In
Curse of the Lady’s Light
by Mike Shel, the second instalment of the Shattered Star
Adventure Path, the player
characters set out to find the next piece of the titular Shattered
Star, the Shard of
Lust. This quest takes them to
the Lady’s Light, an ancient monument to Sorshen, the Runelord of
Lust. Like Shards of Sin
before it and the rest of the adventure path still to come, it is
primarily a dungeon-based adventure. As I mentioned in my review of
Shards of Sin, I can
be somewhat critical of dungeon crawls. However, when they’re good,
I give them the praise they deserve. Curse of the Lady’s
Light is definitely one of those
good dungeon crawls. While the actual dungeon itself is somewhat
linear, the events that can occur within are surprisingly non-linear,
with a wide variety of options for how things might progress. Most
importantly, it has a selection of interesting and compelling NPCs.
In fact, its two principal villains are amongst the best villains
I’ve seen in an adventure path instalment: one sympathetic and
tragic, the other irredeemably evil yet uniquely insane. This
adventure is definitely a step up from the competent, but
not-particularly-awe-inspiring Shards of Sin
and could prove a good sign for the rest of the adventure path to
come.
SPOILERS
FOLLOW
One
of my criticisms of Shards of Sin
was the lack of a compelling hook, something I think is important for
the start of a new campaign. Curse of the Lady’s Light
has a similarly uncompelling hook (it is basically nothing more than,
“Go find the next shard”), but this is not as much a concern in
an already-established campaign. The PCs have already had an
opportunity to develop motivations and reasons to go on this journey.
Even so, the adventure quickly becomes compelling in its own right
once the PCs start on their way.
Indeed,
I’d have to say my favourite part of the adventure is the journey
to the Lady’s Light rather than the actual dungeon beneath and
within. The adventure has its own little mini-setting in the
wilderness around the monument, an area called the Lady’s Cape. The
PCs get to interact with the local denizens, and these are more than
just a selection of monsters to kill. The encounters feel like they
belong there, rather than like random encounters, which wilderness
roaming can often start to feel like, even when the encounters are
planned. The warring troglodytes and boggards have established
presences and actually live here
(as in, their presence actually has an effect on the setting, unlike
in many adventures where creatures are said
to live in their locations, but could be easily removed without
affecting anything). On top of that, they have motivations and
characters all their own, distinguishing them from just monsters met
on the way. No doubt a lot of parties will just wander through and
slaughter any troglodytes or boggards that get in their way
regardless, but for those who pause a moment to interact, there’s a
whole wealth of opportunity waiting. The PCs could choose to help one
or the other group, or even possibly help both. I love that there’s
even the possibility to redeem the groups and set them on a path
towards goodness. It’s not an easy path, but for PCs up to the
challenge, it could be very rewarding.
The
witch, Maroux, is also a very interesting character, one who can
provide the PCs with valuable information, yet also be something of a
thorn in their side with her uncouthness, her little side-quests, and
her terrible cooking. While she is perhaps a bit of a stereotype
“hedge witch” character, she fits believably in the setting. She
also provides a stable presence for the PCs to return to, either for
more information or even for a place to hide in if they’re on the
run. She, along with the boggards and troglodytes, helps to make the
the Lady’s Cape a living, breathing place. On top of that, if you
have the web enhancement (see below), you can expand this little
setting even more.
Once
the PCs have found their way into the dungeon, the adventure does
become a little less interesting, but not detrimentally so. As I
said, it does have two extremely compelling villains. The layout of
the dungeon is actually quite straight-forward (even taking the
teleportation pedestals that move people from one section to the next
into account). Apart from a few side rooms here and there, there’s
not a lot of choice about which direction to go. Although there are
different levels, you could easily string these levels and their
chambers side-by-side in a line and not notice a lot of difference in
terms of progression. However, in some ways, that’s to the benefit
of the adventure. It avoids the PCs spending a lot of time going in
circles and getting bored with repetitive encounters. Instead, it
allows the focus to lie on the inhabitants, and much like those in
the wilderness outside, it makes those inhabitants into a living,
breathing community. The PCs actions amongst them can have a huge
effect on how they respond.
This
is most notably so in the presence of the Gray Maidens. Those
familiar with the Curse of the Crimson Throne
Adventure Path will recognize the Gray Maidens as Queen Ileosa’s
elite guard. Their presence here makes Curse of the Lady’s
Light far more directly a sequel
adventure than Shards of Sin
was. While very little about Shards of Sin
actually required the events of Rise of the Runelords,
Curse of the Crimson Throne,
or Second Darkness (the
adventures paths that Shattered Star
is a sequel to) to have occurred, Lady’s Light
very much requires the events of Crimson Throne,
as the Gray Maidens wouldn’t exist without it. Curse of
the Crimson Throne has always
been one my favourite adventure paths, and the Gray Maidens are one
of the best elements of it: nominally villains, but tragic ones who
are redeemable. As events of adventure paths are not official parts
of Golarion history, it’s never been possible to do any more with
this organization until now. As a direct sequel, including Gray
Maidens is the obvious direction to go. And the adventure remains
true to their origins while developing them more.
Oriana,
the leader of this group of Gray Maidens, is in some ways quite
similar to Sabina Merrin (the commander of all the Gray Maidens in
Crimson Throne). She
is the tragic villain I mention above. She starts out doing what
she’s doing because of loyalty to her dead queen and a misguided
belief that she is actually working for the betterment of Korvosa.
Then she is ensorcelled by the alu-demon Ashamintallu (in the guise
of Sorshen) and made a slave. By the time the PCs reach her, she’s
begun to break free and is feeling remorse for her actions. There’s
not as much time to develop her in this adventure as there was for
Sabina in Crimson Throne
(this is just one adventure as opposed to an entire adventure path,
after all), but she follows pretty much the same character arc as
Sabina. While this might seem a bit repetitive to players who have
played through Crimson Throne,
it is in keeping with the tragic nature of the Gray Maidens and makes
for compelling roleplaying opportunities.
The
other villain (and the main end villain) is Sorshen herself—or
rather, Ashamintallu, the alu-demon who thinks
she’s Sorshen. While villains are often labelled insane, it’s
rare to see one who truly is (in any way other than
moustache-twirling evil), and that makes Ashamintallu a memorable
villain. For much of the adventure, the PCs may actually think that
the real Sorshen awaits them at the end of the dungeon, and although
they may not know a lot about Sorshen, they are probably aware that
she was a Runelord and that the Runelords were very powerful. This
has the potential to create real worry, maybe even fear, something
not experienced by PCs very often. Even the players may start to
debate, “Would the GM really throw us up against her? We’ll die
for sure!” That may prompt them to realize something else is up,
but it does create tension. What works even better is that
discovering Sorshen’s true identity can actually help the PCs win
the final battle. They can unhinge Ashamintallu enough to inhibit her
abilities (either lightly through providing the shaken condition, or
severely by imparting one or more negative levels). This makes a
great reward for PCs who do a little investigative work rather than
just slaughter their way through the dungeon.
There
are a number of other little touches that add to the play experience
of Curse of the Lady’s Light.
One of the best is the possibility that a PC could be reincarnated in
a clone body of Sorshen. This creates all sorts of situations for the
affected PC, both on a personal level and on how the dungeon’s
inhabitants react to that PC. Indeed, this possibility has such fun
implications that, if I were running the adventure, I would be
seriously tempted to deliberately kill a PC just to make this happen.
Of course, I wouldn’t actually do that. I’m a fair GM. (But I
might be secretly rooting for a PC to die.)
As
with all Pathfinder Adventure Path
volumes, the main adventure in Lady’s Light
is followed by a number of support articles, as well as the usual
Bestiary and Pathfinder Journal. The first details the Gray Maidens
themselves. This is an invaluable resource, not just for GMs running
this adventure, but for any GM who has run (or is running) Curse
of the Crimson Throne. It
provides details on key members of the organization as well as the
scattered groups that survive the ending of Crimson Throne.
It gives great added depth to this organization.
The
second article is the latest on the gods of Golarion by Sean K.
Reynolds. This one details Torag, and completes the twenty principal
gods of the setting. Future articles will delve into the
non-mainstream gods. Torag fans can rejoice that, despite the long
wait, this article is full of detailed information about the god, his
followers, and their practices. It’s just as well written as the
other articles in the series.
Of
course, some people might note that Torag really doesn’t have much
to do with Curse of the Lady’s Light
or Shattered Star.
That’s partially because as the number of gods remaining has
dwindled, it’s been harder to tailor the god choices to the
adventure path. But it’s also partially because this article was
originally supposed to appear in the Skull & Shackles
Adventure Path (where it would have been just as out of place,
really). However, due to space issues, it got held back. Fitting it
into this volume means that some other material had to be cut, and
Paizo has released that missing material online in the form of a free
web enhancement (found on the adventure's product page). The web enhancement contains additional information
on the journey to Lady’s Light. It has full details on Jasper
Kandamerus, a Magnimar NPC who could potentially end up a guide for
the PCs or, at the very least, provide information about the Lady’s
Cape and about Maroux. Jasper also provides a bit of foreshadowing
for one of the later adventures of Shattered Star.
On top of this, the web enhancement provides a couple of encounters
(an initial one with Jasper, and one for the journey south), as well
as information on the Wanton Ways,
the ship that the PCs could potentially book passage on to take them
to the Lady’s Cape. All in all, this web enhancement provides great
options to further expand the wilderness portion of Curse
of the Lady’s Light, and I
highly recommend it for anyone running this adventure.
Overall,
Curse of the Lady’s Light
is a very good adventure. It has interesting antagonists and a
compelling setting (particularly the wilderness around the dungeon).
While the majority of the adventure is a dungeon crawl, the dungeon
is more like its own mini-setting rather than a collection of random
rooms and random encounters. It’s a fairly linear dungeon, but it
is filled with vibrant characters who are more than just monsters to
kill. In short, it’s a dungeon done right.
Good in-depth review. I am hoping to run/mine this soon, got it in a bargain bin.
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