Pathfinder Module: Murder's Mark (PFRPG)

4.30/5 (based on 7 ratings)
Pathfinder Module: Murder's Mark (PFRPG)
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An urban mystery adventure for 1st-level characters.

Everyone in the fishing town of Ilsurian is excited when the legendary Umbra Carnival rolls into town—even if the show is run by members of the much-maligned Varisian ethnic group. With strange and exotic beasts, scandalous performances, games of chance, and all the other fun of a traveling fair, who could resist such an opportunity for entertainment?

Unfortunately for both the town and the circus, however, entertainment isn’t the only opportunity the carnival presents. Hidden within Ilsurian, a guild of thieves and scoundrels has been waiting for just such an occasion to launch a campaign of theft and murder—leaving the strangers from the circus to take the blame. With tensions mounting between locals and performers, and the body count rising on both sides, it’s up to the PCs to uncover what’s really going on and clear the circus’s name before the entire town erupts in a firestorm of ethnic violence.

Murder’s Mark is an adventure of mystery, illusion, and mob justice for 1st-level characters, written for the Pathfinder Roleplaying Game and compatible with the 3.5 edition of the world’s oldest RPG. This volume also contains a gazetteer of the traveling Umbra Carnival and a brand-new monster pulled from history and mythology, all of which can easily be adapted for use in any campaign setting.

Written by Jim Groves

Pathfinder Modules are 32-page, high-quality, full-color, adventures using the Open Game License to work with both the Pathfinder Roleplaying Game and the standard 3.5 fantasy RPG rules set. This Pathfinder Module includes new monsters, treasure, and a fully detailed bonus location that can be used as part of the adventure or in any other game!

Murder's Mark is sanctioned for use in Pathfinder Society Organized Play. Its Chronicle Sheet and additional rules for running this module are a free download (94 KB zip/PDF).

ISBN-13: 978-1-60125-447-4

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

Hero Lab Online
Archives of Nethys

Note: This product is part of the Pathfinder Adventure Subscription.

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A Solid Adventure for First Level PCs

4/5

NO SPOILERS

Murder's Mark is a 32-page module designed for first level characters. I ran it over the course of a few evenings for a fairly experienced group of players and and I think it has enough colourful and memorable elements to make a good choice for launching a new campaign. It has a strong mix of classic RPG elements: role-playing, investigation, traps, and combat. For GMs, it also adds some nice detail to the setting of Golarion and introduces one element that could easily reoccur in a variety of settings. It does have some flaws, however, including a plot that is far more of a rail-road than might appear. Overall though, I'd label it a really good module for first level PCs and a solid starting point for a new campaign.

SPOILERS

Murder's Mark takes place in and near the town of Ilsurian in the region of Golarion known as Varisia. Ilsurian is a town of proud, independent people who are determined to keep the larger city-states in the area (like Korvosa or Magnimar) from taking control. However, Ilsurians are also frankly racist towards the native Varisians, who are a largely nomadic people of traders, tinkers, and performers. It's the perfect set-up for some drama when the Umbra Carnival (a Varisian operation) sets up shop outside the town! (just a note to GMs: Ilsurian is detailed in Towns of the Inner Sea and the information in that sourcebook complements this module nicely; the Umbra Carnival also appears in a high-level module called the Harrowing).

The plotline of the module is that soon after the carnival sets up shop, robberies and murders start occurring all over Ilsurian. When suspicion naturally falls upon the carnival, the PCs are enlisted to uncover the truth. Their investigation takes them around the carnival, to the scene of one of the crimes (a robbed jewelry store), into a trap and attempted frame-up job, and finally into a multi-level warehouse operated by the local thieves' guild which is actually behind the crime.

I'll get into each of these elements shortly, but first a quick detour to talk about the structure and design of the module. The interior artwork is nice and colourful in a manner befitting a tale about carnival folk. The inside-front cover and inside-back cover are gridded maps of important encounter sites and are pretty well-done (the structure of the thieves' guild is a bit confusing and requires some extra GM attention to avoid messing things up--especially the *very* subtly indicated secret trapdoors). The adventure itself is 28 pages long, followed by a 1 page bestiary entry introducing a new creature drawn from real-world mythology called panotti (humanoids with ears so massive they can fly) and a two-page overview of the Umbra Carnival.

Part One of the module ("The Circus Comes to Town") starts with the PCs already at the Umbra Carnival as an established group. I always think the "meeting one another" scenes are so important for new groups, as that's where first impressions and introductions can set the tone for an entire campaign. Since Murder's Mark was at least partially intended as the springboard for a new campaign, I wish more attention had been paid to this element--in a sidebar, if nothing else. (PFS GMs will need to be creative on getting things going here and setting up a goal for the group to achieve.) Anyway, the PCs have the opportunity to play some games at the midway and explore the attractions (a fun little RP opportunity) before drama starts when the carnival's "baby dragon" (a monitor lizard) gets loose and has to be contained. It's a solid encounter because it introduces players to the concept that not every threat should be killed, and encourages them to think of creative tactics to catch the lizard alive.

In Part Two ("The First Murder"), the PCs are summoned back to the carnival the next day by its leader, Anya Delisen. Delisen explains that she needs help from trouble-shooters like the PCs because a murder took place last night and some people are pointing fingers at her carnival! Assuming the group takes her offer of payment in exchange for aid, one of their first destinations is the jewelry store where both of the victims worked (and one was slain). In the vaults, they realize that two of the responsible parties accidentally locked themselves in: skulks. This was my first experience with skulks, who are human-like creatures that live on the fringes of society and can partially camouflage themselves to move around stealthily. The encounter is solid, helped by a fun pit trap that takes place as the PCs *leave* the vaults. The skulks, if captured alive, aren't willing to talk much (and don't know much), and many Ilsurians speculate that the "freaks" were simply part of the Umbra Carnival's sideshow.

Part Three ("The Second Murder") starts with the PCs being drawn into a confrontation at the Umbra Carnival between townspeople angry that they've been pick-pocketed and circus guards trying to calm down the situation. It's another good encounter that can (hopefully) be resolved through peaceful means; who says all adventurers have to be murder-hobos? But during the distraction, another murder has taken place! This one is inside one of the carnival tents but the victim is the beloved town priest. All signs point to the responsible party being a "sphinx" that is the Umbra Carnival's star attraction. There's plenty of opportunity for investigation here, because one of the carnival's most closely-guarded secrets is that there really is no sphinx--it's an illusion created by bardic magic. The murder is enough for the local sheriff to declare a quarantine, forbidding anyone from the carnival coming into Ilsurian, and vice-versa. The idea that the PCs have to clear the carnival's name takes on greater importance, and hopefully they've found enough inconsistencies to suspect that something strange is going on. There's another good encounter in this section where local townsfolk have caught and are beating a young carnie who tried to sneak into town to visit his paramour--and if the PCs don't react quickly enough, he'll die from his wounds.

Part Four ("The Third Murder") starts with the discovery of a body strung up in the town square bearing all sorts of clues pointing to the carnival as being responsible. However, one clue is intended to lead the PCs to the home of a wealthy merchant named Braeton. There's a subplot running through the module about a narcotic called Shiver that helps to provide a partial motivation for the actual murderers' actions.

Part Five ("Braeton Manor") has the first major combat encounters of the module. The PCs have been lured into a trap by the Gilded Hands, the thieves' guild that has taken advantage of the Umbra Carnival's presence to launch a murder and burglary spree in Ilsurian. The battles in the manor are pretty good, as the rogues of the Gilded Hands use ambush tactics and tricks like flash powder and tanglefoot bags to keep the PCs off-guard. Perhaps the most fun moment is when the guild's leader appears looking and sounding just like one of the PCs to terrorize the Braeton children before returning to normal to "rescue" them. It's great to frame the PCs, because nothing gets an adventure going better than when they take things personally!

The final part of the module, Part Six ("Ilsurian Storage & Hauling") has the PCs raid the thieves' guild. This is actually a bit complicated for the GM to handle, as it's a running battle with a lot of movement and different tactics by various NPCs depending on how much warning they have and on the PCs' actions. There's some nice use of 3-d environment (a catwalk, trapdoors in the floor, etc.) and a couple of surprises like a "sanguine ooze swarm" and an alchemist capable of hurling bombs all over the place.

Assuming the PCs are successful in the thieves' guild, they've found all the proof they need to clear the Umbra Carnival. The module provides a couple of nice hooks for further adventures, which is something I always appreciate.

You can probably see by the structure of things that one of the major criticisms of Murder's Mark in the forums is that, although it seems like the PCs are gathering clues to solve a mystery, what they're really doing is running around until the module has another murder take place to progress the story further. There's no plausible way the PCs can solve the case early or that, frankly, their actions matter that much. It's not a true "whodunnit" because the PCs don't know any of the suspects until the module reveals them as the murderers. To me, a good mystery should have that "a ha!" moment where all the pieces come together and the reader/player realizes they *could have* solved the mystery if only they had assembled all the clues properly. Depending on your players, this may or may not matter much to them as long as they had a good time along the way. (a final note for GMs: the back cover blurb spoils that the thieves' guild is responsible for the murders, so don't circulate it to the players!)

As a total package, I think Murder's Mark is a strong module. I didn't spend a lot of time talking about the NPCs in the Umbra Carnival, but they're interesting and should elicit some great role-playing. The challenges were varied and all seemed reasonable, and the storyline sets up plenty of future adventuring possibilities. So while it's not exactly Agatha Christie, it's definitely one worth playing and a great introduction to Pathfinder for new players.


5/5


Good first half

4/5

I love the idea of murders in circus as well the sphinx.

But the later part just disappointed. Too many repetitive combats, annoying for level 1 team without sufficient healing. And the bad map design... too confusing as a storage. I thought it's a pyramid or maze... ahhh.

Not bad overall, but the mobs and maps aren't attractive.


Roughly ten hours of very well-executed investigation

5/5

I enjoy sandbox scenarios and modules. It rewards creativity and player ingenuity. You can imagine how pleased I was upon discovering this was one of those kind of modules. Now, of course there are some scripted events in order to keep the story moving. However, that didn't bother me or the other players in the slightest. There's was more than enough to do to fill the time between the events.

The NPC's were memorable and what can arguably be considered the main location had a ton of flavor to it. Exploring it and enjoying all the various activities there were more than just satisfying. I was lucky to have a GM that could really build on what was already there and who was able to create a massive sense of immersion.

We didn't get bored a single second. It was a huge roller-coaster of investigation and the occasional fight. The fights were scary and the last one in particular can kill an entire party. Through sheer luck and teamwork, we managed to come back from the brink of elimination and death. I do not have to say how happy we were that we not only survived, but also stopped evil from achieving their goal.

I can't speak for the others, but I think it's safe to say that we really got the feeling that we truly accomplished something, something more than in a typical PFS scenario. From that point of view, as well as the amount of fun and flavor involved, it was an excellent way to spend a Sunday afternoon and evening. I wouldn't really play it again. After all, I know the plot and thus how to do the investigation. However, I would highly recommend this module to others, as long as they enjoy sandboxes and investigation.




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Just read through it. Really like how it turned out.

But I think there's a little mistake in

Spoiler:
Robella Monchello's Stat block.
She shouldn't have that -2 Int damage, as the disguise self extract is not a mutagen (that she couldn't create with her discovery anyway).
Or did I miss something?

Might be writing a review later.

Contributor, RPG Superstar 2010 Top 4

I'll check for you, Franz!

Of course, your review would be most welcome, good or bad. Though I hope you liked it!

Contributor, RPG Superstar 2010 Top 4

Franz, I have an answer for you.

Spoiler:
Oops, you are correct! I must have glanced at infuse mutagen while I was devising her stat block and mixed it up with infusion. My regrets. Robella should have those extra 2 points of INT back. Good catch!


1 person marked this as a favorite.

Nothing really important. Still a great module.

Spoiler:
I wasn't really all that knowledgeable in Alchemists, so to check some things I read up on them, finding that tidbit. I saw how it could happen.

Re: Review
Gonna have to find words. Still thinking whether to give 4 or 5 stars.

Contributor, RPG Superstar 2010 Top 4

Navior!

Thank you for your review! I went to your blog site and read the extended version. It was very fair, and I really appreciated it!

Thank you!


You're welcome!

Contributor

Jim Groves wrote:

I am so pleased! I hate to be a pimp, but could you please review? As my esteemed colleague Mike Shel recently said, it helps visibility.

That's whore, Jim, not pimp. ; )

And by the way, I heartily agree with gbonehead's assessment. Awesome job on this adventure. It was a pleasure to read.

Shadow Lodge

Do we get a new creature in this one? If so anyone care to inform?


@doc the grey:

Spoiler:
There is a Sanguine Ooze Swarm written up in the module, as well as a new (for me) humanoid called Panotti.

Shadow Lodge

is the latter a playable race or is it more like an ethnicity like varisian?


It's a distinct race. I guess you could make it playable.

Spoiler:
They are CR2, and have some racial traits like blindsense, wing attacks and a fly speed.

Shadow Lodge

ohh cool may have to pick this up and see what it's all about.

Contributor, RPG Superstar 2010 Top 4

I wanted to thank Doug Miles for the thoughtful review! (Yeah, I'm a little late on that... but...)

I am going to do some discussion remarks in the PFS GM Boards where it came up in conversation!


Quick question for the designer...maybe I missed it in the read through....

If the bad guy escapes...:
the fight in the mansion, it says basically the Sheriff will try to arrest them. If the party fights them, she feels they're guilty. If they don't, they're arrested. So, do we just say they fail here and they're stuck in jail for years or hung or something for murder? I didn't really see a 'bed ending' elaboration. This is super important, especially, for PFS teams.

Contributor, RPG Superstar 2010 Top 4

1 person marked this as a favorite.

You got it! Always willing to help. :)

Spoiler:
Okay, let's look at the text and break it down a little.

Refer to page 21, right hand column, second paragraph under Development. Then refer to page 22, left hand column, last paragraph before "Part Six".

What these passages are telling us is that if Borvius escapes:
He's going to run and tell the Sheriff his side of the story first!

That is about as real life as a fantasy roleplaying game ever gets. You see that every day in real life, in the news, and every single police procedural on Tv. :)

And why would he bother? Because he's been spotted by the PCs at the scene of the crime. He needs to explain why he was there, especially if the PCs killed any of his crew—which the Sheriff can identify. If he doesn't say anything, he's the one that looks guilty. So he needs to start the finger-pointing fast, especially if the PCs are strangers to the community.

The adventure covers this, but it's on a different page. Borvius's alibi is located on page 18, right hand column, second to the last paragraph from the bottom.

So how should the GM or the PCs handle this situation?

Well, the important piece of information the PCs need to get at the end of the Manor encounters is the link between the real bad guys and Ilsurian Storage and Hauling. The Sheriff normally provides this, but if Borvius convinces her the PCs are the "real" villains.. they need to get that clue another way. One simple method is to identify one of the thugs as an employee with a Knowledge (local) check. If that doesn't work, the PCs could go into hiding, and a roguish character could sneak around town. Once they spot Borvius (who is a public businessman) they could observe him going back to his place of business. Likewise if one of the crew escapes, that same technique would work as well.

Alternately, Sheriff Feldane is not an idiot. Borvius story is also pretty "convenient." You might permit a contested skill roll between Borvius's Bluff skill versus the PC's Diplomacy skill to see who she believes.

Or, the PCs could run away! They could flee the long arm of the law and fight to prove their innocence! Once they have that clue that connects the gang to Ilsurian Storage and Hauling, there is plenty of evidence in the gang's hideout to expose the Gilded Hands and clear the PCs and the Circus of wrongdoing. After all, sometimes it's easier to ask forgiveness than ask for permission.

If the PCs just surrender and get arrested? Yikes. That's an interesting group that gives up.

If it is a PFS Scenario I would say mission failure. Perhaps the Society bails them out, preventing their execution but the circus is ruined and its an unhappy ending. (If you have time left, by all means consider the paragraph below)

If its regular play and you're not constrained by time limits, I would use their arrest to allow them to learn their accusers are the Owner and employees of Ilsurian Storage and Hauling and give them a last chance to escape jail. Then they would hopefully assault the gang's lair and prove their innocence as I described above.

If that doesn't even work.. boy.. I would hang them. Life has consequences.

I hope this helps!


Jim (SPOILERS):
Thanks for the quick reply, Jim. I'm running this as an all day event to reward my GMs for their hard work. I just like to be prepared. I like the scene earlier you have written up -- when he's on the staircase telling the PCs of his plans, basically, of making them take the fall. Its definitely written pretty dramatically...between that and that fight upstairs, they should have a pretty clear idea that it's in their best interest that he does NOT get away. But, yeah, I *can* see him getting away, and thereby severing that important clue link. I'm not sure if in the case of the Sheriff wanting to arrest them what they may do. With PFS groups, you get a different mix of players almost every time, and they do some pretty unpredictable things, hahahah.

Overall, its got some exciting moments, though I'll need another read through to put some important details together in my head. Thanks!

Contributor, RPG Superstar 2010 Top 4

You are most welcome! I hope it goes well!

Dark Archive

Can anybody comment on how long of a slot (or slots?) this might take to run for PFS?

Thanks, in advance, for your input!


Mine took 6-7 hours, but it could have easily gone longer if the group was larger (we were minimum) or got much more into the RP.

Digital Products Assistant

Removed a post. Please do not distribute our maps.

Scarab Sages

In PFS, how much XP is the scenario worth? I'm running it at a convention soon in an 8-hour slot. I'm not sure 1 XP would be fair.

Shadow Lodge

Quick question

Spoiler:
is there a misprint with the gilded thugs? as written they have attack bonuses with their weapons as if they were proficient but both bow and short sword are not weapons their class is proficient with.

Contributor, RPG Superstar 2010 Top 4

Doc,

Spoiler:
It's a design error and the fault is mine. Now, a couple years later, I would catch this.. but it's just a simple mistake. I would just substitute another NPC class, or just look the other way.

Silver Crusade

1 person marked this as a favorite.

I just want to say, Jim, thank you for your comments here - I'm running this for the second time in a few days for some brand new players in PFS and I'm excited to see what they think! I really like this module!

Also, Navior's review was *amazing* and gave me some insight into a few things I can do a little differently RP-wise than I did last time.

Contributor, RPG Superstar 2010 Top 4

1 person marked this as a favorite.

Thank you!

Navior is one of my favorite reviewers too. He candid, fair, and never tries to be clever for the sake of cleverness.


is this worth 1xp or 3 xp?

Liberty's Edge

3


I am going to be running this module at an upcoming con with pre-gen PFS PCs. I am curious to know what level an average PC from a 4 member party will be at the end. Thanks!


Helle guys, i'm running this module in 2 weeks, and I was wondering, can anybody who have played this module tell me what level the players will become at the end of this? There are 4 members in the party.

Liberty's Edge

In my case, the didn't level, they finished as level 1.


Ok... Thanks


My immediate response to seeing this product was "Oh cool, this looks like it might have been made to go with the "Tournaments, Fairs & Taverns (TFT)" book, a pretty cool little product.

Then I realized that's a 3rd party product.

http://paizo.com/products/btpy8zyo?Tournaments-Fairs-and-Taverns

If this product does indeed go well with the TFT book then I might have to pick up a copy!

Grand Lodge

For those that ran it, how long did it take you? Were you able to do it in one sitting?

Grand Lodge

Also, did I miss a spot dictating the prizes? What do you get for winning the initial Strength check on the lion roar game?

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