Tuesday, January 2, 2024

Curse of the Crimson Throne Recap # 62 [RPG]

[Sunday, 26 Erastus 4708 A.R.]

In the dead hours between midnight and dawn, three monstrous xill suddenly solidify in Goldcape’s resistance safehouse.  One appears on the first floor, with two more on the second floor.  Fortunately, the vanara insists on maintenance of a constant watch on both floors of the building, and cries of alarm ring forth quickly.  Goldcape, awake herself on the first floor, instantly sends Rocky into battle against the insectile intruder.  The watchman on guard there, a former member of the Emperor of Old Korvosa’s band of thugs, hurls handaxes into the fray.  Anorak wakes to the sound of combat, sees a pair of the relentless xill fighting a lone guard, and quickly realises his own vulnerability—his mithral fullplate is neatly stacked next to his cot!  Hearing more combat on the floor above, the dwarf rushes for the stairs only to run into another xill trying to descend.  The two scuffle in the narrow stairway as the rest of Goldcape’s band get to their feet and grab whatever weapons are closest.  The former Korvosan Guard, still called “Sergeant” Clenkins by everyone, fells one of the intruders while Rocky, a floor below, dispatches a second.  Anorak finds himself bleeding from multiple wounds and has had enough: “I don’t like being woken up!” he shouts as a tremendous burst of electricity springs forth from his hands and blasts the third xill into submission.

In the aftermath of the battle, it’s clear that Goldcape’s band acquitted themselves well despite the surprise attack.  They kept the xill from reaching their obvious goal—“The Box of Passage” said one in the Infernal tongue—and only one of the troops was seriously wounded.  Fortunately, Goldcape’s magic was strong enough to pull his spirit back from the brink of the Boneyard.  Once the unconscious xill are bound securely, Goldcape tells Anorak that he owes her for bringing trouble to her doorstep.  Anorak acknowledges the point.  With magic, they heal one of the xill’s wounds just enough to bring it around so they can try to question it.  Immediately, it begins to fade away towards the Ethereal Plane, but Clenkins reacts quickly enough and knocks out the xill before it can escape and perhaps return with reinforcements.  The group try again with a second xill, and it only issues threats in guttural Common (“I will kill you and make more xill!”) before also trying to escape before Rocky’s beak tears out its throat.  Clenkins suggests bringing in a “specialist” in interrogation—someone they know who is an expert at intimidating his foes for information: The Reckoner.  Goldcape agrees.  At first she plans to send a magical silver raven with the message, but then realises she still doesn’t know where The Reckoner’s new safehouse is.  She’s forced to resort to the pre-arranged signal of leaving an old mattress on the wall outside and hoping he’ll spot it.

Over in North Point, Ralph Blackfeather wakes to what promises to be another hot day.  He decides it’s time to have a frank talk with Plate about their mission, because the sentient armor has recently been acting beyond its role.  Ralph explains carefully why they need to go to Scarwall and can’t just attack Queen Ileosa immediately, how the information he’s sharing needs to remain top secret, and how Plate is a trusted officer in the rebel army but needs to act on his wearer’s command, not impetuously on his own.  Plate is fully persuaded, and promises to merit Ralph’s trust.

Later that morning, Ralph has a quick conversation with Majenko to confirm that there’s been no sign of the mysterious new vigilante, Trifaccia.  As The Reckoner, he turns himself invisible and assesses the situation on the bridge to Old Korvosa.  During his surveillance, he suddenly hears a voice in his mind—that of Bishop Keppira d’Bear: “Message received loud and clear.  Come to Slip 17 at midnight, alone.  Kroft is waiting.  Don’t judge our allies.”  The Reckoner decides to check in with his own allies, and makes his move, leaping invisibly over the fortification the Gray Maidens built to secure the bridge.  Once in the slowly-improving slums of Old Korvosa, well-patrolled by the forces of House Arkona, The Reckoner spots the old mattress outside of Goldcape’s base and knows he’s needed.  Inside, Goldcape explains what happened overnight.  Anorak says the box they’re after has powerful conjuration and summoning magic inside of it, but that they still don’t really know what it does, why Mortimont was so insistent that it not be opened, and why the xill are hunting it so persistently.

It’s fortunate that two xill remain alive, because the first one utterly resists The Reckoner’s questions.  The second, however, is more persuadable, though making sense of its alien viewpoint isn’t easy.  It seems that the “Box of Passage” provides access to where the xill come from (the Ethereal Plane) and that they were sent on a clear mission: “Take Box, Destroy Box, Kill Mortimont!”  When asked who Mortimont is, the prisoner can explain only that “Mortimont is the Maker”.  Believing that the xill must operate on some sort of hive mind like the insects they resemble, The Reckoner decides that killing them would be the same as stamping on a bug.  After the interrogation, the group discuss what they should do with the information, but they don’t reach any firm conclusions.


With Plate’s insistence that Anorak hurry up with his ritual so that they can get on with the job of saving Korvosa, the dwarf promises to spend the day on it.  But first, per Goldcape’s request, he carves a stylized “B” on the front door to show allegiance to Blackjack.  Plate notes that having Blackjack’s support for the rebellion would go a long way toward rallying the people of the city, since he’s Korvosa’s greatest hero.  The Reckoner shares with the others that he’ll be meeting with Kroft that night but that she must have some “dodgy” allies given d’Bear’s warning.  Plate comes to The Reckoner’s defense when Goldcape teases that perhaps it’s The Reckoner who’s dodgy.

Later that morning, Goldcape leads The Reckoner down a secret trapdoor and into the sewers underneath Old Korvosa.  There, she reveals a monumental secret: Goldcape is the new Blackjack!  Having been chosen by the previous Blackjack to continue his legacy, Goldcape now bears the full costume of the legendary vigilante—including, perhaps most importantly, a magical amulet that keeps diviners from learning her location.  The Reckoner is impressed, even if he suspected it given recent events.  Goldcape explains she’s revealing it to him because she could learn from him on how to successfully maintain a costumed identity, and if anyone suspects she’s really Blackjack, The Reckoner could aid in a deception to throw people off the trail.  The Reckoner agrees it’s a good strategy, and thanks Goldcape for trusting him.  Goldcape asks if she should reveal her secret to Anorak, and The Reckoner says it’s an important decision she should make after careful thought.  The vanara says she’ll ponder it overnight.  As the two ascend the ladder back up to the trapdoor, Goldcape hears a welcome voice in her head—from Yraelzin!  “I made it!” says the voice. “Are you coming? Since you guys are late, I’ve opened negotiations.  It’s complicated.”

Upstairs, Anorak expresses concern that yet more xill may come seeking the box.  The Reckoner says if they moved it to his safehouse, the xill wouldn’t be able to find it.  Anorak agrees that it’s a good idea.  The dwarf gets back to his ritual, and The Reckoner asks Goldcape if she would like to meet their spy in House Arkona, the dandasuka named Xoza.  Yet when the two walk over to Anorak’s workshop, the first creature they spot isn’t Xoza—it’s the majordomo of House Arkona, waiting patiently outside.  Has their spy been detected already?
---------------------------------------
GM Commentary

I thought the xill attack on Goldcape's safehouse was a fun encounter.  It was a good opportunity to put Goldcape's efforts at recruiting a rebel cell to use, and a late night attack keeps everyone on their toes! (and reminds folks why the Endurance feat's ability to sleep in armor is worthwhile)  I hadn't expected the interrogation of the xill, but it was a smart way for the PCs to learn more about why they wanted the box.

Plate got a lot of attention in this session.  I think The Reckoner's player was worried I was going to use the intelligent armor to undermine him, when really I was just trying to give it a bit of personality because one of my pet peeves is familiars/companions/sentient items that exist purely for mechanical purposes and are otherwise forgotten about.


Just a touch of Yraelzin in this one, but he's always fun to roleplay and I like how the word cap on sending leads to intriguingly ambiguous messages.

Monday, January 1, 2024

What I Read (2023)

 62 books this year.  Not my best.  In my defense, those Gormenghast books were long and dense!

5 January 2023: Phobos by Ty Drago.  “Classic-style SF mystery on a Martian moon. Solid story!”13 January 2023: A Military History of Australia by Jeffrey Grey.  « Ok. »19 January 2023: The Charming Man by CK McDonnell. « Second Stranger Times book.  Not bad. »22 January 2023: Angel: Redemption by Mel Odom.  “Pretty good Angel book, with villain decently hidden.”12 February 2023: Herodotus: The Histories ed. Walter Blanco and Jennifer Tolbert Roberts.  « Norton edition of ‘Father of History’ account of Greek-Persian war. »26 February 2023: The Hemsworth Effect by James Weir.  « Not nearly as funny or cutting as I expected. »4 March 2023:  The Shadow Within by Jeanne Cavelos.  « B5 novel, focussed on Anne Sheridan’s fate.  Excellent. »11 March 2023: The Kite Runner by Khaled Hosseini.  « Memorable tale of Afghanistan. »13 March 2023: Feersum Endjinn by Iain M. Banks.  « Hard work but interesting. »26 March 2023: The Flight of the Eisenstein by James Swallow.  « Horus Heresy book. Good. »8 April 2023: Four Past Midnight by Stephen King.  « I still really like the Langoliers, but the others seem kinda cheesy now. »13 April 2023: We Run Tomorrow by Nat Amoore.  « Fantastic!  A fun story of friendship that made me tear up. »22 April 2023: Dragon Skin by Karen Foxlee.  « Beautiful book—made me tear up. »24 April 2023: Australian Peacekeeping edited by David Horner, Peter Londey, and Jean Bou. « Edited collection. »30 April 2023: Liar’s Island by Tim Pratt.  « Roderick and Hrym tale set in Jalmeray.  Funny. »1 May 2023: The Detective’s Guide to Ocean Travel by Nicki Greenberg. « Well-researched kid’s mystery on 1920s ocean liner.  Sweet ending. »7 May 2023: Beautiful World Where are You? by Sally Rooney.  “All of it was great except the banal ‘have a baby and live happily ever after’ ending.”15 May 2023: The Bravest Word by Kate Foster. « YA novel about childhood depression.  A bit cheesy maybe, but well-intentioned. »18 May 2023: Religion and Change in Australia by Adam Possamai and David Tittensor.  “Sociological account, introductory and quite readable.”18 May 2023: Horsemen of the Apocalypse by Todd Stewart.  “Excellent overview of daemons in Pathfinder.”30 May 2023: Lucy by the Sea by Elizabeth Strout.  “Well-drawn protagonist, but story doesn’t really go anywhere.”10 June 2023: Rabbit, Soldier, Angel, Thief by Katrina Nannestad. “Story of a young boy adopted by a Russian army unit during WWII.  Very sweet, and doesn’t whitewash the horrors of war.”10 June 2023: Pathfinder Unchained by Various. “Interesting options, well-done book.”20 June 2023: The Gifts That Bind Us by Caroline O’Donoghue. « Second in trilogy.  Really great writing.  I never know where it’s going. »1 July 2023: Crows Nest by Nikki Mottram.  « Murder mystery set around Toowoomba.  Pretty good, and the first in a series. »3 July 2023: Sleepwalk by Dan Chaon.  “Really good, hard to describe novel.”15 July 2023: The Dictionary of Lost Words by Pip Williams.  “Excellent historical novel about women and the making of the Oxford English Dictionary.”20 July 2023: To the Lighthouse by Virginia Woolf.  “Boring.”21 July 2023: Keeper of the Lost Cities by Shannon Messenger.  “Very much a Harry Potter bandwagon; second half is better.”21 July 2023: Wolf Girl 9 by Anh Do.  “Okay.”21 July 2023: Detective’s Guide to New York City by Nicki Greenberg.  “Main characters and setting are really fun!”3 August 2023: City of Buried Ghosts by Chris Lloyd. “Better than the first one.”8 August 2023: Born Survivor by Bear Grylls.  “Lots of info!”17 August 2023: Good Girl, Bad Blood by Holly Jackson.  “Excellent second book about podcasting mystery solver.”26 August 2023: Kiki Strike: Inside the Shadow City by Kirsten Miller.  “Fun and original!”26 August 2023: The Gormenghast Novels by Mervyn Peake.  “Unforgettable setting.”10 September 2023: Happy Head by Josh Silver.  “YA dystopian—really good.”12 September 2023: A Principled Framework for the Autonomy of Religious Communities by Alex Deagon. “Initially appealing, but ultimately disappointing.”16 September 2023: De Luxe by Lenny Bartulin.  « Super fun pulp style mystery with crackling dialogue. »25 September 2023: The Détectives’s Guide to Paris by Nicki Greenberg.  “Third book.  Great!”28 September 2023: Mud, Sweat, and Tears by Bear Grylls.  “Determined guy!”29 September 2023: The Praise of Folly and Other Writings by Erasmus.  “Norton Critical Edition.  I learned a lot.”2 October 2023: Harriet Hound by Kate Foster. “Kids book. Inane.”11 October 2023: Natural Law: An Introduction and Re-examination by Howard P Kainz.  “Useful if gets a bit ridiculous in the last chapter.”11 October 2023: Midnighters Book 2 by Scott Westerfield.  “New layers add to depth—great!”16 October 2023: Love Will Tear Us Apart by CK McDonald.  « Third Stranger Times book.  Nice arc for characters. »18 October 2023: A Killing Fire by Faye Snowden.  « Murder mystery featuring cop who is daughter of a serial killer.  Pretty good. »24 October 2023: Natural Law and Natural Rights by John Finnis.  « Tries to establish natural law without a theistic base. »30 October 2023: The Bodyline Fix: How Women Saved Cricket by Marion Stell. « Well—written. »4 November 2023: She is a Haunting by Trang Thanh Tran. « A haunted house story set in Vietnam with a bi protagonist.  Amazing; should win awards for the first-time author. »9 November 2023: Rachel’s Holiday by Marian Keyes.  « First half is hilarious.  Second half is too earnest. »9 November 2023: The Problem of Natural Law by Douglas Kries.  “Very clear and useful account.”17 November 2023: Wyrd Sisters by Terry Pratchett.  « Pretty fun take on Hamlet and Macbeth. »2 December 2023: Melt With You by Jennifer Dugan. « Very sweet, if a little too repetitive. »4 December 2023: The Bone Code by Kathy Reichs.  « Temperance Brennan novel.  Not bad, actually. »4 December 2023: Natural Law and the Nature of Law by Jonathan Crowe. « Tries to establish a socially evolving form of natural law. »6 December 2023: As Good as Dead by Holly Jackson.  « Fantastic conclusion to trilogy!  An author to watch. »10 December 2023: Eleanor Jones is Not a Murderer by Amy Doak.  “Pretty good YA mystery novel.”24 December 2023: Girl in Pieces by Kathleen Glasgow.  « Novel about a cutter.  Good. »26 December 2023: Unbound by Jim C. Hines.  « Third in book magic series.  Very imaginative. »26 December 2023: The Peppermint Cookie Murder by Trixie Silvertale.  « Santa’s daughter leaves the North Pole and solves a mystery.  I was very sceptical at first, but it ended up being really fun! »31 December 2023: Watermelon by Marian Keyes. « Great first half but overlong/overwrought second half. »

Thursday, December 21, 2023

Pathfinder Society Scenario # 9-05: "Call of the Copper Gate" [RPG]

NO SPOILERS


I played Call of the Copper Gate with my vigilante (shh!) character, The Shining Knight (a.k.a., Siegfried).  I have to admit, I didn't have a lot of fun, but I think that was mostly because the GM frankly wasn't very good.  In reading the scenario for the purposes of this review, it looks like a really solid adventure that makes great use of previous PFS scenarios and continues a long-running subplot.  For PFS lore aficionados, this is a must-play scenario.  For others, it has a good mix of combat and role-playing, and features some creatures and concepts from later in the bestiaries that may be unfamiliar.


SPOILERS!


Call of the Copper Gate is another adventure involving the long-running saga of the Blakros Museum.  Before it was a museum, it was the estate of a powerful wizard and astrologer named Ralzeros the Overwatched.  Ralzeros became obsessed with the endless expanses between the stars and the unfathomable creatures thought to live there (the Dark Tapestry) and created an extradimensional observatory to watch them.  He reinforced the door to this observatory with a mystically warded copper gate linked to three magic beacons to alert him to danger.  In past scenarios (going as far back as Season Zero), the Society has become wrapped up in the dangers presented by the legacy of Ralzeros the Overwatched and its effect on Imrizade Blakros as well as the museum's current curator, Nigel Aldain.  Call of the Copper Gate involves these key elements and a servant of an Outer God!


The initial "briefing" is a fun and fast start, as the PCs are in the Grand Lodge when alarms sound and Venture-Captain Ambrus Valsin and Paracountess Zarta Dralneen rush around the corner, agitated and arguing.  One of the vaults below the Grand Lodge is suddenly being overrun with magical plant matter presumably being spewed from one of the arcane devices stored there.  Zarta persuades a reluctant Valsin to let the Dark Archive handle the emergency, and she enlists the nearest Pathfinders she sees (the PCs) to follow her into the vault.  There's no time for questions, no time for Knowledge checks, and no time to prep--it's straight into danger!  It's a great change of pace from the way scenarios normally start.


The vault is filled with fungal strands that are hard to move through and coated with toxins harmful to living creatures because they aren't native to this world--they're from the foreboding planet Aucturn!  And more, an "Aucturn Shard Golem" (a variant junk golem) is in the chamber as well, protecting the device responsible for bringing it and the fungus into the vault: a magical beacon (one of the three Ralzeros created to protect the copper gate to his extradimensional observatory).  The Shining Knight rushed in to smash the beacon to pieces and would have gotten away with it too, if it weren't for meddling kids a GM mistakenly thinking the scenario didn't allow it.  In a nice story addition, Zarta takes part in the battle (though if she has to do everything, the PCs get fewer rewards, which makes sense).  


Zarta recognises the beacon as something the Society purchased recently from the Arcanamirium (the largest school of magic in the Inner Sea) and says it was one of three.  She suggests that if this one has malfunctioned, the other two could as well, and sends the PCs off to find them and place them in special warding containers.  At the Arcanamirium, the PCs face the most fearsome foe of all: bureaucracy!  I really like it, as dealing with a large institution can be enormously challenging.  The PCs eventually find their way to journeyman wizard Maren Fuln (from # 3-07) conversing with a denizen of Aucturn named Nggith-Tsa.  This part is handled really well.  There's a lot of information to be gained from Nggith-Tsa before an (inevitable battle), and the scenario is detailed about how conversational strands affect the fight to come.  I'm not explaining it well, but suffice it to say, a well-prepared GM will find themselves well-supported by the scenario here.  Like Zarta, Fuln will also participate in the battle.


With two beacons secured, the PCs learn that the third is in the Blakros Museum.  Once the PCs arrive, curator Nigel Aldain reports that intruders broke into the basement and have taken Imrizade Blakros prisoner.  Nigel joins the PCs in the assault (I like how he tells them he's learned to start preparing combat spells every day given all the previous problems at the museum) where they learn the culprits are cerebric fungi and a psychic worshipper of Nyalathotep (with bad art) named Fylzilka.  (I liked that the longer it takes the PCs to bash down the door to the basement, the longer Fylzilka gets to buff--trade-offs like that make for a game where actions matter).  The beacon is spewing Aucturn's poisonous atmosphere into the room, so the rare PC who has prepared gust of wind will feel very clever!  Imrizade is unconscious from wounds, but if healed, will also participate in the battle.  It's nice to see key NPCs be more than just plot- and RP-fodder and instead feel like active participants.


With the third beacon in safe hands, the present danger is over--though the lure of the mysterious copper door remains (perhaps for a future adventure?).  Zarta asks the PCs to do additional research and write a report on the beacons for her, which is a neat way of allowing them to make a Knowledge (arcana) check for their Day Job if they wish.  In the end, I thought Call of the Copper Gate was an excellent continuation of the Pathfinder Society's involvement with the Blakros Museum.  Someday, it might be a fun idea to run these scenarios in order as part of a mini campaign.

Friday, December 8, 2023

Armageddon 2001 # 1-2 (DC Comics, 1991) [COMICS]

 Armageddon 2001 is a famous DC Comics crossover not because of its merits (good or bad) but because of the how the company handled it.  As most fans of the era will know, the whole premise of the 1991 series was that a hero named Waverider travelled back in time from 2001 to the then-present to warn super heroes (sequentially, in each book, of course) that one of their number would become a despotic tyrant named Monarch in a decade’s time.  The crossover lasted almost six months in real time, launched and concluded with a 64-page special. 

The driving force of the entire crossover is the attempt to figure out who becomes Monarch and stop them before it’s too late.  What made the crossover notorious is that, due to some clues in early issues, readers put together a pretty solid theory that made the fan press: it was Captain Atom!  When DC saw the theory and, knowing it was absolutely correct, they panicked.  Thinking that if everyone knew who done it in a whodunnit the crossover would flop, they changed, mid-stream, who it was!  Instead of Captain Atom (a character with truly astounding cosmic-level powers that one could imagine defeating most of earth’s heroes) it became Hawk (a third-tier character who was one half of a duo and could mostly just jump around and punch low-level threats).  In other words, it was a desperate attempt to “salvage” the crossover, and resulted in clues and character motivations that no longer really made sense. 

The general takeaway, which I think is right, is that it’s okay if clever fans put the pieces together to figure out where a story is going—they can still have a great deal of fun along the way along with the satisfaction of seeing themselves proved correct at the end, whereas no one will really be satisfied by a resolution that seems to come out of nowhere because it was a last-minute, knee-jerk switch.  Writing a true whodunnit-type mystery is hard, and it’s better that it’s a little too easy to identify the culprit than that the reader feels they’ve been treated unfairly all along.

Anyway!  This post covers the two specials that bookended the crossover.

Issue # 1 has a great cover, with the tagline: “Ten years from now the world will survive.  These heroes won’t.”  As a child, Matthew Ryder was saved from an earthquake by a super hero, but he never knew which one.  In the year 2001, an unknown super hero betrayed all the others and killed them!  Now, in 2030, Matthew Ryder lives in a world ruled by the fascist Monarch, and even Ryder’s own daughter is a member of the authoritarian government.  Learning that time-travel has just been discovered, Ryder sneaks into the facility and (through some trickery) manages to get sent back in time, though the process transforms him into Waverider (because he’s riding the waves of time!) with the super power of being able to touch someone and see their future.  It’s a classic, compelling story and an excellent start to the crossover.  It also gives a natural reason why Waverider needs to visit each character’s book, because by touching them he can see whether or not they’re the one who becomes Monarch.  The artwork isn’t stellar, but reading this 30 years later, I really enjoyed the story.


Issue # 2 has “At last! The shocking identity of Monarch revealed!” on the cover.  It seems that Captain Atom’s future is to see his children and grandchildren murdered by street gangs, their bodies sent by the “police” to the town dump in a world that has slid into anarchy and degradation.  Enraged and perhaps a little insane with grief, he destroys entire city blocks!  I wonder if this was the core of DC’s original plan, because it’s easy to see just a step further that future Captain Atom decides he has to intervene to set the world on the right course, and thus becomes Monarch.  But instead, back in the present, Monarch arrives from the future and abducts Hawk and Dove.  Monarch kills Dove to force Hawk to become him in a completely unpersuasive story twist (that is, I can see why Hawk would hate Monarch, but why would Hawk then decide to take over the world?).  Anyway, Monarch lures all the world’s heroes into a huge battle where he plans to detonate a neutron bomb to kill them, but Captain Atom absorbs the blast and is sent way back in time to the era of the dinosaurs! (a story told in some subsequent limited series).  The only nice bit is that it’s revealed the hero who pulled a young Matthew Ryder out of the rubble was . . . Waverider!  Nice.

Tuesday, November 28, 2023

Pathfinder Society Scenario # 0-11: 'The Third Riddle' [RPG]

NO SPOILERS

The Third Riddle was one of the first dozen scenarios published for Pathfinder Society, and was one of the  handful of "Season 0" scenarios unceremoniously retired later on.  The reason this one was retired isn't a mystery: it's bloody hard!  I played through it with a new character (a summoner named Jakeric with an "uplifted" bear eidolon named Grizzlebin) and a couple of others, and we were lucky to survive the very first encounter.  We had to abandon the mission soon thereafter, when it became clear that proceeding any further would be suicidal.  A modern group of six optimised Pathfinder PCs would probably be okay, but why the writer thought four 3.5-era PCs would be able to handle this mission is beyond me.  The scenario does establish some interesting historical Osirion lore that is reflected in later setting materials, but is otherwise a very old school style mission that doesn't have a lot to recommend it today.

SPOILERS!

There's a fairly elaborate (and interesting) backstory to The Third Riddle.  It seems that thousands of years ago, a wizard-priest named Mektep-Han discovered the last of three known locations of the dread riddles of the insane god of magic Nethys.  Solving these riddles would apparently unbind the universe, so Mektep-Han wisely had the locations hidden away.  He even had his soul bound to the third location, the Ravenous Sphinx, to guard it for all eternity.  Yet recently, a scholarly Pathfinder named Colm Safan uncovered the Ravenous Sphinx.  The poor sod was immediately killed by a trap in the structure's entryway, but news of his discovery reached the Pathfinder Lodge in Sothis.  This is where the PCs come in, with a mission to find out what happened to the missing Safan.

The briefing is told in the odd flashback style used in many Season 0 scenarios, with Act 1 starting in media res as the PCs are in a caravan on their way to the Ravenous Sphinx.  They're promptly attacked by *eight* Aspis Consortium warriors.  Our Level 1 PCs were pretty clearly outmatched, and at that level a few bad die rolls can become catastrophic.  I liked the *idea* of the encounter (a mobile run-n-gun chase with mounted warriors attacking a fleeing wagon caravan), but despite a neat table of random events, the actual execution was problematic.

The exterior of the sphinx doesn't get much in terms of description, so reaching it may feel somewhat anti-climactic.  It's essentially just a housing for a puzzle-ridden dozen crawl.  The layout and room descriptions are given separately from the actual puzzles/encounters in the rooms, which can make for a lot of confusing back-and-forth for an unprepared GM (there was a similar problem with King Xeros of Old Azlant).  

The entryway to the Ravenous Sphinx is a corridor in which the body of Colm Safan is clearly visible (he was obviously a much better scholar than tomb-raider!).  The body is impaled on the blade of a scythe trap, and removing the body resets the trap: it's a +8 attack that does *5d8* damage (x3 crit) at Level 1!  That's an automatic PC kill right there.  More, the corridor has two more (though less lethal) traps beyond that one.  When I played, we managed to detect the traps but then realised we had no way to disable or safely bypass them, which admittedly was a limitation on our group, and not the scenario's fault.  Anyway, we decided that, since our mission was to find out what happened to Safan and we had done that, we'd take his body back to Sothis and call it a win.  Hopefully, the Pathfinder Lodge could send out some professional dungeon-delvers to explore the tomb!

It was certainly wise of us not to proceed any further.  The rest of the sphinx consists of three large puzzle chambers branching off from a central point.  The central point contains the spirit of Mektap-Han, but he's not dangerous and there are some good role-playing opportunities there to learn more about the backstory to the scenario.  As for the puzzle chambers, one features several zombies and a shadow, one features a real giant scorpion mixed with two illusory ones (a clever trick), and the third has a large viper snake.  Each chamber has an additional hazard relating to the puzzle (like being burned up in one or drowned in another).  

One can definitely see the vestiges of classic, 1980s-style dungeon design in The Third Riddle, and although there's certainly nothing wrong with it, I wouldn't recommend it for Level 1 PCs--they just don't have the necessary margin of error or resources to have a fair chance of success.  Perhaps playing it at high subtier with Level 4 or 5 PCs would be a much better experience.   Anyway, I'm still glad I got a chance to play.  The Ravenous Sphinx may sit unexplored, but at last Colm Safan's next of kin knows what happened to him . . .

Sunday, November 26, 2023

Curse of the Crimson Throne Recap # 61 [RPG]

[Starday, 25 Erastus 4708 A.R.]

It’s barely an hour after midnight when, having narrowly escaped a nightime attack by strange extradimensional predators known as xill, Anorak races into the slums of Old Korvosa.  Panting with exertion, he finds an alley to hide in and waits to see if there are any sounds of pursuit.  Hearing none, he cautiously returns to his workshop to find his assailants have gone but that the place is in shambles.  After ensuring that the dandasuka is still bound tightly in a chest, the dwarf takes the box that Mortimont gave him and heads for the safety of Goldcape’s new resistance base.  Goldcape opens the door with a rapier levelled at Anorak’s throat, but Anorak’s fresh wounds lend proof to his words that he was just attacked by “monstrosities from another plane”.  Goldcape lets him enter, and wakes up Mishimia, the self-proclaimed “Acolyte of Razmir” to help tend to Anorak’s wounds.  Goldcape’s magic seems to do all of the real healing work, however.  She reluctantly agrees to let the dwarf stay the night, little realising that in the morning, he’ll ask to stay for the next four days!

Across town, Ralph Blackfeather slips out of his own safehouse in North Point.  He signals for Majenko, the house drake who swore service for a year, and asks him to look out for the city’s mysterious new vigilante, Trifaccia.  Afterwards, Ralph visits The Bookmaker and learns that Costa has completed his task as promised: the magical contract is ready for signing.  Soon after, Ralph changes into The Reckoner in a secluded alleyway, uses a wand to turn himself invisible, and heads towards the single bridge still spanning the channel that separates Old Korvosa from the rest of the city.  The Reckoner spots the moving blurs that indicate imp devils are about, and as he’s unsure whether they can also see invisible creatures, he asks Plate to teleport him across.  Plate reiterates his views that instead of all this dithering, they should just go attack the Queen, but he does as The Reckoner asks.

The Reckoner heads over to Anorak’s workshop, picks the lock to get inside when no one answers, and seems unconcerned by the destruction and heavy sprays of blood throughout.  He shows the dandasuka, who gives its name as “Xoza”, the contract and the two negotiate a price of ten gold pieces a month for the shameless creature to spy on its former master.  Xoza rushes to the palace to report to Glorio Arkona’s majordomo that nothing of interest happened the previous night, and then returns to tell The Reckoner that there was a big battle in the workshop but that the dwarf ran away surprisingly fast on his little stumpy legs.  Xoza agrees to keep learning what he can about Glorio’s plans for The Reckoner and his allies.

Later, on the way to Goldcape’s resistance base, the masked vigilante notices at least a couple of the houses in the area have stylised “B”s written in tar on their doors.  Although one old woman slams a door in his face, another resident explains that it means “Blackjack is back, and I’m on his side!”  When The Reckoner arrives at Goldcape’s new residence, she explains what apparently happened at Anorak’s workshop overnight.  He asks for her help in gathering clues about Trifaccia.  While they’re talking, Anorak is in an adjacent room performing some sort of intense magical ritual and is reluctant to be interrupted, but acknowledges the news about Xoza signing the contract—something they now share with Goldcape.

Leaving Anorak to his ritual, Goldcape and The Reckoner talk about the best way to get across to the main section of the city.  They decide to fly on Rocky’s back to Trail’s End, where the predominantly Varisian population has been friendly towards them since they provided assistance in the blood veil crisis.  There, the two leave Rocky in good hands and disguise themselves as ordinary Korvosans before crossing the bridge into the city without incident.  Goldcape stops at the Bank of Abadar to obtain one of the newly minted coins and shows it to Ralph, explaining that they now know exactly what the Queen’s crown looks like.  Plate is excited to see it, and proposes a dazzling array of ideas involving smashing, swiping, sundering, or otherwise getting it off of Ileosa’s head so they can win a fair fight against her and depose her and then make The Reckoner King of Korvosa!  Ralph appreciates the enthusiasm, but has to tamp down Plate’s confidence in their abilities for now.  The two warriors split up briefly, as Goldcape makes some purchases at Hedge Wizardry and Ralph tries but fails to find anything new on Trifaccia.  It seems like the new vigilante has appeared for a few days, and gossip on the street hasn’t added anything credible since then.

When the two reunite, Ralph proposes a bold plan.  He tells Goldcape that they need to do something visible to assure Kroft they weren’t captured and turned during the raid on Deathhead Vault.  Ralph suggests a frontal attack to wipe out the entire Gray Maiden contingent guarding one of the bridges into the city would surely suffice.  Goldcape agrees and sneaks out of the city with Ralph to fetch Rocky.  Ralph pulls on the fearsome raiment of The Reckoner while Goldcape checks Rocky’s barding for the upcoming battle.  Turning them all invisible with a wand, the three get into position on the Trail’s End side of North Bridge and then attack!  The Reckoner’s sudden appearance from nowhere terrifies hardened Gray Maidens and innocent bystanders alike, while Goldcape uses ice magic on her foes.  The Reckoner has a brief argument with Plate over whether the sapient armor should cast strength-enhancing magic, but the fight goes so well and so quickly that in the end, it doesn’t matter.  Eight Gray Maidens are slain within thirty seconds, and none of the victors are even scratched!  One of the Gray Maidens did manage to ring an alarm bell for reinforcements, so Goldcape and The Reckoner decide to split up and get back into hiding.

Back in disguise, Ralph makes his way to the Grand Cathedral of Pharasma—the largest building in the Gray District.  Intent on speaking with Bishop d’Bear, he turns himself invisible and tries to sneak in the fortress-like structure, only to be covered in sparkling glitter at the entryway!  Retreating quickly, Ralph hires a messenger to deliver a scroll that’s to be personally delivered to the Bishop: “I believe I’ve demonstrated my loyalty, it would be good if you and our associates get back in contact.”

When Goldcape returns on Rocky to the safehouse, she tells Anorak what just happened on the bridge.  The dwarf is irked that he missed out on the excitement.

[Sunday, 26 Erastus 4708 A.R.]

Shortly after three bells in the morning, the warm night air in Goldcape’s base is disturbed by a faint shimmering.  Appearing out of thin air over the course of a few seconds, what can only be described as monsters with insect-like mandibles and four arms ending in claws take shape.  The xill have returned for the box, and the gods have mercy on anyone who stands in their way!

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GM Commentary

I was glad Goldcape went to the bank to get one of the new coins, as it was a great chance to show off the actual Korvosan coin that Paizo had minted.  They make great souvenirs from the campaign.

With everything going on, I often forgot to role-play The Reckoner's intelligent armor, Plate, but in this session at least, I remembered and had a lot of fun with it.

At this stage in the campaign, the PCs are tough enough that even a couple of them can devastate several ordinary Gray Maidens without suffering a scratch.

Tuesday, November 14, 2023

Pathfinder Tales: "Liar's Island" [RPG]

NO SPOILERS

Wow, there's a lot happening in Liar's Island!  It's a fast-paced, action-packed, and often downright hilarious novel that I highly recommend.  The con man with a heart of gold Rodrick is back, along with his intelligent ice sword Hrym, and this time they'll be leaving the mainland behind for an adventure in rarely-seen Jalmeray!  I'm a Tim Pratt fanboy, and this novel represents him at his best.  It's full of careful attention to Golarion setting lore without becoming dense, has a knack for fun without becoming silly, and somehow makes you really *care* about a talking magical sword.  It's one of my favourite Pathinder Tales novels, so go read it! (though I give you permission to read the prior novel with Rodrick and Hrym--Liar's Blade--first.)

SPOILERS!

Rodrick and Hrym are up to their thieving ways in Absalom when they're interrupted by, of all things, a djinn with an invitation: come to exotic Jalmeray and meet the thakur (king)!  It's an invitation that's not easy to refuse, but the journey to Jalmeray is interrupted when their ship is interdicted by a vessel from the rival country of Nex.  There's some downright hilarious banter and we start seeing signs that Hrym isn't quite "himself"--the reader will realise that Hrym is being unknowingly affected by a demonic taint received at the end of the previous novel that causes him to act out violently when he's "asleep."  In Jalmeray, Rodrick and Hrym meet the thakur's advisor, Nagesh, who turns out to want the pair to help assassinate someone!  Rodrick and Hrym decide to rob the palace and make a run for it instead, only to get swept up in a jungle treasure hunt for the fabled Scepter of the Arclords and a close encounter with the murderous Knife in the Dark cult.  It's really funny, really exciting, and the ending promises to take the characters in a new direction.  It's a book I want to reread while looking forward to Liar's Bargain.