Tuesday, January 25, 2022

Pathfinder Map Pack: "Village Sites" [RPG]

 I've only actually used Village Sites a couple of times in gaming--most recently to represent some parts of Trail's End near Korvosa.  But when I sat down with it for the purposes of this review, I realised it's actually a great little pack.  As the back of the package indicates (that I was too blind to notice), you can combine four of the cards to form a really nice pub--perfect for representing a tavern the PCs go to all the time.  Two more cards fit together to make a small general store and two others fit together for a small shrine or temple.  These would be perfect to help give the players a visual sense of where they are in any campaign that has a small town as a "home base" for the PCs.  Individual cards depict small homes, with three showing interiors and three showing rooftops only.  The only feature I'm not likely to use is the four cards that combine into a decrepit fountain, though I guess one could easily imagine a speech or battle around it.  I've neglected Village Sites too long, but now that I know it contains, I'll make a lot more use out of it.

Friday, January 21, 2022

Pathfinder: "Cthulhu Brew T-Shirt" [RPG]

 I'm not sure where the whole trend to combine RPG t-shirts with beer themes came from, but this is a pretty awesome shirt!  The artwork for Cthulhu really pops, and I love the tentacle-borders.  This is one of those shirts even non-gamers will compliment you on.  I've worn mine several times, and as with all the Paizo t-shirts, the cotton has held up to multiple washings.

Thursday, January 20, 2022

Pathfinder Collector Pin: "Pathfinder (1E) Logo" [RPG]

 Pretty much half of everything I own is already branded with the Pathfinder logo, but now I can affix this pin to any article of clothing and be even geekier!  With two clasps, it'll stay fixed where you put it.  It comes in a little baggy with a card that describes the PFRPG.  It'd be a nice stocking-stuffer.

Wednesday, January 19, 2022

Pathfinder Collector Pin: "Goblin" [RPG]

Goblins wear this pin real neat,

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]

[17 Desnus, 4708 A.R. continued]

Unlike most Red Mantis assassins, Davaulus prefers
the indirect approach--but on a mass-scale!
Having violently swept through the Hospice of the Blessed Maiden, the Harrowed Heroes confront the man entrusted with leading Korvosa’s response to blood veil: Doctor Reiner Davaulus.  As the Royal Physician begins descending a gear-and-pulley cargo lift, Goldcape conjures a lightning storm and the Reckoner jumps down!  But instead of attacking the man, The Reckoner cleverly smashes the control mechanism, halting the lift in its tracks.  Davaulus first berates his aggressors for interfering with a task commissioned by the Queen, the impeding of which is tantamount to high treason!  But when it’s clear they won’t desist, he draws a rapier and admits a role in actually spreading the disease!  Disease is the world’s way to bring back balance, he explains while dodging and parrying, and then promises that Korvosa will be stronger at the end of the process.  But weakened by repeated blows from The Reckoner’s battle maul, Doctor Davaulus falls unconscious from blood loss as Goldcape shoots him in the leg with a carefully-aimed arrow.

The invaders have to make a quick decision: should they try to continue below, or first learn more about what they may be facing?  They pick the latter, and tie up Davaulus before searching him.  A potentially valuable discovery is made: notes on the potential source of Varisians’ partial immunity to blood veil which could be useful in formulating a cure!  The decision is made to conduct an interrogation then and there.  With Yraelzin’s assistance, Davaulus is brought back to consciousness.  Although The Reckoner deals out some mild violence, none is necessary as the captive is quite happy to haughtily explain himself.  He admits to being a member of a global league of assassins called the Red Mantis, and says his organisation was hired by Queen Ileosa herself to find a way to separate the “wheat from the chaff” of the city’s population!  He says he doesn’t know for sure who killed King Eodred II, but Ileosa tried to hire the Red Mantis to do it but was turned down because the organisation has a firm policy never to target heads of state.  He claims that the Red Mantis worked with cultists of Urgathoa (and their head priestess in Korvosa, a “Lady Andaisin”) to formulate blood veil, and that a temple to that goddess of disease and undeath lies right under their feet!  He confirms that Rolth Lamm has been a useful freelance associate, and is in the temple with several skeletons, zombies, and even an ancient type of vampire called a nosferatu!  Whether all, some, or none of what Davaulus says is true or just another layer of insidious lies can’t be confirmed—but the fact that he tried to magically ensorcel The Reckoner while speaking is certainly proof that he can’t be trusted!  Davaulus is knocked unconscious again, and bound and gagged for good measure.

Although keen to raid the temple said to lie below, the consensus in the group is that it’s too risky to push further without rest and preparation.  The Reckoner drags all of the unconscious Gray Maidens and Queen’s Physicians into the main infirmary ward, promising the scores of pleading patients that he’ll send aid for them soon.  Davaulus himself is rolled up in a rug so he can be carried outside without attracting undue notice.  Goldcape flies off on Rocky to stealthily deliver a note to Sergeant Clenkins at Citadel Volshyanek about the evils conducted at the hospice and how there are patients in need of immediate help.  Meanwhile, The Reckoner, Yraelzin, and their captive walk to the abandoned fortune-telling shop that has served as an occasional safehouse for the group.  But it’s been weeks since they’ve visited, and at some point someone has left a nasty surprise for them!  When the front door is opened, a magical trap is triggered that results in a fiery explosion!  As the safehouse goes up in flames, Yraelzin acts quickly and just manages to save Doctor Davaulus’ life.

Goldcape notices the flame and hurries back to the group, and everyone quickly confers about a place they can take Davaulus that will be out of the watchful eyes of the Gray Maidens.  Skaldwood, the forest south of Korvosa that had (until recently) been used as a camping ground by Shoanti clans, is chosen.  Once there, Davaulus is magically healed and interrogated again for a layout of the temple and its defences.  Again, Davaulus is surprisingly—perhaps suspiciously—forthcoming.  A new dilemma arises: what to do with Davaulus?  Murdering a prisoner would be an evil in itself, but nor can they simply let him go or, with his asserted links to the Queen herself, turn him over to the authorities without risk.  The Reckoner’s instincts militate for the first option, while Yraelzin still has trust in the city’s institutions.  The group discuss the matter and reach an outcome: The Reckoner will personally turn Davaulus over to Sergeant Clenkins.  When he does so, Clenkins says he received the note about the hospice and dispatched a team to investigate the claims.  He says he’ll hold Davaulus pending any evidence that can be gathered there.  The Reckoner persuades him to alert Field Marshal Kroft immediately.

[18 Desnus, 4708 A.R.]

Over breakfast at the Giotorri household where she’s been staying, Goldcape is happy to hear from fellow houseguest Old Lady Cloggins that her home is almost repaired from the fire and should soon be habitable again.  Meanwhile, Ralph Blackfeather wakes before dawn and manually writes several pamphlets about the evils of Doctor Davaulus, the Queen’s Physicians, the Gray Maidens, the cult of Urgathoa, the Red Mantis, and more, all under the direction of Queen Ileosa.  Signing them “The Reckoner”, he then asks Majenko to drop the pamphlets over the city.  Alas, almost everyone who finds one of the pamphlets thinks it’s ridiculous, just another one of the many conspiracy theories floating around the city. 

Yraelzin, Ralph, and Goldcape meet up at Eodred’s Walk to purchase supplies for their planned raid of whatever lies underneath the hospice.  Ralph purchases two large barrels of oil in case they decide to simply burn out the inhabitants—a plan made feasible by Goldcape’s and Yraelzin’s magics that could insulate themselves against the heat and smoke of such a fire.  As they walk toward the hospice, however, the trio come across a pair of Gray Maidens walking down the street, throwing any of the pamphlets they find into a bag for destruction.  Ralph doesn’t even hesitate before charging the Gray Maidens in broad daylight and cutting them down, leaving one dead and one unconscious.

When the group reach the hospice they see that Sergeant Clenkins was true to his word.  Members of the Korvosan Guard have indeed been sent to the hospice, and have established a cordon around it.  When questioned about the cordon, one of the guards explains that there’s a bloody crime scene inside and that they’re under strict orders not to let anyone in.  Goldcape decides to see if Grau could be of use in the situation, and begins searching nearby taverns.  Meanwhile, Ralph heads to Citadel Volshyanek and seeks out Field Marshal Kroft herself.  He finds the weary-looking woman in a courtyard where several bodies are laid out—the results of the previous night’s raid.  Kroft is surprised to see Ralph given her request that their connection should not be visible, but she acknowledges it may be too late for subtlety: if the Queen’s Physicians are involved in a conspiracy to spread disease throughout the city as the evidence obtained in the hospice indicates, it is indeed possible the Queen herself is involved.  Upon request, she gives Ralph a writ indicating that the bearer and his allies should be allowed into the hospice and that a small contingent of Korvosan Guards should accompany them on a search of its lower levels.  Ralph dispatches Majenko to try to find Goldcape and deliver the message: it’s time to go in.

Interrogation of a self-proclaimed assassin and other evidence indicates that the spread of blood veil was an intentional plot to murder Korvosans!  But is the Queen truly involved?  And, if so, with witnesses to testify to their intervention, how long can even being masked protect Yraelzin, The Reckoner, and Goldcape from her retribution?

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

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.