As
Pathfinder (and D&D) games reach higher levels, it becomes quite
common for PCs to take their adventures to other worlds and planes of
existence. Planar travel has been a long-standing part of the game
since its earliest days, with many adventures set in various
locations across the multiverse (and even an entire campaign setting,
Planescape, designed around planar travel). The Worldwound area of
the Pathfinder Campaign Setting contains a direct portal to the
abyss, through which demonic forces have been able to invade. With
the Wrath of the Righteous
adventure path set in and around the Worldwound and dealing with the
crusades to end the demonic invasion, it was only inevitable that
eventually the PCs would take the fight to the Abyss itself—which
is precisely what happens in the fourth instalment, The Midnight Isles by James
Jacobs and Greg A. Vaughan.
As
the first adventure path to utilise the mythic rules, Wrath
of the Righteous, thus far, has
maintained a suitably mythic feel. Indeed, The Worldwound Incursion
accomplished that without actually adding anything mythic until the
very end. While all adventure paths are, in a sense, mythic in scope
(by virtue of dealing with a storyline covering an entire campaign,
one in which the PCs are likely to become well-known heroes), Wrath
of the Righteous has managed to
go one step further. It’s not just the presence of more powerful
monsters (made necessary by the fact that mythic PCs are just a
little bit more powerful than non-mythic PCs); it’s the intricate
storyline where the consequences of failure are just a little
greater, as well as the diverse cast of fully fleshed-out NPCs who
create the opportunity for intricate relationships and roleplaying
opportunities. The PCs go from barely surviving a demon attack on the
city of Kenabres to being the saviours of that city to then
liberating a city long in the thrall of the demons. They have found
and rescued a redeemed succubus, and have uncovered the details of
the demons’ terrible plans.
As
such, it’s a little bit surprising that, as they now head off to
the Abyss itself, The Midnight Isles
is the first adventure in Wrath of the Righteous
to lose that mythic quality and feel like just another adventure.
It’s a decent adventure, sure, but it doesn’t stand out the way
the other instalments in this adventure path have. In part, this is
because planar adventures already have many of the qualities that
make an adventure feel “mythic” and so, in order to make them
stand out even more, they have to have something more than other
planar adventures have—and I really don’t think this one does. In
part, it’s also due to the fact that this adventure feels rather
“done before”. It bears a lot of similarities to some earlier
Paizo adventures, particularly parts of the Savage Tide
adventure path. Of course, to a
certain extent, all adventures reuse common patterns and tropes, but
this one seems to do so to a greater extent. In his foreword, James
Jacobs explains that the reason there are two authors on this
adventure is because he and Greg A. Vaughan helped each other out due
to both of them have very busy and tight schedules. It’s therefore
not surprising, I suppose, that in order get it completed, they had
to rely on reusing tried-and-true tropes. But alas, tried-and-true
does not make for a mythic feel. The result is a planar adventure
that seems rather ordinary when compared to the adventures that have
led up to it.
SPOILERS
FOLLOW
The
adventure opens with Queen Galfrey meeting with the PCs and informing
them that the Lexicon of Paradox
has been recovered. This is the book of rituals that originally
opened the Worldwound a hundred years ago. While experts are studying
it to figure out a way to use it to close the Worldwound again,
Galfrey has brought with her a few pages that can be used to close
smaller rifts. She wants the PCs to use the pages to shut down the
rift that connects the Midnight Fane (where the demons are refining
the Nahyndrian crystals,
the gems that allow them to add mythic powers to their own ranks and
to also destroy the wardstones
protecting Mendev from the Worldwound) with the Abyss. She will
accompany them to assist them since there must be people on both
sides of the rift in order to shut it down. Galfrey wants the PCs to
be on the Abyss side so that they can follow up this mission with
tracking down and eliminating the source of the Nahyndrian
crystals.
I
often talk about adventure openings in my reviews and can sometimes
be quite critical of the NPC-hires-PCs-for-a-task style of opening. I
find this less of a problem in the middle of an adventure path and
don’t really have a problem with that aspect of the opening here.
The PCs already know Queen Galfrey and she knows them. Her coming to
the PCs builds on an already established relationship and makes a lot
of sense in the context. However, I do have an issue with this
opening. It introduces, out of the blue, a previously unmentioned
artefact that has miraculously been recovered, and the PCs have not
been involved at all.
Now,
it makes sense that things are going on in the world without the PCs
involved. It’s all part of making a living, breathing, believable
campaign. The other forces of good should
be doing things. However, there’s a fine line to draw between this
and taking focus away from the PCs’ actions, and I think this
crosses that line. More than this, though, I’m concerned by the
fact that the events of the recovery of the Lexicon of
Paradox are told in the novel
King of Chaos
by Dave Gross. I really don’t like the idea of novels crossing over
into adventure paths. It paves the way for fiction to control the
game play—something that became a massive problem for the Forgotten
Realms campaign setting, where the world’s evolving history was
dictated by the novels and not the actions of individual campaigns.
In this case, it’s not a major transgression; it only crosses that
line a little, and the exploits of Varian Jegarre (a popular
character in the Pathfinder Tales
novels) don’t have a huge impact on the progress of Wrath
of the Righteous. The PCs still
get to be the ultimate heroes, and it’s certainly not necessary to
have read the novel to play through this adventure. However, it’s a
step in the wrong direction. I hope this is a one-time thing and
won’t be repeated, but I worry that it will and that the next step
will go farther. The novels should not be canon in the campaign
setting.
At
the Midnight Fane, the PCs finally get to confront Minagho, a lilitu
demon who has been working behind the scenes throughout the entire
adventure path. How much the PCs have learnt about her will, of
course, depend on how the previous adventures have played out. They
might be completely unaware of her, or they might know of the demon
who disguises herself as members of the forces of good in order to
lead them astray. However, even if the PCs know nothing of her,
Minagho is a great example for how well the villainous NPCs have been
handled in this adventure path. The presence of all the villains and
their goals have been made clear to the GM right from the very
beginning and the PCs have had numerous chances to learn about them
along the way. So when the PCs finally encounter them, the villains
are more than just other monsters along the way. They have a dramatic
role to play in the adventure path, and their ultimate defeat is all
the more dramatic and satisfying as a result. What’s particularly
nice here with Minagho is that the encounter with her isn’t
necessarily just a straight fight. She’s cunning, and uses that
against the PCs. If she has the opportunity, she first appears before
the PCs disguised as Yaniel, a famous but missing paladin of Iomedae.
When combat does break out with her, she doesn’t just fight to the
death either. She will withdraw and hound the PCs from the sidelines
for as long as possible. So even if the PCs are completely unaware of
her when they arrive at the Midnight Fane, they will certainly know
who she is by the time they’re done.
Unfortunately,
the allied NPCs that the PCs have spent the adventure path building
relationships with have little to no role in this adventure. This is
somewhat unavoidable. The PCs leave the Prime Plane in this adventure
and it makes sense that the NPCs wouldn’t want to accompany them to
the Abyss (and it would be rather irresponsible of the PCs to insist
that they come along). So while it’s a shame that they don’t
appear, I don’t criticise the adventure for this. That said, I am
rather surprised that Arushalae, the redeemed succubus rescued in the
last adventure, has little
role in this adventure—especially considering her portrait is on
the adventure’s cover, and Demon’s Heresy
implied that her role in the forthcoming instalments would be very
important. She has very good reasons for not going to the Abyss—she
is, after all, trying to redeem herself and the Abyss would present
too many temptations to draw her from the path—so I probably
shouldn’t be surprised at her lack of involvement here. There is,
however, an option for her to establish a telepathic contact with the
PCs so she can advise them throughout the adventure, and this is a
good way to continue to develop the PCs’ relationship with her.
However, the adventure text itself does little to expand on this
possible aspect of the adventure.
It
is once the PCs have entered the Abyss (specifically the Midnight
Isles, the domain of the demon lord Nocticula, demon lord of
assassins, darkness, and lust, ruler of succubi) that the adventure
starts to take on that “done before” feeling I mentioned earlier.
As well as stop the supply of Nahyndrian crystals,
the PCs must also prevent an alliance between the forces of the
Worldwound and Nocticula. To do this, they must travel to
Alushinyrra, the Porphyry City (Nocticula’s capital) and negotiate
an alliance with Nocticula herself. As Wrath of the
Righteous, so far, has been one
of the most strongly “good versus evil” adventure paths, some
parties (particularly if there are any paladins in them) may be taken
a bit aback by having to ally with one evil in order to stop another.
Of course, this really shouldn’t come as that much of a surprise to
players familiar with Paizo adventures, as this is a common tactic in
them. It’s doubly similar here in that this isn’t even the first
adventure where the PCs have had to deal with the ruler of the
succubi, either. The Savage Tide adventure
path requires the PCs to deal with Malcanthet (from the Greyhawk
campaign setting), and in a very similar way too. Indeed, having to
deal with succubi seems particularly common (there’s already been a
redeemed one in this adventure path) and I can’t help but wonder if
that’s due to the “sex appeal”.
Presenting
PCs with moral quandaries can be very fun and dramatic, even for
paladins. Indeed, one could argue that there’s not much point to
playing a character with such a strict moral code as a paladin if
that code isn’t challenged once in a while. However, there can
reach a point where it’s too much. There’s also rarely much of a
viable option for PCs who decide they don’t want to deal with the
lesser evil. Given the fact that this adventure’s ending (more on
that in a bit) requires Nocticula to step in to save the PCs, this
adventure pretty much won’t work at all if the PCs refuse to
negotiate with her and instead choose to oppose her. Also, forcing
mythic PCs to ally with a demon lord rather dilutes the mythic feel
of the adventure path. These PCs aren’t quite so mighty anymore if
they have to be saved by a demon lord.
A
greater issue here is the precise definition of “lesser evil”.
Honestly, it’s not very clear at all. The PCs have to deal with a
lot of demons in this adventure and I do like that they often have to
do so in ways other than fighting with them. They have to negotiate
their way through the inhabitants of the Porphyry City just to get
near to Nocticula. In order to make things easier on those unsure of
how their alignments will be affected, all the PCs acquire talismans
of true faith. These magic items
warn them if they are about to do something that might go against
their alignments. This way, they can know if dealing with a
particular demon will damn their souls or be okay. Very convenient.
And completely arbitrary. For example, the PCs might encounter
Shamira, the governor of the Porphyry City and Nocticula’s second
in command. If they do, she offers an alliance of her own, but the
talismans will warn
the PCs that this is a bad choice. Yet there’s no real indication
why a deal with Shamira is so much worse an evil than Nocticula
herself—whom, of course, the talismans
do not warn against. Given the two demons’ individual motivations,
Shamira is likely to betray the PCs sooner than Nocticula, but
whether their allies will betray them really doesn’t have any
effect on the PCs’ alignments. It’s the PCs’ own actions that
count there. Indeed, the reason seems nothing more than the plot
requires the PCs to deal with Nocticula but not Shamira. The
talismans of true faith
give the gamemaster a metagame way to push the PCs along the
“correct” path.
All
that said, I do like the opportunity for roleplay in the Porphyry
City. As I alluded to above, it makes demons more than just random
monsters to fight.
After
making a deal with Nocticula, the PCs must travel to the Isle of
Colyphyr where the Nahyndrian Mine is located (this journey can be
facilitated by Nocticula or the PCs can find their own way there).
Once at the mine, the adventure essentially becomes a dungeon crawl
from here on. This is not a criticism. The Midnight Isles
has a very good balance of
travel, roleplay, and dungeon crawling. The only problem here is that
aspect of nothing being really out of the ordinary, despite this
being a mythic adventure on another plane—and that’s a bit of a
disappointment.
In
the mine, the PCs encounter Hepzamirah, Baphomet’s daughter and
another major player in Wrath of the Righteous.
Ultimately, the PCs (assuming they survive) will either kill her or
force her to retreat. Either way, at this point, Baphomet himself
intervenes by using Hepzamirah as a conduit into the plane. He
literally bursts out of her body (which will kill her if she isn’t
already dead) and prepares to attack the PCs. Of course, the PCs
aren’t yet powerful enough to face Baphomet, and he will almost
certainly kill them. While I like that a major villain actually
decides to be proactive for a change (rather than waiting for the PCs
to reach him), this ending is very problematic, as it necessitates
Nocticula stepping in to save the PCs. Having powerful NPCs save the
PCs generally doesn’t go over well with many players—especially
as the resolution to an adventure (it can be made to work at the
beginning of an adventure, such as the dragon Terendelev saving the
PCs as her dying act in the opening of this very adventure path).
There isn’t necessarily anything wrong with the PCs losing battles
once in a while. Having to flee can be dramatic and can make a later
victory all the more satisfying. However, when PCs flee due to
overwhelming odds, there is still at least the illusion of choice
involved. The players can still feel as though their decisions guided
the outcome to some extent (after all, they could have continued to
fight and die). But when others save them from an impossible
situation, there isn’t even an illusion of choice. All choice is
ripped from the part of the players and put in the control of the
gamemaster. It’s akin to the GM saying out of the blue, “Rocks
fall from the sky and you die. Game over.” Sure, in this case, the
PCs are saved from certain death, but not through any actions of
their own. (I suppose it can be argued that their earlier actions
making a deal with Nocticula count towards making this ending
possible. However, since Nocticula has pretty much decided to deal
with the PCs before they even encounter her and not because they
convince her to, I don’t think this really counts.) It can erode
the fun from play experience as the players can start to feel as
though the GM might as well be playing alone.
I’d
advise just leaving this ending out, except that, alas, it’s
necessary to explain why Baphomet doesn’t just come straight after
the PCs when they invade his plane in the next adventure. Nocticula
actually kills Baphomet. Demon lords reform after being killed, but
they are vulnerable after that. If they are killed again within a
year of their death, they die permanently. Baphomet, therefore holes
up in his lair, giving the PCs to the opportunity to build up their
strength and face him themselves—but that’s the next adventure
and I won’t go into detail on that here.
The
first of the support articles in this volume is a “Gazetteer of the
Abyss”, giving brief details on over 40 of the planar realms that
make up the Abyss. This is followed by an article on the Porphyry
City itself, which is of particular use in the adventure. It also
contains the stats for Shamira, which probably won’t be needed in
the adventure, but may be useful for future adventures or campaigns
that bring the PCs to the city. I get the impression, however, that
these two articles were originally intended to be in the opposite
order. There are several incorrect page references to the Porphyry
City article throughout the entire volume, even within the article
itself (it cites the table listing all the Midnight Isles as being on
page 66 instead of 72 where it actually is). The pages numbers
referenced are consistent each time, so it leads me to think there
was a last-minute reordering of the volume’s material and someone
forgot to edit the references.
This
volume’s Bestiary contains cambion demons and the stats for
Nocticula (who is CR 30), along with a couple of other Abyssal
denizens.
Overall,
apart from the issues I’ve mentioned, I like The Midnight
Isles. For the most part, it’s
a good outer-planes adventure. However, it does rely on the reuse of
some overused themes in Paizo’s adventures, and that makes it seem
a little run-of-the-mill. This adventure path has otherwise been
anything but run-of-the-mill and so its inclusion here makes The
Midnight Isles the weakest
instalment of Wrath of the Righteous
so far.
Wow! Very insightful! Great Review!
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