Sign in to create or edit a product review. NO SPOILERS A Passage to Absalom is a four-part Pathfinder Tales story that can be ready for free on the Paizo website (https://paizo.com/store/pathfinder/fiction/tales/serial/aPassageToAbsalom) or as an e-book for just $ .99 (https://paizo.com/products/btpy8qg6?Pathfinder-Tales-A-Passage-to-Absalom- ePub). It features Jeggare and Radovan (protagonists of several Pathfinder novels by Dave Gross) on a sea voyage. This one has a "drawing room mystery" vibe, but there's some fun dialogue and action to keep the pace up. If you like these characters, this is one worth seeking out. SPOILERS!:
I must confess: I'm writing this review too long after having read the story, I read each part of the story too far apart and got lost, and my notes are sketchy. My general impression is that it starts off with a somewhat slow pace, but picks up in Chapter Two when a merchant gets poisoned at a fancy dinner. Jeggare gets to play Hercules Poirot and question each witness to the death before announcing his verdict when the ship docks. But who the killer was, and what their motivation was, I have no recollection: so this is a Spoilers section with very few actual spoilers! If were giving stars on the quality of this review, I'm afraid it'd be a 1. But the story itself is surely much better . . . NO SPOILERS I played Voyage on the River Between via play-by-post, using the Iconic Soldier, Obazaya. I wouldn't say this is a stand-out adventure in any way, but it's a perfectly pleasant way to spend an hour or two. The story is a bit pedestrian, but there's plenty of opportunities for role-playing, multiple skill usages, and a combat that should be doable for Level 1 PCs. I tend to prefer lore- and setting-heavy adventures, but if you want to introduce new players to the game, this Bounty is very accessible and they won't feel lost about what's happening or what they're supposed to be doing. SPOILERS!:
Voyage on the River Between sees the PCs hired to be bodyguards for a famed athlete (a "brutaris" player) named Visavra. (for Starfinder Society games, the hook may need to be adjusted slightly to make sense.) Visavra, a sarcesian, has been convinced by her friends to finally take a holiday. Visavra has decided to go on a sort of river-cruise with a couple of her friends (a dwarf named Cyrus Skyshatter and a human named Desir Anbali). Only, this is no ordinary river and no ordinary cruise ship: the adventure takes place in the Diaspora asteroid belt on the River Between, a magical river encased in a forcefield that connects many of the larger asteroids, and the ship (the Watani) is a special private-charter luxury liner that can adopt a submersible mode! However, what Visavra (and the PCs) don't know is that she's about to be the target of a kidnapping & ransom attempt and one of the villains is part of her entourage! The Bounty starts with three short events, each of which poses a simple skill-based challenge and an opportunity for the PCs (if successful in dealing with most of the problems) to impress Visavra--a factor that influences how she acts in the adventure's climax. Event # 1 sees a drunk pilot corkscrewing the Watani through a turbulent part of the River Between, potentially injuring passengers unless the PCs can take over the helm with a Piloting check or help the NPCs keep their footing. Event # 2 has an extravagant banquet interrupted by a pack of curious "glotters"--otther-like mammals with glowing fur--who swarm the ship searching for food. PCs are given several skill options for shooing the glotters away before the meal is ruined. Event # 3 has the ship running into (literally) a Diaspora wyrm, a massive serpentine creature. PCs have to leap into action (with Computers or Engineering) to activate the ship's emergency systems to protect hull integrity. As part of, and in between these events, there's actually a lot of opportunities for little moments for the PCs to get to know Visavra and her friends--indeed, I imagine that for some groups, this Bounty could run overlong if they really get into the RP. When the ship docks, the PCs only need to escort Visavra safely to her hotel to finish their task. Cyrus assures Visavra she's safe and the bodyguards can be dismissed, and here's where it's important whether or not the PCs impressed her. If they didn't, she agrees, and the PCs are figuratively flat-footed when there's an ambush! The assailants are dwarf pirates under the banner of the Skyshatter clan. It turns out that Cyrus had been roped into into the kidnap/ransom plot by his parents and feels tremendous guilt about his role in the matter. Assuming the PCs save her from the kidnapping plot, Visavra rewards them with three weeks in a luxurious resort! That's the Bounty. Like I said, nothing astounding and a bit too Saturday morning cartoon (like most Starfinder) for my tastes, but there's nothing wrong with it.
Pathfinder Society Scenario #5–02: The Wardstone Patrol (PFRPG) PDFPaizo Inc.Our Price: $3.99 Add to CartHard Choices in a Hard Land!NO SPOILERS The Wardstone Patrol is an interesting and thought-provoking scenario. Set in Mendev, no one will be surprised that there are battles with demons--but the real story involves how those battles change who we are as people. In other words, this is a deeper scenario than the standard set of combat encounters, and role-playing choices definitely alter how the storyline progresses. I think in the hands of a good GM, this one can really pop and be a memorable adventure. I'd recommend it. SPOILERS!:
The Wardstone Patrol centers around an NPC named Ilivan. Ilivan is a half-elven crusader who has lived a turbulent life. He grew up in Erages, the town set aside for half-elves in the elven nation of Kyonin, and like all half-elves there, faced discrimination and treatment as a second-class citizen. He joined the elven military, where the discrimination continued, before drifting into life as a smuggler in the shores of Lake Encarthan. Finally, he found a purpose in life as part of the Mendevian Crusade and was even knighted for his bravery in battle. But now, after nearly twenty years of constant fighting, Ilivan has seen so much carnage and depravity that he has become cold and cynical. The PCs spend the entire scenario in the company of Ilivan, and the story revolves around whether or not they're able to reach him emotionally to put him on a better path forward. If they can't, another brave knight effectively falls prey to the endless onslaught of the Worldwound. The scenario contains several paragraphs of text detailing Ilivan's background, how to role-play him, and how to track (through "Empathy Points") whether the PCs are getting through to him. The scenario starts at the Pathfinder Lodge in Nerosyan (Mendev's capital city) with a briefing from Venture-Captain Jorsal. He explains that he wants the PCs to take part in a patrol along the border of the Worldwound under the command of Ilivan. It seems there have been a series of attacks on the wardstones that have weakened the nation's containment of the demonic armies. I would normally remark that this doesn't really sound like a job for Pathfinders, but the scenario smartly anticipates this objection by having Jorsal explain that in Mendev, the Society is tolerated only because of an agreement with the Queen that all Pathfinders will volunteer some of their time to take part in the defense of the realm. It makes sense. The patrol takes the PCs along the River Road, following the bank of the West Sellen River (a natural border). Soon, Ilivan and the PCs come to an abandoned village, but out in the middle of some fields they see a heap of bodies and a group of commoners struggling with one another. Ilivan adamantly refuses to intervene, assuming the villagers are cultists and outside the scope of his mission. If the PCs follow orders, they might bypass this encounter entirely. What's really happening, however, is that body-possessing demons called vermleks have taken over some of the villagers and are planning to torture and kill the others. This is the first situation where the PCs might be able to gain an Empathy Point through their interactions with Ilivan. Whether the PCs intervened or not, their patrol next takes them to Fort Portolmaeus. The fort has recently come under heavy attack, and a cavalry sortie fell into a trap and several soldiers were taken captive. This is explained to them by the fort's commander, and short-handed, she requests Ilivan and the PCs mount a rescue expedition. Ilivan accepts the task in her presence, but once outside dismisses the notion as foolish--the prisoners are as good as dead, in his mind, and going after them is naïve. I'm not sure how much it intends to, but the scenario raises some really interesting moral and practical issues. I think we're supposed to see Ilivan as being unduly cold and callous, and the PCs are expected to try to persuade him to come along on the rescue out of compassion for his fellow soldiers. But one could also reasonably take the perspective that the PCs are outsiders, dropped into a complex situation that the battle-hardened and experienced Ilivan is an expert in, and that following his orders is not only the lawful thing to do, but the most pragmatic thing to do. In a way, it encapsulates the difference between Lawful Good and Lawful Neutral alignments. PCs have a tendency to think they automatically know better than everyone else, but what if they're wrong? Whether the PCs decide to mount a rescue or not, they'll face some additional challenges, including demonic wasp swarms and mind-altering rageweed spores. If the PCs do go after the captives, there's a battle against an intimidating brimorak demon and his dretch minions. The scenario certainly "gets" the depravity of demons, as the dretches use coup de graces on the prisoners every round unless and until the PCs stop them! If the PCs have gained enough Empathy Points with Ilivan that he accompanies them on the rescue, he actually heroically sacrifices himself to stop demonic reinforcements from arriving. However, on the branching path where the PCs decide not to mount a rescue, Ilivan feels mounting shame (and rage) and decides to slay those who witnessed his inaction by attacking the PCs! Definitely a twist, and potentially an interesting fight versus a mounted lance-expert if the GM knows how to run one. The epilogue to the scenario of course depends on which choice the PCs (and Ilivan) made). I'm not sure I like "Empathy Points" per se, as it seems a bit too "gamey", but the general idea of focusing the adventure on how the PCs are influenced by, and influence in turn, Ilivan was really good. His background and personality show a more realistic side of soldiering than we usually see in Pathfinder. If anything, the story concept might have been better in a module or AP chapter, where the PCs get more time with Ilivan. The other elements of the scenario were strong, so I'd definitely recommend it. The Worldwound: Hard Choices in a Hard Land!
Pathfinder Society Scenario #31: Sniper in the Deep (PFRPG) PDFPaizo Inc.Our Price: $3.99 Add to CartNo RP, but Interesting Combat LocationNO SPOILERS I ran Sniper in the Deep at high sub-tier via play-by-post last year. It's a scenario that takes some preparation by the GM to run well, and some patience by the players for complex combat wrinkles. The storyline is a bit pedestrian, but some attempt is made to tie it into and build upon setting lore. There are little-to-no role-playing opportunities, however. This isn't a scenario to run on the fly, but nor is it a scenario for deep RP enthusiasts. All of that being said, it's okay, and even somewhat memorable. So I wouldn't put it high on my "to play" list, but not at the bottom, either. SPOILERS:
The backstory to Sniper in the Deep is relatively straightforward. About a century ago, a group of young Taldan nobles foolishly talked themselves into launching a nautical invasion of Absalom. They were (predictably) utterly crushed by Absalom's navy, which sent the invasion fleet to join thousands of other shipwrecks in the so-called Flotsam Graveyard. One of those ships was Vaydren's Might, captained by a young noble named Vaydren of House Lasar. He had stolen a family heirloom--an idol to Erastil known as The Sniper--and brought it aboard, so when the ship sank, so did the precious gold artifact. Two weeks ago, a pair of Pathfinders gathered clues to the location of the shipwreck. The youngest of the pair, a secret cleric of Norgorber named Dargo Mar, hired killers to off the other Pathfinder (his mentor, Airk Jarigan) and just hours ago set off to get The Sniper for himself. The scenario begins with the PCs receiving a briefing from Venture-Captain Hestram. Hestram says Airk Jarigan hasn't reported in for a couple of weeks, and he wants the PCs to find him and this artifact he's seeking. He directs the PCs to Jarigan's last known location, a seaside tavern/inn called the Lusty Mermaid. I liked (and surprised the players with) the fact that Hestram has absolutely no time for questions or conversations, and loudly berates the PCs for asking or dithering. This is a "you've got your orders, now go!" briefing, a fun twist compared to others I've seen. Act 1 starts with the PCs' arrival at the Lusty Mermaid just after dawn. The establishment is a disreputable, rough-and-tumble place, currently occupied by normal fishermen catching breakfast before a long day at sea. In addition, the proprietor, a shady guy named Larro, and some of his thugs are present. It was Larro and his cronies who were hired by Dargo Mar to kill Airk Jarigan. There's almost certainly going to be a fight here, and I liked that there were some innocent bystanders who could inadvertently get in the way. I had to roll my eyes at the classic D&D cliche of (at high sub-tier) the innkeeper being a Level 10 Fighter with a +4 greatsword! Smart PCs will keep some of the foes alive for questioning (mine didn't), but additional information can be gleaned by tossing Dargo's room upstairs. The PCs should obtain clues indicating both where Dargo went (to a shipwreck in the Flotsam Graveyard) and to the location of Airk Jarigan's body. Act 2 relates only to the secondary success condition, as it involves trying to retrieve Airk Jarigan's body from a submerged coastal cave near Absalom. As canny Pathfinders know, Venture-Captain Hestram would rather have a precious artifact than the corpse of a dead agent; so not every group will pursue the lead--mine didn't, for example. Groups that do will need to overcome some swimming obstacles or be bashed against the rocks and then fight off some giant crabs and crab swarms in order to retrieve the body. As a side note, I'll mention the module makes excellent use of Pathfinder flip-mats, and that the original cartography for the next act is also really well-done (especially presenting a side view of the shipwrecks). Act 3 takes place in the Flotsam Graveyard and is the longest part of the adventure. The PCs will need to hire a boat to get out to a shipwreck named the Iron Tide. But wait, what about Vaydren's Might? Well, it turns out that some time in the last century, the Iron Tide sunk on top of Vaydren's Might! It's kind of a cool idea, and actually makes sense considering how cluttered the Flotsam Graveyard is supposed to be. The Iron Tide sunk at an angle and its prow remains above the waterline, but is currently occupied by some of Dargo Mar's henchmen. If the PCs are able to approach quietly, they may get a jump on them--otherwise, they may have to board under fire. The rest of this act involves descending decks and crossing over from one wreck to another. Most of the compartments are partially or wholly underwater, so as the PCs fight undead (lacedons or spectres, depending on sub-tier), sea creatures (sharks or giant eels), skum, and eventually Dargo Mar himself (controlling the ghost of Vaydren Lasar), the underwater combat rules will have to be deployed. This is where it's important for a GM to prepare themselves for the complicated ruleset, and to prep some handouts for the players (especially because their PCs may have a mixture of primitive and advanced ways to breathe and maneuver underwater). I know some GMs are tempted to just handwave this sort of thing, but I always hate to see that because it really undermines players who just so happen to have a good character for the situation (like an undine, or a druid with wildshape, etc.). This doesn't mean there won't still be challenges, as 3D combat in Pathfinder is always hard to track on a flat surface like a Google Slide, but it's worth it. As another aside, I was puzzled by whether incorporeal creatures that only have fly speeds (like spectres and ghosts) count as "swimming", have restrictions for moving through solid objects (does water count?), or completely ignore any movement restrictions--I went with the last interpretation. And that's pretty much that for Sniper in the Deep. The morale of the story: don't team-up with secret evil clerics while pursuing ancient relics!
Pathfinder Society Scenario #37: The Beggar's Pearl (PFRPG) PDFPaizo Inc.Our Price: $3.99 Add to CartFine but ForgettableNO SPOILERS Admittedly, I played Beggar's Pearl a while ago, but I have to say it didn't make much of an impression on me. It's pretty much a standard dungeon crawl scenario, notable only for a dungeon that's surprisingly large (in terms of number of rooms) for a PFS scenario. Depending on how the GM runs it, there are some potentially fun role-playing opportunities with NPCs. The flavour and setting lore is fine, but nothing particular noteworthy. The encounters are fairly pedestrian, and the main antagonist's special power doesn't really apply in a combat encounter so might not even be noticed by the PCs. I guess in sum, there's nothing particular bad and nothing particularly good about the scenario, so we'll have to classify it as "fine"--play it if you've got some extra time for the session and don't have anything else lined up. SPOILERS!:
There's a bit of a convoluted backstory to Beggar's Pearl, only some of which the PCs will learn about. The thrust of it concerns a dwarven prospector named Torvic Scrathmane. One of Torvic's ancestors was a renowned dwarven craftmaster named Barek Triongger, famed for creating the now-lost Gallery of Wonders (a sort of display area for his artistic creations) deep in the Candlestone Caverns in the Aspodell Mountains. Torvic came into possession of a luminescent pearl and fragmented manuscripts which he believes originated from (and pointed the way to) the Gallery of Wonders, and set off on a quest for it. Along the way, a bandit named Beggar stole the pearl and manuscripts, while Torvic (and some of his associates, Aspodell Rangers) went on to discovery the Gallery. However, they didn't know it had been taken over by a dark fey creature named Lady Morilaeth, who uses nightmare powers to reshape dreams and torture those she imprisons. As the scenario starts, Venture-Captain Brackett from the Almas Lodge has bought the pearl and manuscripts from Beggar. He and librarian Wystorn Telfyr ask the PCs to see if they can find Torvic (his location divined magically) and the Gallery of Wonders (presumably, so the Society can pillage it for all its worth!). The weeks-long journey from Almas into the Aspodell Mountains is handwaved, and the action starts when the PCs locate Torvic in a cave he's sought refuge in since escaping Lady Morilaeth's clutches. But Torvic isn't alone: he's being attacked by mites riding giant ants! After the PCs defeat the foes (a pretty trivial task, especially with modern builds), they'll realise Torvic is suffering from confusion and poor memory. He reveals he found the Gallery of Wonders but can't remember much about being there; he insists on accompany the PCs, and fortunately (conveniently) remembers just enough to lead them to the entrance but can't remember anything about what's inside. The scenario has some nice background exposition for the GM on the Gallery of Wonders, detailing its construction and abandonment during the Empire of Tar Khadurrm. From the PCs' perspective, however, it's pretty much just a standard dungeon--but a large one for a PFS scenario, numbering 13 rooms! (The cartography is nicely done) Not all of these rooms have encounters, of course, but if the players adopt standard cautious exploration tactics, it's easy for the scenario to blow out of the normal time limits just from exploration and a bit of role-playing. Encounters in the dungeon include more mites and giant ants, derro (or goblins and trolls at higher subtiers), and some traps (which can mostly be disarmed if the PCs think to use the phosphorescent pearl--apparently it's a magic key of some kind). Prisoners can be rescued, though like Torvic, they aren't able to meaningfully assist the party--still, some role-playing opportunities in a dungeon delve is a good thing. The big bad, Lady Morilaeth, is a cleric of Lamashtu with a special template giving her nightmare-themed powers. The powers are pretty neat, but her tactics during the big battle are pretty much to just channel negative energy--a bit of a yawn. And that's pretty much that. Assuming they're successful, the PCs gain a bit of celebrity with dwarves from the Five Kings Mountains. As far as I can tell, Paizo has never done anything with the Gallery of Wonders since, so that might something for an enterprising GM to homebrew on.
Pathfinder Society Scenario #7–12: The Twisted Circle (PFRPG) PDFPaizo Inc.Our Price: $3.99 Add to CartOriginal Story & Strong MysteryNO SPOILERS Life has gotten busy, so it's nice to have a little time to write a much-belated Pathfinder review! Today I'm tackling The Twisted Circle, an interesting and original scenario that I played via play-by-post many moons ago using my Prophet of Kalistrade character (he allegedly turns into a savage, bloodthirsty beast when harmed, but that's just a Society-wide prank that he resents!). The Twisted Circle takes place mostly in the rarely-visited Mana Wastes and features an interesting setting, some open-ended investigation of a mystery, and a solid moral decision. I think it's an especially good scenario for when no one's in a rush and folks are good to put their thinking caps on and look for clues. I'd definitely recommend it. SPOILERS!:
The scenario officially begins with a briefing by Venture-Captain Roderus in the Winding Road Inn lodge in Katapesh. Roderus explains that the PCs are being sent to a small village called Mercy in the Mana Wastes. Their mission is to find out what's happened to a missing investigator named Amenira. Amenira is a priest of Nethys (God of Magic) and she went to Mercy to investigate reports that it was somehow able to perfectly withstand a fearsome mana storm that devastated all of the surrounding area. Amenira sent in reports regularly after reaching Mercy, but it's now been four months since the Temple of the All-Seeing Eye in Osirion has heard from her. It's not made clear why the Pathfinder Society is getting involved in this matter, but it's a solid hook for an adventure. The nautical journey from Katapesh to Alkenstar is hand-waved. In Alkenstar, the PCs can gather some information about Mercy, and may learn that the village worships a god, Robori, that is not worshipped anywhere else. There's not much else to do in Alkenstar, so soon the PCs will hit the road into the Wastes. The first encounter is against an ambush by gnolls. The encounter takes place in an "invisible magical fog" that (very subtly, likely unnoticeably) has some effects on certain spells, and this is the only tangible manifestation that the PCs are in the Mana Wastes--a boon for spellcasting PCs, but disappointing to me, as I would have loved to see some real chaos and confusion! (that's part of the fun of setting adventures in the Mana Wastes, after all). Now, what the PCs are supposed to do is notice a nearby cave that the gnolls were lurking nearby and go explore it, as it holds some very early clues to help build an understanding of what's going on in Mercy. My Prophet of Kalistrade was understandably against the idea of exploring random gnoll caves when a potentially-profitable mission needed to be pursued elsewhere, but unfortunately Pathfinder Society players are trained to never skip an encounter or piece of treasure, regardless of the role-playing ramifications. The writer of The Twisted Circle (John Cazares) did an excellent job with Mercy. Players will immediately notice some things that seem "off"--large weapons are prohibited, there's a strict nightly curfew, children are nowhere to be seen, there are a series of unspoken rules, and more. That, and their one-of-a-kind deity, will likely put players into a Call of Cthulhu-style "we've stumbled into an evil cult" vibe. While staying in Mercy, the investigation of what happened to Amenira is open-ended, as the PCs can talk to residents, explore her house, gain some insight into Robori ("God of Trees"), and more. This is a section of the scenario that the GM will have to be flexible and well-prepared for (there's a lot of lore, and a lot of directions the PCs can take). One bit that could have been improved is more NPCs to help the GM from having to improv who the PCs are talking to when they go around and ask questions. The scenario is well-integrated into the history of Golarion (with some intriguing connections to the origins of ghorans, a race that doesn't get a lot of attention in Pathfinder). At one point, Mercy will be attacked by a bat swarm. During the encounter, the PCs will notice a strange, child-like animated doll lurking around the edges of the village. Following the doll will lead the PCs to an underground area outside of Mercy, and closer to understanding what's going on and what happened to Amenira. It's a bit complicated and hard to explain, so I'll just say I really like the twist that the people of Mercy *aren't* evil cultists. They've innocently misunderstood what's protecting them from the dangerous mana storms, and it's up to the PCs to decide whether to tell them the truth (and undermine their faith) or let them remain in blissful ignorance. It reminds me a bit of some of the best of the Starfinder scenarios that verge on Prime Directive territory--how much should outsiders meddle with the affairs of remote cultures? So all in all, unless you're looking for a simpler or more combat-heavy scenario, I'd definitely recommend The Twisted Circle.
Pathfinder Society Scenario #35: Voice in the Void (PFRPG) PDFPaizo Inc.Our Price: $3.99 Add to CartTough, but Great LoreNO SPOILERS I played Voice in the Void with my Oracle of Groetus in a live tabletop game. He got killed and the rest of the party sensibly ran away! In other words, it's a tough scenario. I will say, however, that it contains an excellent backstory and makes great use of setting lore. It's also a scenario that continues and furthers the excellent Pathfinder Society plot thread involving the Blakros Museum. I'd recommend people play it, but with PCs leaning into the combat-capable side of things. SPOILERS!:
The scenario starts with a briefing by Venture-Captain Adril Hestram at the Grand Lodge in Absalom. It seems the curator of the Blakros Museum, Nigel Aldain, has reported that Imrizade Blakros (daughter of the patron family) disappeared while doing work in the museum's basement. Since several watchmen sent to find her have also disappeared, it seems like a job for Pathfinders to find her! Hestram explains that the Society is willing to take the job because Imrizade's a successful fortune-hunter who had just returned from Osirion carrying a mysterious artifact: an odd metal cylinder covered in hieroglyphs. So, the field agents are being sent to find Imrizade not out of the goodness of the PFS' heart, but so they can either get the artifact or some information about it. All in all, a solid story hook. After the briefing, the PCs presumably travel to the museum, where they're met by Nigel Aldain. He shows them the secret ramp down into the basement, and that's where the rest of the scenario takes place. So, in one sense, this is a classic dungeon crawl. But as I said above, there's a ton of careful setting lore, atmosphere, and backstory integrated into each room and encounter to make for a compelling adventure (i.e., this is *not* a "one orc stands in a 10x10 room guarding a treasure chest" style of dungeon crawl). Dangers include caryatid columns, animated dinosaur skeletons, oozes, fungal molds, and (in their first Pathfinder appearance), cerebric fungi. It all builds up to a really cool finale, where the PCs discover Imrizade standing in front of the Gate of Beyond, a portal to the Dark Tapestry, with fleshy fungoid umbilicals attaching the Gate to her body! The backstory lore is extensive and interesting. Before being turned into a museum, the building was originally the manor of Ralzeros the Overwatched, a mad astrologer and wizard obsessed with the distant worlds beyond Golarion's skies, who built on the site because he had discovered the Gate of Beyond buried there. Thousands of years later, Imrizade Blakros had discovered the gate while playing in the basement archives as a child, and later ("recently") as an adult adventurer, discovered a strange metal cylinder in Osirion that turned out to contain the ghostly consciousness of an aberrant sorcerer named Kubburum Ishmedagan that took over Imrizade's body. Returning to the museum, the possessed Imrizade is working to reactivate the Gate of Beyond and open a portal to the Dark Tapestry--thus attracting all sorts of bizarre and dangerous creatures from Aucturn and beyond. For those keeping track, we also get a reference to the Aucurn Enigma! My description and summary probably hasn't done the scenario justice, but those interested in the lore of Golarion and the excellent interweaving of Blakros family drama into PFS scenarios should definitely experience Voice in the Void. It may kill you, but that's what Prestige Points are for! NO SPOILERS I ran Data Purge at Subtier 9-10 via play-by-post. Starfinder’s one of those games where PCs are effectively immortal (SP+HP+RP), but I still appreciated there were some fairly hard encounters and I like how the mission is one that genuinely seems to warrant high-level field agents getting involved. It’s an important scenario for the Season 2 metaplot and also reveals some interesting lore about the Starfinder Society and its past. Although mostly combat-oriented, there is one solid role-playing opportunity. I can’t think of any real complaints about it, which is unusual for a nit-picky reviewer like me! I’d certainly recommend it. SPOILERS!:
Data Purge has a plot that would make an excellent Starfinder movie or novel. The head of the Dataphiles faction, Celita, has realised that the entire computer system of the Starfinder Society’s headquarters (the Lorespire Complex) has been compromised. An outside party has wormed its way in through an advanced computer virus and established deep and intrusive access to pretty much everything. Celita develops a counter that can purge the virus, but getting it into the network requires physically connecting a datapad containing the anti-virus into a mainframe computer in Guidance’s central core. Not knowing who she can trust besides Luwazi Elsebo, the two handpick a group of elite field agents (the PCs) and send them on what turns out to be a fake mission to repair an antenna on an uninhabited shepherd moon around Liavara. There, the two reveal the *real* mission: they need the PCs to sneak into the Lorespire Complex through some old waste and maintenance tunnels (maps provided in paper form by Royo--a nice touch!), subdue without killing any Starfinder guards that spot them, and insert the datapad to fix Guidance without revealing to anyone their real mission. Like I said, a solid movie! Once back on Absalom Station, the PCs make their way into the tunnels. The first encounter takes place in a massive waste disposal chamber that has a neat combination of effects: massive mounds of garbage, guardians (rat spawn) left behind by the party responsible for the computer takeover, an automated magnetic crane (on a pre-set track), and an “atomizer crucible”. Basically, as the PCs are navigating the garbage and fighting giant rat monsters, anyone with metal on them is at risk of getting caught by the magnet and dropped into very nasty atomizer! It all made for a legitimately tough battle and a couple of scary moments even for jaded players. The tunnels lead into the Adamantine Prison (where the Society’s most dangerous villains are incarcerated--I wouldn’t think the Society would have the authority to incarcerate people like Stewards can). Allies of the SFS who are effectively in protective custody or just need a place of real refuge occupy some of the outer cells, and it’s in one of these that the PCs meet a philosopher-worm named Uko. Uko answers questions, but for every question he answers he asks one himself, and his questions are excellent prompts for players to think a bit more deeply about their character than just species and class. The premise of the need for interaction is that Uko threatens to call the guards unless the PCs can interest him, but the only thing really at sake is some credits if the PCs fail the (open-ended) skill checks. A classic but also fairly nasty corridor laser net trap is next. I saw a PC use a neat trick involving wormholes to help his party escape, and appreciated seeing a clever solution for a classic dilemma. The next major encounter is probably the oddest of the bunch, as the tunnels the PCs are following leads them into a holographic training simulator that happens to be the site of a Starfinder live fire exercise. On an old Pathfinder forest fire flip-mat, the PCs find themselves in a replica wooden cabin as several drones (playing the part of evil mercenaries) battle flesh-and-blood Starfinder agents. The scenario presents a variety of options for the PCs, which I like: they can try to hide and wait out the exercise, pretend to be drones and play dead, make a run for it (and risk alerting the facility that intruders are present), or take down the Starfinders quickly (and nonlethally). Noticing that the flip-mat has a large source of water on it, one of my players hit on the idea of having their PC hide underwater, and the others followed suit. It was again a clever idea and I couldn’t really argue with it. It does remind me that I think the original developers of Starfinder made a mistake by having armor “environmental protections” be so universal and powerful in the game—they take the fun out of a lot of classic science-fiction predicaments like toxic atmospheres, vacuums, nerve gases, and so forth. When the PCs reach Guidance’s central server room, Guidance perceives them as threats and generates hardlight holograms of past First Seekers to battle them. This was done in a pretty cool way, as each time the PCs inflict a certain threshold of damage, the hologram changes to a different past First Seeker and gains a different associated power. It was a smart way to show off a bit of SFS history and keep the boss battle constantly changing. Assuming the PCs are successful, they’ll know the party responsible for the intrusion: Datch! Data Purge is the first time the leadership of the Society realises just who they’re up against, making it an important part of the season meta-plot. But even as a standalone scenario, I think high-level PCs will find the scenario an enjoyable and challenging (in the context of Starfinder) adventure.
Pathfinder Society Scenario #2-23: Shadow's Last Stand—Part I: At Shadow's Door (PFRPG) PDFPaizo Inc.Our Price: $3.99 Add to CartSome Plot Holes, But Solid ExperienceNO SPOILERS I played At Shadow's Door via play-by-post with my chaotic, randomly-generated PC, Jilla!. I'm a little bit of two minds about the scenario. The background plot has some big holes in it. But, the actual writing and premise of the scenario is interesting, and some of the encounters are more than meets the eye. I think I'm going to give it a tick of approval, even if I wish the Season 2 metaplot (which this is a part of) had been held for later years in PFS1, when writers were able to better make use of deeper and more sophisticated storylines. SPOILERS!:
If you know anything about the early seasons of PFS1, the title of this scenario alone is probably a giveaway that it will involve the Shadow Lodge. I really love the idea of the Shadow Lodge--a "group within the group" that wants wants to move it out of the control of the Decemvirate and improve the treatment of field agents and then . . . well, that last bit seems to vary dramatically between different members of the Shadow Lodge. I think maybe around Year 8 or 9, this would have been a fantastic storyline to explore the morality of the Pathfinder Society and the effects it has had on various places in Golarion. Here, unfortunately, it all becomes too black and white, with the Shadow Lodge portrayed as obvious villains and the PCs having to stop them. Anyway, At Shadow's Door takes place in Almas (capital of Andoran) and involves a plot by a member of the Shadow Lodge named Spider who has a big plan involving the capture of the PFS lodge (including Venture-Captain Brackett) in the city so she can "weaken" the Society and then . . . something. I couldn't really grasp what the Spider thought would happen next to help her achieve her ulterior motives (which isn't the destruction of the Society per se). The Spider has allied with a hobgoblin general Hagla to pull off the capture of the Almas lodge, but unbeknownst to her, Hagla has a plan of her own: the hobgoblin plans to ring the building's bells (it's an old cathedral to Aroden) to signal an invasion of the city! I'm similarly not persuaded that a hobgoblin army could sneak into Almas, poised to attack, without folks noticing. But all my plot nit-picking aside, it does make for big stakes, which can be a nice change of pace from the usual goal of "retrieve this magical item that you'll never hear about again". The briefing is held aboard the Hornet's Nest in Almas' harbor. The rarely-seen Venture-Captain Hamshanks explains that, during a big gala at the Lodge, kidnappers dressed as servants attacked from the inside. Some are dead and some have been held hostage, and the only individual to escape and bring word of what happened is Fillian, a young apprentice of the Lodge's resident wizard/librarian Wystorn Telfyr. The dialogue for Fillian is really funny (a nice touch for briefings, which can often be fairly dry), and he explains that the only way to sneak into the cathedral is the same way he snuck out: through the belfry! Having recently prepped # 2-16, The Flesh Collector, which starts in the Almas lodge and features Brackett and Telfyr, I really enjoyed the continuity displayed in this scenario (down to Telfyr's interest in homunculi). The scenario here provides an excellent and thorough description of the cathedral, something an enterprising GM could use in the future for adventures whether formally PFS or not. Trying to get into the building from the top down is a fun twist, and my favourite part is a context-dependent trap that makes perfect sense. After hearing Fillian's escape from the belfry, the hostage-takers have rigged the cathedral's bells with a tripwire. In the (very likely) event the PCs set off the trap, the bells ring loud and long for everyone in the whole building to hear and prepare for intruders. For each of the bad guys, tactics are provided for whether they're on alert or not. Alas, when I played, the GM gave all the PCs automatic Perception checks to notice the trap (as if we all had the coveted Trapspotting ability!), rendering the clever idea essentially moot. The first combat encounter takes place under the cathedral's main dome and is against some air elementals. They can make good use of fly-by attack and whirlwind abilities in such a large space, and so may be harder than they first appear. There's some very interesting lore about Aroden on the walls of the dome for those (like me) who love to see such things. Next up is a battle against an animated stained glass window! Also much tougher than one might think, as we struggled to get past its hardness and immunity to magic. There's then an optional (time dependent) encounter with Wystorn Telfyr's homunculi. This can be handled diplomatically as well as through combat means, which is a good option to see once in a while. An ambush by a couple of hobgoblin rogues follows, but I imagine pretty much any group of PFS PCs should be able to handle them with little difficulty. And then it's on to the chapel for the big finish. If the PCs did set off the bell trap, this is a pretty confronting scene as the hobgoblin general Hagla has Brackett and Telfyr strung up on a makeshift gallows and threatens to hang them unless allowed to escape unharmed! She's serious too, which could very well lead to an encounter of trying to defeat her while simultaneously keeping NPCs from strangling in the nooses. As the scenario wraps up, the PCs will learn the true identity of The Spider and be in a good position to tackle Part II. Thinking it through, apart from some plot holes which probably won't be noticed by players, the scenario has some creative twists and should provide an exciting session of adventuring. I'm looking forward to trying out the sequel.
Pathfinder Society Scenario #4–15: The Cyphermage Dilemma (PFRPG) PDFPaizo Inc.Our Price: $3.99 Add to CartPlot and Timeline Problems, but Very PlayableNO SPOILERS The Cypermage Dilemma is one of the very, very few Pathfinder adventures I’ve ever run (most of) twice. It first came to my attention when I was preparing to run the Second Darkness adventure path, which starts in Riddleport (home of the Cyphermages). Then, since I already had so much of the scenario ready for that, I went ahead and ran it in proper Pathfinder Society via play-by-post. After re-reading it for the purpose of this review, my conclusion is that, although it has a couple of memorable NPCs, the story and timelines don’t hold together very well. It’s certainly playable and reasonably fun as long as no one thinks too hard about the plot. SPOILERS!:
The story background is a little convoluted, but I’ll try to summarise it concisely. In the port city of Riddleport, one of the city’s eight major crimelords is a wizard named Elias Tammerhawk. Tammerhawk is the leader of the Order of the Cyphers, a group of arcanists devoted to studying the mysterious monument called the Cyphergate. As progress in understanding the Cyphergate has been very slow, Tammerhawk has started to recruit scholars from far and wide to assist. However, a Vudrani vishkanya pirate by the name of Alejia Netrav has been trying to bolster her support in Riddleport by undermining support for the existing crimelords--particularly, Tammerhawk. In order to discredit him as a competent leader, Alejia has used her skills at piracy (and disguise) to raid ships and kidnap scholars bound for the city on Tammerhawk’s invitation. The fate of the scholars and who’s behind it is known to Tammerhawk when the scenario begins, but (and this doesn’t really hold together as an explanation), he thinks dealing with Alejia himself would be “admitting his vulnerability in the eyes of rival crime lords.” One would think dealing with a threat quickly and severely himself would only raise his esteem with the other crimelords, but I digress. Tammerhawk instead calls in help from Sheila Heidmarch, the Pathfinder Society’s Venture-Captain in Magnimar. She’s willing to help out both to cement an alliance with Tammerhawk and because one of the scholars currently bound to Riddleport (from Minkai) is a former Pathfinder named Hirako Gurukaza. Heidmarch enlists the PCs to travel to Riddleport, find Alejia, and stop her before Gurukaza and any other scholars are kidnapped. Just from that description, there’s a lot about the plot that just doesn’t make sense. I’ve mentioned already that if the # 2 crimelord in Riddleport can’t deal with an upstart without calling in outsiders, he’s got larger problems. Tammerhawk is actually a diviner of all things, and since he already knows Alejia is behind the kidnappings, you’d think he’d be able to magically deduce her whereabouts (she takes no precautions along these lines). Nor do we get any explanation as to why Alejia thinks kidnapping a few scholars will substantially undermine Tammerhawk’s position, or how she knows specifically what ship they’ll be travelling on. When the scenario starts, Heidmarch tells the PCs that Gurukaza will be arriving in Riddleport in “a few days” and urges them to stop an abduction attempt at sea, but Magnimar and Riddleport are far more than a few days away from each other (weeks apart, in fact)! (I have to imagine the writer never used the scale on the map of the Inner Sea) Wouldn’t a far more sensible plan be to have a scholar from Magnimar serve as bait, hide the PCs aboard the vessel, and then trap Alejia when she attacks? There are more discrepancies and timeline problems along these lines, but I think I’ve made my point. Poor plotting creates problems, and I do remember running this and having trouble understanding where the different NPCs were supposed to be because of the strained timelines. Anyway, after the briefing and a handwaved sea voyage to Riddleport, the PCs find themselves in the docks. Witnesses will point out a suspicious warehouse. I personally imagine that Riddleport, a true hive of scum, villainy, and smuggling, must be chock full of “suspicious warehouses”, but again I’m quibbling. Inside, several of Alejia’s crew have a kidnapped scholar (an Andoren theologian). The battle uses the classic Warehouse flip-mat, and one bit I do like is that the pirates try to tip crates over on the PCs. After leaving the warehouse, the PCs are then accosted (due to a mix-up) by two half-orc thugs and their dog working for another crimelord, Boss Croat. I have no issue with the encounter in principle, though I would think even Boss Croat’s boys aren’t dim enough to use saps and sling when outnumbered against a full party of 4-6 heavily armed PCs. It’ll be a slaughter. From the warehouse, the PCs will have a lead to a ship anchored in the harbor called the Lionfish. The PCs can pay someone to row them out there, and they may be able to sneak aboard (failing that, they’ll have to fight their way aboard). I always like a good ship boarding scene, but the best part of this scenario is a grippli alchemist/pirate named Mumbuckle. Through completely organic means, he eventually became a fixture in my Second Darkness campaign and I hold a special affection for him. Clues aboard the captured ship indicate that Alejia has already struck the ship that had Gurukaza on it, and that she’s hiding out on a small island called Viper Cove. The PCs need to sail (or hire someone to do so) the Lionfish out to Viper Cove. Here, they confront Alejia, some more of her crew, and some rabid dogs. There’s a nice bit here where Alejia holds a blade to Gurukaza’s throat and demands she be allowed to leave or she’ll kill him, and she actually will do a coup de grace if the PCs refuse! Some groups never take hostage situations seriously, so I’m glad the scenario does. She’s also visually a pretty cool bad guy. And that’s pretty much it. My likes are the villains (Mumbuckle and Alejia), a couple of new details about Riddleport (e.g., “harbor gut”), and some fun pirate action. My dislikes are the bad plotting. In practice though, most players probably won’t notice, as the scenario proceeds directly from encounter to encounter with little need for thought. So, make of that what you will.
Pathfinder #12—Curse of the Crimson Throne Chapter 6: "Crown of Fangs" (OGL)Paizo Inc.Add PDF $19.99
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Non-Mint Unavailable A Worthy ConclusionNO SPOILERS Here we are at the conclusion to what’s widely acclaimed as one of the best fantasy RPG campaigns ever written: Curse of the Crimson Throne: Crown of Fangs! As discussed in my reviews of previous chapters (and my campaign journal), I ran CotCT as a live tabletop campaign using the PFRPG hardcover version. This review is on the general adventure as depicted in the monthly version along with the backmatter that issue includes. Overall, I found the final instalment a worthy conclusion to everything that had gone before. I might have liked a bit more politics and a bit less fighting, but some things are in the DNA of D&D, and there’s plenty of material in the setting to help a GM to customise things to taste. Let’s start with the cover: Seltiyel, originally the Iconic for the Eldritch Knight prestige class and later for the Magus. You can’t go wrong with Wayne Reynolds, and the image really pops—the scene of a Gray Maiden riding on a dragon in the background doesn’t hurt! The inside front cover is the usual “Korvosan Hierarchy” chart, though it’s always interesting to see the increasing number of skulls indicating those who have died. The inside back cover is “Enemies of Korvosa”. This has some spoilers on it, so is best kept to the GM. James Jacobs’ foreword mentions that Tito Leati, the adventure author, turned in a much fuller-than-expected map of Castle Korvosa, but that the location shouldn’t be treated like a room-by-room dungeon crawl. Instead, the GM should try to get the PCs on to the important bits. More importantly, it includes a handful of paragraphs on the final fate of the AP’s many minor NPCs (like Amin Jalento, the Soldados, etc.). Finally, it has a couple of paragraphs on the next AP, Second Darkness. The first major piece of back matter is “Relics of Kazavon” (6 pages), providing a write-up of each of the seven surviving pieces as a major artifact. The tales of how each was hidden is really interesting and evocative, and there’s a ton of adventure hooks here if a GM wishes to pursue them. Next is a “Harrow Deck of Many Things” (6 pages), which includes a two-page spread of the cards suitable for photocopying. A harrow deck of many things has a lot more cards than a traditional deck of many things, but each card is given a rules explanation to go along with its effect (certainly saving a lot of debate!). I unfortunately missed my chance to use this in the game. The “Pathfinder’s Journal” fiction instalment (6 pages) continues Eando Kline’s adventure to follow the directions of a mysterious wayfinder. This time he’s in Urglin, and the writing here makes an excellent source for anyone who wants to set an adventure in the Orcish city. There are some really funny lines but some real heartache too. I’m keen to have these in a collected edition someday. The “Bestiary” (10 pages) contains a wandering monsters table for the area where the last part of the adventure is set and then proceeds to introduce four new monsters (each with two-page spreads). Akaruzugs are very flavourful constructs powered with soul energy from a crucified corpse (ghastly but cool!); Belier Devils are leech-like but super intelligent devils capable of possessing the bodies of others); Contract Devils are Hell’s lawyers and have become important in many Pathfinder stories; Mobogos are giant frog-monsters worshipped by boggards. Last, there are two pages presenting Level 14 versions of the Iconics. SPOILERS!:
Let’s get to the beginning of the end! The adventure starts with a half-page “Adventure Background” and “Adventure Synopsis” that sets the scene. Korvosa is still a city under the oppression of Queen Ileosa’s army, with the resistance hidden in the Gray Distract. Unbeknownst to all, her quest for eternal youth and immortality (through a bloody cool ritual linked to the Runelord Sorshen) has taken her out of Castle Korvosa and to an ancient Thassilonian structure called the Sunken Queen far to the west of the city. Ileosa left behind a simulacrum in the throne room which, so far, has tricked even her own allies to thinking she’s still in the city. It’s a clever plan because, as we’ll see, once the resistance (aided by the PCs) gets into a position to launch an assault on Castle Korvosa, they end up trying to depose a tyrant who has already abandoned her throne! Part One (“Return to Korvosa”) has the PCs contacted by Vencarlo Orisini through dream magic and asked to return to the city so the resistance can move on the queen. There’s a brief section here on what’s happening in Korvosa (the construction of huge statues, collection of blood samples, etc.) that’s useful context for later events. The PCs will need to use Disguise or Stealth to move about without being constantly attacked by Gray Maiden patrols, though at this point, the PCs are tough enough to shrug them off. (I think when I ran this part of the adventure, I had to use the Troop rules to provide even a smidge of opposition) Anyway, Cressida Kroft hands the PCs a list of eight concerns she wants addressed before the rebellion can reveal the lawful seneschal (Neolandus) is still alive and make a move on Castle Korvosa. The main scripted bits are confronting a new “masked hero of the people” named Trifaccia who has been turning Korvosans against the rebellion (a great use of an evil vigilante with a high-powered twist) and learning that Ileosa’s secret consort, the Gray Maiden Commander Sabina Merrin has learned the truth about her liege and is ready to turn against her—but first she has to deal with a black dragon that remains loyal! It’s an excellent character arc for Sabina, and some exciting scenes (I had them occur off-screen involving rebel leaders because my PCs spent so much time in Scarwall, but I imagine they would have worked well) Part Two (“Assault on Castle Korvosa”) is beautifully misleading because the players may think they’re about to have the big final battle of the whole campaign, and thus use their very best one-time-only items and buffs, only to discover they’ve been duped! Although the castle is laid out in incredible detail (down to the servants’ rooms and dirt pipes, with plenty of information non-adventure related), I think the foreword is correct that it’s best to treat the assault on Castle Korvosa as an opportunity for the PCs to plan a surgical strike to get into the throne room as quickly as possible. With the group having just come off of the truly massive Castle Scarwall, they probably don’t need another ponderous dungeon crawl to glean every scrap of treasure and XP possible. Highlights include the final fate of Ishani Dhatri (bound to an akaruzug; poor guy!), the bloodmage Togomor (he and a demon have clever, nasty tactics!), trying to survive a belier devil named Sermignatto (1d4 Con drain is no joke), a Red Mantis leader named Mistress Kayltanya (3 pages is probably too much though for battle fodder), the ghost of the king’s brother Venster, the possible creation of a Harrow Deck of Many Things (described above), and more. I love that the adventure creates a handout for the infernal contract between Ileosa and Hell. In short, for an intentional misdirection, this part of the adventure is really well-written and full of interesting content. And of course, the moment when players realise the “Queen Ileosa” they’ve just defeated (a mite too easily!) isn’t the real thing is one to remember. Part Three (“The Sunken Queen”) is the real climax. The setting is evocative and well-described (an ancient Thassilonian temple tipping precariously into the mud of the Mushfens). Ileosa’s minions (dread wraiths and some CR 8 clones) aren’t nearly as deadly in this original version as they are in the PFRPG hardcover version, and I’m curious if many groups found the final battle (against what’s effectively a villainous bard) pretty manageable, especially if they had Serithtial. Only if PCs have the misfortune to lack the skills or magic to stop the ritual and the blue dragon Kazavon is resurrected will they *really* be in trouble--that guy is over the top at CR 25! A half-page makes some suggestions on how to conclude the campaign and what happens if Ileosa wins (as regrettably happened in my game), and then there are two more pages on potential ways to continue the campaign (I tend to think future storylines may be anti-climactic, but if everyone’s having fun and wants to continue, it’s nice to have options). And I guess that’s it for Curse of the Crimson Throne. Even though I primarily used the hardcover version, I was glad to have these original monthly issues to help me flesh out some bits and see some different ways of handling things. I’ve only run two (and a half) Pathfinder adventure paths so far, but I have no reason to disagree with the consensus that this is the best written of them all. May the people of Korvosa enjoy their hard-won freedom, and tyrants like Ileosa everywhere face a reckoning. Sic temper tyrannis! NO SPOILERS I ran this at Subtier 1-2, using the four-player adjustment. I thought it was a strong start to the season, as the scenario has an excellent mix of role-playing, investigation, and combat. Daggermark is a great setting for an adventure like this. Oathbreakers Die is one of those rare scenarios with a complicated backstory that actually makes its way to the players and helps enrich their understanding of what's going on and why. It is a scenario that's complex to prep and run for GMs, and one that falls on the longer side (duration-wise). In other words, this isn't one I'd recommend anyone try to run cold or haphazardly, but it's definitely worth the investment of time and effort to do right. SPOILERS!:
The premise behind Oathbreakers Die is that a secret cabal of former members of the Daggermark Assassins Guild have hatched a scheme to take over the country's military and become a force unto themselves. But when a member of the Pathfinder Society in Daggermark learns of the plot, all of the Society's agents in the city are targeted for death. The PCs have to try to protect the agents from assassination while simultaneously figuring out who is behind the plot so that the Society has a future in the city. The scenario starts with one of my favourite briefings ever, as Venture-Captain Istivil Bosk dies mid-way through his explanation of the PCs' mission! Bosk has been poisoned, and PCs who give him the antitoxin sitting on his desk will be shocked to learn that they've made things worse--the poison has an added ingredient (a new formula called arcane amplex) that interacts with antitoxin to create a thick foam that suffocates the victim's airways. At the levels the PCs are at, the best they can do is delay Bosk's death for a couple of rounds, but his death is inevitable. However, a search of Bosk's office (with a nice array of skill checks being useful and important for various aspects of the search) turns up the name of another Pathfinder who is in danger--a gnome named Timinic who has been mapping Daggermark's sewers. Timinic has been placed in a hidden safe house, but PCs can head to where he often started his mapping expeditions (a tavern called the Dripping Wall Distillery) or follow up on other leads involving either the last man seen alive with Bosk (a dwarf named Brandur) or where the arcane amplex was invented (a local alchemist shop named Pemak's Tinctures). This part of the scenario can proceed in any order. From this point, the GM has to keep careful track of how much time is being taken by everything the PCs are doing. The reason is that Bosk's assassin (a doppelganger) is at large and will be murdering a list of individuals based on a set timeline. There's a handy graphic showing how long it will take the PCs to travel between each location in the scenario, as well as a stated shortcut for estimating how long conversations with various NPCs will take. The fun part of all of this is that the PCs may be behind the assassin the whole time, may arrive at a location while he's in disguise and stalking a victim, or may arrive at a location first. There's a lot of permutations on how/whether/if/where the assassin will be fought, making it a fun scenario to GM. I kept the time-keeping stuff all "behind the screen" when I GM'd it, and just left it up to the players to realize that time was of the essence--it worked out quite organically that way. The locations and NPCs that the Pathfinders will encounter during their investigation are all interesting and well-described. One of the things I thought the writer did quite skilfully was to ensure that the PCs could still get the clues they needed to proceed even if they got to a location too late to save a particular NPC from being murdered (but that getting there sooner would make getting the information easier and result in more complete information). It's a delicate balance that was pulled off beautifully here. I think the only quibble I had with this part of the scenario is with the half-orc alchemist, Pemak (who originally invented the arcane amplex). There's a sort of rules sub-system that GMs familiar with PFS scenarios will be familiar with: PCs' interaction with Pemak is gauged and tracked with "Approval Points," and one of the success conditions (as well as some in-scenario events) are dependent on how many Approval Points the PCs earn. However, I didn't think this system was set up well in the scenario and it didn't run smoothly when I ran it; the PCs were primarily concerned with quickly tracking down the assassin and their allies, and didn't naturally engage in the lengthy conversation on various topics that the Approval Points sub-system seem to envision here. Tracking systems like these need to implemented organically and for goals that the PCs will be clearly motivated to achieve. The final third of the scenario sees the PCs uncovering the identity of the cabal: a group called the Ghostknives, which is made up of rejects and dissidents from Daggermark's official Assassins Guild. The Ghostknives are led by an alchemist named Cladara, and they've set up their headquarters (as thieves and assassins are wont to do) in the city's sewers. The "Thieves Guild" flip-mat is put to excellent effect here. The PCs' have to contend with a violet fungus (a plant creature capable of some nasty poison effects), several lesser assassins, and then Cladara herself. The violet fungus was pretty easy to beat when using the four-player adjustment and the lesser assassins were the generic "rogues with sneak attack" variety, but the encounter with Cladara was pretty fun as her stinking cloud bomb made things tough for the PCs (until one got close enough to put her down with a single swing!). I'm not sure a conventional dungeon crawl was the right way (thematically) to conclude a scenario that had so much interesting intrigue and detective-work in the first two-thirds, but I do understand the need to have a certain amount of combat in every adventure. All in all, I really enjoyed Oathbreakers Die. As I said in the "No Spoilers" section above, it's definitely much more of a challenge to prepare and run than some conventional "five rooms and five encounters in the museum" scenarios. There's a lot of careful tracking and attention to detail that's necessary to make everything flow together smoothly. Still, I admire the writing that went into it, and at this stage in PFS Organized Play, we should be able to handle complex scenarios. It's one I'd happily run again just to see the different permutations of what could happen with different groups. NO SPOILERS Battle for the Bulwark is the Season Five multi-table interactive Special for Starfinder Society. I can’t imagine it’s spoilery to say it since it’s right there in the name: the Special is all about the attempt to reclaim the Bulwark! Sangoro’s Bulwark is a plot point featured in multiple SFS scenarios dating back to Season Two: a remote headquarters, fortress, and armory of the Exo-Guardians faction, it became mysteriously cut-off from all outside communication sometime after the Scoured Stars incident. When scouts went to investigate, they found it surrounded by an impenetrable force bubble of pure darkness. But now, it’s time to solve the mystery of just what happened to the Bulwark! I got to play this via play-by-post. I definitely recommend it, even if there’s one story element that I think falls a bit a flat. The Special as a whole is really impressively done, and is a worthy capstone to the long-running Bulwark story arc. SPOILERS!:
I have to admit to feeling underwhelmed that the answer to the big mystery of “What happened to the Bulwark” is an invasion of pretty generic monsters I’ve never heard of before. The Bulwark was captured by an army of grioths led by a sadistic general named Itharris. Grioths are winged bad guys with the usual expansionist motives common to many fantasy alien races and I just can’t think of a single memorable thing about them. Putting that to one side, there is an interesting angle with the grioths having spent their time in control of the Bulwark constructing something called the Voidglass Spire, a towering structure that channels psychic power for nefarious purposes. The scenario puts the concept of the Spire (and “voidglass” in general) to good effect in various plot points. And more, the scenario provides an interesting pre-SFS history of the structure they would discover and call the Bulwark: it’s on the planet Mazdrun, homeworld of an ancient, incredibly powerful, twelve-limbed species with deep knowledge of planar travel known as the Founders that eventually became extinct, their souls united into a single magical being named the Merged One. I can get behind big science-fiction concepts! The Introduction to the scenario starts with the PCs aboard a fleet travelling toward Mazdrun and receiving a briefing by Ixthia the Unbreakable. Unlike many past Specials, there are no “mustering activities” here as tables get organised--just introductions to get some role-playing off the ground. That’s probably fine, in my opinion--Specials tend to be so packed with material anyway, the little skill checks and bonuses of mustering activities aren’t really needed. In Part 1 (“Recon”), each table gets to choose one of four different missions to take on (and can move on to another mission if they finish the first one quickly). First, there’s “Establish Comms”, which has the PCs needing to set up signal boosters on Mazdrun’s surface in between storms that wreak havoc. It’s essentially a skill challenge, and like all skill challenges, it works well if the GM can add enough flavour to keep it from becoming just a dice-rolling exercise. The mission results in the PCs discovering a source of darkness underground and a signal from surviving Starfinders inside the Bulwark! Second, there’s “Downed Vessel”, in which the PCs are tasked with investigating the wreckage of Wisdom’s Grasp, a Starfinder ship that intended to rendezvous with the Bulwark just before contact was cut-off with the outside. I love the backstory element that the ship was downed by intentionally intercepting a grioth laser beam meant to destroy Struggle’s Scholar, tying in perfectly to that classic scenario. Anyway, the PCs will trigger a lot of haunt-related traps as they explore the wreckage, and success will allow them to realise that grioths were responsible for its destruction. Third, there’s “The Arsenal”, in which, as the name implies, the PCs get to return to The Arsenal (as they first did in an earlier scenario) to scout it as a potential staging area for the invasion of the Bulwark. An angel named Vigil-X has to be persuaded to allow it in what’s essentially a three-round influence-based skill check. Fourth and finally, there’s “Subterranean Tunnels”, which features the PCs exploring lava tunnels to see if there’s an underground entrance to The Bulwark that can bypass the darkness shield. After dealing with some radioactive ice, monsters called craggolks, and potentially discovering some relics of the Founders, the PCs will learn that the only potential entrance is blocked. After the con as a whole gets enough successes from Recon missions, it’s time for Event # 1: Generator Assault! Here, the PCs participate in a mission to destroy the darkness generators that shroud the Bulwark. They get instructions and explosives from a great NPC ysoki named Betsy Blast(!) and have to fight through some grioth opposition plus a mass confusion beam to get the job done. Part 2 (“Breaching the Bulwark”) starts with the PCs getting a choice of two “Bulwark Missions” to force entry into the fortress. One option is “Forward Observation”, in which the PCs act as forward observers for an artillery barrage. It’s a skill challenge, which is fine, but I don’t like that this one (and many of the ones in the Special) are of the “players can use any skill, describing how it contributes towards their goal”—players just look at whatever skill has the highest modifier and then come up with some random crap, whereas I’d actually like to see some rarely-taken skills get some value). Pet peeve over. The other option is “Underground Entry” which has the PCs fighting through a grioth crossfire to reach a voidglass mine. I can’t fault the writers for not giving the players choice and the scenario replayability, because there’s then a choice of six(!) different missions: 1) Spire Inspection has the PCs investigating a deadly beam of black energy by collecting voidglass samples from three different sites (another skill challenge; here they learn that voidglass is psychically charged); 2) Survivors is my favourite of the bunch, as it’s a really original challenge: three Starfinders have been rescued from the Bulwark, but each claims the other two are double-agents mind-whammied by the grioths! How to know who can be trusted? The only shame is that it’s resolved through skill checks instead of actual role-playing and deduction; 3) Prison Break has the PCs rescuing prisoners by defeating grioths and construct guardians before a bomb goes off in five rounds; 4) Foul Laboratory has the PCs intervening to stop grioth robots from destroying a grioth laboratory (and the valuable information contained within); 5) Founders Vault has the PCs trying to access a vault that the grioths never figured out how to open—there are six tumblers that can be solved through trial and error, but a PC takes damage for every wrong guess; 6) The Cursed Blade has the PCs needing to break through a barricade and discover what’s on the other side--it turns out to be a sword haunted by the spirit of a Starfinder Society archaeologist studying the Founders—tons of great lore here! Part 3 (“Assault on the Spire”) has everyone starting with the same “Spire Mission” called “Anvil and Hammer”: the premise is that the Starfinders need to fight their way across a bridge between the Bulwark and the top opening of the Voidglass Spire, but it’s actually all done narratively through a skills challenge rather than actual tactical combat. There’s then a choice of three Spire Missions: 1) Elemental Nexus involves the PCs attuning themselves to some elemental obelisks left by the Founders (and gaining some perks in the process); 2) Assault on the Seer has the PCs trying to stop a grioth named Eclipse Seer Remthaize from completing a ritual--it has some cool art; 4) Spire Control Center requires the PCs to bypass a trap to shut down a “psychic transducer” (the key weapon device in the Spire; as an aside, I’ve seen something similar in Chapter 5 of Dawn of Flame). Part 4 (“Bulwark’s Heart”) has the big climax as the Starfinders descend into the core of the Bulwark for a battle against Lt Ulgaran (low subtier) or General Itharris herself (high subtier). As I mentioned above, they’re the pretty standard “bloodthirsty conquer-all-lessers” type. During the battle, the Merged One awakens and starts climbing the Voidglass Spire like freakin’ King Kong on the Empire State Building! I’m not sure it works, but I have to admit it helped with the idea of a big dramatic ending. If a table finishes earlier than the others, they can then go on to a couple of short wrap-up skill check missions to blast energy cannons at grioths or evacuate the wounded. And that’s Battle for the Bulwark! It’s very professional package and one in which it’s clear the writers and designers spent a lot of time on. There’s several handouts and checklists to help the players and GM keep track of everything, a clever use of repurposed flip-mats, some neat artwork (a shame the picture of the Bulwark isn’t more prominent), and some strong concepts for missions. The writing also integrated and put a lot of Starfinder Society scenario lore together. It is a bit pricey, but considering all the material a GM gets, it’s definitely worth the cost. And although I found grioths a “meh”, as a whole it’s a really impressive Special that I imagine most players will really enjoy.
Pathfinder Flip-Mat: Lost CityPaizo Inc.Print Edition Unavailable Add PDF $9.99 Non-Mint Unavailable Handy ResourceI got a chance to pull out the Lost City flip-mat today for the first time, choosing it to represent a small part of an ancient elven city. I chose the side with overgrown stone walls and a stepped dome-like structure, and it worked perfectly--really captured the feel of what I was looking for. The other side has structures that are more intact and made of wood, and would be great for a pitched outdoor battle where you want the PCs and enemies to move from structure to structure to try to outflank one another. As usual with Paizo flip-mats, the amount of detail is excellent. Given how many scenarios and adventures involve exploration of ancient ruins and lost cities, I think this is a solid buy. I was fortunate to stumble upon the old Chase Cards deck at a gaming store for just $ 10! I bought it immediately, as I've always enjoyed chases as a type of skills challenge that rewards PCs with a broad array of skills that don't always get much attention in regular gameplay. I gave the Chase Cards a try during a recent Chase in Second Darkness, as the PCs tried to catch a quasit familiar before it could escape and warn its mistress that the PCs were on her trail. The deck consists of two double-sided rules cards that fitt pretty closely (if I remember correctly) to the rules for Chases given the GameMastery Guide. I've run enough chases now that I usually adjust the rules a little to make them simpler and to provide less incentive for the PCs to simply blast their foe out of the sky from a distance. The rest of the 48 cards in the deck are three sets of 16 cards each for chases in different environments: Urban, Forest, and Dungeon. It's important for the GM to add some narrative heft to the cards, because they naturally won't fit exactly into the scene the players and GM might envision--for example, I hadn't expected the dense forest I set my chase in to have a sheer cliff that needed to be navigated, and couldn't easily explain why a flying creature (like a quasit) would struggle to traverse that obstacle. But as long as everyone's willing to get in the spirit of the mini-game, it works fine. And the cards are certainly easier and faster than making homemade ones. All in all, if you like the concept of Chases in Pathfinder, this deck should make you happy. NO SPOILERS Heroes for Highdelve has an interesting background. Produced for the 50th anniversary of GenCon, it’s a combination of introductory Pathfinder adventure (plus incentive to buy the related Cavernous Lair flip-mat), advertisement for GenCon’s four iconic characters (presented in Pathfinder rules for the first time), and mini-product catalog for a miniatures & paint accessories company called Games & Gears (Booth # 2402!). The product is 22 pages long, with maps on the inside front- and back-covers, 12 pages of adventure, 4 pages for the GenCon Iconics (integrated into the adventure with individual story hooks), and 4 pages for the Games & Gears products (which include minis of the Iconics and one of the villains). Although obviously produced with commercial partners, the module is very professionally done, with excellent interior maps, artwork, and solid writing. And, an awesome cover—if they made that into a poster, I’d hang it up! I got to play Heroes for Highdelve via play-by-post for Pathfinder Society, and we used custom PCs (I had no idea the product was even intended for pre-gens). For me, the module is most memorable as the first appearance of my Prophet of Kalistrade character, Nistivo Cirek. For everyone else, the adventure itself is fine but forgettable. It does have value as a one-shot with a 2-3 hour running time (perfect for when the usual PFS 4-5 hour scenario running time won’t work). SPOILERS!:
Heroes for Highdelve is set in the eponymous town, which is located at the foot of the Goluskhin Mountains in Brevoy. The PCs arrive during the annual Brightbloom Jubilee, a spring festival, and can have fun with various low-stakes games like sack races, kick-sack (hacky-sack), a puppet show, and more. The adventure assumes the use of the pre-gens, who each have a reason for coming to Highdelve, and expects the PCs to be asking a lot of questions of the locals during this time. Perhaps oddly though, but fortunately for custom PCs, most of the NPCs just give the questions the runaround or say the equivalent of “I’m busy now, but ask me tomorrow”; the actual adventure itself has nothing to do with the PCs’ individual quests. My GM did an excellent job adapting the adventure for PFS, as it wasn’t until I read the module for this review that I realise how much he had to make up in order to get us hooked into the adventure. Anyway, after some relaxed fun at the jubilee, the adventure kicks into gear when a pair of town youth stumble in, bruised and bloodied. The pair were the town’s celebratory “Bloomgivers” this year, given the honour of walking to the nearby Dendra’s Slope to collect special flowers for the jubilee. It turns out, however, that they were attacked by two other youths in town (Richelle and Tolwin) who were angry about not being chosen as Bloomgivers. And worse, the (rather violent) juvenile delinquents even took the golden amulet of Aurelliax (the town’s gold dragon protector, who hangs out in human form) from the Bloomgivers! “Are there any among you who are willing to be heroes for Highdelve?” asks Aurelliax. Nistivo Cirek will—for the right price! Part 2 of the module has the PCs travelling to Dendra’s Slope. After finding the site of the attack, they’ll soon find (hiding nearby) Richelle and Tolwin. What the PCs won’t be expecting is that the two aren’t by themselves--their attack on the Bloomgivers was prompted by an evil tiefling rogue named Feran the Pale. (Feran had some sort of unrealistic plan to distract the townsfolk so he could steal from them, but the motivation here is pretty week). I’ll just note as an aside that Richelle and Tolwin fight with longswords and Feran has sneak attack, so it’s perfectly possible that this seeming “playground bullies”-style adventure could become lethal (combats are first level being notoriously swingy in Pathfinder). Part 3 of the module has the PCs facing off against what could be a pretty big threat: an ettin that is wearing Aurelliax’s amulet (it was part of Feran’s plan). Alas, the ettin doesn’t have much in the way of personality, so this is a pure combat encounter. And that’s it--there is a *very* short (one sentence) conclusion to the adventure. As an introductory experience to Pathfinder, Heroes for Highdelve is certainly serviceable, though I don’t imagine the plot or writing will be especially impressive to newcomers to the game.
Pathfinder Society Special: Year of the Shadow Lodge (PFRPG) PDFPaizo Inc.Our Price: $3.99 Add to CartPlayable, Even if Plot is NonsensicalNO SPOILERS Year of the Shadow Lodge was the first Pathfinder Society multi-table Special event. Compared to later Specials, it seems incredibly streamlined and straightforward, as there's no later innovations like different tables choosing different missions, aid tokens, mustering activities, etc. Honestly, it was kind of refreshing. That being said, although I liked the general idea of the scenario, I don't think the plot holds together very well and many of the combats are repetitive, very easy, and fairly bland. I played it at highest subtier (10-11) with my Kellid Shaman, Gurkagh, via play-by-post last year. I find the play-by-post conventions run Specials at incredible speeds (usually finishing weeks before the convention is set to end), which is unfortunate as everything becomes a bit of a blur. Anyway, today, the Special is certainly playable but probably mostly of interest as an interesting development in the history of both the fictional and the real Pathfinder Society. SPOILERS!:
Prior to the events of Year of the Shadow Lodge, the fictional Pathfinder Society is largely unaware that there is a secret network of members dissatisfied with the group's slow pace and bureaucratic nature. Apparently, there are dozens and dozens of members working to change the organisation within and plotting an eventual overthrow of its leadership, the masked Decemvirate. However, the members of the Shadow Lodge are, by nature, cautious and secretive, and thus want to carefully lay in wait while developing the strength to make the revelation of their existence simultaneous with successfully seizing control. Unfortunately, for the Shadow Lodge, one of its members, a sorcerer named Charvion, is tired of waiting--he wants to act now! Charvion has planned a major (and by major, I mean several dragons and a horde of goblins) assault on the Grand Lodge. But there's intrigue within intrigue, because the rest of the Shadow Lodge thinks Charvion is foolish. So, they feed him red herrings that the Decemvirate's secrets are on scrolls buried beneath the Mortuary at the Grand Lodge. They hope that, in the likely event Charvion's very public attack fails miserably, the Pathfinder Society either continues to disbelieve in or greatly underestimates the Shadow Lodge's real strength. Charvion's plan is a bit convoluted, and I don't really understand it. The general premise is that he plans to use a minor Azlanti artifact recently discovered in the Mwangi Expanse called the Cage of Spirit Echoes. The Cage allows the user to communicate with the dead. As hundreds of Pathfinders will be present at the unveiling of the Cage during a major Absalom holiday event (the Passion of the First Siege of Absalom), Charvion plans to have his dragons attack as a distraction while he then takes the Cage and rushes over to the Grand Lodge and fights his way into the Pathfinder Society Mortuary to dig up the Decemvirate secrets. I'm honestly fuzzy why he needs the Cage to dig up the scrolls, how he has managed to secretly amass an army of dragons and goblins and sneak them into Absalom, and why, as a sorcerer and a Pathfinder in good standing, he couldn't just walk right into the Mortuary in the middle of the night, bump off anyone there, and do his digging without all the drama! In other words, the plot just doesn't really hold up, and nor do I understand why the rest of the Shadow Lodge would let it go forward--after all, anyone who can amass an army of dragons and goblins and wield an artifact is going to seem like a major threat, so surely the Pathfinder Society will take the Shadow Lodge seriously in the future. And, that is exactly what happens at the end of the scenario: the existence of the Shadow Lodge is confirmed. It really makes the Shadow Lodge look kinda dumb, which undermines the dark conspiracy storyline the PFS organisers wanted to tell. Anyway, the Special moves quickly. Act 1 starts at a massive stadium in Absalom called the Irorium, where the festival is to take place. I love that only PCs of the highest subtier gets the "good" seats (next to the field); more scenarios should give perks to those who have earned it! For some reason, the scenario spends several paragraphs describing the physical features of the Irorium, even though none of it matters because the combat will take place on a flip-mat that is only a pale, symbolic version of it. When Charvion makes his move and seizes the Cage, the dragons and goblins attack and the PCs need to fight them off in order to escape. Act 2 has the PCs hearing of an assault on the Grand Lodge, but needing to fight their way through an ambush in the Foreign Quarter before they can get there. The ambush is more goblins, obstacles (that mechanically function as traps--a bit odd), and a Shadow Lodge cleric of Groetus named Melyra. If the PCs actually capture Melyra alive and interrogate her, they can get the broad outlines of what is happening; otherwise, they'll probably be completely in the dark. Act 3 has the PCs needing to fight their way into the Grand Lodge by breaching its falls and overcoming yet more goblin defenders. Act 4 is interesting, as an old black dragon named Zythrustianax is perched on the roof of the Mortuary. PCs of the highest subtier can actually fight it if they want, while PCs of every other subtier need to try to sneak in, with failed Stealth checks resulting in the dragon's tail slaps dislodging rubble to drop on them! There's a nice cooperative element here, as tables can work together to distract Zythrustianax so others can get inside (and, similarly, the first table that manages to break the door down makes things easier for every subsequent table to get in). There's a nice custom map of the Mortuary to handle multiple encounters inside (more goblins, beetle swarms, spectral undead somehow unleashed by the Cage), and finally Charvion himself. Unless the PCs were completely devastated by the earlier encounters, they'll probably have no trouble defeating a lone sorcerer (unless, at high subtier, he manages to get off a death spell or two). When Charvion is defeated, his body and soul are sucked into the Cage of Soul Echoes in a gleeful bit of flavour text. And now we know: the Shadow Lodge is real!
Pathfinder Society Scenario #9-20: Fury of the Final Blade PDFPaizo Inc.Our Price: $4.99 Add to CartCompelling and OriginalNO SPOILERS I got to play Fury of the Final Blade with my half-orc Paladin, Trokkus. The scenario takes place in a country I find really interesting but have hardly ever adventured in: Galt. Galt is Golarion’s analogue to the French Revolution, but as the title of the scenario implies, the guillotines here take not just your head, but your soul! Although my PC wasn’t particularly well-suited to the scenario, I think it’s well-written and well-designed. It’s open-ended and allows for some player creativity, develops an NPC arc that had been in progress for years, and is fairly original in terms of plot and gameplay. These later season PF1 scenarios tend to be steeped in lore, rich in plot, and carefully written. Fury of the Final Blade is no exception. It’s definitely worth playing, and perhaps a must-do for members of the Liberty’s Edge. SPOILERS!:
Major Colson Maldris, long-time leader of Liberty’s Edge, may have gotten (literally) in over his head. Tying in heavily to # 9-02, we learn in Fury of the Final Blade that Maldris’s plan for the recalcitrant and corrupt nobles of Andoran to face justice in Galt has gone dramatically awry. Not only are the nobles going to be executed without trial, but Maldris himself faces the chopping block! Venture-Captain Eliza Petulengro (amazing artwork, but with a personality that doesn’t match) sends the PCs in to Isarn to rescue the Andoren nobles and, if possible, Maldris. The stakes are high, because if the PCs fail, the Pathfinder Society, Galt, and Andoran could become locked in conflict, and the Red Revolution could spread. Pretty cool set-up for an adventure! The PCs arrive in Isarn the night before the executions are scheduled, so they don’t have time to rest and need to get into planning the prison break immediately. There’s lots of options available in terms of preparation, such as trying to time guard patrols, steal uniforms, etc., and this part is fairly open-ended. The scenario is actually a bit confusing on the time element, because in one place it says the group has time to conduct two investigations to prep for the prison break, but elsewhere it gives the specific number of hours different tasks take (without telling the GM how many hours are available). I like how the prison has sensible precautions in a fantasy world; for example, you can’t just teleport in or easily scry to discern the facility’s layout. The scenario features a cool villain--a Gray Gardener mesmerist named Citizen Dread--along with some tough foes like sakhils and (potentially instantly deadly) banshees. More, the PCs are likely to rouse the ire of mobs of Galtans, bringing the troop rules into play. The whole sequence of events can play out differently depending on the PCs’ actions (something every scenario should envision), down to the question of whether the PCs think Maldris is worth rescuing at all since he’s been disloyal to both the Society and to Andoran. In short, Fury of the Final Blade presents lots for the players to work with. There’s plenty of room for role-playing, combat, strategy, and moral debate, all in the context of a solid story and development of a major NPC and faction. Putting all of that together in one scenario isn’t easy to do!
Pathfinder Society Scenario #4–07: Severing Ties (PFRPG) PDFPaizo Inc.Our Price: $3.99 Add to CartGood Scenario for Canny PlayersNO SPOILERS I played Severing Ties via play-by-post way back in 2018 and apparently completely forgot to write a review for it! I might never have noticed, but for the fact that I'm running the Second Darkness adventure path, which starts in the city of Riddleport, and I try to do a thorough read of related Pathfinder setting materials before running a game. Severing Ties is also set in Riddleport, and helped flesh out some key locations in the city for me. I also ended up stealing bits and pieces of the scenario's plot as an optional side-quest (but ended up disguising that fact too well, leading the PCs to spend a lot of time on it!) Such are the perils of GMing. Anyway, as for the scenario proper, I think it's done reasonably well but I imagine many groups struggle with an expectation that they'll avoid direct combat in a particular area, which could mean PC death or even a TPK. Most Pathfinder PCs just aren't very subtle, and this is a scenario that expects subtlety. SPOILERS!:
The backstory to Severing Ties involves the Aspis Consortium trying to improve its relationship with the Cult of Lissala after some drama involving the Hao Jin Tapestry in previous scenarios. What the Consortium, led in Riddleport by a silver agent named Vidrin Jenk, wants to do is gift the cultists with three items sacred to other faiths in the city (presumably, so it can sacrifice or desecrate them in some way). As each of these faiths owe the Aspis Consortium a financial debt, it should be a simple matter of having someone pick up the sacred items as payment and deliver them to the cult's secret safehouse. But what those Aspis snakes don't know is that the Pathfinder Society is on to their plan, and intends to throw a wrench in the works! Venture-Captain Sheila Heidmarch explains to the PCs (in a quick flashback briefing in Magnimar) that she's arranged for a group of Aspis specialists to be intercepted en route to Riddleport so that the PCs can impersonate them. Once they've collected the three gifts and learn the location of the hidden cult safehouse, they're to sabotage it to discredit the Consortium in Lissalan eyes and break the alliance. It's a creative premise for a scenario. Despite the premise, those rare PCs who invest a lot of ranks or abilities in skills like Disguise and Bluff will probably be disappointed to learn that the scenario handwaves any checks. Vidrin Jenk and the other Aspis thugs at their headquarters in Riddleport (Barracuda Cartage) automatically believe the PCs are out-of-town agents once they see the brass coins that Heidmarch has provided. The Consortium really needs to invest in photo ID membership cards! The PCs can visit each of the three temples to collect the gifts in any order. One is Publican House, the city's temple to Cayden Cailean, which is of course a raucous tavern. The sacred mug the PCs need to obtain has been inadvertently entered as a prize into a drinking challenge, and this presents a fun opportunity for a light-hearted contest of strength, dexterity, and intestinal fortitude. Another temple is the House of the Silken Veil, a brothel dedicated to Calistria. Here, the PCs need to negotiate with the temple high priestess/madame, Shorafa Pamodae. It's very possible they get tricked into accepting a fake sacred relic (a dagger in a locked case that has magic aura cast on it), but the way the scenario plays out, getting fooled probably won't matter in the end. A third temple is the Fish Bowl, the city's temple to Besmara; here, to obtain a sacred bicorne hat, the PCs will have to fight some sea creatures feasting on some human sacrifices! For Riddleport aficionados, the scenario doesn't do much to give the city a distinct feel (as a pirate haven/gang town), but it's still nice to have these temples and NPCs fleshed out. Assuming the PCs can get at least two out of the three sacred objects, Jenk then provides them with the location of the Lissalan safehouse to deliver the gifts; the safehouse is hidden under an abandoned tattoo parlor. Here's where it's vitally important that the PCs remember their mission: sabotage the safehouse, don't get into traditional dungeon crawl and try to fight their way through! The threats in the underground complex are very real: basilisks that can easily turn someone to stone, a couple of dozen cultists, an animated stone guardian statue, etc. PCs can succeed in the sabotage by doing things like setting the basilisks free, causing a gas leak, flooding it, and more, but the scenario instructs GMs to allow creative options the PCs come up with. Once the sabotage has been performed and a clue left to implicate the Aspis Consortium, the PCs can escape and consider it a job well done. The overall lesson of this part of the scenario is: fights probably mean failure, so be smart! All in all, I like the general story and approach taken in Severing Ties; it's certainly different than a run of the mill scenario. It also helps flesh out a key location in Varisia. I'd recommend it, but probably only for more experienced players who will pay close attention to the exact instructions given to them in the briefing.
Pathfinder Society Scenario #15: The Asmodeus Mirage (OGL) PDF (Retired)Paizo Inc.Our Price: $3.99 Add to CartJustly RetiredNO SPOILERS The Asmodeus Mirage is one of the notorious "retired" Pathfinder Society scenarios from Season Zero. I played it "just for fun" with my summoner, Jakeric, and it's pretty easy to see why it was retired: the chance of a TPK (and need for a body recovery) is pretty bloody high! The underlying premise is kinda neat, but the actual execution of the story is a let-down and there's not necessarily a lot the PCs can do to control their fate. An enterprising GM might be able to steal an interesting idea or two for a homebrew game, but overall, there's not a lot to recommend the scenario. SPOILERS!:
The backstory to The Asmodeus Mirage is cool: when the gods battled Rovagug across the face of Golarion eons ago, the crystalline bone devil that served as the Herald of Asmodeus was struck down in what became Katapesh. Ever since, for 24 hours every century, a pocket dimension opens up with the crystal skeleton at its center. Anyone who ventures in and doesn't leave before those 24 hours are up risks being trapped there until it opens again 100 years later! And, of course, the Pathfinder Society has managed to pinpoint the location and opening schedule of the so-called "Asmodeus Mirage" and wants to send a team in to investigate, with the goal of returning with the crystal skeleton before it disappears for another century. Why exactly the PFs might select a group of Level 1-2 PCs for this mission is beyond me; maybe there was a mix-up in the cabinet containing lists of field agents? After a briefing by Venture-Captain Rafmeln (only ever seen in this scenario; perhaps he was "retired" for sending agents on this mission?) in the Katapeshi Pathfinder Lodge, the PCs have a chance to buy gear before an off-screen journey to the Asmodeus Mirage. Once inside the pocket dimension, the 24-hour countdown clock starts. The scenario is structured as a set of four encounters in the mirage that the GM selects randomly, with the journey between each encounter taking a random number of hours (that can be reduced with a good Survival check). The pocket dimension is morphic in the sense that there's no reliable directions or fixed geographic points, meaning that depending on dice rolls, PCs might stumble into the same encounter multiple times (despite trying not to). PCs also need to attempt Fortitude saves against the heat (it is the desert, after all), which makes perfect sense but can be quite draining for low-level characters (especially with any time spent resting counting against the 24-hour limit). The encounters range from fairly pedestrian combat (like groups of illusory skeletons) to some with role-playing potential (like a peaceful gnoll village menaced by ankhegs) to intriguing mixed-bags (like an insane CR 19 brass dragon who wants the PCs to clear his lair of pesky vermin) to the main event (the crystalline skeleton, which will be guarded by different foes depending on subtier). I imagine that at higher subtier (6-7), the encounters and environment would be far more manageable than the more swingy low subtier ones. In any event, the main risk facing the PCs is becoming trapped in the pocket dimension and officially ruled dead. The PCs can choose at any time before that to try to return "home", and so from the scenario's sidebar point of view, the chance of groups getting trapped should be low. However, the scenario only gives the PCs a 25% chance of making it home with each attempt, and as each attempt takes 1d4 hours, a group that waits too close to the end of the 24 hours and has some bad dice luck could easily end up being trapped and effectively TPK'd (unless they have pieces of the crystalline skeleton, which shunts them out of the demiplane automatically when it closes). There is a part of me that loves high stakes scenarios where genuinely bad things can happen to PCs--a game with no risk isn't nearly as much fun, after all. But for The Asmodeus Mirage in particular, I think the stakes need to be better fitted to the level of the characters involved and with a little bit more transparency on just how heavy the odds are against them. Not to mention, there's not really a lot of discoveries or mysteries to resolve once inside the mirage--it's just "get the skeleton and get out" with little opportunity for the PCs to understand the backstory. I imagine more than one group ended up trapped in the mirage, and this probably fueled the push to retire the scenario. I can't really argue against the decision. Fortunately, with the demiplane having just appeared, no one needs to worry about it for another 100 years! I have to append a coda to remark on a Chronicle boon from the scenario that is a classic, and hilarious, example of stingy rewards (or what we would, today, call trolling): PCs, after having somehow survived the risk of being trapped in another plane of existence for a century, receive a whole +1 to Diplomacy or Intimidate checks vs "western Katapesh gnolls"! Talk about earning bonuses the hard way! Sometimes I have map packs sit on my shelves for *years* before the right time comes along to pull them out. Such was the case for Elven City, as my players visited the elven village of Crying Leaf in my Second Darkness campaign. A visual representation of the village wasn't strictly necessary, but I thought these cards gave a good feel for what elven architecture is like: curved, flowing, in-tune with nature, and with few right angles or harsh lines. The map pack includes several elven homes, an excellent meeting hall, a water feature/garden, and even what could stand in well for an elf gate. The artwork is crisp and colorful. To be frank, most campaigns won't call upon this map pack very often--but it's still a nice addition to a GM's library. NO SPOILERS I’m of two minds about Echoes of Woe, the fifth in the series of Starfinder “Bounties” (short adventures meant to be played in 60-90 minutes). The premise is solid and at points it has a good feel, but I also think it’s overlong and a bit too “video-gamey” to really make the best use of that feel. I ran it via play-by-post for Starfinder Society, but I think it would probably be best as a home game one-shot where the GM can customise it more and not feel rushed to finish in a certain time frame. I think the cover is good, but the interior artwork doesn’t quite fit the bill. SPOILERS!:
Echoes of Woe is set in the growing town of Ysantro in the Qabarat region of Castrovel. Because the city is expanding, a company named TeleWright wants to redevelop an old, abandoned hospital—but it can’t do that until the site receives a final inspection, and no one’s willing to go in it because of rumors that it’s haunted! Thus, the PCs get hired for the job. It’s a classic set-up (everyone loves creepy hospitals, asylums, and orphanages). The backstory to the Bounty is good too. Back when the hospital was in operation, the hospital’s head doctor, Sikooli, tried to cure her son, Ajanu, of a degenerative disease caused by exposure to sunlight. Sikooli hit on the idea of combining particles from the Shadow Plane with nanites, but the resulting “venumbrites” drained the life of everyone inside the hospital, including Sikooli! Today, Sikooli roams the hospital as a grieving ghost, while her son, Ajanu, is an undead borai who still lives in the hospital to care for her. One of the issues in terms of duration is that the Hospital flip-mat has a *lot* of rooms (14), and players of this type of RPG are trained to cautiously explore each one. Add in a bit of good role-playing and some combat, and 60-90 minutes isn’t realistic for most groups. The atmosphere set up by the scenario is pretty good, and I especially liked a sidebar’s tips on how the GM can make it darker or lighten it up depending the group’s comfort level with horror. Still, some of the hard-coded elements (like scouring the hospital for multiple pieces of a ritual to set things right, dealing with four different squoxes) seemed a bit repetitive and detracted from the feel. And one of my common mechanical complaint—asking for skill checks to accomplish something but providing no penalties if they fail (so you just have endless retrying until success) definitely rears its ugly head here. So my advice (noting that Halloween is just a few weeks away as I write this) is to draw upon the broad outlines of the scenario, dispense with all the squoxes but one (and make it a shadowy, venumbrite-affected one), and do the whole thing theatre-of-the-mind without even showing a flip-mat. The game will be faster, spookier, and more fun.
Pathfinder Tales: Beyond the Pool of StarsPaizo Inc.Add ePub $6.99 Print Edition Unavailable Non-Mint Unavailable Pretty Much Perfect!NO SPOILERS Beyond the Pool of Stars is a fantastic trade paperback in the Pathfinder Tales line. Set in Sargava (a jungle, coastal region in the Mwangi Expanse that has thrown off Chelish control), the novel follows the exploits of Mirian Raas, part-Pathfinder/part deep sea salvager. I thought Howard Andrew Jones' previous novels in the Pathfinder Tales line were fine, but this one really impressed me. It's full of heart, surprises, action, and makes great use of an interesting setting. I definitely recommend it. SPOILERS!:
After her father dies in the course of running the family salvaging business, Pathfinder Mirian Raas returns to Sargava to (reluctantly) lend a hand. She and her small crew of salvagers get involved with a trio of lizardfolk who wish to recover the contents of an ancestral vault deep in an area of the jungle now overrun by boggards. A representative of the Sargavan government (and her son) join the expedition, as the salvaging business is deeply in debt to the government and it's counting on Raas finding a real score of gems to help pay the protection money it owes the pirates of the Shackles to help defend it from Cheliax. However, Mirian's brother is in love with a secret Chelish agent who'll stop at nothing to sabotage the whole endeavour. That's the barest brushstrokes of the plot, but Jones adds layers of flavour and detail to flesh everything out. The action scenes are genuinely suspenseful, as no one is immune to danger from "plot armor". Devotees of underwater combat will be impressed by the fidelity to Pathfinder rules and incorporation of magical gear, while readers interested in Sargava will find its portrayal rich in detail (the depictions of race and class issues in a post-colonial setting are skillful). I've actually become a fan of lizardfolk because of the novel thanks to their description in the book. I genuinely can't think of any criticisms (unusual for me!), so do yourself a favour and buy this book. NO SPOILERS If, like me, you're not fortunate to have a regular group methodically playing through PFS or SFS scenarios in orders, there are occasional downsides to just signing up for what's available online. For me, I didn't realise that Hope for the Future was the big capstone scenario to the Season 4 ("Year of the Data Scourge") metaplot. Playing it not only spoiled me on some of the twists in the season's storyline, but it also fell fairly flat because I wasn't really aware/invested in what was happening. The scenario itself is (almost) one long "boss battle" that might have been satisfying if I had played steadily through the season. But them's the breaks! As a scenario, it has more of the feel of a Special--high stakes, lots of combat, and limited role-playing. Not my favourite style of game, but your tastes may vary. Oh, but awesome cover! The art design team has really picked things up in Season Four. SPOILERS!:
Hope for the Future takes place on (and technically around) Absalom Station. Apparently, the Starfinder Society has learned that the mysterious Data Scourge virus was engineered by the revived Historia-Prime. The Stewards have dispatched a fleet to the coordinates where the virus' "source location" is and expect to finally confront Historia-Prime in the process. The PCs, and hundreds of other Starfinders, gather together in the Forum in the Lorespire Complex to learn (and grumble about) not getting to be part of the action. There's a good opportunity for some role-playing before the drama actually starts, and I liked the premise of Royo and some of the Society's other tech-adverse NPCs starting a movement to limit the organisation's reliance on technology. First Seeker Ehu Hadif has just started addressing the assembled crowd when suddenly Absalom Station comes under attack by a massive, ever-shifting, silvery fluid vessel! The Armada tries to defend the station but isn't having much luck. Ixthia the Unbreakable gathers together the PCs and rushes to their shuttle to be part of the action. Curiously though, by the time the shuttle gets into space, the silvery vessel has transformed into a massive space-platform--a near-perfect copy of the Lorespire Complex floating in orbit around Absalom Station! Apparently, Historia-Prime has pulled a sneaky trick and, instead of waiting around for the Stewards to arrive, has launched a sneak attack to take over Absalom Station. As a player, I found all of this fairly confusing, but I can appreciate it as a cool image if the GM is able to really sell it. From this point, we have a classic "space-dungeon crawl" as the shuttle lands on the surface of the complex and the PCs disembark to investigate. (Ixthia the Unreliable conveniently stays behind to "harry the defences from the outside"). The PCs encounter artificial nanite-composed simulacra of Celita and jinsuls before encountering someone "real"--an android named Hope-01 (from SFS # 4-13). The group better rescue him, because he says he can delete Historia-Prime's digital back-up copies so the PCs can defeat him once and for all. Along the way there are "nanite mounds" which function both as traps and as a resource that PCs can manipulate for advantages (I don't think our group did much with them) Most of the scenario is taken up by a three-phase combat versus different forms of Historia-Prime in a (admittedly cool) chamber called the Prime Core. History-Prime does lots of classic villain monologuing during the battle, which helps to fill in some of the backstory, but in essence this is a long boss battle. Once it's over, and assuming the PCs win, they face an interesting moral choice. Hope-01 explains he still retains part of the memory and personality of Historia-Prime and could someday evolve into a threat, and should therefore be destroyed himself. The scenario supports either course of action (though subtly rewards the "let him live" choice by providing additional Reputation). There's also a whole thing about the artifact that apparently let Historia-Prime continue to clone his consciousness, but the scenario takes the lazy opt-out of providing no detail about it and saying it'll be locked in an SFS vault. Anyway, that's the end of the Year of the Data Scourge! I wasn't particularly impressed by the finale, but, as I said, part of that may be me coming in without much background.
Starfinder Adventure: The Liberation of Locus-1Paizo Inc.Add Print Edition $22.99 Add PDF $19.99 Non-Mint Unavailable Great Setting and Solid AdventureNO SPOILERS The Liberation of Locus-1 is a 64-page entry in Starfinder’s adventure module series. Designed to take characters from level 4 to 7, it can be run as a standalone adventure, a natural follow-up to Junker’s Delight, or as a replacement volume for an adventure path. I played it with my fun characters Nixxer and Professor Kipe and thought it was a solid adventure even if those PCs didn’t quite fit what the story expected. As the title indicates, the adventure centers around Locus-1, which is a scientific space station orbiting a mysterious “metastar” in a recently-discovered star system. First up, let’s talk about art. The cover is solid, and it’s nice to see the Sunset Maiden again, but it would have been even better to have Locus-1 depicted as part of the action. That’s because, inside the book, there’s not really a good exterior shot of what the space station looks like! I find this a common problem with Paizo books--minor NPCs get artwork, but key settings which are hard to describe in words are left to the imagination. As for the interior art, it’s okay, though a bit cartoony and undetailed for my tastes compared to the hyper-realistic art in the Core Rulebook. The interior maps are well-designed, but they are *large* in scale and a GM will need to prepare accordingly (more a concern for an actual tabletop game than for a virtual tabletop one). It would be nice to have a visual representation of the Locus System to go along with the written description in the gazetteer. Speaking of the gazetteer of Locus-1 and the Locus System, that’s the first piece of back matter. In eight pages, we get a well-written history and overview of the star system and the space station built to investigate the mysterious metastar at its center. There’s some particular good bits I like, such as a small Starfinder Society lodge and a bar called the Hard Stop that tries to present itself as a classic “seedy cantina/dive bar” but can’t pull it off because Locus-1 is just too civilised! The setting has all the elements that would make it a great “home base” for the PCs: it has basic infrastructure, good NPCs, isn’t overwhelming by having information spread across a dozen books, and it supports some interesting adventure hooks. In other words, it’s easy to envision a campaign set entirely in the Locus System. The second piece of back matter is the “Adventure Toolbox” (6 pages). This starts with a page of weaponry that utilise special Locus crystals that give a weapon a special property: Healing. In short, blast someone with one of these, and they heal hit points instead of taking damage! They’re limited use, of course, but still pretty neat in concept. The section then moves on to an Alien Archive, with three new creatures. There are two playable races whose homeworlds are in Azlanti space: gathols (hulking but frankly forgettable mountain-dwelling humanoids) and tromlins (dinosaur-humanoids that will surely meet a burning desire in some player’s hearts). The third new creature is mindshroud rays, which can attach themselves and take over a humanoid’s body--they’re probably more a story aid then a direct threat. Onto the adventure! SPOILERS!:
The adventure hooks for The Liberation of Locus-1 are a bit sketchy. There are a few short ideas on reasons the PCs might have come to the station, but this is an area each GM will have to expand on their own because it doesn’t really matter from the adventure’s perspective. Instead, this is one of those adventures where the PCs are in the wrong place at the wrong time and simply get drawn into a course of dramatic and dangerous events. Part 1 (“Four Alarms”) starts with a bang, as the PCs are in a marketplace on Locus-1 when suddenly a dinosaur crashes through the area, goaded on by a pirate! An exterior window gets shattered in the fracas, causing a hull breach and exposure to vacuum that threatens to suck nearby civilians outside! The module divides the situation into four separate “Events” and explains how the order they’re ran can be rearranged depending on the PCs’ response. This is smart because it keeps the action from becoming overly scripted and rail-roady. The encounters are very detailed in terms of terrain, hazards, enemy tactics, and other special considerations, which helps give each one a special feel. In other words, the writing was done carefully instead of lazily. Various NPCs intervene in the encounters, which is important to establish Locus-1 as a “real” place instead of a cardboard background for the PCs to run rampant. The overall goal of Part 1 is to introduce the PCs to Locus-1, some of its key NPCs (including its ruling Science Council), and to give the impression that life on board may be far from sedate. Part 2 (“Chaos System”) consists of four mini-adventures that can be presented in any order (though there is a natural progression to them, it’s again good that the GM can be flexible depending on what the PCs do). Before the adventures are described, several pages in this Part are devoted to helping the GM continue to introduce the setting, major plot points, and how key NPCs adjust their attitudes depending on the PCs’ interactions with them. It’s an intelligent way of integrating a lot of material. As for the missions, the first one is “Research Recovery” and has the PCs leave Locus-1 to travel to the planet Tyru, where magic is unstable and the weather is awful, to recover some data from a research station that was recently destroyed. The second one is “Mining Camp 001”, and this is where the PCs may first learn that the Azlanti Star Empire is interested in the Locus System as well. The action takes place on the planet Godrum, where the Azlanti are using android slaves to mine crystals. There’s a lot of great detail to reward careful planning on the players’ part. Alas, I think my group accidentally/on purpose blew this planet up! The third mission is “Pirate Problems” and sees the PCs confront the pirate group responsible for the drama in Part 1. They’ll have to repulse an ambush on the station (I like how civilians can accidentally be hit) and engage in a starship battle against the pirates’ flagship. This leads naturally into the fourth mission (“Besmara’s Head”) which sees the PCs storming the pirates’ base in the Locus System, a floating asteroid in the shape of a skull! This is the longest mission, as the base has several surface chambers and catacombs to explore and multiple encounters. In effect, it’s a big “space dungeon”, but one that’s done well and is interesting. Part 3 (“Battle for Locus-1”) is something I can review only as it comes across on the page, because my group didn’t play through most of it. The premise is that Locus-1 has become the target of the Glaive of Remulis, an Azlanti destroyer, and ordered to surrender. Most members of the ruling Science Council are ready to capitulate, but one member thinks the attack can be repulsed if the station’s Locus array (some high magic/tech) can be activated. It all looks very exciting, with the PCs expected to hold back waves of Azlanti troopers as they simultaneously work furiously to get the Locus array activated and then engage in battle with the Azlanti destroyer. It also looks like a big GMing task, as there’s a *lot* to handle. The reason my group ducked out of it was that we were playing mercenary types and this part of the adventure was designed for straight-out heroes. Most adventures hedge their bets by offering some sort of reward, but this one didn’t, so our group thought fleeing for their cowardly lives was the most profitable outcome! I know this disappointed the GM, but it really wasn’t his fault--we were having a blast but wanted to stay true to our characters’ motivations. Anyway, that’s The Liberation of Locus-1. I definitely recommend it for some of the best Starfinder adventure design the game has to offer.
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