Wednesday, October 21, 2020

Starfinder: "Alien Archive 2" [RPG]


With the Alien Archive 2, Paizo introduces another 65 species (plus variations) to the Starfinder universe.  The book is very similar in nature to the first Alien Archive.  Each species gets a two-page spread with some gorgeous, full-colour artwork, and many entries include little bonus gameplay elements such as new pieces of technology that PCs might get their hands on.  Because Starfinder stat blocks are relatively short, there’s a lot of room for background and description of each of the species.  Obviously, I can’t go through them all here, but there’s a lot more I found interesting and fun than there were ones I thought needed work.  Things like bodysnatcher slimes, dreamers, glitch gremlins, plupex demons, and velstracs are all worthwhile additions to the game in different ways.  GMs who liked the first Alien Archive will likely be happy with what they find in this one.


Players, of course, will be most interested in the sixteen new playable races.  Ready?  There’s aasimar, bolide, damai, embri, ghoran, hobgoblin, kanabo, orc, osharu, pahtra, phentomite, quorlu, tiefling, trox, uplifted bear, and vlaka.  Some of these are familiar to fantasy fans (aasimars, hobgoblins, orcs, and tieflings), some are brand new concepts (embri, phentomites, etc.), and some are Starfinder versions of “animal people” (pahtras are cat people, uplifted bears are . . . bear people, vlaka are wolf people, etc.).  The last category in particular will thrill a lot of fans, even though it’s not really my thing.

We shouldn’t overlook the appendices, as they help define the characteristics of the different species and give GMs some room to play.  Most of the appendices here reprint and supplement the appendices from the first Alien Archive, but there’s one important new one.  Appendix 3 presents eight pages of rules on polymorphing and introduces it as a spell option at each level for mystics and technomancers.  The rules are very detailed, but I *really* like how the shape has to be predetermined (when the spell is selected by levelling up) so there’s not a ton of recalculation in the middle of a session.

My recommend would be that if you’ve run or played Starfinder for a while and are getting pretty familiar with what it has to offer, buying Alien Archive 2 would be a good way to introduce some fresh characters and threats.  Like the first one, it is pricy for the relatively-slim page count, and that should be a factor to consider.

Monday, October 19, 2020

Rise of the Runelords Recap # 105 [RPG]


[23 Pharast 4708 continued]

 

Disaster has struck the Heroes of Varisia!  Two of their group are dead, killed by the explosive death throes of a frost worm.  And now, swirling winds, heavy snow, and an unearthly keening presage the coming of the wendigo!  The survivors—Erik, Jinkatsyu, and Morgiana—rush back towards the comparative safety of the Vekkers’ cabin.  But before they get far, they see two massive shapes in front of them, looming out of the blizzard.  The desperate adventurers know they’re not capable of surviving another fight, and decide to try to dodge past them.  But as they get closer, a booming voice calls out in the Giant tongue—a language that Morgiana happens to speak—and the menacing shapes resolve into a pair of taiga giants: a younger female named Cirdassa and an imposing shaman named Tanaq Mammoth-Eater.  Tanaq explains in his stilted way that his tribe’s ancestral spirits have foreseen the coming of the wendigo on this day, and that there is a chance it can be destroyed forever.  There’s little chance for conversation, however, as the wendigo keens again—and this time, it’s so close that panic sets in and the adventurers flee headlong for the cabin.


They’re lucky to find their way through the harsh terrain and limited visibility, and duck inside just as the wendigo is ready to set upon them.  The roof suddenly falls in as a hideous shape with the head of a feral elk and legs that end in blackened, burnt stumps crashes through.  The flying creature sweeps Erik into its claws and hurtles up into the sky, releasing him from great height!  But Erik’s angelic wings allow him to glide down to safety.  Back on the ground, Tanaq calls out a challenge, but the wendigo ignores him, crashing through another part of the roof to land next to Jinkatsyu.  But instead of attacking, the wendigo only stares deeply into the kitsune’s tortured soul and delivers a promise from mind to mind: “You are me.”  Too large to fit into the cabin, Tanaq jumps onto the roof and stabs down into the hole created by the wendigo, striking deeply with his enchanted spear.  The other giant, Cirdassa, tries to get an angle from the doorway, and with the adventurers joining in, they seem to have it surrounded!  It claws and bites in a vicious fury before suddenly turning into mist and floating away on the winds.

The sudden winter storm quickly dissipates.  Tanaq, who barely survived the onslaught of the wendigo’s attacks, takes one look at Jinkatsyu and says “The wendigo has marked him with its curse—he will be dead by dawn with the creature unslain—and it will not return once driven away.”  Jinkatsyu, exhausted from lack of sleep and another gruelling battle, takes the news bitterly and isolates himself from the others.  Erik asks the taiga giants if they can help return the deceased Kang and Ava to life.  Tanaq says that their valiant souls deserve a return to mortal life, but that the journey back from

Few dangers in the north
 compare to the dread wendigo . . .

the beyond may find them in a new shell.  Erik opines that Kang certainly wouldn’t want to be anything other than what he was, but that Ava probably wouldn’t mind.  Tanaq says the ritual can be conducted at the new day’s dawning.  He and Cirdassa disappear into the distant treeline to commune with the spirits, while the others rest after their day’s ordeal.

 

For Jinkatsyu, it is the longest, darkest night of his life.  The fate that awaits him should he succumb to the curse is one far worse than death—as he’ll become a monstrous thing akin to the wendigo, constantly hungering for sentient flesh.  But Morgiana and Erik offer no comfort, callously trading routine quips with each other as their companion is left locked in a storage room.  Somehow, though, the swashbuckler finds the inner fortitude to survive for one more day.  But he knows that, without a miracle, it will be his last.

 

[24 Pharast 4708]

 

The adventurers wake with headaches, nausea, and fatigue.  Without Ava’s or Kang’s magicks, the mountain altitude has taken its toll overnight. The survivors stumble out into the cold to meet with the taiga giants, camped nearby.  After a lengthy ritual, Tanaq calls upon the spirit world to return Ava’s soul for another journey in the mortal realm.  Her deceased grippi body seems to melt and reform into that of a living half-elf, and Ava is back!

The cleric of Sinashakti is stunned by everything that’s happened since the battle against the frost worm.  Not only are there giants around, the wendigo has been permanently dispatched, and Kang is deceased—but she herself is suddenly taller and with unwebbed fingers!  Before she has time to compose herself, Erik tells her about Jinkatsyu’s curse and asks her to remove it.  She calls upon her divine magicks, but the curse of the wendigo is just too strong.  But, there is something else she can do: bring Kang back to life!  The tiefling returns to life in a spray of vomit.  After some initial confusion over Ava’s new form (and an off-the-cuff remark that “slimy skin was Ava’s whole personality”), he promises to make it up to her.

Tanaq is a savage shaman among his clan and wields
 his father's enchanted spear, the bloodstone impaler.

 

Later that day, as the group prepare for a return visit to the isolated mountain shelf to the north where the bones of Karivek Vekker lie, Tanaq gets Erik’s attention.  The giant says he has performed a ritual divination and the future is clear: Jinkatsyu will succumb to the wendigo’s curse at midnight.  The giant suggests Erik and his friends kill him first, and spare Jinkatsyu and everyone else the horror of an irreversible transformation into a cannibalistic spirit of pure evil.  But magic and money are always cause for optimism, and the adventurers instead decide to see if Magnimar might offer a cure for what ails Jinkatsyu .  . .


---------------------
Director's Commentary

This was a really exciting, dark session with the desperate return to the cabin, the wendigo crashing through the roof, and Jinks honestly getting *this* close to dying and turning into a wendigo.  Not everyone in the group was on the same page with the role-playing, but overall I was happy with how the session turned out.

Cirdassa and Tanaq Mammoth-Eater were the temporary replacements for Ava's and Kang's players.  I wanted them to be able to participate in the session while waiting to see if their regular PCs could be brought back to life.  Cirdassa was a "stock" taiga giant from the Bestiary, but Tanaq Mammoth-Eater was from Giants Revisited.  He was a level 10 druid with a really cool magic spear, and (although I didn't pick him for this reason) had the ability to cast reincarnation.  I had Ava's player roll on an expanded table of possibilities to see what Ava would come back to life as, but it ended up on a pretty mundane result--half-elf.  That's dice!

Thursday, October 15, 2020

Pathfinder Society Scenario # 9-10: "Signs in Senghor" [RPG]

NO SPOILERS

Ok, the caffeine has kicked in so it’s time to write a Pathfinder review!  I played Signs in Senghor online through play-by-post.  It didn’t make much of an impression on me, but reading through the scenario, I can see it has all the elements for a solid adventure.  It has an interesting plotline, great artwork, interesting NPCs, strong attention to detail, and some exciting bits.  Perhaps playing it a little bit at a time over the course of several weeks kept all these elements from coalescing for me.

SPOILERS!


Signs in Senghor is set in the Mwangi Expanse.  The backstory is really interesting, as it ties into the ancient cyclops empire of Ghol-Gan.  Apparently, a type of powerful evil spirit called an asura was imprisoned by the Ghol-Gan.  Now, millennia later, the seals keeping the prison intact have started to weaken and blasphemous tablets called the Twelve Rites detail a way to set the asura free.  It’s a very trite plot in a way (great evil is about to be set free and the good guys need to stop it!), but the scenario gives it an interesting spin at least.  I think the scenario must tie into some others in the season, but I haven’t played much Season 9 and can’t confirm one way or the other.

The scenario starts in the city of Eleder with a briefing by Venture-Captain Finze Bellaugh.  Bellaugh explains that the Pathfinder Society would like to expand its activities in the region.  But this is difficult due to the Aspis Consortium’s stronghold in nearby Bloodcove.  If the Society could gain influence in the city of Senghor, however, the Aspis grip over trade in the region would be weakened.  Reports have recently come in that the Aspis is conducting operations in the forbidden ruins of Boali, a city across the bay from Senghor.  So V-C Bellaugh wants the PCs to travel to Boali, find proof of Aspis activities there, and use that proof to persuade the leaders of Senghor to ally with the Pathfinder Society against them.  It might be slightly convoluted, but it all holds together.

A cool-looking Pathfinder named Mirian Raas provides the group with transport to Senghor and tells them that from there, they can take a fishing boat across the bay to Boali.  Why Raas doesn’t just drop the PCs off there, I don’t know.  A variety of skill checks allow the PCs to speed up the trip across the bay, and although they don’t know it at the time, the time it takes them impacts the difficulty of later challenges in the scenario.

Once in the ancient, ruined city of Boali, the Pathfinders will quickly pick up the trail of the Aspis Consortium.  The city is overrun by boggards, and they present the first combat encounter in the game.  Afterwards, the PCs will find a member of the Consortium named Gideon Wren who has been left behind by his fellows (in a vault containing some of the tablets of the Twelve Rites) because he’s stuck in a cunning and ultimately deadly trap!  The PCs presumably extricate Gideon from the trap in exchange for information, but how long it takes them to get him free (and how wounded he gets in the process) affects the difficulty of the next encounter.  I thought having an enemy member trapped and in need of rescue was a clever and original plot point.

But just a few minutes after getting out of the vault with Gideon, the Pathfinders encounter an enormous three-eyed winged frog beast called a mobogo (the pic verges on the silly).  This is supposed to lead to a chase scene (with the PCs getting chased), though I think the scenario needed to do a better job explaining that this was not the sort of thing that should be fought.  Anyway, there’s a good variety of skill checks and a good array of consequences depending on how well the PCs do in the chase.  The scenario incorporates a lot of attention to detail which I appreciate, but there might even be too many little bonuses and penalties to keep track of.

Once back in Senghor, Gideon can provide the name and location of his boss in the consortium—a woman named Shinri Dells.  She’s an aasimar monk/sorcerer, and fights the PCs with several low-ranking Consoritum members.  I don’t recall this fight being particular difficult or memorable.  There’s also an optional encounter if the scenario is running fast that involves a fight against some tripurasuras (a type of shapechanging lesser asura, I guess).  We didn’t do this encounter, but it’s nice for the GM to have options depending on how the game is going.

The finale is a skills challenge to try to persuade the leaders of the city to back the Pathfinder Society over the Aspis Consortium.  This plays out in a familiar way, with each leader having a distinct personality and set of skills that are useful in persuading them.  Still, I thought it was handled well.
Overall, the scenario makes use of all the core elements of gameplay: skills, role-playing, and combat.  The storyline is solid, and the setting is interesting.  It’s perhaps not outstanding, but definitely worth playing.

Monday, October 12, 2020

Rise of the Runelords Recap # 104 [RPG]


[22 Pharast 4708 continued]

 

The Heroes of Varisia continue their exploration of the Vekker Brothers’ haunted cabin, hoping to find clues as to the whereabouts of the legendary city of Xin-Shalast.  Kang uses a couple of vials of liquid fire to burn a hole through the wall of a chamber containing a mound of dwarven bones.  The master alchemist then enters to examine the bones, only to find that some of them appear to be wearing his own equipment!  An instant later, Kang believes himself surrounded by a whirling storm of shadowy forms as the cannibalized dead arise to gnaw at his flesh.  He stumbles out of the room, alive but bleeding from mysterious wounds.

 

Just as he returns, a strange knocking sound starts to echo through the cabin, seemingly to come from the lower entrance.  The adventurers huddle near the top of the shaft, taking up defensive positions, but are startled when the entire cabin seems to groan and shake!  The hammering sounds continue as spectral images of starving dwarves can be seen flittering about.  Jinkatsyu is suddenly possessed by an overwhelming hunger for sentient flesh, and tries to kill Ava with his rapier!  She makes a run for it and is badly hurt, but buys enough time to channel divine power to drive the haunted remnants away.  Jinkatsyu returns to his senses, having been spared the torment of actually feeding on an ally, but it’s clear the detrimental effects of the possession remain.


Morgiana opens the door to check on the blizzard and is startled to see a single ghostly dwarf manifest.  His facial features are curiously indistinct, and although he speaks, his lips barely move:  “You . . . you are alive?  You do not hunger?  Ah . . . this is what I sense in your blood.  Greed.  You seek the City of Greed.  You should abandon your quest, lest you end up like me.  Cold.  Dead.  Eaten.  But I suspect you cannot be swayed.  Know then that I know the way to Xin-Shalast.  I can show you the way, but
only if you bring me my brother.  He died on a ledge in the mountains a mile’s walk north from this cabin.  I can feel his soul out there, still hungry, still insane.  Bring his bones to me so that I might reconcile with him.  Once he is at rest, I will show you the way so that I might rest as well . . .”  The vision fades, and Morgiana rushes back inside to share what she’s seen with her teammates.

 

Although Jinkatsyu argues that the group shouldn’t rest in such a cursed place, the others are insistent that it’s safer inside than out in the blizzard.  They fortify the bunkroom and everyone tries to sleep.  Jinkatsyu, however, tosses and turns as terrible nightmares of feasting on Ava’s flesh wreaks havoc on his state of mind.  Strangely enough, Ava has a corresponding dream—of being Jinkatsyu’s victim.

 

[23 Pharast 4708]

 

 Morning finds Jinkatsyu sweaty and bedraggled, having gained little rest.  Ava shares the contents of her dream, saying it’s best to have everything out in the open.  Jinkatsyu says he’s dangerous and can’t trust himself, but Ava promises that the fiend in their nightmares is not the real Jinkatsyu.

 

The group set off through the rocky, snowy terrain, glad that the previous day’s blizzard has subsided.  Erik spots an old, disused trail that matches the ghost’s directions.  Even a mile’s journey across the treacherous landscape takes much of the morning, though Morgiana’s harness of magical wings allows her to soar effortlessly above the others.  Following the trail requires ascending a difficult cliff face, and more magicks are brought to bear to get everyone to the top.  Although natural wilderness competence is often lacking in the Heroes of Varisia, sheer magical power allows them to overcome most obstacles.


The trail ends at an uneven shelf of rubble and rocks covered with ice and packed snow.  A thin fog hovers just above the ground, but the adventurers notice the tops of about a dozen gravestones protruding out of the mist.  Kang’s excellent vision allows him to spot the remnants of an old fire pit, and, laying near it, a corpse frozen solid and preserved by the cold mountain air: broken and mangled as if it had fallen from a great height, its legs end in charred, blackened stumps.


But before further investigation is possible, everyone can feel a great rumbling underneath them.  Instants later, a huge, gaping maw pushes its way out of the packed snow, followed by a tubular body almost 35 feet long, exhaling a punishing gust of freezing cold!  And somehow things get worse, as almost simultaneously, a spectral image arises from the frozen body on the ground, its ghostly mouth filled with fangs that drip streamers of blood that fade away to mist before striking the ground!  The first creature, known in the north as a frost worm, almost cuts Jinkatsyu in half with a terrible bite


before tossing him aside like a rag doll.  It breathes out a storm of hail that nearly batters Erik to death.  But the adventurers rally and focus all their efforts on the worm, killing it only to pay a terrible price: in its death throes, the worm literally explodes and levels everything around it.  Although Jinkatsyu somehow manages to dive for cover and Erik and Morgiana endure the blast, Ava and Kang are killed instantly.


And the ghostly presence of Karivek Vekker still lusts for flesh!  It attacks Erik, and only through the superhuman efforts of the aasimar and his surviving allies is the ghost temporarily dissipated.  But now that they’re at their weakest, a final horror emerges: the clouds darken, the wind begins swirling with hints of a new blizzard, and the keening of the wendigo cuts through the mountains like a knife.

 

Only during the first assault on the Kreeg Clanhold in Hook Mountain has this epic quest to stop Karzoug been so close to utter failure—will the remaining heroes yet find a way to survive?

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


Director's Commentary


Swashbucklers have few weaknesses, but low Will saves can be one of them.  This session we see Jinks possessed, and things get dark!  Some really good role-playing by both him and Ava though.


The ghost plot (needing the bones to be returned in exchange for info on Xin-Shalast) was a bit trite in my opinion.


That exploding worm was a real shock!  And it was amazing the survivors managed to fend off the ghost that ambushed them afterwards.  Things got really dire, and I was pleasantly surprised it didn't end in a TPK.

Friday, October 9, 2020

Pathfinder Compleat Encounter: "The Liberation of Prince Thorgrim" [RPG]

SPOILERS

I recently ran The Liberation of Prince Thorgrim for my "Roots of Golarion" campaign.  This product hails all the way from 2005 and is part of the short-lived "Compleat Encounter" line that consisted of a short adventure, stats for three NPCs, double-sided gridded tile cards, and three unpainted pewter miniatures.  (Apparently, they were also sold in a variation that didn't include the miniatures, and that's the version I have for this one.)


The story is a simple one: a corrupt sheriff has pinned a murder (that he himself conducted) on a completely innocent dwarf ambassador from a nearby kingdom.  The dwarf has been locked up in the sheriff's jail, guarded by a powerfully obese gaoler.  The PCs' mission is to sneak or break into the jail, free the prisoner, and (ideally) find proof of his innocence.  The adventure is pitched at Level 8, but there are instructions on how to scale it up and down for different groups.  A few basic adventure hooks are included to explain why the PCs could get involved, and I really like a variation that has the prisoner be a PC whose player has to be absent for the session--a great way to the players who do show up something important to do while providing a natural pause to whatever ongoing storyline they're involved in.

The gridded flip-tiles are designed that one side shows a nice, clean jail, and the other shows a filthy, squalid place.  This adds a bit of reusability to them.  It's only four cards though, so don't except something like a full Pathfinder Map Pack.

Regarding the NPCs, stats are provided for the sheriff, the gaoler, and the dwarf prisoner.  The sheriff is fine (and is given some background), but the gaolor is my favorite--the artwork is great, and he has a memorable personality.  There's probably not much value in having the dwarf's stats, and I think it might have been better to conceptualise him as a character more suited to being a cohort or follower.  I can't speak to the quality of the miniatures, as mentioned above.

Overall, I thought this was fine.  It probably provided more like an hour's diversion than an entire session's gameplay, and I always find it cumbersome to flip through the cards to figure out which ones I need (the numbering is often confusing).  On the whole though, it does what it sets out to do, and it is handy to have these little encounters ready to run right out of the box.

Thursday, October 8, 2020

The Shadow War of Hawkman (Ltd. 1985) (DC Comics) [COMICS]

Hawkman is one of those characters that somehow work even though it’s not immediately apparent why.  After all, his only super power is flight, and that’s a dime a dozen.  His costume is red shorts, green tights, and funny chest straps.  He’s a policeman from another world with access to futuristic weapons, but mostly hits bad guys with a medieval morningstar.  It’s easy to imagine the character having made a couple of appearances during the Silver Age and then being largely forgotten.

Yet although he’s never become a top-tier DC super hero, Hawkman’s second-tier status has endured for decades.  He’s been a long-standing member of the Justice League, appeared in the Super Powers cartoon, and even made the team in the Legends of Tomorrow tv show.  And all despite being saddled with one of the more convoluted backstories (at least in the 1980s-1990s; things have probably smoothed out nowadays with the New 52, etc.).


Hawkman has never been one of my favourite characters, but I’ve always liked his 1985 limited series The Shadow War of Hawkman.  It’s an attempt to take the best version of the character, discard some Silver Age baggage, and set the character on a new course for the future.  The timing, though, is unfortunate, as Crisis would soon come and Hawkman would go through all sorts of complications.  But as a standalone series, these four issues are really solid, helped by clean, colourful artwork and a real love of the character displayed by the writer, Tony Isabella.

Issue # 1 sums up Hawkman’s backstory: Katar Hol and his wife Sheyara are police officers from the planet Thanagar who have come to earth and lived with a local police commissioner while “undercover” as museum curators named Carter and Shera Hall.  The story starts with a local cat burglar named Mousey is forced by aliens to steal anti-gravity devices from the Hall’s secret storeroom.  When Hawkman and Hawkwoman intervene, Mousey tries to confess but then he and Hawkwoman are seemingly disintegrated!  It’s a good cliffhanger.  The banter between Carter and Shera is charming, and Carter is very different than the right-wing jerk he’s sometimes portrayed as in later stories.

Issue # 2 reveals that the aliens behind the theft are fellow Thanagarians who are engaging in secret acts of sabotage to pave the way for earth’s invasion!  Grieving over his wife’s apparent death, Katar reveals his real identity to Captain Frazier of the police.  A really good text page by Tony Isabella tries to make sense of (by-then) twenty-five years of Hawkman continuity, keeping (if re-interpreting) most of it, while frankly discarding some of it.  As much as I hate setting resets in general, you could really see how much Crisis was needed for the DC Universe.

Issue # 3 really shows off how great the colouring works on the type of paper used in the mid-1980s.  I’m nostalgic!  The invading thanagarians want the anti-grav tech they had stolen because Thanagar itself has had a precipitous decline in technology—I didn’t get all of this, but it sounds like a sort of “Dark Ages” situation.  Anyway, it turns out that Hawkwoman is alive!  Another woman at the museum, Mavis Trent, had donned her costume as a joke or something and she’s the one who got disintegrated.  Katar and Sheyara decide they need to keep the madness on their homeworld secret, but also need to stop the invaders.  So, they infiltrate JLA headquarters to erase some data (I’m fuzzy on this part) and fight Aquaman and Elongated Man.  They succeed, but the bad guys have stolen their spaceship!

In Issue # 4, the invaders have used an important device in the Hawkman stories, the absorbacon, to blackmail all sorts of people in key leadership positions on Earth.  But Hawkman and Hawkwoman teleport to their own commandeered ship to repel boarders and, to save Detroit(!), self-destruct their own ship.  Some would wonder if it was a worthwhile trade.  I kid because I love.  There’s an ominous ending: “The war has just begun.”

Overall, it’s really good, and makes me like Hawkman.  Someday, I’ll have to see what else I can dig out featuring the character from this time period.

Tuesday, October 6, 2020

Rise of the Runelords Recap # 103 [RPG]


[20 Pharast 4708 continued]

The adventurers’ journey to find the mining camp of the Vekker Brothers, dwarves who disappeared decades ago, continues.  Although the journey won’t be easy, the Vekkers’ claims to have discovered the path to Xin-Shalast is the best lead the Heroes of Varisia have found.  Having teleported to Urglin, crossed the Cinderlands, and found the Kazaron River, the adventurers camp in the foothills of the Kodar Mountains.

That night, Erik and Jinkatsyu are on watch when they suddenly realize that someone is watching them!  A muscular giant with dark grey skin and fiery red hair, dressed in furs and carrying a spear, stands like a statue and silently gazes upon them.  The two sentinels awake their companions, and Kang remembers reading an old entry in a Pathfinder’s log about encountering so-called taiga giants: nomadic hunters and gatherers who have a strong spiritual connection to their ancestors and to the land.  Kang

addresses it in the Giant language, as does Morgiana.  The two adventurers receive only curt replies, indicating that the taiga giant perceives that the adventurers have intruded into its tribe’s territory.  The adventurers ask for permission to traverse the land, but Kang’s arrogance does the negotiations no favour, and the giant makes it clear that the adventurers must turn back or face violence.  To avert hostilities, Ava uses minor teleportation magic to carry everyone several hundred feet away.

[21 Pharast 4708]

The party continues marching, with Morgiana and Jinkatsyu finding it difficult to keep up through the harsh terrain and thinning air.  But magic keeps them from flagging, and by nightfall the adventurers reach a point where the river splits into an eastern and a western branch.  A quick spell allows Ava to ask Veznutt Parooh which branch to take, and they receive an answer: the eastern.

[22 Pharast 4708]

At midday, the party’s progress is halted by the appearance of another taiga giant in their path.  Whether it’s the same one or a different one, they can’t tell.  The giant solemnly calls upon the travellers to turn back, lest they incur the wrath of a malevolent spirit that haunts the area ahead.  According to the giant, the evil spirit flies on the wind, howls in the night, feasts on the flesh of all living things, and turns kin against kin.  In the Giant tongue, the spirit’s name is synonymous with a dread curse . . . “wendigo”!

But the group has come too far to turn back now, despite the ominous portent of what lies ahead.  Ava again uses spellcraft to teleport the group past the taiga giant.  The group follows the Kazaron for a few more miles, and then they spy their goal: the Vekkers’ cabin.  Sitting in a low valley, the cabin is perched on the edge of a 60’ high cliff, with a small shed at the base of the cliff connected to the cabin via an enclosed wooden shaft.  The profusion of lichens growing on its timber walls make it clear the cabin is decades old, but it still looks sturdy—dwarves craft things to last.  Near the shed at the bottom of the cliff is a pile of fine black sand underneath a chute, and, apart from a dead, sagging pine tree, the whole area is devoid of plant life.  Even from a distance, the cabin has the look of a place long abandoned.  As the rugged adventurers take in the sight, they hear, for the first time, an awful, uncanny keening carried on the wind.

The adventurers waste no time in descending to the valley.  The door to the lower shed is burst open, and most of the adventurers go inside, with Morgiana watching the perimeter outside.  Much of what the adventurers see is what they expected: a plank floor, rusted mining tools, decaying garments, and dust everywhere.  Erik pokes his face through a curtain and is startled to see a figure hunched over in the corner of the room!  It looks like a balding dwarf with gold dust thick in his beard, stuffing fistfuls of the stuff into his mouth!  “You!” he shouts at Erik—“You have to try this . . . It’s so delicious!”  Erik feels an unnatural urge to join the dwarf, but he snaps out of it and shakes his head to clear his vision.  The dwarf and the pile of gold dust are gone.  Instead, there’s only a pile of black sand next to the chute that projects through the wall to another pile, outside.

Morgiana suddenly comes inside, pulling the door shut behind her.  She explains that a blizzard is moving in on the cabin at an incredible pace!  Meanwhile, Kang identifies the black dust as containing high concentrations of arsenic, and warns everyone to be careful around it.  Alerted by Erik’s experience that the cabin is probably haunted, the adventurers decide to climb the stairs quickly and hope there are clues about the brothers’ discovery of Xin-Shalast in the portion of the structure that lies at the top of the cliff.  But once they near the top, the stairs suddenly tip over to the side!  The cunning dwarven trap sends Morgiana plummeting almost fifty feet to the bottom of the shaft, though the others manage to grab handholds and hang on.  But the danger isn’t over, as a chain and bucket is animated by dark energies to become a lethal weapon!  Ava channels the light of Sinashakti to drive the evil spirits away, and the chain goes limp.

The upper portion of the cabin contains a bunkroom, a small living area, storage closets, and more.  From the personal items still present, it’s clear that the place was not abandoned with foresight.  As the search continues, disturbing visions and feelings infiltrate the minds of the adventurers: hunger pangs as if on the brink of starvation, mild paranoia that the others have become cannibals, and more.  Using a magical ring that allows her to see through walls, Morgiana discerns that in one room is a pile of bones.  As the storm begins raging in full force outside and the whistling of the wind carries through the cabin, the adventurers decide they have no choice: they’re going to have to enter the room and investigate.

Having found this forlorn cabin in windswept mountains far from civilization, will the Heroes of Varisia survive the terrors that await and discover the path to legendary Xin-Shalast?  Or do the warnings of the taiga giants and the unearthly keening foretell a far worse fate?

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

Director's Commentary

The taiga giants were just a random encounter, but they actually ended up being pretty important.  In this session, they give the warning about the wendigo and help establish a feeling of dread, and in later sessions they take on even greater importance.  Kang's attempt at diplomacy failed miserably, as the player intentionally kept the arrogant character from being good at social skills--a nice touch.

We start to see some of the effects of altitude and cold weather come into play, but Ava had the spell resources to keep the party moving.  Without her, they would have had to invest in some magical items to proceed, I think.

We get the first taste of the haunts in the Vekkers' cabin.  I thought this part of the adventure path told a good, creepy story and I was really happy with how it turned out in gameplay.