Friday, August 28, 2020
Pathfinder Player Companion: "Disciple's Doctrine" [RPG]
Wednesday, August 26, 2020
Rise of the Runelords Recap # 97 [RPG]
Having detected an intrusion into her pavilion, the mistress of the Iron Cages of Lust, a succubus named Delvahine, confronts the adventurers, angry at the unannounced interruption. Her contingent of stone giant manservants, contacted via telepathy, begin to steadily (and loudly) march toward the rear of the tents where the Heroes of Varisia find themselves still facing a pair of the so-called “shining children.” Jinkatsyu, his blindness healed by Ava’s magical intervention, fights his way through both of the alien presences until he’s face to face with Delvahine herself! But an array of illusory duplicates stymie his further attacks, while she manages to entangle Kang with her whip! The succubus then bombards the adventurers with an onslaught of spells designed to break their wills, realizing only gradually that Ava had previously cast powerful abjuration magicks to protect them against just such an eventuality. The battle is at a stalemate, but as the stone giants get closer and closer, Ava starts to panic before teleporting herself and her companions away to comparable safety in the Shimmering Veils of Pride.
Even the possession of a Runeforged-blade doesn't make one invincible! |
The others complain that they were on the verge of winning, and heated discussion is had about what to do next. Eventually, the group settles on Kang’s proposal to immediately use the bejewelled toy stolen from Delvahine’s pavilion to try to craft a weapon of the kind written about in Vraxeris’ journal: a so-called dominant weapon that could be the key to defeating the Runelord of Greed, Karzoug. The quartet return to Runeforge’s central hub, where Kang again examines the pool of prismatic liquid. The master alchemist first immerses a broken shard of glass from the Shimmering Veils of Pride, infused for thousands of years with raw illusion magic, and then Delvahine’s toy, an object long-instilled with the power of enchantment. The central pool turns a golden color and wisps of energy writhe up out of the pool to caress the adventurers, before Kang nods at Jinkatsyu and plunges the kitsune’s rapier into the waters. In a blinding flash of light, esoteric Thassilonian runes are etched onto the blade’s surface in a sign that the procedure has been successful.
Glabrezu
demons are known for trickery and lies, but they're quite capable of combat
when called upon! |
Worried that the sound of the battle may draw other residents of Runeforge to the hub, the adventurers quickly gather the stone remnants of Jinkatsyu’s body and decide it’s time to escape. Under the false impression that the teleportation circle they saw earlier in the Halls of Wrath would provide a quick escape, they hurriedly run down into that wing. But their previous retreat has given time for reinforcements to set up battle lines, and this time the adventurers find a hardened position. Ranks of human warriors wearing armor and wielding greatswords are there, and in front of them, the monstrous creatures known as sinspawn wielding massive axes. On the parapet where the iron golem previously stood is now a determined warrior-woman flanked by her bodyguard, a towering eighteen-foot-tall four-armed demon! Knowing they could never survive a frontal assault, the adventurers rely on magick and speed to bypass the defenders through teleportation magic! But when they land on the teleportation circle behind the parapet, it doesn’t take them to the material plane but another section of the Halls of Wrath.
The Heroes of Varisia find themselves tumbling out onto the snowy slopes of Rimeskull. Their harrowing experience in Runeforge has provided additional insights into Karzoug’s location and a weapon to help defeat him, but the knowledge was hard-gained. Another chapter in their epic story closes, and the final one begins.
Friday, August 21, 2020
Pathfinder Society Scenario # 0-14: "The Many Fortunes of Grandmaster Torch" [RPG]
Wednesday, August 19, 2020
Pathfinder: "Ultimate Intrigue" [RPG]
Tuesday, August 18, 2020
Rise of the Runelords Recap # 96 [RPG]
[5 Pharast 4708 continued]
The “conversation” doesn’t go well. Azaven is imperious, asking many questions but offering little. He seems agitated and dismissive in turn, and soon offers the adventurers a ludicrous bargain: if they turn over one of their number to him, he’ll let the rest live! They refuse, of course, and Azaven departs quickly, proclaiming that the “truce” is over and that all of the newcomers will soon become fodder for his “studies.”
Fearing an attack by Azaven, the adventurers move quickly down the necessary corridor. Unlike the last time they were here, Ava’s magic is strong enough to overcome the invisible wall of force that blocked access. The long corridor leads to a grand, opulent chamber that can only be described as a cathedral to lasciviousness itself. Thick pillars carved with the likeness of a beautiful nude woman support a ninety-foot-high domed ceiling, the surface of which depicts creatures engaged in all manner of carnal acts. At the centre of the massive chamber is a pavilion of opaque silk sheets, but around the sides of the room are several delicate-looking cages. One cage, to the left of the entrance, contains a man who seems to be barely clinging to life; but he’s not allowed to recover in peace, as he’s being tormented by four strikingly gorgeous women with horned brows, taloned feet, and batlike wings!
A
beautiful place of endless torment. |
Closer inspection of the pavilion shows an entrance on one side, but with five immobile, obviously-entranced stone giants standing on guard. Erik mutters that he’s down to just one bullet, and suggests seeing if there’s a back entrance. It turns out there’s not, but that doesn’t stop the adventurers from trying to make one. Jinkatsyu tries to stab a hole with his enchanted rapier, but the fabric of the pavilion wall doesn’t tear at all! Kang inspects it and realizes it’s a special material made from the silk of behemoth spiders. He says he can blast his way, but it certainly won’t be subtle. It takes three of his best explosives to open a passageway.
As the smoke from the explosives clears, a chamber whose floor is covered with blankets, pillows, and sheets heaped on the floor can be seen. Dozens of exotic bejewelled toys are strewn about the room, many with a salaciously obvious purpose. But two silent, motionless figures stand in corners of the room—strange figures that look something like emaciated children with clawed hands. Jinkatsyu remembers their kind instantly from the fight outside Mokmurian’s library: the so-called “shining children”. Loud moaning can be heard from somewhere else in the pavilion as the adventurers quickly confer about what to do. Kang grabs the occasionally-mobile tumor that’s always attached to him somewhere and whispers to it. It crawls, slug-like, into the boudoir and retrieves one of the bejewelled toys. But its presence in the chamber they were set to guard does not go unnoticed, and the shining children suddenly erupt in bright, white hot light! Jinkatsyu is blinded instantly, but still guards the torn passageway as the shining children send blast after blast of burning light his way. Ava moves into position to heal his blindness and succeeds, but at the cost of becoming blinded herself!
And just as things look dire, the situation gets even worse: the moaning stops and seconds later a new figure makes an appearance: Delvahine, the mistress of the Iron Cages of Lust herself!
Thursday, August 13, 2020
Pathfinder Module: "Flight of the Red Raven" [RPG]
Wednesday, August 12, 2020
Rise of the Runelords Recap # 95 [RPG]
[4 Pharast 4708 continued]
A
howling cacophony fills the air as the enraged winged furies spring to
attack. But Yuzo and Jinkatsyu move
quickly and cleverly rush into the room so their opponents have little space to
maneuver. At first the creatures, whom
Kang identifies as succubus demons, rely on their sharp talons and rage. But as the battle wears on, they turn to a
vile bag of tracks, like charm and suggestion spells. Jinkatsyu finds himself suddenly falling
madly in love with one of the succubi and leaning in for a kiss. Ava wades into the fray and teleports
Jinkatsyu to seeming safely, but the succubus can teleport as well and
follows! As the kitsune’s lips touch
those of the demon, some of his very lifeforce is drained away! Meanwhile, Yuzo continues slashing with his
sword, Erik faces the succubi in hand-to-hand combat in order to conserve his
last handful of bullets, and Kang starts hurling bombs of magical force.
After the harrowing battle, the adventurers once again barricade the doors to Vraxeris’ study. They rest for several hours, though the utter lack of a day/night cycle within Runeforge makes it hard to tell duration. Kang spends much of the time continuing his translations of Vraxeris’ work and learns a secret which he keeps to himself: with enough effort (and the assistant of an arcanist), he could develop an improved version of the clone spell Vraxeris used and, potentially, achieve true immortality!
[5 Pharast 4708]
When everyone is fully rested, Kang drinks an elixir that allows him to see magical auras and identify magical items. He realizes that the headband that Vraxeris wore increases one’s intelligence dramatically. Kang puts it on, and suddenly a host of new alchemical insights spring fully-formed into his mind! And when the others continue speculating about how they might be able to escape Runeforge, Kang recalls a pertinent detail in Vraxeris’ journal: the mention of a “master circle” in the Halls of Wrath that one could use to leave the demiplane. After he shares this information, the others press for an expedition to that wing. Kang, however, is quite reluctant to leave and abandon the fantastic library and other resources in the Shimmering Veils of Pride that are suitable only for a genius like himself. Jinkatsyu and Erik manage to lure the tiefling away, however, by dangling the hope of even more amazing discoveries in the other wings of the complex. Although Ava follows the others, she grows increasingly nauseated as the foursome pass through the central hub and then venture deeper into the Halls of Wrath.
The corridor leading into the wing is made of polished marble, and opens into a massive, brightly lit chamber. The upper portion of the far wall is entirely covered in a mural of an armored woman with crimson hair holding a burning ranseur and riding on the back of a massive dragon. On a square outcropping that juts out of the far wall, the adventurers see a twelve-foot-tall iron statue gripping a enormous bow in its metal fists. Behind the outcropping is a passageway, but for now the Heroes of Varisia have to deal with the threat before them, as there’s no doubt that the “statue” is really some kind of iron golem! A distant alarm that echoes through the stonework begins to ring as Jinkatsyu starts racing across the chamber, but before he can even get close, he’s struck by several “arrows” of fire launched by the golem’s obviously-enchanted bow. The fusillade is powerful enough that the injured kitsune is forced to flatten himself on the ground, but he doesn’t have to wait long for help. Kang, although perhaps a hundred feet or more away from the golem, draws a strange device that allows him to launch his bombs incredible distances! In less than twenty seconds, the alchemist has reduced a seemingly invincible guardian to melted slag! But Kang takes no visible pleasure from his success, having fallen into a state of ennui after leaving Vraxeris’ library.
Although iron golems are immune to most spells and resistant to most weapons, no one expected an adventurer like Kang! |
After the adventurers ascend to the top of the outcropping, they see that the tunnel behind it leads to a chamber with two engraved circles on the ground that surround large runes. One of the runes is red, while the other is blue. Kang has no difficulty identifying them as teleportation circles, explaining that the red circle sends the user somewhere, while the blue circle is where someone using a different circle would arrive. Excitement builds in the group as speculation mounts that this circle may be the way out of Runeforge. But the conversation drops into stunned silence as Kang off-handedly remarks that the group has been scried ever since the battle against the golem began . . .
Monday, August 10, 2020
Pathfinder Society Scenario # 10-19: "Corpses in Kalsgard" [RPG]
Saturday, August 8, 2020
Pathfinder Flip-Mat: "Thornkeep 2-Pack" [RPG]
Thursday, August 6, 2020
Pathfinder Module: "Pathfinder Online: Thornkeep" [RPG]
Ah, Thornkeep! I think many who experience it will have a love-hate relationship with it. On the plus side, there’s a great town ripe for exploitation by homebrew GMs who need a perfect place to launch a sandbox campaign. In addition, the five dungeon levels within can be raced through in PFS for a full 3 XP each! On the down side, those dungeon levels are of such inconsistent and often unfair difficulty that sudden PC deaths and even TPKs have become notorious. I’ve run all five dungeon levels, and I can testify they can be a group-destroyer!
Thornkeep is a 96-page book that includes a full gazetteer of the eponymous town and the surrounding area, a full description of each of the five dungeon levels under the town, and then a lengthy discussion of plans for an online Pathfinder game. The artwork within is great, and there are some nice maps. It’s worth mentioning that there are several associated products: flip-mats that make running four of the dungeon levels much easier, a novel (Crusader Road) that fleshes out a lot of the setting and NPCs, and even a granite plaque that reproduces the cover art.
The book starts with a two-page introduction from Paizo CEO Lisa Stevens that explains its origins as a Kickstarter incentive. The Kickstarter was to raise funds for Pathfinder Online, a massively multiplayer online RPG. The town of Thornkeep was designed as one of the three starting locations in the game, and this book and its expanded content was the result of several Kickstarter stretch goals being met. There's a sidebar that provides an overview of the five levels of the dungeons under the town, including suggested level ranges. The sidebar explains that because each was written by a different author, "all five dungeons have vastly different aesthetics, inhabitants, and dangers." That's an understatement!
The first major part of the book is an 18 page gazetteer of Thornkeep. Thornkeep is a small town--just 600 residents--but it definitely doesn't have "small town charm"! Instead, it's a dangerous place used by bandits and gangs of thieves. Locals protect themselves by hiring protection from mercenaries, as the town's current ruler doesn't particularly care what happens in the town. Nonetheless, it's not a completely chaotic "pirate's den" type of environment, as some order is provided by the multiple factions in the town. These take the form of guilds--a mercenary guild, a hunter's guild, a wizard's guild, and a thieves' guild. I'm guessing this design has something to do with the online game, and that the players could have their characters join a guild for advancement.
Thornkeep has an interesting backstory and there's plenty of flavourful fodder for role-playing in the description provided here. There's a full map of the town and a description of 38(!) locations within, many of which have little adventure hooks. I assume today most readers just gloss over this and head to the dungeon levels, but I'm really impressed by the detail in this section. It provides a good, classic overview of a group's "home base." It'd be a perfect location for an open-ended sandbox campaign, and a believable base for a group of PCs to start becoming major players in the River Kingdom. I used as much of it as I could even when running the dungeon levels in PFS, as the locations and NPCs provided make for some good role-playing and keep those sessions from being pure dungeon-crawling.
The next part of the book provides detail on Echo Wood, the larger area in which the town of Thornkeep is located. Although the section is only eight pages long, there are several great locations for adventures, though a GM would need to flesh them out from the brief descriptions provided. For example, there's Mosswater, an entire town overrun by merrows decades ago--who knows what treasures the fleeing residents left behind? Echo Wood also contains the Emerald Spire, but that's a whole other topic! There's a brief random encounter table that could have used expansion (and it suffers from the common problem of threats ranging all the way from CR1 to CR8, which means it'd be a potential TPK generator if a GM really rolled randomly on it). But all in all, this chapter's a good complement to the chapter on the town, and adds to the book's usefulness in setting up a classic, open-ended sandbox campaign.
The next five chapters of the book are eight pages in length each and devoted to the five dungeon levels under Thornkeep. As a sidebar in the Echo Wood chapter explains, each dungeon level is designed for PCs of different levels, and there's probably not enough XP in one level to get the PCs ready for the next. Thus, side quests will be necessary, and it'd be a really bad idea for a group to try to tackle the levels one after another without doing some adventuring elsewhere. I only ran the dungeon levels via PFS, where this wasn't a problem (apart from some awkwardness in making it clear that certain staircases were effectively off-limits), but in a regular campaign the GM may need to do some fancy footwork to keep groups from exploring areas they're just not ready for. As I mentioned above, each of the five levels is written by a different author, and even for PCs within the appropriate level ranges for them, the challenge levels vary dramatically. What they do share is a unified backstory about an ancient Azlanti wizard named Nhur Athemon who was exiled from his homeland and came to the Echo Wood to build a complex for his research and experiments. The gazetteer sections of the book do a decent job providing some lore and adventure hooks to get PCs into the first level of the dungeon, and there's a little bit of connection between the dungeon levels themselves, though for the most part they're pretty independent. Before moving onto each of the levels, I'll just note that the Thornkeep Flip-Mats cover the second, third, fourth and fifth levels, but a GM will have to draw their own map for level one (and it's not an easy one to draw).
Level One is "The Accursed Halls", written by Richard Baker, and designed for 1st-level PCs. Frankly, I don't think it's a great start. Apart from the sprawling and confusing map, there's a video-game style requirement to obtain seven crystals of different colors scattered throughout the dungeon in order to open the door to the next one. PCs can easily be lulled in to a sense of complacency through multiple fights against goblins and the like, before suddenly being hit with some genuinely unfair encounters against wights, a shadow, and surprisingly nasty fungal crawlers. If you read the forums, there are a *lot* of complaints about this level and the number of PC deaths, and I can testify that when I ran it, there was the same result. A group of six min-maxed PCs might be fine, but a group of four average PCs should expect casualties.
Level Two is "The Forgotten Laboratory", written by Jason Buhlman, and designed for 2nd or 3rd level PCs. As the name implies, this level was where Nhur Athemon conducted arcane and alchemical experiments. Although the wizard himself is long dead, the labs have since been taken over by a half-orc alchemist beautifully named "Krenar Half-Face." There are some really fun bits in this dungeon, including mutated goblins, a goblin with alchemical vials embedded in his head (love the pic of Snarltongue!), and some clever traps. But compared to Level One, it was a breeze for the PCs and they finished it quickly.
Level Three is “The Enigma Vaults”, written by James Jacobs and designed for 3rd or 4th level characters. Stylistically, this level is great—it’s a sort of museum where Nhur Athemon stored and displayed artifacts from other planets. There are a lot of cool links to setting lore that doesn’t get much attention because it involves worlds other than Golarion. But it’s the boss of this level, a mi-go cleric named The Visitant, that I’ll never forget, as he pretty much broke my gaming group! He has claw four claw attacks—not a big deal. He has grab—not a big deal. He has sneak attack—a bigger deal, especially since he summons allies to help with flanking. He has a special power called evisceration, which means every time he succeeds on one of those grab checks, he inflicts sneak attack and ability score damage—a very deadly deal! Following most forum GMs, I went with the catch-and-release style when running the Visitant (dropping every grapple as a free action to continue the series of attacks), but this proved incredibly deadly—a couple of PCs were killed, one was permanently damaged, and one fled. There was real anger at the table afterwards, and the whole situation got escalated up to real-life PFS oversight in an attempt to reverse things. The players thought I was a terrible GM, I thought they were overreacting, and the group never really recovered. Suffice it to say, I was off to play-by-post to run the next two levels!
Level Four is “Sanctum of a Lost Age” by Erik Mona, designed for 7th level PCs. This is a good example where you can see what separates a skilled, professional writer from the lazy “drop a bunch of random monsters in rooms and call it good” type. The story involves Nhur Athemon’s three traitorous apprentices imprisoned in a time-stasis field indefinitely. The level is very interesting and dynamic, and the order in which PCs do things can change the entire way the situations play out. For example, when I ran this, an NPC who joins the PCs got himself killed in a trap, and his death created a paradox that destroyed the time-stasis, which in turn instantly destroyed every living creature and organic thing that had been trapped there! The apprentices themselves are definitely manageable, but there’s one potentially-lethal room where multiple high-CR monsters can be released every round if the PCs aren’t smart about how they deal with things. Overall, I thought this was probably the best written level in the book.
Level Five is “The Dark Menagerie” written by Ed Greenwood and designed for 5th level PCs. I have no idea why they put this adventure after the previous one (both in the book and in terms of moving down through the dungeons), as the PCs’ levels are supposed to be lower here than in “Sanctum of a Lost Age.” I think it was considered quite a coup at the time to get Ed Greenwood of Forgotten Realms fame to write a level, but unfortunately this is by far the least-inspired one in the book. The concept is that Nhur Athemon had created a zoo of exotic living creatures and engineered illusory environments to place them in, and all of this has been in stasis until the PCs arrive. The problem is that the creatures aren’t particularly rare and, apart from negotiating with a sphinx, there’s really nothing to do besides step into each room and fight the monsters within. I expected a lot more from a legend in the field. It does play fast if you need to quickly level up some PCs, but that’s about it.
The last section of the book is essentially promotional puff for the Pathfinder Online game, and it comes in at an absurdly long 26 pages (the longest chapter in the book). There’s little enduring value in this section now, but even at the time it came out, the assorted interviews when the game designers delivered little more than some of their early ideas, concept art, and discussion about the tech demo they were putting together. Frankly, this is the sort of thing that should be offered for free on a website to spruik the game, not printed in a sourcebook. I’ve never played the game (my understanding is it never really got off the ground in the sense of having paid subscribers), and there’s not a lot here that makes it sound particularly special or appealing compared to the many other sword and sorcery MMORPGs out there.
To
end quickly because I’m running out of space, overall there’s some value in Thornkeep—but
just be careful how you use it!