Sunday, August 23, 2026
Starfinder Flip-Mat: "Ice World" [RPG]
Saturday, August 15, 2026
Curse of the Crimson Throne Recap # 94 [RPG]
[Toilday, 11 Arodus 4708 A.R. continued]
Near the semi-circle of
shops known as Eodred’s Walk, Protosilaus and Ralph discuss whether the former
could teleport the latter all the way to Absalom! Interested in some magical items that just
aren’t available in a city the size of Korvosa—especially after the recent
unrest—the prospect is a tantalising one.
Protosilaus says it’d be easy for him to do; all he needs is a good
description of a location within the city.
He enters Basha’s, the small bookstore and map shop, just before closing
time. The ever-cranky Basha is quick to
confirm he has just what Protosilaus is looking for. But when the proprietor returns from a
backroom after several minutes’ absence, Protosilaus notices the scroll looks
brand new and the ink is still wet on it! He leaves in disgust at the attempted
scam, smashing an inkpot on the way.
Meanwhile, Ralph gets Phaeton Skoda to agree to let him know if House Arkona
makes any large or unusual purchases of magical items.
When the two return to
Ralph’s safehouse, they see the others are there. Protosilaus talks Goldcape into accepting a
magical brand (which he puts in the shape of a roc) that will, ostensibly,
hardly hurt at all and will allow him to heal her even from a great
distance. Hearing Goldcape’s shout of
pain, Ralph inquires what’s going on and is also persuaded to accept a
brand. But when he’s not quick to
specify what he wants it to look like, Protosilaus chooses an outline of The
Reckoner wearing a dunce hat! Ralph
punches him hard in the nose for it, and Goldcape decides to add a sap blow to
the back of the head for good measure.
Ralph seems serious when he tells Protosilaus he better figure out a way
to remove it soon or Korvosa’s dockworkers will find the half-orc’s body floating
in the river.
After everyone’s asleep, Goldcape slips on the distinctive mask, cowl, and cloak of . . . Blackjack! It’s time for Korvosa’s famed hero to make a return, and it doesn’t take long for them to find trouble—or for trouble to find them! Up on the Shingles—the shantytown of huts, tents, and plank bridges crossing from rooftop to rooftop across the city—a fire has started! Blackjack races in the direction of the flames, only to slip on a loose tile and land ignominiously in an alleyway below. Fortunately, no was watching, and they’re able to scale back up just in time to see a band of thieves, arms filled with potions and wands, emerging from a rebel storehouse. Clearly having set the fire as a distraction, the thieves seemingly have the perfect plan, but there’s one thing they didn’t count on: vigilante justice! The thieves spread out, some drinking magical potions to turn invisible and escape while others, determined to make a name for themselves by being the ones to defeat the legendary Blackjack, come forward to fight. Heavily outnumbered, Blackjack fights rapier to rapier against the thieves, suffering severe wounds but giving as good as they get. Forced at one point to cast an uncharacteristic healing spell, Blackjack manages to triumph over four of the thieves—but others manage to escape. A quick interrogation reveals that they’re full members of Korvosa’s only thieves’ guild: the semi-legitimate Cerulean Society.
After turning over the
prisoners and recovered items to Grau’s forces, Blackjack slips back into The
Reckoner’s hideout and becomes Goldcape once more. Wounded and still smelling of smoke from the
nearby flames, she explains to Ralph what just happened. He says the Cerulean Society is secretly run
by Glorio Arkona, and it’s surely a plot against Grau. What neither realise, however, is that a
third person is listening in to their conversation . . .
[Wealday, 12 Arodus 4708
A.R. continued]
Over breakfast, Ralph
suggests that today is the day to have the proclamation read because it would
be best if some time passed between that event and the actual assassination
attempt so that the castle’s defenders are exhausted by being on high-alert for
so long. But Lorien is much more
interested in drama closer to home: he explains that he overheard some of
Goldcape’s and Ralph’s conversation last night!
He says Goldcape shouldn’t be going on adventures without the rest of
the group, but she replies that she’s known Ralph for a long time and shares
some confidences with him that she doesn’t yet feel comfortable sharing with
Lorien and Protosilaus. Since the cat’s
out of the bag about a run-in with thieves, Ralph shares his suspicions that
the Cerulean Society has been directed by Glorio Arkona (whom he believes is
their real leader) to steal from Grau’s army to weaken it for a potential
post-Ileosa clash. He says that directly
after assassinating Ileosa, the group should teleport and try to take out
Glorio too, before the aristocrat has time to react. Yraelzin, however, is outraged by the idea,
and says the group can’t start killing people just to shape the city the city
to their own ends, and assassinating a rebel leader would completely undermine
the rebels’ cause of furthering lawful transitions of power. Ralph ripostes by reminding the group that
Glorio is surely evil, and that he’s having his xill army implant captured Gray
Maidens. Yraelzin’s not so sure that
Xoza’s intelligence is reliable.
Goldcape brokers a temporary truce by turning the focus back to the more
immediate matters at hand: getting the proclamation read.
With Protosilaus taking
the form of a crow, the others fly on Rocky’s back to the Grand Cathedral of
Pharasma. Keliathrothe, a xenophobic
elven priestess who insulted members of the group previously, passes by the
group in the corridors, and this time, she doesn’t say the word. Could it be because she has somehow been
cursed to appear as a disfigured intermix of elf and human? Protosilaus smiles as she passes. When they find Bishop d’Bear, she immediately
agrees to send a messenger to the three faction leaders and to Seneschal
Neolandus Kalepopolis. After months of
resistance the final step is about to begin: a formal proclamation evicting
Ileosa Arabasti from Castle Korvosa will be read at noon, giving the
self-styled Queen sixty minutes to depart.
And if she doesn’t . . . her life is forfeit!
----------------------
GM Commentary
I liked the concept (drawn from the Korvosa sourcebook) that the city's major retailer of maps is more than happy to sell items of dubious provenance (or, to put it plainly, forged himself!). As an aside, I really love the "in-universe" map of Varisia that came with that region's Player Companion. It was (perhaps unintentionally) different in distances and layout of geographical features compared to the "real" map of Varisia, which is exactly what one would expect. After all, if maps were perfect and easy to read, people wouldn't get lost so much :)
We got to see Goldcape foil a robbery as Blackjack in this session. As the vigilante is a big subplot in Curse of the Crimson Throne, I'm glad I could improv a scene where the new incarnation gets some action. Trying to win combats while restricted to Blackjack's rapier was a sometimes-frustrating challenge for the player, but important for preserving the illusion.
Friday, July 10, 2026
Curse of the Crimson Throne Recap # 93 [RPG]
[Moonday, 10 Arodus 4708 A.R. continued]
Secure in The Reckoner’s safehouse,
the Harrowed Heroes plan long into the night.
[Toilday, 11 Arodus 4708
A.R.]
The ringing of handbells
in the street outside wakens everyone at dawn.
Goldcape sneaks out, invisibly, to see what all the clanging is about
and learns it’s a horse-drawn cart to collect the bodies of those killed overnight
by the terrible blood magic curse still striking down victims across the
city! Sadly, Mifeg—the homeless woman
the group had some contact with months ago—is one of the deceased. Goldcape returns to fill the others in on
what she’s seen. But although bodies may
continue to accumulate as long as Ileosa lives, the group agree to plan their
strike on Castle Korvosa carefully instead of acting rashly.
Goldcape decides to walk
to Old Korvosa to check on Sergeant Clenkins and the other members of the rebel
cell she organised there. The vanara is
recognised by friendly House Arkona soldiers at the bridge and waved
across. Although the perpetual gloom of
the nearby Black Tower puts a damper on things, she’s surprised to see how much
the city’s most notorious slums have improved in recent weeks! Rubbish has been hauled away, no gangs roam
the street, and there’s even early signs of new construction. But curiously, her rebel cell is nowhere to
be found. There’s no sign of violence or
disorder in the abandoned building, but it looks like everything other than
Goldcape’s personal gear has been packed up and moved out.
She decides to learn the
rebels’ fate by directly asking the most important man in Old Korvosa: Glorio
Arkona himself! In Arkona Palace, after
having her identity confirmed through a quiz from Glorio’s majordomo (apparently shapechanging
assassins are a risk), Goldcape is immediately brought to meet the artistocrat
in a well-appointed salon. Glorio is
welcoming and flattering, and explains that Sergeant Clenkins and his troops
found it “unnecessary” to maintain their protection of the Black Tower after
the forces of House Arkona arrived.
Instead, Glorio explains, they’ve joined the siege of Castle
Korvosa. Along with refreshments and a
gift of platinum coins, Glorio hints that, should he become leader of post-war
Korvosa, he would offer her a major position of responsibility: Commandant of
the Sable Company Marines!
After leaving the palace,
Goldcape realises she’s near Vencarlo Orisini’s old fencing academy and decides
to pay a visit to her mentor. The two
speak carefully in case spies for the Queen are listening in, but Goldcape
subtly confirms that the mission to Scarwall was a success while Vencarlo talks
about rebuilding the academy with the aid of a wealthy student. He welcomes Goldcape to stop by for lessons
anytime. Goldcape says her farewells and
makes it back to The Reckoner’s safehouse in the early afternoon.
Meanwhile, Protosilaus and The Reckoner haven’t been sitting idle! Leaving Lorien and Yraelzin behind, the two walk to a particular alleyway not far from the safehouse to meet with one of The Reckoner’s informants. In this case, that informant is Xoza, a dandasuka in the employ of House Arkona who is magically-bound to spy for The Reckoner! Xoza reports progress on the three tasks assigned to him by The Reckoner before the Harrowed Heroes left the city for Scarwall. First, Xoza reports a (not-so-stunning) revelation: the vigilante Trifaccia was an efreeti agent of The Queen! Given that Grau Soldado took care of that problem some time ago, the information is now of little value. Second, Xoza was charged with learning what House Arkona was planning, and again the little spy has information that may be too late to be of much value: the aristocratic family has entered into an alliance with the queen of the xill from the Black Tower. In exchange for military support, House Arkona lets the xill implant their spawn in the bodies of captured Ileosan loyalists! Third, Xoza says his third task (to find out Glorio Arkona’s weaknesses) faltered due to the man’s security and that, as far as he knows, Glorio is just a human. But The Reckoner gets a hunch that Xoza has doubts about that, and presses him to reveal not just what he knows, but what he suspects: that Glorio is a rakshasa! Xoza doesn’t seem able to articulate exactly what that means or what the differences are between different kinds of rakshasa, but insists the only weakness of a “true rakshasa” is a blessed crossbow bolt. The Reckoner asks Xoza to next look into finding information about the Queen and her new seneschal, the bloodmage Togomor.
Once everyone is back
together, they plan their next steps: Yraelzin and Goldcape will visit Jeggare
Library to check the castle blueprints (stashed there long ago by Goldcape)
against the maps provided by Sabina to see if the latter are indeed accurate;
meanwhile, Protosilaus and The Reckoner will do some long-range reconnaissance
on the castle to determine if their current plan for entry is viable.
The surveillance part of
the plan also provides valuable intelligence.
Protosilaus conjures a magical invisible flying eye that he can somehow
see through, and sends it on multiple journeys in and around the castle. The witch-doctor learns that the group’s
originally-planned incursion site (a salon on the fourth floor) is the barracks
for a contingent of Red Mantis assassins—one of whom spots the eye and sounds
the alarm so another can dispel it! But
Protosilaus always has another spell, and is able to conjure more eyes to
continue the reconnaissance. He’s unable
to see into the throne room or the queen’s bedroom due to the stained-glass
windows, but is able to discern the shape of
. . . something . . . in the latter.
A look into the armory and Sabina’s room doesn’t provide confirmation
that there really are secret doors as Sabina said, but the sight of a corpulent
imp raiding the kitchen and barbed monsters in the mess hall support her story
about Ileosa consorting with devils.
Still, the crucial
question remains: has Sabina provided the group with everything they need for a
surgical assault or instead simply set the bait for an irresistible trap?
Wednesday, July 8, 2026
Pathfinder Map Pack: "Fungus Forest" [RPG]
Tuesday, June 23, 2026
Starfinder Society Scenario # 6-14: "The Missing" [RPG]
I got to play The Missing via play-by-post
with a really fun PC, my “junkomancer” Nixxer (a character who has never spent
a single credit!). I had a good time,
but truth be told, the scenario is pretty average. It makes poor use of a solid premise, offers
a pretty flat view of a potentially interesting setting, and comes up with a
fairly generic villain. It’s not really
bad, just forgettable, with a lean into the sappy.
SPOILERS!
The hook to The Missing is good, classic
adventure material. Aboard the kasatha
world-ship Idari, several residents have gone missing over the past six
months. The missing kasathans are from
two adjoining (but rival) communities that have rejected mainstream
society. One community, the Vocation of
Voices, are an insular, agrarian society that rejects technology and only
interacts with the wider world to sell their homemade goods and heirloom
crops. Basically, Space Amish! The other community, the Red Corridor, are
artists, outcasts, and criminals living in a series of interconnected basement
complexes. In other words, something
like the movie Rent. The two
communities often clash, and tensions are worse now with one blaming the other
for the disappearances. Captain Xogathu
of the Idari briefs the PCs alongside First Seeker Ehu Hadif, and gives
a very plausible reason why outsiders like SFS agents have been brought in to
investigate: neither of the outsider communities trust the leadership of the Idari
(the Doyenate) and their law enforcement officials. I don’t have my copy of the Pact Worlds
handy, but I’m guessing these two communities are drawn from it, and I always
like seeing setting material get spotlighted in scenarios.
The investigation is pretty simplistic. I sort of thought this would be like an FBI
serial killer investigation with a list of victims, their common
characteristics, and subtle clues to pierce together leading to a suspect, but
I can be very naïve! Despite one or two people going missing every couple of
weeks for six months, the scenario only has information about two of them: an
adolescent girl from the Vocation of Voices named Nindir and an adolescent boy from
the Red Corridors named Rahosa. (If you immediately
jumped to a Romeo and Juliet situation, you should aggressively pat yourself on
the back with both hands simultaneously).
A little conversation with Nindir’s
father and Rahosa’s art teacher, plus an easy skill check or two leads the PCs
to a remote lookout over the Lake of Memories where Nindir and Rahosa would rendezvous. Disturbances in the ground reveal a battle
and a chase took place, and PCs quickly get confirmation of danger when they’re
attacked by a sort of rat/leopard cross called a “leoporine”. The scenario does a strong job with rules for
ambush and terrain here, and the artwork for the creature (and really, throughout
the scenario) is great! After the
battle, the PCs can follow tracks to the entrance to a once-concealed
underground bunker.
The bunker is a secret research station operated by a disgraced
scientist named Hynes. In an origin
worthy of a Marvel super villain, his research into genetically engineering
animals for military purposes ran afoul of ethical and legal rules, and he was
ostracised. So he took to the bunker to
do it all on his own—only his creations have a bad habit of getting loose and
killing kasathans who wander through the area!
Fortunately (and oddly), Nindir and Rahosa escaped the leoporine attack
at the lookout and happened to run right into the bunker, where they’ve been
hiding since. Searching the bunker
requires overcoming the de rigeur laser turret and another cool creation, a
combination scorpion and shark called a “carusidae”. Again, the artwork makes a potentially
ludicrous idea seem pretty cool. Hynes is
in the complex and taunts the PCs over the intercoms as they explore, but he
immediately surrenders once confronted in person—as every cowardly scientist
type should.
As a bit of an epilogue, the PCs can help Nindir and Rahosa
overcome their respective families’ prejudices against each other’s
communities. Man, Shakespeare really
missed a beat in not giving his little play a happy ending too!
I snark, but really The Missing is perfectly
fine. A bit too simplistic and twee for
my tastes, but I really should have adjusted my expectations for Starfinder
Society now that we’re in Season Six.
Wednesday, June 10, 2026
Pathfinder Society Scenario # 1-05 (# 33): "Assault on the Kingdom of the Impossible" [RPG]
I ran Assault on the Kingdom of the Impossible
via play-by-post at Subtier 1-2. It’s
not a standout scenario, but it’s not bad either. The plot has a couple of interesting wrinkles
and there’s a good mix of role-playing and combat. On the other hand, it doesn’t do a lot with a
potentially fascinating setting or develop any memorable NPCs or lore. To my mind, it sits right in the “average”
category: perfectly playable, but not something you’ll rave to your friends
about.
SPOILERS!
As the title might clue you in, Assault on the Kingdom
of the Impossible is the first (I think) PFS scenario to be set in the
Indian-themed setting of Jalmeray, the so-called Impossible Kingdom. But that being said, there’s very little
setting flavour that makes having the adventure set here any different then if
the adventure was set in any other place with a bit of jungle or
wilderness. The story concerns an agent
of the Aspis Consortium named Zamir.
Zamir is a druid with mercenary tendencies, and has started a profitable
venture that involves waylaying Pathfinder and government caravans to steal
their magical items, using enslaved wizards to break the magical items down
into raw materials (a possibility not really recognised in other Pathfinder
rules or adventures), and then shipping those raw materials to Cheliax for
profit. Zamir has a remote jungle base
in an abandoned monastery and doesn’t participate in the caravan raids himself;
he has a group of semi-loyal bandits do it for him. In a real blow to the Society, Zamir’s
bandits raided a PFS safehouse to steal magical items and murdered the longtime
(canon-wise) venture-captain Aamina Shahrazad.
However, the new venture-captain in Jalmeray’s port city of Padiskar (a
man named Vasuman Mihir) has figured out how Zahir has such suspiciously good
information on the Society: he has a spy on the inside! Mihir has figured out that a caravan water
bearer named Waman has been feeding info to Zahir, and thus hatches a plan to
use the spy against his master.
The PCs learn all of this at a briefing with Mihir and are
filled in on his plan. Mihir has leaked
that the Society has come into possession of a legendary artifact called the scepter
of the arclords and that it’ll be transported by caravan from Padiskar to
Niswan along with some other crates of magical items. In fact, the scepter is a fake and Mihir
has magically attuned a wayfinder to always point to it. The plan is for the PCs to be part of the
caravan, wait for the ambush and theft of the (fake) scepter, and then
use the wayfinder to follow the bandits back to Zahir’s
headquarters. There, they’re instructed
to see if Zahir can be recruited to the Pathfinder Society or, if he won’t
join, permanently stopped. It’s actually
a really solid plan, and it’s nice to see a Venture-Captain come up with
something so cunning and feasible! As
for the spy Waman, Mihir says he’ll take care of that problem—probably by
selling the lad into slavery! Paizo’s
early years of the Pathfinder Society had a very different take on the organisation’s
moral bent.
The journey with the caravan hits a snag on the second day
of travel. At a campsite where it
planned to stop, four men are there, having set up a camp. The PCs probably suspect these are Zahir’s
bandits, but they’re actually agents of the Thakur (ruler) of Jalmeray, sent on
their own mission to find the bandit leader!
It’s actually a really interesting role-playing situation, as the PCs
probably don’t want to reveal who they are and the Thakur’s men are undercover
as well. I could see it turning out a lot
of different ways. The players I ran it
for decided just to set up a separate camp and keep an eye on them, which fit
pretty well into the scenario’s expectation because it scripts the actual
bandits to raid the caravan in the middle of the night. The result is a fun and potentially chaotic
melee between the PCs, the bandits, and the Thakur’s men. I like how the adventure abstracts any combat
between the bandits and Thakur’s men (but in a plausible progression) so the GM
can focus on the players.
The Venture-Captain’s plan, of course, was that the Pathfinders
would put up just enough of a fight to keep the bandits from being suspicious
as they find and make off with the fake scepter. My players, of course, got into “encounter
mode” and put up way too good of a fight and the fake scepter never got
stolen. The scenario is prescient in
envisioning this possibility and providing skill checks the PCs can use to
interrogate any prisoners for the route to the bandit fortress. However, my players failed all these checks
too! They (and secretly, me) were at a
bit of a loose end on how to proceed, but they decided to deliver the cargo to the
warehouse in Niswan and hope the bandits would try to steal it again. It seemed like a plausible outcome, so that’s
what I had happen and the adventure got back on track. The concept of PCs having to intentionally
lose a fight is a fun element of the adventure, and a hard one for players to
pull off (apparently).
The rest of the scenario involves an assault on the Tiger’s
Eye Monastery. It’s actually a pretty
small and simple structure. There are archers
on the walls who did some pretty good damage to the PCs, even though they don’t
open fire until the enemy is within 30’.
Once the walls are breached, the PCs will fight some monks (disguised as
statues!) before finding a staircase below.
Again, my PCs took an interesting tack by deciding to try to smoke out
the bandits below by throwing flaming bundles of plant matter down the
stairs. This had both the intended
effect (two bandits rushed out, coughing, and surrendered immediately) and the
unintended effect of risking the death by smoke inhalation of the prisoner wizards
chained to the tables in the workshop below!
The PCs didn’t know there were prisoners, so they had to rush down into
the smoke to try to put out their own fire!
As for Zamir, he’s guarded by his tiger animal
companion. My PCs managed to persuade
him to join the Pathfinder Society. If
the route of persuasion fails and combat ensues, I like how Zamir tries to use
the (fake) scepter of the arclords on the first round of combat; you
have to commit to the bit! The Chronicle
has two boons, one for either way he can be dealt with. And that’s the end of the scenario. I don’t think we ever hear of Zamir again, and
nor (at least according to the Wiki) do we ever see Venture-Captain Mihir in another
scenario.
Monday, June 1, 2026
Starfinder Society Scenario # 2-21: 'Illegal Shipment' [RPG]
I allegedly played Illegal
Shipment with my obnoxious journalist PC, Vitellius Kapopolis, in a live
tabletop game. I say “allegedly” because
I genuinely have no recollection of it, even after reading the scenario for the
purposes of this review. But the
documentary evidence is firm, so I’ll plead guilty! Illegal Shipment has a very
straightforward story and linear plot sequence, with little in the way of
complex character or setting lore. The
way I’ve phrased it may make it sound like a bad thing, but the scenario could
be a good one for players new to Starfinder.
They can jump in immediately and get their bearings on what they’re
doing and why, trusting to general SF tropes to fill in any blanks. The scenario is also at the right tier range
to allow for brand-new Level 1 PCs or Level 4 Iconics (the latter’s not a bad
idea, as I find Starfinder combats can be surprisingly deadly at low level,
especially if the PCs aren’t optimised and are firing d4 pistols every
round). All of this is to say that
although Illegal Shipment won’t win any awards (or a part in my heart or
memory), it’s not a bad scenario for filler or to get new players into the game.
SPOILERS!
The set up for Illegal
Shipment is a classic: someone tries to import wild monsters, they get
loose in civilization, and all heck breaks loose. It’s King Kong, one of the Jurassic
Park movies, many of the Alien movies, and more. In this particular instance, a ferran (a sort
of dense, squat humanoid) named Zelrai Impressium runs an inter-system
menagerie, collecting exotic creatures for viewing and sale throughout the Pact
Worlds. She’s just made the (very
predictable!) mistake of bringing some cryogenically-frozen members of the insect-like
and savage Swarm aboard Absalom Station.
I don’t know much about the Attack of the Swarm! Adventure path,
but this scenario is, according to a sidebar, intentionally written as a handy
prequel or tie-in for GMs so minded.
Anyway, a street gang called the Six Tip Gang hear about the ship’s
arrival and decide the creatures would be a handy asset. When they try to violently board the ship, a
crewman deactivates the cryogenic systems hoping the Swarm creatures will drive
them off. The plan works in the sense
that it does indeed drive off the gang members, but has the unintentional side
effect of also killing most of the crew.
Now, the Swarm creatures have escaped into the station’s maintenance
tunnels and are surely building a nest to reproduce unless someone can find
them and incinerate the place pronto!
Enter the PCs.
The briefing is held aboard the Master
of Stars, the flagship of the Starfinder Society. Fitch and Zigvigix are there along with
Zelrai. Zelrai and Fitch are old comrades
due to Wayfinder-related expeditions, while Ziggy has been called in as the
leader of the Exo-Guardians. What I
really liked about this is that Fitch and Ziggy do not see eye-to-eye. They both want the Swarm creatures located
and exterminated (with the PCs called in on the classic “we don’t want to cause
a panic by alerting station security” idea), but Fitch wants her old friend let
off with a stern warning, while Ziggy wants her arrested for endangering
innocent lives. A solid, plausible moral
question that the PCs are asked to weigh in on at the end of the scenario. During the briefing, the PCs get a lead to
get them started on tracking down the Swarm: a member of the Six Tip Gang was
reported to have escaped the ship and probably went to hide in the gang’s hangout,
a cantina in Little Absalom called Nurkops’s Rich Pick.
In the cantina, the PCs encounter
a gang member named Del Shara (featured with pretty cool artwork). Del is very protective of the injured gang
member (a halfling named Toressa) who fled the Swarm, and this encounter can
easily tip into combat unless the PCs are very diplomatic. I like that both possibilities are available
and contemplated by the scenario. Through
violence or verbosity, the PCs will learn that Toressa’s drone has footage of
the Swarm creatures escaping through a numbered maintenance hatch leading to an
area of Absalom Station called Fogtown.
The scenario does a nice job giving
the GM some tips on how to make the multicolored gases and mists of Fogtown more atmospheric (pun!). Fans of Babylon 5 will know part of a
space station customised for non-oxygen breathers can be pretty creepy and
disorienting. There are a few generic
skill checks PCs can make to get information, but while they’re gathering it,
they’ll be attacked by a flying Swarm creature that swoops down out of the
mists in hit-and-run attacks. It’s a
good encounter, and something different than the standard “stand up and fight”
foes.
The PCs will quickly find the
Swarm’s nest in a warehouse. Again, some
effort has been given to help the GM set up the “creep/ick” factor here, in the
sense of dripping slime and so forth.
There’s understandably a lot of combat in this area, and although the
PCs will be aided in one encounter by either gang members or security guards, this
could be a pretty deadly series of fights for the reasons I mentioned
above. For a group that’s just
ill-equipped for such heavy and sustained combat, retreat might be sensible
even if it results in mission failure.
The conclusion has the PCs asked
their opinion on what should be done about Zelrai, and this is one of the
reporting conditions. I’m not sure if
later scenario writers made use of the NPC again or not, but it’d be
interesting to find out. Anyway, in sum,
this is a good introductory scenario for a tough group with lots of Obozayas or
the equivalent; a group with too many non-combat PCs will really struggle. As it turns out, there’s only one way to deal
with the Swarm!






