The Gauntlgrym Gambit Review
Adventures that I actually like in Dungeon are few and far between, and I honestly was not expecting anything good this month. Thankfully Daniel Marthalar stepped up to the plate with The Gauntylgrym Gambit, a low-level adventure in which the heroes discover that the Ashmadai--a cult that worships Asmodeus--have potentially found a way into Gauntlgrym, which I am told is a legendary dwarf city that has been lost for thousands of years. It follows hot on the heels of the release of Neverwinter Campaign Setting, which along with Lost Crown of Neverwinter should not only keep your group occupied for about half of their heroic career, but should provide a solid foundation for wrapping the rest of it up as well.
The basic backstory is that duergar, drow, and aberrants were fighting for control of Gauntlgrym, one thing lead to another, and the duergar found themselves with a nasty case of "oozes and slimes". Rather than go through the presumably lengthy and laborious process of safe removal, they decided to cut their losses by literally blowing up the tunnels where the oozes had spread to. This in turn had the unintended effect of giving the oozes easy access to the surface, making it Neverwinter's problem, who dispatched scouts to figure out where the problem was coming from; a big-ass hole in the ground that with the proper political spin became both a "potential road to Gauntlgrym" and Ashmadai camp ground.
The STD's of dungeons. |
This shit wouldn't happen if the rogue could just spam Stealth rolls. |
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