NO SPOILERS
SPOILERS!
The first thing
that’ll jump out to players in Lost at Bitter End is its setting:
the Mana Wastes! In both the briefing
and a special reminder that GMs are supposed to tell players, the Mana Wastes
are extraordinarily dangerous because its largely a dead magic area. Dead magic zones hold such potential for
interesting encounters (what does the wizard do when he can’t cast spells and how
do PCs deal with the fact they can’t heal almost infinitely at-will with cheap wands?). Unfortunately, despite the multiple warnings,
there’s only one encounter actually set in a dead magic zone, and even then its
intermittent (magic has a 50% chance of working every round). My biggest critique of Pathfinder is that
conventional encounter design in adventures helps to reify the “perfect build/one
trick pony” problem. If there were more
encounters at long range, or against dozens of foes, or where weapons have to
be turned over at the door, or in wild magic zones, PCs would really have to
stretch to meet different unpredictable eventualities. Ok, mini rant over.
The scenario
starts with a briefing by Venture-Captain Adril Hestram. It’s one of those odd Season Zero briefings
that’s technically a flashback. Hestram
explains that a Pathfinder cleric of Nethys named Rijana has made a career of
studying wild and dead magic sites (a clever concept for a Nethys-worshipping character). Most recently, Rijana has been in the Mana
Wastes where she reported a potential discovery that could return magic to that
blasted land. Hestram is so excited that
he doesn’t want to wait for the cleric’s next report to reach him the old-fashioned
way. Instead, he arranges for the PCs to
teleport to her last known location so they can talk to her and get her
journals for inclusion in the Pathfinder Chronicles. So far, so good.
Act One has the
PCs arriving at the town formally known as Geb’s Rest (and colloquially as
Bitter End), which is near the border of Geb and Nex. Only, once the PCs start looking around, they
quickly realise that everyone’s gone! In
classic Marie Celeste fashion, it seems everyone vanished in the middle
of whatever routine activities they were doing.
As the PCs explore, they’re ambushed by several juju zombies (and a bone
devil at high subtier). After defeating
the foes, they find Rijana’s body—dessicated and showing signs of unnatural death
due to performing some sort of ritual.
As an aside, I really like the map of Geb’s Rest.
Act Two has the
PCs using a journal found on Rijana’s body to realise she had journeyed to an
ancient stele (a type of metal monument) two days north of Geb’s Rest that she
believed might be the key to returning magic to the area. The PCs naturally head there to investigate
the mystery, but they’re attacked by a pair of hellcats (like hellhounds, but
feline!) on the way. This is the only
encounter that makes even limited use of dead magic zones in the Mana Wastes.
Act Three is
where things really start to pick up.
When they reach the stele, they find more journals from Rijana and learn
of an incantation she translated from it.
Because the PCs were specifically charged with finding four journals and
have only found three, they can’t turn back. (though that would probably be
more logical) Instead, they’re expected to
read the incantation which transports them to a pocket dimension! What’s really going on is that, centuries
ago, when Geb and Nex were at war, Geb created several pocket dimensions full
of undead that could be unleashed by reading the incantation on the stele if
the country were invaded. When Rijana intoned
the incantation, she entered the pocket dimension (“Geb’s Accord”) and somehow
drew all of the people’s of Geb’s Rest with her. A bone devil general wants to come back to
the Material Plane, but Rijana failed to properly read the incantation that
would do the job, and died instead. I’m
a bit fuzzy on exactly the story and sequence of events here, but that’s the
gist. Anyway, once the PCs appear in Geb’s
Accord, they have to fight off some more juju zombies.
In Act Four, as
the PCs are travelling from the site of the stele to the pocket dimension’s
version of Geb’s Rest they come across a massive army of undead held in
stasis. Some of the warriors and an
ancient Gebbite battle cleric are awakening though. I liked that this encounter had eleven foes
to fight at high subtier. (they were
still a push-over for a modern Pathfinder party, but it made the battle a bit
more interesting anyway)
Act Five has
the PCs reach the mirror-Geb’s Rest and learning that the bone devil general (“Zepteffis”)
has the townsfolk imprisoned and is using them to try to activate the
stele. Another big battle lies in store
before the Pathfinders can return home.
Someone in the group better be trained in Knowledge (arcana) in order to
activate the stele, or this whole adventure could get very tricky!
All in all, I
liked Lost at Bitter End.
I just wish that, for a high tier adventure, it could have taken better
advantage of the setting and proven more of a challenge.
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