Mazes
are a staple of mythology and fantasy fiction, dating back at least
to the story of the Minotaur. Yet mazes in roleplaying game
adventures are often...well, to put it bluntly, boring.
There’s only so long one can discuss turning left or right yet
again at the latest
intersection. On top of that, the use of miniatures (which is pretty
much necessary in a Pathfinder game) makes it hard for a game master
to make a maze challenging since the players have an overhead view
that their characters don’t have. In the foreword to Herald of the Ivory Labyrinth,
James Jacobs talks about this very problem and the conundrum this
creates with an adventure path that takes the PCs to the realm of
Baphomet, demon lord of minotaurs. An entire plane that is one giant
maze is a fascinating concept, but can it work as the setting for an
adventure?
The
answer is a resounding yes.
It entails a different approach to mazes than what many roleplayers
may be used to, but it’s one that manages to retain the awe and
mystery of mazes without the tedium of describing every single turn.
In doing so, Herald of the Ivory Labyrinth,
written by Wolfgang Baur, manages to be one of the most original and
exciting outer plane adventures I’ve read in some time. While The Midnight Isles, its
immediate predecessor in Wrath of the Righteous,
is rather ordinary as far as planar adventures go, Herald
brings back the mythic feel that was present in the earlier
instalments of the adventure path. This is an adventure where the PCs
face off against some of the deadliest foes in the multiverse, but
also leaves ample room for investigating, roleplaying, and drama. And
it brings with it some incredible rewards for the PCs—assuming they
succeed, of course.
SPOILERS
FOLLOW
It
is a simple fact that PCs often do a lot of travelling during
roleplaying campaigns. Even campaigns that stay localized to one
specific area still involve some travelling around, such as from one
section of a city to another. When travelling from one place to
another, most groups don’t spend time describing every bend in the
road, or every intersection of streets that the party crosses. Given
this, Herald of the Ivory Labyrinth
hits on the brilliant idea that you don’t need to describe every
twist and turn of a maze—especially if it’s a plane-sized maze.
Instead, the adventure uses a certain degree of randomness combined
with Survival and Knowledge (planes) checks that get the characters
from one general location to the next, much like Survival and
Knowledge (geography) checks might be used for overland travel to get
from one city to another on the Prime Plane. Of course, the PCs can
also use magical means, such as teleport
to move from one location to another—although there are some
interesting effects if they use magical flight (see below).
It
helps too that the Ivory Labyrinth (the name of Baphomet’s planar
realm in the Abyss) is more than just a maze of corridors. Parts of
it are corridors, but the plane contains a plethora of other
terrains, including mountains, caverns, rivers, and even a city, all
laid out in maze-like patterns. There are some standard corridors as
well (in this case, generally corridors made out of bones). In fact,
characters who try to fly over the “walls” (be they hedges,
mountain passes, etc.) of the various regions find that the sky folds
in on them and then shunts them into one of these bone-corridor areas
of the maze. Magic will let you skip portions of the maze, but it
won’t let you cheat. More than that, the maze isn’t always the
same. Travelling a certain direction from one location might not
always take you to the same place next time.
What
makes this all work so well is that the maze becomes less something
that needs to be solved and more a quirky element of the background.
It adds flavour and life to the setting, and enhances, rather than
detract from, the adventure itself. And the adventure itself is
really rather spectacular.
At
the conclusion to The Midnight Isles,
in an unfortunately highly railroaded encounter, Baphoment himself
arrived to take his revenge on the PCs and kill them. Before he could
do so, however, the demon lord Nocticula arrived to save the PCs. She
banished him from her realm and in doing so, killed him. Just before
this, in a moment of posturing and speech-making, Baphomet told the
PCs that, just as his daughter (Hepzamirah) had been taken from him,
he had taken someone from the PCs’ patron, Iomedae. He was
referring to Iomedae’s herald, the Hand of the Inheritor. After
reforming on his own plane, Baphomet turned to torturing the herald
and successfully corrupted him, turning him into the titular Herald
of the Ivory Labyrinth.
This
adventure opens with the PCs being summoned and given a task. But
while this may seem a typical way to open an adventure, this
summoning is rather different, for it is Iomedae herself who calls
the PCs before her. This is the first time in an adventure path that
the PCs have encountered an actual god and it holds the potential to
be a truly memorable moment. Unfortunately, this is the one part of
the adventure that I have significant criticisms of. The problem here
is that it becomes just another case of the patron NPC having to
inexplicably test the PCs before sending them out on their mission.
The PCs must answer a series of questions. Iomedae punishes (quite
harshly) any wrong answers with deafening sonic blasts (that cause
significant and increasing damage) from an unseen heavenly choir. The
PCs are allowed to make skill checks to help correctly answer the
questions, yet this is only actually helpful for the first question,
since the others are opinion questions.
I’ve
never really understood the point of this patron-tests-heroes
trope—especially when the patron has already decided the outcome
anyway, which is the case here with Iomedae. Regardless of whether
the PCs answer correctly, Iomedae still sends them off on the
mission. She even heals them of all damage and resurrects any PCs
killed by the heavenly choir blasts (yes, Iomedae, patron of justice
and all that is good, has no qualms with killing PCs who don’t
answer her questions the way she wants them to). The whole scene
rings of unnecessary dramatics and can make Iomedae look a bit of a
jerk. The fact that the PCs get to meet an actual god should be drama
enough. She snatches the PCs up from wherever they happen to be and,
afterwards, puts them back with no time having passed and nobody else
noticing they were gone. That’s enough display of her powers. The
rest really isn’t needed.
That
aside, meeting a god is truly a momentous event and one the PCs
aren’t likely to forget. From Iomedae, they learn (if they haven’t
figured it out by their own means already) that it is her herald that
Baphomet has taken. She tasks the PCs with travelling to Baphomet’s
realm and rescuing the herald (since the laws of the gods forbid her
own direct involvement). It is when the PCs arrive in the Ivory
Labyrinth that this adventure truly begins.
The
first thing the PCs have to do (along with figuring out how to
navigate the labyrinth) is figure out where Baphomet is holding the
herald. The Ivory Labyrinth is a plane and searching an entire plane
is not a simple task. The great thing about this adventure is it
provides a number of ways for the PCs to accomplish this (and
continues to provide numerous options for tasks in later parts of the
adventure). It doesn’t try to push them down one correct path.
Instead, it provides a couple of optional encounters with NPCs that
can provide them with information and set them on the right track.
The PCs are likely to find their way to the city of Blackburgh where
they might encounter a mythic vescavor swarm (vescavors are Abyssal
creatures that are basically mouths with wings; swarms have a
communal intelligence) or a nalfeshnee demon named Orengofta. Both of
these can provide the PCs with useful information and make for
interesting roleplaying encounters (and possibly combats too). Played
well, the encounter with the vescavor swarm in particular, could be
very creepy.
Eventually,
the PCs will learn that the Herald is held in the Ineluctable Prison,
a maze within the greater maze that is the Ivory Labyrinth. Once
inside the Ineluctable Prison, the PCs must find the herald and
either rescue or fight him. Once again, there are many different ways
they might go about this, and as a result, the adventure can follow
many different routes. Orengofta can arrange for the PCs to be taken
inside as “prisoners”. Alternatively, they can seek and kill the
Father of Worms, a mythic nightcrawler, whose blood can dissolve the
Ineluctable Prison’s locks. Or they can just break in the
old-fashioned way with Disable Device checks or smashing down the
doors. (Teleport is
actually not an option in this case as the Ineluctable Prison is
technically a separate demi-plane within the Ivory Labyrinth;
however, methods of planar travel could work.)
Inside
the Ineluctable Prison, the adventure becomes a dungeon crawl of
sorts, but an incredibly unique one. Navigating the maze of the
prison is handled just like navigating the Ivory Labyrinth, with each
location connecting to several other possible locations. A
combination of randomness and skill checks allow the PCs to get from
one place to another (or, once they’re familiar with a location,
teleport spells and
the like prove useful shortcuts). The prison also contains several
interesting NPCs that the PCs can interact with in ways other than
just fighting (although there are certainly many things to fight,
too)—including one of the ancient Runelords of Thassilon. Runelord
Alderpash was the first Runelord of Wrath and he has been imprisoned
in the Ineluctable Prison for millennia (he is now a lich). He can
end up either a useful ally or a deadly enemy—perhaps even both.
Even
how the PCs deal with Iomedae’s herald—now Baphomet’s
herald—can resolve in many different ways. As the herald has been
corrupted, some PCs may simply choose to kill him. Others may seek
ways to redeem him. Redemption is not easy (they must find and
restore his heart in order to even attempt this), but certainly not
beyond the abilities of a high-level party.
At
the end of the adventure, the PCs are likely to have another
encounter with Baphomet. He’s been hiding for most of the adventure
since his death at the hands of Nocticula means that if he is killed
again before the passing of another year, he will die permanently.
However, once the PCs have dealt with the herald (through whatever
means), he realizes he needs to act. As powerful as the PCs are now,
a fight with Baphomet is one they still might lose and it might
actually be in the PCs’ best interests to flee. While there are
quite a few similarities between this ending and the ending of The
Midnight Isles, this ending
works far better as an epic and climactic finale.
Where The Midnight
Isles forces
a scripted end upon the PCs, here the choice of how to proceed is
left firmly in their hands. They can try to fight valiantly (possibly
calling upon allies they’ve gained, like Runelord Alderpash), or
they can flee knowing they’ve dealt a serious blow to Baphomet.
Either way, the ending is dramatic and full of tension.
Indeed,
the best thing about Herald
of the Ivory Labyrinth
is how much control over the adventure’s outcome is left in the
PCs’ hands. As well as allowing for multiple options and outcomes,
it doesn’t try to impose arbitrary limits on the abilities of
high-level PCs. There are no limits on teleport
spells, for example (beyond the limits already existing in the
spell’s rules, such as not crossing planar boundaries). The few
minor limits that exist simply add flavour and don’t really limit
the PCs’ capabilities. The image of the sky folding in when
characters try to use flight, for example, is hugely evocative and
mood-setting. And flight is a relatively low-level ability, so this
minor limitation won’t likely feel like a limit in the same way
that limiting teleport
or plane shift
might, for instance.
At
the very end of the adventure, the PCs have a chance of receiving a
truly amazing gift. Even if the Hand of the Inheritor survives and is
redeemed, he is ashamed by his actions and chooses to resign his
position as Iomedae’s herald. With the position open, Iomedae
offers it to one of the PCs. She allows the PCs the choice of which
of them takes up the mantle, with the only restriction being that the
character must be a devout worshipper of Iomedae. This person gains
several new abilities. If none of the PCs are worshippers of Iomedae
or none of them wish to take on this job, Iomedae instead awards the
position of herald to Queen Galfrey.
Of
course, one PC gaining new abilities as Iomedae’s herald might seem
a little unfair to the characters who don’t become the herald. To
balance this, Iomedae gives the other characters separate rewards,
including the option for a future divine intervention or an immediate
granted miracle
spell. These rewards are also available if none of the PCs become the
herald.
Inside
the Ineluctable Prison, most of the guards are demodands instead of
demons. As such, it’s helpful that one of the support articles in
this Pathfinder
Adventure Path
volume is “Ecology of the Demodand” by Amanda Hamon. This article
takes an in-depth look at these unusual Abyssal denizens. It looks at
the three principal kinds of demodands (shaggy, slimy, and tarry), as
well as one new kind that appears in this volume’s Bestiary: the
stringy demodand.
The
second article, by Sean K. Reynolds, looks at Baphomet himself and
the people who worship him. The article is in the style of Reynolds’s
articles on the gods of Golarion and is just as detailed, helping GMs
add wonderful flavour to enemy cults of Baphomet. Baphomet’s stats
can be found in the volume’s Bestiary. The Bestiary also contains
the aforementioned demodand, a new kind of demon (the vilsteth), and
labyrinth minotaurs.
Herald
of the Ivory Labyrinth
brings back the mythic feel to Wrath
of the Righteous
in a pretty major way, and it is the perfect example of how to do a
high-level adventure right.
If I have one further minor criticism of it, it’s that the focus of
the adventure path has stayed away from the war in the Worldwound for
a little too long, but nonetheless, this adventure has set up the
PCs’ return to that war in the next and final instalment and has
provided them with a major victory in it. They’ve defeated (even if
they haven’t killed) one of the demon lords behind the Worldwound.
Only Deskari now stands in their way—and he’s an even greater
threat than Baphomet.
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