Thursday, October 28, 2021

Pathfinder Tales: "The Lost Pathfinder" [RPG]

NO SPOILERS 

The way Paizo has reorganised its website, it's a bit tricky to find The Lost Pathfinder four-part web fiction nowadays.  But this link should do it.  The story involves the fan-favourite pair of Count Varian Jeggare and his Hellspawned bodyguard, Radovan.  There's some exciting battle scenes and the characters' thoughts and dialogue are always amusing.  My only quibble was that I found the plot confusing, which isn't usually a problem I have in Pathfinder fiction. 

 SPOILERS!

In The Lost Pathfinder, Jeggare learns that one of his agents in Ustalav is missing, while Radovan discovers there's an assassination plot against his boss!  Chapter 3 seems to be set before Chapter 2, which I found utterly confusing at the time, and there's also a chunk where I thought Jeggare had been poisoned only to realise he was just drunk.  I think.  Anyway, I'd probably enjoy this more if I were to re-read it, but at least on the first go-through, it was far from my favourite piece of Jeggare/Radovan fiction. 

Tuesday, October 26, 2021

Starfinder Module: "Skitter Home" [RPG]

 

NO SPOILERS

Skitter Home was Paizo's Free RPG Day release for Starfinder in 2020.  It continues the adventures of the all-skittermander salvage team from Skitter Crash and Skitter Shot, with players running Level 4 pre-gens.  The characters are as fun and lovable as ever, and I like that for this installment, their character sheets have little blurbs about their background and where they grew up.  I've run Skitter Home twice now, once "just for fun" and once for a PBP Starfinder Society table.  It's been an enjoyable experience each time, though I do note that the first of the two unlinked adventures is more original and interesting than the second.  Nonetheless, for the price of $ 0, this 16-page, full-colour module is a pretty solid product.

SPOILERS!

Skitter Home packs two short adventures into its compact frame.  Both adventures are set on the skittermander homeworld (colonised by the Veskarium as "Vesk-3"), and it's a nice touch to see Dakoyo, Gazigaz, Quonx, and Nako in their natural environment.  The module adds a little to the setting lore, which is always appreciated.

The first adventure is "Festival of the Eclipse".  As the name implies, it's set at a festival ("Reetamander") celebrating the celestial event when Vesk-3's two moons ("Big Mother" and "Firstborn") go into an eclipse known as the Great Birthing.  The festival takes place in the city of Morandomandrana (I love skittermander nomenclature!) and features carnival games, food stalls, fireworks, etc.  The PCs get a chance to play some games before the adventure proper begins, and these are a good chance for some fun role-playing (the GM can even invent their own!).  The action starts when strings of lights start strangling people and suits of armor animate and go crazy!  Although it sounds a bit silly (and is), there are lives at stake and the PCs need to work together quickly or they'll have casualties on their hands.  The cause of the attacks are nanobots programmed to wreak havoc by a skittermander named Zerastorfen.  Zerastorfen has a well-thought-out background and presents a compelling figure, as he's rebelled against the skittermander ethos of "helping" because no one helped his brother when he perished in a starship accident.   Zerastorfen can be dealt with violently or nonviolently as suits the players.  Essentially, the whole adventure is some games and three quick encounters, but it has a fun setting and memorable antagonist.  I enjoyed running it.

The second adventure is "Hunters Hunted".  Starting in the city of Ewagadravona, the skittermander crew and their patron, Nakonechkin, investigate after a group of tourists get lost in some nearby caves.  This one very quickly becomes a very traditional dungeon crawl, with a trap, a couple of oozes, and a final battle against some stridermanders.  It's fine, but not something any average GM couldn't put together on their own in an hour.

So all in all, I'd say one strong adventure and one mediocre one.  But hey . . . free!

Sunday, October 10, 2021

Curse of the Crimson Throne Recap # 13 [RPG]

Several days have passed since the dramatic rescue of Trinia Sabor by Blackjack an instant before the queen’s order to execute her could be carried out.  Apart from proclaiming a 5,000 gp reward for the recapture of the fugitive, Queen Ileosa has largely retreated from public view.  The disorder in Korvosa has lessened, and although there are still occasional outbreaks of unrest and visible scars from the rioting, it seems much of the populace has returned to going about their lives.  Indeed, martial law has been lifted, the curfew is no longer in effect, and even the Hellknight Order of the Nail has returned to Citadel Vraid.

But Yraelzin, Goldcape, and Ralph Blackfeather have not been idle.  Yraelzin takes advantage of his growing renown as a champion of the underclass by assembling a small flock of worshippers in Old Korvosa and turning an abandoned warehouse into a shrine to Razmir.  Goldcape teaches Rocky how to deliver messages and packages to people and places across the city and does some archival research at the University of Korvosa’s Jeggare Library.  She finds accounts of Blackjack dating to more than two hundred years ago and establishes the likelihood that the legendary vigilante has been a series of men whose identities must be protected through magical means.  Intriguingly, Goldcape realises that until his recent reappearance, Blackjack hadn’t been seen for ten years—which is right around the time The Harrower began operating in Korvosa.  For his part, Ralph hits the streets day and night, gathering information on three individuals.  He learns that Gaedren Lamm did indeed have a son—a boy named Rolth, who was kicked out of the Acadamae years ago for disturbing even that institution’s staff with his experiments in necromancy.  Nowadays, word on the street is that Rolth is still in Korvosa, has multiple grisly labs for experiments hidden all over, associates with a pesh-addicted elf named Jolistina, and has been seen in West Dock in the company of some mysterious newcomers to the city.  Ralph then turns his attention to Blackjack, and talks to enough eyewitnesses to conclude that the masked avenger must have a major safe-house in Old Korvosa and be quite skilled with a rapier.  Ralph also digs into Meliya Arkona, the alleged “secret lover” of Verik Vancaserkin, and learns she is one of the heads of House Arkona—a powerful noble family with reputed ties to the criminal underworld and a force to be reckoned with.  Goldcape’s and Ralph’s digging has turned up valuable information, but raises a disturbing possibility: what if word gets back to the subjects of their research?

[9 Desnus, 4708 A.R.]

Spring is about to turn to summer in the middle of Desnus when Yraelzin, Goldcape, and Ralph each find that the card given to them by the Harrower is glowing.  From their scattered locations in the city, they each respond and reassemble at their safe-house in Midland.  Inside, the small house looks clean and well-appointed, and the mysterious Harrower bids the trio to be seated.  She reads the Harrow for them, and the results are ominous as Sickness is revealed in the spread’s primary position representing the future.  The Harrower explains that this could be interpreted literally as meaning that a great plague and mass death are in the city’s future, or symbolically as meaning that something is rotten in the city’s core.  In any event, she performs a Choosing for each person in attendance.  The Reckoner draws the Tangled Briar, and is told that an exclusive focus on justice will leave him caught in a morass from which he cannot escape.  Yraelzin draws the Fool to much laughter from the others, and is told by the Harrower that he must not let the façade he projects become reality.  Goldcape draws the Avalanche, and is told that she must think before acting or a precipitate decision could bring disaster.  The Harrower ends the reading and disappears as the candles suddenly flicker out, but not before uttering a final prophecy: “We shall meet again, but we shall never meet here again.”

When the candles begin to flicker again, the safe-house once again looks like it normally does—as an abandoned fortune-telling shop.  The Reckoner and Goldcape exchange information on what they’ve learned.  Yraelzin is sceptical about some of the information, saying that people shouldn’t put too much stock in gossip and rumors.  After all, he says, some people say terribly scurrilous things about Razmir himself!  Goldcape remains focussed on the threat that Rolth Lamm poses (assuming that’s who visited Old Lady Cloggins).  The trio discuss whether some sort of spell could be cast on an object that Rolth left behind.  Goldcape flies on Rocky’s back and asks his landlady if the visitor handled anything, but doesn’t meet with luck.  Later that night, the vanara follows Yraelzin to his new shrine and witnesses a midnight ceremony.  Goldcape doesn’t convert, but proclaims herself Yraelzin’s personal bodyguard to much applause from those street urchins in attendance.

[10 Desnus, 4708 A.R.]

When Ralph arrives at the “Temple to Razmir” the following morning, he can see just how ramshackle the place is.  Ralph puts together a plan to disguise himself as a drunk to scout the West Dock area of the city in hopes of spotting Rolth Lamm while Goldcape flies overhead as back-up.  Unfortunately, there’s very little activity on the streets as it’s a Sunday, and no information is gained.  Goldcape, however, notices the sun glinting off a reflective surface in the direction of Citadel Volshyanek, and as she flies closer she sees she’s being signalled by Sergeant Clenkins using a mirror.  He explains that Field Marshall Kroft was hoping to speak with her.  Goldcape meets with the visibly dispirited leader of the Korvosan Guard.  Kroft explains that the rumblings of reorganisation of the city’s law enforcement and military authorities are continuing.  She says the Queen’s personal palace guards have been augmented and reorganised as the “Gray Maidens” and given authority over every other agent of the crown!  Kroft admits her own position is tenuous, and that it’s probably better if her connection to Goldcape, Ralph, and Yraelzin remain “off the books.”  In short, she regretfully asks them not to visit her again (in public, at least) for everyone’s safety.  The two agree that messages can be relayed through Grau.  But Kroft has one matter that she says Grau shouldn’t be privy too: her old friend (and his former mentor before a falling out) Vencarlo Orisini has asked for discrete assistance.  Goldcape agrees to visit the man’s sword-fighting academy and see what the problem is.

After Ralph and Yraelzin are filled in, the Harrowed Heroes travel to 16 Hillcrest Street in Old Korvosa only to see a sign hanging from the door that reads “Classes Cancelled Today.”  After they knock, a serious-looking man in his 50s opens the door—a man they met briefly in Field Marshall Kroft’s office some weeks previously.  Vencarlo Orisini seems surprised to see them, but upon hearing they’ve been sent by Kroft, he ushers them inside and thanks them for coming.  He leads them into a tightly-curtained study, knocks twice at a closet door, and opens it to reveal Trinia Sabor!  The young woman wears a wig of long red curls and is excited to see Goldcape.  “Sorry about the trouble I gave you in the Shingles!” she says.  Vencarlo explains that the evening of the planned execution, he answered a knock at the back door of his academy to see Blackjack and Trinia.  As a fellow critic of Korvosan politics, he says he’d had some dealings with Blackjack some years ago, but was still surprised to be entrusted by the vigilante with Trinia’s safekeeping.  But Vencarlo explains he can no longer keep her hidden—his academy has been visited three times in recent days by the authorities, and he’s only barely managed to turn them away without a search.  In short, he needs help getting Trinia out of the city and somewhere safe.

The Harrowed Heroes quickly agree.  Vencarlo says he’s arranged for the girl to join a band of dwarven adventurers called the Kodar Kneecappers at a wayside inn halfway between Korvosa and the town of Harse.  He advises them to leave via the High Bridge and then up to Dwarfwalk Road, mingling with the afternoon merchants leaving the city.  Ralph disguises himself as a drunk and Trinia as a peasant girl, with Goldcape and Yraelzin to travel separately and serve as a watch-out and distraction if needed.  When the group get underway, they notice that the number of guard patrols seem to be increasing as they closer to High Bridge and Citadel Volshyanek.  Ralph makes a quick decision to backtrack and try the much closer North Bridge.  It’s only lightly defended, and the guards are easily distracted by the shenanigans of a “monkey flying on a bird” (Goldcape and Rocky).  The travellers make it safely out of Korvosa, suspicious of why Vencarlo would have recommended the High Bridge to begin with—was he trying to lead them into a trap?

The twelve miles to the wayside inn, called Trots, is uneventful.  Having noticed that Vencarlo Orisini fits many of the characteristics about Blackjack uncovered by his previous research, Ralph asks Trinia more about the night the vigilante spirited her away from the execution.  Trinia is somewhat vague and evasive, and it’s clear she has suspicions of her own that she’s reluctant to share.  At the inn, the travellers meet the members of the Kodar Kneecappers.  It seems they specialise in fighting giants, and are planning to head out into the Cinderlands to harry any advance scouts sent by the enemy army to the north.  One of the Kneecappers, a dwarf named Marnay, laughs at Goldcape’s assertion that the army is led by a super-powerful wizard.  Trinia is nervous but excited to be adventuring with the band, and relieved to be out of Korvosa.  She gives Goldcape and the others a warm farewell.

Arriving back in Korvosa later that day, the weary trio go their separate ways with plans to meet again in the morning.  That night, Goldcape has a nightmare involving herself, her mate Longtail, and a fire in the jungle.  A voice that sounds much like The Harrower’s urges her to wake up.  And when she does, Goldcape realises her treehouse is on fire!  A flaming arrow is stuck in the trunk, and more are streaming down!  The vanara quickly shoves her possessions to safety on the ground below and rushes out, only to see that the main house is on fire as well!  Leaping through a wall of flames, some of Goldcape’s fur catches on fire as she races through the house.  She manages to pat them out and reach Old Lady Cloggins’ bedroom and help the disoriented old woman to safety outside.  Goldcape hears the joyous laughing of a woman carried in the night’s air as a final flaming arrow reaches the ground—a figure is on a distant rooftop, but quickly sprints away into the night.  Fortunately, Old Lady Cloggins’ neighbors react quickly and form a bucket line to save the main house.  Unfortunately, Goldcape’s treehouse is mostly destroyed.  As dawn comes, friends of Old Lady Cloggins arrive to take her in until the house can be repaired.  Goldcape takes one of the spent arrows, it smouldering with flame, she smouldering with anger.

[11 Desnus, 4708 A.R.]

Goldcape barges into the Burnt Honey Inn early in the morning, clutching the arrow in her hands.  “They’ve struck!” she shouts when she finds Ralph.  The two find Yraelzin, and together figure out how to use the arrow to discover who fired it.  The Bridgefront neighbourhood in Old Korvosa is known for having a concentration of occult-themed businesses, and one such establishment is “Madame Carrington’s Oneiromancery.”  A gifted spiritualist, dream traveller, and object reader, it’s said that Madame Carrington is highly regarded as a credible occultist in a sea of frauds.  When the trio visit, they have to wait in a front room while a séance is conducted in the rear.  When it has concluded and the satisfied patrons have departed, the trio enter to see that Madame Carrington is paralyzed on the left side of her body.  After explanations are made, Madame Carrington takes the arrow and concentrates deeply on it for several minutes with her eyes closed.  “I hear laughing . . . an elf . . .  female . . . dressed in a harlequin’s motley . . . she is doing a favour but is overjoyed  . . .  her heart is black.”  Ralph instantly realises the archer is probably Rolth Lamm’s sometime lover, the elf Jolistina!

The group renew its effort to search the West Dock area for signs of Rolth or Jolistina, and Ralph even asks Majenko to search.  But the subsequent hours pass fruitlessly.  If the criminals are indeed operating in the neighbourhood, it seems like they’ve worked out ways to avoid easy detection.

[12 Desnus, 4708 A.R.]

When Ralph comes down for breakfast in the common room of the Burnt Honey Inn, he finds a (fortunately sober) Grau Soldado waiting for him.  Grau explains he’s looking for Yraelzin because his niece is quite sick, and no one can figure out what she has or how to heal it.  He says her mother’s been talking about going to the Bank of Abadar, but Grau doubts she can afford what they’d charge.  Ralph takes Grau to Yraelzin’s shrine, and they also find Goldcape there (she’s been sleeping in the building since her treehouse burned down).  Yraelzin jumps at the chance to impress a member of the Korvosan Guard and earn further plaudits for his promise to help the “poor, pathetic, and downtrodden” of Korvosa.

The four cross North Bridge and into the small neighborhood of Trail’s End that hugs one bank of the Jeggare.  Trail’s End looks to be made up primarily of Varisians, and is clearly a poor community.  Scarni gangs are loitering on the streets, but they recognise Grau and don’t harass the party.  The Soldado home is a squat, two-story wooden building in desperate need of repair—but the inside is remarkably clean and well-kept.  Worried about catching something, Ralph decides to stay outside.  Grau asks Goldcape and Yraelzin to wait in the living room as he jogs upstairs.  In the kitchen, a man wearing white robes with the symbol of a key around his neck is brewing some concoction that smells of cinnamon and anise.  Angry whispering can be heard from upstairs before Grau comes down, looking annoyed, accompanied by a Varisian woman in her late thirties whose simple beauty is marred only by the lines of concern on her face.

Tayce Soldado
The woman introduces herself as Tayce Soldado, Grau’s sister-in-law, and tells Yraelzin how grateful she is for his coming.  She leads Yraelzin and Goldcape upstairs into a bedroom loft to see her daughter, Brienna.  A young girl lies in one of the beds, her slight frame dwarfed by the bed’s size and the pile of pillows, afghans, and quilts surrounding her.  Splotches of an angry red rash cover her face and arms, appearing in irregular shapes and sizes; suddenly, her restlessness is interrupted by a violent fit of hacking coughs that jerk her entire frame.  The spasm passes after a moment, dropping her back to the bed, but seemingly having done little to ease her breathing.  “Oh my,” Yraelzin whispers, his eyes wide behind the implacable iron mask.  He examines the girl and then shakes his head slowly.  “This is . . . beyond me,” he says to Goldcape.  “I’ve never seen the like of this before.  But you may be able to offer temporary respite.”  He asks the vanara to use the intuitive magic she’s learned from her time in the jungle to restore some of the girl’s strength, and although it takes all of Goldcape’s skill, it works.  Brienna Soldado wakes almost immediately, befuddled by the strangers in her room, and asks her mother if lunch is ready yet.  Tayce shrieks with relief and throws her arms around Brienna before thanking Goldcape and Yraelzin profusely.

Goldcape and Yraelzin return downstairs, and beckon Ralph inside to share that they’ve only been able to ameliorate the worst of the symptoms, not cure the mysterious disease affecting the girl.  The white-robed man emerges from the kitchen and speaks to the group.  He gives his name as Ishani Dhatri of the Bank of Abadar, and sighs in frustration at hearing that Yraelzin wasn’t able to cure the disease.  Ishani says he’s already entreated the Golden One for several healing miracles this day, and that in any event the tenets of his church require him collect payment for such deeds—which he suspects the Soldados couldn’t afford.  It’s clear he feels awkward and ashamed by not being able to do more than prepare herbal balms for the girl.  He adds that the girl isn’t the first person he’s seen recently with the symptoms, and that the disease can progress quite quickly until the victim is on death’s door.  Worried of a full-on outbreak, he can only wonder at his superiors’ refusal to allow for free healing of those affected.

Grau speaks up, saying he’s heard that rumors are spreading about a virulent new disease, which for now seems mostly confined to the poorer areas of the city.  Some suspect a ship sunk in the Jeggare a few days ago may be the cause.  The vessel arrived in the middle of the night sporting yellow lanterns on the figurehead, a traditional nautical warning about a ship under quarantine.  When it didn’t respond to signals and continued sailing into the river, the Korvosan Guard unit on North Bridge opened fire with heavy trebuchets and sunk it.  But there were no signs of anyone aboard, before, during, or after its sinking.

As the others talk, Goldcape slips back upstairs and talks to Brienna.  At first, the girl lies about what she had been doing before getting sick, but Goldcape persuades her how important it is to share what she knows.  She admits that she found a bulging belt pouch in an alleyway near the river in Trail’s End, and inside was fifty silver coins!  She says she raced into the city to spend her fortune, visiting all sorts of stalls in the Green Market.  She didn’t want to tell anyone because she felt guilty for not sharing the money with her family.

It seems like The Harrower’s dire portents are coming true: a strange new plague is striking Korvosa.  And given how rapidly the disease progresses, it may indeed just be seven days to the grave for those afflicted.

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

GM's Commentary

This is a *long* recap--perhaps the longest one of the campaign.  The explanation is that between each Chapter of the AP, I give the PCs 3d6 days of Downtime where they can retrain, gather information, craft items, etc., without fear of attack or the plot progressing past them.  Summarising that plus a session that had a ton of role-playing and story development (with no combat encounters) meant for a lot of exposition and description.

We get the first passing mention of the Gray Maidens here, and they of course become very important later on.

In regards to Trinia, I came up with the idea of her joining the Kodar Kneecappers (an adventuring group of dwarves from the Rival Guide) for a couple of reasons.  First, I always like making connections; second, it seemed more interesting than just having her hide out at a ranch; and third, I thought she (and the Kneecappers) could make a dramatic reappearance in Chapter Four.  The little bit about the bridge was completely unplanned on my part, but it turned out to be a nice misdirect about Vencarlo.

Jolistina's attack on Goldcape's house was an exciting bit.  I added it in to make sure they really hated Rolth Lamm and to remind them that a vanara flying around on a giant roc would make for a pretty visible target.

The occult seance NPC came from The Horror on Hook Street module.  That adventure is set well after the AP, but I was happy to use one of the NPCs from it.

Goldcape's player did some fantastic role-playing in the scenes with Brienna.  For a kid who was only 9, he put the adults at the table to shame!