Friday, May 03, 2019

Pathfinder Society Season #0 Part 2

I had actually almost completely forgotten that I was doing this!  I should continue.  Fun stuff!
  1. Black WatersBack in Absalom, the crew is tasked with exploring the haunted remnants of an old boarding school of the nobility that collapsed in an earthquake ten years ago and was flooded.  There's something missing underneath that they are meant to find, and a noblewoman grieving for her lost daughter also seeks news of her death.  Undead and a crazy grieving father haunt the remains, but miraculously, the daughter of the noblewoman is alive, sustained by a ring of sustenance, but Wisdom drained to 0, and sleeping in a coma in a sarcophagus.  An odd spin on the Sleeping Beauty legend, but the folk-tale reference is welcome, even if muted in such as way that it's almost easy to miss.
  2. Among the Living—Simultaneously the name of the module as well as an opera that you must attend in the decadent gilded capital of the pseudo-Byzantine Empire of Golarion, what you will discover quickly in your search for a missing Pathfinder who was looking for archaeological treasures underneath the opera house was that he was the dupe of a dark death cult, who will attack the opera with zombies.  You can't get out until you destroy the magical stone that the Pathfinder found underneath the opera house, which also was the source of the strange zombies who cause an especially virulent, fast-acting zombie plague among those it affects.
  3. Slave Pits of Absalom—There aren't really any "pits" although there is a neighborhood called that where you have to enter an office building.  A Chelish noblewoman married to an Osiriani Ambassador is kidnapped by an over-zealous Taldoran spy anxious to embarrass them and acting beyond his mandate.  The PCs must find her, rescue her, and if Taldan, keep the Empire from being embarrassed by it. They mostly just walk from one combat encounter to another; first in a fantasy crack house where the kidnapper himself is known to be seen.  He points them to a Vudrish slaver.  The PCs go to his office, get in another fight, and find out that the poor lady was sold to gnoll slavers on a ship (it is illegal for gnolls to enter Absalom.)  On the way to the ship, they are ambushed by gang members in the slavers' employ, then they get on the ship and fight the gnolls, and rescue the damsel in distress, and potentially many other slaves in the hold as well, not to mention embarrassing politically anyone involved.
  4. Eye of the Crocodile King—An interesting mad-scientist story, traditionally handled.  A senior Pathfinder handler invites you to go to a wizard school and help out a family friend; turns out that while making weird crocodile-human hybrids, he was briefly possessed by the soul of a disgraced former head of the academy who was imprisoned in an amulet.  Now, the crocodile hybrid is possessed, and the poor dim-witted ranger who worked with the young wizard is dominated daily.  Now living in the sewers, he's raising a small army of troglodytes to invade and destroy the academy in revenge.  So—small sewer crawl, fighting rat swarms, an injured otyugh, various troglodytes and the Crocodile King himself; plus some small side quests involving either spies or finding a backdoor sewer entrance into the academy for future spies to take advantage of.
  5. Blood at Dralkard Manor—This is an interesting one.  A soon to retire Venture-Captain sends the PCs to check out a "manse" (usage in the module incorrect, where they obviously assume that it's just an alternate olde-timey spelling for mansion, and not the parsonages attached home to a church.  What can you do?  It's starting to become common enough that some dictionaries have actually added that definition in recent years; basically just a large house or countryside manor.) Anyhoo, rumors are that the place is haunted.  When the PCs get there, there are two bandit gang members living there; one on the second floor who's casting illusions through the floorboards to try and convince trespassers that the place is haunted, and one who's the only woman in the gang, and because they're all a bunch of hapless betas, they all have a crush on her (you'll find love notes throughout the adventure.)  When these two are dispatched, there are also two vargouilles locked in a room, and an assassin vine.  And finally, the bandit captain comes back the next morning with a wounded sheriff in tow, who they plan on "feeding" to the vargouilles.  So you kill him and his entourage too, save the sheriff and have a now friendly contact in the area when the retired venture-captain rebuilds and moves in.
  6. The Third Riddle—This is probably the least interesting by a long shot of all of the scenarios I've read so far.  You are to go to Osirion looking for what happened to a Pathfinder who found a lost "Egyptian" temple out in the desert.  Although you do get ambushed briefly in the desert, in an attempt to make an interesting combat environment (a moving wagon caravan attacked by riders) the context, backstory and set-up is laughably hasty and thin, and more word count is spent, by a considerable margin, on even one of the three absurd riddle/traps that you have to solve.  There's also a ghostly old guy talking to you kind of like the hologram/librarian from The Time Machine, and when you solve each puzzle, and I'm not actually kidding here, a blue chest appears that you can't do anything with except open to get a piece of the McGuffin.  Does it make that little chest-open Zelda chime sound when you do?

  1. Stay of Execution—We're back in Taldor this time, trying to retrieve an object stolen from the Pathfinders in Absalom.  The thief is in a frontier prison that is like a small microcosm of Escape From NY.  So, you go in, fight prisoners and a gargoyle guard, make a deal with the thief, and get the thing back.  Why you should need to make a deal with the runagate is beyond me; if the Pathfinder Society wants to send a message, he should be brutally killed and then cast speak with dead to find out where he stashed the thing.  Yeah, yeah—it's probably too high a level for the PCs, but can't they bring him back to Oppara where a big-time Pathfinder operation is running and get it done there, or something?  Anyway, the scenario feels a little contrived.

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