Monday, January 26, 2026

Pathfinder Module: "City of Golden Death" [RPG]

NO SPOILERS

 

City of Golden Death is the third and final part of the Price of Immortality trilogy.  Like the first two parts, Crypt of the Everflame and Masks of the Living God, I ran it via play-by-post for Pathfinder Society characters.  One of the strengths of the trilogy is that each of the three parts is distinct in setting and story type.  If Crypt was a classic dungeon crawl, and Masks was a rare infiltration mission, City of Golden Death features both a major overland exploration component combined with a cool (not literally!) high-concept setting against a countdown clock.  I think Masks remains my favourite just due to telling a really unique story for Pathfinder (despite its defamation against the Church of the Living God—All Hail Razmir!), but this one is a close second and a memorable, satisfying way to wrap up the trilogy.

 

Here’s a few non-spoilery comments before we get into the heart of the review.  The cover art doesn’t do much for me—the figures look stiff, and the skeletal gold dragon is too small.  The art is reproduced without logos in the inside-back cover.  The inside front cover is a map of a major overland location the PCs will travel through; I like the art style, but it contains spoilerly information on it such that a GM couldn’t share it with the players.  The last page of the module contains four Iconics (Valeros, Ezren, Merisiel, and Kyra) as Level 5 PCs.  The interior art of NPCs and monsters is strong.  I like in principle that some of the interior encounters use Map Packs, but I would have liked more tiles to be deployed so those combats don’t feel as cramped (especially the outdoors ones).  The custom encounter maps have an interesting style, but the gridlines are *very* faint (to be fair, the expectation at the time the module was created was that GMs would have to hand-draw them anyway, as scanning them for online play wasn’t as easily done).

 

 

 

SPOILERS!

 

 

As I usually do with these reviews of modules and adventure paths, I’ll cover the front- and back-matter first and then circle back for the adventure proper. 

 

The Adventure Background is about a page and a half, and tells a solid story to integrate all three parts of the Price of Immortality trilogy.  Two centuries ago, a trio of brave adventurers, Kassen, Agar, and Iramine set out to find the lost treasure city of Tar-Baphon, the Whispering Tyrant.  They located it on the Isle of Terror in Lake Encarthan and, by combining three pieces of an amulet individually recovered from different crypts and dungeons (very video-gamey!), restored the key and entered into legendary Xin-Grafar, known as the City of Golden Death.  Inside, they found wealth beyond imagination, so they made a pact to carry out as much wealth as they could while separating the key back into three pieces so no one in the group would be tempted to return without the others.  Iramine, however, felt the lure of the jewel of everlasting gold, an artifact within the city that enabled Tar-Baphon to conjure great wealth.  Over the subsequent two-hundred years, she never forgot about the city even as she joined the Church of the Living God and become a true disciple of Razmir.  Promising him access to all of the wealth in the city, she put a plan into motion to recover the other parts of the key (as seen in Crypt) and, with several other cultists, has set out on an expedition back to the Isle of Terror.  (Scattered through the module is actually some even deeper background and a really interesting story about how the wizard-king Tar-Baphon ousted the native population of what would become the Isle of Terror in Lake Encarthan, built his treasure storehouse there, tried to turn the island into a trap for Aroden, failed and died in the attempt, and came back to existence as the undead Whispering Tyrant!)

 

Appendix 1 is a new Simple Template called “Terror Creature”, and represents living creatures warped by exposure to the negative energy that permeates the Isle of Terror.  They basically get a fear aura and heal from negative energy attacks.  Appendix 2 introduces a new monster, the Golden Guardian (cool artwork!), essentially a golem made out of molten gold.  It constantly radiates heat and has a cool “Molten Destruction” effect when destroyed (I have a soft spot for bad guys that explode when destroyed, making them risky to battle in melee combat).  Appendix 3 has a page and a half on the jewel of everlasting gold, a new major artifact.  It has a lot of powers around conjuring wealth, but as neither the artifact nor the wealth it creates can leave the treasure storehouse, it’s effectively just a MacGuffinish plot device.  (I did like the bit about how it can only be destroyed by casting it into Karzoug’s runewell of greed, as greed is definitely a major theme in this module!)

 

Ok, enough preliminaries: let’s get to the main event!

 

Part One (“From Tamran to Terror”) has the PCs recruited by their Pathfinder contact Reginar to go after Iramine and stop her from plundering Xin-Grafar in the name of the Living God (All Hail!).  Reginar says the PCs should only be two or three days behind Iramine, and has again retained Captain Walren and his barge, the Black Mist, whom the PCs will remember from Masks.  It takes a week in-game to travel from Tamran (in Nirmathas) to the Isle of Terror in the center of Lake Encarthan, and as every good adventure does, a random encounter table of aquatic threats is included to liven things up.  I like having the PCs travel aboard a flat-topped barge as it simplifies angles, climbing, and cover compared to a tradition high-hulled sailing vessel.

 

Part Two (“The Isle of Terror”) has the PCs dropped off on the west coast of the Isle of Terror at the ruins of a place called Fort Landing.  They’re under strict instructions to return within 10 days, or Captain Walren says he’ll leave them behind (and he keeps his promise!).  The Isle of Terror itself is a foreboding place, covered by chaotic negative energy storms for weeks on end—a cruel GM like me cackles with glee in following the instructions to roll % dice to see if random PCs are struck by bolts of negative energy lightning!  In addition, there’s another random encounter table for travel across the island, with many of the monsters having the Terror Creature template mentioned above.  The inside front-cover is a map of the Isle of Terror, and the adventure contains a brief gazetteer of locations the PCs could come to if they stray too far off Iramine’s trail (a precaution I always appreciate, even though it didn’t prove necessary for the group I ran it for).  One curious omission here is the lack of flavour text for the approach to the Isle of Terror, the arrival on Fort Landing, the experience of the negative energy storms, and the start of the scripted encounters on the island.  As GM, I’ll do what I can to extrapolate details from the text and make these things interesting and exciting, but an assist from the professional adventure writer would be appreciated.

 

Following the trail of the Razmirans won’t be hard (DC 15 Survival checks) unless all the players neglected to invest in wilderness skills—and there always seems to be someone who thinks land journeys will just be handwaved, and so forgets to buy rations!  Anyway, this part of the adventure has three scripted encounters.  There’s an attack by “Terror Wolves” (wolves with the Terror Creature template), a band of Whisperscale lizardfolk (lizardfolk with the template), and my favourite, Dusan Dremlock.  Dusan is a delightfully insane Pathfinder who’s survived alone on the Isle of Terror since an ill-fated expedition nearly a decade ago.  He’s disgusting in a way that reminds me of my first-ever Pathfinder PC, Little Bigtoes (may he chew toe gunk in peace!), but can prove useful to the group if they can make sense of his blubbering and rambling.  He’s also, quite literally, the only role-playing opportunity the players are likely to have in the module.  I especially like the detail that if the PCs are mean to Dusan, he scribbles in his journal and narrates aloud the unflattering things he’s writing about them.

 

Part Three (“Xin-Grafar, the City of Golden Death”) has the PCs entering the surface gates of a massive subterranean city dating to the days of Thassilon and long uninhabited.  The layout of Xin-Grafar is a little hard to conceptualise and explain.  It’s composed of three rings separated by floor-to-ceiling walls to form an inner ring, a middle ring, and an outer ring.  The three rings have different elevations which is key because of two related things: canals of molten gold flow through all three rings, and (due to a trap left by Tar-Baphon) a countdown starts the moment the gates to the city were opened by Iramine, and when that countdown expires, the city is flooded with that molten gold (up to a height of 40’ in the outer ring!).  If the PCs study the mural in the first chamber and make a high Intelligence or average Knowledge (Engineering) check, they’ll realise the risk (my group didn’t, but it didn’t end up mattering).  The countdown is pretty generous, as the adventure scripts it as 66 hours until the countdown expires (regardless of how long it took the PCs to cross the Isle of Terror to reach the entrance to the city).  Unless the group ends up camping out for a few days for some reason, they should be fine.  Anyway, it’s a cool setting, if hard to describe given the minimal flavour text provided.

 

As the PCs make their way through the city, still on the trail of the cultists, they’ll find encounters at most intersections and bridges.  The foes are sentinels left behind by Tar-Baphon, and consist of Golden Guardians (the constructs introduced in Appendix 2), human and ogre skeletons covered in gold, fire elementals, and a babau demon.  There’s also an ambush by a group of cultists left behind by Iramine to cover her, but it’s almost trivially easy (with several of the cultists at CR ½!).

 

Part Four (“The Third Ring”) has the PCs advancing into the city’s innermost ring.  They have to do battle with the gilded skeletal dragon featured on the cover, a dark naga, another group of cultists, and finally Iramine herself, mechanically represented as an eldritch knight (a rare Core Rulebook prestige class) wielding the jewel of everlasting gold to transform into a fire elemental.  It’s a reasonably tough succession of opponents for fifth-sixth level PCs, especially if they (understandably) feel pressure not to rest in between.

 

The Conclusion is a full half-page, and mostly proceeds along the lines one would expect.  I like that there’s a potential return journey to Kassen to return the piece of the amulet to the Crypt of the Everflame and set Kassen’s and Asar’s spirits at rest.  In many adventures, things don’t come nicely full circle like this.  And if the PCs do get tempted to reassemble the amulet pieces into the key to return to the City of Golden Death, they find the gate can only be opened once every ten years!  Of course, as it was 4710 A.R. when the module was released and it’s now circa 4726 A.R., it sounds like the perfect time for a return expedition!

Sunday, January 25, 2026

Wonder Man # 1 (one-shot, 1986) (Marvel) [COMICS]

It's a complete coincidence that I'm typing this review on the cusp of the launch of the Wonder Man tv series on Disney+, but sometimes the universe exhibits synchronicity!  The 1986 Wonder Man one-shot was, I believe, the first solo book headed by the character--a character who's been around since circa 1964!  Written by Davie Michelinie and weighing in at 42 pages, its set just before the launch of the West Coast Avengers comics (a fave of mine from that era, and a series in which Wonder Man stars).  This one-shot features Wonder Man (Simon Williams) in his "red safari jacket" look (one that hasn't aged well), during a period where his acting career isn't going well and he's a reserve Avengers only.  The book features a nice, 3-page-long flashback of the character's history (great for new readers).

The story gets going when Scott Lang, of later Ant-Man fame, has a cameo and gives Wondy a tip about a job at a company called Cordco.  Wondy is at Cordco interviewing for a security role when an interdimensional experiment causes an army of little gnomes to pour through! He stops that threat, but on his second day at work, there's another emergency as another portal opens and pulls an employee through!  Only, this time, Wondy has to leave urgently for a reserve Avengers job (stopping the Sandman from causing a nuclear meltdown).  His bosses at Cordco have no choice but to fire him.  A bit like Peter Parker, Wondy often does the right thing only to have fate punish him for it.

A good take on the character, and one I would have happily read more of.

Monday, January 19, 2026

Batman Plus (DC Comics) (One-Shot, 1997) [COMICS]

Batman Plus was a one-shot that I'm guessing might have been part of a DC event where major characters teamed up with another, lesser-known character.  Either way, the issue has Batman teaming up with Arsenal (formerly known as Speedy, Green Arrow's kid sidekick).  I have to admit to a lot of initial scepticism about the comic, but it ended up being genuinely good!  It starts in Bludhaven, with Arsenal asking Nightwing's help in rescuing his baby mama (I know, I know, but it's a useful term!) Jade/Chesire, who has been kidnapped by the KGBeast.  Instead of Nightwing, Batman gets involved as the trail leads to Europe and also intersects with the spy organization Checkmate.  The artwork is excellent, Arsenal has a really fun personality that mixes well with the super-serious Batman, and I would have happily read more.  One-shots like this tend to become forgotten pretty quickly, as they don't show up in collections of main series books or big universe-altering crossovers, but that doesn't mean they're not worth reading.

Saturday, January 3, 2026

Pathfinder Society Scenario # 1-17 (# 45): "Delirium's Tangle" [RPG]

NO SPOILERS

I played through Delirium's Tangle in a live tabletop game with my Prophet of Kalistrade who totally doesn't become a befanged, furry, bloodlusting beast when injured.  Although a scenario that is a pure dungeon crawl with no NPCs or role-playing to speak of, it does make good use of skill challenges and some original encounter variants to keep things fresh.  It has a classic D&D feel and is a good scenario for a more relaxed night when people aren't in the mood for deep storytelling and angsty character development, but want something a *bit* more involving then beating up on orcs and bandits.

SPOILERS!

Delirium's Tangle is one of those adventures that has a really interesting backstory that the PCs will probably never learn about.  It goes all the way back to when the elves first returned to Golarion (after their self-imposed exile when they foresaw the destruction of Earthfall). An elf named Abysiel Greensummer was the son of an ambassador and raised among humans, only to see them age and die in what seemed to him like mere flickers of time.  He became obsessed with trying to slow aging and death, and his obsession led to him being contacted by a powerful entity from beyond the stars called the Void Whisperer.  The Void Whisperer revealed to Abysiel the secrets of an artifact that could slow time called Izryen's Hourglass.  Abysiel obtained the artifact and followed the Void Whisperer's instructions to install it in an intricate labyrinth of twisted geometry deep below Absalom.  The labyrinth became known as the Tangle, and the Void Whisperer planned to use it--and Abysiel's body--as a portal to enter Golarion; but Abysiel's body was too weak, and he collapsed--alive but broken and feeble, unable to move or age or die.  A millennium and a half later, and just a few decades ago, a tribe of morlocks burrowed into the Tangle and adopted Abysiel as a god-like figure.  And most recently, just a few days ago, Grandmaster Torch discovered an account of an insane explorer who claimed to have entered and escaped from the Tangle, having seen Izryen's Hourglass at the center of it.  Torch being Torch, he used a a magical rod to put a mind-whammy on Nuar Spiritskin (Absalom's "Minotaur Prince") to get him to go into the labyrinth to retrieve it for him.  But Nuar hasn't returned, and Torch is worried his actions might be discovered unless he handles the search for the famous figure himself.  Thus, he calls in an old favour owed to him by the Pathfinder Society (from The Many Fortunes of Grandmaster Torch) and puts the organisation on the case. This is where the PCs come in, with a classic in media res beginning/ret-con briefing by Torch and Venture-Captain Dreng.  Torch says all he cares about is the Society finding his "lost friend" who "voluntarily" entered the labyrinth, and he sweetens the deal by saying the Society can keep the elven artifact if they find it.

Act 1 ("Far Below Absalom") has the PCs traversing maintenance tunnels and then natural caverns under the city to find the entrance to the maze.  This is handled as taking 2d6 hours modified by the results of a Survival check by a character with the Track class ability (go rangers!).  The PCs get their blades wet by battling some giant beetles and leaping morlocks.

Act 2 ("Deeper Into the Maze") is comprised of a well-designed skill challenge to represent the PCs trying to navigate the Tangle.  As a sidebar mentions, actually drawing a maze on the table or otherwise trying to "accurately" represent each twist and turn of a labyrinth often ends up being a fairly boring task at the gaming table, so the scenario abstracts it through skill checks.  As a group, PCs need *ten* successful checks to find their way through the maze, with each round of checks representing one hour in-game.  A good mix of skills are usable (with a nice bonus for a creature with Scent to follow Nuar), but if a check is failed by five or more (reasonably likely given the high DCs at these subtiers) then a random trap or encounter is triggered.  If PCs flub five times and trigger five problems, then they're assumed to stumble into the center through sheer luck, even if rather the worse for wear.  A fair compromise in my mind, and I think that's exactly what happened to my group--our PCs just happened to be pretty terrible at all the skills that would have been handy!  Various descriptive passages are included for the GM to help narrate the PCs travel through the maze.

Act 3 ("The Void Whisperer") is a time-dependent optional encounter against a psychic fragment of the cosmic entity called the Void Whisperer (mechanically represented as a re-skinned giant leech or gibbering mouther).  Players aren't really missing out on much if they don't do this encounter, as they have no real context for understanding what it's supposed to represent in the story.

Act 4 ("Abysiel's Prison") starts with a classic whole-group trap: a locked chamber filling with water.  I like these sorts of traps that require the entire party to get involved to work out an escape, as they're a nice type of non-combat teamwork.  After escaping the trap, the PCs then reach the big climax: Abysiel himself, dangling by chains to a massive astrolabe fixed to the ceiling.  Nuar Spiritskin is unconscious on the ground nearby. It's a well-described scene and has cool, video-game boss battle vibes (even though the PCs will still probably have absolutely no idea who this fool is).  In game terms, Abysiel is a modified sorcerer and, by being off the ground, likely to survive more than a single round against the PCs (unless they happen to include some ranged combatants).  Still probably not a difficult encounter, but a reasonable spin on one.

Assuming the PCs win, they can get Nuar to safety and recover Izryen's Hourglass for the Pathfinder Society.  I'm guessing the artifact must have been hurled into one of the Grand Lodge's many vaults and forgotten about, as I've never seen reference to it again anywhere--despite it potentially being a major plot-driving item (anyone around it ages half as fast; not as good as the Sun Orchid Elixir, but still something kings and emperors would fight over!).  Anyway, although I do wish there were more ways for the PCs to learn how the past was prologue to what they were doing, I thought Delirium's Tangle was a pretty solid adventure.