Wednesday, June 10, 2026

Pathfinder Society Scenario # 1-05 (# 33): "Assault on the Kingdom of the Impossible" [RPG]

NO SPOILERS

 

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]

 NO SPOILERS

 

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!