Tuesday, September 29, 2020

Rise of the Runelords Recap # 102 [RPG]


[15 Pharast 4708 continued]

 

Having barely escaped a civil war in Urglin, the adventurers find themselves in the rocky wasteland called the Cinderlands.  Known to be inhabited only by orcs, Shoanti, and the occasional predator, few cross the Cinderlands if they have any choice in the matter.  The adventurers immediately begin heading north, but the powerful gusts of winds are enough to knock Ava off her feet repeatedly.  Finally, Morgiana picks up the grippli cleric and carries her.  The adventurers pass by occasional plant-life of a kind they’ve never seen before, but for the most part the terrain is inhospitable and featureless.  After several hours’ hard marching to put some distance between themselves and Urgin, the adventurers set up a campsite.  Unlike the others, Morgiana has not adventured in northern climes and finds the cold getting to her.


[16 Pharast 4708]

 

Another day’s long march ends near sunset with the group reaching the river Kazavon at a point where it stretches off to the north and to the east.  Ava magically conjures stone into the shape of a rough bunker.  That night, Jinkatsyu is on watch while the others are sleeping and he hears a strange clacking sound coming from the outside of the stone wall.  He rushes out to investigate and sees a monstrous scorpion as large as a horse!  Quick as a flash, his rapier darts into the creature’s unarmoured underbelly.  Kang reacts quickly as well, and rather than alert everyone for miles by hurling an explosive, he takes aim with his rarely-used longbow and scores a perfect bullseye, killing the scorpion instantly.  The master alchemist hurries to see if he can recover a sample of its poison, but he’s not used to the messy fieldwork involved in harvesting poison from recently diseased creatures and accidentally spills the venom all over the ground.


[17 Pharast 4708]

After consulting one another, the adventurers decide to follow the eastern branch of the river.  Barely an hour after sunset, as they rest in another conjured bunker, the Heroes of Varisia feel the ground trembling.  They dart out of the bunker and look for the source of the disturbance, only discover it was literally right under them!  A massive worm covered in purple chitinous plates and with a fanged maw perhaps 20 feet in diameter emerges from the ground to swallow the bunker whole before turning its attention to smaller prey.  As a barrage of attacks rain down upon it, it darts down to bite Erik, but the


aasimar slips out of its mouth thanks to a protective spell cleverly cast by Ava.  Even a creature as dangerous as the legendary purple worm cannot long resist the Heroes of Varisia, and it succumbs to their onslaught.  After it's dead, Erik takes the lead in trying to obtain poison from this carcass—but he too fails, and ends up getting himself poisoned in the process!  Once again, Ava steps in to put things right.


[18 Pharast 4708]

 

Another day’s journey passes uneventfully.  Along the river banks, tall grasses grow, marking the northern border of the Cinderlands.  Before dawn, the adventurers find themselves in a scuffle with a roc, but thanks to everyone (save Jinkatsyu) having the ability to fly or fall great distances safely, no one is seriously hurt.

 

[19 Pharast 4708]

 

The adventurers continue travelling east, and at sunset reach the point where the river turns north towards a mountain range in the distance.

 

[20 Pharast 4708]

 

The adventurers begin travelling into the foothills, gradually rising in elevation.


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

A session devoted exclusively to wilderness travel.  I appreciate the AP's foresight in having random encounter tables devoted to each chapter, as the battles help keep things interesting (and provide some extra XP in case the PCs didn't go to every scripted encounter).  I used the poison harvesting rules from the then-new Ultimate Wilderness.  Ava's become pretty fond of the stone shape spell at this point, and I imagine there are dozens of these little bunkers now strewn across northern Varisia :)

Monday, September 28, 2020

Pathfinder: "Harsk, Iconic Ranger T-Shirt" [RPG]

They say black is slimming, and I'm lookin' fine in my Harsk t-shirt!  Some PFS folks don't like Harsk because he's built poorly as a pre-gen, but I say any dwarf that drinks tea and kills giants is pretty cool.  What you see is what you get with this shirt, and through several sessions it has managed to contain my massive dice-rolling biceps without ripping.

Friday, September 25, 2020

Pathfinder Campaign Setting: "The Great Beyond" [RPG]


I have to admit that planar cosmology is not one of my strong suits.  Apart from a PFS scenario here or there, I just haven’t run any campaigns that took place in different planes.  Still, I thought it’d be worthwhile to get the classic breakdown of the planar structure of the official Pathfinder campaign setting by reading The Great Beyond: A Guide to the Multiverse.  This is a 64-page entry in what began the campaign setting line, and features glossy pages and full-colour artwork.  The cover art is reproduced in the inside back cover and looks pretty awesome there—probably poster-worthy.  The inside front cover is a visual diagram of how the different planes relate to one another in a “geographical” sense—frankly, I’m not sure how much value there is in something like this because how often do the “borders” between planes come into play?  Anyway, the book is divided into five chapters.


 

CHAPTER ONE: THE GREAT BEYOND (6 pages)

 

This short chapter serves as an introduction and summary of the book.  There are good capsule descriptions of the different planes and their planar traits along with a few interesting additional bits such as the relationship between souls and the undead, and the life-cycle of a soul.  It’s clear that author Todd Stewart—and by extension Paizo—intentionally left a lot of mystery to some facets of planar cosmology, and I think that’s a good thing.  PCs need opportunities for discovery, GMs need opportunities to create, and an exhaustive encyclopedia wouldn’t be practical anyway.

 

CHAPTER TWO: THE INNER SPHERE (14 pages)

 

The “inner sphere” contains the planes that PCs will probably interact with the most: the material plane, the ethereal and shadow planes, and the four elemental planes (it also contains the positive and negative planes).  For the transitive and energy planes, the chapter gives a couple of paragraphs on “notable creatures” and “notable places”, though the elemental planes are covered in greater depth.  It’s just enough to get a rough feel for each plane and perhaps enough to improvise with in a pinch, though I wouldn’t personally feel comfortable running long-form adventures in the planes without more setting info (I know, I know, I’m contradicting myself on the value of mystery).  I really like the description of “Shadow Absalom”.  I should note that the interior artwork isn’t the greatest—this was before Paizo regularly landed some of the best fantasy artists in the business.

 

CHAPTER THREE: THE OUTER SPHERE (26 pages)

 

This is by far the longest chapter in the book, and covers the astral plane and the aligned planes (Heaven, Hell, the Abyss, etc.)  Each of the aligned planes receives a stylized map that includes keys to between ten and twenty locations discussed in the text—pretty good coverage for a book this size!  There are some really interesting locations—Aroden’s Domain in Axis, Nirvana’s Hall of Slumbering Kings, Groetus orbiting the Boneyard, and much more.  I think it’d be fair to say that the “evil” planes receive more coverage than the “good” ones (with Heaven getting barely a page and half, for example).  On the whole though, the chapter gives a nice introduction and overview.

 

CHAPTER FOUR: OTHER DIMENSIONS (6 pages)

 

This is a sort of grab-bag of all sorts of minor planes—prominent demiplanes, the dimension of time, the pit of Gormuz, and more.  There are some awesome concepts here, with some clever little planes that are perfect sites for adventuring parties to explore.  Sometimes starting small and mysterious is good, and this is probably my favourite chapter in the book.

 

CHAPTER FIVE: BESTIARY (10 pages)

 

The book’s bestiary includes five two-page entries of new monsters.  The CR13 astradaemon is a sort of “soul predator”, with cool artwork and an effective description.  The CR 8 axiomite is a LN resident of Axis—they’re not exactly exciting, but it’s probably good to have their nature solidified in case the PCs ever visit there.  The CR 5 lurker in light is one of my favourites—scary fey who thrive in light instead of darkness, and with a special ritual that gives the GM a built in story-hook for introducing them.  The CR 17 keketar protean has some very cool abilities.  The CR 9 vulpinal looks exactly like a kitsune to me; it’s a type of wandering agathion.  I’ve used astrademons, axiomites, and lurkers in light before in games, and I’m happy with the results.  My guess is all of these creatures have been included in various Pathfinder bestiaries over the years, but perhaps in only single-page condensed versions.

 

It's a little challenging to give a verdict on a book that is long out-of-print and that has been supplanted by more authoritative sources like the Planar Adventures hardcover.  Nonetheless, this is where it all starts in a way, and Todd Stewart has made a real contribution to the setting with The Great Beyond.

Wednesday, September 23, 2020

Pathfinder Comics Volume 6: "Runescars"


NO SPOILERS

Runescars is one of my favourite collections of Pathfinder comics.  Set in Korvosa early in the time of the Curse of the Crimson Throne adventure path, the five issue series is exciting, funny, and even adds a bit to the setting's lore.  I think the Pathfinder comics are running on all cylinders here, and the interplay between the Iconics really elevates the issues.  The artwork is all really strong (and much improved from earlier offerings).  The hardcover collection includes a cover gallery and several two-page features on setting elements touched on in the series along with several encounters.  It's an excellent package, and one not to be missed--especially if you have an interest in Korvosa, Hellknights, or CotCT.


SPOILERS (THE STORIES)

Issue # 1 features the Iconics (Seoni, Valeros, Merisiel, and Kyra) arriving in Korvosa to find her brother who sent her an urgent message for help.  There's an immediate scuffle against a group of Hellknights (Order of the Chain) led by a Signifer named Lazku.  A more friendly Hellknight tells the group that there's a serial killer afoot who targets Varisians and burns off the skin of their victims!  With Seoni's brother missing, the group takes help from a surprising source: Quinn, the Iconic Investigator!  I love Quinn's portrayal here (the others call him "gramps" and so forth, but he's really a bad-ass.)  Quinn introduces the group to his temporary partner, a Grey Maiden named Tanin who has been charged by the Queen with investigating the murders as well.  There's a hilarious encounter with a sewer beast whom Kyra manages to convert to worshipping Sarenrae before the group find Seoni's brother and many other Varisians hiding underground.  But then Signifer Lazku's band of Hellknights arrives!  There's a lot packed into the first issue alone, and it's all really good.

Issue # 2 has a full-on battle with the Hellknights--they teleport away.  Seoni's brother says he's learned only particular Varisians are being targeted by the serial killer--those with tattoos, just like her!  The heroes decide the only way they'll get the information they need is to track down Signifer Lazku, and to do that, they need to infiltrate the Order of the Chain's headquarters--Citadel Vraid.  The plan works well at first (using the classic "Stormtroopers escorting a captured wookie" ploy), as the group makes it into Signifer Lazku's study and discover from her notes that she's the one who has been murdering tattooed Varisians (there's a whole backstory to provide motivation, but I won't get into it here).  But a pack of trap-summoned devils create enough noise that an entire contingent of Hellknights come to investigate in another great cliff-hanger.

Issue # 3 has the captured party members brought before the Order's commander, Lictor Diviri (a real jerk), who orders them all summarily executed.  Fortunately, a contract devil is present and agrees with the technical legality of Grey Maiden Tanin's demand of trial by combat.  It's a really clever use of a contract devil.  Along with a couple of previously-captured Shoanti, the heroes are given their trial by fighting a drider-like warmonger devil.  The group triumph and are on their way out when Lictor Diviri (citing another technicality) slays Tanin anyway!  I told you he was a jerk.  It's an effective gut-punch, and the graphic depiction doesn't help..

Issue # 4 has the group return to Korvosa and follow Signifer Lazku through a magical door in the base of a giant stone foot (dating to ancient Thassilon) that sits there.  It's silly, yes, but kind of makes sense.  Those Runelords were crazy bastiches.  The heroes "speed run" through chambers full of monsters inside in what I guess is a spoof on RPGs' inanity when it comes to "dungeon ecology"?  There's some fun banter and more background on Signifer Lazku, but she escapes with the artefact she came for--a Runescar Stylus that will allow her raise an undead army.  Overall, it's probably the weakest issue of the lot.

Issue # 5 sees the heroes flying on hippogriffs to chase Signifer Lazku to another of the many remnants of Thassilon that still dot the region: a place called Mundatei, which consists of thousands of stone obelisks.  Lazku starts performing her ritual and there's an exciting, climactic battle.  It's a satisfying ending, made more poignant by a theme of family and grieving over loss.

Technically, the stories do have some minor spoilers for Chapter 1 and Chapter 2 of Curse of the Crimson Throne--though nothing game-breaking.  I loved Quinn's inclusion in the group--he really added something, and I hope we see him again sometime in the future.  The stories provide a lot of insight into the Hellknight Order of the Chain, and spotlight a couple of interesting locations in Korvosa (and beyond).  It's a strong story--though at this point I do wonder if seeing the characters journeying outside of Varisia and having some non-Thassilon related adventures might be a nice change of pace.  

BACK MATTER (includes spoilers for Curse of the Crimson Throne)

The back matter consists of a cover gallery (each issue originally had four different covers), five two-page features on the setting and five associated two-page encounters for insertion into Curse of the Crimson Throne (though they could be played in any campaign, really).

The features include:

* "Troubling Times in Korvosa", which is a nice summary of Chapter 1 and Chapter 2 of CotCT, emphasising the spread of blood veil.  The encounter (for Chapter 2) has to do with a man preaching in the streets that he's discovered a miracle cure to blood veil, and cultists of Urgathoa trying to kill him for it.  It's not a bad idea, but the GM has to be careful on the timing because any captured and interrogated cultists could spill a lot of information.

* "The Order of the Nail", an excellent, concise summary of the group's goals, leaders, and base of operations.  The associated encounter is for Chapter 6 and has to do with a portal to Hell opening along the Avenue of Arms! (I kinda forgot Korvosa has these weird monuments like the giant foot and the arms).  It's quick way to pass an hour, though I don't imagine groups of that level will have any difficulty with the foes that are faced.

* "The Shoanti", a nice overview of the different clans and common expressions used by the ethnic group.  The associated encounter is for Chapter 4 and is set in the Cinderlands.  It involves Hellknights slaughtering a Shoanti camp and then setting an ambush for whoever comes to investigate.  It has some nice story potential in the hands of the right GM.

* "The Rise and Fall of Thassilon" tells in capsule form about the rise of Xin, the coming of the Runelords, and the fall of the empire.  The encounter is for Chapter 3 and has to do with investigating an old Thassilonian vault.  Inside are some clockwork soldiers, but there's not much flavour to it and I think it would fall flat.

* "Ruins of Thassilon" provides capsule overviews of some of the many remnants of Thassilonian architecture that still dot Varisia.  Some of them were new to me!  The encounter is for Chapter 5 and presents a new, undead-themed vault for Scarwall.  It's pretty forgettable.

I'm really impressed by the short features--they're quite readable and contain a lot of information in a really concise format.  The encounters are more of a mixed bag, but I guess with limited space it's hard to do a lot.

The hardcover includes a double-sided little poster map.  One side is artwork depicting the Iconics in battle, while the other is far more handy--a map of Korvosa that is keyed to the Curse of the Crimson Throne hardcover!  The map alone makes this a good buy for GMs running that AP.

Tuesday, September 22, 2020

Rise of the Runelords Recap # 101 [RPG]


[12 Pharast 4708 continued]

 

Although just animals, 
rocs are incredibly dangerous

In Sandpoint, the Heroes of Varisia prepare to execute their plan to fund their expedition to Xin-Shalast by raiding the dragon Longtooth’s treasure horde near Jorgenfist.  Ava casts her teleportation spell and . . . nothing happens!  She realizes that knowing its rough location, without a description, isn’t sufficient for the spell to work.  Undeterred, the adventurers decide to teleport to the “Deathweb Cave” that served as their temporary hideout for many days during their previous adventure in Jorgenfist.  But due to limitations of magic, Ava can’t teleport everyone, and so Kang volunteers to leave his aberrant, tumor-like “familiar” in Brodert Quink’s custody again.  The group find Brodert at Veznutt Parooh’s map shop.  In order to avoid the suspicion caused on her earlier visit to Sandpoint, Morgiana uses her hat of disguise to take the form of an elderly gnome and is introduced by Jinkatsyu as an old friend named “Jinkles Blubbington.”  But Veznutt knows Jinkatsyu is lying, and is vexed by the deception.  In order to make it up to him, the group promise Veznutt that, on the morrow, they’ll take him to Jorgenfist so he can map the area.  He’s delighted by the opportunity.


With everything ready, Ava tries her spell again, and this time the group arrive in the Deathweb Cave.  It clearly hasn’t been occupied since they left it.  With the aid of Kang’s magical flying elixirs, the adventures reach the top of the cliff and begin scouting for the location of Longtooth’s cave.  A pair of rocs, nesting high up in a spire of the fortress, notice what looks like small flying prey and swoop to attack.  The adventurers respond with a vicious array of attacks.  But the violence has been for nought: Longtooth’s cave was emptied by the stone giants soon after they heard of his death in Sandpoint, and only a few scattered coins remain.  Although disappointed, the adventurers decide to try to make the most of their time in Jorgenfist and fly into the catacombs beneath the fortress and into the Therassic Library.  There,  with the help of Erik and the clockwork librarian, Kang confirms that Xin-Shalast is said to sit atop Mhar Massif, a legendary peak (“The Ceiling of the World”) found at the headwaters of the sacred River Avah—a river which most scholars believe to have been destroyed during the great cataclysm known as Earthfall.  Disturbingly, Mhar Massif is also said to serve as the bridge to strange realms beyond Golarion, with the entire area infused with dangerous eldritch magic.


[13 Pharast 4708]

 

The adventurers teleport back to Sandpoint.  Veznutt is asked about the River Avah, but the skilled cartographer exclaims that he’s never heard of it.  The adventurers fulfil their promise and teleport the gnome to Jorgenfist, and he instantly begins exploring every nook and cranny.  Veznutt announces his plan to stay in the region for several weeks.

 

[14 Pharast 4708]

 

The adventurers assemble in the common room of the White Deer to discuss what to do next.  Although they know the rough location of the Vekkers’ cabin, Ava doesn’t have enough detail to teleport the group directly there.  Kang suggests the next best option would be teleporting to a predominantly orc city nearby called Urglin.  He’s able to describe a temple to Rovagug there in sufficient detail, and says it would only be a couple of days on foot from Urglin to the banks of the Kazaron.

 

[15 Pharast 4708]

When a gorthek charges, 
few things will stand in its way!

 

The adventurers make final preparations for what could be a long absence from Sandpoint.  Kang says farewell to his familiar and Jinkatsyu unsuccessfully tries to stifle the rumours of his womanizing.  A final stop at The Feathered Serpent results in Vorvashali Voon successfully using guilt to persuade Kang to purchase an expensive version of a bag of holding.  Finally, everything is ready and Ava casts the teleportation spell for Urglin.

And the group arrive in the midst of a brutal civil war!  Arrows, crossbow bolts, and fire spells rain down all around the adventurers as they find themselves occupying a key chokepoint between the two sides.  Everyone scrambles for safety, and Ava manages to use a short-range teleportation spell to help her allies escape.  They regroup in a seemingly-abandoned section of the city and then head for the closest exit to the west.  But despite the fighting in the interior, the gates haven’t been left unguarded—a pair of orcs riding massive mounts that seem to be some sort of primeval mix of bison and rhinoceros charge the group.  Kang tries to talk, but the orcs are far more interested in bloodshed than words.  Morgiana distinguishes herself by skilfully disarming the riders of their lances, and the experienced adventurers prevail and rush out the western gates before more defenders can arrive.


But outside the city, the barren wasteland known as the Cinderlands stretch for miles in every direction.  Have they escaped the frying pan and into the fire?

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

I have no idea where the sudden idea to go after Longtooth's hoard came from--my guess would be someone looking over old recaps or reading previous chapters of the AP.  Given that it had been a while in-game since Longtooth was slain in Sandpoint at the beginning of Chapter 4 (and that survivors of the raid would have reported the dragon's death), I thought it inevitable that the hoard would have already been looted.  A classic snooze and lose situation.

I like situations where the players have to plan their own route with lots of different possibilities.  Urglin was an interesting surprise, and I had to think on my feet (furiously Googling the city in the middle of the session!).  I thought the idea of arriving n the middle of an orc civil war would be exciting and improvised the rest.

Friday, September 18, 2020

Pathfinder Dice: "Curse of the Crimson Throne" [RPG]


I've run about fifteen sessions now of Curse of the Crimson Throne using these dice, so I feel reasonably competent to give an opinion.  My verdict is that they're okay.  The borders of each die have little scrollwork designs that I guess are supposed to evoke aristocracy, and the highest number on each die has an ornate crown (which fits the theme of the AP well).  Yellow numbers on a red background aren't the easiest to see on the table, and the numbers are in a design that means I often have to pick them up and look closely to see what the result is (the "1" and the "7", for example, are pretty close).  In short, they're not as good as some of the dice I've seen produced by Q-workshop for other APs.


They do come in nice little packaging.  The back says: "Break the Curse of the Crimson Throne!  Paizo Publishing and Q-workshop are proud  to bring you the 100%-official Pathfinder: Curse of the Crimson Throne Adventure Path dice.  Each of these richly detailed dice features the colors and accursed crown of Korvosa, the rebellion-ravaged setting of your next adventure.  Fight the power and seize a throne of your very own!"

Wednesday, September 16, 2020

Pathfinder Tales: "Krunzle the Quick" [RPG]

SPOILERS


Krunzle the Quick is a short story available as free web fiction on the Paizo site.  Krunzle is a thief who is caught after a botched job in Elidir and sold into slavery.  He's bought by a wizard named Baalariot and magically compelled to sneak into a rival wizard's house to get a magic item called the "apprentice's eye."  But the amulet is guarded by a giant snake, and it turns out it's all a distraction, and something to do with a daughter who wants to marry someone, and blah, it's really poorly done.  I don't get the sense the author has any particular knowledge of Pathfinder or Golarion, and there's nothing that makes the story worth reading.  Although some of the artwork is quite good, I'd definitely recommend skipping this one.

Tuesday, September 15, 2020

Rise of the Runelords Recap # 100 [RPG]


[9 Pharast 4708 continued]

 

In Magnimar, the Heroes of Varisia continue their preparations for the final stage of their epic quest.  As Ava makes contact with local cultists of Sinashakti, the others reunite at their inn.  Erik and Jinkatsyu present the philtre of love they purchased as an ingredient to make another dominant weapon using the other materials smuggled out of Runeforge, but Kang tells them it would be useless.  Only a powerful magical item strongly imbued with the essence of enchantment could be combined with the mirror shards from the wing of illusion to create a weapon opposed to Karzoug’s speciality, transmutation.  Jinkatsyu urges the group to return to Runeforge to cleanse the place, but Kang notes the adventurers barely escaped alive last time.  Meanwhile, Morgiana watches the proceedings, completely unaware of what’s going on.

 

[10 Pharast 4708]

 

In the morning, the adventurers spend several thousand gold pieces on a rod sufficiently imbued with magical energies to serve as the catalyst for a Runeforged weapon.  Using a common washbasin, Kang uses a vial of the prismatic liquid from the central Runeforge pool, drops in a sprinkling of mirror shards, and then carefully immerses the rod.  Instantly, golden glowing tendrils of energy arise, and Erik holds out his Alkenstar-made firearm for immersion in the liquid.  When it is withdrawn, eldritch runes cover the barrel, and everything else in the basin is gone. 

 

The adventurers decide their tasks in Magnimar have come to an end.  Once Ava returns, she teleports the group to Sandpoint.  A few more errands are completed in town.  With Morgiana still in the form of a little girl, there’s much confusion to be had in the shops and inns (and among the populace generally) as to why adventurers engaged on such a dangerous task “have taken in an orphan.”  Morgiana’s refusal to act or speak like a child causes further confusion, as does the lack of coordination among the group on what to call her in public (as Morgiana doesn’t want anyone to connect her childlike persona to the hobgoblin known to live on an outlying farm).  The authorities are nearly called in to intervene on multiple occasions, but some fast talking and the trust the group has earned are enough to avoid formal inquiries.

 

During their day in Sandpoint, the group hears that Brodert Quink and Veznutt Parooh have been looking for them.  The adventurers find the pair in Parooh’s map shop.  Brodert explains that ever since returning from Jorgenfist he’s been continuing his research, as promised, on Xin-Shalast.  He says he’s been corresponding with sages and scholars all across Varisia, and has finally struck gold during an exchange with the author of a noted cyclopedia on the foreboding Kodar Mountains, the so-called “Roof of the World” (where the legendary peak of Mhar Massif and its crown, Xin-Shalast, were said to lie during the time of  Thassilon).  The author, Cevil “Redwing” Charm, sent Brodert a letter:

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

Saluations, Mr. Quink!

 

Thank you again for the kind words.  It’s always a pleasure to speak with readers of my work, especially those well read and civilized enough to know of my writing beyond Eidolon.  Alas, I was unable to procure a copy of the early draft from my personal files.  It would seem that it has gone the way of so much of my early work, lost forever to the gulfs of time and narrow-minded publishers unable to grasp the import of a young Pathfinder’s work.

 

Fortunately, my mind is as quick now as it was in those early days of my explorations of your fantastic homeland.  I recall the evening I first heard the story of Xin-Shalast, while seated on a log in a Varisian camp, sharing ruby mead with an enchanting young woman.  Ah, but that’s a story for other times.

 

I was intrigued by the tale, though.  All peoples have tales of “cities of gold”, yet with Xin-Shalast, the Varisians had no tradition of explorers seeking it.  They viewed the place as one of evil, a place to be feared and forsaken.  As far as I could tell, none of your indigenous people ever sought out the ruins before the advent of Chelish rule.  But there was mention, come to think of it, of two dwarven brothers.  Vekker, I think their names were.  Claimed to have found the route to Xin-Shalast and convinced several tradesmen in Janderhoff to support and supply their plan to establish a base of operations in the low Kodar Mountains along the Kazaron.  Their vanishing into the Kodars bankrupted all but one of their investors, I hear, and even today, the Vekker name is generally accompanied by a litany of rousing dwarven profanity when it comes up in ‘Hoffian taverns.

 

In the stead of enclosing a copy of the early, complete draft of my work, though, please find a signed copy of Eidolon with this missive.  I trust it will look quite handsome on your shelf.

 

In good health,

 

Redwing

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

 

Brodert says his own research confirms that Silas and Karivek Vedder did indeed abscond with a fair amount of investors’ money into the mountains and never returned; the common theory is that their “discovery of Xin-Shalast” was simply a clever con, but those who knew the Vekkers personally held them in high esteem.  He says that if they did indeed discover Xin-Shalast, it would make sense for them to keep its location a secret until they could return with proof.  He speculates that if there are any clues as to the whereabouts of the fabled city, they might just lie within the Vekkers’ base of operations—their mining camp on the banks of the Kazaron.  As Brodert finishes speaking, Veznutt Parooh pulls out a well-worn map of northern Varisia and shows the adventurers how the Kazaron River flows down from an unknown source in the northeast Kodar Mountain range until it reaches the northern border of the Cinderlands and begins flowing west.  Both Brodert and Veznutt make separate appeals to be included on the adventurers’ journey to the Kodars, but both are politely rebuffed.  Erik gives Brodert the remaining mirror fragments from Runeforge as a gesture of goodwill, and the sage is quite interested in studying them.

 

It’s near sunset when the meeting with Brodert and Veznutt draws to a close.  Morgiana leads the others into Sandpoint’s southern hinterlands.  There, on a small farm, she introduces everyone to her adopted mother, Derriandra.  Derriandra is friendly and invites everyone to stay the night, but privately she expresses her concern to Morgiana that the youth has fallen in with a bad crowd!  But teenage rebellion has struck Morgiana deeply, and she insists she can’t stay on the farm her whole life.  Later that night, the others ask Morgiana to reconsider as well, asking why she would leave a good home and a good family.  Their words fall on deaf ears.

 

[11 Pharast 4708]

 

The adventurers pass the day in errands, helping out around the farm, and discussing what the next step of their journey should be. 

 

Overnight, Kang’s alchemical experiments in the barn somehow attract several swarms of rats.  He dispatches them in seconds with his hurled explosives and gets back to work, paying little attention that he’s woken up everyone nearby and cracked the walls of the barn!

 

[12 Pharast 4708]

 

Morgiana’s father, Calast, tells the teenager that her friends need to leave.  The man is angrily chopping firewood with an axe, and glares at Kang when the tiefling appears to make peace.  Later, Derriandra explains that her husband isn’t really so angry about the barn, which is rarely used, but that the adventurers “are taking his little girl away with them.”  Once again, the adventurers speak with Morgiana and encourage her to stay, but the surly teen says she told her parents she was leaving months ago and doesn’t care what they think.  Indeed, Morgiana says, their lives may be better with her gone.  But Kang is having none of it—he says he said the same thing to his father before leaving home, and regretted it.  He insists that Morgiana and least say good-bye to her parents, and she reluctantly does so, receiving warm embraces in return.

 

The adventurers settle on their next destination:  the deceased dragon Longtooth’s cave near Jorgenfist!

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

Another sort of "between quests" session, but things are about to heat up very quickly.  I liked how organically I was able to slot in the letter as part of Brodert's research.  It's always better for leads and hooks to be integrated naturally into the story as opposed to being an obvious plot device.

There was some excellent role-playing with the farm scenes, and I was impressed by seeing a whole different (but believable) side of Kang--the prodigal son, unable to return.

Friday, September 11, 2020

Loose Cannon (DC Comics) (Ltd. 1995) [COMICS]

Loose Cannon was a four-issue miniseries featuring Eddie Walker, a crippled Metropolis homicide detective who, at sunset, turns into a raging, multi-hued anti-hero.  Loose Cannon apparently debuted in Action Comics Annual # 5 as part of the "Bloodlines" crossover, and this series was his chance at a big breakout.  In all honesty, it is very 90s and pretty brainless, Image-quality stuff.


Issue # 1 features Loose Cannon battling a super serial killer named Killrok, and features guest appearances from Superman and Maggie Sawyer.  While he's in his Eddie Walker persona, Maggie orders him to track down and arrest Loose Cannon (not realising, of course, that they're the same person).  This seems like a problem to Eddie, so he fakes his own death!

Issue # 2 has "Bounty, Inc." trying to capture Loose Cannon (Bounty, Inc is a group composed of "Traxx," "High Kick," and "Bomber"--I think this is why it took a long time for comics to become mainstream!).  They manage to figure out that Eddie Walker has some sort of connection to Loose Cannon, and succeed in driving him out of town.  Eddie holes up with a waitress friend before Bounty, Inc. catches up to him, and then there's a big slugfest that Loose Cannon wins.

In Issue # 3, we get the classic/cliché "misunderstanding" between heroes that leads to a battle between Loose Cannon and the Eradicator.  Crazy, anatomy-defying muscles are everywhere--as I said, it's the 1990s!  Loose Cannon is pretty much like a (slightly more intelligent) Hulk, and the Eradicator defeats him by taking him into outer space where he can't breathe and then letting him plummet to Earth.

So in Issue # 4 I realise that the different colors Loose Cannon's skin becomes is a reflection of how strong and tough he is at the time.  When time travel is invented, I'll go back in time and tell writer Jeph Loeb that having "white" be the highest level of power is not a decision that will age well.  Anyway, Martian Manhunter appears and takes Eradicator away.  Eddie reveals the truth of his alter ego to Maggie Sawyer and his girlfriend.  "Not the end."  Bleh!

According to my intensive research (Wikipedia), Loose Cannon has popped up from time to time in the DCU in the decades since this mini-series, but has never become a major character.  If these four issues are any indication, that's probably a good thing.  Remember, I read these so you don't have to!

Tuesday, September 8, 2020

Rise of the Runelords Recap # 99 [RPG]


[7 Pharast 4708]


The adventurers wake to a clear, cold day in Magnimar and plan another round of shopping and errands: Erik manufactures dozens of bullets for his firearm, Kang purchases a shirt made from finely-woven mithral links, and Jinkatsyu buys a magical pink blouse and a “lucky horseshoe.”  But it’s Ava who makes the most interesting discovery.  She passes an alleyway and sees several members of the Bloody Knuckles gang lying on the ground, battered into unconsciousness.  In their midst is the prone form of a young girl slowly stirring, her fists covered in blood.  Ava rushes to the girl and casts a healing spell before helping the stranger to her feet.  The girl has a strange demeanour and talks little, but says her name is Morgiana and explains she’s been in Magnimar by herself ever since leaving her family’s farm near Sandpoint.  Ava decides the girl needs protection, and escorts her back to the Blasted Ferret inn.

Morgiana is clearly 
more than she appears!



While Morgiana is in the bath, Ava explains to the others what happened.  There’s grumbling about “bringing home strays,” but just as Morgiana emerges from the other room, excitement can be heard in the corridor outside.  It seems the tombstone in the common room of the Blasted Ferret is no affectation: the former owner of the inn really is buried in a grave under the floorboards, and every so often his spirit manifests and harmlessly goes through the motions of serving customers!  The adventurers get caught up in the spectacle, but just minutes later the adoring crowd is stunned into submission as a burly dwarf throws open the doors and proclaims that, in the name of Pharasma, the earthbound spirit must be banished to its eternal fate.  The inn’s patrons, many who came just to see the apparition, get angry, and it looks like violence is imminent.  Ava cleverly forestalls bloodshed by erecting a magical cone of silence around the dwarf, so that his ritual of banishment can have no effect.  The zealous worshipper of the Lady of Graves stalks out in a huff, shaking his fist.


Back up in their room, the others confront Ava about apparently promising Morgiana that she could travel with them.  Kang gives a forthright, but admittedly condescending lecture to the girl about the dangers that the Heroes of Varisia intend to face (while staying vague on the details of their quest).  Morgiana captures everyone’s attention, and instantly sways their views, by revealing a surprising secret: she’s actually a hobgoblin!  Her appearance as a little human girl is aided by a magical cap.  However, she wasn’t lying about her (adopted) parents living on a farm outside Sandpoint, and says they found her orphaned at a young age and took her in, showing her only kindness and love.  But now that she’s become a teenager, she wants to see more of the world than Sandpoint has to offer—thus, her journey to Magnimar and eventual run-in with the Bloody Knuckles.  Any lingering suspicions that she might be a spy or plant are put to rest when Erik uses divination magicks to discern that Morgiana holds no malice towards them in her heart.

 

[8 Pharast 4708]

 

A frustrating day is spent in Magnimar.  Kang faces anti-tiefling prejudice when trying to purchase the formula for a potion to see invisible creatures, Erik and Morgiana find the catalogue system of the Founder’s Archive too bewildering to locate anything on Mhar Massif (the legendary mountain said to be the site of Xin-Shalast), and, in the middle of the night, everyone’s sleep is interrupted by the return of the Pharasmin and a botched banishment ritual that turns the otherwise-peaceful spirit into a malevolent threat to all around it!  Kang is forced to vanquish the spirit with an explosive made from pure force, and, when members of the local watch arrive to investigate, Jinkatsyu tries to have the Pharasmin arrested only to see them take the dwarf’s side.

 

[9 Pharast 4708]

 

The adventurers split into two groups for another day in Magnimar.  Given false information about the location of a scribe specializing in scrolls of arcane magic, Kang, Jinkatsyu, and Erik find themselves in a quiet area of the docks—quiet because of the presence of a sargassum fiend nearby!  The massive conglomeration of animated vegetable matter exudes hallucinogenic pheromones to draw prey to it, and both Kang and Erik approach within reach.  But it proves no match for the three experienced adventurers and soon its inert mass begins to sink beneath the waves.  Kang, however, suspects that organs containing the hallucinogenic musk might be salvageable, and he dives into the water after them.  He emerges with four small bulbs, and even concocts a method to preserve them.

 

Fate has brought the Heroes of Varisia another member, but no prophecy in this Age of Lost Omens can foretell whether it will be enough to triumph over the challenges ahead.


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

Director's Commentary


With Yuzo's player gone for good, it was time to introduce a new player to keep us at five.  Enter the final new PC in the campaign, Morgiana.  As we'll see, Morgiana used a hat of disguise to disguise herself as a child or a gnome, but was actually a hobgoblin.  The character specialised in combat maneuvers and could sometimes do some impressive things, but also proved to be something of a liability when push came to shove.


The bit with the ghost in the tavern stemmed from a random roll on a special table (I think from the GameMastery Guide) and then improv from there.

Pathfinder Flip-Mat: "Theater" [RPG]


The Theater flip-mat is long out of print, which is a real shame.  This 24x30 inch mat is gridded with one inch squares and is suitable for wet and dry erase markers.  One side is essentially a blank wooden floor designed for drawing building interiors.  The other side is a gorgeous theatre/opera house complete with stage, orchestra pit, dressing and storage rooms, balcony, and dozens and dozens of seats for the audience.  I’ve only had occasion to use it a couple of times in gaming, but it’s a million times better than I could draw myself and really brings a scene to life.  If you can track this one down, I strongly recommend buying it.

Wednesday, September 2, 2020

Pathfinder Module: "Dawn of the Scarlet Sun" [RPG]


NO SPOILERS

Dawn of the Scarlet Sun is a 16-page adventure released for Free RPG Day in 2012.  Designed for six Level Five PCs, the adventure is really just eight pages, with one page for credits and six pages for pre-generated characters (the Iconics).  The scenario is intended for use with the Pathfinder Battles: Champions of Evils Encounter Pack, a set of miniatures that includes all the enemies in the adventure.  The adventure is also pitched as a suitable optional side-quest in the Shattered Star Adventure Path.  The full-colour artwork is fantastic--Paizo doesn't skimp in designing even its free products.


Dawn of the Scarlet Sun has a reputation as including at least one nasty encounter that could be labelled as "a worthy challenge" or "a TPK-generator" depending on your point of view.  I ran it via play-by-post and I can confirm its difficulty.  It does have a strong story, some compelling antagonists, and plenty of action.  I'd recommend it for groups that have gotten cocky or for players who don't mind more risk than they're used to.

SPOILERS

The scenario takes place in Magnimar.  A compelling background story explains that a succubus named Avalexi has come to the city, discovered an abandoned shrine to Sarenrae, and has decided to re-consecrate it as a shrine to Shax, the demon lord of murder.  To that end, Avalexi has mentally dominated a priest of Sarenrae named Zadendi, allied with a half-fiend gargoyle nicknamed the Scarlet Son, and undertaken a grisly murder spree.  It's a pretty exciting and compelling backstory.

The PCs come on to the scene after several murder victims have been found in Magnimar's Underbridge District.  The victims, all worshippers of Sarenrae, have had their hearts removed.  The City Watch, represented by a guard named Kasadei, recruits the PCs to help plan an ambush for the killer.  Before doing so, the PCs can do some information gathering to talk to witnesses and a learn a little bit about what they might be facing.  That's pretty much the only role-playing with NPCs they'll get in the scenario.

The way the ambush is set-up is elegantly concise.  Whatever the PCs choose--disguising someone as a worshipper of Sarenrae to act as bait, stealthily trailing a real worshipper, intently patrolling Underbridge, etc.--they're asked to make relevant skill checks.  Each success raises the % chance that the killers fall for the ambush, but if enough nights pass without being caught, the killers complete their work and the scenario ends abruptly.  It's not a likely result, but I like how the scenario doesn't guarantee success or sugar-coat failure.

Assuming the PCs are on hand when the killers strike, they learn why the murderers have been so difficult to catch and why there are so few witnesses.  The Scarlet Son flies low over the rooftops and drops Zadendi nearby.  She casts silence and then sneaks up on her victim from behind, killing them before they even realise she's there.  It's an exciting encounter, as both foes are real threats, but with the tables turned there's a good chance they'll flee--and the PCs can then chase them back to their hideout.

The shrine has two main encounters, plus battles against the escaped killers if they're present.  The first encounter is against a trio of wights.  Wights are one of those monsters that are far more dangerous than their CR might indicate, and can definitely weaken the party before the big ending encounter.  Speaking of which, I really like how it's set up.  The succubus (likely having warning of the approach of intruders) locks herself in a cell and disguises herself as priest of Sarenrae who is about to be sacrificed.  It's a solid plan, and my group at least fell for it hook, line, and sinker.  The disguise allows Avalexi time to study one of the PCs to use her death attack (to paralyze) before teleporting nearby, summoning a demon, and then returning to fight fully prepared.  The difficulty of this encounter shouldn't be underestimated.  When I ran it, it lasted fifteen rounds!  One PC was killed, others were knocked out, and it came within a hair's breadth of a TPK.  It was one of the most epic, cinematic battles I can remember running though.

In sum, Dawn of the Scarlet Sun has memorable antagonists, a solid plot, and an exhilarating climax.  However, despite its connection to "Free RPG Day", it's not the sort of adventure to run for a casual pick-up group of new players to try out the game.  I imagine the six Iconics would get slaughtered pretty quickly.  It's a scenario to either adjust and play with higher level PCs or as a legitimate exercise in "hard mode" for more experienced Pathfinder players.

Tuesday, September 1, 2020

Rise of the Runelords Recap # 98 [RPG]


[5 Pharast 4708 continued]

 

Having narrowly escaped Runeforge with their lives, the Heroes of Varisia discuss what to do next.  The consensus is to return to Sandpoint, so Ava teleports the entire group in front of the Rusty Dragon.  Once inside though, they find out that proprietor Ameiko Kaijitsu had made arrangements with them to stay at the White Deer Inn the next time they were in town—it seems that Kang’s alchemical experiments have pushed the Rusty Dragon’s cleaning staff’s patience to the breaking point!  The adventurers dutifully troop to the White Deer, a grand affair with rooms overlooking the Varisian Gulf to the north.  Kang immediately starts setting up his alchemy lab.  The three adventurers discuss plans to visit Magnimar in the morning to see about having Jinkatsyu returned to flesh (and life), while Erik asks whether the material the group took from Runeforge (flasks of the prismatic liquid from the central pool and mirror shards from the Shimmering Veils of Pride) could be combined with an item radiating enchantment magic from outside Runeforge to forge another dominant weapon (his firearm).  The usually-confident Kang is forced to admit he just doesn’t know, but says unbridled experimentation is the key to new discoveries.

 

[6 Pharast 4708]

 

Ava tries to teleport the adventurers to the Black Shield tavern in Magnimar, forgetting that the establishment was closed down by the authorities for customs tax evasion.  Fortunately, the trio appear at another tavern in Dockway named the Pesky Mermaid.  The sound of barking from within and a quick glimpse through the window reveals that dogs are quite welcome inside.  But the adventurers don’t have time for drinks or socialising, and they stay focussed on scouring the city for a magic-user powerful enough to take the first step in restoring Jinkatsyu to life.  It takes a few hours to narrow down leads, but in time the adventurers are given directions to the Stone of Seers, the city’s most esteemed school of wizardry.  The school has an air of elitism and the adventurers’ plebeian backgrounds do them no favours.  But money speaks, and with the school in the midst of a planned expansion, the head of the Stone of Seers is persuaded, for a sizable donation, to cast the necessary spells to return the stone segments of Jinkatsyu’s body to flesh.  Once done, Ava immediately prays to Sinashakti and channels divine power to restore the kitsune to life.

 

Having completed their most important task, the adventurers return to Sandpoint via magic.  In the Sandpoint Cathedral’s storeroom/shrine to Sinashakti, Ava expresses prayers of gratitude while the others fill Jinkatsyu in on what happened since the massive statue of Karzoug animated and stomped him to death.  Jinkatsyu expresses interest in returning to Runeforge and slaying the dangerous creatures and villains inside before they escape to wreak havoc on the world, but Erik expresses confidence that they’re trapped inside.  Jinkatsyu, however, raises the possibility of Karzoug freeing them.  The argument remains unsettled as the adventurers run some other errands in Sandpoint and teleport back to Magnimar in the same day!

 

The adventurers sell thousands and thousands of gold pieces worth of equipment salvaged from their adventures in Jorgenfist and Runeforge, with their fundraising interrupted only by a military parade (in which Lord-Mayor Grobaras receives credit for “leading the crack team that repulsed the giant invasion in the north”), the appearance of a strange, floating object the size of a house made out of fabric and bearing an advertisement for “Nisk Tander’s Emporium of Alchemical Delights” (which Kang almost attacks), and an attempted robbery by members of the Bloody Knuckles gang (the battle ends quickly and with the ruffians much the worse for the attempt).  That evening, the adventurers find a new inn, the Blasted Ferret (notable for the presence of a tombstone in the center of the common room!) and bed down for the night.

 

Having survived the trials of Runeforge, the Heroes of Varisia have certainly earned the right to enjoy the fruits of civilisation.  But something is stirring far to the northeast; will the adventurers arrive in time to stop it?

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

Director's Commentary


This was one of those sessions necessary in a long campaign where the PCs heal up, sell their loot, and resupply.  I always try to have some little dramatic incidents or subplots to advance, and use random encounter tables to keep the PCs on their toes.