Tuesday, December 15, 2020

Rise of the Runelords Recap # 112 [RPG]

 
[4 Gozran 4708 continued]
 
Although the sudden reappearance of the Hidden Beast is startling, Jinks doesn’t hesitate to jump up on the dais and stab it in the face!  This time, bereft of its magical protections, the decapus proves much less of a threat and is killed easily.  The adventurers discuss whether they should take the corpse of the vampiric monstrosity to the surface and expose it to the sun, but Jinks is concerned about the vampiric skulks who escaped the previous battle.  What if they’re still in hiding?  The decision is made to stay on guard in the chamber and rest.

But the Hidden Beast has made this entire lair its “coffin” for millennia—after about an hour, it surges back to a false mockery of life and arises!  Turning quickly into a gaseous mist, it disappears into small cracks around the walls of the chamber.  Kang quickly applies an alchemical glue to try to trap the Hidden Best, but there’s no way of knowing whether it will work.

At Kang’s prompting, the group leaves the lair of the Hidden Beast and explores some of the other tunnels in the area.  In one area, they’re attacked by a strange one-eyed creature with lengthy tentacles that stick to Jinkatsyu’s skin and drain him of his strength.  After a lengthy battle, the creature tries to surrender and shows the intellectual and linguistic ability to communicate!  But it’s too late, as one of Kang’s delayed-fuse bombs explodes and incinerates the creature.  With Jinkatsyu and Morgiana badly wounded in the confrontation, the group retreats and rests for the night.
Ropers are sometimes known
 to be quite the philosophers!


 
[5 Gozran 4708]
 
In the morning, Kang drinks a magical concoction allowing him to send his mind vast distances.  Although he intends to contact Father Zantus back in Sandpoint to ask the priest what he knows about vampires, the telepathic projection is somehow redirected by the strange planar magicks around Xin-Shalast!  Kang finds himself in brief mental contact with bizarre monstrous spider-like beings who tell him “stop the lens, stop the denizens” before the link is broken.  Kang’s previous research in the Therassic Library comes in useful once again, allowing him to realise these creatures are so-called Leng Spiders, an other-dimensional race locked into an eternal war with the bipedal but still inhuman “Denizens of Leng.”  However, the reference to a “lens” remains cryptic. Kang’s mental projection is able to continue on and engage with Father Zantus, but unfortunately the man knows only general information about vampires and not the specifics the group needs to know in order to permanently destroy one.
 
Soon after Kang’s mind returns to his body and he shares with the others what he learned, Morgiv and his band of skulks known as the Spared arrive.  Morgiv takes the news that the Hidden Beast may still be alive gracefully, and says he knows the Chosen One (meaning Kang) will succeed in destroying the evil once and for all.  The skulk leads his people away to a safer area after giving the party a tapping code they can use on the rock walls of the subterranean area to communicate with them across surprising distances.
 
The Heroes of Varisia return to the Hidden Beast’s lair, but all seems quiet.  Exploration of a side tunnel leads to an ancient shrine devoted to the Spared’s original saviour, Mesmina.  On one wall is a crudely-painted depiction of the Chosen One that will someday free the people from a future enslavement—and the figure does look a great deal like Kang!  It’s clear the Spared haven’t been able to visit this shrine ever since the Hidden Beast emerged, and some of the group’s magical treasures remain.  Among them are several elixirs designed to allow one to survive the extreme altitudes here on the world’s roof.  Kang is outraged to realise the composition is identical to Nisk Tander’s so-called “Elixir of the Peaks”, and suspects the devious amateur must have some sort of connection to Xin-Shalast.  In yet another bizarre moment, Jinks casually says “So, the meddlers have returned.  Perhaps this age is not so feeble after all.  Didn’t I crush this one into pebbles?”  The kitsune denies he said anything of the sort when confronted by his allies.
 
The adventurers return to the lair of the Hidden Beast, determined to finish the creature off once and for all.  Morgiana cleverly uses her magical ring to see through the first several inches of rock along the walls of the chamber, and finds the hidden niches where the decapus and his turned skulks are resting.  The adventurers discuss plans to force them out and finish the job.
-----------------------------
Director's Commentary

This was the third session in the "Hidden Beast" saga.  I think the roper was from a random encounter table, but it was pretty nasty because it had some sort of ability damage or drain effect.  I liked the bit of foreshadowing that Kang's arch-nemesis, Nisk Tander, had a connection to Xin Shalast.

Sunday, December 13, 2020

Pathfinder: "Valeros, Iconic Fighter T-Shirt" [RPG]

 If I really wanted to emulate Pathfinder's Iconic fighter Valeros, I'd need to imbibe a couple of tankards of ale before writing this review!  Valeros is a really fun character in the comics and audio adaptations of APs, and this shirt has classic Wayne Reynolds art.  Against a black background, some of the detail is a
little harder to make it out, but it's still pretty cool.  Apart from the logo and the image of Valeros, the t-shirt is plain (nothing on the back or sleeves) making it look fairly basic.  Still, it's hard to go wrong with the classics!

Saturday, December 12, 2020

Pathfinder Tales: "The Redemption Engine" [RPG]

 

NO SPOILERS

I don't even know how to begin heaping The Redemption Engine with all of the effusive praise it deserves.  I've read a lot of the Pathfinder Tales novels, and this one is among the very best.  James Sutter knows his way around Golarion, and he's picked one of its most flavourful components (the city of Kaer Maga) as the starting point for this awesome adventure.  Sutter's writing just pops with


excitement, humor, and intelligence, and he's created an original plot to drive the story.  Even the way he describes things familiar to gamers, like channelling energy, has so much verve to it (while still being faithful to the RPG) that one can't help but admire the talent that went into the novel.  I'd definitely recommend this one to Pathfinder fans, but also to fantasy readers in general (there's even a helpful glossary to explain setting terms).  

SPOILERS

Salim Ghadafar, atheist priest of Pharasma (it makes sense!) is back for another adventure, having previously appeared in Sutter's excellent novel, Death's Heretic.  Forced to serve the goddess of death due to choices made in his past, Salim is called in to investigate a great story hook:  the souls of 53 murder victims have not turned up in the Boneyard (the afterlife) like they were supposed to.  So where are they?  Or, perhaps more to the point, who has them?  Salim's investigation covers the memorable streets of Kaer Maga, the City of Silence below, the heights of Heaven above, and even a detour to Hell.  It's all handled extremely well, and I particularly appreciate how a place that may seem dull like Heaven becomes a fascinating place for story-telling.  Angels may not be what you expect!  And the ending is genuinely exciting.   This is one of those books to read, and then pick up again a few months later to re-read.  It's really that good.

Tuesday, December 8, 2020

Pathfinder Society Scenario # 0-18: "The Trouble with Secrets" [RPG]

 

NO SPOILERS

Because this is a retired scenario, I incorporated it (at low sub-tier) as part of a regular home campaign for four PCs.  I changed the opening a bit, but left the core of it essentially unchanged.  From that experience, I can see why it was retired--it's very deadly!  And although the backstory is really


interesting and holds promise, the actual gameplay turns out to be a very generic mini-dungeon delve.  As there's no enduring addition to setting lore, The Trouble with Secrets is now just a curiosity as best. 

SPOILERS

The backstory may be the best part of The Trouble with Secrets.  After a Pathfinder named Harkus was slain by a vampire and arose as undead, she retained just enough humanity to seek out a fellow agent (and former lover) named Bossell for aid.  Bossell agreed to help find a way to turn Harkus back, but secretly arranged for her to be bound and experimented on (with even a total dissection planned) in a basement under the Sothis Lodge.  Furious at the betrayal, Harkus managed to break free of the restraints and savage the research team until Bossell slammed a stone door shut and trapped her inside.  Bossell then proceeded to cover up the incident entirely, sealing over the entrance to the basement and doing his best to forget about the whole thing.  Now, decades later, Bossell is a senile old man allowed to stay at the Lodge out of respect for his past service.  But when his assistant finds an old journal about mysterious experiments in the basement, the idiot decides to go investigate--thus unleashing the still-undead and still-peeved Harkus!

From that premise, there are a lot of great directions the story could go.  Unfortunately, the writer chose a pretty poor one.  Harkus kills the assistant and secretly ventures into the streets of Sothis to mentally dominate and recruit pit fighters to help guard her basement lair.  She then returns to her secret hiding place under the Lodge and . . .well, does nothing, really.  Essentially, she's sitting there as the scenario officially begins and the PCs are briefed about trouble and disappearances in a newly-discovered vault under the Lodge.  That's how a great backstory filled with pathos and betrayal and vengeance is turned into a traditional "explore old crypt and kill stuff" mission.  There are five main chambers to the underground vault and thus, predictably, five encounters.

First up, in the vault's antechamber, is a battle against the dominated pit fighters and the hyenas that (apparently) they train for battle.  The pit fighters are fighter/rogues and will try to ambush the PCs, but this is pretty much a cakewalk.

Next up is a statue hall and, giving truth to cliché, two of the statues turn out to be animated objects and attack.  Yawn.

The third chamber is where we get the first hint that of what's really going on, as vampire spawn burst in to attack.  This does serve as good preparation for the PCs to get their act together before fighting the real thing.

The fourth chamber is actually a pretty well set-up encounter.  It involves more pit fighters, but they're using archery and firing through murder holes.  The PCs have to figure out how to reach them before they get turned into pin cushions.

Last up is Harkus, the vampire.  Man, she is tough!  At low sub-tier she has six levels of fighter, wields a greatsword, and has an AC of 27.  Her tactics are also smart--dominating a party's strongest member and then attacking any arcane spellcasters in the group.  One of the reasons I chose this scenario is that a PC in my group is a Vampire Hunter (the class from the Vampire Hunter D book) and I wanted to give him a chance to shine.  But instead, a near-TPK was in store for the group and they had to withdraw.

And that's the scenario.  I guess to its credit one could say it plays very quickly, contains a map that's easy to draw, and isn't one that requires enormous prep by the GM.  I love the cover art, and there are some opportunities in the adventure for the PCs to learn about the cool backstory.  On the whole though, The Trouble with Secrets is best left just like Harkus--buried and forgotten.

Monday, December 7, 2020

Rise of the Runelords Recap # 111 [RPG]

 

[4 Gozran 4708 continued]

Somewhere deep under Xin-Shalast, the Heroes of Varisia have watched the vampiric decapus known as the Hidden Beast turn into a cloud of mist and disappear into cracks in the ground.  Morgiana collapses unconscious from her wounds, but Ava is able to restore Jinkatsyu and Erik to fighting condition.  Unsure of how to permanently destroy a vampire, the adventurers agree they need outside help—from Sandpoint!  Through a magical spell, they contact expert on Thassilonian history Brodert Quink.  Unfortunately, Brodert knows little about vampires beyond the need to use stakes or sunlight.


The adventurers decide they can’t take the risk that the Hidden Beast will return.  Ava magically reshapes the basalt base of the throne and reveals a deep hole.  Jinkatsyu bravely investigates, and finds the seemingly inert body of the decapus.  The swashbuckling kitsune cuts off some of its tentacles and Kang throws a fiery bomb at the body, but, as far as they can tell, the creature is well and truly dead.  The decision is made, just in case, to try to seal the creature permanently in its tomb through more magical stone shaping, but Ava’s stonecrafting is poor and the results uncertain.  Soon after, examination of two rings taken from the decapus’ body reveal one can turn the bearer invisible while the other (engraved with a Sihedron) holds powerful defensive magicks.


The adventurers leave the Hidden Beast’s lair and travel a short distance down a tunnel to reach Morgiv.  The skulk is deliriously happy to hear the news that the Hidden Beast has been destroyed.  He rushes off to gather the rest of the Spared, and Kang and the other adventurers decide to quickly check the two other tunnels leading off from the chamber.  Before they can do so, however, Ava hears a strange hissing sound coming from beneath the base of the throne.  Instants later, the Hidden Beast is standing there, seemingly alive and well! 


Another battle begins, but this time the adventurers are better prepared and the Hidden Beast’s minions aren’t present to confuse things.  The vampiric decapus is again defeated and retreats to its tomb underneath the throne.  This time, Ava exhausts her magic in conjuring a crack-free buttressed dome over the entire pedestal and throne—there’s seemingly no way the decapus can escape.  Until, with an astonishing bypassing of the area’s wards again teleportation, the creature somehow uses a dimension door spell to reappear back on top of the throne!


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

Director's Commentary


This is part two of what would become the four-part vampire decapus clusterF.  It's one of those situations wherein about 20 things go wrong simultaneously.  Knowledge (religion) just wasn't one of the skills the PCs were good at, so they didn't know in-character how to permanently destroy a vampire (and they were sensible in contacting Father Zantus, but he rolled low).  For all her stoneshaping to do delicate things (like disguising a doorway or making something airtight), I would have Ava cast Craft (stonemason) checks, which she was understandably not great at it.  The decapus should have been trapped in its coffin-hole anyway, but then rolled a freakin' natural 20 on its caster level check to get a dimension door spell to work despite the magical interference in Xin-Shalast.  As we'll see next session, I later misinterpreted the scope of what counts as a "coffin" for the decapus.  And on and on . . .


With its magical buffs and equipment gone, the decapus was far less of a threat but still took some time in-game to destroy.  I didn't realise at the time that people were getting frustrated with it.  To be honest, I was surprised they wanted to spend so much time on the decapus as it's essentially an optional subplot, but I figured it just gave me more prep time for the very complicated final encounters in the adventure to come, and so didn't think too much about it.  But under the surface, trouble was brewing!

Sunday, December 6, 2020

Pathfinder Society Scenario # 0-16: "To Scale the Dragon" [RPG]

 

NO SPOILERS

I ran To Scale the Dragon at subtier 5-6 via play-by-post.  It's definitely a memorable scenario, with at least one gameplay element that probably doesn't appear in any other PFS scenarios.  Like many Season Zero adventures, it can be surprisingly uneven--easy in spots and quite deadly in others.  The plot isn't great, so overall it's a mixed bag.  I'd still recommend playing it, especially if the GM and players want a more wilderness-themed adventure, but with an understanding that there are some rough spots in the adventure.

SPOILERS


The background to To Scale the Dragon is simultaneously over-grand and under-utilised.  According to the scenario, the greatest mystic in Golarion's history was a man named Amao the Frost-Blossom.  Amao's spiritual journey took him to the top of Mount Cania (in southern Galt's Fog Peaks) where he discovered the Four Truths, "words of making and unmaking that he should keep for all eternity, until the time came that he was called to recite them."  That time has apparently come, as the Pathfinder Society needs to learn the Four Truths to avert a great, mysterious calamity that is about to come over Absalom.  To that end, a team of agents must be dispatched to Mount Cania to retrieve Amao's bones so that seers can contact his spirit and ask for help.  Unfortunately, Amao's bones are simply a classic Macguffin; nothing in the story depends on the particular nature of the bones' origin, nor are Amao, the Four Truths, or the impending catastrophe ever referenced again in Pathfinder lore (as far as I know).  As an aside, I wonder if the concept is based on the Four Noble Truths of Buddhism?

From the players' perspective, the adventure starts with them having arrived in the Fog Peaks at a waystation ran by a former Pathfinder named Rysam Aklon.  Aklon runs a remote waystation and, to fulfil an old favour owed to the Pathfinder leader named Osprey, has agreed to help the PCs with resources and directions to find Amao's resting place.  To this end, he supplies the group with some rations, some furs, a map to ascend a peak known as "The Dragon", and two dogsled teams.  Dogsledding is a major part of this adventure, and although the scenario promises simplified rules, there is still a *lot* for the GM and players to digest.  I always do a ton of prep, but even then I was glad that I ran this through play-by-post and had a lot of time between turns to figure out how it's all supposed to work.

When the PCs begin the ascent of The Dragon, there's a lot they need to contend with.  Although set in a wintry clime, the scenario doesn't mentioned cold temperature checks, but it does incorporate altitude sickness.  Each section of The Dragon has certain terrain features and associated risks, such as sharp turns, ravines, obstacles, etc., that require Handle Animal checks to bypass safely.  The PCs in the group I ran this for didn't have any skill in Handle Animal, and had a tough time with dogsledding.  On the other hand, I know the author intended this scenario as one that rewards nature-oriented characters like druids and rangers who take the time to specialise in skills like Handle Animal, Survival, Knowledge (nature), and so forth, and I can see the value in making sure every type of character gets a chance to be in the spotlight at some point in their careers.

When the PCs make it to the top of The Dragon, finding the cairn containing Amao's bones isn't difficult.  The hard part is getting to it, because the cairn is a sacred place to a local tribe of taers (primitive beastmen).  There's no chance of a peaceful resolution, so the PCs are classic foreign invaders intruding upon sacred tribal lands to steal relics for their own purposes, killing everything that gets in their way.  The Pathfinder Society in its early seasons was very different than it is today!  Anyway, once the PCs drive off the taers and start digging through the ice to retrieve the bones, they're likely to trigger a very nasty magical trap that could inflict mummy rot on a PC.  The digging also awakens a remorhaz, a type of massive ice centipede monster that that is deceptively dangerous because it generates an immense amount of heat (in game terms, any natural or manufactured weapon that strikes it takes 8d6 points of damage) and can swallow creatures whole.  Unless the group quickly discerns they need to back off and use spells or ranged weapons, a remorhaz can be pretty nasty (it killed one unfortunate PC in the game I ran).

The remorhaz was also venerated by taers, and with its death tribal drums start to echo around around the mountains.  In a very cinematic scene, the PCs will be chased by a veritable mob of taers until they escape the peak.  This is handled well, as the PCs are given every hint that they're facing an overwhelming force; but if they still want to stick around and fight, they can.  To me, events like this are a good corrective to the common misperception that every encounter is meant to be winnable.

When the PCs begin their dogsled-aided descent, the most memorable part of the scenario takes place.  They'll find themselves ambushed and chased by Aspis Consortium agents, also on dogsleds (Aspis is also after Amao's bones).  This can be a fast-paced, thrilling, pursuit through treacherous terrain and volleys of arrows.  Or, more likely, the dogsleds will crash quickly (they're hard to control) and the survivors will fight things out on foot.  In any event, I really like the premise of the encounter even if the dogsled rules are a bit clunky to implement in practice.

When the Pathfinders make it back to the waystation, one last surprise is waiting for them: the cabin is on fire!  A mob of taers have taken their revenge and are raiding the place, and its desperate residents are about to overrun.  There's a good balance between the need to simultaneously put out the fire and fight off the taers, and I always like encounters where there's more to do than just fight.

Assuming the PCs make it through all of the challenges and turn the bones over, Osprey transforms into a bird and flies away, leaving the PCs to make their own way home from the Fog Peaks.  I like how early Society leaders were real jerks, and it made storylines like the Shadow Lodge more plausible.

Overall, To Scale the Dragon takes place in a memorable setting and has some memorable encounters.  The background and plot are rather mediocre.  Still, as long as players are up for a potentially challenging time and the GM is prepped for the dogsledding, they'll likely have fun with this one.

Friday, December 4, 2020

Rise of the Runelords Recap # 110 [RPG]

 

[3 Gozran 4708 continued]


In Xin-Shalast, the adventurers have come across a strange, dough-faced humanoid named Morgiv, one of the species called skulks.  Morgiv speaks only Thassilonian, and excitedly tells Kang a tale.  According to Morgiv, he’s one of a group of skulks who have lived in the tunnels under the city ever since a volcanic eruption destroyed most of the surface hundreds of generations ago.  Morgiv says that his people were once enslaved by the rulers of the city, but were set free by their leader, Mesmina, who prophesied that if the tribe ever again fell victim to slavery, strangers would come to the aid of the Spared.  Morgiv excitedly tells Kang that he’s the leader of the strangers that Mesmina prophesied, and that the Chosen One has been called here because the Spared are once again under the control of a despot.  It seems that an invisible monster, called The Hidden Beast by Morgiv, has taken over the minds of many skulks.


The adventurers discuss whether to help.  Morgiana is suspicious it could be a trap, but Ava says if the Hidden Beast really is so evil, it might be one of Karzoug’s allies.  Jinkatsyu says slaves should always be set free, and Morgiv’s knowledge of the tunnels could be crucial in bypassing the giant armies on the surface.  Kang is persuaded, and tells Morgiv to return tomorrow at dawn to guide the adventurers to the Hidden Beast’s cave.


As the others rest, Ava decides to practice short-range teleportation to see if she can figure out how to bypass the strange warding effect that permeates Xin-Shalast.  Her first attempt works perfectly, but something very strange happens on her second try.  She finds herself standing in the middle of a featureless plain that extends as far as she can see in every direction.  An odd, grey-coloured river winds sluggishly through the plain.  And, despite the utter lack of wind, a queer black-sailed ship moves steadily along the river.  A foreboding sense of dread fills Ava, but before she can react, she finds herself back in the adventurers’ temporary hideout under the fortress that guards the approach to Xin-Shalast.  She relates what happens to the others, and the best they can make of it is a wild tale that Kang once read during his studies in the Therassic Library under Jorgenfist: that Xin-Shalast is located on a place where the border between planes are thin, and that it intersects the fabled nightmare realm of Leng.  But the account was written by a notorious pesh addict, and the likelihood of it being true seemed slim—until now!


Later that day, the adventurers hear the sound of giants sweeping the fortress, looking for them.  Ava conceals the opening to the chamber they’re hiding in with a conjured stone wall.  Although her craftsmanship doesn’t blend well with the surrounding walls, the giant walking past is distracted by something else—Morgiana’s beartrap—and doesn’t notice the hidden room.


[4 Gozran 4708]


At what must be dawn, the adventurers hear rhythmic tapping on the other side of the wall that Ava conjured.  Morgiv is on the other side, and says in the fortress courtyard above there are several giants with aurochs.  When Kang says his team is ready to go, Morgiv leads the group through a labyrinth of underground passages, cutting through building basements and tunnels carved from pyroclastic flows.  Morgiv also disables various traps.  When asked where the other Spared are, he says they’re waiting a safe distance away from The Hidden Beast.  At last, after several hours’ journey, Morgiv indicates they’re nearing the evil one’s lair.  Morgiv is told to wait, and the adventurers prepare for conflict against an unknown foe.


Jinkatsyu takes the lead, moving quietly and cautiously until he can peer into the cavern.  The room looks like it may have once been part of some ancient basement gallery, but it’s clearly occupied, as magical lights slowly bob along the walls, casting deep shadows.  The room contains a raised balcony along one wall, a pair of tunnels leading off along other walls, and, in the center, a basalt dais holding an ornate throne.  Seated on the throne is a skeletal figure shrouded in musty robes bearing arcane symbols!  As Jinkatsyu peers in, the skeleton sits up and begins speaking in Abyssal!  The adventurers rush in to stop the skeletal wizard from casting spells, only to quickly realise it’s a fake.  The real threat comes from something in the room that is, indeed, invisible and capable of casting powerful spells.  In addition, a quartet of skulks who are among the living dead are in hiding and leap out at the


adventurers.  Morgiana is badly hurt in their attack and retreats back to where Ava is at the entrance to the cavern.  Ava gives the Heroes of Varisia a fighting chance by dispelling the magical invisibility that shrouds the location of the real Hidden Beast: a swollen, slimy cephalopod with ten writhing tentacles and a hideously monstrous face and a fanged maw!  Angered at her spell, the Hidden Beast responds by sending a bolt of pure lightning toward the cleric.  Jinkatsyu leaps into the fray and begins slashing at the Hidden Beast’s tentacles.  The sorcerous monstrosity is protected by various abjurations, however, and it seems like the dashing swashbuckling kitsune has finally met his match!  Kang’s firebombs are not so easily dodged as sword thrusts, however, and the Hidden Beast eventually withers under the assault.  Just when it seems like victory is at hand for the heroes, however, the monster turns into mist and seeps into thin cracks under the throne.  Likewise, the vampiric skulks seep into their own hiding places once their corporeal forms seem destroyed.

Has the long, gruelling battle ended in success . . . or stalemate?

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

Director's Commentary


The events here play out pretty close to how they're set up in the AP: Morgiv encounters the group, begs for their help, and leads them to fight the Hidden Beast (a vampiric decapus).  I think I added the "Chosen One" angle, but it just seemed too delicious to pass up since the last thing people would think about Kang is he was a prophesised savior.  It led to some good role-playing.


The battle here against the Hidden Beast was really exciting and went well, with the deception of the fake skeleton particularly effective (the group hadn't had to deal with illusions very much in the AP).  Alas, partially my own fault, things really get bad in the group (in real life) starting with the next session.  But more on that when I cover those sessions.