Friday, October 30, 2020
Pathfinder: "Pathfinder Society Year of the Sky Key T-Shirt" [RPG]
Thursday, October 29, 2020
Pathfinder Module: "Entombed with the Pharaohs" [RPG]
NO SPOILERS
Entombed with the Pharaohs is a 32-page entry in the D&D 3.5-era line of Paizo modules. Set in the Egypt-analogue country of Osirion, the module involves some classic tomb-raiding in the pulp Indiana Jones’ vein (not the more culturally sensitive, quasi-archaeological approach taken in some more recent Paizo adventures). But there’s a depth and richness to the story and setting here that really turns this into a memorable adventure, not a forgettable dungeon-crawl. There are plenty of surprises and
dynamic elements to keep players on their toes, and plenty of opportunity for quality role-playing. I ran this several months ago, and although I do think it’s a higher difficulty than may be fair for an average Level 6 group, I really enjoyed it.
SPOILERS
For an adventure hook, the module assumes the PCs are either members of the Pathfinder Society or are hired by them to explore a pyramid that has recently been unearthed in Osirion. But this is no ordinary pyramid—it’s reputed to be the tomb of the Four Pharaohs of Ascension, a legendary group of powerful, magically-inclined rulers who bound themselves together in both life and death for eternity.
Part 1 is “Hidden Secrets of the Malhitu Bazaar.” The module proper starts with the PCs attending an antiquities auction to meet their secret Pathfinder contact, a woman known only as the Mithral Scarab (great artwork). She’ll signal the PCs at some point during the auction, but the auction isn’t just background. There are several Osirion relics up for sale, many of which hold some clues or value for the adventure to come. The module details several other potential bidders for each item, and this segment could be an interesting role-playing (and financial strategy) opportunity for the PCs. Crucially, also in attendance at the auction are the members of Her Majesty’s Expeditionary, a Chelaxian-backed group of mercenary tomb robbers who are also planning a venture to the pyramids of the Four Pharaohs of Ascension. This group becomes a major rival to the PCs at various stages throughout the module and add some dynamic tension. Indeed, one member tries to infiltrate the PCs in the guise of a freelance translator—a move that worked perfectly on my group.
After the auction, the Mithral Scarab takes the PCs to the only living person to have previously visited the pyramid tomb of the Four Pharoahs of Ascension. In a well-done scene, the man, Raegos, explains that he keeps himself perpetually blindfolded to avoid succumbing to a terrible curse. Inside the pyramid, he says, are four mystical runes—anyone who sees all four transforms into a terrible, mindless monster, which is what happened to one of his fellow explorers. Raegos saw three of the runes, and lives in terror of someday seeing the fourth. He explains that the pyramid normally exists on another plane, but can be summoned back through the use of a special mask—though the whereabouts of this item are unknown. The rest of this part involves the PCs making Gather Information checks or using other means to try to figure out where the mask is currently located.
Part 2 is “Pursuit of the Mask”, and it really has two distinct segments. The first segment involves stealing the Mask of the Four Pharoahs from its current owner, an antiquities collector named the Crook Bearer. But if the PCs aren’t diligent with their sources, they may think the mask is actually at a museum called the Exhibitory—but that one’s a fake! The module provides layouts and content for both places—PCs could try a lazy smash-and-grab or plan a full heist (and stealth isn’t a bad idea if they don’t want the entire city guard after them). It’s handled really well, and I imagine a lot of groups could get quite creative with their planning. I especially liked that Her Majesty’s Expeditionary is also after the mask, and the module plays fair-and-square with their own chances of figuring out which location has the real mask and then details their heist plan. It’s perfectly possible for the PCs to be too late and for their rivals to get the mask first—which means the PCs are the ones trailing behind in the second segment, which is the trip to the Valley of the Pyramids. A regional map and a couple of encounters are provided here (one against Chelish legionnaires and one against a hieracosphinx), and there’s also some risk from sand-slides. It’s only a two-day trip from Sothis to the valley, so just enough time to give the PCs a little flavour of desert travel before the real adventure begins.
Part 3 is “Into the Tomb”, and it constitutes the bulk of the adventure as the PCs enter the pyramid in search of lore and treasure. Although, yes, this is technically a dungeon-crawl, you can really see the difference a skilled writer can breathe into the template. Each room in the pyramid has a rich connection to the backstory lore and there are tons of little details that flesh things out further for those players who are really paying attention. An overall theme of this part of the adventure is what was foreshadowed by Raegos back in Part 1: the Curse of the Encircled Runes. There are four of these runes hidden in various places within the pyramid, and a PC who happens to see all four risks transforming instantly into an undead abomination! The runes are hidden in some really clever and surprising places, and some players will curse (pun intended) the fact they gave their characters such high Perception scores. When I ran it, fear of the curse was a constant source of apprehension for the group, and it worked perfectly.
Apart from the lore and the curse, there are some stand-out encounters, such as a gloriously gross swarm of embalmed organs. My favourite encounter is a little hard to explain, but it involves a sort of Strength challenge over several rounds with the PCs needing to effectively out-muscle a golem or find themselves crushed to death between the ceiling and a rising floor. It was really satisfying for my group when it was the golem who got slowly crushed instead, and a much more memorable victory than a traditional combat.
On the other hand, it’s also fair to say that there are some encounters that just aren’t fair for an average group of four level 6 PCs. In particular, there’s a battle against a CR 9 undead dragon with an AC of 28 and six attacks a round! When I ran it, this encounter killed half of the PCs and the others were forced to flee the pyramid entirely, leading to a downbeat ending to what was otherwise a really fun experience. It’s a pretty tough foe for what’s essentially a treasure-less side room, not even a boss encounter.
Her Majesty’s Expeditionary remains a wild card during the whole thing, and the module details when and where that group will be at different points in the PCs’ exploration. The rival group could easily continue as antagonists (fighting or trying to steal from the PCs’), but, could potentially team up with the PCs in a short-lived joint venture. There are a lot of possibilities there, and I like how the module keeps things flexible.
If the PCs manage to defeat all four of the pharaohs, the curse is broken and they’ll be able to escape the pyramid with some quality loot and intriguing clues. My favourite bit is about the Aucturn Enigma, which ties into the Dominion of the Black and a sort of “Doomsday Clock” in the temple. I think some of this connects to another module, “The Pact Stone Pyramid”, and I know the storyline gets resolved in the Pathfinder Playtest adventure.
The last eight pages of the module are devoted to three appendices and some level 6 pre-gen Iconics.
Appendix 1 introduces five new magic items. I like the (perhaps poorly named) “Tomb Guard”, which is a magic ankh affixed to a weapon; if the weapon’s wielder falls dead or unconscious, the ankh magically animates the weapon and defends the owner. There’s another magic item, a “Wracking Rod” which is good in concept (a torture device that heals the victim to keep them conscious as it simultaneously inflicts pain) but the actual mechanics of it could be improved.
Appendix 2 has artwork, backgrounds, and full stat blocks for the five members of Her Majestrix’s Expeditionary, the rival group of tomb robbers I spoke of above. They’re a well-developed and interesting group of NPCs, and it’s clear the writer spent some time on them to make them a plausible rival group, not just single-battle fodder. One of the members wields a “wand rifle”, a cool idea that would take just a bit too long to explain.
Appendix 3 is the bestiary, but there’s only one new monster: the Osirion Mummy. This template doesn’t carry the mummy rot disease/curse of the traditional mummy, but does have a cool “Dust Stroke” ability that turns opponent’s bodies to dust if it kills them. It’s perhaps not the most original idea for a monster, but the artwork is cool.
Overall, Entombed with the Pharoahs is a stand-out module. It has a great backstory, cool NPCs, a fun heist element, original encounters, and some great ominous connections to future adventures. It might be a touch too difficult for many groups—though, come to think of it, exploring the resting place of the legendary Four Pharaohs of Ascension should be pretty deadly!
Tuesday, October 27, 2020
Rise of the Runelords Recap # 106 [RPG]
[24 Pharast 4708 continued]
Ava decides to try one final spell before giving up completely on her own ability to remove the dread wendigo curse that has taken a deep hold on Jinkatsyu, With a fervent prayer to Sinashakti, she throws wave after wave of divine energy into the swashbuckling kitsune. The curse resists almost as if it were sentient, and for a moment, Jinkatsyu’s fate teeters on a knife’s edge . . . but Ava’s will is strong enough to overcome the curse, and she tears it out of Jinkatsyu by its roots! Although freed from its malign influence, the kitsune is drained and exhausted by the ordeal. Kang mixes a powerful, foul-tasting restorative for him. The adventurers decide to rest for the night. Ava explains that she’d still like to teleport to Magnimar sometime the next day in order to buy some clothes and armor that fit her new body.
[25 Pharast 4708]
The heroes spend the morning traversing the rough trail to the wide ledge where the bones of Karivek Vekker remain, still frozen to the earth. It takes some effort to break it free of the ice, but the body is successfully transported back to the cabin. Once taken to the part of the cabin at the bottom of the cliff-face where Morgiana first encountered the spirit of Silas Vekker, the ghostly figures of both brothers manifest again in a strange, spiritual struggle! Unsure of whether or how to intervene, the adventurers wait and watch.
Jinkatsyu decides to get started in digging a grave for Karivek’s body, but has the awful luck to pick a spot under the decayed pine tree that stands nearby. But the tree is far more than it seems—once a treant, it died decades ago from the arsenic polluting the soil, only to persist as an undead creature—a Horror Tree! Its roots lash out at Jinkatsyu, crushing him while sending filaments of strange fungus
through his bloodstream. But Kang hurls an explosive right into the monster’s gaping maw, and blows it apart from within! Jinkatsyu regains his footing and finishes off the remnants of the abomination with his rapier.
After almost ten minutes of struggle, the ghost of Karivek Vekker suddenly sighs and stops struggling. The spectral ghost’s teeth return to normal and his feet grow back before the entire apparition fades away into nothingness. The ghost of Silas Vekker turns to face the Heroes of Varisia and speaks, fading away more and more with each word: “You have saved my brother. You have saved me. I would reward you by simply taking the path to Xin-Shalast with me into the beyond, yet I sense that you would still harbor a desire to see those golden ruins. Very well. Look to the pages of my ledger for the way, and may Torag watch over you in the darkness to come.” As the spirit fades away forever, several parchment pages manifest in thin air and float lazily to the ground. Kang examines this carefully and explains to the others that they must continue heading north, following the Kazaron River until it branches, then follow the western branch to the end. There, they must fast and wait for a night with a full moon, and then (this part is maddeningly vague) the path to Xin-Shalast shall be made clear. With some hours of daylight still to burn, and a promise from the taiga giants to escort them out of their territory, the adventurers decide to leave the tragedy of the Vekker Brothers and the wendigo behind, and get started on the next leg of their journey.
[26 Pharast 4708]
The journey north is difficult, even with the giants choosing the easiest way forward through the trackless mountains. Jagged rock, slippery ice, steep ascents, and a general lack of mountain-climbing training or gear bedevils the adventurers, and they make only slow progress. But, hour after hour, they forge ahead, and soon reach the edges of the giant’s territory. As thanks for their aide, and as a makeshift celebration of how far the adventurers have come, Ava magically conjures a feast fit for a king’s coronation. At sunset, the giants give their solemn farewells, and are not seen again.
[27 Pharast 4708]
With the guidance of the giants no longer available, the adventurers make even slower progress than before, sometimes spending hours just to scale a few hundred feet of cliff-face. Pessimism starts to set in. Ava continues to conjure stone bunkers for the group to rest in each night. On this night though, she sets her bunker at the base of a tall outcropping that just happens to be the roost of a massive, roc-sized avian called (in a translation from the original Shoanti) a “thunderbird.” Bolts of lightning and heavy winds surround the thunderbird, forcing the adventurers to flee their original campsite and set up another one several hundred yards away.
[28 Pharast 4708]
In the morning, Ava thinks deeply about the vast array of magicks she can draw upon to speed the group’s journey towards Xin-Shalast, and realizes that one in particular will make the trip a trivial thing: by turning everyone lighter than air, they can float along magical winds at tremendous speeds! No longer need they be hampered by difficult terrain or limited visibility. An experiment with the spell proves incredibly successful, as the adventurers cover more distance in a single hour than would have with days of laborious climbing through the rugged Kodar range. The western branch of the Kazaron terminates in a vast, icy swamp. As the adventurers get closer to it, both Kang and Ava feel an uncanny sense of dislocation, as if they’re venturing into an area only loosed moored to the material plane. The group decide to retreat outside the swamp and set up camp for the night.
-----------------------------
Director's Commentary
The DC to break the wendigo's hold on Jinkatsyu was very high, but Ava persisted with multiple castings of the necessary spell until she finally made it.
I thought the ghosts' spiritual struggle was a bit cheesy and fell flat, and there really wasn't much for the PCs to do besides watch.
I was wondering when or if that horror tree would ever get triggered!
Ava discovering wind-walking sped up this portion of the chapter dramatically. I just don't know how groups without high-level full casters would make it through the extreme terrain and weather hazards. It would definitely take a lot of preparation and patience!
Friday, October 23, 2020
Pathfinder Society Scenario # 4-11: "The Disappeared" [RPG]
NO SPOILERS
I played through The Disappeared via play-by-post with my go-to Iconic, Quinn the Investigator. Season Four PFS scenarios have a (well-deserved) reputation for really ramping up the combat difficulty, but I didn’t find that an issue at all in this one. It’s fair to say that combat itself takes a back seat in The Disappeared, and instead characters who specialise in deception, stealth, and smooth
talking get their time in the spotlight. The plot’s interesting and original, and the gameplay experience is very different than the norm. I really enjoyed it, and I strongly recommend it.
SPOILERS
Zarta Dralneen, the very . . . memorable . . . Chelish liaison to the Pathfinder Society has disappeared! Or, perhaps more accurately, she has been disappeared. Worried about the fate of the secrets she has about the Society, Venture-Captain Ambrus Valsin calls on the PCs to discover what happened to her, where she is, or if she’s even still alive. It’s clear the government of Cheliax knows something, as they’ve taken to denying she ever existed in the first place! So Valsin tasks the PCs with infiltrating the Chelish Embassy in Absalom during an evening gala to search for clues. Their cover will be as “Pathfinders with information about Sargava to sell to the ambassador,” and that should get them as far as the waiting room. Valsin explains that he’s been able to get Amara Li an invitation to the gala, and she’ll be able to keep the ambassador busy for an hour, and that’s all the time the Pathfinders will have to slip out of the waiting room, search for clues to Zarta’s fate, and return to the waiting room before the ambassador turns up and starts getting suspicious.
How this works mechanically is that the PCs are, quite literally, on the clock. They have sixty minutes in-game for their search, and various actions take different specified amounts of time, with the GM given discretion to account for PC actions that haven’t been accounted for. Drawing the attention of embassy staff by being clumsy with stealth or disguises results in one “strike” each time it happens, and the group only gets a certain number of strikes before the gig is up and they’ve been discovered. The GM is encouraged to be transparent with the PCs about how much time they have left and how many strikes they’ve accumulated, as this encourages some great risk vs reward role-playing about how to proceed because there’s often a cautious but slower option compared to a faster but more noticeable option on how to proceed.
This may all sound a bit abstract, but it all works well in practice. For example, after they’ve slipped out of the waiting room, the PCs need to traverse a long hallway bustling with servants without being noticed. They can take their time and wait for a pause in activity (a Perception check, with each attempt taking 2 minutes) or just stride down like they belong there (a Bluff check that only takes 1 minute). Failing either check lands the group a strike. Not every option is as binary as that, and there’s lot of fun to be had with the various ideas PCs might come up with to get where they want to go—Zarta’s personal quarters.
The description of Zarta’s quarters is perfectly lascivious, fitting the character to a T. One of the only two mandatory combats in the session takes place here, as the rooms are guarded by summoned devils. Zarta had some brief notice that she was about to be taken into custody by Chelish internal security, so she arranged for some clues to be left for anyone coming to help her later. The clues take the form of some messages encoded in a basic substitution cipher, and I like the added touch that if players attempt to decode it, every minute they take in real time is deducted from the sixty minute total they have in game!
The clues should lead the PCs into embassy’s ventilation system which, as we all know from myriad spy movies, are the perfect way to travel. The vents then exit into the embassy’s records room which is full of filing cabinets arranged by subject matter. Various skill checks are used here to pinpoint what happened to Zarta, with each attempt taking a certain amount of time. By putting together various pieces of evidence, the PCs can conclude that Zarta was framed for espionage by a Chelish rival named Tancred Desimire, arrested, and imprisoned at the Hellknight fortress of Citadel Vraid outside of Korvosa! (there’s a sort of silly fight against animated chairs in the records room, which I think was inserted just to satisfy some notion of a minimum number of combats per scenario).
Armed with the information, the PCs then need to reverse course and see if they can make it back to the waiting room in time. If they fail, or if they accumulate too many strikes, they then have to battle successively difficult waves of Chelish security forces until they either get captured, surrender, or make a dramatic escape by something like crashing out a window!
As I said, the plot of The Disappeared is certainly an
original one. I like that some
rarely-used skills (like Disguise) really get a chance to shine, and the
ticking-clock mechanism keeps things exciting. I really enjoyed the scenario,
and I imagine there’s a follow-up where the PCs have to try to rescue Zarta
from Citadel Vraid. This is definitely
one worth playing, especially for PCs who are more than just hack n’ slashers.
Wednesday, October 21, 2020
Starfinder: "Alien Archive 2" [RPG]
With the Alien Archive 2, Paizo introduces another 65 species (plus variations) to the Starfinder universe. The book is very similar in nature to the first Alien Archive. Each species gets a two-page spread with some gorgeous, full-colour artwork, and many entries include little bonus gameplay elements such as new pieces of technology that PCs might get their hands on. Because Starfinder stat blocks are relatively short, there’s a lot of room for background and description of each of the species. Obviously, I can’t go through them all here, but there’s a lot more I found interesting and fun than there were ones I thought needed work. Things like bodysnatcher slimes, dreamers, glitch gremlins, plupex demons, and velstracs are all worthwhile additions to the game in different ways. GMs who liked the first Alien Archive will likely be happy with what they find in this one.
Players, of course, will be most interested in the sixteen new playable races. Ready? There’s aasimar, bolide, damai, embri, ghoran, hobgoblin, kanabo, orc, osharu, pahtra, phentomite, quorlu, tiefling, trox, uplifted bear, and vlaka. Some of these are familiar to fantasy fans (aasimars, hobgoblins, orcs, and tieflings), some are brand new concepts (embri, phentomites, etc.), and some are Starfinder versions of “animal people” (pahtras are cat people, uplifted bears are . . . bear people, vlaka are wolf people, etc.). The last category in particular will thrill a lot of fans, even though it’s not really my thing.
We shouldn’t overlook the appendices, as they help define the characteristics of the different species and give GMs some room to play. Most of the appendices here reprint and supplement the appendices from the first Alien Archive, but there’s one important new one. Appendix 3 presents eight pages of rules on polymorphing and introduces it as a spell option at each level for mystics and technomancers. The rules are very detailed, but I *really* like how the shape has to be predetermined (when the spell is selected by levelling up) so there’s not a ton of recalculation in the middle of a session.
My recommend would be that if you’ve run or played Starfinder for a while and are getting pretty familiar with what it has to offer, buying Alien Archive 2 would be a good way to introduce some fresh characters and threats. Like the first one, it is pricy for the relatively-slim page count, and that should be a factor to consider.
Monday, October 19, 2020
Rise of the Runelords Recap # 105 [RPG]
[23 Pharast 4708 continued]
Disaster has struck the Heroes of Varisia! Two of their group are dead, killed by the explosive death throes of a frost worm. And now, swirling winds, heavy snow, and an unearthly keening presage the coming of the wendigo! The survivors—Erik, Jinkatsyu, and Morgiana—rush back towards the comparative safety of the Vekkers’ cabin. But before they get far, they see two massive shapes in front of them, looming out of the blizzard. The desperate adventurers know they’re not capable of surviving another fight, and decide to try to dodge past them. But as they get closer, a booming voice calls out in the Giant tongue—a language that Morgiana happens to speak—and the menacing shapes resolve into a pair of taiga giants: a younger female named Cirdassa and an imposing shaman named Tanaq Mammoth-Eater. Tanaq explains in his stilted way that his tribe’s ancestral spirits have foreseen the coming of the wendigo on this day, and that there is a chance it can be destroyed forever. There’s little chance for conversation, however, as the wendigo keens again—and this time, it’s so close that panic sets in and the adventurers flee headlong for the cabin.
The
sudden winter storm quickly dissipates.
Tanaq, who barely survived the onslaught of the wendigo’s attacks, takes
one look at Jinkatsyu and says “The wendigo has marked him with its curse—he
will be dead by dawn with the creature unslain—and it will not return once
driven away.” Jinkatsyu, exhausted from
lack of sleep and another gruelling battle, takes the news bitterly and
isolates himself from the others. Erik
asks the taiga giants if they can help return the deceased Kang and Ava to
life. Tanaq says that their valiant
souls deserve a return to mortal life, but that the journey back from 
the
beyond may find them in a new shell.
Erik opines that Kang certainly wouldn’t want to be anything other than
what he was, but that Ava probably wouldn’t mind. Tanaq says the ritual can be conducted at the
new day’s dawning. He and Cirdassa
disappear into the distant treeline to commune with the spirits, while the
others rest after their day’s ordeal.
For Jinkatsyu, it is the longest, darkest night of his life. The fate that awaits him should he succumb to the curse is one far worse than death—as he’ll become a monstrous thing akin to the wendigo, constantly hungering for sentient flesh. But Morgiana and Erik offer no comfort, callously trading routine quips with each other as their companion is left locked in a storage room. Somehow, though, the swashbuckler finds the inner fortitude to survive for one more day. But he knows that, without a miracle, it will be his last.
[24 Pharast 4708]
The
cleric of Sinashakti is stunned by everything that’s happened since the battle
against the frost worm. Not only are
there giants around, the wendigo has been permanently dispatched, and Kang is
deceased—but she herself is suddenly taller and with unwebbed fingers! Before she has time to compose herself, Erik tells
her about Jinkatsyu’s curse and asks her to remove it. She calls upon her divine magicks, but the
curse of the wendigo is just too strong.
But, there is something else she can do: bring Kang back to life! The tiefling returns to life in a spray of
vomit. After some initial confusion over
Ava’s new form (and an off-the-cuff remark that “slimy skin was Ava’s whole
personality”), he promises to make it up to her.
Later that day, as the group prepare for a return visit to the isolated mountain shelf to the north where the bones of Karivek Vekker lie, Tanaq gets Erik’s attention. The giant says he has performed a ritual divination and the future is clear: Jinkatsyu will succumb to the wendigo’s curse at midnight. The giant suggests Erik and his friends kill him first, and spare Jinkatsyu and everyone else the horror of an irreversible transformation into a cannibalistic spirit of pure evil. But magic and money are always cause for optimism, and the adventurers instead decide to see if Magnimar might offer a cure for what ails Jinkatsyu . . .
Thursday, October 15, 2020
Pathfinder Society Scenario # 9-10: "Signs in Senghor" [RPG]
The finale is a skills challenge to try to persuade the leaders of the city to back the Pathfinder Society over the Aspis Consortium. This plays out in a familiar way, with each leader having a distinct personality and set of skills that are useful in persuading them. Still, I thought it was handled well.





