Tuesday, January 25, 2022
Pathfinder Map Pack: "Village Sites" [RPG]
Friday, January 21, 2022
Pathfinder: "Cthulhu Brew T-Shirt" [RPG]
Thursday, January 20, 2022
Pathfinder Collector Pin: "Pathfinder (1E) Logo" [RPG]
Wednesday, January 19, 2022
Pathfinder Collector Pin: "Goblin" [RPG]
And stab the sharp bit in longshanks’ feet!
And it look like goblin head real pretty,
As we chop up dogflesh itty-bitty!
Metal be strong like goblin tribe,
So steal one now or you be died!
Translation: This metal pin, shaped like a goblin-head, is
nicely detailed and colored, down to the red eyes and hint of a tongue in the
razor-sharp mouth. There are two sturdy
clasps to keep if affixed to a shirt or bag.
The card it comes stuck to has a long goblin song on the back (once I’ve
seen before, but still fun).
Monday, January 10, 2022
Curse of the Crimson Throne Recap # 21 [RPG]
| Unlike most Red Mantis assassins, Davaulus prefers the indirect approach--but on a mass-scale! |
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GM's Commentary
I don't imagine most groups stop after capturing Davaulus, interrogate him, alert the authorities, rest overnight, and then come back the next day! But it actually made sense from a certain kind of perspective. The downside is they gave whatever is below the temple a *lot* of time to prepare (or escape). The benefit is the PCs ended up with a fair amount of intel about what to expect.
As a GM, it can be a bit tricky to decide how to handle the "getting help from the authorities" move. You don't want to make the guards seem callous or useless, but you also don't want to provide so much assistance that they displace the role of the PCs as the prime movers of the plot. I chose a middle-ground of assigning some low-level Korvosan Guards to accompany the PCs below, where they would be helpful but wouldn't steal the show.
Sunday, January 9, 2022
Pathfinder Society Scenario # 0-21: "The Eternal Obelisk" [RPG]
NO SPOILERS
The Eternal Obelisk is another of the PFS Season 0 scenarios that was retired from play. The reasons aren't hard to guess, as there is an opportunity for a TPK or (or at least some permanent negative conditions that can't be easily cleared). I recently ran it "just for fun" as part of my Roots of Golarion campaign that ties together a bunch of 3.5-era Paizo stuff. The scenario is a straightforward dungeon crawl and not particularly memorable. It has a really engaging backstory, though, and would be easy to insert as a side-quest in any desert-themed campaign. I also didn't think the difficulty was unfair to the players, as they know almost exactly what to expect from the very beginning and have plenty of opportunity to prepare for it.SPOILERS!
The backstory involves a sixteen-year-old Qadiran princess named Khalida al-Mushabe. With a thirst for knowledge and adventure, she pores over old copies of the in-world Pathfinder Chronicles until, one day, she discovers an apparent opportunity: a map and notes said to lead to an ancient temple with the secret of eternal youth to anyone who finds it. Khalida secretly hired a team of mercenaries and snuck off to find the place, only to walk right into a trap. The ancient temple did indeed exist, and really did contain the secret of eternal youth--but only for those with paralyzing gaze attacks like medusae! The current occupant of the subterranean temple, a medusa named Ophiope, plants clues to the temple on her occasional brief forays into the outside world to lure explorers in. For her next trick, Ophiope ensures Khalida's head (turned to stone) is returned to her father, a powerful Qadiran trade prince, knowing he'll surely assemble an expedition out of revenge and hopes of finding the rest of his daughter's body. It's a pretty cool story, and I probably don't do it justice.
From the PCs' perspective, they come into the picture when Venture-Captain Esmayl ibn Qaradi conscripts them for a mission. Having just been chewed out by Khalida's father for filling her head (pun) with terrible ideas from the adventure journals, ibn Qaradi has promised the man he'll send a team to discover exactly what happened. The PCs, of course, will be that team. This is also the opportunity for the players to guess they're probably up against a medusa, basilisk, or something similar, and to prepare themselves accordingly with protection against gaze effects and the means to remedy being turned to stone. Or, they can just venture out into the desert and see what happens!
There are no encounters or skill checks involved in the PCs travelling from Katheer to the temple site. Once there, the straightforward dungeon crawl begins. Opponents include earth and salt mephits, animated statues, grimlocks, a xorn, and Ophiope (plus another medusa if the PCs are playing at high-tier). Although Ophiope will do some classic villainous taunting, there's not really any other NPCs to role-play with. The PCs will have the opportunity to find a text explaining the history of the temple, but that's about it. Faction missions can provide a little additional intrigue for groups that use them.
Although this is a dungeon crawl, I wouldn't recommend it for new GMs. The descriptions of each room are listed in a separate section from the encounters that occur there, which could be confusing. In addition, running things like medusae and grimlocks (with their tactics) might be a bit more than a beginning GM should take on.
This one was obviously retired for the risk that a few poor saves could see the entire team turned to stone. I get that, but like I said, the group does have plenty of warning it could happen so I didn't consider the risk unfair. That being said, of course, there a million adventures out there, and nothing that makes The Eternal Obelisk particularly distinguishable from the run of the mill dungeon crawl.
Tuesday, January 4, 2022
Pathfinder Legends: "Curse of the Crimson Throne: Seven Days to the Grave" [RPG]
NO SPOILERS
I finally got a chance to sit down and listen to the audio version of Seven Days to the Grave, Chapter 2 of the Curse of the Crimson Throne AP. I thought it was done really well. The voice acting remains top-notch, even if there's less of the trademark Valeros humor as in previous installments (which is probably fitting, given the dire theme of the plot). Speaking of the plot, I was curious to see how the writers for the audio version would handle the very free-form nature of the adventure in the original AP. It turned out nicely, with the main bad guys getting the attention they deserved, a clear explanation of what's been going on and why, and a great lead-in to Chapter 3.As with all of these Pathfinder Legends, discs, the recording is fairly short--the two-disc set I have comes in at 110 minutes, but the final few tracks of Disc 1 are just music. In other words, this isn't like a full audio book (despite the price approaching it), so just be aware of that before purchasing. The physical CDs come with a nice sleeve introducing the four Iconics featured in the adventure (Merisiel, Valeros, Harsk, and Ezren).
SPOILERS!
One of the things I appreciate most about these audio versions is how they give insight into NPCs that appear in the adventure. Once again, I totally should have listened to this before running Seven Days to the Grave at the table, because I love how the audio version handled Ishani Dhatri and Tayce Soldado. It also did a great job with Lady Andaisin and Reiner Devaulus, with their interaction a perfect way to give plot exposition in a natural, engaging way.
Of course, it's also interesting to see where the audio version varies from the written version. In the audio version, the sewer wererats (represented by a new character, Eries) are actually quite helpful to the adventurers. Some of the events in the AP (like the vampires outside the toy shop, the false cures, etc.) are omitted. And despite conventional tabletop wisdom, the party very much splits up in the audio version, as Ezren and Harsk fall ill from Blood Veil and are taken to the Hospice of the Blessed Maiden for "treatment", Valeros deceives a nurse in order to get inside (by pretending to be Harsk's lover!), and Merisiel (reunited with Kyra in a really cute scene, following up a great plot thread from Chapter 1!) investigate the sunken ship. The ending is great, with the sound of the bridges to Old Korvosa being destroyed just as the Iconics emerge from the Hospice, nicely setting up the next chapter.
There are fewer fight scenes in this one (probably wise, as the lack of a narrator always makes them confusing). It can drag a bit as the Iconics pursue separate investigations each leading toward the same conclusion that the listener already knows. All in all though, this was a fun, mostly faithful recreation of the written version and I'd recommend it.