Sunday, February 28, 2021

Doctor Fate # 1-10, Annual # 1 (DC Comics) (1988)

 A few months ago, I wrote about the 1987 Dr. Fate limited series in this post.  That limited series introduced a new version of the character formed by the merging of Eric and Linda Strauss, and also introduced a supporting character in the form of Nabu, a cosmic Lord of Order trapped in the corpse of an elderly Kent Nelson.  That limited series was successful enough to spawn an on-going series written by the same scripter (J.M. DeMatteis) with a new penciller, Shawn McManus.  That on-going series lasted just over three years, and I'll be talking about the first ten issues and its first annual in this post.

As a general matter, the series holds an interesting place in comics fandom.  It's often discussed as a sort of "hidden gem" that has a deep, profound story but can never be collected in a TPB because of controversial subject matter.  When I first read the series several years ago, I didn't like it and couldn't see what the fuss is about.  Now, with hindsight, I still don't like it and I still don't see what the fuss is about.  To me, its "profundity" is a really vapid take on eastern philosophy mixed with a New Age spirituality that boils down to "all religions are the same deep down, and god is really love!"  The heavy-handed proselytization in the series is annoying even if it's not from the more common Christian angle.  More, Dr. Fate as a character isn't particularly interesting (generic power blasts and flight is about it), the villains often tend toward generic demons, and characters that were intended as comic relief (Nabu and Petey) usually fall flat.  Even the "souls destined to be together through various bodies over time" angle (provocative because Linda is Eric's step-mom in the current bodies the souls inhabit) proves uninteresting with DeMatteis' saccharine take on spirituality.  Anyway, that's my take--here's what each issue has to offer:

Issue # 1 introduces some recurring characters, as Dr. Fate rescues (and berates) a guy named Joachim Hesse for summoning demons.  One of the demons escapes banishment, turns out to actually be innocuous, and stays on with Erik, Lynda, and Nabu in funny dog form and is named Petey.  The artwork is really bad in this first issue (Erik looks like Plastic Man in some panels).  It's okay, but not a great first issue, and surely confusing to people who haven't read the limited series yet.

In Issue # 2, Nabu (still in Kent's body) is trying to teach Eric & Linda about the powers they have as Dr. Fate.  But the Lords of Order transform a neighbor into a super-powered figure ("The Champion") in a bid to show that Fate should give in to a coming age of chaos (after which, apparently, order will reign).  But Fate refuses to fight, and the Lords of Order leave.  Meanwhile, Michael Bennett ("I, Vampire", a character from the late 70s) makes a reappearance--he wants to die but, being immortal, can't.  He visits a monk friend for help.

The Lords of Order are back in Issue # 3, this time trying to get Bennett to help bring about the Mahapralaya (an event from Hindu cosmology) in which there will be a time of nothingness and then a golden age of order thereafter.  But Nabu recruits Typhon (a Lord of Chaos from the limited series) to help stop the Lords of Order.  Typhon takes over a human host--a tax lawyer named Jack.  In short, the series is trying to establish that neither Order nor Chaos can be trusted--traditionally, Dr. Fate served the Lords of Order, but here we see neither side has the world's best interests at heart.  The book has a jokey (albeit not actually funny) tone in a lot of places that just doesn't work with the metaphysical ramblings in the book.

Erik is suffering from PTSD after the events of the limited series and starting to act mentally disturbed.  Thus, in Issue # 4, Linda has to become Dr. Fate all by herself!  We get what is (I think) the first female-bodied version of the character.  The Mahapralaya plotline continues to develop, but I can't really explain it.


Most of covers are pretty ugly, but I really like the one to Issue # 5.  Anyway, Linda-Fate attacks Typhon for what he did to Eric in the limited series.  Kent learns that Bennett is in India and still trying to bring off the Mahapralaya, so that's where everyone heads.  There's stuff with a/the holy grail, a vampire who drank from Christ on the cross, and something about how playing a flute will bring on the Mahapralaya.  Yeah . . . okay . . . 

In Issue # 6, Bennett gets enlightenment and says that the Mahapralaya will come when the time is right and rebukes the Lords of Order for trying to hurry it.  Linda-Fate defeats Typhon.  There's a lot of wishy-washy metaphysics and spirituality that annoys me, but at least it's the end of that storyline.

Issue # 7 is a one-off tale where Petey tells about his attempt to return to Hell to find his lost love but learns it was not meant to be.  It's admittedly pretty funny.  I think if DeMatteis co-wrote the series with Keith Giffen (like they did with JLI) the comedy would have been better mixed with the plotlines.

Deadman guest starts in Issue # 8 as Joachim Hesse (the would-be sorcerer from the first issue) is trying to spend 40 days in a magic circle in order to become the "Lord of the Fourth Heaven."  However, his attempt is causing emotional disturbances all over the city so Linda-Fate has to investigate (Eric is still incapacitated).  Man, the interior artwork is ugly.

The current Lord of the Fourth Heaven is pretty annoyed at how well Joachim Hesse is doing in that magic circle and doesn't want to lose his place, so he asks Fate for help.  The solution (luring Hesse out with food) is pretty predictable in Issue # 9, but enjoyable nonetheless.  There's some funny Doctor Strange jokes along the way.  And then near the end . . . Darkseid!?!


McManus' artwork on faces makes everyone look at least 70 years old in Issue # 10.  Darkseid addresses the Lords of Order and the Lords of Chaos and says the end of a cycle of cycles is coming and that a new (more enlightened) humanity is about to emerge--but that he can destroy the prototype of this new humanity (incarnated as Dr. Fate) in exchange for co-rule!  We'll have to wait and see if the plan works.  (Spoiler: It won't)

Annual # 1 has two stories, both great, and both making me wish the regular series were as good.  Tom Sutton does the artwork for the first story and is fantastic in a tale about Linda's backstory.  It's a dark tale in the horror vein with an emotional core that is very effective.  The second story is also a flashback, and it tells about what it was like when Nabu first occupied the corpse of Kent Nelson.  I would have love to have seen this annual as a standalone special printed after the miniseries but before the regular series.  It sets a much better and more interesting tone for the characters.

The good news is that the universe hasn't come to an end.  The bad news is there's still more of the series to discuss in a future post.  Until next time!

Tuesday, February 16, 2021

Pathfinder Society Scenario # 9-15: "The Bloodcove Blockade" [RPG]

 

NO SPOILERS

I played The Bloodcove Blockade via play-by-post, using the Iconic investigator, Quinn.  I really enjoyed the first third of the adventure, and the rest is fine.  There's plenty of opportunity to use social skills like Disguise, Bluff, Diplomacy, and more.  Combat is less emphasized, though there's one that proved a real slog for the group I was in.  The storyline is good, though there's perhaps too many story threads and a dubious timing mechanism--I remember losing track of the plot at one point.  The scenario definitely makes use of (and adds to) existing setting lore and has good maps and artwork.  Overall, I think I'm going to place this one in the "good but not great" category.



SPOILERS!

As the name implies, the scenario takes place in Bloodcove, a port city in the Mwangi Expanse.  Bloodcove is a major trading hub for the Aspis Consortium and is used to channel relics stolen from the area's indigenous inhabitants, ore from mining operations, and a variety of smuggled goods.  In a briefing given jointly by Fola Barun (whom I don't know) and Guaril Karela (whom I know and love), the PCs are told that their mission is designed to turn the city against the Aspis Consortium.  Fola's  reason is to do good for the sake of doing good (cutting off an Aspis mining operation from supplies before it can inadvertently set free an asura trapped for centuries in a temple), while Guaril and the Exchange Faction's reason is to make room for the Pathfinder Society to become a major player in the city.  I like the joint motivation, though turning an entire city against those Aspis snakes seems like a big responsibility for a group of relatively inexperienced Pathfinders.

The PCs are told that the best place to start is a warehouse owned by the Vanji Prospector's Guild, which is essentially a front for the Aspis Consortium in Bloodcove.  The goal is to infiltrate the place posing as customers, pilfer or snatch any records that would make the organisation look bad, and see if a captured Pathfinder spy named Malika Fenn is being held there.  This was my favourite part of the scenario, as it really gave an opportunity for some under-utilised skills (like Bluff and Disguise) to shine.  Posing as Aspis agents, my group gathered a lot of intel in the warehouse, found Malika, and was then able to launch a surprise attack from the inside to rescue her.  It was one of those rare times that a plan all comes together, and was a lot of fun.

After the warehouse, the PCs' next task is to turn two particularly influential figures in Bloodcove against the Aspis Consortium.  The first person is Erwyn Harvacus, powerful leader of the Saltroot druid circle, a group that uses its control over nature to make Bloodcove a feasible trading port.  Persuading Erwyn is handled as a pure role-playing/skills challenge, with various bonuses that can be used based on the information obtained from the warehouse.  This works well, though there isn't any tips on how the GM should role-play Erywn's mannerisms or style of speaking, info which can really make lengthy encounters with NPCs come alive.  The second person the PCs need to convince is Ungala, the leader of a group of warriors who try to stop the theft and smuggling of cultural relics by confronting any Indiana Jones-types who come to the Mwangi Expanse.  But Ungala is too busy to talk, as her forces have been decimated by a mysterious supernatural killer.  To earn her support, the PCs need to track down and destroy a weird monster called an adhukait.  At low subtier, the adhukait has spell resistance, DR, a couple of types of resistances, some immunities, and (worst of all) regeneration.  In the game I was in, this battle was a long, tedious thing because we just couldn't inflict enough damage on a regular basis to overcome its defenses and outpace its regeneration.  The battle lasted 11 rounds, and I think the GM took mercy on us and perhaps gave us the win.  To be fair, there was a way we could have learned what the foe was and prepared better, but we failed the necessary skill check.

Once Erwyn and Ungala are on board, the only thing left to do is give them the signal to start the blockade of Aspis ships and caravans.  As the PCs are likely to incur retribution for this, Guaril strongly advises the group to leave the city first.  However, whether they leave on foot or by boat, the Aspis have already learned of the group's presence and arranged an assassin to ambush them.  The assassin is an archer and doesn't present much risk.  The scenario has a "delay" mechanic embedded throughout in which the GM is supposed to keep track of how long the PCs take to accomplish their tasks (while hinting that they need to hurry), and the number of "delays" gives more time for the assassin to prepare.  I think the mechanic was more trouble than it was worth, and for the players it created this weird sense of urgency for seemingly no reason--after all, a blockade of supplies is going to take a while in event to have any effect on the mining operation, and the group doesn't know about the assassin.

I'll go ahead and note here that the scenario makes excellent use of previous PFS scenarios set in and around Bloodcove by giving players special bonuses if they have a relevant Chronicle sheet.  It also seems like a scenario that must tie into other Season 9 adventures, as there's not a definitive resolution of the "Aspis could set free an asura in the temple" risk.

Overall, I think The Bloodcove Blockade was a solid, fun scenario that holds appeal to various character builds.  It's not flawless or full of amazing twists, but should be a satisfying experience for players and GM alike.

Rise of the Runelords Recap # 118 [RPG]

 

[10 Gozran 4708]


Having achieved their goal of defeating a rune giant in order to secure the final Sihedron ring needed to survive the occluding field that surrounds the Spires of Avarice, the adventurers find themselves faced with a difficult decision.  They could leave now, or investigate the surprising arrival of three residents of Sandpoint above a strange flying device piloted by a dwarf from Magnimar!  The adventurers’ curiosity, plus an opportunity to confront longstanding enemies like Titus Scarnetti and Nisk Tander, are enough to drive them toward the second option.  Moving from the rooftop of Shahlaria into its interior is like descending into chaos: freed from the rune giant’s magical domination, giant battles giant for control of the fortress—or simply escape!


Titus Scarnetti
The building-shaking riots provide an excellent distraction for the adventurers’ search, and soon they discover their quarry: the new arrivals have hidden themselves in large barrels in a mess hall.  An angry verbal confrontation ensues.  Nisk Tander pompously challenges Kang to a special duel involving who can create the most toxic poison, but the master alchemist refuses.  Ignoring Nisk for the moment, the group focuses on Titus Scarnetti and how he has made Ava’s life in Sandpoint a living hell while apparently conspiring to some degree with Karzoug’s army for a leadership position in the new order to come.  In a shocking turn, the adventurers “sentence” Scarnetti to death, and Jinkatsyu stabs the older man in the heart, killing him instantly!


The impromptu trial continues.  The adventurers decide that Bartol, the dwarf inventor from Magnimar, should be set free—he wasn’t part of any evil plot, but merely providing transportation.  Gorvi, cowering the whole time, says he was only acting as Titus’ bodyguard, and isn’t fussed that the man is dead.  Returning to Nisk, the adventurers demand to know why he was coming to Xin-Shalast.  The alchemist boasts that he entered into an arrangement with Karzoug’s apprentice, Khalib: in exchange for the formula (and rare ingredients) on how to make a so-called “elixir of the peaks”, Nisk would spread around the cursed gold coins that wreaked so much havoc in Magnimar recently.  After Nisk offers Kang a 7% stake in a new joint enterprise, the adventurers are outraged by how much blood their captive has on his hands.  Morgiana breaks Nisk’s arm, and the alchemist passes out from the pain!  The adventurers discuss what to do with the unconscious man.  Erik says it’s not right to kill someone in cold blood, but Ava and Kang say the man has untold innocent lives to answer for.  They decide to make Gorvi carry Nisk for the time being as they figure out what to do with him.  For now, they need to get out of Shahlaria before any of the giants notice their presence!


Fortunately, the giants are too busy fighting each other to spare any attention for the adventurers.  The Heroes of Varisia escape Shahlaria and, with Gorvi and Nisk in tow, make their way back to their temporary campsite in the rubble of an ancient coliseum.  After manacling Nisk to a pillar, the adventurers decide to let Gorvi leave.  The half-orc is happy to avoid the adventurers’ wrath, and heads out into the city, hoping to find Bartok and perhaps a way home.  When Nisk is brought to consciousness with some smelling salts, the alchemist demands to be set free, stating that he’s being falsely imprisoned and that any alleged crimes he’s committed need to be dealt with by the authorities in the appropriate jurisdiction: Magnimar!  Nisk says that anything he’s done has just been in pursuit of business and that he was promised a meeting with Karzoug once the arch-wizard (who will soon rule the continent anyway) gets freed from imprisonment.  After threats from Jinkatsyu and Morgiana, Nisk tells Kang that he needs to “get his minions under control.”


The adventurers move away from the bound prisoner to discuss what to do with him.  Knowing that Nisk can only survive at this extreme altitude until his magical elixir wears off, Kang and Ava suggest just letting the man die.  Erik, however, says that Nisk is their prisoner, and that they have a responsibility to deal with him as such.  Jinkatsyu says they should get a written confession and then set the “businessman” free to walk back to Magnimar on his own!  But Ava worries he might find allies somewhere in Xin-Shalast he could manipulate into helping him.  A temporary consensus is reached that perhaps some of the giants allied to Gyukak, the leader of the rebellion, could take Nisk Tander off their hands.  But when the adventurers return to Shahlaria, they see open warfare in the streets as rune giants loyal to Karzoug launch a counterattack.  Clearly, now is not the time to get involved in such a mess.  The adventurers return to the campsite, Jinkatsyu knocks Nisk out cold to keep him quiet, Ava casts a life bubble spell on him to keep him alive, and everyone beds down for the night.

Nisk Tander


[11 Gozran 4708]


Snow starts to fall before dawn.  The adventurers decide that the time has come to make the ascent up Mhar Massif and bring the battle to Karzoug once and for all.  Through Ava’s powerful magic, the adventurers (with Nisk in tow) assume a windlike form and begin following the golden highway that runs through the city.  The road becomes extremely steep as it continues up the mountain’s slope, and eventually becomes completely vertical with steps carved into its surface almost like a tower.  The adventurers glide past towers built directly into the side of the mountain, protruding from the rock face.  Clearly of a higher quality than even that elsewhere in the city, the buildings become more opulent and impressive as the group moves higher and higher.


A journey that would normally take at least a half-day’s arduous climb is accomplished in minutes.  But as they near the end of the journey, three immense purple spiders, larger than woolly mammoths even, suddenly appear out of thin air about fifty feet up the slope!  They have hideously bloated bodies but still move with an odd grace despite having an uneven number of legs—7, 9, and 11, respectively!  Everyone hears voices in their heads, but this is no normal telepathy.  The spiders somehow communicate by drawing upon memories of people the adventurers knew before coming to Xin-Shalast, such as Sister Giulia, Brodert Quink, Sister Celia, Vorvashali Voon, and even the Skinsaw Man!    But although the voices are recognisable, the strange diction of the creatures is confounding:  “Our enemies, those from Leng who play at aping your vexingly symmetrical appearances, have returned to this world to honor an alliance with the recrudescent lord.  Those who appear as your unpleasing forms but are not must be destroyed.  They reside in the edifice above. There they endeavour the manufacture of a device the recrudescent lord has sought completion of since before his inter-statial hibernation.  It must be destroyed.  You are wanted/ordered to submit/comply with instructions/demands.”  Ava realises these creatures must also be from the nightmarish realm of Leng she has briefly passed through on multiple occasions.  The adventurers discern that the Leng Spiders want a machine, now under construction by the so-called Denizens of Leng, to be destroyed.  The heroes agree to a truce to conserve their strength, despite knowing that the Leng Spiders are likely not trustworthy.


The remainder of the ascent requires the group to pass through a field of invisible force that seems to almost push against them.  Realising this must be the occlusion field, and that the Sihedron rings will protect them, the adventurers push on.  But no one notes that Nisk Tander, still being dragged along, doesn’t have such protection!  He manages to survive the first pulse of wracking, blinding pain, but just barely.  After hearing him beg for help, the group relents and takes him just below the occlusion field, where they manacle him to one of the many empty structures in the area. 


Ahead lies the massive tower that must be the Pinnacle of Avarice.  As the group begin the final stretch of their journey, they discuss what they’ll do should they succeed in vanquishing the Runelord of Greed.  Erik says he’d join the Pathfinder Society with the goal of helping those in need.  Kang announces his imminent retirement from adventuring, and his plans to open an Acadamae of Alchemy.  Jinkatsyu says he would return to Kaer Maga and revisit those who looked after him—after a brief detour to Hook Mountain to stab the hag-witch in the heart!  Morgiana ruminates about going to Absalom and becoming a merchant.  Ava says she would keep up the good fight, as there’s more evil in the world than just Karzoug.


After an epic quest spanning months of time, thousands of miles of distance, untold bloodshed, and victory and tragedy in equal measure, the Heroes of Varisia have arrived at their last obstacle before their final showdown with Karzoug.  Whether they succeed or fail, they’ve already achieved what most would have thought impossible.


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

Director's Commentary


Some heavy role-playing in this scenario!  It's really fun (and challenging) to run this sort of session as a GM, because I had no idea how it was going to play out.  The "trials" of the new arrivals revealed a lot about the PCs in some surprising ways.  Although Erik stuck up for a more traditional notion of due process, the others were happy playing judge, jury, and executioner.  


I didn't have interior maps of Shahlaria, so most of the running around was handled purely cinematically and hand-waved that there was so much inter-giant conflict going on that a handful of human-sized figures wouldn't be noticed.  I probably should have had an encounter or two nonetheless.


We really are getting to the beginning of the end in this session, as the PCs climb to the Pinnacles of Avarice.  I was particularly proud of the idea of having the Leng spiders' telepathy take the form of voices of people the PCs interacted with back in Sandpoint.  It was a last hurrah for me to use use accents and vocal mannerisms I had spent a lot of time constructing.

Wednesday, February 10, 2021

Starfinder Adventure Path # 1: "Incident at Absalom Station" (Dead Suns, Chapter 1) [RPG]


NO SPOILERS

Ok, here we go!  The first adventure path for Starfinder, Dead Suns.  I got to play it in a campaign that took a couple of years of biweekly sessions.  My starting PC was a hyper-caffienated energy drink loving barathu envoy, B'rll'blub.  He was great fun to play, but proved startlingly ineffective in combat and died later in the campaign--but it was through his eyes I first experienced what I'm reviewing today, Chapter 1: Incident at Absalom Station.  In the flagged section below, I discuss the adventure in detail.  My general thoughts might be summed up as: it's okay, but nothing spectacular, and with some


encounters that aren't really fair to the PCs.   Here in the "No Spoilers" section, however, I'm going to discuss everything in volume one that's not part of the adventure--the front and back matter.

I guess the natural place to start is the cover, and I kind of hate it.  The whole grungy, metallic art design leads newcomers to think that Starfinder is a gritty, serious science fiction game when it's a more moderate example of "science fantasy".  The character art is okay, but it's not even clear what she's holding--it kinda looks like a sword, but the hilt is oddly cut-off (so as not to show the monster's face in the background) and instead of a blade there's a skinny robot's hand.  I have no idea what it's supposed to be.  I think they should have followed the model of the first several volumes of the first edition Pathfinder AP line, and placed an Iconic on each cover and take every advantage of Remko Troost's fantastic art for them.

The inside front cover gives stats and a little background on a freighter that the PCs will encounter, while the inside back cover gives an interior layout.  It's fine, with my only critique that it devotes a crazily unrealistic amount of space for crew comforts compared to actual cargo space.

There's a two-page foreword written by Rob McCreary.  It's mostly just an explanation of what an adventure path is and an overview of the issue's contents.

The first piece of proper back matter is a twelve-page gazetteer of Absalom Station, the center for humanity in the Pact Worlds solar system (the main campaign setting for Starfinder).  An interesting history is provided for the station, and I like how it cleverly integrates some concepts from Pathfinder (like the Starstone, some neighborhood names) while making it its own thing.  Absalom Station is perhaps the most important location in the setting, as it holds the headquarters for the Pact Worlds government, the Starfinder Society, the Stalwarts (intergalactic peacekeepers), and more.  It also serves as a natural starting location for adventures, and a probable home for PCs since it's a pretty multicultural place--a bit like Babylon 5.  Although much of this information is probably replicated in the Pact Worlds hardcover, the gazetteer does a good job describing the different areas of the station and leaves a lot of room for GMs to customise as necessary for the adventure they want to tell.  There are some "feel and flavour" elements that I think are missing--how do people get around (elevators? trams? vehicles?); what's it like for newcomers when they arrive (visas? security inspections? customs taxes?); and what laws are in place regarding weapons (frowned upon? side-arms only? everyone's got a rocket launcher?).  This last issue in particular has proven problematic for a lot of gamers as it goes to varying real-world conceptions of what's normal for urban communities.  As a complete aside, I can't help but note that the artwork of the dude on page 43 is *clearly* an intentional likeness of Jon Bernthal from Netflix's The Punisher!

Next up is "Relics of Golarion", a four-page-long collection of new magical items that have historical links to the now-missing planet.  The writer clearly knew their Pathfinder lore, as there's a rich evocation of setting elements in the backstory to each item.  In terms of actual usefulness, many of the items are too expensive or too high-level to be useful for most PCs, but I liked the falcon boots (allowing a PC to make a sort of personal gravity field so they can walk on walls or ceilings, even in Zero-G) and the (perhaps overpowered) chained weapon fusion which gives any melee weapon the reach property!  I liked the section, though as a timing matter I think it was probably too soon and the space should have been devoted to making Starfinder more its own thing instead of tying it so closely to Pathfinder.  New readers can be turned off if they feel they can't get the full story without playing an entirely different game.

A bestiary-style "Alien Archives" introduces 7 new creatures, with each receiving a page.  The line-up is: akatas, bone troopers, driftdead, garaggakal, rauzhant, vracinea, and void zombies.  The artwork is really strong here, though I don't see much in the way of creative ideas here (and a couple of just updates of Pathfinder monsters).  Five of the seven appear in the adventure proper, which is a nice way to save word count there.

Finally, there's the "Codex of Worlds", a one-page description of a planet ripe for adventure that's located somewhere outside of the Pact Worlds system.  This issue's entry is "Heicoron IV", an ocean planet with rival civilizations.  Although they share a common ancestry, one has adopted to living on floating cities while the other has made the depths their home.  There's a "first/early contact" situation for explorers.  A classic SF concept that could have appeared (budget-willing) on Star Trek.  It's not easy to design a world in one-page, but I liked what I saw with Heicoron IV.

The pattern established in this first issue of the AP persists in subsequent issues, with each including a setting element, a bestiary section, some player-facing character options, and a one-page new world.  It's worth noting these volumes are also much shorter (just 64 pages each) compared to first edition Pathfinder APs, making them less of a value for the budget-conscious.

SPOILERS! (for the whole AP) 

On to the adventure!  This starts with a two-page campaign outline that offers the GM a rough idea of what's in store for the entire AP.  In short, Dead Suns is going to be a planet-hopping adventure.  The PCs start on Absalom Station in Chapter 1, head to Castrovel in Chapter 2, on to the Diaspora in Chapter 3, a gas giant in the Vast in Chapter 4, an artificial moon in Chapter 5, and then a massive Corpse Fleet flagship in Chapter 6.  This is an AP meant to show off themes of space travel and exploration, not one about laying down roots or deep involvement with NPCs and communities.  The plot itself concerns the lurking danger of an epic superweapon called the Death St--I mean, the Stellar Degenerator--capable of destroying entire worlds.  I'll get more into that in reviews of later chapters.

Part 1 of Incident at Absalom Station is "Absalom Gang War."  All of the PCs are meant to be new (or returning) visitors to Absalom Station interested in joining the Starfinder Society (an organisation devoted to exploration, scholarship, and first contact).  That's a reasonable premise, but I *really* wish Starfinder did AP Player's Guides like Pathfinder does--they make great advertising tools and help players better immerse themselves in a campaign's premise.

Anyway, I think starting a campaign off with some drama and action is a wise choice, and that's what we get here, because the moment the PCs step off their shuttle and into the docking bay, they're caught in a firefight between two rival gangs!  The Starfinder agent meant to show the group around (a dwarf named Duravor Kreel) is killed in the crossfire.  I joked with my GM for months after because this is done in a heavy-handed way.  Instead of Kreel being killed in the opening descriptive text (before the PCs can do anything), he's required to be killed in the first round of Initiative (no matter what the PCs do, and with no attack or damage roll required).  But my PC had a rescue plan!  Oh well . . .

With Kreel dead and the gang members dispatched (or fled), the PCs will eventually come into contact with the shirren Chiskisk, a higher-ranking member of the Starfinder Society.  Chiskisk is concerned that perhaps Kreel's death wasn't simply a "wrong place at the wrong time" situation, and asks the group to investigate his death as a sort of audition to become members of the group.  The investigation aspect is handled pretty well, I think, with five different columns for Gather Information results on different topics and lots of room for creative GMs to flavour how (or from whom) the PCs are getting the info.  The PCs will quickly understand that the two gangs fighting in the docking bay (the "Downside Kings" and the "Level 21 Crew") were essentially proxies hired by two rival mining companies (the "Hardscrabble Collective" and "Astral Extractions").  The mining companies are enmeshed in a legal dispute over who gets to claim ownership of an asteroid-sized chunk of rock found in the Drift that had been towed back to Absalom Station by a mining survey ship named the Acreon.  As all of the crew of the ship were dead on arrival, Absalom Station's authorities have placed the ship and the Drift rock into quarantine some distance from the station.

That info reveals what the gangs (and their mining company employers) were fighting over, but it doesn't yet explain the nature of Duravor Kreel's death.  To get more answers, the PCs need to visit each gang's headquarters and see their leader.  The adventure handles this part well, with diplomatic and violent approaches accounted for, and some good characterisation of the NPCs.  Busting up gang members isn't exactly intergalactic SF action, but every Starfinder has to start somewhere!  Assuming their investigation goes well, the PCs should learn that, in fact, Kreel was an intended victim by one of the gangs--he was a board member of the Hardscrabble Collective and so a hit was put out on him by Astral Extractions out of fear he would also get the Starfinder Society involved in the legal dispute.  It's a mystery that has a satisfying conclusion, and gives the PCs an early sense of accomplishment.

Part 2 is "Ghost Ship."  The PCs have a few days of downtime to explore and establish themselves on Absalom Station--something that's good for role-playing, even if the GM knows they won't be staying there long.  They're then invited to a meeting with Ambassador Gevalarsk Nor, the necrovite (a type of undead) ambassador from Eox!  Friendly chatting with evil undead is something some players will have difficulty swallowing, but the premise of Starfinder is that Eox is a full member of the Pact Worlds and that although some people find them distasteful or suspicious, they're generally treated decently.  It definitely makes for an interesting meeting, as the PCs learn that the ambassador has an offer for them: he wants them to investigate the Acreon and the Drift rock, and report what they find.  It turns out that Ambassador Nor is the mediator between the ongoing dispute over who should get to claim the rock.  He's willing to pay well, and he offers additional payment if the PCs bring back to him personally a particular container in the ship's hold--though he won't reveal what's in it!  I can't argue with a "What's in the box? Don't open the box!" mystery.

Assuming the PCs agree, they'll get their first taste of the game's starship combat rules.  The shuttle they've been loaned is attacked by a single-seat interceptor piloted by an android assassin (hired by whichever mining company the PCs seemed most adverse to).  I'm on the record as loathing starship combat in Starfinder, but at least this one is quick and easy, and serves as a straightforward introduction of the rules to players new to the game.  As is often the case, I am annoyed that whether the PCs win or lose this starship combat, there are no real consequences, as the adventure assumes that the PCs take lifeboats to get on to the Drift rock (I have no idea why this "professional assassin" wouldn't just shoot down their lifeboats, and the adventure provides no explanation either).

Exploring the Acreon plays up to the classic science fiction "ghost ship" trope.  The crew are either dead or vanished, and the PCs need to figure out what happened to them.  Their investigation is hampered by the fact that some space goblins from Absalom Station broke into the quarantined ship earlier; I like how they can be simple foes to neutralize or made short-term hirelings (my group chose the latter option, because we needed all the help we could get!).  The answer to what befell the ship's crew comes pretty quickly: the movie Alien.  Here, they're "akatas", but they look and act very similar to Ripley's foes, complete with the egg-laying-in-human-host bit.  Frankly, I wouldn't have minded an answer that was more creative and original.  On the other hand, the "what's in the box?!" mystery has a great reveal.  When I played, our group didn't open it because the Ambassador said not to and we wanted to get paid.  But if a group does, they see there's a dead body inside--and the body opens its eyes and speaks!  In short, the container contains an undead "bone trooper" who was being smuggled into Absalom Station by Ambassador Nor.  This can turn into a combat or a role-playing encounter, but either way I think it's a creepy-fun answer.

Part 3 is "Phantoms of the Drift" and sees the PCs exploring the Drift rock itself.  A well-concealed cave leads to a hidden complex of chambers with technology far in advance of what the Pact Worlds has.  The PCs won't know this now (and even as a player, I never realised it until preparing this review), but the Drift rock is actually a small sheared-off portion of the Stellar Degenerator itself!  While exploring, the PCs have to survive the android assassin who comes after them in person, some zombies (crew members from the Acreon infected by the akatas), a security robot, and more.  They'll also be attacked by a driftdead (a new creature from the back matter's bestiary) that was once a space explorer named Moriko Nash--who died 75 years ago!  It turns out Nash was the captain of a starship called the Sunrise Maiden that encountered the Drift rock decades before the Acreon.  In a touching bit, the PCs find Nash's last recording that details her fate and gives an ominous warning that something is hunting her.

The PCs probably won't have realised it, but once they landed on the Drift rock and started exploring, their shuttle is remotely activated and flies back to Absalom Station, leading them stranded.  This is a contrived (and to my mind execrable) excuse to force the PCs to find another way home.  Of course, they'll find the Sunrise Maiden in a hangar bay, the ship intended to be their real home for the rest of the campaign (and the subject of the inside front and back cover).  But first, they have to deal with what killed the ship's former captain.

The big boss of Incident at Absalom Station is a new monster called a garaggakal.  It's a CR5 monster with a bite attack that does 2d6+9 damage, a special "Leech Life" attack that it can use (a limited number of times per day) to instantly do 5d6 damage that it then gains as temporary hit points, and an EAC/KAC high enough that PCs will probably hit it only 25% of the time.  Oh, and if PCs barricade themselves in a room somewhere to rest and heal, it can pass through walls to get them! In short, it's a TPK waiting to happen, as evidenced by several posts in the forum.  My experience as a player was exactly the same, although the GM took pity on us and had it act in ways that allowed us to eventually beat it.  Frankly, I'd rather suffer a TPK than get a pity win.  But in any event, placing the garaggakal there was a terrible  decision idea by the adventure writer.  I guess I can chalk it up to the difficulties with appropriately scaling difficulty in a brand new game, but I feel like just eyeballing what it can do versus what four average Level 2 PCs can do shows it's likely to be a big problem that leaves a sour taste in the mouth moving forward.  And that's where the adventure concludes--there's not an epilogue, because the action starts up immediately in the next volume of the AP, right when the PCs leave the Drift rock.

Overall, both as a player and a reader, I felt some disappointment with Incident at Absalom Station.  There were some bits I really enjoyed (the investigation and dealing with the ambassador, for example), but the plot afterwards was pretty basic: a ghost ship followed by a space-dungeon crawl that I've seen a million times, in Starfinder Society scenarios and elsewhere.  I was hoping that the first AP for the game would really hit things out of the park (like Rise of the Runelords) did for Pathfinder, but that just isn't the case.  And the big boss encounter made it clear that the writers' expectations of what an average group can do is not realistic.

Monday, February 8, 2021

Rise of the Runelords Recap # 117 [RPG]

 

[9 Gozran 4708 continued]

 

Although the fight against the blue dragon Ghlorofaex is over, the drama hasn’t stopped.  In the aftermath of the battle, as the resurrected Morgiana puts on the beast’s Sihedron ring, an uncharacteristically angry Ava tells everyone to stop what they’re doing because the group needs to have a talk.  Ava rounds on Morgiana for rushing recklessly into the battle and getting herself killed.  Ava says such a tactic might work for someone like Jinkatsyu, but Morgiana needs to stick to her own strengths, play more of a support role, and keep her distance from foes who pack such a punch.  Ava explains that, although she can bring party members back from the dead, it’s a draining and expensive ritual that uses their dwindling resources.  Erik and Jinkatsyu agree with Ava, and Morgiana apologises, explaining that she wasn’t really thinking.  The group agree that the enemies in Xin-Shalast have obviously been informed about the adventurers’ favourite tactics and are trying to exploit their weaknesses.  Better strategic planning will be necessary to keep their foes off-balance.


To that end, the adventurers discuss the best way to secure a fifth Sihedron ring so that every member of the group will be protected by the dangerous occluding field that they’ve been told surrounds the Pinnacle of Avarice, Karzoug’s sanctum near the peak of Mhar Massif.  The consensus is that attacking the rune giant master of Shahlaria is the best approach, and the adventurers discuss ways to limit the rune giant’s ability to dominate minds while wearing it down from a safe distance before closing.  While the conversation proceeds, Kang is shovelling coins from the dragon’s hoard into his bag of holding.  Suddenly having been overloaded, the magical bag implodes and sucks all of its contents into an unfathomable planar void!  If the Runelord of Greed were watching, the delicious irony would not be lost on him.


The adventurers decide to camp inside Ghlorofaex’s former lair.  Jinkatsyu decides to gag himself to prevent any attempts by Karzoug to alert nearby patrols to their location. 


[10 Gozran 4708]


In the morning, the others smell the results of Morgiana’s attempt to take seriously a previously minor-hobby: alchemy!  Unlike the terrible smells that emanate from Kang’s brews, Morgiana’s have a delicious scent and flavour—though they’re far, far weaker.  Kang tells Morgiana that if she makes it out of Xin-Shalast alive, she can join the Academy of Alchemy that the tiefling plans to open—in fact, due to their shared background as comrades-in-arms, he’ll even offer her a 2 ½ % discount on tuition!


The Heroes of Varisia make their approach to the massive fortress of Shahlaria under the cover of invisibility and while flying.   From a great distance, they see a tiny brown speck floating with the wind above the fortress.  A quartet of cloud giants levitate into the air towards the speck, and, when they descend, it’s clear they’re holding a carriage-sized object of some sort.  It looks like a large, woven basket connected by thick ropes to a tear-drop shaped canvas bag filled with air!  The cloud giants gently lower the basket onto the roof of the fortress, where a rune giant waits.  Weak-kneed and stumbling, four normal-sized individuals emerge from the basket—and three of them are from
Sandpoint!  The stunned adventurers recognise arrogant nobleman Titus Scarnetti, dung collector Gorvi, and self-proclaimed “master alchemist” Nisk Tander.  Kang recognises the fourth figure—a dwarf inventor named Bartol Ehrdrick he once met back in Magnimar.  The four newcomers are led down a staircase into the fortress’ interior by the rune giant.


The adventurers fly quickly to the scene, and are soon spotted by the cloud giant sentries.  Two of the defenders are felled quickly, but the other two conjure thick fields of fog to slow down the assault.  In the midst of the battle, the rune giant returns to the rooftop!  Kang hurls one of his patented explosives at the strange contraption the newcomers arrived in, and it explodes with unexpected intensity, burning Morgiana badly.  The rune giant targets a foe who rarely receives the brunt of enemy attacks—Ava!  But Jinkatsyu and the others intervene, and Erik fires a tightly-packed cluster of bullets in its chest that finally drops the truly gargantuan foe.  The rooftop shutters under its weight.  The surviving cloud giants, freed from the rune giant's mental domination, flee the battle.


A hard-fought battle has led to victory, but only after a crack has been revealed in the adventurers’ alliance.  And a new mystery has emerged:  what in the heavens are three residents of Sandpoint doing in Xin-Shalast?

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

Director's Commentary


I think Ava's assertiveness was a combination of in-character and out-of-character frustration.  Although the group was prepared and brought a lot of diamond dust with them to Xin-Shalast for raise dead and restoration spells, there was a limit--and getting more would have been tremendously difficult given the teleportation-blocking field around the city.

The group knows that Karzoug and his minions have been watching and seeing their strengths and weaknesses.

The overloaded bag of holding situation was a frustrating one for Kang's player, but is well-established in my campaigns.  My theory has always been that if you have a magic item, you need to keep in mind the restrictions as well as the benefits they bring.

The hot air balloon was a creation of the dwarven inventor from the back matter of one of the comics.  The reason I had it appear was that I wanted to explain Nisk Tander's connection to Xin-Shalast--how he was able to produce "Nisk Tander's elixir of the peaks" while Kang couldn't (a long-running subplot).  It gave Kang a chance to resolve his rivalry with Nisk, Ava a chance to resolve her issues with Titus Scarnetti, and an explanation for the "alternate dimension" the PCs encountered where Sandpoint was a Runelord military garrison with Titus in command and Gorvi as his chief enforcer.  Finally, I wanted a last reminder for the PCs of Sandpoint and what they're fighting for.  I think the idea actually tied in a lot of storylines really well, and provided some excellent role-playing opportunities in what would otherwise just have been an escalating series of combats.

Friday, February 5, 2021

Pathfinder Society Scenario # 43 (Season 1, Scenario # 15): "The Pallid Plague" [RPG]

 

NO SPOILERS

I played The Pallid Plague via play-by-post using my doomsday street preacher oracle, Makras.  One of the coolest things about the scenario is that it’s set in Falcon’s Hollow/Darkmoon Vale, the location for some of Paizo’s earliest adventure modules that a lot of folks remember fondly.  I thought this scenario was fine—nothing amazingly memorable, but it delivered a decent, straightforward
experience.  A few elements are a bit clunky. I’d say it’s a good one for players particularly interested in the region or for GMs who need a session that’s easy to run because the encounters are discrete and concise, with little complication.

SPOILERS

The scenario has a bit of an involved backstory, but it does support the adventure well.  Centuries ago, angry at the intrusion of humans into Darkmoon Wood, a particularly-territorial dryad named Isandrea crafted a magically cursed basin that would lure loggers into drinking water that carried a debilitating (and ultimately fatal) wasting disease.  Flash-forward to recent years, and the child of parents who died from the disease grows up, falls in with the cult of Urgathoa (goddess of disease), becomes their leader, and then proceeds to seek out and finds Isandrea’s Basin.  Using the basin, the evil priestess (“Vondrella”) hatches a plan to use the cursed water to grow flowers that carry the disease before spreading them around the lumber camps around Falcon’s Hollow and the town itself.

The PCs get called in by Venture-Captain Brackett in Almas, who explains that he’s received a letter for help from the nymph queen Syntira of Darkmoon Wood, reporting that a deadly plague is affecting the fey of the wood.  Brackett wants to make Syntira into an ally, and if the PCs can travel to the area and find a cure for the plague, the Pathfinder Society will earn her trust.  Brackett tells the PCs to first check out a particular lumber camp that has been involved with several conflicts with the local fey—he suspects that, perhaps, the Lumber Consortium is behind the plague.

When the PCs arrive at the lumber camp, however, they quickly realise that the loggers are just as much vicims of the plague as the fey are!  And more pressing, strange undead animals stuffed with brightly-colored flowers are invading the camp.  In reality, these are variant plague zombie animals sent by Vondrella because some of the loggers stumbled upon the fields where the flowers are grown.  Once the PCs destroy the invaders, they can interview survivors and get a lead on the flower fields.  It’s a good first encounter, and I like the little twist that the Lumber Consortium (bane of decent folks in Darkmoon Vale) isn’t actually behind this particular evil.

Following the lead, the PCs will soon arrive at a clearing in the first with rows upon rows of the plague flowers.  The fields are guarded by some evil ex-druids who probably won’t put up much of a fight.  Still, this encounter presents a real risk of PCs catching the disease which is called palepox.  One thing I think the scenario fails at is making palepox way too mild.  The scenario assumes that PCs will be in a desperate urge to concoct a cure for the disease (as seen in the next encounter), and the scenario includes a special “Pathfinder Infection Tracker” to make it easy for the GM to mark the course of the disease’s progression of each member of the group.  The problem is that the onset of the disease is just 1 Charisma damage, and the disease then recurs only on a daily basis.  The disease has worst effects on future failed saves, but there’s no particular reason the adventure would take a group more than a single day to complete, and so that risk is probably never going to be experienced.  The solution would have been to hard-code some distances the PCs had to travel between different places in Darkmoon Vale so that days would start to pass, but that’s not done.

In any event, the group is now supposed to visit the town of Falcon’s Hollow, seek out the local herbalist named Laurel (an NPC from the modules), and help her formulate a cure for the disease.  This is handled as a skills challenge, with PCs allowed to roll any skill they can justify as being relevant (even Perception to “find some rare herbs hidden in her lab”) to give Laurel a bonus to her final check to make the cure.  The actual mechanics of how many checks a PC is allowed to make and what effects they have is pretty confusing and clunky, and could have been written in a much more clear way.  I’ve re-read the dense paragraph a couple of times, and I’m still not 100% sure how it works.  The scenario also doesn’t give Laurel any personality (and doesn’t even re-use her picture from the module), so she’s something of a cipher for the GM to portray.

As the PCs leave the herbalist with the antiplague for Syntira, they’ll likely realise a wagon full of the plague-treated flowers is right outside.  The cultists of Urgathoa are planning to spread the flowers around during a big festival in the evening, and the PCs need to intervene.  It’s a pretty forgettable encounter, with the only meaningful bit that the PCs need to interrogate one of the cultists to discover Vondrella’s location.  On the way there, there’s an optional encounter (depending on much time is left in the session) that involves a satyr patrol that may or may not turn into a combat encounter depending on how the PCs handle it.

The big finale sees the PCs assaulting the entire local cult of Urgathoa as they hold a disgusting, gruesome festival of their own in a forest clearing.  Most of the cult flees, but the PCs will need to battle a certain number that stay (depending on subtier) as well as Vondrella herself.  At least at low subtier, this is an almost laughably easy encounter.  One thing I do really like about the scenario is that it provides a different epilogue and different set of boons depending on whether or not the PCs were successful in helping Laurel come up with a cure and in discovering the location of Isandrea’s Basin.

Overall, I’d rate The Pallid Plague as about average—it’s playable, but not particularly memorable.

Tuesday, February 2, 2021

Starfinder: "Beginner Box" [RPG]

 

After the (first edition) Pathfinder Beginner Box went over so well, I bought my son the Starfinder Beginner Box.  Although it hasn't seen quite as much use, it's an excellent product and he gives it "5 out of 5".  It's very similar in concept and contents to the Pathfinder Beginner Box, and is intended to give a group that is brand new to role-playing everything they need to get started and have months of adventure before (eventually) transitioning to the full game that has some added complexity.  The product comes in a board game-style cardboard box with really cool artwork, and includes two 96-page books (one for players, one for GMs), a flip-mat to draw maps on, a set of dice, cardboard pawns and bases, character sheets, and more.  I'll go through everything in more detail below.


PAWNS & BASES

Instead of plastic or metal miniatures, which are expensive and break easy, a lot of gamers rely on Paizo's double-sided cardboard pawns to represent the heroes and villains in a battle.  Each colourful pawn slots into a little plastic base, and they come in different sizes to represent bigger and smaller characters.  The Starfinder Beginner Box includes an excellent assortment of pawns that includes all of the pre-generated "Iconics" (hero characters), allies, and villains/monsters that are detailed in the GM's book.  The box includes around 80 different pawns, and I especially like that some are only available in this set (on more than one occasion, I've swiped some to use in my regular Starfinder games--but I'm a good dad and always put them back after!).  The box includes more than enough bases for any encounter.

FLIP-MAT

The box includes a double-sided "flip-mat".  This is a specially-laminated map that unfolds and has gridlines to indicate where the pawns can stand and how far away they are from each other during combat encounters.  One side of the flip-mat is blank (apart from the gridlines) so the GM can draw any sort of layout or terrain they want using a dry or wet erase marker.  The other side has a cool, detailed futuristic complex on it that is also used for the included sample adventure I'll talk about later.  The complex could make a fun headquarters for the group after they complete that adventure.

CHARACTER SHEETS

The box comes with two different types of character sheets.  The first type is for the pre-made hero characters that can be used right out of the box.  These are gorgeous four-page character sheets with full colour artwork of the character, some background and personality for role-playing purposes, and lots of extra reminders/explanations about what the different elements of the character sheet mean.  The box includes six (all of the classes in the Starfinder Core Rulebook except for the solarian). If I were a new player, this would make getting familiar with the game ten times easier.  The second type of character sheet are for original creations.  The box comes with a handful of these double-sided sheets, though I'd recommend the owner photocopy extras (or print them off from the Paizo website).  

DICE

The box comes with a standard set of RPG dice; these have white numbers on black backgrounds and are quite readable.

PLAYER AID CARDS

This is a nice new feature: a laminated, double-sided card for each player.  On one side is "What can I do on my turn?" while on the other is a summary of the conditions (effects) that a character might be under.  It's a great way for a new player to be able to remind themselves of the options they have in combat.

HEROES HANDBOOK

This is the book for players, and my kid's copy is falling apart because he's taken it in his school backpack so often.  It walks a player through character creation.  The beginner version of the game has six available races, six classes, and six themes--enough for plenty of unique character concepts.  It includes a "choose your own adventure" type of solo adventure, which is a fun way to learn a little bit about the Starfinder setting and learn some rules while you go.  The adventure, "Scoundrels in the Spike", is a pretty basic maze with space goblins and gang toughs, so it's not exactly high art, but it gets the job done and gives someone who just bought the box something to do while they assemble a group.  The book's layout is attractive, and there's a lot of new interior art, a good glossary and index, and some cute pictures of goblins to illustrate the effects of different conditions.

The book has a reduced selection of skills, feats, and equipment from the full game, but still plenty for players to work with.  I especially like how the book suggests "packages" of options based on class/concept, which is really good for players who are easily overwhelmed by too many choices.  The book has options and levelling information for characters up to level 4.  It's worth mentioning that although the book has a couple of pages on general space travel, there are no rules for space combat in the beginner version of the game--I'm guessing it just added too much complexity.  Still, I do worry that players who expect a sci-fi game to have starship battles like in Star Wars or Guardians of the Galaxy will be disappointed.

Users familiar with the Starfinder Core Rulebook will notice a lot of differences from the main game.  Characters in the Beginner Box rules don't have stamina points (only hit points), there's only one type of armor class (instead of the EAC/KAC distinction), skills have been consolidated in several cases, themes provide somewhat different effects, there's no need to keep track of ammo, and more.  Some of these changes are pretty big.  Perhaps the thing that stands out to me as the biggest difference between the way this box and the Pathfinder Beginner Box simplified the rules is that the Pathfinder box left some of the complex rules out so they could be learned later and layered in, whereas this Starfinder box actually changes the rules from the full game in several ways, forcing a player to un-learn some things when/if they move on to the "real" thing.  I like the Pathfinder model better in that respect, though I of course sympathise with any game designers who need to make a complex ruleset accessible to a general audience.

GAME MASTER'S GUIDE

This is also 96 pages, and includes everything the GM needs in order to run a session.  There are very clear instructions for a first-time GM on how to do everything from setting up the table to drawing maps to rolling initiative checks.  The font is large and there are lots of pictures and illustrations--this is far from the dense walls of text that scare a lot of people away from RPGs.  The book has rules and guidance for a GM who wants to make up their own adventures, use published adventures, make up their own alien creatures, and so forth.  There's also information on traps, terrain, atmospheres, creatures (stats for 40+ different ones are included), and some basic setting info (a nice review even for me, though my son says the book needs more).

The most important thing in the guide is "Steel Talon's Lair", an introductory adventure that the GM can run right out of the book.  Everything is very clearly explained, and because the adventure uses the included flip-mat and pawns, the GM doesn't have any extra work to do.  Although the adventure itself is something of a "space dungeon crawl", there are a couple of different opportunities for role-playing with NPCs and a mix of different types of encounters (hazards, traps, and combat).  The big battle at the end is pretty cinematic and exciting, and (win or lose) I'm sure first-time players will find it memorable.  An excellent addition in the book are tips and ideas for how a GM can use the adventure as a springboard to make their own in order to continue the campaign in future sessions.

OVERALL

Although I might quibble with how some of the rules were simplified, overall this is a fantastic product.  Twenty-five years ago, when I first got into gaming, it was with a D&d beginner box set like this one.  But this Starfinder version is better in every way, and I can't imagine someone opening it and not being excited by what they find inside.  There's hours of adventure waiting, and the only thing players need to bring is a pencil and their imagination.

Rise of the Runelords Recap # 116 [RPG]

 

[8 Gozran 4708]


After further planning and preparations at their campsite, the Heroes of Varisia put their plan to assassinate Karzoug’s apprentice into motion.   Using various spells to turn themselves invisible and gaseous in form, they start flying towards the tallest tower of the massive fortress Shahlaria.  Just as the sun begins to dip below the horizon, a massive circle of light appears in the sky above the fortress and a strange black sailing ship emerges and begins slowly flying toward the tower as well—a ship that Ava recognises from her bizarre experiences in the Dreamlands of Leng!  Seconds later, a figure becomes visible on the tower—a tall, robed man holding a staff topped with a jagged chunk of crystal.  This is surely Khalib!  The adventurers’ timing is crucial, as their plan depends on defeating Khalib before the ship docks at the tower and more threats emerge. Fortunately, the agreement with Gyukak seems to have worked, as some sort of disruption in the streets below has drawn the attention of the fortress’ giants.


But as the adventurers see Khalib, so does Khalib see them—for the Thassilonian’s glowing eyes are not fooled by simple tricks like invisibility.  The battle begins with the adventurers still hundreds of feet away and trying to emerge from their gaseous forms so they can do battle with spell and blade.  Khalib taunts his enemies, his words mostly lost on the wind, before unleashing powerful magic designed to strip the meddlers’ of their primary means of healing and spellcasting, Ava.  A thin green ray of light springs forth from Khalib’s finger and arcs towards Ava, only to somehow reflect off a magical shield and return directly towards the wizard!  Khalib screams as his body instantly disintegrates into a pile of dust!  Ava’s abjuration has turned the wizard’s potent magic against its caster!  The ebullient heroes race to the tower, gather Khalib’s assortment of enchanted paraphernalia, and race away before the black ship can arrive.


The adventurers celebrate their surprisingly easy success at their campsite.  Ava gives thanks to Sinashakti, while Kang identifies one of Khalib’s rings as another of the set the heroes will need to survive the occluding field around the Pinnacle of Avarice.  With three of the rings in the group’s possession and five members in the adventuring company, the decision is made to strike the lair of the blue dragon Ghlorafaex in the morning.  But for tonight, a great victory has been won!


[9 Gozran 4708]


In the morning, the adventurers steel themselves for another battle against one of Karzoug’s most powerful minions.  As they make their way towards where Gyukak told them the dragon had his lair, Jinkatsyu suddenly begins speaking strangely again: “My apprentice failed to awaken me at the appointed time millennia ago.  You have thus done me a favor in separating the wheat from the chaff.  I have prepared a reward for your service to the Runelord of Avarice.  Behold my gratitude!”  But Karzoug’s “gifts” are gut-wrenching: Morgiv and the other skulks who aided the adventurers have been murdered and turned into golden statues!  Ava is devastated and determined to attack Karzoug immediately, but the others hold her back with a reminder that rashness will only play into the arch-wizard’s plans. 


The adventurers pass through an area of the city that was obviously a religious district: although now long-abandoned, intact temples and shrines to obscure Thassilonian deities, gods of the giants, demon lords and archdevils, and even Desna still stand.  Built in a plethora of styles, shapes, and materials, they only have two things in common: multiple towers and prodigious dimensions.


Soon, they reach a building that was clearly devastated by the pyroclastic flow that destroyed much of the city millennia ago.  Enough of it still stands to serve as the lair of a fearsome blue dragon.  The adventurers try to approach stealthily, but, to no avail.  A booming voice comes from within the building: “Those of you who seek to sneak upon me have failed.  If you are envoys of Karzoug, you have chosen the wrong path and must depart.  If you are not, prepare to meet your doom.”  Kang tries to trick the dragon into thinking the adventurers are indeed emissaries of Karzoug, but the tiefling is a much better alchemist than he is a liar—Ghlorofaex sees right through the deception and roars in anger.  The ensuing battle is one that bards’ tales are made of, but in the end, both the dragon and Morgiana lie dead in the midst of a smoking ruin.  Fortunately, the adventurers have something that the dragon does not—a powerful cleric capable of bringing the dead back to life!


Having defeated two of Karzoug’s most powerful servants in as many days, the Heroes of Varisia are ever closer to the time when they can make a final assault on the Runelord himself.

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Director's Commentary


The sudden disintegration of Khalib in the first round of combat was quite the surprise to everyone, and pretty funny in retrospect.  What happened was that Ava had spell turning on, and the spell bounced back, got through the wizard's defenses, and he rolled a natural 1 on the saving throw.  I remembered a few days after the session that disintegrate in Pathfinder isn't an automatic death even on a failed save--it just does a ton of damage, and Khalib probably could have actually survived it.  But that's okay.  To me, it's a good example that the mistakes I make as GM help the party as often as they hurt them.


The battle against the dragon wasn't really very hard for the group, and Morgiana's death was mostly caused by rushing in without the same sort of armor class that a character like Jinkatsyu had.


In retrospect, I think having Karzoug turn Morgiv and the other skulks into gold statues was a bit of a jerk move on my part.  My thought process at the time was that it would really make the PCs hate Karzoug, and tie off a subplot with the skulks that had pretty much run its course.  But I think now it was probably unnecessary and furthered the RPG trope that any NPC the PCs befriend will become kidnapped or murdered to fuel the plot.