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.

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