NO SPOILERS
I played Treacherous
Waves in a play-by-post game with my “caveman shaman.” This review is based on that experience and
reading the scenario afterwards. The
scenario features some really interesting and well-developed NPCs, a
rarely-visited setting, and plenty of opportunities for PCs to stretch their
investigative, role-playing, and combat skills.
In short, it’s an all-around strong scenario with only a couple of
(relatively minor) flaws.
SPOILERS
Treacherous
Waves takes place on the Plane of Water in the air-breather city of Vialesk,
with the PCs given transportation there off-screen. Waiting for them is a local aquatic ranger
named Lileone who can have a very minor or surprisingly useful role in the
scenario depending on how the PCs interact with her. At a minimum, Lileone tells the PCs that
they’ve been summoned by a local Pathfinder agent named Zahra. But if the PCs make an effort to befriend
Lileone, they can call upon her help in several ways throughout the
scenario. It’s interesting and unusual
to have something of potential significance happen before the briefing, and I
like it. (I have absolutely no
recollection of Lileone from playing it, and I think maybe the GM just skipped
to the actual briefing).
Zahra
herself is an Undine and the artwork of her is very good. GMs, show the players the artwork—it really
helps with immersion! Anyway, Zahra
explains why she’s summoned the PCs.
Recently, she led an expedition out of Vialesk, planning to investigate
a huge school of jellyfish called the Lambient Bloom. Zahra suspected that some fragment of the
elemental lord Lysianassa’s power was hidden in the Bloom. But before they reached it, the expedition
ran into streaming currents of toxic algae and were sickened and forced to turn
back. Although most assume Zahra just
got the group lost and stumbled into the algae, she thinks something very
different: that the expedition was somehow sabotaged! She gives the PCs a list of four expedition
members/suspects to question.
At this
point, the scenario begins its investigative phase. The suspects include an ocean giant named
Honoke, a brine dragon named Razethka, an aquatic elf named Tsomo, and a selkie
alchemist named Yuka. It’s a great mix
of creatures; very different than the PCs are likely to have encountered
before, and thus a good opportunity for a GM to show off their role-playing
skills. Beyond the four suspects, the
PCs can also travel out to the site of the toxic algae and do some other things. I like how allowance was given to the GM to
be flexible in different routes of investigation the PCs might take. My shaman PC’s ability to talk to sharks, for
example, came in very handy and was supported by the scenario.
Interestingly,
what the PCs don’t know is that they’re on a strict time limit once the
briefing is over: something catastrophic is going to happen in exactly 24
hours! I normally really like time
constraints as they’re a good way to add some consequences to the PCs’ actions
and reward those feats or special abilities that speed up things like research
or gather information checks. With this
one though, I’m not sure if it’s really fair to hold the PCs to a time limit
that they can’t know about until well into the session. My guess is that it probably doesn’t matter
unless they decide, for whatever reason, to spend a lot of time resting.
Sooner or
later, the PCs should start to suspect that Tsomo might be behind the
sabotage. In a cool twist, Tsomo has
been masquerading as his own assistant and is actually an evil vigilante
malenti (essentially, an elf with shark features)! Tsomo is working for a big bad (who doesn’t
appear in this scenario, but I assume recurs throughout Season Eight) to use
alchemical supplies to create an explosion in Vialesk’s central forge, the
Glass Pit, to crack the dome around the city and flood it! That’s the fate that awaits everyone if PCs
don’t put things right within 24 hours, and is a suitably epic crisis that I’m
impressed the scenario actually contemplates happening.
The first
combat encounter of the scenario will be with either some sahuagin sent by
Tsomo to eliminate an unwitting accomplice (the alchemist, Yuka) or against the
same monsters inside Tsomo’s warehouse. (The
artwork of the sahuagin on page 12 is great.)
The warehouse encounter holds crates full of very volatile alchemical
supplies, and setting the entire building on fire wouldn’t be hard.
The PCs by
this point are expected to have discovered Tsomo’s plan and realize that he’s
weakened the dome around the city in eight places. A series of skill checks, each taking some
time, are necessary to find and repair the flaws. I don’t think this was integrated into the
scenario well and felt very out of place when I played it.
Next up, the
PCs are expected to try to defeat Tsomo, but he leads them on a Chase. Here, the PCs have to try to slow him down by
using the environment against him, and there are some fun and clever
choices. The GM is given some sound
guidance on how to be flexible when PCs want to do things that aren’t listed as
options during each stage, and the consequences of the Chase are satisfying (it
affects how many reinforcements he’s able to gather at the climax). Chases can oftentimes feel very forced, but I
think it was done about as well as possible in Treacherous Waves.
The big
final battle takes place on a weird ring that surrounds a pool of water (and
portal). There are sharks in the center
pool, while Tsomo and (potentially) some sahuagin allies stand on the
ring. I remember playing the scenario
and wondering what the heck the sharks were for, as it was obvious that as long
as the PCs stayed out of the water, they’d be no threat. After reading the scenario, I realized the GM
had completely missed a periodic hazard that threatens to knock the PCs into
the pool. It would have made the final
battle far more exciting, and is a lesson not to always blame a scenario for
experiences at the table. Apart from
that possibility, for a scenario set on the Plane of Water, there’s actually
very little need to have skill in Swim or the ability to breathe water. It’s
somewhat disappointing, even though I acknowledge that scenarios have to be
written for characters of all types.
As an aside,
the scenario makes frequent reference to a campaign setting book, Planes of Power, and I’d recommend a GM
get the book before running the scenario in order to get the most out of it.
Overall, Treacherous
Waves looks like a pretty solid scenario with an excellent mix of
role-playing, skill challenges, and combat.
It starts a bit slow (I find that early combat or drama gets players
into the game quickly), but should provide an enjoyable experience.
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