The
border between Molthune and Nirmathas is a volatile area of Golarion.
The two countries have been in a state of hostility, if not all-out
war, for a long time, ever since Nirmathas broke off from its parent
country, Molthune. It’s an area that is ripe for adventure and the
setting of Fangwood Keep
by Alex Greenshields. In the adventure, the PCs must retake a border
fort (the titular Fangwood Keep) from a rogue Molthuni force that has
taken it without orders to do so. It’s a very straight-forward and
open-ended adventure. There’s a bit of a mystery to be solved (why
did the Molthuni force go rogue and what are they after?), but
overall, there’s not a lot of complexity here. However, the
adventure’s basic simplicity is ultimately its strength. It sets a
scene with fully detailed characters and motivations and then lets
the PCs take care of the details. It makes very little in the way of
assumptions about the PCs—not even which side they’re working
for—allowing the adventure to progress in whatever way it happens
to, in the end making for a fun and exciting adventure.
SPOILERS
FOLLOW
In
Fangwood Keep, the PCs
are tasked by either Molthune or Nirmathas to retake the keep from
Vos’s Strikers, the rogue Molthuni irregulars lead by a man named
Pavo Vos. If they are working for Molthune, their job is to remove
Vos so that the keep can be handed back to Nirmathas. Although the
keep has often changed hands during the struggle between the two
countries, it was under Nirmathi control before Vos’s Strikers took
it and Molthune has reached an agreement with Nirmathas that it will
remain in Nirmathi control for the time being. If the PCs are working
for Nirmathas, their goal is the same, except that the keep does not
need to be turned over to Molthune afterwards.
Upon
reaching the keep, the PCs discover that most of Vos’s Strikers are
now dead, replaced by hobgoblin mercenaries commanded by Vos and his
lover Elessia. During their investigations, the PCs discover that the
keep was built on top of the ruins of an ancient wizard’s tower,
and it’s the secrets of this tower that Vos and Elessia hope to
uncover and what led Vos to go rogue.
Exactly
how the PCs get involved in the adventure is left primarily up to
gamemasters to fit into their own campaigns. The adventure works
best as part of an
ongoing campaign set in Molthune and/or Nirmathas. That way, the PCs
are already familiar with the political situation and the military
figures who give them their mission (which also explains why the PCs
are chosen for the mission). This also gives them a strong incentive
to take part in the adventure, rather than just relying on payment as
motivation. However, with only a small amount of work, a gamemaster
could easily make the adventure work with PCs from elsewhere,
especially if those PCs have a wide-reaching reputation.
While
Fangwood Keep itself is, essentially, a dungeon, the adventure rarely
feels like a dungeon crawl (except perhaps at the end, when the PCs
venture below the keep). This is because the keep comes across as a
lived-in place. Unlike a lot of dungeons, it is not needlessly large.
It has exactly the number of rooms it needs to function believably
(except lavatories, but those are bizarrely absent from a lot of
adventure locations),
without any extra that
seem to be there just to put in more monsters. While guards have
various stations, the NPCs don’t necessarily stick only to one
location. They move about depending on the time of day and on whether
the keep is on alert or not, and their reactions to alerts or the
PCs’ presence are logical and consistent. The fact that the
hobgoblins are new to the place also means that they don’t know
about all the secret passages yet, allowing the PCs to move about
stealthily even when the keep is on alert. And while there are a lot
of secret rooms and passages, there is a good explanation for
them—places for the keep’s forces to hide out in if the keep is
taken by enemy forces.
Even
the dungeon of the ancient wizard’s tower beneath the keep is only
as large as it needs to be. Here the encounters feel a bit more
random (mainly because, in a sense, they are
random, as the malfunctioning arcane engines here occasionally
transport beings from other worlds here), but there are few enough of
them that the adventure never starts to feel like a slog of yet one
more monster after another. After a reasonable amount of resistance,
the PCs can get to their destination and face of with Elessia, who is
the primary villain of the adventure.
The
adventure’s NPCs are also fully detailed with clear motivations and
goals. Vos is a man obsessed with uncovering the secret of Fangwood
Keep, which he first learnt of ten years ago while stationed there.
His obsession led him to lie to his own soldiers when he led them
here and then to betray them when they started to realize what was
going on and rebel (which is why Elessia hired the hobgoblins).
Elessia is not quite as well detailed, being more of a generic
villain out entirely for herself and willing to betray even Vos.
However, her motivations are still quite clear and there’s enough
detail for GMs to make her into a compelling and memorable villain.
Even
the hobgoblins are clearly detailed. It would be easy for the
adventure to just
make them generic monstrous troops, devoid of personality, and just
there for the PCs to kill. Yet there are distinct personalities
amongst the hobgoblins—particularly their leader, Fethi Ken-Shakkas
and the bugbear Tralg (not strictly a hobgoblin, but still part of
the hobgoblin group)--and the hobgoblins have their own reasons and
motivations for being there. I also like that the hobgoblins are
getting bored of their assignment (too much standing around in one
place) and so it’s possible for the PCs to bribe or intimidate them
into leaving. It’s also nice to see hobgoblins used as antagonists.
Goblins get a lot of exposure in Pathfinder products, but the other
goblinoid races, like the militaristic hobgoblins, have had very
little so far.
If
I have any criticism about Fangwood Keep,
it would be that there’s not a lot of opportunity for the PCs to
learn about Tessarael, the evil elven wizard who built the original
tower the keep is built over. There’s a rich history to both the
character and the location, but the PCs are only likely to learn just
a small amount of it. This is a fairly minor criticism, however. It’s
not at all uncommon for PCs to go through an adventure and not learn
everything there is to know about the villains’ motivations. The
fact that the history is there allows gamemasters to deliver a more
believable and engaging experience.
Overall,
Fangwood Keep is a
very good adventure. It’s not particularly original. There
are no
world-shattering or awe-inspiring events. Yet its small-scale
simplicity allows for a fun and engaging adventure, one that will be
memorable for all involved.
Thanks for the summery!
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