One
of my all-time favourite parts of Golarion is the city of Kaer Maga,
also known as the City of Strangers. It’s a wonderful mix of some
of the most bizarre and creative ideas I’ve ever seen in a fantasy
setting. I’ve seen some people liken it to Mos Eisley from Star
Wars due to the sheer mix of
creatures that reside there. Naturally, this sort of place isn’t
everyone’s cup of tea, but I adore it. I have devoured the contents
of the book, City of Strangers,
multiple times and I always find something new and interesting to
spark the imagination. A couple of published adventures have been set
there (including the excellent Godsmouth Heresy),
and one of my most fondly remembered campaigns was set there too
(alas, it ended all too soon with a tpk). So I was naturally looking
forward to The Asylum Stone,
the third part of Shattered Star.
Not only was it set in Kaer Maga, but it was written by James L.
Sutter, the creator of Kaer Maga and author of City of
Strangers (as well as the author
of the absolutely brilliant Distant Worlds).
What could possibly go wrong?
Quite
a bit, it seems. Unfortunately, The Asylum Stone
just doesn’t live up to the possibilities, primarily because it
tries to present too many possibilities all in one go. Just as Kaer
Maga itself is a hodgepodge of numerous races and organizations, the
adventure is like a hodgepodge of disconnected set-pieces with only
the thinnest thread linking them together. But while the city of Kaer
Maga brilliantly ties all its disparate parts together into one
working whole, The Asylum Stone unfortunately
doesn’t. There’s simply too much in Kaer Maga to include in one
adventure, especially one where the PCs are just passing through.
What would work much better is to focus on one aspect of Kaer Maga
(much like The Godsmouth Heresy
does) with only hints of the rest. What we get instead is an
adventure which takes the PCs from one Kaer Magan “gang” to the
next with little to no opportunity to interact with each one, only to
throw the PCs up against one of the setting’s major villains at the
end without ever developing the threat of that villain or its impact
on the setting. The adventure ends up feeling like a succession of
random encounters and completely loses the magic of Kaer Maga.
SPOILERS
FOLLOW
To
be fair, The Asylum Stone
is saddled with a problem of the AP as whole: that of getting the PCs
to its location as Shattered Star
involves them going to a new place every adventure to find the latest
piece of the titular artifact. As such, the opening of The
Asylum Stone involves getting to
Kaer Maga and travelling up the Halflight Path, the stairway that
leads up the cliff-side to the city itself. Naturally, there are
encounters along the way that the PCs have to take part in. This is
pretty much expected. Journeys have always been a major component of
fantasy roleplaying, and The Asylum Stone
handles this in pretty much the best way it can. It leaves most of
the journey in the hands of the GM, providing only a couple of
scripted encounters, one on the river journey and one in the
Halflight Path itself. The journey takes up only a few pages,
allowing most of the adventure text to focus on the adventure in Kaer
Maga.
Unfortunately,
it’s with the rest of the adventure that the problems begin. The
PCs acquire a guide who directs them to either the Augurs or the
Therassic Spire. However, recent events have seen the closure of the
Therassic Spire, conveniently nudging the PCs to the Augers. Not
surprisingly, the Augers have problems that need solving and the PCs
are the perfect people to solve them. They send the PCs to Bis (one
of the regions within Kaer Maga) to rescue Augustille, one of their
members who has been kidnapped Berkanin Ardoc, one of the powerful
Ardoc family. Once the PCs have rescued Agustille, he has a
convenient vision (which doesn’t even require him to use the usual
Auger method of reading his own entrails—he just has a spontaneous
seizure) that provides the PCs with a clue about where to go next.
That place just happens to be the Therassic Spire, which they could
have just gone to right from the start. Once at the Therassic Spire,
the PCs learn of yet another thing they have to help out in, yet this
help will end up taking them directly to the Shard of
Gluttony.
The
problem isn’t really with any one of these specific scenarios; it’s
that the adventure tries to cram them all in together. The Ardoc
family, for example, is a major part of Kaer Maga, holding complete
control of Bis and a large influence elsewhere. But the adventure
doesn’t allow the PCs to really experience this. They simply get
sent to a specific Ardoc’s home where they go in and kill him.
Since Berkanin is a rogue within the family, the PCs don’t even
have to worry overmuch about repercussions from the rest of the
family. In essence, Berkanin isn’t really an Ardoc. He’s just an
evil wizard for the PCs to fight—and thus, some of the essence of
Kaer Maga is lost. While the PCs do have more opportunity to interact
with the Augers (although not much more), this primarily results in
Vargun revealing the secrets of the Augers right off that bat (she
really admits that not all the Augers can actually foretell the
future?). The Augers go from being mysterious and exotic to just
another group of people for the PCs to help out. And I use the word
people here quite
purposely. One of the most compelling things about the Augers is that
they are civilized trolls.
Yet in this adventure, you could easily swap them out with just about
any other group in the city (or any other city for that matter). They
don’t do anything at all Auger-ish.
My
biggest problem with the adventure, however, comes once the PCs have
reached the Therassic Spire and learn of the caulborn. The caulborn
are a compelling alien race that lives deep below Kaer Maga. Their
ultimate goals are strange and mysterious. An adventure centring on a
caulborn plot is a great idea and one I would love to see. However,
The Ayslum Stone
doesn’t centre on them; it only involves them in a very peripheral
way. This, too, could be a great idea if it was setting something up
for later on. But it isn’t. The PCs just happen to arrive at
exactly the same time the caulborn have decided they need someone to
remove the Shard of Gluttony from
the Dark Forest. They provide a convenient, non-standard method for
the PCs to enter the Dark Forest, fight and kill the Dark Rider, take
the shard and leave again, all without ever stepping more than a few
feet outside the Black Keep. The PCs never even have to look at the
rest of the Dark Forest. They never need to learn of the creatures
who live there or feel the threat of the Dark Rider on the land. And
then, of course, the caulborn betray the PCs at the end and try to
take the shard, so the PCs get to fight and kill them too (and thus,
never really learn anything about them either).
As
the major villain of the adventure, the Dark Rider feels anything
but. He just happens to be the last thing the PCs fight before
claiming the shard, but in every other way, he’s just another
monster—and that’s really not the way it should be, as far as I’m
concerned. The Dark Rider should feel like a force to be reckoned
with. Defeating him should be a major goal in itself, one where, even
if they didn’t get the shard afterwards, the PCs would still feel
like they had done something momentous. But as with everything else
in this adventure, not enough time is spent on development. The Dark
Forest doesn’t feel like a strange, alien world and ecosystem;
instead, it feels like just one more room in the big megadungeon.
One
thing that I think really shows just how little opportunity there is
to interact with the setting can be seen in the “major” NPCs.
Every Pathfinder Adventure Path
volume since Jade Regent
has included two-page write-ups of the major NPCs at the end of each
adventure. This one contains write-ups of Abra Lopati, Augustille,
and the Dark Rider. Blink, and you might not even know who the first
one is. While it’s not unusual for the major villain to only have
one actual appearance in an adventure, the NPC allies generally have
a little more to do than Abra Lopati. Abra is the Dusk Warden who
guides the PCs (and a couple of merchants) up the Halflight Path at
the beginning of the adventure. He’s around for one encounter,
advises the PCs to find a guide, and then never appears again. Of
course, GMs can always bring him back if they wish, but the fact the
adventure gives him so little to do makes one wonder why he’s
worthy of the two-page write-up at the end. But then again, there
really isn’t anyone else in the adventure to take his place. People
(and locations) are there and then gone. Even Augustille, while he is
the focus of the PCs’ rescue mission, doesn’t have much other
role in the adventure (other than his completely un-Auger-like
prophecy).
As
I said early on, what’s really needed (and this adventure lacks) is
a focus, and I think this could have been attained with a better
handling of the Shard of Lust,
the shard found in the previous adventure, Curse of the
Lady’s Light (see my review of that excellent adventure here). There is an odd inconsistency with
its use when compared with the other shards. The adventure makes a
point of saying that the vision of Kaer Maga granted by the Shard
of Lust is just as imprecise as
the visions granted by the previous shards, but this isn’t actually
true. It’s far more
imprecise. The Shard of Pride
provides a pretty accurate vision of the Crow, one of the pilings of
the Irespan within Magnimar. Sure, it doesn’t show exactly where in
the Crow the shard is, but it does lead the PCs to the right place
within the city. The Shard of Greed
then gives a fairly clear picture of the Lady’s Light—again, not
the exact location in the dungeon under the Lady’s Light, but clear
enough to lead the PCs right to its door. The Shard of
Lust, however, just shows the
PCs Kaer Maga, a much larger area than the other two stones show.
Once they are in Kaer Maga, it gives nothing more than a vague
feeling of down, far more imprecise than the previous two stones.
This seems to be for no other reason than to require the PCs to
investigate all around Kaer Maga in order to find the shard—except
the PCs don’t actually do much in the way of investigating.
Instead, a succession of convenient coincidences just leads them
directly to it. I can’t help but wonder why the Shard of
Gluttony couldn’t just provide
them with a vision of the Black Keep right from the start. The PCs
could then find their way to the Therassic Spire to research this
strange location that is supposedly somewhere in Kaer Maga. From
there, they could learn of the Dark Forest and how to reach it. This
would allow the adventure to focus itself better. It could develop
the Dark Forest and the Dark Rider more, allowing the PCs to actually
feel the threat of the Dark Rider before they take him on and kill
him. It would make the Dark Rider more than just a monster they meet
along the way. There would be no need for the Ardoc family or the
Augers, except as background elements that could help point the PCs
towards the Therassic Spire. There would also be no need for the
caulborn. The PCs could use the standard menhirs for reaching the
Dark Forest, and the adventure could actually be about
defeating the Dark Rider.
One
thing I do like in this adventure is the inclusion of the other
adventuring party that the Therassic Spire sent first. This failed
group allows the PCs a glimpse of other aspects of Kaer Maga—a
glimpse of the bloat mages, the Brothers of the Seal, and the
Sweettalkers. These small glimpses do a much better job at
tantalizing the PCs about the city and tempting them to stay. Indeed,
this is one reason why the depiction of Kaer Maga in Seven Swords of Sin (the adventure
that originally introduced the city) works so well. While the dungeon
in that adventure is something of a hodgepodge as well (for very
different reasons), the city is seen only in tantalizing glimpses,
making people want to see more. Exploring the whole city in detail is
best left to an entire campaign where its secrets show themselves
slowly, not one adventure.
While
I am disappointed in the adventure, the support articles in The
Asylum Stone are of very good
worth. The first, “Gangs of Kaer Maga”, also by James L. Sutter,
looks at three of the principal factions in the city: the Ardocs, the
Augers, and the Duskwardens. It is able to go into more detail on
each than space allowed in City of Strangers,
so is useful for any adventure or campaign set in Kaer Maga, not just
The Asylum Stone. Of
course, it can also be used to expand the Asylum Stone
somewhat, helping to relieve some of the adventure’s problems.
The
second is “Missions in Magnimar” by Jim Groves, and this is
easily my favourite part of this Adventure Path
volume. Shattered Star
involves the PCs doing a lot of travelling away from Magnimar and
then back to Magnimar with each shard they find. Out of necessity,
the time spent in Magnimar has to be glossed over in the individual
adventure instalments. To help alleviate that, this article provides
some brief ideas for events that can happen while the PCs are there.
It also includes three slightly more fleshed-out scenarios (each a
page and a half long with a half-page map), each at a different CR,
so that the GM can make the PCs’ return trips to Magnimar a little
more interesting. All the ideas in the article are really quite
creative and they help to add a little more roleplaying to this
dungeon-based adventure path. “The Scarlet Fog” is my personal
favourite of the three scenarios. It has just a slight hint of
Silence of the Lambs to
it as the PCs must consult a notorious serial killer to help them
track down a copycat.
Following
these two articles is the latest part of the Pathfinder Journal and
this volume’s Bestiary, which includes, among other things, a new
kind of caulborn and clockwork familiars.
Overall,
The Asylum Stone is
not a good adventure, and I think this is exacerbated a little by the
fact that it comes in the middle of what is, so far, a rather
lacklustre adventure path (as good as I feel Curse of the
Lady’s Light is, I think it
would work better as a stand-alone than as an instalment in an
adventure path). The Asylum Stone
lacks a focus, just like Shattered Star lacks
a focus. It’s central villain is undefined, just as the central
villain of the AP is undefined (the AP doesn’t really have one, in
fact). While the support articles are good, they’re not really long
enough to make the whole volume worthwhile. It’s a shame as I was
really looking forward to this one. However, not everything can be
perfect or a success, even from the same author, and this one poor
adventure won’t turn me away from future products that come from
James L. Sutter’s pen or future Pathfinder Adventure Path
volumes.
This is one of your few reviews that I have to actively disagree with. I just ran this for my mythic campaign and everything you site as a negative was a roaring positive in my GMing hands. My players loved it and can attest to what should be considered a classic Pathfinder module.
ReplyDeleteGlad it worked for you! I don't expect all my reviews to nail it for everyone, and it's good to know people get enjoyment out of the ones I'm less fond of.
DeleteHeya, Just wanted to comment on the inclusion of Abra. It may be because of the item he provides to the PCs as a reward. This item can summon him, so if the PCs want to use him heavily, at least you have the entry.
ReplyDelete