Paizo’s
RPG Superstar is a yearly competition open to anyone who wants to try
their hand at roleplaying game design. It starts each year in
December and runs through into the new year. The public gets to vote
on the submissions for each round, whittling down the competition
first to 32 competitors, then 16, then 8, then the final 4
(originally, the first round was decided upon entirely by Paizo’s
in-house judges, but in recent years, the first round has been opened
up to public voting as well). The first round requires entrants to
design a new magic items, while in the last round, the finalists
submit an adventure proposal. The rounds in between vary from year to
year, but often include tasks like designing a new monster, an NPC,
an encounter location, etc. The winner of RPG Superstar gets a
commission for his or her adventure proposal, gets to write the full
adventure and see it published. In recent years, the runners-up have
also received commissions to write a Pathfinder Society scenario.
Many past RPG Superstar winners and runners-up have gone on to become
regular contributors to Pathfinder adventures and books. This year’s winner is Victoria Jaczko, but it will be a while
before her adventure sees publication. However, last year’s winner
was Steven Helt, and his adventure, Tears at Bitter Manor is the
latest Pathfinder Module.
Tears
at Bitter Manor is about a group
of retired adventurers who reunite once each year to celebrate old
times. However, this year, two of their members mysteriously fail to
show up, and so they hire the PCs to investigate what has happened.
Although there is a bit of a mystery, it is a fairly straight-forward
adventure overall. It’s a functional adventure and will likely be
fun and entertaining to play, but despite its rather original
premise, there’s not a lot about it that really stands out from
other adventures.
SPOILERS
FOLLOW
The
Golden Watch is the name the retired adventurers had for their
adventuring group. There used to be five members, but only two—the
married couple Verus “Igneous” Crandel and Branda Tulles—show
up to their annual meeting this year. One of the five recently died
of old age, but Igneous and Branda are worried about the other two
members. They know that one has suffered an injury and is in a care
facility, but they don’t know what has happened to the other. They
want the PCs to look in on both of them. The truth of the matter is
that they have been betrayed by the missing member: the alchemist
Taergan Flinn.
As
a half-elf and the only non-human member of the Golden Watch, Flinn
has not aged as quickly as the others, but even he is now starting to
get on in years. He has become obsessed with finding a way to reverse
his ageing and to acquire eternal youth. His experiments have been
unsuccessful. However, his determination to succeed brought him into
contact with an erodaemon named Anobaith. She has promised to give
him the secret to eternal youth in return for his sacrificing his
friends to her. He has already had Dern Fosimuth, the group’s
cleric, committed to a sinister home for the elderly (that he has
purchased) and has arranged to fake his own kidnapping so that
Igneous and Branda will come after him—straight into the trap he
has laid for them.
The
adventure takes the PCs first to Flinn’s townhouse in Cassomir,
where they discover that it has been broken into and find indications
of a struggle and traces of Flinn’s blood (all staged by Flinn).
From there, they travel to the nearby town of Hope’s Hollow in
search of Dern Fosimuth, where they find him in a facility called
Mother’s Care Home for Invalids. This place was once well-regarded
for its quality of care, but ever since a new owner (who is none
other than Taergan Flinn) took over, the staff has dwindled and
become inattentive. Very few patients still remain there (most having
been removed by their families in the last few months) and those that
do are treated poorly and tortured.
Mother’s
Care Home makes for a creepy setting for this portion of the
adventure, although there are a number of aspects that don’t quite
hold up on closer inspection. Three human nurses are said to remain
at the facility (to keep up appearances) while the rest of the staff
has been replaced by a pair of dark slayers posing as administrative
staff. According to the text, the three nurses “passively work
through their days and pay little attention to what’s happening
around them. Beyond observing that the centre seems to have lowered
its standards for care, they can tell the PCs little” (15). That
these nurses pay little attention is quite the understatement. They
fail to notice the abuse going on under their noses even though “few
precautions are taken to disguise the severity of [Dern’s] abuse”
(17). They also apparently don’t notice the pair of creepy young
children (actually vulnudaemons) that go around terrorizing the
patients. It’s easy to rectify this extreme level of inattention by
stating that the human staff has been frightened into maintaining
silence or perhaps by even having them be in on the whole thing.
However, going simply by what’s stated in the text, they just
haven’t noticed.
There’s
also an odd statement in the text that “If one of the vulnudaemons
or dark slayers attempts to murder a patient, that patient lets out a
hoarse scream the PCs can hear” (17), yet there’s no indication
under what circumstances the denizens of the hospital would actually
attempt such a murder or why. If they’ve been murdering patients
with any regularity, the inattention of the human nurses becomes even
harder to believe.
Finally,
there’s the matter of Dern Fosimuth’s injury. He apparently
suffered a crippling injury (arranged by Flinn) that left him unable
to walk. Yet there’s no mention of exactly what happened to him, or
what Flinn did to cause the injury. This is likely to be one of the
first questions the PCs ask Dern, so the GM is going to have to
simply make something up. Not a difficult task, but it still seems a
bizarre omission, since it’s from Dern that the PCs learn that
Flinn has betrayed the rest of the Golden Watch.
After
learning of Flinn’s betrayal, the PCs return to Cassomir only to
find that, in their absence, Igneous and Branda received a ransom
note for Flinn and have rushed off to the Verduran Forest to rescue
him. The PCs must then head out themselves to rescue Igneous and
Branda. The remainder of the adventure entails their journey through
the forest to an old manor house called Tristeza House and their
search through the manor itself. Tristeza House is the “Bitter
Manor” of the title and the place where Igneous and Branda expect
to rescue Flinn, but have themselves been caught instead.
Unfortunately,
the journey through the forest is the least interesting part of the
adventure. It basically entails a number of keyed encounters with
creatures that are either residents of the forest or have been left
there by Anobaith or Flinn to stop intruders. As many of the
encounters are keyed to multiple locations, the PCs are likely to
encounter most of them at least once regardless of the route the
follow through the forest. Through these encounters (particularly
from the calibans), the PCs can learn some things about Flinn or
Anobaith, but overall the encounters don’t add a lot to the
adventure except a few more things for the PCs to fight along the
way—although a few of them do offer the opportunity for the PCs to
complete some of the adventure’s side-quests (see below).
The
conclusion of the adventure, within the Bitter Manor itself, is much
more interesting than the forest journey. While it’s essentially a
dungeon crawl, it holds together well with denizens that, for the
most part, behave as if they are in a place that is occupied by
other creatures and don’t just sit around waiting for the PCs to
enter the room they’re in. Ironically, the purpose of many of these
creatures (such as the heucuvas that patrol the grounds) really is to
wait for people like the PCs to show up and then kill them.
Nonetheless, the manor comes across as a fairly believable location.
One encounter does seem out of place though, and that’s the
encounter with the mothman, who gives the PCs a portentous vision of
a future where Anobaith’s long-term plans have devastated Absalom
(although the adventure takes place in the vicinity of Cassomir,
Anobaith plans to move on to Absalom eventually). After showing the
PCs the vision, the mothman leaves. The encounter exists solely to
provide the PCs with a reason to make certain that they completely
destroy Anobaith rather than just stop her current plans and let her
escape. However, the encounter feels out of place and tacked on. It
doesn’t really accomplish a whole lot.
Overall,
while the ending works fairly well, the main thing that keeps the
adventure from really standing out is that the characters are not all
that compelling—particularly the members of the Golden Watch. Dern
Fosimuth has little to no personality to speak of and the
others—Igneous, Branda, and Flinn—all seem based on broad
archetypes with little to make them stand out. But even if they were
more developed as characters, the PCs still don’t get a lot of
opportunity to interact with them. The PCs’ motivations to rush off
and rescue Branda and Igneous pretty much boil down to saving the
people who are paying them. There’s no opportunity for the PCs to
get to know the two of them and actually want
to save them (rather than save their income source). Flinn has a
little more going for him than just a typical mad scientist, but
still, there’s not a lot to him beyond his desire to be young
again.
Anobaith
is the most well-developed of the NPCs and that’s primarily because
of her extensive plots. I will admit that I was initially turned off
of her because I’m really tired of succubi, which are overused in
Paizo’s adventures. Anobaith is not a succubus. She’s an
erodaemon. But really, the erodaemon is just the daemonic equivalent
of the demonic succubus. They have similar abilities and a similar
purpose to their existence. Erodaemons do have a more monstrous
appearance than succubi, but they still retain the “sexy female”
look. That’s not to say there are no real differences—erodaemons
are focused on the dissolution of love and bonds, for example, and
feed off of heartbreak—but they overlap enough that at first
glance, an erodaemon seems like just a stand-in for a succubus.
That
said, I do like that Anobaith has extensive plans beyond just the
members of the Golden Watch. As a villain, this makes her quite a bit
more compelling than typical. Her actions have affected the entire
town of Hope’s Hollow and many of the adventure’s side-quests
bring the PCs face-to-face with the results of some of her other
plots—all of which involve breaking down the bonds of love,
friendship, and family. Indeed, Tears at Bitter Manor does
an excellent job integrating the various side-quests into the larger
framework of the adventure. Since Pathfinder Modules
switched to their new format with The Dragon’s Demand, each
adventure has included a number of side-quests to go along with the
main adventure. These side-quests are summarized at the beginning of
the module and the PCs can “gain” them as they go along. In
previous adventures, the side-quests have often been little more than
steps on the main adventure (this is particularly true in Wardens of the Reborn Forge) and
not truly side-quests at all, but here they are related to the main
adventure (in that Anobaith’s activities are generally the root
cause) but still separate. Yet despite being separate, they don’t
detract from the adventure. Instead, they help to make the setting a
more vibrant and believable location. Hope’s Hollow is not a place
that only exists in relation to the PCs and one adventure. Instead,
it’s a living, breathing place that has a multitude of things going
on in it.
The
adventure also creates a great feeling of doom and desolation hanging
over the town of Hope’s Hollow. From the hostility and distrust of
the residents to the use of haunts (and sometimes other undead) as
the remnants of the relationships Anobaith has destroyed, it creates
an ominous backdrop for the adventure as a whole. The town’s NPCs
(the still-living ones, at any rate) remain rather undefined, but
otherwise, Hope’s Hollow makes for a good setting.
Tears
at Bitter Manor has a
surprisingly large number of typos and editing errors in it. Most of
them are simple little things like referring to the stat block
“below”, when in fact, the stat block is above, or missed words.
However, the frequency of the errors starts to get very noticeable
and distracting.
Overall,
Tears at Bitter Manor
is a decent adventure that has an interesting premise and some very
good moments, but it doesn’t really stand out from the crowd of
other decent adventures out there. Its main problem is the lack of
development of the central NPCs it’s based around. In a stand-alone
adventure that is meant to be inserted into another larger campaign,
it can be hard to introduce NPC allies that the PCs will actually
care about. Such relationships generally need time to develop.
However, it can be done, and if the adventure is going to involve
NPCs that the PCs should care about and want to help, it needs
to be done. More vibrant NPCs would certainly help to raise Tears
at Bitter Manor from a decent
adventure to a really good adventure.
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