As
Reign of Winter has
progressed, the PCs have moved farther and farther away from their
homes as they follow the trail of Baba Yaga. They’ve gone to
cold-swept Irrisen, then to wintry Iobaria. But while Iobaria is far
away from their starting point, it’s still on Golarion. In The Frozen Stars, the fourth
instalment of the adventure path, the PCs travel to Triaxus, one of
the other planets in Golarion’s system, currently going through its
very long winter. There they get involved in local politics and an
ongoing war. Written by Matthew Goodall, it is an excellent adventure
with excitement, interesting characters, and an exotic, alien
location.
SPOILERS
FOLLOW
The
Frozen Stars is a rare adventure
in which, apart from possibly the PCs and any NPCs they might have
brought with them from Golarion, there are no human NPCs at all.
Instead, the majority of the NPCs are Triaxians or dragonkin, vaguely
humanoid dragons native to Triaxus. This isn’t surprising given the
adventure’s location, but along with its location, it’s one thing
that makes this adventure stand out from others. There will be some
people who will be turned off by this. Not everyone feels journeying
to another planet fits in a sword-and-sorcery fantasy game, and
that’s a valid opinion to have. However,
Reign of
Winter
probably isn’t the best choice in such a case, as alien worlds is
part of its mandate.
Triaxus
(along with the rest of the Golarion solar system) was first
introduced in Pathfinder Adventure Path Volume 14: Children of the Void
in one of the background articles of that volume. It later got an
expanded treatment in Distant Worlds
(a supplement that I haven’t written a review of at this time, but
I will say is one of the best supplements in the Pathfinder
Campaign Setting line). Triaxus
has a very elliptical and long orbit, making its summer and winter
seasons last for generations and at the time of this adventure, it is
(not surprisingly, given the adventure path’s theme) in the midst
of its long winter. Naturally, the adventure focuses on one small
area of Triaxus, as the entire planet is similar in size to Golarion
and no one adventure could cover that much area..
The
adventure opens similarly to the preceding adventure, Maiden, Mother, Crone, with the
PCs having just arrived on Triaxus and having to first explore the
new layout of Baba Yaga’s Dancing Hut.
While searching for the Hut’s
new exit, they also uncover clues about the next two keys they need
to take the Hut to the
next location on Baba Yaga’s trail, and where in their current
location they might find these keys.
Once
the PCs exit the Dancing Hut
and find themselves on this strange, alien world, the adventure
proper begins. So far, Reign of Winter
has been a very linear adventure path, but The Frozen Stars
is much more open-ended than the
others, providing the PCs with quite a lot of choice regarding how
they wish to proceed. The two keys they need to find (a two-headed
eagle and a bearskin) are in two separate locations, and it is their
choice which they go after first. The eagle is closest and on the way
to the bearskin’s location, so groups are most likely to go after
it first, but there’s nothing stopping them going for the bearskin
first and collecting the eagle on the way back. Of course, the PCs
know very little about where they are and must interact with the
locals in order to figure out where to go.
The
search for the two-headed eagle takes the PCs to Spurhorn, a fortress
in the Parapet Mountains between the Drakelands (a region ruled over
by dragons) and the Skyfire Mandate (an area run by an alliance of
Triaxians, dragonkin, and a few good dragons). Spurhorn is currently
under siege by an army from the Drakelands sent by a dragon warlord
named Yrax, Lord of the Howling Storm. The two-headed eagle is held
by Pharamol, the commander of the Dragon Legion (part of the Skyfire
Mandate) stationed at Spurhorn. The PCs must now decide how to
acquire the two-headed eagle while the siege is going on around them.
They have several options open to them: They can assist the forces at
Spurhorn and gain the eagle as a reward, they can join the Drakelands
army and capture the eagle when they capture the fort, or they can
join neither side and attempt to sneak in and steal the eagle.
One
of the best things about The Frozen Stars
is that the adventure makes no assumptions about how the PCs will
choose to proceed. In all likelihood, most groups will choose to aid
the defenders of Spurhorn, since they are essentially the good guys.
However, not all groups will want to go this route, and the adventure
allows for this. It even presents two versions of each scenario that
occurs during the Drakelands army’s main attack, one version for
PCs who are helping the Skyfire Mandate, and one for PCs helping the
Drakelands army. PCs who choose to sneak in and back out again will
have the hardest time (since they will have to accomplish their task
without the help of any local allies); however, it is still more than
possible to accomplish the task this way. Of course, there are all
sorts of other options the PCs could try as well, such as pretending
to help the Spurhorn defenders, only to grab the eagle and run, or
something similar.
Whichever
method the PCs choose to pursue, this section of the adventure
promises to be thrilling to play out as the PCs must operate with a
large-scale battle between armies going on around them. Although the
fight between the armies is in the background, the PCs’ actions can
affect the progression of the battle, allowing either side to emerge
as the victor. The adventure makes no presumptions about the battle’s
outcome or who wins. Numerous possibilities exist.
Another
nice thing about this adventure is that, while the PCs are amongst
either the Dragon Legion or the Drakelands army, there is a lot of
opportunity for them to interact with the locals and learn about the
land they are in. This was a problem I found with Maiden,
Mother, Crone, which whisks the
PCs off to exotic Iobaria, but then plunks them into a large dungeon
without much opportunity to learn about the new land they are in. The
Frozen Stars, however, provides
ample
opportunity for
roleplay with the locals. Not all PCs will take advantage of these
opportunities, but the important thing is that they are there.
Depending
how they approach things, the PCs eventually acquire the two-headed
eagle, either by receiving it as a reward from Commander Pharamol or
by taking it for themselves. (If they assisted the Drakelands army,
they should be prepared for a betrayal by General Malesinder, the
silver dragonkin who commands the army.) Now that they have the
eagle, they need to track down the bearskin (assuming they didn’t
already do that first). The bearskin is held by Yrax at his fortress
of Ivoryglass. To get there, they need to travel through the
Drakelands and, naturally, deal with encounters along the way.
The
section in Ivoryglass runs more like a standard dungeon crawl as the
PCs must sneak into Ivoryglass and explore it
room by room. However,
Ivoryglass manages to be somewhat more dynamic than a lot of
dungeons. One of my complaints about the dungeon in Maiden,
Mother, Crone was that, despite
a fascinating background, it feels very static, as if the inhabitants
simply exist in suspended animation until the PCs reach them.
Ivoryglass
avoids this problem with
a layout that is logical, and with locations that serve specific
functions. Similarly, its inhabitants have specific jobs and reasons
to be there. The inhabitants also move about depending on the time of
day or if the PCs’ actions have influenced other events in the
fortress. Although their game stats are given with specific rooms,
any individual inhabitant (such as Cesseer, Yrax’s “consort”,
or Iantor, Yrax’s son) is often mentioned in the descriptions of
several rooms, since it’s entirely possible to meet them in various
locations. In other words, Ivoryglass comes across as a location that
is actually inhabited
by living, breathing
people with lives and goals of their own, separate from the PCs’.
The
NPCs throughout the entire adventure (at both Spurhorn and
Ivoryglass) are well-developed and often quite compelling.
Interestingly, none of them actually have a good alignment. The
members of the Dragon Legion, including Commander Pharamol, and
Bescaylie and her bonded dragonkin partner Efrixes, are predominantly
lawful neutral, for example. This makes the good guys and bad guys of
the adventure a little less clear-cut. Yrax is undeniably evil as are
most of the Drakelands army, but there are a few who are not, such as
Cesseer or the nereid Viveka. The relationships between the NPCs are
also well-fleshed-out,
particularly the relationship between Yrax and Cesseer, his Triaxian
consort who isn’t so much a consort as she is a trophy. She remains
in Ivoryglass only due to her sense of honour and duty (she made an
agreement she feels honourobund to keep). Yet despite that very
strong sense of duty, she is on the verge of breaking her agreement
and leaving, something the PCs can use to their advantage. Cesseer is
certainly the most interesting of many interesting characters in The
Frozen Stars.
Eventually,
the PCs find and acquire the bearskin, either by killing Yrax (a
powerful white dragon) or somehow stealing it from him without him
noticing. Once they have both the bearskin and the two-headed eagle,
they can return to the Dancing Hut
and use them to travel to their next destination: Earth during World
War I (in Rasputin Must Die!).
Following
the adventure in this volume is a double-length article, “Planet of
Dragons”, which gives details on the adventure’s setting.
Although Triaxus has a four-page description in Distant
Worlds, this twelve-page article
zeroes in on the specific location of The Frozen Stars,
the border between the Drakelands and the Skyfire Mandate, and gives
specific information about the history of that area and the peoples
who live there. There is also an extensive gazetteer of the sites in
the area. The article is written by James L. Sutter, who also wrote
Distant Worlds and the
original article on Golarion’s solar system back in Pathfinder
#14. The article beautifully
expands on the information in Distant Worlds.
There’s enough information here for more than just the adventure in
this volume. With this article, GMs have the basis for an entire
campaign set in this region.
Because
of the extra length for “Planet of Dragons”, there isn’t a
second support article in this volume, but honestly, “Planet of
Dragons” is good enough that you don’t notice the lack of a
second article. There is still the usual fiction instalment (which,
as usual, I will review as a whole in my review of The Witch Queen’s Revenge,
the final instalment of Reign of Winter)
and Bestiary, which this month contains the first complete game stats
for Triaxians, including all three versions: winterborn, summerborn,
and transitional.
Overall,
The Frozen Stars is an
excellent product. As one of the middle adventures of the adventure
path, it has the difficult task of keeping the overall story-building
moving along without losing the PCs’ interest, a task it succeeds
in with a compelling adventure in its own right. Indeed, with a bit
of work, gamemasters could use this adventure as a stand-alone. All
they need is a means to get the PCs to Triaxus and a reason for them
to acquire a pair of objects (the two-headed eagle and bearskin, or
whatever GMs decide to replace them with). While Reign of
Winter as a whole took a small
dip in Maiden, Mother, Crone,
it has risen back up and I eagerly look forward to reading the next
instalment.
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