AD&D Adventure Review: All That Glitters

Published in 1984, UK6: All That Glitters is another memorable adventure for level 5-7 characters from TSR UK. As I noted in my review of Eye of the Serpent, the UK adventures had moved away from the World of Greyhawk, instead each being set in its own setting. However, while reading this adventure, I began to wonder if it were actually a Greyhawk adventure with the serial numbers filed off. You see, the plot involves a tunnel through a mountain range, long sealed, that leads to a post-cataclysmic desert where water is non-existent. This sounds very like the Lost Passage of the Suloise described in the 1983 World of Greyhawk setting. Although the implementation doesn’t match the entry, the underlying concept is very similar.

The adventure sets the players as treasure seekers following the map of a previous expedition through the tunnel to a rumoured great treasure. After a prologue segment where they overcome guardians of the passage, they descend into the tunnel and must fight against extraplanar creatures, including demons and devils, until they find a way to reactivate the magical transportation system and transport themselves to the desert.

There they must deal with water-obsessed people who deceive them, showing kindness and respect until they learn which of the characters can create water. The desert people then attempt to enslave those characters while killing the rest of the party.

Finally, the player characters can find the lost treasure – which holds the greatest of treasures in this parched land, a decanter of endless water.

The basic ideas in this adventure are fantastic. Their implementation, particularly in the tunnel, can be very good. All the threats and magical devices found there make perfect sense, and the sense of exploration is very strong.

Unfortunately, the beginning of the adventure is downright disturbing. The guardians of the tunnel are a human people who aren’t keen on letting just anyone enter their lands. So, like the Conquistadors, the player characters are entirely happy to slaughter them all to get to the treasure. The adventure doesn’t even make these people evil – they’re just neutral. Warlike, certainly, but this set-up reads very badly today. (In theory, the players could bypass them altogether, but it’s not how it is presented).

In contrast, the motivations of Atatek, the leader who wants to enslave characters who can create water, are far better defined. This is a situation where the players need to deal with a situation they weren’t expecting, and the actions of Atatek and his fellows make logical sense, even though you might want things to all end peacefully. And it very nicely sets up the finale of the adventure. The DM and players can sympathize with Atatek’s motivations, even while having to deal with his actions.

I find the search through the temple of Aumata-Perion, where the final treasure can be found, a weaker experience despite nice ideas. There’s a lovely idea here of a priest and his family buying off the locals with the water the priest can create (while disguising the fact that the priest can create it), and in a different adventure might lead to some wonderful role-playing encounters. However, in this adventure the priest is unhinged from the stress, and so little role-playing is possible. Instead, there’s a crawl through undead-infested tunnels, and no negotiation is possible with the crazed priest. Perhaps with the rest of his family, but that needs fleshing out from the DM.

There’s certainly much to enjoy in this adventure, although I would adjust some of the situations if I ran it today. It generally does a very good job of presenting society and situations based on events that occurred a few (or more) centuries ago. Players who enjoy exploration scenarios will find much to entertain them, and it doesn’t neglect role-playing or combat either. It could be even stronger with the role-playing options, but al least the descriptions of the situations can inspire and provide direction for the DM.

Overall, I recommend this adventure. It has its flaws, and occasionally the structure is a little rigid, but it is another inventive adventure from TSR UK that can challenge the players.

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