Classic Gamma delusion bubble, if you've ever read anything by Vox Day on his categories of socio-sexual taxonomy. Pointing out that that says a lot more about the poster himself than it does about either the character or the movie wasn't likely to engender much honest or fruitful discussion, though, but it reminded me why I quit posting over there in the first place. I'll likely just quietly walk away again without looking back, and I doubt I'll miss it much. But in the meantime, I want to finish up the Season #0, at the very least, of this Pathfinder Society scenario review. Because once I'm done with Season #0, I've got plenty more seasons to go, assuming I don't tire of the exercise.
Anyhoo... UPDATE: I ran out of time before I could do all of the scenarios I needed to do for this post. I'll add two more later when I get the chance to read and summarize them. UPDATE 2: Got 'em.
- The Prince of Augustana—After an almost painfully contrived, forced, and thin pretext, the PCs explore the sewers under a city in Andoran, fighting sewer gangsters, supporting a sewer priest and his begger entourage, and discover that a poor fellow thinking he's the lost prince of Andoran is nothing more than a deluded, crazy fellow addicted to a powerful narcotic. One of the weakest of the scenarios I've read so far.
- The Many Fortunes of Grandmaster Torch—This scenario is a fun bit of urban skulduggery and intrigue. By default, the set-up is a bit too thin (a common problem for all of these scenarios) but as the PCs run around town trying to recover some smuggled magical statues while chasing down other faction intrigue goals, they should have a good time if that's the kind of thing that you like (I certainly do.) This one's begging to be fleshed out into a full-blown module. It's one of my favorites so far.
- The Asmodeus Mirage—A magical little demi-plane opens once every hundred years out of the desert mist like Brigadoon and you must go in, explore it, and bring the source of it back out (which will mean that it becomes part of the normal world, I suppose.) Here you'll find unlikely things like a friendly tribe of gnolls, a talkative stir-crazy brass dragon who wants his lair cleared of parasites, desert hazards, and a few devils to fight. This is really too big of a concept for this type of scenario, so it moves much too quickly.
- To Scale the Dragon—The set-up here is kinda weird; you need to recover the bones of the iconic mountain mystic guy so someone can get some secret via a seance, but the Pathfinder Society's notorious rival, the Aspis Consortium wants it too. You have to travel via high, snowy mountain passes to where the thing is, fight a rhemoraz and yeti-like creatures, evade or defeat an ambush from your rivals and arrive back where you started only to discover the place under siege by the yetis. Along the way, you get dog-sled chase rules.
- Perils of the Pirate Pact—A river pirate adventure, where you go to help a river pirate captain in return for a valuable text that the Pathfinder Society covets. You get attacked by pirates, you find the pirate captain's earlier expedition ship, covered in giant spider webs and crawling with giant spiders, they disembark to look for supposed buried treasure and deal with web-covered traps, spider swarms, and some ettercaps. The treasure is non-existent, the book that led you there is a forgery, and the captain's lieutenant is a traitor trying to supplant him, so she attempts to kill you before you can spill the beans.
- The Trouble With Secrets—In Golarion's fake Egypt, you must confront the remnants of a vampire looking for revenge against the Pathfinder Society. In catacombs underneath the Lodge, the PCs will face dominated pit fighters and their hyena pets, animated statues, vampire spawn, and the vampire herself, the "boss" of the adventure. The pit fighters can be rescued rather than fought, maybe. It's kinda a fun one.
- Skeleton Moon—There's a complex backstory here, but let's ignore it for now since it is unlikely that the players will learn of it. A Pathfinder on the outs needs to be investigated in his crumbling tower on Kortos. You go there, fight his pet cockatrices, some of this assistants, find out that he's doing a ritual that supposed to make him a spirit (and thus immune to the wasting disease that's killing him) which fails, causing him to go mad and possess an assassin vine, which you also must fight. At the end, his most trusted servant turns out to have been a traitor, and he ambushes you with his Aspis Consortium thugs to steal his master's notes from you
- King Xeros of Old Azlant—The story of a kind of legendary ghost ship, or Flying Dutchman that sails the Ethereal Seas appears in Abasalom Harbor and begs to be explored. Turns out that it's not exactly haunted as it is occupied by xill slavers and various other strange, extraplanar entities (like a xenophage creeper; whatever exactly that is) and whatnot. It has a little bit of an Aliens vibe to it too, and it makes obvious nods to Planescape and even Spelljammer. An unusual adventure, and at the end, the PCs just have to race to get off the thing before it spirits itself away into the ether once again taking them with it.
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