Tuesday, December 29, 2020

Rise of the Runelords Recap # 114 [RPG]

 [5 Gozran 4708 continued]

Following the utter destruction of the Hidden Beast and its minions, the Spared’s reverence for Kang grows even more.  “The Chosen One has fulfilled the prophecy!” shouts Morgiv.  Now utterly devoted to serving the adventurers in any way they can, the Spared eagerly agree when asked to guide the group to the northern sections of the city through underground tunnels.

Night and day have little meaning while underground, but the sun is at its peak when the Heroes of Varisia and the Spared emerge from the tunnels.  This section of the city is largely covered by a dark mass of gritty ice to form a landscape of blasted terrain and occasional ruins projecting up at odd angles.  When asked, Morgiv says he knows little of this area or the more intact sections of the city to the north and west.  On his rare expeditions here, however, he claims to have seen a blue dragon and white-furred “two-leggeds” that the group infer are probably yeti.  Morgiv even points out an immense dome he says the yeti reside in.  The cyclopean architecture of the area around it seems fitting considering the dozens of giants that are in full view on the streets!  Many of the giants seem to be travelling between a fortress of glossy black volcanic glass and a crude camp with oversized tents and shelters.  With Morgiv’s aid, the adventurers stay out of sight as they travel narrow backstreets full of rubble to survey more of the area.  One massive landmark seems to have been an arena of some sort, but its sheer size and crystal towers make it the perhaps the greatest architectural feat in all of Xin-Shalast.  Less impressive, only in comparison, is a massive open-air hippodrome of some sort—but much of the southeastern portion of this structure has fallen into ruin and is covered by dense undergrowth.

The sun begins to set following this initial exploration and a decision is made to camp for the night in one of many abandoned buildings. Kang tells the Spared that it’s too dangerous for them to stay with him and the other adventurers, but they refuse to leave—they want to stay and help the Chosen One!  Eventually, a compromise is reached and all but a handful of the Spared return to their underground homes while the remainder scatter themselves nearby on the surface to help watch for approaching dangers. 

[6 Gozran 4708]


Just a few scant hours after midnight, loud hooting and howling awakens the adventurers—the Spared have spotted a patrol of hill giants approaching the campsite!  The guttural voice of a giant can be heard shouting to his friends: “There they are, the ones we’ve been looking for!  Get ‘em!”  The giants burst into the building and, although they present no real risk to the experienced adventurers, Kang realises he’s being scryed during the battle.  While dispatching a hill giant with his rapier, Jinkatsyu suddenly says, bizarrely, “Now let us see if you are ready to face the least of my apprentice’s underlings.”  A towering insectile monstrosity teleports in to take advantage of the adventurers’ distraction.  But Kang reacts quickly, identifying it as an ice devil and hurling a force bomb to knock the thing to the ground.  Jinkatasyu springs in to attack, but something about the devil is too much for the kitsune’s frail mind—he runs away, terrified!  With crucial seconds to recover, the ice devil gets to its feet and tries to open a portal to Hell to call forth devilish allies, but none come to its aid.  More of Kang’s bombs arrive in

quick succession, devastating the ice devil and leaving it a blasted corpse on the ground.
  As the remaining hill giants are quickly defeated, Jinkatsyu recovers from his fright.  Ava notices something strange, however—the ice devil’s ruined corpse seems to be repairing itself!  She calls down divine fire from Sinashakti to incinerate the corpse completely.

But the adventurers’ penchant for showy displays of power—gunshots, explosive bombs, and column of divine fire, among other things—cannot go unnoticed even in a sparsely-populated city the size of Xin-Shalast.  Barely an hour after the fight against the hill giants and the ice devil assassin, more giants arrive.  But these giants are different—almost eighteen feet tall with powder-blue skin, their finely-chiseled faces show no expression as they arrive floating in the air!  With utter dispassion, one of them announces “Intruders.  You have arrived without permission.  You must return with us to Shalaria for interrogation”  The adventurers try to negotiate with the cloud giants but receive only impassive stares in response.  The adventurers aren’t eager for another fight, especially with creatures that Erik can discern aren’t evil.  Through secret signals, the adventurers decide to scatter and reunite at the hippodrome they spied earlier.  The plan appears to work, as the cloud giants are nowhere to be seen an hour later when the group set up another camp near the dense vegetation that has overtaken the ruined structure.  But luck is far from the adventurers’ side, as they quickly realise: the vegetation is moving to envelop them!

------------------------------------
Director's Commentary

I think I've mentioned in previous commentaries how challenging it was to run Xin-Shalast given how enormous the city was but how little detail is provided about many locations.  I improvised where I could, but didn't have the energy to populate the areas with tons of foes or detail.

The hill giants were a random encounter, but the ice devil assassin was a scripted event (it's supposed to attack when the PCs are occupied fighting other foes).  But apart showcasing Jinks' low Will save, the devil went down like a punk and really showed just how tough the group was at this stage in the campaign.  Still, more proof that the PCs were being scryed upon by Karzoug, who was taking the opportunity to study their weapons and tactics.

I'm not sure where I got the idea to role-play the cloud giants as dispassionate creatures, but at least it was something different.

Monday, December 28, 2020

Pathfinder Flip-Mat: "City Market" [RPG]

 City Market is one of the oldest Pathfinder flip-mats, but was recently released in the "Classics" line.  It has the usual characteristics of being double-sided with 1" gridlines and suitable for wet and dry erase marker.  The main side is the market, with a large fountain in the center surrounded by an inner ring of stalls featuring food, weapons, and other supplies.  Around that is an outer ring of businesses, and you can see by their detailed interiors what each type of building is for.  I really like the idea and there's some good attention to detail in the marketplace, but what really strikes me is just how . . . unrealistic it all is.  Everything is clean, organised, and even symmetrical.  The various elements don't flow together


organically, and it's more like each stall and building and barrel was dragged and dropped in as opposed to being artistically composed for a natural scene.  The other side of the flip-mat is blank in the sense that there are no structures or anything else on it, but the background pattern of bricks is suitable for any urban scene.  Overall, City Market does the bare minimum of what it promises, but could be a lot better.

Friday, December 25, 2020

Starfinder: "Skittermander Gaming Pouch" [RPG]

I picked up one of these (in blue) for myself and one (in red) for my son.  They're essentially little stuffed animals in the shape of skittermanders, with a small zippered pouch in the back that is just big enough to hold a set of dice.  There's also a metallic clip (that can be removed entirely) to hang it from a backpack.  I think the concept of these is great, and they are really cute--my kid loves his.  The only hang-up I have


with them is that the tufts of hair around the face are really, really hard to style and often end up covering the eyes and nose entirely.  I know it sounds like a silly complaint, but it's hard to get one to look like they do in the picture, and I think they could have been designed to avoid this issue.  But that aside, they are really cute and a nice change of pace from the usual goblins merch that Paizo sells.

Tuesday, December 22, 2020

Rise of the Runelords Recap # 113 [RPG]

[5 Gozran 4708 continued]

In the lair of the Hidden Beast, the adventurers discuss and finally settle on a plan of how to defeat the vampiric decapus and its minions.  As the others stand ready, Ava stoneshapes a “window” into the underground niches where the creatures are hiding.  She gets ready to step out of the way so the others can move in, but the decapus moves to quickly and wraps her up in its tentacles!  As it starts to drain her life away, she desperately tries to dimension door away—but the strange magicks permeating Xin-Shalast instead shunt her to the nightmare realm of Leng!  The uncanny, robed humanoid creatures there speak to Ava, but their words are cryptic and confusing—especially for someone raised in the



Mushfens!  They seem to want to enlist Ava in some sort of plot or agreement in exchange for helping her escape her current predicament, but her intuition tells her she can’t trust these creatures and she refuses.  When she appears back in the Hidden Beast’s lair, she’s still trapped by the decapus as if no time has passed!  Fortunately, Jinkatsyu’s swordplay and Kang’s bombs are enough to once again neutralize their foes.  And this time, the adventurers know to stake the vampires properly and solve the problem of the Hidden Beast permanently.

---------------------------------------

Director's Commentary

This is the shortest recap of the campaign, in part because 3/5ths of the group walked out partway through!  I was completely unaware of the frustration that had been building over the decapus, and it almost derailed the campaign completely.  The only fortuitous thing was that this session was scheduled as the last one before several weeks' break over the holidays, and I was able to do damage control and get everyone back into the fold and keep it going afterwards.  Still, it was clear there were two factions within the players, hard feelings that didn't go away, and a lack of trust on both sides.  In something like 20 years of GMing, I had never seen anything like it, and it definitely affected the rest of the campaign even though we were able to make it to the end.  I learned just how precarious long campaigns are, how I wasn't as popular of a GM as I imagined, not to take any game for granted, and that it's a good idea to develop multiple options for gaming in case one falls through.

Sunday, December 20, 2020

Pathfinder Society Scenario # 10-21: "Slaver's End" [RPG]

 

NO SPOILERS

I got to play my "caveman shaman" Gurkagh in Slaver's End at high subtier using the four-player adjustment.  It's a solid, enjoyable scenario with a good mix of combat and role-playing, and it nicely caps off a couple of loose ends from previous scenarios.  There might not be anything particularly


amazing about it, but it's definitely one worth playing and a good addition to a GM's rotation.

SPOILERS

The backstory to Slaver's End involves two NPC antagonists from previous scenarios.  First, going way way back to # 1-38, No Plunder, No Pay, is a former Chelish ship captain turned pirate named Jirandiel Waverider.  The PCs in that scenario (I haven't played it) apparently stole Jirandiel's ship from her and led to her extreme embarrassment, gaining PCs a "Waverider's Revenge" boon that gets paid off here.  Second, earlier in Season Ten, PCs in # 10-06, Treason's Chains, encountered the schemes of treacherous Venture-Captain Phlegos Dulm and forced the half-orc alchemist to flee Katapesh.  Off-screen, Dulm allied himself with Jirandiel in a slavery business before Jirandiel's hatred of Pathfinders (even former ones) got the better of her and she turned Dulm into a slave as well!  Now, Jirandiel and her pirate crew are building a base on a small island off the coast of Qadira, using Dulm and several other kidnapped Pathfinders as slave labor.  (as an aside, I'm not really sure why Dulm thought it was a good idea to get into the "enslaving Pathfinders" business--surely it's far riskier than other types of slavery!)

The scenario proper starts with the PCs receiving a letter from Venture-Captain Wulessa Yuul (Dulm's rival from Treason's Chains) instructing the group to meet with a leader of the Liberty's Edge faction named Karisa Starsight.  Starsight has creepy eyes, but explains the mission: the Decemvirate wants Dulm captured and brought back for questioning.  Leads point to Dulm having sold Pathfinder agents into slavery, so the best place to start is by talking with Corvius Vayn, a wealthy slave merchant and genie binder.

When the PCs get to the Vayn estate, they'll soon be presented with an intriguing dilemma.  Vayn is willing to divulge Dulm's whereabouts . . . for the price of a PC's servitude for a month.  Alternatively, he'll ask for every PC to owe him a favor to be collected at a later date.  PCs not interested in making deals with a powerful slave merchant have an alternative, however.  They could secretly free Vayn's efreeti bodyguard who can provide the information, but the efreeti is evil and they'll be setting free a creature that could easily inflict harm on innocents later.  And to add another layer of complications, the efreeti could even use a wish to instantly teleport the group to Dulm's location--but (depending on how well they negotiate), with a twist.  I think it's an excellent situation to put PCs in, as there's a solid moral quandary and lots of room for character personality and motivations to feed into quality role-playing and decision-making.  The best way to proceed isn't obvious, which is crucial to making an interesting problem like this one.

However the PCs solve it, they'll be able to get to Jirandiel's pirate base, but will be unaware that Dulm is a slave as well.  It's a clever twist.  The rest of the scenario takes place on the island.  PCs who travel there through mundane means will arrive at the docks, and the scenario makes excellent use of the Docks flip-mat for it.  PCs who get there via an efreeti wish may start in a sea cave that could just be occupied by a giant octopus or squid!  This sea monster is controlled by Jirandiel by a new magic item, an orb of aquatic mastery, and the PCs are likely to encounter the monster at some point in the scenario, either in the sea cave or at the docks.  A careful GM will note that it will only use its grab & constrict ability once per round (despite the number of attacks it has), which makes the encounter easier than it could be.  Still, I was happy my PC had a lesser talisman of freedom--things could have gone very bad otherwise!

The manor house contains pretty much what you might expect: some lesser pirates (aided by some guard dogs), the Pathfinder slaves that need to be freed, Dulm (whose fate could be another interesting moral question), and, of course, Jirandiel--gamified here as a high-level swashbuckler.  I like how the writer played fair with how long it takes various NPCs to respond to alarms by donning armor, buffing, etc., and PCs who move quickly might be able to catch them unprepared.  I don't imagine most groups will have difficulty with Jirandiel (one martial villain against four to six PCs is probably not going to fare well), but Dulm does have some poison ability and the giant octopus/squid can be a wild card that could ruin an unlucky player's day.  It's a solid set of encounters in terms of overall challenge, and I don't have any complaints on that score.

There's not much in the way of epilogue, but the Chronicle does allocate boons for the different ways the PCs might have dealt with Vayn and his enslaved efreeti.  It's a fun, solid adventure, and actually something that would work well for new players despite being for higher level PCs.  PCs in the Liberty's Edge faction will find some special features as well.  So although this may not be in the very top tier of PFS scenarios, it's definitely one to play.

Wednesday, December 16, 2020

Starfinder Society Scenario # 2-02: "Waking the Past" [RPG]

 

NO SPOILERS

I played Waking the Past at low subtier using the four-player adjustment.  Without having read any other reviews, my guess is that the scenario is one that people either love or hate.  It has a particular gameplay mechanic that some will find pretty cool and exciting, while others will find it grossly unfair.  This is a scenario for truly intrepid explorers only!


SPOILERS

I really like the backstory to Waking the Past, even if it's very reminiscent of the background of the antagonists in the classic Star Trek episode "Space Seed" (yes, the prequel to . . . "Khan!!!").  A group of pre-Gap extremists on Golarion were forced off-world for their views on human genetic purity and violent attacks on non-humans.  This group, called the Twilight Throne, were powerful magic users and skilled scientists, and established new bases on a planet in Near Space called Thosum V.  In one of these bases, an experiment to create a nanotech golem went very, very awry, as the creature eventually killed every sentient lifeform on the planet before returning to a state of hibernation in the base.

What the PCs in the scenario don't know, of course, is that they're headed to explore that particular complex.  The story starts with a solid hook.  AbadarCorp miners on Thosum V uncovered a sealed complex miles underground.  Pursuant to their contract with the Starfinder Society, they've notified the group for an exploration team on the usual terms (the SFS gets historical insight, AbadarCorp gets any new technology or equipment).  Venture-Captain Arvin delivers the briefing, and I like how the scenario establishes his prior connection with the elf overseeing AbadarCorp operations on Thosum V.  The two are old friends, and cooperation is the order of the day (reverse foreshadowing some difficulties in the epilogue).

The journey from Absalom Station to Thosum V takes place aboard an AbadarCorp freighter.  There's a brief mention of a character who is apparently important for a future scenario, but very little detail is provided.  I tend to think these little bits turn out to be more frustrating for the players than exciting little easter eggs for discovery, and that it might be better to just start more scenarios at the mission site (with a briefing given remotely) than requiring a hand-waved trip every time.  Another bit that's a little off in this scenario is that the scenario tells the GM the journey takes 3d6 days of travel through the Drift (the standard for a journey from the Pact Worlds to Near Space), but the ship also just so conveniently arrives (no matter what the dice roll is) during the five days of Goldfest, a big celebration on Thosum V.  It would be better for scenarios to dispense with the "3d6 days" fiction and just tell the GM how long the voyage takes if it's plot-relevant (which it hardly ever is).

Anyway, there's a good little scene when the PCs arrive as the local miners think the Starfinders are going to shut down the dig and hurt the economy.  This could have been fleshed out more, and would have given some additional opportunities for role-playing in a scenario that has very little.  We also don't get to see much economic angst in Starfinder scenarios despite some of the setting themes of hyper-corporatization and limited social welfare programs.  Anyway, the PCs do get to have a conversation with the AbadarCorp leader, Taxmaster Alazdra, but that's really not much more than another briefing.

The first encounter is original and fun.  As the PCs are taking the lift down the miles-deep shaft to get to the complex, they're attacked by burrowing pests.  After just a couple of rounds of battle, the fragile shaft will start to collapse, raining down rocks and threatening to crush the PCs unless they get out of there fast.  It leads to a classic situation where the PCs are trapped underground with no obvious way out, which helps add to the tension of their exploration of the complex.

So, the complex: one thing in the scenario's favour is that, although this might at first glance seem like a traditional (space-) dungeon crawl, it's really more like an 80s slasher pic.  There's an incredibly deadly, implacable adversary that seems invincible, and the only thing to do is run, hide, and hope to stumble upon a way to escape.  Instead of a Jason or a Michael Myers, the slasher's role in Waking the Past is played by the aforementioned nanotech golem.  This thing is CR10, has a +27 on attacks (doing 4d6+20 points of damage), is immune to almost all magic, and has regeneration 10 to bolster its 250 hit points.  In short, its effectively unbeatable for PCs of either tier here.  The concept of the scenario is that the PCs should quickly realise they have no hope of defeating the golem and should instead keep moving, exploring the complex as they go, desperately hoping for a way out.  I think it actually works out pretty well, though I imagine many groups learn the hard (TPK-oriented) way that not every enemy is designed to be defeated.  In addition, it's really important that the GM carefully read the monster's abilities, tactics, and the two sidebars about when it appears and how it operates.  There's a lot of information to process here, and I wouldn't recommend this scenario for a novice Starfinder GM.  I guess if nothing else, it does help that it's *really* hard for a PC to actually die in Starfinder due to the generous resolve point mechanic.

Apart from the nanotech golem, the complex contains a few clues (on cliched "one entry only"  datapads) about the scenario's background, though the PCs won't learn much about the Twilight Throne or the fact that this golem wiped out all life on the planet.  There's also a trap or two, the usual security robots, and some undead to fight, though the PCs need to be careful not find themselves stuck in an encounter when the nanotech golem catches up to them.  The main goal is escape, and to do that the Starfinders need to push open the stuck "back door" of the complex which then leads to a long tunnel and the surface.  I'm don't understand why the golem won't keep following them up there (given what it did in the past), and arguably the more "heroic" thing for the Starfinders to do would be to trap themselves in the vault with the monster to save thousands of lives on the surface.  But, that's a digression, I guess.

The scenario has a potentially interesting epilogue, where Taxmaster Alazdra leans on the PCs to keep their discovery secret lest it interfere with profitable mining activities that employ hundreds on the planet, despite the incredible danger.  The PCs can decide whether to reveal what they learned to the world or not, with some consequences for boons.  I always like good moral quandaries to bring out role-playing.

As a quick side-note, I will say I really don't like the new art style for Season 2 scenarios.

Overall, I had fun playing Waking the Past, but I imagine it could be a quite divisive scenario.  By the time the players figure out what they're supposed to "do" (run!), it may be too late.  In addition, some of the scenario's flavourful backstory won't really come across to the PCs.  On the other hand, I like to see different gameplay concepts, and experimenting with something different than dungeon crawling is a plus in my book.

Tuesday, December 15, 2020

Rise of the Runelords Recap # 112 [RPG]

 
[4 Gozran 4708 continued]
 
Although the sudden reappearance of the Hidden Beast is startling, Jinks doesn’t hesitate to jump up on the dais and stab it in the face!  This time, bereft of its magical protections, the decapus proves much less of a threat and is killed easily.  The adventurers discuss whether they should take the corpse of the vampiric monstrosity to the surface and expose it to the sun, but Jinks is concerned about the vampiric skulks who escaped the previous battle.  What if they’re still in hiding?  The decision is made to stay on guard in the chamber and rest.

But the Hidden Beast has made this entire lair its “coffin” for millennia—after about an hour, it surges back to a false mockery of life and arises!  Turning quickly into a gaseous mist, it disappears into small cracks around the walls of the chamber.  Kang quickly applies an alchemical glue to try to trap the Hidden Best, but there’s no way of knowing whether it will work.

At Kang’s prompting, the group leaves the lair of the Hidden Beast and explores some of the other tunnels in the area.  In one area, they’re attacked by a strange one-eyed creature with lengthy tentacles that stick to Jinkatsyu’s skin and drain him of his strength.  After a lengthy battle, the creature tries to surrender and shows the intellectual and linguistic ability to communicate!  But it’s too late, as one of Kang’s delayed-fuse bombs explodes and incinerates the creature.  With Jinkatsyu and Morgiana badly wounded in the confrontation, the group retreats and rests for the night.
Ropers are sometimes known
 to be quite the philosophers!


 
[5 Gozran 4708]
 
In the morning, Kang drinks a magical concoction allowing him to send his mind vast distances.  Although he intends to contact Father Zantus back in Sandpoint to ask the priest what he knows about vampires, the telepathic projection is somehow redirected by the strange planar magicks around Xin-Shalast!  Kang finds himself in brief mental contact with bizarre monstrous spider-like beings who tell him “stop the lens, stop the denizens” before the link is broken.  Kang’s previous research in the Therassic Library comes in useful once again, allowing him to realise these creatures are so-called Leng Spiders, an other-dimensional race locked into an eternal war with the bipedal but still inhuman “Denizens of Leng.”  However, the reference to a “lens” remains cryptic. Kang’s mental projection is able to continue on and engage with Father Zantus, but unfortunately the man knows only general information about vampires and not the specifics the group needs to know in order to permanently destroy one.
 
Soon after Kang’s mind returns to his body and he shares with the others what he learned, Morgiv and his band of skulks known as the Spared arrive.  Morgiv takes the news that the Hidden Beast may still be alive gracefully, and says he knows the Chosen One (meaning Kang) will succeed in destroying the evil once and for all.  The skulk leads his people away to a safer area after giving the party a tapping code they can use on the rock walls of the subterranean area to communicate with them across surprising distances.
 
The Heroes of Varisia return to the Hidden Beast’s lair, but all seems quiet.  Exploration of a side tunnel leads to an ancient shrine devoted to the Spared’s original saviour, Mesmina.  On one wall is a crudely-painted depiction of the Chosen One that will someday free the people from a future enslavement—and the figure does look a great deal like Kang!  It’s clear the Spared haven’t been able to visit this shrine ever since the Hidden Beast emerged, and some of the group’s magical treasures remain.  Among them are several elixirs designed to allow one to survive the extreme altitudes here on the world’s roof.  Kang is outraged to realise the composition is identical to Nisk Tander’s so-called “Elixir of the Peaks”, and suspects the devious amateur must have some sort of connection to Xin-Shalast.  In yet another bizarre moment, Jinks casually says “So, the meddlers have returned.  Perhaps this age is not so feeble after all.  Didn’t I crush this one into pebbles?”  The kitsune denies he said anything of the sort when confronted by his allies.
 
The adventurers return to the lair of the Hidden Beast, determined to finish the creature off once and for all.  Morgiana cleverly uses her magical ring to see through the first several inches of rock along the walls of the chamber, and finds the hidden niches where the decapus and his turned skulks are resting.  The adventurers discuss plans to force them out and finish the job.
-----------------------------
Director's Commentary

This was the third session in the "Hidden Beast" saga.  I think the roper was from a random encounter table, but it was pretty nasty because it had some sort of ability damage or drain effect.  I liked the bit of foreshadowing that Kang's arch-nemesis, Nisk Tander, had a connection to Xin Shalast.

Sunday, December 13, 2020

Pathfinder: "Valeros, Iconic Fighter T-Shirt" [RPG]

 If I really wanted to emulate Pathfinder's Iconic fighter Valeros, I'd need to imbibe a couple of tankards of ale before writing this review!  Valeros is a really fun character in the comics and audio adaptations of APs, and this shirt has classic Wayne Reynolds art.  Against a black background, some of the detail is a
little harder to make it out, but it's still pretty cool.  Apart from the logo and the image of Valeros, the t-shirt is plain (nothing on the back or sleeves) making it look fairly basic.  Still, it's hard to go wrong with the classics!

Saturday, December 12, 2020

Pathfinder Tales: "The Redemption Engine" [RPG]

 

NO SPOILERS

I don't even know how to begin heaping The Redemption Engine with all of the effusive praise it deserves.  I've read a lot of the Pathfinder Tales novels, and this one is among the very best.  James Sutter knows his way around Golarion, and he's picked one of its most flavourful components (the city of Kaer Maga) as the starting point for this awesome adventure.  Sutter's writing just pops with


excitement, humor, and intelligence, and he's created an original plot to drive the story.  Even the way he describes things familiar to gamers, like channelling energy, has so much verve to it (while still being faithful to the RPG) that one can't help but admire the talent that went into the novel.  I'd definitely recommend this one to Pathfinder fans, but also to fantasy readers in general (there's even a helpful glossary to explain setting terms).  

SPOILERS

Salim Ghadafar, atheist priest of Pharasma (it makes sense!) is back for another adventure, having previously appeared in Sutter's excellent novel, Death's Heretic.  Forced to serve the goddess of death due to choices made in his past, Salim is called in to investigate a great story hook:  the souls of 53 murder victims have not turned up in the Boneyard (the afterlife) like they were supposed to.  So where are they?  Or, perhaps more to the point, who has them?  Salim's investigation covers the memorable streets of Kaer Maga, the City of Silence below, the heights of Heaven above, and even a detour to Hell.  It's all handled extremely well, and I particularly appreciate how a place that may seem dull like Heaven becomes a fascinating place for story-telling.  Angels may not be what you expect!  And the ending is genuinely exciting.   This is one of those books to read, and then pick up again a few months later to re-read.  It's really that good.

Tuesday, December 8, 2020

Pathfinder Society Scenario # 0-18: "The Trouble with Secrets" [RPG]

 

NO SPOILERS

Because this is a retired scenario, I incorporated it (at low sub-tier) as part of a regular home campaign for four PCs.  I changed the opening a bit, but left the core of it essentially unchanged.  From that experience, I can see why it was retired--it's very deadly!  And although the backstory is really


interesting and holds promise, the actual gameplay turns out to be a very generic mini-dungeon delve.  As there's no enduring addition to setting lore, The Trouble with Secrets is now just a curiosity as best. 

SPOILERS

The backstory may be the best part of The Trouble with Secrets.  After a Pathfinder named Harkus was slain by a vampire and arose as undead, she retained just enough humanity to seek out a fellow agent (and former lover) named Bossell for aid.  Bossell agreed to help find a way to turn Harkus back, but secretly arranged for her to be bound and experimented on (with even a total dissection planned) in a basement under the Sothis Lodge.  Furious at the betrayal, Harkus managed to break free of the restraints and savage the research team until Bossell slammed a stone door shut and trapped her inside.  Bossell then proceeded to cover up the incident entirely, sealing over the entrance to the basement and doing his best to forget about the whole thing.  Now, decades later, Bossell is a senile old man allowed to stay at the Lodge out of respect for his past service.  But when his assistant finds an old journal about mysterious experiments in the basement, the idiot decides to go investigate--thus unleashing the still-undead and still-peeved Harkus!

From that premise, there are a lot of great directions the story could go.  Unfortunately, the writer chose a pretty poor one.  Harkus kills the assistant and secretly ventures into the streets of Sothis to mentally dominate and recruit pit fighters to help guard her basement lair.  She then returns to her secret hiding place under the Lodge and . . .well, does nothing, really.  Essentially, she's sitting there as the scenario officially begins and the PCs are briefed about trouble and disappearances in a newly-discovered vault under the Lodge.  That's how a great backstory filled with pathos and betrayal and vengeance is turned into a traditional "explore old crypt and kill stuff" mission.  There are five main chambers to the underground vault and thus, predictably, five encounters.

First up, in the vault's antechamber, is a battle against the dominated pit fighters and the hyenas that (apparently) they train for battle.  The pit fighters are fighter/rogues and will try to ambush the PCs, but this is pretty much a cakewalk.

Next up is a statue hall and, giving truth to cliché, two of the statues turn out to be animated objects and attack.  Yawn.

The third chamber is where we get the first hint that of what's really going on, as vampire spawn burst in to attack.  This does serve as good preparation for the PCs to get their act together before fighting the real thing.

The fourth chamber is actually a pretty well set-up encounter.  It involves more pit fighters, but they're using archery and firing through murder holes.  The PCs have to figure out how to reach them before they get turned into pin cushions.

Last up is Harkus, the vampire.  Man, she is tough!  At low sub-tier she has six levels of fighter, wields a greatsword, and has an AC of 27.  Her tactics are also smart--dominating a party's strongest member and then attacking any arcane spellcasters in the group.  One of the reasons I chose this scenario is that a PC in my group is a Vampire Hunter (the class from the Vampire Hunter D book) and I wanted to give him a chance to shine.  But instead, a near-TPK was in store for the group and they had to withdraw.

And that's the scenario.  I guess to its credit one could say it plays very quickly, contains a map that's easy to draw, and isn't one that requires enormous prep by the GM.  I love the cover art, and there are some opportunities in the adventure for the PCs to learn about the cool backstory.  On the whole though, The Trouble with Secrets is best left just like Harkus--buried and forgotten.

Monday, December 7, 2020

Rise of the Runelords Recap # 111 [RPG]

 

[4 Gozran 4708 continued]

Somewhere deep under Xin-Shalast, the Heroes of Varisia have watched the vampiric decapus known as the Hidden Beast turn into a cloud of mist and disappear into cracks in the ground.  Morgiana collapses unconscious from her wounds, but Ava is able to restore Jinkatsyu and Erik to fighting condition.  Unsure of how to permanently destroy a vampire, the adventurers agree they need outside help—from Sandpoint!  Through a magical spell, they contact expert on Thassilonian history Brodert Quink.  Unfortunately, Brodert knows little about vampires beyond the need to use stakes or sunlight.


The adventurers decide they can’t take the risk that the Hidden Beast will return.  Ava magically reshapes the basalt base of the throne and reveals a deep hole.  Jinkatsyu bravely investigates, and finds the seemingly inert body of the decapus.  The swashbuckling kitsune cuts off some of its tentacles and Kang throws a fiery bomb at the body, but, as far as they can tell, the creature is well and truly dead.  The decision is made, just in case, to try to seal the creature permanently in its tomb through more magical stone shaping, but Ava’s stonecrafting is poor and the results uncertain.  Soon after, examination of two rings taken from the decapus’ body reveal one can turn the bearer invisible while the other (engraved with a Sihedron) holds powerful defensive magicks.


The adventurers leave the Hidden Beast’s lair and travel a short distance down a tunnel to reach Morgiv.  The skulk is deliriously happy to hear the news that the Hidden Beast has been destroyed.  He rushes off to gather the rest of the Spared, and Kang and the other adventurers decide to quickly check the two other tunnels leading off from the chamber.  Before they can do so, however, Ava hears a strange hissing sound coming from beneath the base of the throne.  Instants later, the Hidden Beast is standing there, seemingly alive and well! 


Another battle begins, but this time the adventurers are better prepared and the Hidden Beast’s minions aren’t present to confuse things.  The vampiric decapus is again defeated and retreats to its tomb underneath the throne.  This time, Ava exhausts her magic in conjuring a crack-free buttressed dome over the entire pedestal and throne—there’s seemingly no way the decapus can escape.  Until, with an astonishing bypassing of the area’s wards again teleportation, the creature somehow uses a dimension door spell to reappear back on top of the throne!


-------------------------------

Director's Commentary


This is part two of what would become the four-part vampire decapus clusterF.  It's one of those situations wherein about 20 things go wrong simultaneously.  Knowledge (religion) just wasn't one of the skills the PCs were good at, so they didn't know in-character how to permanently destroy a vampire (and they were sensible in contacting Father Zantus, but he rolled low).  For all her stoneshaping to do delicate things (like disguising a doorway or making something airtight), I would have Ava cast Craft (stonemason) checks, which she was understandably not great at it.  The decapus should have been trapped in its coffin-hole anyway, but then rolled a freakin' natural 20 on its caster level check to get a dimension door spell to work despite the magical interference in Xin-Shalast.  As we'll see next session, I later misinterpreted the scope of what counts as a "coffin" for the decapus.  And on and on . . .


With its magical buffs and equipment gone, the decapus was far less of a threat but still took some time in-game to destroy.  I didn't realise at the time that people were getting frustrated with it.  To be honest, I was surprised they wanted to spend so much time on the decapus as it's essentially an optional subplot, but I figured it just gave me more prep time for the very complicated final encounters in the adventure to come, and so didn't think too much about it.  But under the surface, trouble was brewing!

Sunday, December 6, 2020

Pathfinder Society Scenario # 0-16: "To Scale the Dragon" [RPG]

 

NO SPOILERS

I ran To Scale the Dragon at subtier 5-6 via play-by-post.  It's definitely a memorable scenario, with at least one gameplay element that probably doesn't appear in any other PFS scenarios.  Like many Season Zero adventures, it can be surprisingly uneven--easy in spots and quite deadly in others.  The plot isn't great, so overall it's a mixed bag.  I'd still recommend playing it, especially if the GM and players want a more wilderness-themed adventure, but with an understanding that there are some rough spots in the adventure.

SPOILERS


The background to To Scale the Dragon is simultaneously over-grand and under-utilised.  According to the scenario, the greatest mystic in Golarion's history was a man named Amao the Frost-Blossom.  Amao's spiritual journey took him to the top of Mount Cania (in southern Galt's Fog Peaks) where he discovered the Four Truths, "words of making and unmaking that he should keep for all eternity, until the time came that he was called to recite them."  That time has apparently come, as the Pathfinder Society needs to learn the Four Truths to avert a great, mysterious calamity that is about to come over Absalom.  To that end, a team of agents must be dispatched to Mount Cania to retrieve Amao's bones so that seers can contact his spirit and ask for help.  Unfortunately, Amao's bones are simply a classic Macguffin; nothing in the story depends on the particular nature of the bones' origin, nor are Amao, the Four Truths, or the impending catastrophe ever referenced again in Pathfinder lore (as far as I know).  As an aside, I wonder if the concept is based on the Four Noble Truths of Buddhism?

From the players' perspective, the adventure starts with them having arrived in the Fog Peaks at a waystation ran by a former Pathfinder named Rysam Aklon.  Aklon runs a remote waystation and, to fulfil an old favour owed to the Pathfinder leader named Osprey, has agreed to help the PCs with resources and directions to find Amao's resting place.  To this end, he supplies the group with some rations, some furs, a map to ascend a peak known as "The Dragon", and two dogsled teams.  Dogsledding is a major part of this adventure, and although the scenario promises simplified rules, there is still a *lot* for the GM and players to digest.  I always do a ton of prep, but even then I was glad that I ran this through play-by-post and had a lot of time between turns to figure out how it's all supposed to work.

When the PCs begin the ascent of The Dragon, there's a lot they need to contend with.  Although set in a wintry clime, the scenario doesn't mentioned cold temperature checks, but it does incorporate altitude sickness.  Each section of The Dragon has certain terrain features and associated risks, such as sharp turns, ravines, obstacles, etc., that require Handle Animal checks to bypass safely.  The PCs in the group I ran this for didn't have any skill in Handle Animal, and had a tough time with dogsledding.  On the other hand, I know the author intended this scenario as one that rewards nature-oriented characters like druids and rangers who take the time to specialise in skills like Handle Animal, Survival, Knowledge (nature), and so forth, and I can see the value in making sure every type of character gets a chance to be in the spotlight at some point in their careers.

When the PCs make it to the top of The Dragon, finding the cairn containing Amao's bones isn't difficult.  The hard part is getting to it, because the cairn is a sacred place to a local tribe of taers (primitive beastmen).  There's no chance of a peaceful resolution, so the PCs are classic foreign invaders intruding upon sacred tribal lands to steal relics for their own purposes, killing everything that gets in their way.  The Pathfinder Society in its early seasons was very different than it is today!  Anyway, once the PCs drive off the taers and start digging through the ice to retrieve the bones, they're likely to trigger a very nasty magical trap that could inflict mummy rot on a PC.  The digging also awakens a remorhaz, a type of massive ice centipede monster that that is deceptively dangerous because it generates an immense amount of heat (in game terms, any natural or manufactured weapon that strikes it takes 8d6 points of damage) and can swallow creatures whole.  Unless the group quickly discerns they need to back off and use spells or ranged weapons, a remorhaz can be pretty nasty (it killed one unfortunate PC in the game I ran).

The remorhaz was also venerated by taers, and with its death tribal drums start to echo around around the mountains.  In a very cinematic scene, the PCs will be chased by a veritable mob of taers until they escape the peak.  This is handled well, as the PCs are given every hint that they're facing an overwhelming force; but if they still want to stick around and fight, they can.  To me, events like this are a good corrective to the common misperception that every encounter is meant to be winnable.

When the PCs begin their dogsled-aided descent, the most memorable part of the scenario takes place.  They'll find themselves ambushed and chased by Aspis Consortium agents, also on dogsleds (Aspis is also after Amao's bones).  This can be a fast-paced, thrilling, pursuit through treacherous terrain and volleys of arrows.  Or, more likely, the dogsleds will crash quickly (they're hard to control) and the survivors will fight things out on foot.  In any event, I really like the premise of the encounter even if the dogsled rules are a bit clunky to implement in practice.

When the Pathfinders make it back to the waystation, one last surprise is waiting for them: the cabin is on fire!  A mob of taers have taken their revenge and are raiding the place, and its desperate residents are about to overrun.  There's a good balance between the need to simultaneously put out the fire and fight off the taers, and I always like encounters where there's more to do than just fight.

Assuming the PCs make it through all of the challenges and turn the bones over, Osprey transforms into a bird and flies away, leaving the PCs to make their own way home from the Fog Peaks.  I like how early Society leaders were real jerks, and it made storylines like the Shadow Lodge more plausible.

Overall, To Scale the Dragon takes place in a memorable setting and has some memorable encounters.  The background and plot are rather mediocre.  Still, as long as players are up for a potentially challenging time and the GM is prepped for the dogsledding, they'll likely have fun with this one.

Friday, December 4, 2020

Rise of the Runelords Recap # 110 [RPG]

 

[3 Gozran 4708 continued]


In Xin-Shalast, the adventurers have come across a strange, dough-faced humanoid named Morgiv, one of the species called skulks.  Morgiv speaks only Thassilonian, and excitedly tells Kang a tale.  According to Morgiv, he’s one of a group of skulks who have lived in the tunnels under the city ever since a volcanic eruption destroyed most of the surface hundreds of generations ago.  Morgiv says that his people were once enslaved by the rulers of the city, but were set free by their leader, Mesmina, who prophesied that if the tribe ever again fell victim to slavery, strangers would come to the aid of the Spared.  Morgiv excitedly tells Kang that he’s the leader of the strangers that Mesmina prophesied, and that the Chosen One has been called here because the Spared are once again under the control of a despot.  It seems that an invisible monster, called The Hidden Beast by Morgiv, has taken over the minds of many skulks.


The adventurers discuss whether to help.  Morgiana is suspicious it could be a trap, but Ava says if the Hidden Beast really is so evil, it might be one of Karzoug’s allies.  Jinkatsyu says slaves should always be set free, and Morgiv’s knowledge of the tunnels could be crucial in bypassing the giant armies on the surface.  Kang is persuaded, and tells Morgiv to return tomorrow at dawn to guide the adventurers to the Hidden Beast’s cave.


As the others rest, Ava decides to practice short-range teleportation to see if she can figure out how to bypass the strange warding effect that permeates Xin-Shalast.  Her first attempt works perfectly, but something very strange happens on her second try.  She finds herself standing in the middle of a featureless plain that extends as far as she can see in every direction.  An odd, grey-coloured river winds sluggishly through the plain.  And, despite the utter lack of wind, a queer black-sailed ship moves steadily along the river.  A foreboding sense of dread fills Ava, but before she can react, she finds herself back in the adventurers’ temporary hideout under the fortress that guards the approach to Xin-Shalast.  She relates what happens to the others, and the best they can make of it is a wild tale that Kang once read during his studies in the Therassic Library under Jorgenfist: that Xin-Shalast is located on a place where the border between planes are thin, and that it intersects the fabled nightmare realm of Leng.  But the account was written by a notorious pesh addict, and the likelihood of it being true seemed slim—until now!


Later that day, the adventurers hear the sound of giants sweeping the fortress, looking for them.  Ava conceals the opening to the chamber they’re hiding in with a conjured stone wall.  Although her craftsmanship doesn’t blend well with the surrounding walls, the giant walking past is distracted by something else—Morgiana’s beartrap—and doesn’t notice the hidden room.


[4 Gozran 4708]


At what must be dawn, the adventurers hear rhythmic tapping on the other side of the wall that Ava conjured.  Morgiv is on the other side, and says in the fortress courtyard above there are several giants with aurochs.  When Kang says his team is ready to go, Morgiv leads the group through a labyrinth of underground passages, cutting through building basements and tunnels carved from pyroclastic flows.  Morgiv also disables various traps.  When asked where the other Spared are, he says they’re waiting a safe distance away from The Hidden Beast.  At last, after several hours’ journey, Morgiv indicates they’re nearing the evil one’s lair.  Morgiv is told to wait, and the adventurers prepare for conflict against an unknown foe.


Jinkatsyu takes the lead, moving quietly and cautiously until he can peer into the cavern.  The room looks like it may have once been part of some ancient basement gallery, but it’s clearly occupied, as magical lights slowly bob along the walls, casting deep shadows.  The room contains a raised balcony along one wall, a pair of tunnels leading off along other walls, and, in the center, a basalt dais holding an ornate throne.  Seated on the throne is a skeletal figure shrouded in musty robes bearing arcane symbols!  As Jinkatsyu peers in, the skeleton sits up and begins speaking in Abyssal!  The adventurers rush in to stop the skeletal wizard from casting spells, only to quickly realise it’s a fake.  The real threat comes from something in the room that is, indeed, invisible and capable of casting powerful spells.  In addition, a quartet of skulks who are among the living dead are in hiding and leap out at the


adventurers.  Morgiana is badly hurt in their attack and retreats back to where Ava is at the entrance to the cavern.  Ava gives the Heroes of Varisia a fighting chance by dispelling the magical invisibility that shrouds the location of the real Hidden Beast: a swollen, slimy cephalopod with ten writhing tentacles and a hideously monstrous face and a fanged maw!  Angered at her spell, the Hidden Beast responds by sending a bolt of pure lightning toward the cleric.  Jinkatsyu leaps into the fray and begins slashing at the Hidden Beast’s tentacles.  The sorcerous monstrosity is protected by various abjurations, however, and it seems like the dashing swashbuckling kitsune has finally met his match!  Kang’s firebombs are not so easily dodged as sword thrusts, however, and the Hidden Beast eventually withers under the assault.  Just when it seems like victory is at hand for the heroes, however, the monster turns into mist and seeps into thin cracks under the throne.  Likewise, the vampiric skulks seep into their own hiding places once their corporeal forms seem destroyed.

Has the long, gruelling battle ended in success . . . or stalemate?

----------------------------------------------------

Director's Commentary


The events here play out pretty close to how they're set up in the AP: Morgiv encounters the group, begs for their help, and leads them to fight the Hidden Beast (a vampiric decapus).  I think I added the "Chosen One" angle, but it just seemed too delicious to pass up since the last thing people would think about Kang is he was a prophesised savior.  It led to some good role-playing.


The battle here against the Hidden Beast was really exciting and went well, with the deception of the fake skeleton particularly effective (the group hadn't had to deal with illusions very much in the AP).  Alas, partially my own fault, things really get bad in the group (in real life) starting with the next session.  But more on that when I cover those sessions.

Friday, November 27, 2020

Pathfinder Society Scenario # 3-06: "Song of the Sea Witch" [RPG]

 NO SPOILERS

I played Song of the Sea Witch via virtual tabletop.  One of the other players in the group had a super over-powered PC who pretty much single-handedly took care of all the encounters, and there wasn’t much role-playing, so the experience wasn’t the best.  Reading the scenario afterwards, it looks like a solid but unspectacular adventure.  There’s nothing wrong with it, but it’s not fantastically original and memorable like some of the author’s other work.

SPOILERS

Song of the Sea Witch has quite an involved backstory, but to be fair much of it does come into focus later on for the players.  The gist of it is that Yargos Gill, a historian last seen in the very first PFS adventure, # 0-01 "The Silent Tide", has returned from Tian Xia with two magical books to study.  One of the books is the Infernal Incantatum (which Gill assumes is a book on how to battle and bind devils) and the other is the Celestial Song.  But on the return voyage to Absalom, one of Gill’s two apprentices was seduced by an evil cecaelia (octopus-man) into stealing the latter book.  Once back in Absalom,


Gill performed a ritual with the Infernal Incantatum which he thought would help the side of good, but turned out to simply summon an uncontrollable devil (the scenario emphasises the historian’s bumbling nature, which ties in nicely to his earlier appearance).  At around the same time, the “evil” apprentice arrived to try to steal that book as well, and violence and chaos erupted that left Gill unconscious and both apprentices dead.

This is where the scenario starts from the PCs’ perspective, as they receive a briefing from Venture-Captain Amara Li.  Li knows that the Infernal Incantatum is actually a prison for devils, and worries that Gill may get in over his head.  She asks the PCs to go to his estate to make sure he’s okay.  When the PCs arrive, they have to defeat the devil that was accidentally set free (a bearded or Erinyes depending on sub-tier).  They’ll learn from Gill what happened, and also figure out that the other book, the Celestial Song, has to be combined with the evil book to stop more denizens of Hell from escaping!  I liked the map pack chosen for the encounter.

Gill thinks Venture-Captain Ollysta Zadrian (a paladin) has been delivered the Celestial Song (not realising his traitorous apprentice took it elsewhere), and he gives the PCs directions to where she should be shopping in the markets of Gilltown (no relation to Gill!).  The PCs are ambushed by rogue thugs working for the cecaelia in a bid to recover the Infernal Incantatum, because the villain has classic villain plans to use the book to wreak havoc and such.  Even with surprise and sneak attack damage, the ambushers have little chance of success.

Once they find Ollysta Zadrian in the markets, she explains she never received the book.  But by asking some questions of the gillmen in the market, the PCs will learn that the thugs that attacked them have been using tunnels under Gilltown.  The GM can use an optional encounter against hell hounds if time permits, but otherwise it’s on to the last section of the adventure.

The tunnels lead to the cecaelia’s lair, but the lair itself can only be accessed by solving a fun puzzle that involves opening and closing certain gates to get water levels to a particular height (but not too high).  Puzzles are actually pretty rare in Paizo adventures, so I always appreciate them when they appear.  This one requires a bit of math and teamwork, and seems pretty reasonable in terms of difficulty.  The consequences for failure are pretty modest (setting off a trap that’s not likely to kill anyone).  I also have to give the map artist props for making a layout that looks like an octopus (even if it doesn’t really make sense on the premise that these are ancient tunnels recently taken over by the cecaelia).

The evil cecaelia, a dude named Na-Kraka, is known as the “Sea Witch” despite only have actual levels in Witch at the higher sub-tier.  I guess if he managed to drag a grappled opponent underwater he could be mildly dangerous, but the Pathfinder rules around holding one’s breath are pretty generous.  I really don’t imagine most groups having troubles defeating this guy.  Once they win, the PCs can retrieve the Celestial Song and combine it with the Infernal Incantatum to stop further devil escapes.

Some of the things I liked about Song of the Sea Witch include the reappearance of Yargos Gill (creating continuity and making recurring use of NPCs is great for storytelling), the use of faction missions (there’s a ton of little goals for different PCs—something I imagine must have been hard to write for), and the selection/creation of encounter maps.  But all that being said, as I stated in the opening, there’s not really a lot that jumps out here.  It’s a quality scenario, but not a top-tier one.

Monday, November 23, 2020

Rise of the Runelords Recap # 109 [RPG]

 
[3 Gozran 4708 continued]

The Heroes of Varisia have reached a bluff overlooking the legendary city of Xin-Shalast, but have not yet stepped foot on its gold-paved streets.  Twice, they’ve been intercepted by patrols of the vulture-men known as kuchrimas.  In the aftermath of the second battle, the adventurers discuss strategy.  After Ava discovers her teleportation abilities are unreliable due to the strange planar energies that surround the city, the group settles on the direct approach: a frontal assault on the guard fortress!  But there will be a small twist, as the adventurers hope they can lure the defenders out so the battle can take place around fortified bunkers and walls created through Ava’s rudimentary knowledge of stone-shaping magic.  Before they set the plan in motion, Ava extracts a promise from Morgiana to never split up again as she did in the previous battle.

When the attackers have completed their preparations, they approach the fortress and stop about a hundred yards from its gates.  Kang strides forward and signals that he wishes to talk, and, moments later, a kuchrima flies forward while her companions take to the skies in formation.  The kuchrima shouts a demand, in Thassilonian, that the intruders explain why they have come to Krak Naratha (the name of the fortress).  Kang replies that they’ve come at the behest of Karzoug, but the kuchrima states that entrance to the city is permitted only to those bearing tokens of passage.  Kang rejoins his allies and there’s whispered discussion of the group perhaps trying to bluff their way in using the Sihedron-marked coin found in Magnimar, but ultimately the idea is rejected.  Instead, Kang announces to the kuchrima that they are not followers of the Runelord, with predictable results.  The circling kuchrimas instantly let loose a volley of arrows, and first blood goes to the defenders of the city as Kang and Ava are struck.

The adventurers duck behind the stone barricades that Ava previously conjured in the middle of the grand highway and wait for the kuchrimas to draw closer so their advantage in ranged combat will be negated.  But instead, one of the kuchrimas shouts “Release the herd!” and there’s a thunderous explosion from somewhere within the fortress.  The gates are wrenched open, and dozens of mountain aurochs rush out, panicked and willing to trample anything in their path!  Realising they can’t stand against such an onslaught, the adventurers take to the sky through various means in order to get above the sheer mass of animal flesh.  The kuchrimas try to press their advantage, but they’re still no match for the sheer offensive power of Kang’s bombs and Jinkatsyu’s rapier.  In a matter of minutes, the defenders of Krak Naratha are slain, and the Heroes of Varisia stand astride the fortress walls.
From their new vantage point, they can see that the wide golden highway that brought them to Xin-Shalast continues through the city until it turns into a golden staircase and begins ascending toward the peak of Mhar Massif.  Not too far away, a large, seemingly temporary encampment of various types of giants can be spotted.  The group decide they need a place to hide while they plan their next move, and they settle on a, long-abandoned storeroom deep in the bowels of Krak Naratha.  Morgiana decides to put her newly-constructed bear trap to good use, and leaves it in the hallway outside of the storeroom covered in a fine coating of dust and debris.  Inconclusive discussion is had on whether the group should attack the giant camp, try to negotiate, or avoid it altogether by taking to the back streets and alleyways of the massive city.

The afternoon stretches on until ponderous footsteps can be heard coming from above.  The deep bass of the Giant tongue can be heard—it seems like a search of the fortress has been ordered!  At the same time, Kang realizes that he’s being scryed!  He decides to dart out of the storeroom so the others won’t be discovered, wandering through various dusty passageways until the nigh-invisible magical sensor finally disappears.  As he’s returning to the storeroom, however, he hears a rock skitter behind him and realises he’s being followed!  The tiefling begins to run until he hears a sharp metallic crack—
Morgiv could be just what the PCs
need--an ally in Xin-Shalast!

Morgiana’s bear trap has sprung!  And it has clamped down on the leg of a thin, unarmed humanoid with loose skin.  The being lets loose a mournful howl, and says in Undercommon “Morgiv hurts!  Morgiv hurts!”  Kang and the others carefully release the creature from the trap, and Ava casts some minor healing magic.  The stranger throws his arms around Kang in a tight, enthusiastic hug—“Morgiv find Chosen One!” he shouts.
---------------------------------------------
Director's Commentary

PCs disguising themselves as followers of Karzoug to gain entry to the city was definitely a possibility the AP contemplated, but this group tended to pursue the more direct approach.

The massive stampede of aurochs was really fun to do, even if it didn't work.

I found running Xin-Shalash very challenging.  The AP did its best in providing as much information as possible about key events or locations, but there's just a ton of detail that GMs need to fill in themselves.  The fortress of Krak Naratha, for example, is not mapped or detailed at all, so I had to improvise.  We'll see the same phenomena in some later sessions when the PCs go to locations in which the AP gives only super brief coverage of matters that are actually quite labor-intensive to flesh out (like "swarming with a variety of spectral undead" and the like).

I liked the little twist ending.  PCs usually (understandably) expect the worst, so it can be a fun surprise when something good comes out of the blue.

Sunday, November 22, 2020

Pathfinder Campaign Setting: "Misfit Monsters Redeemed" [RPG]


"Everyone deserves a second chance" is the tagline on the back cover of Misfit Monsters Redeemed.  D&D has decades of Monster Manuals and the like, filled with hundreds of creatures.  It's inevitable that some would land with a thud, and others would be unintentionally, hilariously bad.  The goal of this book is to provide a new take on some old duds and salvage them for use.  As the introduction explains, Paizo had had good luck with its ". . . Revisited" series of books that added fresh flavour to classic monsters, but this book arose from a dare on the forums to see if the company could take the worst creatures in fantasy RPG history and breathe new life into them.  Redemption is attempted for ten

monsters, each receiving six pages of coverage divided into the following sections: ecology, campaign role, variants, role on Golarion, stat block, and new artwork.  I'll give my verdict on each attempt at redemption below, but the short conclusion is that . . . some of these creatures really didn't deserve a second chance, and just couldn't be redeemed.  However, there are a few nice surprises.

Before getting into the content, I'll just mention the cover artwork (fairly poor, in my opinion) is reproduced in the inside back-cover sans logo, while the inside front cover is a funny "Hall of Shame" listing the monsters covered with a "before" and "after" to show what the book has tried to achieve.

*Adherers: Before, they were essentially sticky mummies that could trap weapons used against them; now they have damn creepy origin as essentially living livestock for phase spiders on the ethereal plane.  I think their CR is too low given the awesome build-up for them in the text.  Nonetheless, my verdict:  Redeemed.

*Delvers: Before, they were subterranean cave slugs that feast on ores, and filled a pretty bland role alongside things like xorns and earth elementals.  Now, they're intelligent, spiritual beings that could serve as guides for spelunkers.  My verdict: Redeemed.

*Dire Corbies: Before: evil crow-men.  Now: Xenophobic bipedal birdmen of the Darklands.  There's a lost opportunity to tie them into tengu somehow.  They're okay, but essentially just disposable random encounters for subterranean explorers.  My verdict: Guilty as Charged!

*Disenchanter: Before, blue camel-like creatures that can destroy magic items.  Now: Pretty much the same, with a bit of a better backstory.  I don't get their weird headband fetish, and they're truly goofy looking.  My verdict: Guilty as Charged!

*Flail Snail: Before, they were giant snails with maces on their faces.  I have to admit I was surprised they could be improved, but now they're long-lived, intelligent zen monks with magic reflecting shells.  My verdict: Redeemed.

*Flumphs: Before, they were weird floating jellyfish-like creatures.  Now, these lawful good creatures warn of horrors from other worlds, and good make for really good adventure hook vehicles.  My verdict: Redeemed.

*Lava Children: Before, they were a forgettable race of feral subterranean humanoids.  Now, they're the creations of shaitans meant to survive in the Elemental Planes of Fire and Earth.  I still don't get why metal passes through them, and despite the admittedly creepy artwork, I still don't see much of a role for them in a campaign.  My verdict: Guilty as Charged!

*Lurking Ray: Before, they were underground ambush predators.  Now, they have a really interesting, well-defined ecology with different niches for three variations.  Still, each variation is a subterranean ambush predator and they're nothing more than random encounter fodder.  In addition, Pathfinder's suffocation rules are such that they're not really dangerous.  My (reluctant) verdict: Guilty as Charged!

*Tojanida: Before, they were aquatic crustacean-like monsters.  Now, they're aquatic outsiders trapped ages ago in a bizarre shell form, and they can't remember why.  I just can't really get a read on these creatures and what role they're supposed to fill in a campaign.  My verdict: Guilty as Charged!

*Wolf-in-Sheep's Clothing: The only creature in the book I'd ever actually used, this forest predator (pictured on the cover) with a dumb name disguises itself as a tree stump with a small rabbit or squirrel on it before pouncing on any PC who gets too close.  Its ability to manipulate corpses is creepy, and the book provides some admittedly interesting ideas on how to use a surprise monster that will only ever work on players once.  It's a good try, but my verdict is still: Guilty as Charged!

By my count, the book successfully redeems four of the ten monsters it covers.  That's not bad considering what the writers had to work with.  That being said, I don't really see this book as being useful for anyone but real old-school gamers who would get a little kick out of seeing a modern updating on an old loser of a monster.  Everyone else could happily stick to the six Pathfinder bestiaries for all their monster needs.  To me, that makes Misfit Monsters Redeemed among the least essential books in the Campaign Setting line.

Wednesday, November 18, 2020

Dr. Fate (Ltd. 1987) (DC Comics) [COMICS]

Doctor Fate is one of DC's oldest and most important spellcasting characters.  Around since the Golden Age, the character has a long and involved history, though I think I really only knew him from the Super Powers cartoon and toys.  In 1987, J.M. DeMatteis launched a very different take on Doctor Fate with a four issue mini-series that was popular enough to spawn a subsequent regular series (more on that in future posts).  With pencils by Keith Giffen, the limited series introduces new characters in the role of Fate in a way that still remains controversial among some comics fans today.

Issue # 1 sets a dark, intriguing, and sometimes confusing tone for the series.  Nabu, the Lord of Order who originally bonded with a human named Kent Nelson to become Doctor Fate, is battling against Typhon, a Lord of Chaos, when he's recalled by the other Lords of Order.  They want Fate to stop fighting against chaos as the universe is cyclical and, although chaos will soon reign supreme, an age of order will follow thereafter.  It also seems that Kent Nelson is tired of having been Fate for decades and is ready to move on to what comes next--even if that's the afterlife.  But Nabu's not ready to give up and finds another mortal to be the next Doctor Fate: a long boy named Eric whom he magically ages into

adulthood.  Eric's step-mom, Linda, has a strange  . . . yearning for Eric, but Eric as Fate loses a battle against Typhon and is taken into an asylum run by a chaos-led psychiatrist named Stoner.  

In Issue # 2, we revisit the origin of Doctor Fate and see how complicated the morality of what Nabu did to Kent Nelson really was.  In the asylum, Nabu inhabits Eric's body to fight Typhon, who has taken over Stone's body.  Honestly, I'm not really sure what happened in the issue--sometimes the atmosphere is great, but the plot is hard to work out.  This is almost like an early Vertigo book (just before Vertigo was a thing).

With Giffen & DeMatteis in charge of my (favourite comic ever) Justice League International, it's no surprise that four Leaguers make guest appearances in Issue # 3.  Martian Manhunter, Mister Miracle, Guy Gardner, and Batman are summoned by the Phantom Stranger to help out as Stone has taken the power of Fate (I think) and is using it to cause chaos all around the world.  Indeed, this evil Fate defeats the Phantom Stranger, but Eric/Nabu come to confront him.  At least, I think that's what happens?

Issue # 4 reminds me that Giffen's artwork--especially his faces--is an acquired taste, and I haven't acquired it yet.  The famous big shocker here is that Eric and his step-mom Linda can merge together to form Fate in a way that kicks Nabu out.  Nabu, exiled form the Lords of Order, takes over a new body--that of Kent Nelson, who has died since he's no longer Fate.  The new status quo is then a trio of characters--Linda, Eric, and Nabu/Kent.  It's an interesting set-up, though I find the crucial character of Eric very much a cypher compared to Linda and Nabu.

There's a lot more to say about the trio, but I'll save that for my posts on the regular series--which has a very different tone than this limited series.