Wednesday, June 30, 2021

Pathfinder Society Scenario # 7-00: "The Sky Key Solution" [RPG]

 

NO SPOILERS

The Sky Key Solution is a multi-table that caps off Season Six ("The Year of the Sky Key").  I got to play it last year via play-by-post at one of the highest sub-tiers using my half-orc Paladin, Trokkus.  Based on that experience and reading the scenario for this review, I think the *concept* behind the adventure was fantastic--but there are some major plot holes and essentially forgettable encounters that really bring it down.  It does add a tremendous amount of historical setting lore to a rarely-seen race in the game and has some exciting scripted moments, but on the whole, it's more fun in theory than in practice.


SPOILERS!

Much of PFS Season Six was devoted to assembling pieces of the Sky Key, a legendary dwarven artifact that turned out to have been salvaged from a crashed Dominion of the Black starship in Numeria.  The Sky Key, if fed a tremendous amount of power, allows locations from the past to be temporarily brought to the present (contained in a sort of "time bubble").  Although nothing can be removed from the bubble, Pathfinders can enter and see historical events as they actually happened; and indeed, they can even interact with objects and speak with historical personages.  The premise of The Sky Key Solution is that, after a few small experiments, the Society is ready for a major research endeavour: by having hundreds of wizards feed lightning into the Sky Key, the Age of Serpents will be brought into the present!  (More specifically, a serpentfolk city called Sessegishoss that once stood on the Isle of Kortos)  Each table at the special is a group of Pathfinders charged with entering the time bubble and discovering as much historical insight as they can before the wizards run out of magic and the time bubble collapses.

In terms of structure, this special is very similar to all other Paizo specials I've played.  When tables are successful in encounters, they contribute to an event-wide total of "Victory Points" that unlock other encounters or parts of the scenario.  Tables can use "aid tokens" sent to them by other tables, and all skill and save DCs are fixed by subtier.  There's an event-wide narrator who provides the introduction, occasional transition speeches, and reads out the conclusion, while table GMs handle the rest.  And last, despite making the accumulation of Victory Points seem really important, there aren't really any consequences even if every table was an utter failure--there's the same result story-wise and characters "trapped" in the time bubble just need to spend 4 PP to be freed.  

This special is divided into four parts.

Part 1 ("Gathering Outside the Walls") has the PCs assembling in a muddy field outside Absalom called Bloodwatered Meadow, the site for the first large-scale test of the Sky Key.  This part of the scenario is mostly exposition (delivered by Master of Scrolls Kreighton Shaine) about the mission, though PCs can make some Knowledge checks for additional information, buy supplies from vendors, or get some bonuses if they have relevant Season Six Chronicles.  Unlike some other specials I've played, this one doesn't have any little tasks or skill challenges for tables to handle during the mustering process, which is a shame.  The exposition is handled nicely and really sets the grand scale for the adventure to come.

Part 2 ("The Temple District of Sessegishoss") has each table venturing into the sprawling serpentfolk city from 10,000 years ago!  The city has an interesting vertical structure, and PCs start at the bottom but can start moving up as additional options are unlocked.  Whether intentional or not, the day that the PCs experience happens to be both a special serpentfolk festival ("Spent Coils") and the day of an Azlanti slave revolt.  How this all plays out in practice is that each of the five districts of the city has both a combat encounter and a research encounter.  In the Zoological Gardens, the PCs fight serpentfolk and dinosaurs and can decode symbols on plinths for (never-detailed) lore about serpentfolk society.  In the Slave Pens, they can fight troglodytes and talk to a rebel leader.  In the Temple Plaza, there are battles against guardian statues and research into festival preparations.  In the Temple (of Ydersius, a dead serpentfolk god?), the PCs fight serpentfolk priests and more snakes, and can find hidden stone tablets of religious lore guarded by traps.  And last, in the Ophidian Rectory, the PCs interrupt a plan to sacrifice a legendary Azlanti hero and general, Krahnaliara Lac Suhn and can interview him at length about Azlanti lore.

There's a lot here to unpack.  Obviously, the details of each combat encounter varies by sub-tier.  The problem from my perspective is that there's very little introduction to the combat scenes & opponents (PCs are essentially hurled into battle) and there's no interesting terrain or hazards for the combats, which makes them rather bland and forgettable.  Although the scenario taken as a whole establishes a lot about serpentfolk history, the details of what the PCs uncover with their research checks are never provided, making a GM's task a lot harder to provide flavour to what's going on.  But the biggest issue I had is the incomprehensibility of what's actually going on with this time bubble.  PCs can do things like aid and speed up the rebellion, and save the life of that Azlanti general--so is this actually altering the past?  Is it creating an alternative timeline?  Is it all a "holodeck" exercise?  We're not given any answers.  The scenario treats it like helping the "good guys" (Azlanti) vs the "bad guys" (serpentfolk) is really important, but it would almost seem to make a lot more sense if all the Pathfinders went in with illusory disguise magic or something to just observe and report instead of getting actively involved.  This isn't just an abstract armchair nit-pick either, as it really affected what (to me) the stakes were for my PC's decisions while playing.  Time-travel is always a really tricky concept because it creates paradox-headaches, so if it's going to be integrated into a game, it needs to be handled really intelligently--and that's just not done here.

Part 3 ("The Sky Comes Crashing Down") probably over-eggs the pudding.  If time-travelling serpentfolk from 10,000 years ago wasn't enough drama to deal with, the Pathfinder Society has failed to notice a massive external threat.  The Harbingers of Fate--a secret society dedicated to proving Aroden's prophecy to generate his return--has learned of the Sky Key experiment and decided to hijack it for their own purposes.  When the Harbingers take control of the Sky Key, something goes wrong (or right?) and hurls the Pathfinders and the Harbingers into a different point in time: right before the legendary starstone is about to crash into Golarion and launch the Age of Darkness!

The goal in this part is for the Pathfinders to hurriedly explore the Azlanti city of Lacshuhnolio (named after the general from Part 2), find the Harbinger "anchors" who maintain the new time bubble, and either kill them or coax them into surrendering.  It's a pretty cool (cinematic) premise in the sense that the Pathfinders have to solve the problem quickly or face an impending worldwide apocalypse (my Oracle of Groetus would have loved it!).  Again though, in practice, the scenario doesn't live up to the premise.  There's very little flavour provided for this ancient Azlanti city or its people, and the poor table GM won't be able to fill in any gaps as they have an enormous workload (keeping track now of "Anchor", "Discovery", and "Vault" points as well as running a copy of Kreighton Shaine to aid the PCs).

The combats here can be a bit of kooky-fun, as the time disruption has brought primordial oozes and cavemen from the past and undead (bearing uncanny resemblance to the PCs!) from the future. (The flip-mat chosen for these fights, Village Square, is super-mundane for an ancient Azlanti city.) Each of the Harbinger anchors is given a surprising amount of background, but if (as is likely the case) things boil down to a fight, they'll be outnumbered 5 or 6 to 1 and easily dispatched.  Mid-tier and higher level groups can then take the fight to the Harbinger leader herself, Lady Arodeth--statted up as a magus.  I do like how the scenario presents combat and diplomatic alternatives for dealing with her.

The Conclusion records that after dealing with the Harbingers, the Sky Key is lost but the Pathfinders are returned to their normal time.

Overall, I don't want to be too hard on The Sky Key Solution.  It's certainly an epic task to generate encounters for so many subtiers, a plot that seems suitably epic for a yearly special, and a ways to make it feel like the tables are cooperating in a joint effort.  And in addition, by doing it play-by-post, I missed out on that buzz of energy and excitement that comes from playing it in-person with dozens of others.  Still, the scenario needed to spice up the meat of the gameplay (the battles) and better explain the core question about how the time-travel elements worked.  As a capstone to Season Six and a source of lore on both the serpentfolk and the Harbingers, the scenario succeeds.  Otherwise--not so much.

Monday, June 28, 2021

Curse of the Crimson Thrones Recap # 1 [RPG]

An epic story is about to begin in Korvosa, an independent city-state in Varisia.  Situated at the mouth of the Jeggare River, Korvosa was once simply a colony of a distant empire.  Built on land sacred to the native Shoanti peoples, the history of the city is one marked in bloodshed and strife.  Today, Korvosa is a major mercantile player in the region.  Yet tensions abound.  King Eodred II is reputed to be in poor health and hasn’t made a public appearance in months.  An army of giants, apparently summoned by a wizard of legendary power, is being amassed far to the north.  Discrimination and outright hostility against the nomadic Varisians and tribal Shoanti serve as reminders of the city’s bloody origins.  And the gap between rich and poor only seems to widen as the city grows. 

Priests of Razmir, like Yraelzin,
are not popular in Korvosa.
But the true fate of Korvosa is about to turn not on grand forces but on the actions of a small handful of seemingly ordinary Korvosans.  Four such figures are present as the story begins, but more will surely follow.  Goldcape, a fur-covered, monkey-like Vanara from the distant jungles of Casmaron came to Korvosa with her husband, only to witness his murder outside of Kendall Amphitheatre.  Tharl, a half-orc, was raised in brutally harsh orphanages before discovering the faith of Sarenrae and becoming a holy Paladin.  Ralph Blackfeather, the only son of a merchant father whose life work was stolen before dying in a brutal back-alley ambush, seeks justice—or vengeance—for all those wronged by criminals who have evaded the law.  And Yraelzin, Priest of the Third Step of Razmir, stranded in Korvosa after he was ousted from his berth on a ship (for annoying the passengers and crew), found his only chance of returning home stolen from him, along with his money, in a cunning betrayal.  But behind all these disparate tales of tragedy is one common factor:  Gaedren Lamm, a notorious lifelong criminal who has always escaped justice.  But, perhaps, that is about to change.

[14 Gozran, 4708 AR]

It starts in the early afternoon of a normal spring day.  Scattered across the city, utter strangers to one another, the four fated figures return to their respective homes to find a cryptic message containing an address and a promised opportunity to bring Gaedren Lamm to justice!  Goldcape finds the note in her backyard treehouse on Pillar Hill in the city’s Midland district.  After a hasty lunch with her friend and benefactor (known locally as “Old Lady Cloggins”) she heads to the address on the note.  Tharl does likewise from his tenement flat in the city’s rundown Bridgefront area.  After disguising himself as an old man, Ralph Blackfeather departs from his lodgings at the Burnt Honey Inn in North Point.  Yraelzin sets off from Leftover’s, an inn in East Shore. 

Ralph arrives first and takes up position on a bench across the street to surveil the area.  Tharl—clad in heavy armor and wearing a greatsword strapped to his back—sits down on the same bench.  Down the street, Goldcape easily scales the wall of a building and stands on the roof to have a look around—much to the delight of some passers-by who laugh and point at the exotic simian.  All three hear something of a disturbance from around the corner—Yraelzin has taken the opportunity to preach the glories of Razmir, the Living God, to the almost wholly uninterested citizens of Korvosa!  The afternoon passes slowly, as no one comes in or out of the small, single-story house.  Locals report that it’s the home and shop for a fortune-teller named Zellara, but that she hasn’t been seen in months.  Finally, the sun begins to set and the four figures enter separately.

The interior of the small, humble home consists of a single cozy chamber filled with a fragrant haze of flowers and strong spice.  The aroma obviously comes from several sticks of incense smouldering in wall-mounted burners that look like butterfly-winged elves, with the smoke giving the room a dreamy feel.  The walls are draped with brocaded tapestries, one showing a black-skulled beast juggling human hearts, and another showing a pair of angels dancing atop a snow-blasted mountain.  A third tapestry on the far wall depicts a tall, hooded figure shrouded in mist, holding a flaming sword in a skeletal hand.  Several brightly colored rugs cover the floor, but the room’s only furnishings are a wooden table covered by a bright red throw cloth and several elegant, tall-backed chairs.  A basket covered by blue cloth sits under the table, while on top of it is a note held down by a stone paperweight.  Goldcape glances at the note and pulls out the basket, uncovering it to reveal a fresh loaf of bread and a jug of water.

As the four stand around, waiting for something to happen, they quickly realise they’ve all come in response to an identical note!  The mystery of who summoned them begins to lessen when a Varisian woman with long, dark hair and her face covered with a gauzy veil enters the room.  She produces a deck of fortune-telling cards from her pocket and begins to idly shuffle them—they seem to float and dance between her fingers, leading Ralph to correctly surmise this is no ordinary seer—but The Harrower, a reclusive figure known for intervening with perfect timing to stop terrible crimes just as they’re about to start.

The woman nods at the four strangers and motions for them to sit at the table before taking a seat herself.    “Thank you for coming.    I also thank you for putting up with my unconventional method of contacting you.  I have reason for our meeting to remain hidden, you see—a vicious man would see great harm done to all of us if he knew I was reaching out for help.  This man has done something terrible to each of you as well.  I speak, of course, of Gaedren Lamm, a man whose cruelty and capacity to destroy the lives of those he touches are matched only by his gift for avoiding reprisal. This criminal has evaded the law for decades.  But you know of these frustrations as well, for word on the street has it that Gaedren has wronged each of you, too. Some of you may know me by reputation as The Harrower.  I’ve always tried to help the people of this city through my gifts of foresight. Once, months ago, I tried to apprehend this infamous criminal on my own—a foolish mistake, for which I paid the price.  Gaedren fled, and established a new hideout with his gang somewhere in the city.  It took me months of searching, but finally my efforts were rewarded—I know now where Gaedren currently dwells.  He can be found in an old fishery north of here, at Westpier 17, where he trains abducted children to be pickpockets and counts his stolen treasures.  So there we are.  It is time for him to pay.  But I am now in no condition to fight, and the Guard moves so slowly that Gaedren would certainly know of their coming well in advance and escape yet again.  Thus . . . I’ve assembled the four of you in the hopes you could accomplished what I could not, and finally bring this criminal to the justice he so richly deserves.”

After the four agree, the Harrower tells them she’ll look to her cards in the hopes of assisting their risky quest.  She proceeds to conduct a Harrow reading—first for each individual, and then for the group’s future as a whole.  Ralph draws The Peacock, a card indicating a sudden personal shift.  The Harrower looks at him and nods knowingly.  Yraelzin draws The Crows, a card indicating the taking of loved ones or items.  It seems to fit the victim of theft perfectly—and also offers the opportunity to set things right.  Tharl draws the Rabbit Prince, a card that traditionally refers to the capriciousness of combat.  The Harrower suggests it means the holy warrior will meet difficulty in the battles to come, but ultimately prevail.  Goldcape draws the Demon’s Lantern, a card that indicates a seemingly impossible situation is to come her way.  The Harrower looks stricken, but reminds those assembled that the cards only foretell possibilities, not certainties, and fate can be changed.  Last, she conducts a more involved reading for the table that looks at the past, present, and future in more general terms.  The results seem particularly ominous, as the cards indicate a sudden reversal of things, darkness instead of light, and chaos instead of order.  But The Harrower can offer nothing more specific beyond general advice that in times of turmoil, relying on one another may be the only way to survive.  With a final significant glance and an invitation to return after the potentially bloody business with Gaedren Lamm is concluded, The Harrower shows the foursome out.

In the darkened street outside, the strangers-turned-allies discuss how to proceed.  Ralph Blackfeather suggests he stealthily reconnoitre the place first and then return for the others.  But Goldcape’s natural climbing and sneaking ability could also prove an asset, and so the decision is made for both to scout (separately) while Tharl and Yraelzin wait at The Bailer’s Retreat, a disreputable tavern which is just down the street in Midland from the fishery where The Harrower says Gaedren Lamm is holed up.  Before everyone sets off, however, Ralph Blackfeather asks everyone to swear an oath of loyalty and secrecy.  When they do, he removes his “old man” disguise (which Goldcape had seen through earlier) to reveal his middle-aged self.  In addition, he hints at another secret that the others will learn about soon enough.

There’s an eerie stillness in the streets of Korvosa, a portent perhaps of the veritable calm before the storm.  As Goldcape looks around the perimeter of the Old Fishery, Ralph Blackfeather dons a mask and girds himself with heavy weaponry in his costumed guise as The Reckoner.  He then scales the sides of the building and up to the roof.  The Old Fishery is a creaking, dilapidated structure built on the banks of the Jeggare River, with most of the structure extending out over the water on wooden pilings.  From the outside, the place looks dark, quiet, and boarded-up tight.  The reek of brine and week-dead fish permeates the air as Goldcape decides to swim the calm waters of the Jeggare to see if there’s a way into the building from underneath.  She finds a dense array of pilings under part of the structure that are difficult to squeeze between, but she manages to do so and sees an opening above!  Seconds later, she emerges into a chilly room.  Most of the “floor” is taken up by the open water, but a narrow walkway around the pool contains room to squeeze past a collection of old cabinets, lockboxes, and shelves filled with all manner of detritus—likely the results of petty theft and violent assault.  Goldcape can see a large shape in the water some yards away, but her attention is focussed on a man shuffling about the walkway above, deep in thought.  The man is jaundiced and bent from old age and he wears a filthy old suit of gray padded armor.  Instantly, Goldcape realises who this is: Gaedren Lamm himself!

Gaedren Lamm has already
evaded justice--until now

Goldcape tries to swim away quietly to summon help, but Gaedren hears a splash and turns.  Saliva bubbles between his lips in surprise, but then he gathers his wits.  “You!  The girl-monkey!” he shouts, reaching for a nearby crossbow.  “Your friend shoulda left the back door of that theatre open like we asked.  He paid the price, dearie, and now you will too!”  But in a surprising twist, the notorious criminal doesn’t shoot at Goldcape—instead, he calmly fires at the dark shape in the water, calling out “Gobbleguts, get her!”  His first bolt misses, but when the second hits, the dark shape lunges out of the water with a roar from its toothy maw—an alligator!  Gaedren wished to provoke the creature to a terrible rage, and it has certainly worked!  Goldcape desperately swims away but at first can’t squeeze back out from the narrow pilings.  Is it the “impossible situation” foretold in the Harrow?  Just as the enraged alligator searches for a target though, Goldcape manages to slip through to the other side—and safety.  She hears a terrible scream from behind, and can only surmise that Gobbleguts took his anger out on the only other victim available.

Meanwhile, from his position on the Old Fishery’s rooftop, The Reckoner has heard the shouting and screams from somewhere below.  He decides to break a hole in the roof with his warhammer and makes an entry point with just a few powerful blows.  Through the jagged hole, he sees the main floor of the fishery.  There are large vats of foul-smelling slurry, barrels of finished product, over a dozen small hammocks filled with just-awakened, terrified children, and doors to other parts of the building.  Poised for war, however, The Reckoner immediately spots the most immediate threat: a large, one-eyed half-orc holding the very same flail he doubtless uses to punish “disobedient” orphans!  The Reckoner drops skilfully through the hole and onto a catwalk, while the criminal known as Giggles gives a roar of surprise and anger and rushes to repel the intruder.  The two foes are evenly matched as they duck and trade powerful blows.

But The Reckoner wasn’t the only one who heard the sounds coming from the Old Fishery: waiting outside the nearby tavern, Yraelzin and Tharl realise that the others have started without them!  Both rush toward the front door of the building.  It’s locked, but Tharl quickly hacks through with his massive greatsword only to start in surprise as a grizzled dog emerges from under a desk, growls, and launches itself at Yraelzin!  The bombastic priest screams in a high-pitched voice as the dog takes a chunk out of his arm.  “Kill it, kill it!” he shouts.  Tharl manages to subdue the dog, and Yraelzin’s hands glow with magic that knits his torn flesh back together.  Then, with his ungainly-looking “underwater crossbow”, he joins Tharl in advancing into the building’s front office.  But the dog’s barking has alerted another member of Gaedren Lamm’s gang that trouble is afoot.  From an inner room, a sneering, sour-faced man with short blond hair and expensive clothing is here.  He holds a silver wand casually in one hand and curls his lip when he sees Yraelzin and Tharl.  “More grist for the mill, I see,” he says in an aristocratic accent before flicking the wand in their direction—but nothing happens!  He tries again and again, to no avail, before throwing it away in frustration.  Tharl recognises the man as Yargin Balko, Gaedren’s right-hand man and combination advisor, assassin, and fence—and one of the criminals responsible for making his own childhood so miserable.

Yargin discovered using a
wand is harder than it looks!

Battles ebb and flow all throughout the Old Fishery.  Goldcape briefly explores a rotting sailing vessel moored alongside the building, but is forced to retreat from a venomous spider that had taken up residence on board.  The Reckoner, trapped in close combat with Gaedren’s chief enforcer, finds himself overpowered and slides into unconscious accompanied by the brute’s girlish giggling.  But, of all people, the pompous Yraelzin starts to turn the tide by magically triggering first Yargin’s and then Giggles’ flight reflexes, sending both men fleeing in terror!  Soon Goldcape makes her way to the front of the building and joins her teammates inside.  Yraelzin gives a brief but annoying sermon on Razmir as he casts healing magic on The Reckoner to bring the man to consciousness.  Even after the magically-induced fear wears off, Yargin decides to continue to flee and starts tugging on the nearest door, but Giggles returns to the fight.  Tharl and Goldcape are first into the fray, but once The Reckoner gets to his feet, he lives up to his name by delivering a stunningly-powerful smash with his warhammer that kills the bruiser instantly!

Four previous victims of Gaedren Lamm’s depravity have learned that they’re stronger together than they are apart.  Yet the fighting is far from over, and The Harrower has predicted chaos and sudden reversals.  Will her predictions come true?  And if they do, will the four justice-seekers stand together or fall apart?

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

GM Commentary

This first recap is a long one, but usually they'll be shorter--there was a lot of exposition and set-up to cover.

This campaign started near the end of May in 2020.  I happen to live in a part of the world (regional Australia) that has had the good fortune to escape the worst of the pandemic, and we've been able to play a weekly, in-person campaign with only one or two brief interruptions.  

This campaign is the second Pathfinder AP I've run.  The first, Rise of the Runelords, ended with all the heroes dying in the final battle.  To do that ending justice, the Runelord Karzoug is alive and well at the start of Curse of the Crimson Throne and starting to send his giant armies to conquer Varisia.  We'll see the ramifications of this throughout the campaign.

When this campaign started, there were three players.  My son, 9 at the time, had some experience with Pathfinder and came up in a great character with Goldcape (a vanara hunter with the roof-runner archetype).  I had briefly played some other game systems with the guy who ran Tharl (a half-orc paladin), though we'll see that RL medical issues force him out of the campaign in a few sessions.  I had never met the guy who runs Ralph Blackfeather/The Reckoner (human vigilante) before this session, but he's been a mainstay of the campaign.  I run Yraelzin (human "cleric" of Razmir") as a GMPC (since the AP is designed for four players), and have enjoyed the challenge of giving him a bombastic personality and evolving character arc while simultaneously staying out of the group decision-making process.  As I write this commentary on Session # 1, we've just finished Session # 45 and are well into Book 4.

The very first encounter of the campaign was almost the last one for Goldcape!  I hadn't (and I imagine the writers didn't either) expected a character to swim right into Gaedren Lamm's lair!  Things could have gone very, very badly, but I played everything straight (I never fudge dice rolls) and Goldcape made a narrow escape while Gaedren got some off-screen justice from his own alligator.  The Reckoner got knocked out in this session, but pretty soon he'll be a truly fearsome foe with that earthbreaker and come to dominate battles.  Yraelzin really did make an impact, as simple cause fear gave the group time to regroup.  Having another martial character in Tharl was useful too.

Close readers will note I changed some of the details of Zellara.  Since I knew Blackjack would be an important NPC and we'd have a PC named The Reckoner, I thought it would fun and interesting to continue the theme by turning Zellara into The Harrower, a magic-focussed crime-fighter.  However, I keep most of the rest of her background (including her present . . . condition).

Saturday, June 26, 2021

Pathfinder Dice: "Goblins!" [RPG]

 I got the Pathfinder Goblins! dice set in anticipation of playing a goblin character one day.  That hasn't happened yet, so I've instead been using them as GM dice in my biweekly Roots of Golarion campaign.  They come in a nice little cardboard box with a plastic tray inside.  The box says "Each of these 7 dice bears goblin-scrawl suggestive of tiny terrors and manic murder.  Roll the dice and let your foes know that deadly things come in small packages!"  The borders around each numeral on the dice are . . . I don't really know how to describe them, but I guess they do have a messy, chaotic feel.  They also makes it more challenging to see the actual numbers--this isn't a set of dice I'd suggest if you're playing in dim lighting or have poor eyesight!  The highest number of each dice is a special symbol that is very evocative of goblins (dogslicers on the d10, a wooden shield on the d12, a horsechopper on the d8, a goblin face on the d6, and a skull on the d20).  Overall, the set certainly is distinctive and I guess its on theme, but I can't help but feel it could still have been done better.

Friday, June 25, 2021

Pathfinder: "Deluxe Harrow Deck" [RPG]

I've used the Deluxe Harrow Deck several times in my Curse of the Crimson Throne campaign.  It's an impressive set--far more than a simple deck of playing cards.  The 54 cards are larger, tarot-sized cards, with full-colour artwork on one side and an interesting design (tied to the six ability scores of D&D) on the back.  In addition to the main cards, the set contains a extra card for the GM to help them remember how to do a spread, and a few "Harrowing Chronicle" cards to enable them to keep track of particular PC draws and how it should influence the campaign.  There's also a 30-page-long instruction booklet that's well-written and contains some Golarion flavour.  It goes through how to use the Harrow deck for different purposes, such as general fortune-telling for flavour or more concrete predictions to be integrated by the GM into the campaign.  It includes a new spell that creates mechanical consequences for the cards drawn and helpfully summarises other Paizo books and adventures that make use of the Harrow.  Each card is given a description of its meaning, and there's a sample narrative Harrowing on the back so the reader can get a sense of how it all comes together in practice.

Having performed a few Harrowings, I can say it's not easy to do well.  Some solo practice is a good idea, as the cards have very different meanings depending on placement, and trying to interpret the cards in relation to the characters and the adventure can sometimes be a challenge.  Fortune-telling is an art and a skill, but it's pretty cool how the concept has been imported into Pathfinder through Varisians and their culture.  I think my only criticism of the deck is that I'm not a big fan of the artwork--it's more cartoony than I'd like.  But apart from that, this is a really good deck, useful in a lot of different ways.

Wednesday, June 23, 2021

Doctor Fate # 11-20 (DC Comics) (1988) [COMICS]

 Continuing my review of DC's late-1980s Doctor Fate series (first post is here).  What we'll see in these issues is DeMatteis starting to wrap up his tenure on the book and getting it in position for a new direction (whew!).

In Issue # 11, we get a name villain in Darkseid!  The evil gets his hands dirty by coming to earth, beating up Nabu/Kent, and sending Eric/Fate to Apokolips!  (I'm sure the big bad has some evil plan in mind, but I can't recall what it is)  But Linda/Fate arrives on Apokolips to rescue Eric/Fate, and although it's not a great issue, there's a good cliffhanger at least.

Issue # 12 reveals that Linda is the strong half of the Linda+Eric team.  As Doctor Fate solo, she blasts Darkseid and his parademons and merges with Eric into the combo-Fate.  They make Darkseid retreat with "love".  Yes, really!  But it's not a happy ending, as it's revealed that the "fever" Eric has been suffering since his journey to India is really an effect of Nabu rapidly aging his body, and Eric dies!  Admittedly, I wasn't expecting that.  As an aside, Fate's powers continue to be a bland mix of flight and energy blasts.  Dr Strange could give Fate lessons on how to have some flavour.


Issue # 13 takes place after Eric's funeral, but we find out that Linda is so angry at what happened, she didn't even attend.  She blames Nabu for having aged Eric's body in the first place.  She becomes Fate alone and journeys to the spirit world to bring Eric back to the land of the living, but he doesn't want to return!  However, their souls will apparently be bound together forever.  Yay?  The writing just isn't up to the job for a storyline like this, and the mediocre/bad art doesn't help.

Where's Doctor Fate?  That's the question in Issue # 14, as Wotan (evil wizard guy) interrogates Joachim Hesse (from the beginning of the series) about Fate's whereabouts.  We get a brief origin of Wotan: he wants to absorb Nabu's power and become the God!  He kidnaps Nabu, and Petey (the "comic relief" of the series) goes to the JLI for help.  Now that I can get behind!

Issue # 15 has Blue Beetle on the cover, so it can't be all bad.  And the banter is genuinely funny, as the JLI and Linda/Fate assemble to take down Wotan.  We actually get a mix of heroes from the JLI and the JLE, and it's a fun issue--probably my favorite of the series so far (even if it gets super SBNR-preachy at some points).


Issue # 16 is a classic inventory story (you can tell because there's a different artist for the framing sequence than for the main story, and the main story is set at some point in the past).  Linda recalls a time when she and Eric were Fate together and fought a demon even though they were bickering.  It's a gag-worthy tale about how a monster is actually an abused woman's corrupted guardian angel.  I don't know why people rave about this series as a hidden gem--it's really just not very good.

My gorge is writing as I write about Issue # 17.  Somewhere in the afterlife, a mustachioed fellow (who looks like Sonny Bono!) named "The Guide" shows Eric past lives he's lived.  Eric almost gets to afterlife oblivion, but decides to turn back and returns to life in the body of a middle-aged dude (with a wife and kid) who just died in a car crash.  There's a lot more "all religions are one" pap.  

Issue # 18 is better.  Linda realises that Eric is alive, but he's in a new body with a new family and doesn't entirely remember being anyone else.  A solid issue.

Issue # 19 has a good cover and tagline ("Suddenly . . . A Stranger!") for a guest appearance by the Phantom Stranger.  The interior artwork is also good.  The story involves an Arkham Asylum inmate who becomes a sort of reverse-Fate ("Chaos Warrior") and sets all the other inmates free.  Linda tries to find Eric, but can't, and loses the power of Doctor Fate.  The Phantom Stranger appears to Eric (in his new body, "Gene") and says will help facilitate his rebirth.  Meanwhile, Nabu/Kent takes Linda and Petey to Fate's tower in Salem.  

Issue # 20 has Nabu/Kent, Linda, and Petey finding the mystical helmet of Fate in the tower--and it seems that the (original) Kent and Inza's souls are inside it!  Elsewhere, the Phantom Stranger spouts some "world soul" goop and wakes Eric up, and there's something about a how a new, enlightened spiritual humanity will arise to set things right (apparently a reference to New Guardians, and look how that turned out!).  

Next time we talk about Doctor Fate, we'll quickly be in new creative hands and into some genuinely interesting storytelling.  Persevere!

Thursday, June 17, 2021

Pathfinder Flip-Tiles: "Urban Slums Expansion Set" [RPG]

 Anytime my players in Curse of the Crimson Throne head to Old Korvosa, I pull out the Urban Slums Expansion Set.  It's a 24 card expansion to the Urban Starter Set, and features more narrow (1 square) streets, lots of patched stalls, and corners full of random junk.  Like the base set, each card has buildings on one side and then the interior of those buildings on the flip side, and the interiors are plain and the exterior view don't show doors.  For "special" cards, we get a polluted canal (nice!) and then four cards that fit together to make up a "fighting pit" (odd, and far less useful).  Overall, I like these cards slightly better than the base set, but they're still not great and suffer from many of the same problems that my review detailed on it.

As an aside, a GM needs to be careful in using this set--I used all 24 cards for a big encounter only to realise partway through that there was literally no way the place the PCs started from could reach the places where the action was happening.  I figured dead ends and labyrinthine streets are the hallmarks of slums and just rolled with it (making the PCs up and climb over buildings and squeeze through corners), but it could have been an issue.

Wednesday, June 16, 2021

Pathfinder Flip-Tiles: "Urban Starter Set" [RPG]

I got the Urban Starter Set to test out with my Curse of the Crimson Throne campaign.  It's a sturdy box full of 42 double-sided, 6x6 square gridded tiles (suitable for wet and dry erase markers).  The box also comes with dividers meant to organise the tiles with expansion sets.  I think the *idea* of the set is great, as it's designed to allow endless customisation of city streets to suit whatever the GM needs.  I haven't found them so great to use in practice, however.  First, the cards are slickly coated and slide easily around the table.  Second, the design of the buildings is very limited and exceedingly repetitive.  Third, all the streets are the same (10') width.  Fourth, although I like how each card has a top-down view of a building on one side and then the interior of that building on the other side, the exterior shot doesn't show doors or windows--so PCs can't easily "transition" between them without first flipping and rotating to check where those entrances are.  Fifth, there's very little detail--the streets occasionally have some puddles or a grate, but the interiors never have anything except (oddly enough) a rug here and there).  And finally, the "special" tiles consist only of an outer wall/gate (which is good) and then two of the exact same cards with a fountain on one side and a statue on the other. 

Overall, they are usable--but I'm not sure they're really any faster or more useful than just quickly drawing some squares on a blank flip-mat to represent buildings.