So, after reviewing
Undead Unleashed, I decided that it would be fun to add in a lot of the
notes about adventure ideas that I’ve drawn from it. I didn’t want to include these in the review itself, but I
did think that some of them were pretty cool and wanted to include them in a
separate post. These notes aren’t
as well-written up, so forgive me.
But, I made ten pages of hand-written notes. I didn’t want to make everyone slog through ten pages worth
of material, but I do want this stuff written down (and not in my bad
handwriting!).
Arantaros
·
Like his backstory and how his spells have been
redone as alchemist spells to avoid having to give him class levels. I also like that despite the change, he
still “casts” spontaneously. This
is an excellent example of the way that good design (which Paizo excels at) can
really make the experience more immersive without sacrificing quality. The players here will never know how
much work happened, but they should certainly appreciate the results.
·
You could also use this guy as the basis of a
campaign. The entry presents a
nice mid-level boss in the Water Lord that works for the ravener as well as the
alchemist from a nearby city with whom the ravener is close.
·
The idea of a dragon seeking immortality is kind
of awesome. I mean, why? Don’t dragons live forever anyway? Also, what happens if a dragon takes a
potion of eternal youth mechanically?
Do the dragon’s age functions actually slide back down? There are cases for the argument both
ways!
·
There’s a nifty item in this entry, the cauldron
of transmutation (p. 6) that turns any 2 potions into any potion that
is the same level or lower as the weaker of the two original potions placed
inside it. This is just the sort
of nifty thing a mad dragon alchemist should have in its lair and it would be
fun to roleplay it with the party as they discover what it is and what it
does. It might make sense to try
and make this stuck into the landscape though (perhaps that’s why the ravener’s
lair is here?).
·
The haunt here makes you fall prostrate or feel
like you are being hit with whips wielded by ghosts. Making haunts feel real is hard work. When I was first writing my notes on
this review I was really excited that they’d thought to include a haunt in
Undead Unleashed because it was thematically so important. Imagine my surprise when every entry
then had one!
·
I like this lair—it’s in line w/ the ravener’s
personality and it has the stuff you’d want both mundane (supporting suspension
of disbelief) and appropriate for the game. In other words, you can rationalize an ancient undead dragon
living here while enjoying looting its valuables. I also like that not every room in a lair has to have an
encounter—that may be a function of space, but it’s not a failure in the
product design at all.
Arnlaugr the Fearless
·
Thematically undead as a cautionary tale are
good—so long as you can work it into an ongoing story in an interesting
way. I felt like this entry
managed to do so spectacularly.
Here was have an undead that’s normally created by accident that’s been
basically made to order by a greater threat. That’s interesting and makes me want to run this
encounter. This guy went hunting
for pretty beyond his skill and now he’s paid the price.
·
A couple of things I’d like to have seen changed
here: first, I don’t know why but I feel like cold water environments should
always try and incorporate hot springs—it’s just a weird quirk of mine. No deductions for failure to do so,
just on the wish list/things I’d do when incorporating this. I also wish that this guy did some
patrolling work for his new master.
·
I also really like that this entry is about a
henchman in an organization rather than the ultimate boss. That can actually be a bonus for
working this into a campaign because the design decisions about what the
campaign’s major themes need to be aren’t made. I do like that the entry gives an idea of what she is but
with just a name and a one-line stat block, that can be changed easily.
·
Magic item: Rixbrand
(+3 wounding dragon-bane greatsword)
aka what every barbarian is lusting after. I love that our villain here wanted to slay the dragon and
failed. I also love that the PCs
might, after defeating him, be able to use his weapon to fulfill his original
quest. It would be a cool story
development to have this guy return as a ghost after he’s slain as a
draugr. The ghost could then
charge the PCs to slay the greater threat to set his spirit free.
Erum-Hel
·
As James Jacobs is always saying on his “Ask Me”
thread, one of the most important rules of designing an intriguing campaign
setting is to have every mystery answered create two new questions. Now we know Erum-Hel’s history from the
crusades and how he hunted down the lich queen’s bodyguards up until his little
encounter with She Who Would Later Be Very Stern in an Adventure Path
Adventure. But, what is this guy’s
origin? Was he raised by the biggest,
baddest necromancer of them all?
Was he created by a wizard in thrall of greed? Has he been hanging out in that wizard’s former
hideout/tomb? Is he related to the
urdefan and their genesis at the very bottom of the caves that exist underneath
so much of the world? We don’t
know!!
·
We do know what he wants today and it’s a
rematch with a goddess. We know
he’s studying how he can become a god himself. Or maybe he’s risk averse and would be willing just to
destroy her church? That’s a good
campaign villain. Maybe he decides
to go the cautious route—if the PCs foil that, he may get reckless and rush off
down that risky path towards godhood.
Of course, now that needs to be stopped as well!
·
I’d want to use this guy in a campaign with
neutral characters. Over time
they’d learn more and could help or hinder his goddess-hunting quest. He’s CR 20+, so he makes a good end of
the campaign bad guy (not to mention the amount of work necessary to reach his
lair—though its location can certainly be moved).
·
I like that he’s the super mohrg that creates
other mohrgs rather than creating zombies. These guys need a genesis and Erum-Hel provides that. Why does he create mohrgs? That’s part of the backstory. And, for a super-duper bonus for the
PCs, could killing him in some special way as a campaign goal mean the end of all the mohrgs in the world? Wouldn’t that be fun (until the church
of the goddess of undeath found out and went after you)?
·
Right now his lair is inside of a petrified dead
thing in the bottom of the deepest pits beneath the world. It’s insane even getting through his
encounters—and getting there will be half the fun. This will also be good for giving bad dreams to players that
have issues with bodily fluids.
·
We also get two new diseases! Blightburn, which uses radioactivity
rules and Scarlet Leprosy, which is as unpleasant as it sounds. Also, these are higher CR
diseases. They’ll be a nasty shock
to unsuspecting PCs.
Imaloka
·
I didn’t give this one a very in depth note
taking session. But, I do like the
idea of an undead party girl who wants you to play with her!
·
The haunt in this entry is awesome!
Jolanera
·
Tied into the biggest, baddest necromancer there
ever has been. Dude, he even
outwitted a god to come back more powerful. Jolanera and her designed lair also has lots of
opportunities for intrigues in addition to straight up fighting. We’ve already got a statted up flying
undead dragon in this book, but Jolanera’s rival bears checking out. She’s weaker in combat, but clearly
smarter.
·
Fun magic item, the void
funnel: Basically 1/day use of item to attune a 30’ radius area to positive
energy, negative energy, or an alignment-based planar affinity. Seems like a useful magic item for GMs
(and it is totally one the way it’s used here), especially for GMs with players
that will be travelling across the planes—this is a nice way to dip your toe
into that space without up and leaving the planes.
Mirik the Drowned
·
First of all, yay that we actually see the
largest city in the Inner Sea appearing in the Campaign Setting line. It can’t always be the playground for
Pathfinder Society. Mirik’s story
is evocative of themes of greed and gluttony and getting your just
desserts. He could be moved to AP
#2 pretty easily as an encounter in the city there to start playing up the
greed themes with ease.
·
Mirik’s lair is also well-integrated into the
city. I think I will actually like
adopting this in use for a home campaign idea, so Mirik will be traveling to
the River Kingdoms.
Mother Comfort & Poor Eledia
·
Person reason I’m a bit disappointed here—I
heard a news
story this spring about Nigerian children being kidnapped from orphanages
and wrote an adventure related to a similar situation. But, the entry is still well done. This does a good job of calling up the
“creepiness factor” that’s important when using undead. The story behind this orphanage is
believable (in a fantasy folk-tale way).
We have a lot of their backstory, but I’m wondering how the two undead
interact with each other today in the orphanage.
·
Magic item: Ghost
Mirror: Awesome flavor and crunch.
Allows you to see all undead, but only in the mirror. Because you’re so busy looking into the
mirror, you take a 50% miss chance when using this while fighting.
·
I like this adventure in general. It’s self-contained, but I like that
the items found here will remind players of interesting encounters while still
coming in useful in later encounters without the GM having to try and design
encounters where they can come up.
Ordelia Whilwren
·
We’ve returned to the iconic large city in
Paizo’s signature country. One of
the founders lives on in undeath as a ghost. I’ve never really sat down and thought about putting
together a mini-campaign in this particular city, but if I did I’d certainly
want to bring in this character and the portion of the city named after her.
·
I like that we have a ghost here, and her
backstory is cool. Most
importantly, though, I like that as a ghost she remains tortured.
Prince Kasiya
·
First of all, points for using a vampire in an
ancient Egyptian setting instead of the traditional Gothic horror. In this case it works well. Kasiya could work very well as a big
bad or significant troublemaker NPC in a campaign related to finding and
destroying one of the artifacts described in the Slave Trenches of Hakotep.
·
Neither Egypt nor vampires are normally that
interesting to me, so I’m pleased that Paizo was able to put together something
that did draw my interest to two topics I’d normally give a minimal read
to.
·
The Prince’s dungeon is also meant to be (or at
least able to be) expanded into lower levels for similarly corrupted souls that
are now entombed for their misdeeds in life. I like the idea of the prison tomb being multilayered. The PCs would have to progress down a
level at a time to find out what portions of the mystery they need to deal with
next. I’d want to put lots of
creepy stuff on the walls that would include a lot of (possibly unnecessary)
backstory, interesting clues, and red herrings to keep them on their toes. As the PCs get lower and lower into the
dungeon, they’d get closer and closer to learning the ultimate secret…a secret
so sinister it might be able to shake the current powers off of their throne
(thereby ratcheting up the danger they are facing).
·
This encounter’s layout is very similar to that
used in Risen from the Sands.
Maybe that’s because both relied on information about ancient Egyptian
tombs, but the encounters in here (though not the creature choices) feel done. Or maybe that’s just fatigue from
Mummy’s Mask.
·
There are a couple of magic items here, but none
that really caught my interest.
Razinia
·
One of my favorite NPCs from the entire
sourcebook. Razinia’s backstory
means that she can function as both a nice roleplaying function and also as an
enemy. She’s great because she can
be an enemy from the beginning of can be developed as one when necessary for
the plot. Also, this oasis’ layout
begs for a big battle between the various characters laid out in the entry.
·
Razinia’s in Paizo’s Persian setting on the
eastern side of the sea rather than the general Arabian setting, where I feel
like she’d be a better choice and could easily be worked into the larger plot
of something like Legacy of Fire.
As the PCs traveled between the coast and the inland areas where much of
the action happens, they might have to stop off at Razinia’s oasis for
supplies. While there they’d catch
rumors and could even find hooks for adventures for things that they might want
to seek out.
·
As a villain in a low-level type campaign, the
PCs could slowly learn a little about Razinia’s true nature each time they
encounter her until the ultimate reveal causes them to have to make decisions
about Razinia’s ultimate faith.
·
I haven’t looked up the details about whether or
not a ghul can be redeemed, but depending on PCs interactions with her it would
be amazing to see if they tried to bring her back into the light before
releasing her to the death goddess’ embrace (at Razinia’s request, hopefully).
·
The assistant is a nice touch. I like that not all of Razinia’s folks
know what’s going on. What’s the
fun of a shadowy organization if every member of it already knows the big
reveals. As you get higher and
higher up the chain, it’s fun that the NPCs the PCs are rubbing shoulders with
know more and more about what’s going on (not unlike the real world, I guess).
·
If the PCs do fall for Razinia’s ultimate lure,
I also like the idea of them being tracked across the desert by Razinia’s
muscle as detailed in the encounter.
In a Legacy of Fire campaign, this could result in the PCs being accused
of theft while back in their main stomping grounds with some interesting
roleplaying options for character development. Do the PCs submit to the law? Do they believe that it will vindicate them? My favorite roleplay encounters are
those where morality is up for grabs and that happens with Razinia in spades.
·
The encounter site laid out can also make a
great home base, especially since there are ready-made NPCs here that fulfill
most of the functions that PCs need filled at early levels. The map is also great—though it would
require some pretty involved Photoshopping or drawing on your own to make it
player ready—there’s way too much GM-only info listed on it.
Rudrakavala
·
I started off reading this entry thinking that I
wouldn’t be that interested and got interested really fast. We’re also located in a desert here (though
this time we are outside of the usual Inner Sea location where most of Paizo’s
material occurs). Since I prefer
their Arabian setting, I’d move him back to that particular desert land—what if
he’d somehow degenerated a tribe of Pahmet dwarves into worshipping him. I like the idea of some fiendish
dwarves tending to their creepy master’s worldly needs while he continues
meditating forever. I like the
Irorian-gone-made motif already and this would just move things a little
further along on that spectrum.
Obviously, he’s not with his original monastery—he’s gone out and found
new rubes acolytes.
·
Other things line up nicely for moving this to
the Arabian setting. Rudra’s
worshipped by people afraid that he will wake up one of the children of the
destruction god. This would be an
interesting encounter in the Legacy of Fire AP to stick in as a mini-adventure
between books 5 and 6 (except for the haste between those books issue). Perhaps the PCs can learn more about
their final enemy and the monsters that slumber beneath the ground by engaging
with this mysterious devourer.
·
I’m also a big fan of this setting because you
could pull out some of the pre-done templates from the Monster Codex for
gnolls! Unlike Tom the Dragonborn,
I love gnolls! Good MC encounters
include:
o Night
terrors (CR 10) but changed to worshippers of the destruction god or
o The
Warden & the Witch (CR 14)
·
This entry also relies pretty heavily on three
NPCs from the NPC Codex. Their
backgrounds also make sense here:
o The
barbarian stalks the PCs because she’s trying to use the gate Rudra’s dealing with to bring her tribe back from the Shadow
Plane.
o The
nature-focused one could interfere (or not) if the PCs respect the desert or
attack them for defiling a holy place if they don’t.
o The
magic user believes she can ultimately control Rudra through her spells, but
she’ll be wrong. Imagine how
poorly that will go for her…She wants to use him and the creatures on the other
side of the gate to create an army of
shadow undead led by him to attack the town that’s the PCs home base in Legacy
of Fire because she perceives there being some slight given her by the NPCs the
PCs have befriended and helped found the town with.
Seldeg Bhedlis
·
Not going to lie, when I read this guy’s name it
sounds like something I’d come up with and be unhappy with as an inauthentic
NPC name. It’s going to have to be
changed.
·
But, from a plot standpoint, this guy is the
most obvious penultimate opponent in a campaign to collect the artifacts
created when an angelic herald was corrupted into a lich queen.
o Side
note: You’d been considering this as a traditional quest to fix her, but what
about an evil campaign where the PCs are looking for these items themselves!
·
This guy has spies everywhere—with the knights
watching the sealed away necromancer lich’s tomb far to the north, in his
master’s rival’s magical kingdom in the north, and in other plot-appropriate
places.
·
He could be a fantastic recurring opponent (or
opponent hiding in the shadows behind the story). Maybe he gets to some of the minor artifacts before the PCs
do or maybe (in the last case) just as they do. PCs would start the campaign by coming across one of her
former organs by accident or finding a clue to one of their locations. News about something like that spreads
fast though and the PCs will be targeted by all sorts of both good and evil
organizations.
·
If find clues to one of minor artificact’s
locations, it was placed there by a pair of a knight of the order for guarding
away the evil necromancer/lich’s prison tomb up north and a wizard from the
same order. The wizard teleported to the minor artifact’s
hiding spot, hid it, and then returned.
Then, per their agreement, the knight/paladin slays the wizard on consecrated ground without ever finding
out where the artifact was hidden away.
Unfortunately, the paladin’s act did turn out to be evil (though
effective)—he died far away from where he and the wizard sent the stone off,
but he can direct the PCs to a location where they can learn the proper ritual
to trace the wizard’s teleportation spell and then find the artifact.
·
I don’t really love the location in this
entry. It kind of makes sense, but
also kind of doesn’t. I think I’d
prefer that the inn/spy house remain intact but with transport (tunnel or magical)
to Bhedlis’ real headquarters. An
inn where a graveknight hangs out is pretty obviously more than just an
inn. Plus, someone of Bhedlis’
social stature in the undead-dominated kingdom should have some sort of
estate. It’s just as important
that he maintain appearances as a secret spymaster as it is that his spies do
so.
Walkena
·
I’ve always thought that Walkena the child god
mummy was a fascinating concept. I
love that his cathedral in his inland jungle town has been laid out. Walkena would be a fantastic feature to
add into any campaign exploring this area, especially a Serpent’s Skull campaign.
·
Feat: Mark
of the Devoted: this is a neat concept, but somewhat overpowered and
therefore best reserved for NPCs (why must they get the best toys?). This could, however, be an interesting
choice for a PC that had been part of Walkena’s organization and has since
“seen the light.”
·
Between the entry here and the one in Heart of
the Jungle for the child-mummy god’s city, there’s enough information to create
a truly fascinating city. It’s a
shame that Pathfinder hasn’t been able to develop really functioning army rules
(no knock to the ones developed in Rasputin Must Die or used in Ultimate
Campaign, I just happen to agree with James Jacobs that anything ultimately
adopted ought to be able to make the PCs more central to the action), because
playing out the war between the child god’s forces rising from his city and
going after the nearby city of the colonials would be epic!
Wight Mother of Isger
·
I love that this has a devil cleric that the PCs
could actually be friends with and would set up the PCs to come here. I don’t find the undead goddess or the
country that they’ve used here particularly interesting (though I do think that
the Daughter or Urgathoa is a fantastically cool monster that’s so obvious and
fun to use in any campaign where there are lots of undead themes. I’m also excited that the Daughter of
Urgathoa is being included in the upcoming Dungeons Deep set). The Wight Mother could be interesting in a political campaign, but there’s not a lot
of politicking to be done in this part of Golarion.
·
The country here just isn’t that close to any of
the important places, so who cares if the Wight Mother’s plans come to
fruition? You’d have to really get
the PCs attached to this backwater to make them care about saving it.
·
New disease – Red drip: This one is fungal and
finally is one with a decently high DC!
Meyi Pahano
·
I saved this one till last because Meyi has been
interesting to me ever since we were first introduced to her interstellar
undeath project back in Lost Kingdoms. I like her as an NPC, but there’s some
story work to be done her. She’s
described as having incredible persuasive powers, but somehow when it really
mattered she wasn’t able to convince everyone that what she was pushing for was
really important.
·
Major spoiler about the massive hurricane in the
setting revealed in how she got her powers too.
·
This entry and the corresponding one in Lost
Kingdoms inspired this entire return to the rainy country as expats
campaign. I pictured those who
left this land as being like the Jews—with a highly developed sense of being a
people set apart who would form diaspora enclaves in the cities to which they
fled. The PCs could end up being
descendants of hers—how crazy when an aunt or uncle who returned to the rainy
country writes back asking for some help from his or her adventurous younger
family members in tracking down a still living family member who’s the last
known surviving member of the prophetic brotherhood (Pharisee/Sadducee
connection, much?) that used to run the country. How horrifying when the PCs learn what their ancestor is up
to!
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