There
is a downside to every adventure path being the same length. While
having six adventures per adventure path creates a consistency so
that players and gamemasters know what to expect, it also forces
every story into a predefined length whether the story really works
at that length or not. This is certainly not an uncommon problem.
Television programmes have to fit every episode to set number of
minutes and seasons tend to run the same number of episodes. It's
ultimately something of an unavoidable problem, but it can lead to
individual instalments feeling rushed or like filler.
The Choking Tower by Ron
Lundeen feels a lot like filler. Of course, as it's only the third
part of Iron Gods
and I haven't read the remaining three volumes, it's hard to judge
the adventure path as a whole, but this adventure doesn't seem to add
a lot to what we've had so far. While its overall goal is important
to the rest of the adventure path, the events of the adventure itself
are rather peripheral.
The
Choking Tower is certainly not a
bad adventure. It will likely provide hours of entertainment for any
group. But there's also little about the adventure that really stands
out. On the whole, it's run-of-the-mill, with a fairly linear plot
and NPCs who are mostly forgettable (although the main villain is a
notable exception). It also lacks the vibrant setting of its
immediate predecessor,
presenting instead a setting that is pretty standard despite its
science fiction trappings.
The
plot of The Choking Tower
is straight-forward. The PCs set out to find the body of Casandalee,
the android “sister” of Hellion, the artificial intelligence who
was their main adversary in their last adventure. Information gained
in Lords of Rust
brings
them to the town of Iadenveigh. The
town, it turns out, was built (much like other places in Numeria)
over top of the ruins of another fragment from the starship
Divinity—a smaller
ship called Aurora. It
was in Aurora that
Casandalee had her last stand against agents of Unity, the god-like
AI that birthed both her and Hellion. She died in that battle and her
body lay here for many centuries.
Unfortunately
for the PCs, they have been beaten to the site by a wizard named
Furkas Xoud, who transported Casandalee's body back to his research
tower—the titular Choking Tower—with the intent of extracting all
the knowledge from Casandalee's brain. However, Xoud fell victim to a
trap Casandalee left in her head in the event someone tried to tap
into her memories. Xoud died but has now become a ghost haunting his
tower.
When
the PCs arrive in Iadenveigh, they must first gain the trust of the
insular locals in order to gain entry to the Aurora.
From there, they learn the Xoud has taken Casandalee's body. They
then travel to the Choking Tower, where they must deal with Xoud's
ghost and his remaining robotic servants before finding Casandalee.
The
main problem with The Choking Tower
is its setting, and this is made (perhaps unfairly) all the more
noticeable after the brilliantly utilised setting of Lords
of Rust. Iadenveigh is, frankly,
dull. This is likely
somewhat intentional as it's meant to be a backwater that most people
ignore, which is just how the locals like it. But even towns that are
dull on the surface ought to have something more going on underneath
(which, I suppose, this one literally does, given the Aurora
underneath, but I'm being more metaphorical in this case). The
Choking Tower itself is in the middle of a wilderness, completely
disconnected from any sort of setting other than itself. There is a
small portion of the adventure detailing the wilderness around the
Choking Tower, but once the PCs enter the Choking Tower, that
wilderness is pretty much forgotten about (even a minor plot thread
providing more of a link between the tower and wilderness is never
actually resolved in the text—more on that in a bit).
In
my review of Lords
of Rust, I raved about how well
the adventure detailed and used its setting—all without relying on
a support article later in the volume. The Choking Tower
returns to the more typical style of providing a support article
about its setting after the main adventure. Yet despite this,
Iadenveigh never really comes alive (it
also doesn't help that that article has a number of inconsistencies
caused by editing errors—more on that later, as well). We are only
introduced to a small number of NPCs, only two of which have any
significant detail to them—and one of those isn't actually even
from Iadenveigh. It also doesn't help that the PCs have a very easy
time gaining the trust of the townsfolk and then once they enter the
Aurora, the town is
basically forgotten.
Upon
arriving in Iadenveigh, the PCs need to gain the trust of the locals,
who are insular and also despise technology. They destroy any
technology they can get their hands on. The few who know that the
town is built over a fairly major piece of technology keep it secret
out of shame. The PCs initially meet with a local nicknamed Redfang
(so called because streams in an area of Iadenveigh called
Badwater have been tainted by
the Aurora, causing
mutations; when Redfang drank from them as a boy, his teeth turned
bright red). Redfang provides them with two tasks they can fulfil to
gain his and, subsequently, the rest of the town's support.
One
of the tasks is simply dealing with a monster terrorizing a local
farm. While this is a fairly easy task for the PCs, it's
understandable why the townspeople might need help with it. For the
second task, they learn that a message from a Technic League spy in
Iadenveigh has been intercepted and they are asked to find who the
spy is and provide proof. Tracking down the spy turns out to be
surprisingly easy—so easy in fact, that one wonders why the PCs are
even needed. A councilman
gives the PCs a couple suggestions for starting their inquiries and
at one of these, they are literally handed (by a young boy) the
evidence they need to find the spy (who is hiding among a group of
Varisians in town). They don't even need to talk to the boy or form
any sort of relationship with him. He just hands them what they need
while they talk to his grandmother.
There's
nothing wrong with giving the PCs easy tasks once in a while. In
fact, it can be a good thing. Players like to see their characters
getting more powerful and occasional easy tasks help to demonstrate
their characters' growing power. However, the easy tasks need to make
sense in context. In this case, there's no reason for the townspeople
to need the PCs help finding the spy.
Once
the PCs have finished their tasks, the town council decides to trust
them and gives them the information they need to get into the Aurora.
On the whole, I wonder why it was necessary to make the townspeople
so distrusting of strangers when the PCs need
to do so little to gain their
trust. Even the town's hatred of technology doesn't stand in the PCs'
way. By this point in the adventure path, the PCs have likely
acquired several technological items. If the PCs keep these items out
of sight and don't use them in front of townspeople, then, not
surprisingly, the town council is more willing to accept them. If
they have not been so circumspect, the council is “merely
grudgingly respectful” (p. 13) and gives the PCs everything they
need anyway. It's like the author and/or developers of the adventure
decided that there simply wasn't space (and to be fair, there
probably isn't) to deal with any sort of conflict between the PCs and
the people of Iadenveigh, and so just decided to sweep it under the
rug. But in that case, why not just make the town accepting of
outsiders from the start? Why include a hatred of technology if that
hatred is not actually going to impede the PCs in any way? All in
all, this opening section of the adventure is rather superfluous.
The
bulk of the adventure, however, is spent inside the Aurora
and then the Choking Tower. From
here, it is basically a dungeon crawl with robots and androids. There
is a nice attempt to make the Aurora
more of a living location, rather than just a bunch of separate rooms
where the monsters wait for the PCs to arrive. The Aurora
contains machinery to construct androids and when Xoud came through,
he repowered things up and that machinery began its old task.
However, that machinery has degraded over time and the androids it
produces are effectively mutants. These androids believe that the
Aurora is still in
flight and have only limited supplies of food. They are also involved
in a conflict with the robot gearsmen who killed Casandalee centuries
ago. The Aurora is too
far from Unity for the AI to maintain contact with the gearsmen, so
since completing
their orders to kill Casandalee, they have remained here waiting for
new orders
that they can never receive. It's also possible the Technic League
spy flees to the Aurora
if she gets the chance. The text goes into detail about the changes
in the Aurora locations
if the spy is present. Altogether,
the Aurora has
a nice bit of setting colour that is, unfortunately, too brief, as
the PCs arrive and probably kill most of their opponents without ever
learning much of
it.
In
the Aurora, the PCs
will, of course, discover that Casandalee's body is no longer here,
so they also need to find out where it has gone and who took it.
Luckily, this information comes to them in the form of an incredibly
convenient recording and Xoud's invisible stalker servant who has
been keeping watch over the location until Xoud returns (which will
now never happen due to his death, which the invisible stalker is not
aware of). In one of the early rooms, if the PCs touch the machinery,
they immediately begin playback of a recording made when Xoud first
arrived in the Aurora.
Xoud apparently accidentally started the recording (given how easily
the PCs accidentally start the playback—i.e. without having to do
anything—it's not that surprising Xoud might accidentally make the
recording in the first place, I suppose), which only recorded a few
seconds, but they are important seconds, when Xoud just happened
to say things that are very useful to the PCs. It's
a ridiculously convenient—and
frankly, rather clumsy—bit
of exposition that only really serves to let the PCs be familiar with
the invisible stalker's voice so they can recognize it later and thus
have reason to talk to the stalker instead of killing it outright—as
without the stalker's help, they'll never find out about who
Xoud is and where he's taken Casandalee's body.
Since the PCs' progress is so
tied up in their talking to the stalker, the adventure really needs a
better way to convince them to do so.
On
their way to the Choking Tower, the PCs will likely encounter a group
of hill giants who have stolen the wheel that opens the tower's front
doors (the doors in the tower are operated mechanically by spinning a
wheel instead of using a doorknob or handle). They might also
encounter a star monarch named Longdreamer, who can give them a bit
of information about the tower. She can tell them that there are
living creatures in the tower, but the only one whose dreams she can
detect has only violent dreams of ravenous, flesh-eating worms and
hatred for Xoud. She is mystified by the fact that the other living
creatures in the tower don't seem to dream, and she asks the PCs to
find out more for her. Unfortunately, the adventure never follows up
on this. The worm dreamer is presumably Nargin Haruvex, a worm that
walks that Xoud imprisoned in the tower, although the text never
explicitly confirms this. Most
of the remaining creatures in the tower are robots or undead (most of
Xoud's living servants have either fled or died), but there are a few
azers and a belker. However, the text never answers the question of
why they don't dream—in fact, it never even acknowledges that they
don't dream as the topic is never mentioned anywhere outside the
encounter with Longdreamer.
The
Choking Tower itself makes for a relatively decent “dungeon” (and
there is a literal dungeon underneath it). Perhaps the best thing
about this part of the adventure is Xoud himself. As a ghost, he
makes a far more dynamic villain than he likely would as a living
antagonist. His incorporeal state allows for him to show up in
various locations and use hit-and-run tactics against the PCs. The
text contains several suggestions about where and how he appears to
the PCs. GMs can easily embellish on what's given. This allows the
PCs to encounter Xoud several times before their final encounter with
him, making that final encounter all the more climactic. And because
he's a ghost, he might just return again if the PCs don't figure out
the conditions to put him to rest permanently. Xoud is also
well-detailed with a personality that makes him more than just a
stock evil wizard. GMs can take advantage of the multiple encounters
to bring that personality across.
The
adventure ends once the PCs have found Casandalee's body and
discovered the information Xoud was able to extract before he died.
This does not necessarily include putting Xoud to rest, although I
suspect most groups will want to accomplish this as well.
There
are several odd inconsistencies and editing errors throughout the
adventure, in addition to the lack of follow-up on Longdreamer's
request I mentioned above. In the background of the Aurora,
it is stated that when Xoud arrived, he magically
avoided the androids and
gearsmen, yet the androids
should not have even existed yet, as they were created after he
temporarily repowered the ship. Of course, this won't have any actual
effect on play and the GM can change things should it be needed. The
lack of power in the ship also means doors are very difficult to open
(requiring a DC 20 Strength check, DC 30 Disable Device check, or
outright destroying the doors to open or close them). Yet despite the
difficulty, if the Technic League spy is in the Aurora,
she apparently has no difficulty getting past the doors and moving
about unnoticed by the androids. Her 12 Strength and +12 Disable
Device bonus ought to make opening doors extremely difficult for her.
She could do it taking 20, but in that time, I'd expect some of the
androids to notice her, especially after multiple doors. Her +11
Stealth versus their +8 Perception doesn't give her much of an
advantage, and opening and closing the doors is likely to make noise.
I get the impression that the difficulty of opening and closing doors
was simply forgotten about when deciding her movements inside the
Aurora.
In
the Choking Tower, the descriptive text sometimes forgets that the
doors are supposed to open by wheel and not handle. The description
to room F23 makes draws attention to the one door that is actually an
exception to this by saying, “no handle adorns the door to the
northwest. Instead of a handle or knob, it bears a small plate of
coppery metal” (p. 39). Since none of the doors in the tower so far
have had a handle or knob, it's rather odd to describe this door in
terms of it not having one either.
Although
these inconsistencies are fairly minor, there are an unusually large
number of them. As such, they
end up more noticeable than the would be otherwise.
Following
the main adventure is the support article on Iadenveigh that I
briefly mentioned earlier. It provides a history of the town, as well
as an overview of notable locations. Unfortunately, there are some
glaring inconsistencies in the article. The map of Iadenveigh
contains 16 keyed locations, with an inset sidebar providing the
names of those locations. However, the text of the article has 19
locations, and the three extra aren't just tagged onto the end of the
16 on the map. The discrepancies start at location 2. Location
1 on the map and in the article text is the High Home. However,
location 2 in the article is the vineyard, while on the map it's Old
Skelton's Place—which is location 3 in the article. Later, the text
adds another location not on the map, further skewing the numbers,
and then yet another. It's hard to determine where these extra
locations are meant to be.
The
text also refers to several quarters in the town as well as a large
rocky hill called the Brow and the region called Badwater, but the
map does not clearly note where these places are. It's possible to
figure these things out from their descriptions (the Brow and
Badwater are relatively easy to locate), but it's an added annoyance.
The
article also does little to really describe what it's like to live in
Iadenveigh. A significant chunk of the town's history is spent on a
tribe of Kellids who previously lived here before dying out, leaving
the description of life in the town to being essentially the same
things we already learned in the adventure: people are hardworking,
pious, insular, and hate technology. There's very little to set
Iadenveigh out from other places with insular townsfolk.
Following
the article on Iadenveigh, there is a selection of “Missions in
Numeria”. Written by Patrick Renie, this section contains three
detailed encounters, along with several other adventure ideas, that
GMs can inject into their Iron Gods
campaigns or any other campaigns set in Numeria. Each mission is two
pages long and contains a map, background, and encounter key. They
range from CR 9 to CR 13 in difficulty. There's a good variety of
adventure types here. The first involves investigating another of the
buried bits of Divinity,
while the second is about a group of demoniacs causing problems in a
Numerian town. The third has the PCs investigating Sarkorian ruins.
All three make good choices for GMs who need something short to fill
a gap in their plans.
This
volume's Bestiary contains a couple of new robots, including the
thought harvester robot, one of which plays a key role in the
adventure. There is also a new undead and a new ooze called a
thorgothrel.
Overall,
The Choking Tower is a
decent adventure, but it feels a lot like filler. The only connection
it has to the overall adventure path is Casandalee's body, and while
her body is important to the adventure path, finding the body seems a
lot like an extended side-quest. With its rather dull setting,
there's not anything to make The Choking Tower
stand out from other adventures. It may be fun to play, but it's not
likely to be something the players or their characters refer back to
as particularly memorable.
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