Wednesday, March 13, 2019

Pathfinder Society Scenario # 10-05: "Mysteries Under Moonlight, Part 1: Testament of Souls" [RPG]

NO SPOILERS

I played through this with my half-orc paladin, and read it for the purposes of this review.  I think I have to be candid and say that my experience was very much affected by the GM, as he mistakenly started running it at the high sub-tier, and then when the combats were overwhelming and he realised it, he made a series of ad hoc adjustments to later encounters rather than shift to the right sub-tier.  Suffice it to say, that didn’t exactly inspire confidence, and that along with what I later realised where other changes to the scenario have probably biased me in a more negative direction against the scenario than it may deserve.

With all those disclaimers out of the way, I can fairly say the scenario is really useful in the flavour and lore it provides for Magnimar and some of its notable locations and personalities.  Players and GMs who use the city as a setting in other adventures will get a lot out of it.  Apart from that, the scenario left me feeling a bit flat.


SPOILERS

The scenario starts with a briefing inside the Magnimar Lodge, with both PFS regular V-C Sheila Heidmarch and, in a nice touch, her husband, V-C Canayven Heidmarch.  The couple explain that several of the monuments in Magnimar (famous as sites of pilgrimage and ritual power) have started acting strangely in recent weeks.  Although Lord-Mayor Grobaras has hired a supernatural investigator named Theodorus, the agent has lost the confidence of the local Varisian population by turning up little in the way of results while badgering witnesses along the way.  Thus, the Varisian Council has contracted the PFS to conduct an independent investigation.  I really like the premise here for a couple of reasons.  First, I’m fond of Magnimar after spending more time there than I expected when running Rise of the Runelords.  A story involving the famous monuments is a natural fit for the setting, and I wish I had done a better job integrating them into my games.  Second, I like the political conflict angle between Grobaras and the Varisian Council.  It’s not reflected in the scenario as much as I might have liked, but it’s another good way to flesh out the city.

The PCs’ first stop will be a monument called the Mistress of Angels, erected in honour of Ordellia Whilwren, one of Magnimar’s most beloved founders.  Ordellia’s ghost is known to make frequent appearances near the monument, but lately it has appeared frightened and upset.  When the PCs arrive, they see the Lord-Mayor’s investigator, Theodorus, interrogating witnesses.  Theodorus does not take kindly to word that a parallel investigation is going on, and he presents a natural but non-violent foil for the Pathfinders (my GM played him as about to start torturing the witnesses, which almost led to a fight breaking out!). 

There’s some excellent role-playing to be had in this section, both in terms of antagonistic banter with Theodorus and the questioning of the witnesses, each of whom has a brief but effective backstory and personality and that can be persuaded to talk with a different selection of skills (some of which are a bit forced).  I particularly liked seeing a same-sex couple represented in a matter-of-fact way.  Effective questioning will lead PCs to suspect that perhaps some sort of cult is at work, intentionally defiling the monuments.  Also on the scene is an ally of Sheila Heidmarch, a cleric of Ashava named Davorge.  Davorge is a further source of information and background, but he also serves to keep the PCs on track.  He tries to enlist the group in performing a sort of cleansing ritual on the monument; it makes sense, but came across a bit cheesy in play.

The next monument for the PCs to visit is the Cenotaph, a ten-story tower that serves as an urban cemetery for the wealthy and influential.  As the PCs descend into the catacombs to investigate the reported disturbances, they’re accosted by five spirits, one at a time.  As the scenario intends, the PCs are to influence the spirits to depart by using one of a set list of skills; failure means the spirit “overshadows” the PC and gives them a pretty hefty penalty for the rest of the scenario.  The issue I found here is that undead in Golarion are assumed to be evil or at least trapped souls needing to be set free, but there’s no way to use traditional means (like challenging positive energy or using a ghost touch weapon) to affect them.  In other words, they have every appearance of being creatures that the PCs should be able to affect, but they “break the rules” of the setting by being invulnerable to everything but the right skill checks.  I found it quite frustrating as a player.  One little touch I did like a lot is that if any of the players have had a PC die in one of a set list of scenarios involving Sheila Heidmarch, she’s arranged to have that PC interred in the Cenotaph with a plaque listing their contribution to the Society.  Very cool idea!

Once past the spirits, the PCs descend into the catacombs for a more traditional fight against a group of undead (depending on the tier, it could be a mix of zombies, skeletal champions, mohrgs, or mummies).  The encounter is very bland as there’s no description of the environment and the map selection is a very generic stone room.  The PCs can again attempt a ritual to sanctify the place.

The final monument is the Founder’s Flame in the nouveaux-riche Naos district.  Normally a small bowl burning with an inextinguishable flame, it now burns with a sickly green hue and functions as a haunt that spews forth fire elementals.  I think the encounter here was reasonably interesting.

Once the PCs have investigated the monuments, they’re expected to return to Ordellia to speak with Davorge.  The ghost of Ordellia Whilwren beckons them to enter her old townhouse, where they find Davorge and another figure (an azata) badly hurt and unconscious.  The villains responsible are “vampire spawn cultists” along with (at high sub-tier only) a soul eater.  It’s definitely a tough battle, with the enemies’ energy drain ability particularly nasty and likely to require some spending of Prestige Points to clear.  Assuming the PCs rescue the captives, they learn that the malevolent entity truly behind the desecration of the monuments is an evil will-o’wisp named Tulvhatha.  Tulvhatha’s spiritual raid on Magnimar is only an extension of what she’s done in the Mushfens, where she’s turned a holy site of Ashava called the Soul Spark into a force for darkness and despair.  Cue Part 2!


All in all, I guess I have a mixed reaction to the scenario.  There’s definitely some quality writing and interesting NPCs, and I love the use and elaboration of Magnimar lore (and the incorporation of material about Ordellia and Davorge from Undead Unleashed).  On the other hand, some of the plot elements felt very forced and I was particularly not fond of the spirits in the Cenotaph.  I’m going to give it an “average” rating, and hope that the discussion above does a suitable job explaining why.

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