While
dragons are a hallmark of fantasy gaming (they are even present in
the name Dungeons & Dragons, from which the Pathfinder game
derives), they have surprisingly not featured much in Pathfinder
adventures—at least not as the central focus. They have appeared in
numerous adventures, but usually only as encounters along the way, or
servants of the main villain. Into the Nightmare Rift, the fifth
part of Shattered Star,
had a draconic villain, but that dragon was not the central villain
of the entire adventure path. However, dragons couldn’t remain in
the shadows forever and a couple of recent non-adventure
products—Dragons Unleashed
and the Dragonslayer’s Handbook—have
focused on dragons, and in The Dragon’s Demand by Mike
Shel, a dragon finally gets to be the central villain of an epic
adventure.
The
Dragon’s Demand is the latest
in the Pathfinder Modules
series, but it is also the first in a brand new format for the
series. Previous adventures have been 32 pages in length, but this
doubles the count to 64. From here on, Pathfinder Modules
will be this longer length, but will be released at a reduced rate.
And
The Dragon’s Demand
starts the new format off in style with an adventure designed to take
characters from first level all the way to seventh! Yet the higher
page count doesn’t just allow for a longer adventure; it also
allows for greater detail and background. The Dragon’s
Demand is practically a
mini-campaign, complete with a fleshed-out town and numerous smaller
quests that the PCs can complete along the way. The adventure will
work great for players looking for a short campaign that will last
more than just a couple sessions, but will not go on for years (like
an adventure path potentially can), and it will also work great as
the triumphant start to a longer campaign.
SPOILERS
FOLLOW
The
adventure opens quite spectacularly. The PCs have recently arrived in
the town of Belhaim. Players can work out with their GM the specific
reasons why their characters are there, although the adventure does
work best if the characters are not from Belhaim. If the players do
not have a specific reason for being there, the adventure does
provide a default option. Regardless of why the PCs are in Belhaim,
the adventure opens with the sudden collapse of a local landmark
known as the Witch Tower. The corpses of kobolds are found in the
wreckage of the tower and when the townsfolk try calling on their
local wizard, Hunclay (whose manor is close to the tower), they find
another dead kobold, this one horribly charred, at his front
doorstep. And so the townsfolk turn to the PCs.
This
is the kind of adventure opening that I really love. Too many other
adventures would open with the local ruler (in this case the
baroness, Lady Origena Devy) or some other NPC coming to the PCs,
telling them that the collapse of the tower happened a few days ago
or last week, and then hiring them to find out the cause. Instead,
The Dragon’s Demand
puts the PCs right there when the event occurs. It involves the PCs
right from the start and provides additional
incentives besides merely money
for the PCs to take up the job. More than that though, it’s just a
far more interesting opening than the standard opening where someone
the PCs have never met before offers them money out of the blue to go
do something.
The
plot of the adventure is fairly linear. Each event leads more or less
to the next one. Nevertheless, there is still quite a bit of leeway
for how the PCs decide to proceed. For example, the first part of the
adventure involves investigating the dungeon under the Witch Tower to
determine what caused it to collapse and what the kobolds were doing
there. Some PCs, however, may wish to figure out what happened to the
wizard Hunclay first. The townsfolk urge against trying to enter the
wizard’s manor as he is known to heavily trap his property (he is
not particularly friendly to the other townspeople), but the PCs
could try to enter the manor anyway. Of course, taking this route
really could turn deadly for the PCs since the encounters in
Hunclay’s manor have a somewhat higher CR than those under the
Witch Tower. However, the option is there.
Under
the Witch Tower, the PCs discover that the kobolds have tunnelled
into the dungeon and are responsible for the tower’s collapse. They
also find Hunclay’s body, crushed by the tower’s collapse.
Although they don’t have proof of it at this stage, there is good
reason to believe that Hunclay was in league with the kobolds, and
this is something the baroness readily believes as well. She asks the
PCs to find the kobolds’ lair and drive them out of the region. It
is while dealing with the kobolds in their lair that the PCs might
first hear the name Aeteperax, and learn that the kobolds serve—even
worship—this being. With a bit of research (or Knowledge checks),
the PCs can easily learn that Aeteperax was the name of a terrible
black dragon who was slain by Tula Belhaim, the founder of Belhaim.
The dragon’s bones still lie in the region northeast of the town.
After
they have dealt with the kobolds, the baroness asks them to
investigate Hunclay’s manor. The town has contacted his
next-of-kin, and that person has asked that the town auction off his
belongings and send her the proceeds. This makes for an interesting
section of the adventure, where the PCs must not
do something that is pretty standard for adventurers—looting. They
must clear the manor of its traps and other-worldly denizens (Hunclay
has many creatures summoned from other worlds trapped in his manor),
but they have to leave the treasures undisturbed. The baroness does
assure them, however, that they may bid for the items at the auction
and that she will cover half the price for them.
In
Hunclay’s manor, the PCs have the opportunity to learn what Hunclay
was very interested in the Dominion of the Black, a far-off region of
outer space which is home to bizarre lifeforms. He was interested in
summoning and controlling such creatures, and learning their secrets.
They can also learn (through interacting with one of his surviving
servants or through his notes) that he stashed away some of his
belongings in a cave outside of town. By travelling to the cave, they
can retrieve these items. In particular, there is a valuable book
about the Dominion of the Black—a book that the dragon of the
adventure’s title is desperate to acquire.
After
clearing the manor (and the cave, too, if they learn of it) and
retrieving Hunclay’s belongings, the PCs actually get some
downtime. There’s a full month before the auction during which time
they can pursue other goals of their own. Eventually, the town holds
the auction. When one of the dragon’s agents fails to successfully
bid for Hunclay’s books, the dragon himself intervenes, by creating
an illusion of an undead black dragon to make the townspeople believe
he is the original Aeteperax. He demands that the town turn over
Hunclay’s belongings along with a steep tribute. The amount is too
steep for the town to pay, and so they turn to the PCs for help
again, asking them to slay the dragon.
The
final part of the adventure begins with the PCs heading first to the
tomb of Tula Belhaim to acquire the weapons she used in her
dragon-hunting career. From there, they head to an old monastery
devoted to Irori where the dragon has asked the tribute to be taken
(which is, not coincidentally, located very near his lair). Armed
with their new weapons (and possibly allies they’ve acquired in
other parts of the adventure), the PCs track down the green dragon
calling himself Aeterperax and eventually confront him
and—hopefully--defeat him.
Aeteperax
is a young adult dragon, but even young dragons are powerful. At CR
11, he makes for an extremely challenging final foe—one that, in
normal circumstances, the PCs would likely have no chance against.
However, the adventure plans well for this and there are a number of
ways the PCs can make the battle against Aeterperax go more smoothly.
Aeteperax is also highly interested in the Dominion of the Black (and
so were the monks of the Irori monastery before their investigations
resulted in their deaths,) and has gained the use of an item in the
monastery which lets him summon and control grioths (a new monster in
the adventure that is native to the Dominion). If the PCs disable
this device, Aeteperax loses control of his one-time servants. The
PCs also have the opportunity to learn his real name, which he
despises. Calling him by his true name can cause him to lose control
of his reason for a short while, imparting penalties to his
abilities. Also, the PCs can acquire a higher amount of gear in this
adventure than is standard for their level. This might concern some
GMs, but much of this gear may just be on loan, and once the PCs have
gained levels from defeating Aeteperax, things should balance out
again. Finally, there are multiple opportunities for the PCs to gain
allies throughout the adventure, from a kobold ranger who does not
approve of her tribe allying with the dragon, to a shae imprisoned in
Hunclay’s manor, to the local druid. Having allies with them in the
battle against Aeteperax will make it more feasible
for them to survive.
My
one main criticism of The Dragon’s Demand
is that the NPCs are rather generic. Only one or two of them really
stand out in any way. Lady Origena doesn’t have much of a
personality beyond generic ruler, and the other prominent townsfolk
are defined pretty much by one trait, such as Sheriff Benhovy who has
an unexplained dislike of the followers of Shelyn in Belhaim but no
further personality. Some of the characters are based on overused
stereotypes and tropes, such as the druid Azmur Kell, who is working
for Aeteperax because the dragon has kidnapped his pregnant wife and
is holding her to ensure the druid’s cooperation. He will switch to
the PCs’ side if they can assure him of his wife’s safety. Beyond
this one motivating factor (one that happens over-frequently in media
everywhere), there’s nothing really to his character. As for his
wife, Rima, she gets a stat block, but absolutely no description at
all. One of the dragon’s other assistants is an alchemist named
Pentosh. She’s...well, she’s evil and there’s not much more to
her. Of course, good GMs can always embellish these characters
however they want (and indeed, it can be good to have a few NPCs who
are more broadly drawn to allow GMs to do this), but it would have
been nice to have had a few of them a little more developed and
three-dimensional.
A
couple of characters do stand out, however. In particular, there’s
Thaena, a lunar naga who is allied with Aeteperax. She’s old and
somewhat senile, and utterly infatuated with the dragon, but he’s
lost all interest in her (he became involved with her years ago
because of her knowledge of the Dominion of the Black, but his
knowledge has since outstripped hers, so she’s of no further use to
him). She makes for one of those entertaining villains that the PCs
don’t necessarily have to kill. Indeed, they can learn a lot from
her, including Aeterperax’s real name. Her history is more
fleshed-out than other NPCs’ in the adventure (with Hunclay and
Aeteperax himself being about the only exceptions), and this helps
give a greater depth to her character.
Another
interesting character is Kanjougas, who was the abbot of the Irori
monastery before it fell to the Dominion of the Black. He was the
last survivor, and in penance, he poisoned himself and became
something exceedingly rare in Pathfinder—a non-evil undead mummy.
Unfortunately, the PCs are never likely to learn that he’s not
evil, and possibly not even the barest bits of his background. When
they encounter him, if they happen to have a follower of Irori
amongst their number, he says a couple of words about having waited a
long time for them. Then he disintegrates. If they do not have an
Irori follower with them, he says a couple words about needing to
test them and then attacks them, fighting to the death—for only if
they kill him can he trust that they are capable of defeating
Aeteperax. Paizo has always been very reluctant to allow for non-evil
undead, so it’s surprising that when it actually does happen, it
would happen in such a pointless way. He never gets do anything
non-evil, so why bother drawing attention to it in the text? Only the
GM will ever know. Might as well just make him evil. If a follower of
Irori is with the party, that person’s presence allows him to grasp
redemption and he disintegrates as written. If not, he just attacks
the party like any other mummy would do.
Intriguingly,
Hunclay, a character who dies in the opening event of the adventure,
is probably the best developed NPC in the adventure—but that’s a
really good thing. Hunclay’s dealings with Aeterperax and the
kobolds, and his delving into the secrets of the Dominion of the
Black are the basis of the adventure. Uncovering Hunclay’s secret
life and activities forms a major part of the adventure, and thus it
makes sense that, even though he’s dead, he should still be a
well-developed character.
There
are two appendices to the adventure. The first details the town of
Belhaim, and the second contains two new monsters (the aforementioned
grioths, and another creature from the Dominion of the Black called
the yangethe). The appendix on Belhaim gives a good overview of the
town’s history and locations. And even though I may be a bit less
impressed with some of the characters who live there, I do think the
town is well-developed and makes an excellent backdrop for the
adventure. The adventure also comes with a full-colour, fold-out map
of Belhaim to add to the immersion. The reverse of the map contains a
miniatures-scale map of the amphitheatre where the auction is held
and where the dragon first makes his demand.
Overall,
The Dragon’s Demand
is a bold start to a new format for Pathfinder Modules.
My criticisms of the NPCs aside, I do still think it is an excellent
adventure. It has a great opening, a strong plot, and the dragon
himself makes for an excellent and very challenging adversary. The
adventure will provide many sessions of fun for a new party just
starting out on the road to adventure.
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