I’ve
always liked adventures that do something a little different, ones
that provide adventuring parties with something that transcends or
even ignores the typical tropes associated with Dungeons and
Dragons-style games. A well-made dungeon can be fun sometimes, but
adventures that actually involve characters with the setting and
don’t even go near a dungeon (or ruined castle or ancient caves or
whatever large, indoor establishment you can come up with) are often
better (assuming they’re well-designed, too). Murder’s Mark
by Jim Groves is such an adventure. It’s a charming, low-level
adventure centred around a Varisian circus and a murder mystery. It
contains a wide assortment of well-detailed and interesting NPCs,
each with their own motivations and goals, and lots of opportunity
for roleplaying and setting immersion. There are surprisingly few
fights in this adventure; however, there are numerous other things to
keep the party’s attention and to keep them searching for the
answers to the mystery. Alas, the adventure does has one significant
problem that could completely ruin things if you have any rules
lawyers in your group. However, if you have a group that is simply
willing to go with the flow and not worry about a niggling rules
detail, Murder’s Mark
could make a great adventure to start a new campaign with.
SPOILERS
FOLLOW
I
can be quite picky about the hook for first-level adventures. For
something that is likely the very start of a campaign with brand-new
characters, there needs to be something that immerses the players in
the game world and grabs their attention outright. I’m happy to say
that Murder’s Mark
meets these criteria quite admirably. It opens with the circus having
come to town and the PCs (for whatever reasons the players and GM
decide upon) visiting it. The PCs have an opportunity right from the
start to interact with the setting that will be a major focus of
their first adventure. They can see or even meet a few of the NPCs
for the first time, and during it all help out with a minor
altercation. It’s this minor altercation that brings them to the
attention of Almara Delisen, the owner of the circus. When the first
townsperson is murdered and the circus’s sphinx is implicated,
Almara then comes to the PCs for aid. While this may not seem the
most exciting opening,
what I like about it is that the players will actually feel like
their characters are a part of the setting once the main action
starts, and also, there is a reason
why Almara comes to them for aid. They’ve actually demonstrated
that they can be both competent and trustworthy.
The
adventure continues from this point in a well-thought-out manner. It
flows naturally, and does a good job accounting for the different
actions the PCs might take. One potential problem of adventures like
this is they can succumb to railroading, forcing the PCs along a
preset path of events that they have little control over. Indeed,
it’s pretty much impossible to do an adventure like this without a
little bit of
railroading. Murder’s Mark
nicely manages to avoid egregious examples of this and provides PCs
with a decent array of options on how to proceed. As such, certain
key moments could happen at any of numerous different points in the
adventure, and this helps keep a sense of control in the player’s
hands. For example, the truth about the sphinx, Jherizana, could come
out at just about any time, either early in the adventure or quite
late. The NPCs do their best to convince the PCs not to reveal this
truth to the authorities, but there is nothing actually preventing
them from doing this if they so choose. The PCs’ actions in this
case can have a huge effect on the outcome of the adventure. (My only
complaint here is that the adventure contains very scant details on
the NPCs’ reactions if the PCs make Jherizana’s illusory status
public.)
One
of the things that I like most about the adventure’s progress is
that the villains actually change
their plans in response to the PCs’ actions. This makes the setting
feel alive and the villains all-the-more believable and realistic. I
love that Borvius Monchello ultimately attempts to implicate the PCs
instead of Jherizana by actually trying to impersonate one of them.
Too many adventures have the final villains sitting in a room at the
end of the dungeon, apparently just waiting for the PCs to get there
and not taking much independent action of their own. Murder’s
Mark instead makes Borvius and
his wife active participants. The adventure also allows for several
possible fates for Borvius and Robella. Borvius might be killed by
the PCs or handed over to the authorities before the end of the
adventure, or he might get away and the PCs will have to face him and
his wife together. This allows for much variety in play experiences.
Unfortunately,
there is a potential problem with Murder’s Mark,
one that could harm play with some groups. One of the key revelations
of the adventure is the fact that Jherizana doesn’t really exist.
She’s just an illusion created by Ika, a bard who works with the
circus. Adjudicating illusions can often be a contentious thing.
While the Core Rulebook
has an extensive section on illusions and what counts as
“interaction”, there still remains disagreement between a lot of
players on exactly when characters get a saving throw to disbelieve.
I’ve seen groups argue extensively over such things. I’ve seen
gamemasters who handle illusions fairly and reasonably, and I’ve
seen gamemasters make it pretty much impossible for PCs to ever
effectively use illusions. Unfortunately, the two illusions that
create Jherizana in Murder’s Mark
don’t really fall under this area of ambiguity, and as such could
significantly annoy players who like adherence to the rules as
written.
The
adventure makes it clear that Ika creates Jherizana using
ventriloquism and
minor image
(presumably casting ventriloquism first
as minor image has a
concentration duration). The adventure contains the following text on
page 4:
The sphinx’s guards serve only to prevent anyone from testing the illusion by interacting with it directly. With the cooperation of the entire circus, this technique makes it very difficult to pierce the illusion. Saving throws should not be permitted without direct interaction with the illusion.
Similar
text is used on page 15, when discussing Jherizana’s actions if the
PCs decide to question her. She discourages the PCs from coming too
close so that they won’t interact with the illusion. The problem
is, this only works if Jherizana never speaks. According to the
ventriloquism spell
description, “anyone who hears the sound and rolls a successful
save recognizes it as illusory (but still hears it).” By a strict
interpretation of this line, anyone who hears the sphinx is
interacting with the spell (after all, how else could you interact
with a purely auditory illusion?). Taking this to its extreme
conclusion, this means that everyone who even comes to the circus and
hears Jherizana will have a chance to recognize that her speech isn’t
real. Of course, the majority of circus-goers will be 1st-level
commoners, so most of them will fail their saves. However, a few will
pass, and some of those will tell others what they’ve noticed. In
the end, the circus’s entire attraction fails to work, undermining
what is supposed to be the main source of the circus’s success.
I’ve
played with many players who simply wouldn’t be bothered by this.
They’d either not even notice that they should have had a saving
throw, or they’d just shrug and say, “Whatever. It’s more fun
this way.” If you have such a group, this becomes a non-issue. Just
go with it as written, and you don’t have to worry about anything.
Alas, I’ve also played with many players who would be very
annoyed to learn they’d been denied a saving throw they should have
had. With such groups, this could become enough of an issue to ruin
the play experience. There are a couple options for solving this,
however.
First,
you can just give the PCs a saving throw the very first time
Jherizana speaks. If any of them pass, just run with it. Allow them
to learn early that Jherizana is just an illusion. If they agree with
Almara and not publicly reveal the information, the adventure will
change very little. Of course, early on, they have less reason to
agree with Almara (as they’ve had less time to get to know and
trust her), so they might be more inclined to reveal the information
publicly. Even so, this doesn’t mean the adventure’s a wash. The
villains just change their plans more quickly and the PCs might
discover they’ve also made enemies of the circus! There is a
problem with this solution though, as some players might question why
no one else has ever noticed that Jherizana is an illusion.
The
other option is to just never have Jherizana speak. Ika creates her
with minor illusion
only, so she never does more than sniff haughtily or something
similar whenever someone speaks to her. The circus could claim that
she just refuses to speak with other races and their magical control
over her is not enough to force her to speak. When the PCs inevitably
demand to question the sphinx, the circus could be resistant at
first, and then eventually reveal the truth to the PCs. The adventure
actually changes very little with this approach.
The
illusion issue aside, I think Murder’s Mark
is a very good low-level adventure. It provides an interesting
mystery with lots of options for how the PCs can proceed. Best of
all, it creates an immersive world experience with interesting,
dynamic NPCs, and lots of opportunity for roleplay. The illusion
issue might be problematic with some groups, but GMs who know their
players well should be able to plan for this and make adjustments to
the adventure accordingly. Overall, the adventure could make for a
great one-off adventure or a the start of a whole new campaign.
Great review! I sent you some private remarks on the Paizo message board system.
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I absolutely love this adventure! I've ran it for multiple groups and it was great fun every time. I see your point about the illusion but that hasn't come up in my games luckily.
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