Mention
the name, Cthulhu, in a room full of geeks, and the conversation will
instantly turn to talk of “Outer Ones” and “Great Old Ones”,
as well as various other nightmarish creatures, all taken from the
works of H.P. Lovecraft. Lovecraft's writing has certainly influenced
much fantasy (and even some science fiction) that has come after it,
and roleplaying games have been no exception. The Pathfinder campaign
setting of Golarion has many of these Lovecraftian elements
hard-wired right into the setting, from the Outer Beings to the
nightmare realm of Leng. Many Pathfinder adventures have featured
beings out of Lovecraft stories, from the hounds of Tindalos to Leng
spiders and more. The fifth adventure of Shattered Star,
Into the Nightmare Rift
by Richard Pett, is one such adventure, and it is more overt than
most others as it takes the PCs into Leng itself.
I
must confess that I haven’t actually read much Lovecraft (my geek
cred just went way down, I suppose). However, I have learned about
many of the concepts through other sources and I find them endlessly
fascinating. So it’s perhaps a bit strange that Into the
Nightmare Rift doesn’t quite
do it for me. It’s a competent dungeon crawl, but therein lies some
of the problem, I think. A dungeon crawl doesn’t feel the right
style to do such a nightmarish reality justice. Going from room to
room, killing monster after monster (which is what a great deal of
this adventure is) doesn’t really allow for a building of dread and
suspense, which I feel is really needed (especially for something
with the word nightmare
in the title).
That
said, I should stress that I don’t consider this a bad adventure.
My problems with it mostly come down to personal taste. In this
respect, it’s similar to Shards of Sin,
the first part of Shattered Star,
in that it’s a competent, well-designed dungeon that just doesn’t
grab my attention all that much. Nonetheless, it’s an adventure
that probably many people are going to love because it will grab
their attention.
SPOILERS
FOLLOW
The
adventure opens with the PCs heading to Guiltspur, an ancient
Thassilonian ruin buried under a lava flow, in search of the Shard
of Wrath. The PCs can actually
recover the shard quite early in the adventure, only to discover that
the final shard, the Shard of Sloth,
is not far away. So, similarly to Shards of Sin,
the PCs again recover two shards in this adventure, allowing them to
have the full set of seven shards for the next, and final, adventure.
Upon
arriving at Guiltspur, the PCs discover that others have already come
to Guiltspur. A group of giants (led by the blue dragon, Cadrilkasta,
although the PCs might not learn this immediately) are in the process
of excavating the site. It is from these giants that the PCs recover
the Shard of Wrath.
This opening part of the adventure, pitting the PCs against the
giants is actually my favourite part of the adventure as it’s the
most dynamic and the
most open-ended. The party can even play two factions within the
giants off against each other in order to make their own job a little
simpler. Alternatively, they can just storm in and kill everything.
There’s a lot of variation possible.
Once
the party enters Guiltspur itself, the adventure becomes much less
dynamic. The PCs essentially move from room to room and deal with the
threats in each one. Actions in one room have little effect on other
rooms, and many of the threats and monsters seem kind of random with
little reason for being there and little linking theme between them.
However, “The Core” section is a bit of an exception to this.
Although a short section, it
is more like a mini-setting rather than just another area of the
dungeon. There are
actual relationships between the creatures residing in this section.
Also, the PCs encounter a group of drow here who have also come in
search of the Shard of Sloth.
Something that has been surprisingly absent from Shattered
Star so far are rivals for the
shards. While the other adventures so far have generally had the
villain already in possession of a shard, none of them have featured
other groups searching for the shards, so it’s nice to see that
finally show up here.
The
presence of the drow creates a moral dilemma for the PCs. These drow
are definitely evil (their leader hopes to use the shard to complete
her transformation into a vampire), but they are also honourable and
true to their word. It is possible for the PCs to negotiate with them
and even form an alliance with them. With help from the drow, the
PCs’ task will certainly be much easier, but good-aligned PCs may
baulk at the idea of allying with evil forces.
Eventually,
the PCs make it through Guiltspur and find their way through a portal
to Leng (Guiltspur was originally created by Runelord Karzoug as a
place to maintain contact with his allies in Leng), where they track
down the dragon Cadrilkasta, who has taken the Shard of
Sloth. This final section of the
adventure is set entirely within a small temple in Leng and doesn’t
actually explore much of the nightmare land. Most of the temple is in
disarray from Cadrilkasta ravaging her way through it, and as the
locals don’t like the dragon either, the PCs have another
opportunity to make allies, although these allies (Leng ghouls) can’t
actually provide a lot of help against the dragon.
There
are several mechanical things about Into the Nightmare Rift
that I quite like. The adventure introduces “waking nightmares”,
which work similarly to haunts, except that they’re not undead, but
rather entirely mental effects (essentially being exactly what their
name says they are). Also, most of Guiltspur is under the effects of
a dimensional lock and
a mage’s private sanctum,
making dimensional travel and scrying impossible inside it. Normally,
this is a dangerous tactic to take. Access to spells like teleport
change the game drastically, and sometimes it can be very tempting to
GMs to block those kinds of spells. However, this can be very unfair
to the PCs. They’ve worked hard to gain these abilities, and should
have the opportunity to use them. However, Into the
Nightmare Rift takes this
dangerous tactic and makes it work—and does it extremely well.
First off, the dimensional lock
and mage’s private sanctum
only affect Guiltspur, not the excavations being made by the giants
at the beginning and not the temple in Leng at the end. More than
that though, the PCs actually have the opportunity during the
adventure to end these effects by finding and disabling the abysium
reactor creating them. So while the PCs are temporarily blocked from
using some of their abilities, they are able to enact “revenge”
of a sort and get those abilities back. So something that can start
out as a little annoying to the players can become very satisfying in
the end.
On
the other side, I find Cadrilkasta a somewhat underwhelming villain.
It’s a shame as, even though dragons have appeared in various
Pathfinder Adventure Path
volumes before, this is the first time a dragon has been the main
villain of one of the adventures. Cadrilkasta actually has a very
interesting background and a strong motivation for being there in the
first place, but she has succumbed to the curse of the Shard
of Sloth. Everything that she
has done was accomplished before the adventure begins and she just
basically slumbers for the entire adventure until the PCs reach her.
She rouses from her slumber only to fight the PCs and get killed by
them. The PCs do see the effects of her earlier passage throughout
the adventure (although she does seem to have had surprisingly little
impact on Guiltspur), so she avoids the syndrome of seeming like just
another monster they meet at the end; however, I can’t help but
feel that she would be a much more interesting villain if she were a
little more active in the adventure, and not under the effects of the
shard.
This
same problem also affects one of the other villains in the adventure:
the demi-lich Mesmalatu. She, too, has a rich history within
Guiltspur, but one that the PCs will likely never learn even a hint
of. Similarly to Cadrilkasta, she slumbers until the PCs either
disturb her or shut down the abysium reactor. Then she attacks the
PCs and ends up feeling like just another random monster—and liches
and demi-liches should never seen like random monsters.
Like
several of the other volumes in Shattered Star,
I am much more interested in the support articles of this volume. The
first is “Leng: the Terror Beyond Dreams” by Greg A. Vaughan,
which provides an overview of Leng, including the creatures that live
there and a short gazetteer of locations. It’s a short article and
so can only give the broadest of introductions, but nonetheless
provides just enough information to whet the appetite and start ideas
flowing. I’d love to see a full supplement on Leng someday.
The
second article is about the goddess Lissala. I’ve mentioned before
that I’ve always liked Sean K. Reynolds’s articles about the gods
of Golarion. However, now that the articles have moved beyond the
core twenty deities, I’m enjoying them even more. This is probably
due, in part, to there having always been large amounts of
information available about the core twenty gods, but much less about
these other gods. Lissala is particularly fascinating—an evil deity
that you can easily justify non-evil people following and
worshipping. I eagerly look forward to the next god to receive SKR’s
treatment.
This
month’s Bestiary contains stats for several Lovecraftian monster,
including bholes, flying polyps, and nightgaunts.
Overall,
while I’m not particularly enamoured by Into the
Nightmare Rift, I don’t
dislike it either. It’s a competent dungeon crawl that achieves its
purpose and has several nice touches to it. It doesn’t quite grab
my attention the way I would expect something of its subject matter
to normally do. Nonetheless, there are certainly many people who will
find this a fun and exciting adventure to play.
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