit too forced. To conclude I think that this module is an interesting option for timeslots that are roughly between 2 and 3 hours. While veterans can still have fun with the role-play options, I’d say this module is better suited for new players and I would certainly recommend it to them.


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Grand Lodge

Please, please, PLEASE make this a pdf. It's not something one can buy in Canada, and even with a physical copy, I don't want to rip pages out of the book so I can hand out pregens.


Pathfinder Adventure, Adventure Path, Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber
kevin_video wrote:
Please, please, PLEASE make this a pdf. It's not something one can buy in Canada, and even with a physical copy, I don't want to rip pages out of the book so I can hand out pregens.

This. No availability in UK either so can't we have this as a PDF? Take my money please.

Sovereign Court

I just looked at buying this from amazon.com for delivery to the UK.

$10.99for the books + $66.35 delivery = $77.34 to get the only PF1 adventure I do not currently own.

It seems crazy not to have a pdf option for this.

Grand Lodge

GeraintElberion wrote:

I just looked at buying this from amazon.com for delivery to the UK.

$10.99for the books + $66.35 delivery = $77.34 to get the only PF1 adventure I do not currently own.

It seems crazy not to have a pdf option for this.

Especially a pdf of the pregens. That seems dumb just by itself.

Sovereign Court

1 person marked this as a favorite.

I guess it’s Games and Gears that need to make the decision?


This might be an excellent product to try out on Pathfinder Infinite.


... So, any news about a PDF version of this or has it been forgotten in the change from PF to PF2?

(The link to AoN leads only to a listing of the module; there's nothing downloadable there.)

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