Friday, July 31, 2020
Starfinder Society Scenario # 2-00: "Fate of the Scoured God" [RPG]
Wednesday, July 29, 2020
Rise of the Runelords Recap # 93 [RPG]
[3 Pharast 4708 continued]
The Heroes of Varisia are reeling in the aftermath of
their first foray into the Shimmering Veils, the wing of Runeforge dedicated to
the sin of Pride and its associated Thassilonian school of magic,
Illusion. Yuzo is dead, Jinkatsyu
collapses into unconsciousness, and the other three are concerned that more
duplicates could emerge from the mirrors at any time. When Kang hears spellcasting in the distance,
he, Ava, and Erik decide an immediate retreat is called for; but when they
carry Yuzo and Jinks with them to where the portal out of Runeforge should be,
all they find is a blank brick wall!
Kang tries to blow it open with an alchemical explosive, but barely
chips it, and Erik’s experimentation with the hidden lever in the Abjurant
Halls of Envy has no effect. As Ava
starts to panic, the three heroes settle on a plan. They’ll hide Yuzo and Jinkatsyu in the rubble
in that wing and continue searching for a way out.
The ability to attack with perfect coordination and focus made these wizards a deadly thread indeed! |
The three return to the mirrored hallway. Advancing carefully to where the T-junction turns left and right, Erik closes his eyes, reaches around the corner with his pistol, and fires. His bullet shatters the mirror to the left just a doppelganger was beginning to form, and it dissipates instantly. But another duplicate emerges from the mirror down the corridor to the right, and opens fire! But although it shouts repeatedly that it’s the real Erik, its aim is terrible and a cascade of bullets and bombs destroys it quickly. Erik shoots the mirror it came from, and the threat of the duplicate adventurers is contained.
Ava suggests checking on the companions they left behind, but Kang insists they’re fine. He urges the trio to press on, proclaiming confidence that there’s nothing here he can’t handle. Indeed, he even takes point, boldly striding forward into an immense cathedral with mirrored walls, immense chandeliers, and a massive decorative peacock atop a dais in the center. Six identical human men are present, standing in a row. Each is immaculately dressed with shoulder-length blond hair, and they move and speak in perfect unison: “The master is in his study—he is not to be disturbed,” they say in Thassilonian. “Please keep your screaming to a minimum while you are punished for daring to venture this close to his magnificence.”A search of the cathedral-like chamber reveals a secret door behind one mirrored-panel, and beyond it lies a cozy study full of scrolls and books. In a far corner, slumped in a chair, is the body of a man wearing rich robes and a cloak made of peacock feathers. An elegant mirror is clutched in his hand, and a book and quill sit on the table before him. It looks as if he died only moments ago, and, curiously, he looks identical to the six wizards the adventurers just battled. Kang’s familiarity with Thassilonian script allows him to skim the book on the table, and he discovers it’s the journal of a wizard named Vraxeris. The journal makes several references to Karzoug, the Runelord of Greed, as “quickening” (returning) before Vraxeris’ own master, Xanderghul; of how weapons empowered with enhancement and illusion magic could be turned against Karzoug; how Karzoug’s stronghold stands atop a peak called Mhar Massif; how a mystical circle in the Halls of Wrath might allow escape from Runeforge; and much more. Kang realizes he’s only glimpsed the beginning of what the journal has to offer, and that a careful reading could provide additional insight. Meanwhile, Erik finds several spellbooks full of illusion spells.
The Heroes of Varisia have come one step closer in their epic quest. But now, trapped in Runeforge and with no easy way out, will they be able to overcome the threats that remain within while their resources dwindle?
---------------------------
Director's Commentary
Jinkatsyu's player was unable for this session, hence his being unconscious for the duration. I think Yuzo's player must have been as well, because even with a dead PC I would have found something for them to do.
I loved the encounter against the six coordinating invisible wizards. We had to play it out a bit like Battleship with coordinates when the PCs tried to guess what squares they were in. I don't think I've ever had six enemies with so much magical firepower all able to bring it to bear in such a focussed way. It was an impressive display of artillery until they started running out of the good spells.
Kang's player did a great job with the role-playing, putting his character's affinity with pride to the max!
Tuesday, July 28, 2020
Starfinder Society Scenario # 1-39: "The Herald's War" [RPG]
Monday, July 27, 2020
Jaguar # 1-14 & Annual # 1 (DC Comics, 1991) [COMICS]
Issue # 1 establishes the setting and major characters that will persist until the series' end. Maria de Guzman is a freshman student attending her first days of classes at Elm Harbor University in Michigan. Fresh from Rio, Maria experiences some culture shock and some classic mean girls led by a blonde named Tracy Dickerson--who turns out to be her roommate! Maria also meets Professor Ruiz, someone she had been corresponding with before attending the university. One night, Maria is out for a jog across campus when muggers attack. She unconsciously transforms into The Jaguar and fights them off, but there's also intervention from a mysterious armored figure. It's a solid, straightforward beginning to the series--Bill Loebs' writing is also strong (I like the narration from Maria's perspective), even if the artwork is fairly weak.
The cover to Issue # 2 has a very mannish Jaguar compared to the interior artwork, and the discrepancy is a bit amusing. We get a bit of backstory here and learn that Maria's aunt, a lawyer who helped indigenous peoples preserve their land, has died in Brazil and was the previous Jaguar. Maria doesn't seem to really realize that she's inherited that power, as her transformations back and worth happen without her conscious knowledge. We also learn there are multiple secrets at the university--Professor Ruiz is a government agent and the government is building a cyborg named Maxx-13 in a secret lab!
"Face to Face with Maxx-13" proclaims the cover of Issue # 3, and that's no lie, as there is indeed a big brawl between the two inside. Maxx-13 was designed to combat terrorists but has become a menace, and Professor Ruiz helps our titular hero by telling her that the cyborg's chest plate is powered by a miniature black hole (!)--she rips off the cyborg's chest plate and throws the black hole device into the sky where it explodes harmlessly. This isn't Shakespeare, but one can see the appeal for readers (young or old) who want some fun, straightforward super hero action that isn't completely mindless.
We get a mostly-action free story in Issue # 4, but, as the cover indicates, the Black Hood does appear in a team-up story to stop some synagogue vandals. The theme of the story is guilt and there's some interesting introspection by Catholic and Jewish religious leaders. It's probably not what the target audience was expecting, but that's okay.
I felt sad for the series after reading the letters page in Issue # 5: "We're a hit! Sales are strong, mail response is astounding, and the critics have given their thumbs-up!" Barely a year later, the series will be gone. But let's stay positive for now. This story introduces a new villain, The Void, created in an accident in the secret government lab under the university. But The Void isn't really evil, and in a nice, non-violent resolution, Maria talks it into dissipating harmlessly. There's a fun cliff-hanger in which mean girl Tracy discovers Maria's secret identity! Tracy's a good character, as she evolves over the course of the series and shows a (bit) more depth--like Cordelia across early seasons of Buffy.
Issue # 6 has a good, classic feel with a fun cover. Maria goes on a ski trip with a few other students when they're attacked by a yeti-looking monster. But the monster, the Doomster (corny!) can see into the future and is attacking people for crimes they haven't committed yet. The Jaguar rescues the students, including Tracy, who starts to have some second thoughts about her plans to take advantage of knowing the hero's secret.
Issue # 7 has very cool cover that starts an entirely different artwork style (externally). The story is pretty forgettable, alas, as the Jaguar and a cop have fallen in a well and have to rescue themselves.
"Pretty mediocre, frankly," are my notes to Issue # 8. The Elm Harbor town council thinks the Jaguar has become a menace. A super-militaristic (hitman) volunteer named Pega, the Invisible Terror tries to capture her. The Jaguar defeats him, but he escapes and promises to return. I kinda expected better from Bill Loebs.
Writerly redemption is had in Issue # 9, a crossover that leads into Crusaders # 1. Tracy steals Maria's Jaguar costume (thinking it has the super-powers within it) and goes on live television to show off. What she doesn't realise is a) the powers aren't in the suit and b) the suit teleports to Maria when she transforms. So Tracy is left buck-naked on live t.v., with a lot of explaining to do. It's genuinely funny. Technically, that's the B-story. The main story has to do with an evil terrorist who is dressing up as the Shield or something. The issue comes with an "Impact! Trading Card Inside", but it's a cheap piece of one-sided cardboard awkwardly bound in, and I can't imagine it helped spur any sales.
Issue # 10 has the return of the Invisible Terror (now upgraded with an exo-skeleton), and the idiot thinks Tracy is really the Jaguar and beats her up before Maria rescues her. Solid super-heroics.
We've always had Maria do the narrating, but that changes in Issue # 11 as Tracy takes a turn with extracts from her therapist-mandated journal. Tracy and her friends go see a comedy show, but an assassin ("The Jobman"?) attacks. Tracy gets in the way, and Maria gets shot. But it was all a bad dream, I guess? Weird.
Issue # 12 shows us something different, as we see some scenes from Maria's father's point of view. Back in Rio, he's been investigating government atrocities and is worried that his enemies will harm his daughter--so he sends a bodyguard to keep an eye on her. Meanwhile, the Jaguar breaks up a robbery at a gun store and Tracy is still in the hospital, showing more character depth. It's an unexpected (mild) change of direction for the series, but not unwelcome.
I've seen Issue # 13's plot before in old Spider-Man comics, but, unfortunately, it remains all-tool relevant today. Non-whites are being harassed and even subject to racist violence after being urged on by a strange old man. In the comic, the villain is named "Purge" and is actually a robot using sub-sonic machinery to drive hatred. The Jaguar intervenes, but a mystery remains--who built the robot? Another still-topical subplot has to do with campus speech codes and free speech.
The final issue of the regular series is Issue # 14. Maria's father is killed by a government-sponsored hitman and "disappeared." Fredo, Maria's jack-ass brother, is now running the family company. And the "bodyguard" that Maria's been stuck with tries to kill her! Tracy, of all people, saves Maria's life and the two go to Rio in a sweet moment of friendship. The Web (U.S. government super-spies) ask the Jaguar to join the Crusaders, and she accepts. Having dropped out of school for a new life, the series has, as the cover proclaims, come full circle. It's a really satisfying conclusion to the series.
Annual # 1 was apparently part of a big Impact!-wide crossover event called Earth Quest. In the barely-comprehensible main story, a sort of blackmailer/hypnotizer villain named The Moonlighter captures the Jaguar as part of a plot by someone called The Templar to smuggle diseased birds into the area to create an environmental catastrophe. The story sucks, but I will say the interior art is much better than in normal issues (despite the weird, sketchy cover). The annual includes two back-up stories. "Trick or Treat" is set in 1978, and has an old man dressing up like the Shield to save a kid who's gotten mixed up with the mob. "Your Mine and Ours" is a pretty good Old West story where the Black Hood is worn by a Native American man.
Overall, I liked the general concept of the series. Maria is a strong protagonist, and there are some good supporting characters in Tracy and Professor Ruiz. The theme of a newcomer's first days in America and at university also works well. Still, the stories were inconsistent in quality and never quite gelled, and the Jaguar as a super-hero is pretty standard stuff (claws, strength, speed). Still, it's a decent series and not a bad example of what the Impact! line of comics offered.
Sunday, July 26, 2020
Pathfinder Society Scenario # 10-18: "The Daughters' Due" [RPG]
NO SPOILERS
The Daughters' Due continues a really good and long-running (albeit, sporadically attended to) minor storyline in PFS. The scenario definitely ticks all the boxes in terms of role-playing, combat, and skill use. It offers an enjoyable progression in the storyline, and although I would've liked more setting flavour in certain parts, overall it was a solid and satisfying experience.
SPOILERS
One of the great things about Pathfinder Society is that it can be far more than just an isolated series of one-shots. The Daughters' Due, for example, continues a story started in a scenario *eight* years ago! I've played that first one, though I haven't played any others in the series, but together they form a really interesting storyline concerning the Blakros family (of eponymous museum fame), the Onyx Alliance (a nefarious organisation from the shadow plane's mirror version of Absalom), and an alliance between the two groups that proved profitable but at great cost. When The Daughters' Due starts, previous scenarios have explored how the arrangement between the Blakros family and the Onyx Alliance (in which the former would periodically give up a daughter in exchange for wealth and magical relics from the latter) was finally ended with intervention from the Pathfinder Society. The Onyx Alliance, however, has also had an internal reorganization--unbeknownst to the Blakros family or the Pathfinders, one of their "sacrificed" daughters (Sarnia Blakros) has successfully launched a coup to take over the organisation, and is using its resources to secretly steal treasured antiquities from the museum--she has no qualms about getting back at the family that gave her up years ago.
The PCs get involved when they receive a letter from an anonymous member of the Decemvirate that explains that Venture-Captain Drendle Dreng is undercover in Shadow Absalom and has noticed a resurgence in Onyx Alliance activity. That, combined with suspicion that items have been stolen from the Blakros Museum, is enough for the PCs to be assigned to investigate. When they arrive at the museum, the head of the family, Hamaria Blakros, asks the PCs to verify a log of items marked as "destroyed" by the museum's curator, Nigel Aldain. Aldain explains that repeated battles over the past decade in the museum by Pathfinders have led to much destruction--which, when you think about it, must be true! There are something like a dozen scenarios set in the museum, so one can't help but imagine a stray fireball here and there (not to mention my caveman-shaman Gurkagh who once used exhibits as improvised weapons!).
The first part of the scenario involves the PCs looking around the museum and asking questions of the staff to discern whether four items that Aldain assumed were destroyed could, in fact, have been stolen. The items have some interesting backstory, and the PCs can make various skill checks to gather clues on what happened to them (but there needs to be some sort of timer or limit to the number of skill check attempts, otherwise folks are just rolling dice until they succeed). The scenario is designed to lead the PCs to the conclusion that they've been taken through a portal to Shadow Absalom, but many of the clues are fairly ambiguous. When I played it, the group (perhaps naturally) suspected that Aldain had ulterior motives behind labelling the items as destroyed, and we treated him more as a criminal suspect than simply negligent at inventory management! Mysteries are very difficult to write well in RPGs, as players are likely to ask very specific, detailed questions in order to look for inconsistencies that may be clues or proof of deception. I didn't think the scenario handled this issue particularly well, and having most the information coming from unnamed, generic "museum staff" didn't help--it puts a lot of weight on the GM to flesh things out, and mysteries are dangerous territory for improvised detail.
Arguably, the best course of action for the museum would be to acknowledge the four exhibits as lost causes and permanently seal up the portal to Shadow Absalom in order to prevent any future thefts. But it's a slow day in the Pathfinder Society, so the PCs are sent to get them back! I was excited for this part of the scenario, as I've played an adventure set in the location before, and Shadow Absalom is a really cool, creepy, intriguing place. Unfortunately, very little of that flavour comes across in The Daughters' Due, and unless the GM does a lot of work, Shadow Absalom probably won't seem all that different than regular Absalom. More built-in flavour (not just a sidebar) would help a lot.
Anyway, the middle part of the scenario has the PCs gathering information and travelling to different locations across the city to recover the missing exhibits. At one location, over-eager PCs will blow Drandle Dreng's cover and probably start an unnecessary fight against fletchings working for the Onyx Alliance--I liked how the encounter was set up, as it's definitely one that rewards stealth and subtlety instead of the way most groups handle things. A second location is the infamous Soul Stalls, where night hags and others openly trade magic items, rubies, and mortal souls! The PCs can fight a night hag to recover the exhibit they're after, or they can bribe her with gold or . . . even a soul! Though any PC who assumes it's no big deal to sell their soul will be in for a nasty surprise when they see the Chronicle sheet.
The last part of the scenario (though the order can vary) has the PCs visiting the Shadow Absalom version of the Blakros Museum--here, it's "Wightir House", an Onyx Alliance storage facility. (as an aside, it's very clever how this and previous scenarios account for changing maps used for the museum over the years.) Here, the PCs will meet Sarnia Blakros herself (cool artwork!). She comes across as a very sympathetic character, and I wish the scenario has presented a more immediate way for the PCs to ally themselves with her (instead, they can only express their preferences to the Society's leadership during the scenario's epilogue) Sarnia communicates with the PCs solely through a magical representation, so she's not a combat target. After battling some "Taxidermic Triceratops" (gotta love Pathfinder sometimes!), the PCs will meet a fan-favourite NPC in the otyugh known as Hats. Hats happens to be wearing one of the museum exhibits that the PCs want, and there's a range of options the PCs can try for recovery. It's a really amusing encounter. There's one final room guarded by some ice golems and an Onyx Alliance agent.
Once the PCs have the four items, they can return to the Blakros Museum without any difficulty. Depending on how they portray their interaction with Sarnia Blakros, reporting conditions promise the possibility of continued evolution in the storyline--perhaps the Pathfinder Society will ally with the Onyx Alliance instead of the Blakros family?
The Daughters' Due just a fantastic job integrating previous scenarios, down to very small details that could easily be forgotten or overlooked. I liked how the storyline was advanced, and the encounters are solid. I do feel like more thought could have been put into the investigation phase and that Shadow Absalom should have been give more flavour. Overall though, this was a fun, solid scenario and definitely worth playing.
Saturday, July 25, 2020
Pathfinder Map Pack: "Slum Quarter Alleys" [RPG]
I've been using the Slum Quarter Alleys map pack frequently in running my urban-centric Curse of the Crimson Throne campaign, and I've found them tremendously useful. You can take the time to assemble particular buildings like a jigsaw puzzle, or (like I do for random encounters) just lay them down in no particular order for an instant maze of city streets and alleys. The other night, the players wanted to set an ambush for someone in an alleyway, so I just laid the whole pack down in random order and told them to pick their preferred spot. It worked perfectly. Because of the random element, you avoid the flip-mat problem of every encounter seeming to take place in the exact same setting. Most of each tile shows narrow streets and the interior of buildings, complete with steps and doorways, which is really useful. Portions of the tiles show rooftops, and I'm not sure if I like the mixture of interior and exterior--but I can understand why having rooftops would be very useful in certain circumstances. The interior of the buildings are very detailed, with bunks, chairs, tables, bookcases, etc. With a little bit of patience, you can probably assemble most configuration of slum-type housing (except for perhaps large tenements). Also, keep in mind that these are back alleys and side streets, so this isn't the map pack to buy if you want long, wide avenues. But the important thing is the map pack accomplishes what it's designed for.
Thursday, July 23, 2020
Rise of the Runelords Recap # 92 [RPG]
Xanderghul, Runelord of Pride,
held himself above the other six.
|
Director's Commentary
Kang's player was away the previous session, so it was great to have him back here. He was always game for improv role-playing, like getting kicked out of the Rusty Dragon. As the GM, I think it's always good to shake up the status quo occasionally. Speaking of Kang, he was the clearest example of a PC that fit into the concept of Runeforge by being associated with one of the seven Thassilonian sins (specifically, pride). I magnified the benefits and drawbacks of being in a wing of a PC's associated sin, though I don't think the theme really popped as well as I would have liked. There's a lot going on in that place, and it's not fair to expect players to always get the meta-implications.
I love a lever that doesn't do anything (in this case, because the mechanism behind the wall was broken)--it's hilarious to see how much time some groups will spend on such a thing, and the theories that they'll propose.
I've probably said it before, but the biggest thing PCs need to fear in Pathfinder is fighting each other or themselves. This session was another good example, as faux-Yuzo wrecked real-Yuzo!
Tuesday, July 21, 2020
Pathfinder Campaign Setting: "Inner Sea Intrigue" [RPG]
Inner Sea Intrigue is a 64-page, full-colour sourcebook that helps to situate the themes from the setting-neutral Ultimate Intrigue into Golarion. It has a mixture of material for GMs (like new content for rules sub-systems) and for players (such as several new archetypes). More detail is below. To preview my conclusion, I think this is an extremely useful book and a good addition to anyone's Pathfinder collection.
Chapter 1, "Intrigue of the Inner Sea" (6 pages) starts the book off with paragraph-long descriptions of how intrigue stories could be located in various regions of Golarion. There's an impressive amount of setting lore on display, though I might personally nitpick that Varisia (and some of its notable cities, like Korvosa and Riddleport) isn't included. The rest of the chapter is an usual little overview of something like three dozen "schemers of the Inner Sea"--each NPC receives a headshot, alignment and class level, and brief description. The NPCs come from a variety of places--Pathfinder Society, previous campaign setting books and adventures, and even the novels. I'm not 100% sure how useful this is, but it's an interesting assortment, to be sure.
Chapter 2, "Avenues of Intrigue" (10 pages) adds some additional content to some of the themes and rules sub-systems introduced in Ultimate Intrigue. It gives stats for four specific archives usable with the library research rules (I appreciated the info on the Jeggare Museum for my Curse of the Crimson Throne campaign), adds some new feats for characters with masked personas, expands on the idea of stylized spells (a great way to stun the know-it-alls at the table!), and adds a few more ways to use the verbal duels rules such as inciting riots or winning courtroom trials. A new sub-system is included--spreading and countering rumors. The chapter makes very good use of referencing other intrigue-based sub-systems from a wide variety of books, so, if nothing else, it can point readers in a good direction.
Chapter 3 is "Nefarious Schools" (10 pages) and sets up a whole rules sub-system for "nefarious" institutions in the same vein that Inner Sea Magic had for magical academies and Inner Sea Combat had for fighting schools. Everything from finding the group to entrance exams & fees to getting expelled is covered. In addition, each of the specific schools detailed has particular tasks and awards associated with them. In a way, they work a bit like factions in Pathfinder Society or Starfinder Society, where things like Fame and Prestige within the group are tracked and can be spent for special benefits. Some of the benefits are pretty cool and offer boosts to class abilities that could be unique in the game. However, I find it hard to picture how some of these "schools" work in light of the fact that many campaigns may only span several months of in-game time. It's a sub-system that could be an interesting way to track "success" (beyond just wealth and experience points), however, if the GM and players all bought into it. The chapter has specific descriptions for three criminal enterprises (the Freebooters' Academy, the Guild of Liars, and the Guild of Wonders), three rebel groups (the Bright Lions, Irgal's Axe, and the Woodsedge Dissidents), three secret schools (the Honored of Osibu, the Kusari-Gama, and the Sword Pit), and finally three spy academies (the Conservatory, the Kitharodian Academy, and the Twilight Talons. All of these locations are geographically notated on the book's inside front cover. The system is designed to work alongside a similar system in the Faction Guide as well.
Chapter 4 is the longest chapter, "Masters of Intrigue" (20 pages). It starts with a handy page describing how many intrigue-themed archetypes from other books could be situated in Golarion. Several pages are then devoted to new class options (talents, primarily) for Inquisitors, Rogues, and Vigilantes. Next are two new prestige classes, each receiving a full two-page spread. The prestige classes include the Enchanting Courtesan (an interesting mix of concealed spellcasting, poison use, and information gathering abilities) and the Lion Blade (secret bardic spies from Taldor--the prestige class is a bit scatter-shot in what it offers). The remainder of the chapter is devoted to several (17!) new archetypes. Although many of the archetypes are for classes one would expect (rogues, investigators, etc.), there's also some for counter-intuitive classes like druids, summoners, and witches. There's far too many archetypes for me to go into detail, so suffice it to say my notes on the various archetypes use the words "ok" and "too weak" frequently, but with a few inclusions of "cool". Something I have no qualms about, however, is the artwork--the piece on page 39 is just stunning.
Chapter 5 is the "Intrigue Toolbox" (16 pages), and contains dozens of new poisons, magic items, spells, and a very useful little section on special building materials (dead-magic walls, lead-lined walls, and secrecy runes). There's a lot of little things I like in this section, such as a poison (Blackfingers' Silence) that renders the victim unable to speak or cast spells--my Daggermark Poisoner PFS character once put that to good use. There's a lot of really clever, sneaky spells that help the GM in crafting intrigue and mystery stories that aren't so easily foiled by common skills and spells in a PC's toolbox. For example, there's substitute trail (making it seem like someone else left the trail that you've left). Overall, it's a solid chapter that pretty much every player and GM can make use of to some degree or another.
I found Inner Sea Intrigue extremely useful in planning my run of Curse of the Crimson Throne, and I'm sure most GMs can find something worthwhile inside it as well. It also has a wealth of options for players in terms of new archetypes, spells, equipment, etc. There's a consistent, high-standard of quality from the book, which might stem from the fact that it's one of the few Paizo books written by a single author instead of a collection of several each doing little bits. I love the cover art, but there's some great interior art as well. Anyway, this is a really useful book for anyone interested in the more subtle types of gameplay that Pathfinder can offer.
Monday, July 20, 2020
Starfinder Society Scenario # 1-38: "The Many Minds of Historia" [RPG]
NO SPOILERS
I played The Many Minds of Historia several months ago with the Iconic Witchwarper. Reading it for the purposes of this review, I understand now what was happening--but at the time, I found it fairly confusing. The scenario requires players to make some leaps in terms of logic and plausibility. On the plus side, it does tell an interesting story and represents some major advancement in long-running subplots concerning some major Starfinder Society NPCs. I guess, overall, I have mixed feelings about it--a good idea that could have used a little more time in the oven to fully cook.
SPOILERS
The scenario starts intriguingly with a secret, telepathic-only, conversation with Zigvigix. The faction leader has become concerned that something has happened to Historia-7, as she's been acting strangely and has left some cryptic messages to him in the form of altered Star Sugar Heartlove??? album track lists. Zigvigix has jumped to a startling conclusion: that Historia-6 (Historia-7's predecessor, recently rescued from the Scoured Stars) has taken control of her and is pretending to be her! Ziggy wants to confront Historia-7/Historia-6 in the Lorespire Complex Archives, but doesn't want to go alone--hence, the PCs. I remember enjoying spotting all the discrepancies in the album track handout, though exactly how Ziggy (correctly, it turns out) reaches the conclusion that Historia-6 has taken control of Historia-7 still isn't something I understand.
In the archives' main area, called the Cortex, the Starfinders find Historia-7 plugged into a network. The revelation that she is being controlled by an outside force comes immediately as a protective dome slides over her and automated rifle turrets and security robots target the group. The protective dome is meant to be effectively impenetrable, but the scenario writer didn't count on my Witchwarper being able to effectively dimension door in! It didn't really matter though, because there's nothing the PCs can do to help Historia-7 here.
Instead, further exploration of other rooms in the Cortex reveal that Historia-6 has completely transferred his consciousness into Historia-7's body (abandoning his own, which is now completely burned out). He accomplished this through use of a device called an Abrogation Matrix, which is still in the compound. Zigvigix surmises that Historia-7's consciousness is trying to resist Historia-6's takeover (which is why she left cryptic clues), but that time is running out before his lady-love is destroyed completely! Through his telepathic powers and use of the Abrogation Matrix, Zigivigix is somehow (credulity . . . stretching . . . ) able to transfer the PCs' consciousnesses into a virtual mindscape to help her!
In the scenario, being in a mindscape is (disappointingly) almost exactly the same as normal life. There's no Inception or Matrix-level awesome alteration of one's surroundings here. PCs can spend resolve points to gain some minor benefits, but the costs are too high to make it worthwhile. The settings for the mindscape involve scenes from Historia-7's and Historia-6's memories, and these do provide some interesting backstory. We learn how Historia-7, before becoming a faction leader and then known as Celita, discovered that a senior Starfinder officer has been altering records to hide his theft of important relics. This discovery, and her successful confrontation of the man, is what first drew her to Historia-6's attention. The PCs get to relive the memory and try to resolve the situation again (exactly why this matters, I don't know). Another memory is of a Star Sugar Heartlove!!! concert, and the PCs need to stabilize it from data corruption.
Another scene is actually from Historia-6's past, and shows how Historia-5 took over his body! In fact, the a startling revelation is in store: there's essentially always been just one android ("Historia-Prime") who has used illegal technology to transcend from android body to android body for decades, always overriding the original consciousness of their chosen host body. (The mere existence of this technology is a pretty big deal for the setting, one would think.) The PCs thus need to "battle" mindscape manifestations of Historia-Prime in various scenes in order to save Historia-7. The idea sounds really exciting in the abstract, but essentially boils down to traditional encounters. Assuming the PCs are successful, Historia-Prime vacates Historia-'s body and transmits himself to an unknown location (perhaps to reappear in a future scenario? he would make a good season-long villain with his inside knowledge of the Society!). Historia-7 is saved, but decides to discard the legacy of Historia-Prime by returning to the name Celita (receiving nice new artwork in the process). It's a pretty cool and satisfying story arc for the character, and Ziggy/Historia-7 shippers will find their hearts swelling.
The Many Minds of Historia is one of those scenarios that tells a satisfying story, even if the actual gameplay comes across as fairly pedestrian. Battling virtual representations of a near-immortal android consciousness in a mindscape should be the basis for some crazy, trippy encounters of the type that we'd never get to see in the "real" world. But instead, we fight robots on a starship flip-mat and an ooze on a jungle flip-mat, and there's nothing to distinguish either from an encounter outside a mindscape. Nonetheless, I'd recommend the scenario for anyone invested in the long-simmering romance between Zigvigix and Historia-7.
Friday, July 17, 2020
Rise of the Runelords Recap # 91 [RPG]
At end of day when dusk is nearer
Where seven faces silent wait
Encircled guards at Runeforge’s gate.
One part of key each ruler hoards;
If offered spells and proper prayer,
Take seven keys and climb the stair.
The
central hub of Runeforge leads to many dangers . . .
but, also, perhaps,
weapons capable of hurting even a Runelord!
|
Jinkatsyu finds himself feeling strangely drawn to the first statue, and even tries to pry the gems out of its forehead (only to find that they vanish and the statue looks completely undamaged!). Ava feels uncomfortable around all of the statues, with the beautiful, insane woman causing particular distress. Just to make sure the adventurers have an escape route, Ava tests teleporting back to the dragon’s cave. The spell fails, but the portal remains visible in the distance.
The
terrible magicks of this rod are perhaps
worse than death for many adventurers.
|
Mustard jellies are a
danger, but
this one seems powered by fiendish energies!
|
Their first foray into the mysterious Runeforge complex has resulted in Yuzo being almost completely stripped of his magical armory, and now the party faces a creature they’re ill-equipped to fight. Will things go from bad to worse?
-----------------------------------
Director's Commentary
The PCs reach Runeforge in this session, a multi-wing dungeon that takes up the rest of Chapter Five. In the reviews and forums of Rise of the Runelords, this chapter of the adventure path comes under pretty heavy criticism as a relentless slog of encounters, and a lot of GMs insert alternatives. I played it straight, however, and my group and I found it really enjoyable. A key thing to remember is that the PCs definitely don't have to visit every wing in order to succeed at their goals. As a group, we were also cooking with gas when it came to players understanding their characters' abilities and our ability to handle high-level encounters with speed and clarity. In fact, Runeforge presented the second of only two times in the campaign where I had to scramble to stay ahead of the PCs (the other was when they by-passed the Graul farm back in Chapter 3).
The mage's disjunction trap took a lot of advance work on my part. Essentially, I had to have every player send me a list of their character's magic items in advance, calculate the saving throw mod for each, and then roll to see if there were any natural 1s (which resulted in the item being destroyed) or failures (which resulted in the item being negated). Actually calculating everything at the table would have been a nightmare considering the "Christmas tree" of magic items that the PCs have by that point. Most of my PCs actually emerged relatively unscathed, but there were a few magical items destroyed. Pathfinder players are notorious for being more worried about their equipment being destroyed or lost then their characters being slain, and I think mine were probably no different.
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