NO SPOILERS
SPOILERS!
Trouble in Tamran has a pretty involved
backstory. The Aspis Consortium, a
long-time rival of the Pathfinder Society, has launched a quiet war to
undermine the PFS all over the Inner Sea.
In the city of Tamran in the country of Nirmathas, this attack has taken
the form of intercepting shipments to the Ashen Lodge (the Society’s
headquarters in the city), spreading rumours that the PFS has allied with
Nirmathas’ mortal enemy Molthune, and allying with another group with a beef
against the PFS (the Church of Razmir) to rough up any reinforcements the Society
sends into the city. The PCs come in at
this point, assigned to help former Sczarni faction leader Guaril Karela
discover why his (smuggled) shipments to the city keep getting intercepted.
The scenario does a great job incorporating story points
from previous adventures. One of the
creeps recruited by the Aspis Consortium to cause trouble in Tamran is Madreki
Gael, an old foe of Guaril Karela. The
leader of the Aspis mission is Zurnzal, a major foe in Season 6 (and players
who have the Chronicle from # 6-98 may get a bonus in the scenario). The reason the Church of Razmir is happy to
cooperate with the plan is because of what the Society did to its temple in
Tamran in the module Masks of the Living God. That module contains a gazetteer of Tamran,
and several locations and at least one NPC from it are integrated here. By sheer coincidence, I happened to be
running Masks of the Living God online at the same time as I played Trouble
in Tamran, and it was a kick to see the city from dual perspectives.
A major part of the first half of the scenario has the PCs
investigating different leads to try to figure out what’s going on: why the
shipments have been stopped, who’s spreading the rumours about the PFS,
etc. This is handled perfectly, as
different leads are connected to locations and NPCs that are quickly and
concisely described, giving a GM just enough to work with for quality
role-playing while not overwhelming them with detail. No single lead or clue is mandatory, but
instead it’s a cumulative accumulation of knowledge that, when analysed, will
hopefully lead to the right conclusion.
To keeps things interesting, the GM is given two encounters to insert at
dramatically appropriate times. One is
an ambush by Razmiran-infiltrated militia, and the other is a really clever
frame-up where the Church plants Molthuni coins on the PCs. Overall, I thought the investigation section
was handled well, and I always appreciate it when a scenario gives the players
some flexibility in how they go about solving a problem and the GM some
flexibility in deciding when to place some obstacles in their way.
When the PCs next meet up with Guaril Karela, he says he’s
been able to learn that the cargo thieves must be operating out of one of the
abandoned forts near the city—but there are four of them, and he doesn’t know
which one is being used. The PCs can use
the clues they’ve gathered as a sort of real-world logic puzzle to eliminate
the forts one by one until only the correct fort is left. Or, if they didn’t happen to gather enough
clues (or interpret them correctly), they can brute-force a solution by
manually searching all the forts—but each wrong guess gives more time for the
defenders in the right fort to prepare (making the encounters a little
harder). Again, a very clever way of
handling things.
The last part of the scenario involves attacking the right
fort and learning who’s behind the Society’s troubles in the city. The encounters here involve some clever
illusions (that certainly worked on my character), more militia and Razmirans,
and a cool skinwalker (Zurnzal’s apprentice) named Cetenna. Assuming they succeed in the battles, the PCs
will discover various handouts that explain the Aspis Consortium’s involvement
and plans (a good way of ensuring that all the background isn’t something only
the GM becomes aware of).
When I was playing it, I don’t think I appreciated Trouble
in Tamran as much as I should have.
I’ve played too many Season 0/Season 1 scenarios where the group get one
vague clue and are then expected to rush off after it, but by Season 7, scenarios
are far richer and more intelligent.
Play-by-post also has the unfortunate side-effect of making it hard to
remember what was uncovered days or weeks earlier. But reading it for the purposes of this
review, I can see how well-constructed the scenario is. It should offer a satisfying experience for
players, whether they’re interested in role-playing, puzzle-solving, or combat.
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