Friday, May 17, 2019

Pathfinder Society Scenarios Season #1 Part 2

Here's the next crop of scenarios, still in season #1 (although with numbering carrying forward from "Season #0.")
  1. Encounter at the Drowning Stones: This one is one of the better scenarios in this entire run so far.  It posits that a Pathfinder agent is missing (a common theme) but in this case, he was a spy embedded within an Aspis Consortium expedition.  You head into the Fake African jungles to find an archaeological site that's supposed to have treasure and magic at it with the rival organization already having a head start (echoes of Raiders of the Lost Ark should be obvious) having to deal with probably hostile (unless you're really diplomatic) tribe of savages, lots of big dangerous wild animals, hostile weather, etc. only to find your rivals campsite and they've all drank the Kool-Aid and killed themselves.  The Pathfinder agent himself isn't there, though—further investigation shows that a demon has taken over the site for a long time and corrupted it; you'll end up fighting all kinds of Deep Ones (scum, but let's be honest about what they're supposed to be) and a succubus.  There's also a sunken temple/cave full of treasure (much of it cursed) and more Deep Ones, but it never rises to the level of a "dungeon" unless one tricky entrance and one chamber count.  Altogether, this is really one of my favorite of these scenarios.  It could be rather easily fleshed out into an entire module-sized adventure without too much trouble too.
  2. Voice in the Void: This one is a small dungeon-crawl of sorts with a strong Lovecraftian theme; the PCs are called in to investigate a museum in Absalom (the same one way back in The Mists of Mwangi, actually) where the daughter of an influential family has been lost for a few days, and the watchmen who went looking for her also failed to return.  Lovecraftiana is interpreted here as some oozes (including a gibbering mouther; the "little shoggoth" of D&D) and a bunch of mold and fungus type stuff. The daughter is possessed by some kind of archaic sorcerer who's been preserved in a brain cylinder, and she can be rescued (or killed, I suppose) before some gate to Aucturn, the Yuggoth of Golarion is completely opened.  Although I like the Lovecraftian theme, it's reinterpreted in some rather traditional D&D elements, so it may not feel particularly Lovecraftian to many players, plus—at the end of the day, it's a little dungeon-crawl after all.
  3. Echoes of the Everwar Part I: The Prisoner of Skull Hill: The Echoes of Everwar four part series has to do with an old Osirian sorcerer who's cursed with eternal life (but not eternal youth.)  He's anxious to remove the curse, and the exposure of his long-dead concubines with their magic rings might be the key.  One such is the subject of this adventure.  The backstory is again somewhat convoluted; there's an old Chelish fortress, keep and series of attached farms that hangs out in the Hold of Belkzen.  It was recently attacked by orcs and its inhabitants butchered, but somehow the orcs managed to break into the crypt below where the Osirian witch is buried.  This triggers a magical cataclysm where a rock falls from the sky, releases necromantic energy that turns the orcs into undead, and it also comes with the pod of some odd carnivorous plant that reproduces the way the Alien did before James Cameron created the Queen and the eggs.  However, all this backstory context is actually considerably more interesting than the actual adventure which is a strange site-based crawl of the ruined keep, including traps, undead orcs, and the weird plant.  None of it really seems to fit together or make much sense, and if it wasn't for the strange context of the metaplot, I'd say that this is such an odd melange of strange, disconnected cliches that it must have been hatched up when the writer was suffering from an extremely high fever and was actually delirious.  And actually; even with the backstory, that might well be the case.
  4. The Beggar's Pearl: This is another odd one; a dungeon-crawl with a weird theme.  The PCs are tasked with taking a unique pearl and some notes and go find a dwarf, who was known to have them not long ago, and who was looking to reclaim the halls of his ancestors.  The PCs do find him after traveling in a mountain range for a little while, lost, bedraggled and under attack by mites and giant ants.  He's grateful, but clearly confused and has his recent memories somewhat scrambled.  He can lead the PCs to the halls of his ancestors, but they're covered in weird mold and fungus, and are infested by some dark fey creatures (mites, mostly) and derros which have been torturing and experimenting on various prisoners (including the dwarf, which is why his memory is somewhat confused.)  They fight all these, navigate a bunch of stupid traps, and find a party going on where completely high mites and derros are dancing for some kind of strange dark fey queen, whom they also kill.  The PCs have essentially freed the Halls for the dwarves to reclaim, but the dwarf who's inheritance it is is himself not in any position to do anything about it right away, and neither are any of the other prisoners that they rescue, but there are loads of hints about future favors and whatnot as well as fame and notoriety among the dwarves themselves for helping them reclaim one of the halls of a past master, and his lost techniques.
  5. No Plunder, No Pay: One that does something quite a bit different; the PCs break a pirate captain out of a brig in the Sodden Lands, a place that's victimized by a magical, never-ending hurricane. (So the prison break is done in pouring rain.)  They then must commandeer a ship and sail out to the location where the pirate captain's ship sank... only to discover a ghostly version of his ship and crew plying the waters right there, in a storm, of course. (If there's time in the session, there's an optional encounter with a sea monster on the way; exactly what kind varies by level from Elasmosaurus to a young Sea Serpent.) Finally the PCs (presumably using magic; this scenario is relatively higher level) go underwater to the shipwreck, fight more undead and a giant octopus and recover the pirate's stolen cargo.

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