Ah, Thornkeep! I think many
who experience it will have a love-hate relationship with it. On the plus side, there’s a great town ripe
for exploitation by homebrew GMs who need a perfect place to launch a sandbox
campaign. In addition, the five dungeon
levels within can be raced through in PFS for a full 3 XP each! On the down side, those dungeon levels are of
such inconsistent and often unfair difficulty that sudden PC deaths and even
TPKs have become notorious. I’ve run all
five dungeon levels, and I can testify they can be a group-destroyer!

Thornkeep is a 96-page book that includes a full gazetteer of the eponymous town
and the surrounding area, a full description of each of the five dungeon levels
under the town, and then a lengthy discussion of plans for an online Pathfinder
game. The artwork within is great, and
there are some nice maps. It’s worth
mentioning that there are several associated products: flip-mats that make
running four of the dungeon levels much easier, a novel (Crusader Road) that fleshes out a lot of the setting and NPCs, and
even a granite plaque that reproduces the cover art.
The book starts with a two-page introduction from Paizo CEO Lisa Stevens
that explains its origins as a Kickstarter incentive. The Kickstarter was
to raise funds for Pathfinder Online, a massively multiplayer online
RPG. The town of Thornkeep was designed as one of the three starting
locations in the game, and this book and its expanded content was the result of
several Kickstarter stretch goals being met. There's a sidebar that
provides an overview of the five levels of the dungeons under the town,
including suggested level ranges. The sidebar explains that because each
was written by a different author, "all five dungeons have vastly
different aesthetics, inhabitants, and dangers." That's an
understatement!
The first major part of the book is an 18 page gazetteer of
Thornkeep. Thornkeep is a small town--just 600 residents--but it
definitely doesn't have "small town charm"! Instead, it's a
dangerous place used by bandits and gangs of thieves. Locals protect
themselves by hiring protection from mercenaries, as the town's current ruler
doesn't particularly care what happens in the town. Nonetheless, it's not
a completely chaotic "pirate's den" type of environment, as some
order is provided by the multiple factions in the town. These take the form
of guilds--a mercenary guild, a hunter's guild, a wizard's guild, and a
thieves' guild. I'm guessing this design has something to do with the
online game, and that the players could have their characters join a guild for
advancement.
Thornkeep has an interesting backstory and there's plenty of flavourful
fodder for role-playing in the description provided here. There's a full
map of the town and a description of 38(!) locations within, many of which have
little adventure hooks. I assume today most readers just gloss over this and
head to the dungeon levels, but I'm really impressed by the detail in this
section. It provides a good, classic overview of a group's "home
base." It'd be a perfect location for an open-ended sandbox campaign, and
a believable base for a group of PCs to start becoming major players in the
River Kingdom. I used as much of it as I could even when running the
dungeon levels in PFS, as the locations and NPCs provided make for some good
role-playing and keep those sessions from being pure dungeon-crawling.
The next part of the book provides detail on Echo Wood, the larger area
in which the town of Thornkeep is located. Although the section is only
eight pages long, there are several great locations for adventures, though a GM
would need to flesh them out from the brief descriptions provided. For
example, there's Mosswater, an entire town overrun by merrows decades ago--who
knows what treasures the fleeing residents left behind? Echo Wood also contains
the Emerald Spire, but that's a whole other topic! There's a brief random
encounter table that could have used expansion (and it suffers from the common
problem of threats ranging all the way from CR1 to CR8, which means it'd be a
potential TPK generator if a GM really rolled randomly on it). But all in
all, this chapter's a good complement to the chapter on the town, and adds to
the book's usefulness in setting up a classic, open-ended sandbox campaign.
The next five chapters of the book are eight pages in length each and devoted
to the five dungeon levels under Thornkeep. As a sidebar in the Echo Wood
chapter explains, each dungeon level is designed for PCs of different levels,
and there's probably not enough XP in one level to get the PCs ready for the
next. Thus, side quests will be necessary, and it'd be a really bad idea
for a group to try to tackle the levels one after another without doing some
adventuring elsewhere. I only ran the dungeon levels via PFS, where this
wasn't a problem (apart from some awkwardness in making it clear that certain
staircases were effectively off-limits), but in a regular campaign the GM may
need to do some fancy footwork to keep groups from exploring areas they're just
not ready for. As I mentioned above, each of the five levels is written
by a different author, and even for PCs within the appropriate level ranges for
them, the challenge levels vary dramatically. What they do share is a
unified backstory about an ancient Azlanti wizard named Nhur Athemon who was
exiled from his homeland and came to the Echo Wood to build a complex for his
research and experiments. The gazetteer sections of the book do a decent
job providing some lore and adventure hooks to get PCs into the first level of
the dungeon, and there's a little bit of connection between the dungeon levels
themselves, though for the most part they're pretty independent. Before
moving onto each of the levels, I'll just note that the Thornkeep Flip-Mats
cover the second, third, fourth and fifth levels, but a GM will have to draw their
own map for level one (and it's not an easy one to draw).
Level One is "The Accursed Halls", written by Richard Baker,
and designed for 1st-level PCs. Frankly, I don't think it's a great
start. Apart from the sprawling and confusing map, there's a video-game
style requirement to obtain seven crystals of different colors scattered
throughout the dungeon in order to open the door to the next one. PCs can
easily be lulled in to a sense of complacency through multiple fights against
goblins and the like, before suddenly being hit with some genuinely unfair
encounters against wights, a shadow, and surprisingly nasty fungal
crawlers. If you read the forums, there are a *lot* of complaints about
this level and the number of PC deaths, and I can testify that when I ran it,
there was the same result. A group of six min-maxed PCs might be fine,
but a group of four average PCs should expect casualties.
Level Two is "The Forgotten Laboratory", written by Jason
Buhlman, and designed for 2nd or 3rd level PCs. As the name implies, this
level was where Nhur Athemon conducted arcane and alchemical experiments.
Although the wizard himself is long dead, the labs have since been taken over
by a half-orc alchemist beautifully named "Krenar Half-Face."
There are some really fun bits in this dungeon, including mutated goblins, a
goblin with alchemical vials embedded in his head (love the pic of
Snarltongue!), and some clever traps. But compared to Level One, it was a
breeze for the PCs and they finished it quickly.
Level
Three is “The Enigma Vaults”, written by James Jacobs and designed for 3rd
or 4th level characters.
Stylistically, this level is great—it’s a sort of museum where Nhur
Athemon stored and displayed artifacts from other planets. There are a lot of cool links to setting lore
that doesn’t get much attention because it involves worlds other than
Golarion. But it’s the boss of this
level, a mi-go cleric named The Visitant, that I’ll never forget, as he pretty
much broke my gaming group! He has claw
four claw attacks—not a big deal. He has
grab—not a big deal. He has sneak attack—a
bigger deal, especially since he summons allies to help with flanking. He has a special power called evisceration,
which means every time he succeeds on one of those grab checks, he inflicts
sneak attack and ability score damage—a very deadly deal! Following most forum GMs, I went with the
catch-and-release style when running the Visitant (dropping every grapple as a
free action to continue the series of attacks), but this proved incredibly deadly—a couple of PCs were
killed, one was permanently damaged, and one fled. There was real anger at the table afterwards,
and the whole situation got escalated up to real-life PFS oversight in an
attempt to reverse things. The players
thought I was a terrible GM, I thought they were overreacting, and the group
never really recovered. Suffice it to
say, I was off to play-by-post to run the next two levels!
Level
Four is “Sanctum of a Lost Age” by Erik Mona, designed for 7th level
PCs. This is a good example where you
can see what separates a skilled, professional writer from the lazy “drop a bunch
of random monsters in rooms and call it good” type. The story involves Nhur Athemon’s three traitorous
apprentices imprisoned in a time-stasis field indefinitely. The level is very interesting and dynamic,
and the order in which PCs do things can change the entire way the situations
play out. For example, when I ran this,
an NPC who joins the PCs got himself killed in a trap, and his death created a
paradox that destroyed the time-stasis, which in turn instantly destroyed every
living creature and organic thing that had been trapped there! The apprentices themselves are definitely
manageable, but there’s one potentially-lethal room where multiple high-CR
monsters can be released every round if the PCs aren’t smart about how they
deal with things. Overall, I thought
this was probably the best written level in the book.
Level
Five is “The Dark Menagerie” written by Ed Greenwood and designed for 5th level
PCs. I have no idea why they put this
adventure after the previous one (both in the book and in terms of moving down
through the dungeons), as the PCs’ levels are supposed to be lower here than in
“Sanctum of a Lost Age.” I think it was
considered quite a coup at the time to get Ed Greenwood of Forgotten Realms fame to write a level, but unfortunately this is
by far the least-inspired one in the book.
The concept is that Nhur Athemon had created a zoo of exotic living
creatures and engineered illusory environments to place them in, and all of
this has been in stasis until the PCs arrive.
The problem is that the creatures aren’t particularly rare and, apart
from negotiating with a sphinx, there’s really nothing to do besides step into
each room and fight the monsters within.
I expected a lot more from a legend in the field. It does play fast if you need to quickly
level up some PCs, but that’s about it.
The
last section of the book is essentially promotional puff for the Pathfinder Online game, and it comes in
at an absurdly long 26 pages (the longest chapter in the book). There’s little enduring value in this section
now, but even at the time it came out, the assorted interviews when the game
designers delivered little more than some of their early ideas, concept art,
and discussion about the tech demo they were putting together. Frankly, this is the sort of thing that
should be offered for free on a website to spruik the game, not printed in a sourcebook. I’ve never played the game (my understanding
is it never really got off the ground in the sense of having paid subscribers),
and there’s not a lot here that makes it sound particularly special or
appealing compared to the many other sword and sorcery MMORPGs out there.
To
end quickly because I’m running out of space, overall there’s some value in Thornkeep—but
just be careful how you use it!