Monday, November 3, 2025

Pathfinder Society Scenario # 5-02: "The Wardstone Patrol" [RPG]

NO SPOILERS

The Wardstone Patrol is an interesting and thought-provoking scenario.  Set in Mendev, no one will be surprised that there are battles with demons--but the real story involves how those battles change who we are as people.  In other words, this is a deeper scenario than the standard set of combat encounters, and role-playing choices definitely alter how the storyline progresses.  I think in the hands of a good GM, this one can really pop and be a memorable adventure.  I'd recommend it.

SPOILERS!

The Wardstone Patrol centers around an NPC named Ilivan.  Ilivan is a half-elven crusader who has lived a turbulent life.  He grew up in Erages, the town set aside for half-elves in the elven nation of Kyonin, and like all half-elves there, faced discrimination and treatment as a second-class citizen.  He joined the elven military, where the discrimination continued, before drifting into life as a smuggler in the shores of Lake Encarthan.  Finally, he found a purpose in life as part of the Mendevian Crusade and was even knighted for his bravery in battle.  But now, after nearly twenty years of constant fighting, Ilivan has seen so much carnage and depravity that he has become cold and cynical.  The PCs spend the entire scenario in the company of Ilivan, and the story revolves around whether or not they're able to reach him emotionally to put him on a better path forward.  If they can't, another brave knight effectively falls prey to the endless onslaught of the Worldwound.  The scenario contains several paragraphs of text detailing Ilivan's background, how to role-play him, and how to track (through "Empathy Points") whether the PCs are getting through to him.

The scenario starts at the Pathfinder Lodge in Nerosyan (Mendev's capital city) with a briefing from Venture-Captain Jorsal.  He explains that he wants the PCs to take part in a patrol along the border of the Worldwound under the command of Ilivan.  It seems there have been a series of attacks on the wardstones that have weakened the nation's containment of the demonic armies.  I would normally remark that this doesn't really sound like a job for Pathfinders, but the scenario smartly anticipates this objection by having Jorsal explain that in Mendev, the Society is tolerated only because of an agreement with the Queen that all Pathfinders will volunteer some of their time to take part in the defense of the realm.  It makes sense.

The patrol takes the PCs along the River Road, following the bank of the West Sellen River (a natural border).  Soon, Ilivan and the PCs come to an abandoned village, but out in the middle of some fields they see a heap of bodies and a group of commoners struggling with one another.  Ilivan adamantly refuses to intervene, assuming the villagers are cultists and outside the scope of his mission.  If the PCs follow orders, they might bypass this encounter entirely.  What's really happening, however, is that body-possessing demons called vermleks have taken over some of the villagers and are planning to torture and kill the others.  This is the first situation where the PCs might be able to gain an Empathy Point through their interactions with Ilivan.

Whether the PCs intervened or not, their patrol next takes them to Fort Portolmaeus.  The fort has recently come under heavy attack, and a cavalry sortie fell into a trap and several soldiers were taken captive.  This is explained to them by the fort's commander, and short-handed, she requests Ilivan and the PCs mount a rescue expedition.  Ilivan accepts the task in her presence, but once outside dismisses the notion as foolish--the prisoners are as good as dead, in his mind, and going after them is naïve.  I'm not sure how much it intends to, but the scenario raises some really interesting moral and practical issues.  I think we're supposed to see Ilivan as being unduly cold and callous, and the PCs are expected to try to persuade him to come along on the rescue out of compassion for his fellow soldiers.  But one could also reasonably take the perspective that the PCs are outsiders, dropped into a complex situation that the battle-hardened and experienced Ilivan is an expert in, and that following his orders is not only the lawful thing to do, but the most pragmatic thing to do.  In a way, it encapsulates the difference between Lawful Good and Lawful Neutral alignments.  PCs have a tendency to think they automatically know better than everyone else, but what if they're wrong?

Whether the PCs decide to mount a rescue or not, they'll face some additional challenges, including demonic wasp swarms and mind-altering rageweed spores.  If the PCs do go after the captives, there's a battle against an intimidating brimorak demon and his dretch minions.  The scenario certainly "gets" the depravity of demons, as the dretches use coup de graces on the prisoners every round unless and until the PCs stop them!  If the PCs have gained enough Empathy Points with Ilivan that he accompanies them on the rescue, he actually heroically sacrifices himself to stop demonic reinforcements from arriving.  However, on the branching path where the PCs decide not to mount a rescue, Ilivan feels mounting shame (and rage) and decides to slay those who witnessed his inaction by attacking the PCs!  Definitely a twist, and potentially an interesting fight versus a mounted lance-expert if the GM knows how to run one.  The epilogue to the scenario of course depends on which choice the PCs (and Ilivan) made).

I'm not sure I like "Empathy Points" per se, as it seems a bit too "gamey", but the general idea of focusing the adventure on how the PCs are influenced by, and influence in turn, Ilivan was really good.  His background and personality show a more realistic side of soldiering than we usually see in Pathfinder.  If anything, the story concept might have been better in a module or AP chapter, where the PCs get more time with Ilivan.  The other elements of the scenario were strong, so I'd definitely recommend it.  The Worldwound: Hard Choices in a Hard Land!

Saturday, November 1, 2025

Pathfinder Society Scenario # 1-03 (# 31): "Sniper in the Deep" [RPG]

NO SPOILERS

I ran Sniper in the Deep at high sub-tier via play-by-post last year.  It's a scenario that takes some preparation by the GM to run well, and some patience by the players for complex combat wrinkles.  The storyline is a bit pedestrian, but some attempt is made to tie it into and build upon setting lore.  There's little-to-no role-playing opportunities, however.  This isn't a scenario to run on the fly, but nor is it a scenario for deep RP enthusiasts.  All of that being said, it's okay, and even somewhat memorable.  So I wouldn't put it high on my "to play" list, but not at the bottom, either.

SPOILERS

The backstory to Sniper in the Deep is relatively straightforward.  About a century ago, a group of young Taldan nobles foolishly talked themselves into launching a nautical invasion of Absalom.  They were (predictably) utterly crushed by Absalom's navy, which sent the invasion fleet to join thousands of other shipwrecks in the so-called Flotsam Graveyard.  One of those ships was Vaydren's Might, captained by a young noble named Vaydren of House Lasar.  He had stolen a family heirloom--an idol to Erastil known as The Sniper--and brought it aboard, so when the ship sank, so did the precious gold artifact.  Two weeks ago, a pair of Pathfinders gathered clues to the location of the shipwreck.  The youngest of the pair, a secret cleric of Norgorber named Dargo Mar, hired killers to off the other Pathfinder (his mentor, Airk Jarigan) and just hours ago set off to get The Sniper for himself.

The scenario begins with the PCs receiving a briefing from Venture-Captain Hestram.  Hestram says Airk Jarigan hasn't reported in for a couple of weeks, and he wants the PCs to find him and this artifact he's seeking.  He directs the PCs to Jarigan's last known location, a seaside tavern/inn called the Lusty Mermaid.  I liked (and surprised the players with) the fact that Hestram has absolutely no time for questions or conversations, and loudly berates the PCs for asking or dithering.  This is a "you've got your orders, now go!" briefing, a fun twist compared to others I've seen.

Act 1 starts with the PCs' arrival at the Lusty Mermaid just after dawn.  The establishment is a disreputable, rough-and-tumble place, currently occupied by normal fishermen catching breakfast before a long day at sea.  In addition, the proprietor, a shady guy named Larro, and some of his thugs are present.  It was Larro and his cronies who were hired by Dargo Mar to kill Airk Jarigan.  There's almost certainly going to be a fight here, and I liked that there were some innocent bystanders who could inadvertently get in the way.  I had to roll my eyes at the classic D&D cliche of (at high sub-tier) the innkeeper being a Level 10 Fighter with a +4 greatsword!  Smart PCs will keep some of the foes alive for questioning (mine didn't), but additional information can be gleaned by tossing Dargo's room upstairs.  The PCs should obtain clues indicating both where Dargo went (to a shipwreck in the Flotsam Graveyard) and to the location of Airk Jarigan's body.

Act 2 relates only to the secondary success condition, as it involves trying to retrieve Airk Jarigan's body from a submerged coastal cave near Absalom.  As canny Pathfinders know, Venture-Captain Hestram would rather have a precious artifact than the corpse of a dead agent; so not every group will pursue the lead--mine didn't, for example.  Groups that do will need to overcome some swimming obstacles or be bashed against the rocks and then fight off some giant crabs and crab swarms in order to retrieve the body.  As a side note, I'll mention the module makes excellent use of Pathfinder flip-mats, and that the original cartography for the next act is also really well-done (especially presenting a side view of the shipwrecks).

Act 3 takes place in the Flotsam Graveyard and is the longest part of the adventure.  The PCs will need to hire a boat to get out to a shipwreck named the Iron Tide.  But wait, what about Vaydren's Might?  Well, it turns out that some time in the last century, the Iron Tide sunk on top of Vaydren's Might!  It's kind of a cool idea, and actually makes sense considering how cluttered the Flotsam Graveyard is supposed to be.  The Iron Tide sunk at an angle and its prow remains above the waterline, but is currently occupied by some of Dargo Mar's henchmen.  If the PCs are able to approach quietly, they may get a jump on them--otherwise, they may have to board under fire.  The rest of this act involves descending decks and crossing over from one wreck to another.  Most of the compartments are partially or wholly underwater, so as the PCs fight undead (lacedons or spectres, depending on sub-tier), sea creatures (sharks or giant eels), skum, and eventually Dargo Mar himself (controlling the ghost of Vaydren Lasar), the underwater combat rules will have to be deployed.  This is where it's important for a GM to prepare themselves for the complicated ruleset, and to prep some handouts for the players (especially because their PCs may have a mixture of primitive and advanced ways to breathe and maneuver underwater).  I know some GMs are tempted to just handwave this sort of thing, but I always hate to see that because it really undermines players who just so happen to have a good character for the situation (like an undine, or a druid with wildshape, etc.).  This doesn't mean there won't still be challenges, as 3D combat in Pathfinder is always hard to track on a flat surface like a Google Slide, but it's worth it.  As another aside, I was puzzled by whether incorporeal creatures that only have fly speeds (like spectres and ghosts) count as "swimming", have restrictions for moving through solid objects (does water count?), or completely ignore any movement restrictions--I went with the last interpretation.

And that's pretty much that for Sniper in the Deep.  The morale of the story: don't team-up with secret evil clerics while pursuing ancient relics!

Wednesday, October 22, 2025

Pathfinder Society Scenario # 1-09 (Scenario # 37): "Beggar's Pearl" [RPG]

NO SPOILERS

Admittedly, I played Beggar's Pearl a while ago, but I have to say it didn't make much of an impression on me.  It's pretty much a standard dungeon crawl scenario, notable only for a dungeon that's surprisingly large (in terms of number of rooms) for a PFS scenario.  Depending on how the GM runs it, there are some potentially fun role-playing opportunities with NPCs.  The flavour and setting lore is fine, but nothing particular noteworthy.  The encounters are fairly pedestrian, and the main antagonist's special power doesn't really apply in a combat encounter so might not even be noticed by the PCs.  I guess in sum, there's nothing particular bad and nothing particularly good about the scenario, so we'll have to classify it as "fine"--play it if you've got some extra time for the session and don't have anything else lined up.


SPOILERS!

There's a bit of a convoluted backstory to Beggar's Pearl, only some of which the PCs will learn about.  The thrust of it concerns a dwarven prospector named Torvic Scrathmane.  One of Torvic's ancestors was a renowned dwarven craftmaster named Barek Triongger, famed for creating the now-lost Gallery of Wonders (a sort of display area for his artistic creations) deep in the Candlestone Caverns in the Aspodell Mountains.  Torvic came into possession of a luminescent pearl and fragmented manuscripts which he believes originated from (and pointed the way to) the Gallery of Wonders, and set off on a quest for it.  Along the way, a bandit named Beggar stole the pearl and manuscripts, while Torvic (and some of his associates, Aspodell Rangers) went on to discovery the Gallery.  However, they didn't know it had been taken over by a dark fey creature named Lady Morilaeth, who uses nightmare powers to reshape dreams and torture those she imprisons.  

As the scenario starts, Venture-Captain Brackett from the Almas Lodge has bought the pearl and manuscripts from Beggar.  He and librarian Wystorn Telfyr ask the PCs to see if they can find Torvic (his location divined magically) and the Gallery of Wonders (presumably, so the Society can pillage it for all its worth!).  The weeks-long journey from Almas into the Aspodell Mountains is handwaved, and the action starts when the PCs locate Torvic in a cave he's sought refuge in since escaping Lady Morilaeth's clutches.  But Torvic isn't alone: he's being attacked by mites riding giant ants!  After the PCs defeat the foes (a pretty trivial task, especially with modern builds), they'll realise Torvic is suffering from confusion and poor memory.  He reveals he found the Gallery of Wonders but can't remember much about being there; he insists on accompany the PCs, and fortunately (conveniently) remembers just enough to lead them to the entrance but can't remember anything about what's inside.

The scenario has some nice background exposition for the GM on the Gallery of Wonders, detailing its construction and abandonment during the Empire of Tar Khadurrm.  From the PCs' perspective, however, it's pretty much just a standard dungeon--but a large one for a PFS scenario, numbering 13 rooms!  (The cartography is nicely done)  Not all of these rooms have encounters, of course, but if the players adopt standard cautious exploration tactics, it's easy for the scenario to blow out of the normal time limits just from exploration and a bit of role-playing.  Encounters in the dungeon include more mites and giant ants, derro (or goblins and trolls at higher subtiers), and some traps (which can mostly be disarmed if the PCs think to use the phosphorescent pearl--apparently it's a magic key of some kind).  Prisoners can be rescued, though like Torvic, they aren't able to meaningfully assist the party--still, some role-playing opportunities in a dungeon delve is a good thing.  The big bad, Lady Morilaeth, is a cleric of Lamashtu with a special template giving her nightmare-themed powers.  The powers are pretty neat, but her tactics during the big battle are pretty much to just channel negative energy--a bit of a yawn.

And that's pretty much that.  Assuming they're successful, the PCs gain a bit of celebrity with dwarves from the Five Kings Mountains.  As far as I can tell, Paizo has never done anything with the Gallery of Wonders since, so that might something for an enterprising GM to homebrew on.

Sunday, October 12, 2025

Pathfinder Society Scenario # 7-12: "The Twisted Circle" [RPG]

NO SPOILERS


Life has gotten busy, so it's nice to have a little time to write a much-belated Pathfinder review!  Today I'm tackling The Twisted Circle, an interesting and original scenario that I played via play-by-post many moons ago using my Prophet of Kalistrade character (he allegedly turns into a savage, bloodthirsty beast when harmed, but that's just a Society-wide prank that he resents!).  The Twisted Circle takes place mostly in the rarely-visited Mana Wastes and features an interesting setting, some open-ended investigation of a mystery, and a solid moral decision.  I think it's an especially good scenario for when no one's in a rush and folks are good to put their thinking caps on and look for clues.  I'd definitely recommend it.


SPOILERS!


The scenario officially begins with a briefing by Venture-Captain Roderus in the Winding Road Inn lodge in Katapesh.  Roderus explains that the PCs are being sent to a small village called Mercy in the Mana Wastes.  Their mission is to find out what's happened to a missing investigator named Amenira.  Amenira is a priest of Nethys (God of Magic) and she went to Mercy to investigate reports that it was somehow able to perfectly withstand a fearsome mana storm that devastated all of the surrounding area.  Amenira sent in reports regularly after reaching Mercy, but it's now been four months since the Temple of the All-Seeing Eye in Osirion has heard from her.  It's not made clear why the Pathfinder Society is getting involved in this matter, but it's a solid hook for an adventure.


The nautical journey from Katapesh to Alkenstar is hand-waved.  In Alkenstar, the PCs can gather some information about Mercy, and may learn that the village worships a god, Robori, that is not worshipped anywhere else.  There's not much else to do in Alkenstar, so soon the PCs will hit the road into the Wastes.  The first encounter is against an ambush by gnolls.  The encounter takes place in an "invisible magical fog" that (very subtly, likely unnoticeably) has some effects on certain spells, and this is the only tangible manifestation that the PCs are in the Mana Wastes--a boon for spellcasting PCs, but disappointing to me, as I would have loved to see some real chaos and confusion! (that's part of the fun of setting adventures in the Mana Wastes, after all).  Now, what the PCs are supposed to do is notice a nearby cave that the gnolls were lurking nearby and go explore it, as it holds some very early clues to help build an understanding of what's going on in Mercy.  My Prophet of Kalistrade was understandably against the idea of exploring random gnoll caves when a potentially-profitable mission needed to be pursued elsewhere, but unfortunately Pathfinder Society players are trained to never skip an encounter or piece of treasure, regardless of the role-playing ramifications.


The writer of The Twisted Circle (John Cazares) did an excellent job with Mercy.  Players will immediately notice some things that seem "off"--large weapons are prohibited, there's a strict nightly curfew, children are nowhere to be seen, there are a series of unspoken rules, and more.  That, and their one-of-a-kind deity, will likely put players into a Call of Cthulhu-style "we've stumbled into an evil cult" vibe.  While staying in Mercy, the investigation of what happened to Amenira is open-ended, as the PCs can talk to residents, explore her house, gain some insight into Robori ("God of Trees"), and more.  This is a section of the scenario that the GM will have to be flexible and well-prepared for (there's a lot of lore, and a lot of directions the PCs can take).  One bit that could have been improved is more NPCs to help the GM from having to improv who the PCs are talking to when they go around and ask questions. The scenario is well-integrated into the history of Golarion (with some intriguing connections to the origins of ghorans, a race that doesn't get a lot of attention in Pathfinder).


At one point, Mercy will be attacked by a bat swarm.  During the encounter, the PCs will notice a strange, child-like animated doll lurking around the edges of the village.  Following the doll will lead the PCs to an underground area outside of Mercy, and closer to understanding what's going on and what happened to Amenira.  It's a bit complicated and hard to explain, so I'll just say I really like the twist that the people of Mercy *aren't* evil cultists.  They've innocently misunderstood what's protecting them from the dangerous mana storms, and it's up to the PCs to decide whether to tell them the truth (and undermine their faith) or let them remain in blissful ignorance.  It reminds me a bit of some of the best of the Starfinder scenarios that verge on Prime Directive territory--how much should outsiders meddle with the affairs of remote cultures?


So all in all, unless you're looking for a simpler or more combat-heavy scenario, I'd definitely recommend The Twisted Circle.

Saturday, October 11, 2025

Curse of the Crimson Throne Recap # 88 [RPG]

 [Sunday, 9 Arodus 4708 A.R. continued]


The battle against Castle Scarwall’s third spirit anchor begins!  Having gleaned from the song of the Sun Shaman that a powerful devil resides in one of the fortress’s towers, the Harrowed Heroes smash their way into the central spire.  There, they find a tall, hollow tower, silent and menacing.  Forty feet above, an opening at the tower’s peak lets in faint light, while at the bottom of the tower is a shallow pool of stagnant water, a wide bed swathed in rotten and moldy blankets, and a large gilt throne.  To Lorien, the tower reeks from the presence of foul and abhorrent evils, though no creatures are visible.  He and The Reckoner move inside cautiously, only to be set upon instantly by a pair of bony, nine-foot-tall scorpion-tailed devils emerging from nowhere!  And to make matters worse, the beating of wings and whisper of a blade slicing through the air alert The Reckoner that another monster is hovering just above him, invisible!


“I’ve been watching you, little manling!” cackles the voice from above.  “Little manling loves his toys—will he pout if they’re taken away?”  A moment later, one of The Reckoner’s orbiting ioun stones is shattered into pieces!  But the masked warrior focuses on a visible foe, and shatters one of the bone devils into dust with his hammer.  From the doorway, Yraelzin calls out “I’ve been waiting to try this!” and briefly opens a portal to Hell itself that pulls the other bone devil through!  Frustrated by The Reckoner’s layered defenses, the true danger in the room, still invisible, uses devilish magic to draw the moisture from the Harrowed Heroes flesh, nearly dropping Yraelzin.  The arrival of several imps harry the former priest of Razmir and keep Lorien distracted, but The Reckoner stays focussed and somehow avoids being trapped in a cage of magical force.


Using his mask of the mantis, The Reckoner sees beyond the visible spectrum and spots his foe: a twisted, contorted humanoid with as much iron as flesh to her body, flapping batlike wings, and holding a brutal glowing scythe.  Swooping and diving, the devil tries to destroy The Reckoner’s vast array of magical items, but can’t land a single blow!  For his part, the vigilante has his enchanted armor lend him the power of flight to take the battle into the air.  The outcome is never in doubt, and soon the devil is destroyed.  A keening wail from somewhere in the castle confirms that another spirit anchor has been destroyed—as does the tower almost collapsing on the Harrowed Heroes! Lorien and Yraelzin barely survive.  After extricating themselves from the rubble, the victors reap the spoils by recovering thousands and thousands of coins hidden under the bed, as well as a vast array of jewellery and precious artworks—so much treasure, in fact, that after hours of sorting much has to be left behind!



A return to the chamber where Anorak’s body lays shows that it fortunately remains unaffected by the curse of Scarwall.  Discussion is had whether to rest for the night or continue on, with Plate and Lorien swaying the other two into starting an immediate search for the fourth and final spirit anchor.  Despite having spent a week in Scarwall, the Harrowed Heroes discover many unexplored chambers: an elegant, well-preserved room with valuable bottles of wine, an abandoned workshop rigged to pull the corks out of bottles if the main doors to it were opened, a hallway that leads nowhere, and more.  One room contains perhaps the strangest sight of all: a battered and nervous-looking halfling trapped in a net hanging from the walls!  She pleads for help, claiming that a witch kidnapped her from the forest nearby and will be back soon.  The lies are blatant and transparent, however, and the group starts to leave before the halfling changes her story.  She says she can direct the group to the last spirit anchor if they’ll take her with them; but The Reckoner replies that they don’t need any help, and shuts the door with finality.

 

The Reckoner hammers a hole in an interior wall to reach a small room with rotting scrolls on a desk and a rusty iron footlocker near a bed.  He starts fiddling with it before Lorien reminds him the group is looking for a dragon, not valuables, and should continue on.  “Focus!” the half-orc says.  A nearby guardroom looks out over the tarn and contains a dead orc inside; Lorien is able to read the Orcish message written in blood on the wall: “Beware of Ukwar”.  With a shrug, the group continue on.

 

In the long hallway that runs adjacent to the courtyard, the trio spot some doors they hadn’t previously opened.  The first one they breach reveals what must have been the castle kitchen: three huge ovens loom to the west of the room, each covered in layers of char and bits of blackened bone.  Four outlines of humanoids in positions of agony and death are burned into the brick of the oven walls.  After rubbing himself with magical Shoanti war point from the Cinderlands, The Reckoner proceeds into the room.  He resists a spectral apparition of the ovens opening and filling the room with flames, but what happens next is very real: the four outlines on the wall suddenly peel away and ignite into horrifying monstrous clouds of burning ash and bone, reeking of scorched flesh and roaring like a wind-stoked fire!

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

GM Commentary

The invisible foe with the scythe and a predilection for sundering magical items had a little luck at first, but then The Reckoner's high CMD helped him avoid more loss.  When fully ready for a battle, he made for a pretty impressive combatant!

Yraelzin managed to use banish or dismissal (I can't remember witch) against one of the devils; a handy spell when it works.

If I remember right, the "halfling" was a hag of some type in disguise.  It didn't fool the PCs for a single moment.

The last, fiery creature are custom Curse of the Crimson Throne monsters called Cinder Ghouls.  Through the vagaries of exploration, the PCs ended up in one of the less dangerous areas of the of the castle near the end of their time there.  Perhaps a bit anticlimactic, but that's how things turn out sometimes in a free-form adventure.

Sunday, September 21, 2025

Call of Cthulhu Adventure: Alone Against the Flames [Cthulhu] [RPG]

NO SPOILERS

In my first night in my new place in a new city, I dug out my Call of Cthulhu Starter Set and played the included solo adventure, Alone Against the Flames.  The adventure is also sold separately, but it's a great choice for a starter set adventure because character generation is embedded through the early stages of the adventure.  There are several solo adventures available for the game (I'm playing Alone Against the Dark at the moment), and they work like a Choose Your Own Adventure book but with the RPG game mechanics tied in--a really smart idea.  Anyway, my character for Alone Against the Flames was Hiram Goldberg, a young would-be journalist leaving small town Broken Bow, Nebraska, for a new job at the Arkham Gazette in Massachusetts.  Alas, things did not go exactly as planned for young Hiram (see below), but I definitely enjoyed the experience.

SPOILERS

In Alone Against the Flames, your character is headed for a job in the city (the precise nature of which changes depending on your choice of occupation) by taking a long bus journey.  At one point, though, you're the only person on the bus when the driver reports engine trouble and pulls over.  A small village named Emberhead is nearby, and as you find lodging for the night (hoping the bus is repaired by the morning), you learn that there's a big festival planned for the village in just a couple of days.  Well, long story short, the "festival" is marked by a ritual sacrificial immolation by the cult-oriented villagers, and *you're* about to get burnt at the stake!  As a journalist looking for a big story, I role-played Hiram's increasing suspicions about what was going on as leading him *toward* the danger rather than trying to run away from it.  I managed to uncover the truth, but still found myself bound to the pyre.  Thanks to befriending a local (who loosed the bounds slightly), my adventure all came down to one chance to break free by bursting the bonds with a Strength check.  I had coincidentally made Strength one of my highest stats and had a 70% chance of success.  But, this being Call of Cthulhu, the stars (and dice) decreed: failure!  Alas, poor Hiram Goldberg became just another in a long line of sacrifices, and the secret of Emberhead remained hidden.

Monday, September 15, 2025

Curse of the Crimson Throne Recap # 87 [RPG]

[Sunday, 9 Arodus 4708 A.R. continued]

 

Poised on the top of Castle Scarwall’s War Tower, a trio of brave explorers are preparing to magically fly across to the keep’s central tower.  But before they can depart, a cry rings out from below in the unmistakeably shrill voice of Eldritch, Anorak’s familiar: “My master, my master awakens!”  The vast, echoing corridors of the castle make it difficult for those on top of the tower to pinpoint the source of the shouting, but eventually they locate Eldritch on the opposite side of the smashed entrance to the castle’s donjon.  Anorak is there, and no longer stone!


But there’s no time for explanations: The Reckoner is in a hurry to track down and destroy another spirit anchor before his protective magics wear off, and he shouts for the dwarf and his reptilian/birdlike familiar to hurry up.  The two know that leaving the donjon will subject them to a protective ward designed to keep all but the purest of souls trapped within, but there seems to be no choice and they brave the doorway.  The pain is intense for Anorak, but the dwarf survives.  Unfortunately, Eldritch’s frail frame is wracked by an intense burst of magical energy and he’s killed instantly, falling to the ground, his body a smoking corpse.  Anorak screams and goes white.  But in a world of magic, death is not always the end, and so the dwarf wraps Eldritch’s body in spare clothes and places it on a newly-summoned floating disk of magical force.


Leading the group on toward the War Tower again, The Reckoner explains to Anorak what happened while the dwarf was turned to stone from the curse of Zev Ravenka.  The vigilante says they’re about to fly over to the castle’s central tower where they think the devil referred to in the Sun Shaman’s song must dwell.  Anorak worries that his reserves of magical energy are low, and says he should rest to regain his strength.  The Reckoner replies that dozens in Korvosa are dying everyday due to dark blood magic, and that if they don’t hurry, the demilich they just destroyed could reform.


Once at the top of the War Tower, Lorien’s key role becomes apparent.  With a brief prayer to Cayden Cailean, the war-priest grips the strand of prayer beads rescued from the unholy altar in the shrine of Zon-Kuthon below.  Suddenly, he, The Reckoner, and Yraelzin begin to float into the air, their bodies becoming as insubstantial as mist.  Anorak, preferring a more traditional flying spell, launches into the air to keep pace with them as the group start to float across the hundred feet and more that separate the two towers.


But then, disaster strikes!  Emerging from a cupola partway up the tower, a ghostly elven woman, her face contorted with rage, points a spectral finger at Lorien and flies out to attack!  Immediately recognising the foe as a banshee of a nature similar to the one that gave him a near-death experience in the Black Tower in Korvosa, The Reckoner prepares to swing his hammer before realising something even worse: in his insubstantial state, there’s no way for him to fight!  He calls for a retreat and begins to fly back to the War Tower to begin the process of transitioning from immaterial to physical form.  Meanwhile, the banshee must have a particular hatred for orcs and half-orcs, or perhaps worshippers of goodly gods, and it initially focuses all of its anger on Lorien.  Fortunately, the warrior-priest had the foresight to put up a protective ward against attacks from certain undead creatures, and the banshee is unable to harm him.  Nonetheless, Lorien also can’t fight or cast spells, and flies away in the hopes of escaping.  Yraelzin does the same.


That leaves Anorak as the sole combatant to face down the dreadful foe, and the dwarf goes to it with relish, combining his dwarven waraxe with a powerful burst of electricity to weaken the banshee.  But when the undead plunges its hand into the dwarf’s chest, he’s not protected by the same abjuration as Lorien and finds his very lifeforce draining away!  The dwarf fights on valiantly, but what he told The Reckoner earlier seals his fate: he has little magic left to combat such a dire threat!  Supernatural fear overcomes Anorak and he drops his axe in terror before instinctively trying to flee.  But the banshee’s rage is not appeased by mere fear—she seeks death, and finds it by plunging another ghostly hand into Anorak’s heart.  Killed instantly, the dwarf’s body plummets to the ground, crashing into the roof of the guest wing far below.



Regrouping inside the War Tower, the stunned survivors decide to recover Anorak’s body and see if they can find a way to the base of the central tower from inside the keep so as to avoid the banshee’s wrath.  By staying low and in the shadows of the ever-present gloom, the survivors are able to recover Anorak’s body.  They retreat to an inner chamber near the War Tower where they’ve often camped during their time in Scarwall and place Anorak’s body respectfully on a table.  With few options other than to press on and complete the task of breaking the link between Scarwall and Ileosa’s crown as quickly as possible, the survivors set out to find the lower entrance to the central tower.

 

The Reckoner’s keen insight into architectural design allows him to traverse the maze of passageways and chambers of Scarwall relatively quickly in order to get near where the entrance to the central tower should be.  A careful search of nearby areas finds multiple balconies, a portrait room that fills The Reckoner with sudden anger so that he destroys all of them, a damp old library, and more.  When The Reckoner puts his ear to a door and hears movement on the other side, suspicion that the group is getting closer to their target grows.  Bursting into the room, the survivors see a sparsely furnished guardroom with a bonze gong hanging above the table.  A pair of devilish creatures, bristling with barbs, are surprised by the attack and quickly fall before The Reckoner’s hammer.

 

The way forward now seems clear, and Hell itself might tremble at the vengeance of the Harrowed Heroes!

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GM Commentary

One of the things I've talked a lot about in these recaps is not forgetting about giving personalities to animal companions and familiars.  I had a lot of fun role-playing Eldritch's paranoid homicidal tendencies.  Alas, the forbiddance/repulsion effect just inflicted too much damage for the familiar--a risk of a lot of area effect/field type spells that GMs often forget about in higher level play.

Windwalk is one of those spells that seems super awesome until you stop and read the details carefully.  The time it takes to transition between the gaseous state (where you can be hurt but can't fight effectively) and a solid state is a real vulnerability, as the PCs found out in this session.

The sense of the rest of us at the table was that Anorak's death was essentially self-inflicted, as he had plenty of opportunities to escape and fought (uncharacteristically) to the death.  It happens sometimes that a player wants to introduce a new PC and effective has their current PC commit suicide, but I hate to see it as I think it undermines character progression and the import of genuine loss that should accompany the death of a PC.