Hej everybody!
Today, I'll take a look at a module of a series particularly dear to my heart:
Rituals of Choice III - Race for the Crystal Fold
This installment of the Rituals of Choice AP is 50 pages long, 1 page front cover, 1 page editorial, 1 page SRD and 1 page back cover, leaving us with 46 pages of content, so let's check this out!
This being
an adventure-review, the following text contains SPOILERS. Potential players
may wish to jump to the conclusion,
Still here?
All right!
This pdf
kicks off when the PCs are returning to the town of Far-rough from their trials
and tribulations in "To Kill or Not to Kill" and are contacted by the
greenbound Quayneel, though the job offering she provides is anything but
simple - haunted by dreams of a by now golden jackal, she want the PCs to
undertake a journey that seems to be rather urgent - for the dreams speak of
keeping the crystal fold out of the hands of the sinister cabal, the sisters of
Is-Nachblot. Unfortunately, even this talk does not work well - the PCs start
to fall asleep and have to battle an undead version of Breandra (known from
installment II) in dreamscape (also gain nice pieces of information and
foreshadowing the things to come), while those resisting the magical slumber
will have to defend their sleeping allies against a group of raiders - this
dual fight, both in dreamscape and in reality, makes for a compelling start -
and after that, the race is on!
And this
makes the adventure interesting - for immediately, with the lure of magic,
delays and time are a central plot of the module - whether they take their time
or not, they'll have to deal with the consequences. Another leitmotif would
then be honor - standing for one's word and convictions will have major
repercussions in one of the climactic encounters of the module, as do
courteous, honest, sincere and valorous actions.
Mind you, this counting of honor and similarly
virtuous behavior is not necessarily the easy option and it's often the
conflict between the abstract urgency of the quest and what would be honorable
to do that makes this module stand out beyond the standard. Want an example: After the bribe sent their
way, the PCs will find a blind oracle expert - a child stuck in a chasm. Saving her and
returning her to safety might be the honorable thing to do, but that will cause
massive delays. Of course they could take her along - though she mystically
sees truenames and has no qualms whatsoever discussing their choices and
identities along the way...
They can
also save a goblin that is being tortured to death by some commoners, encounter
some litorians who try to cross the same rope-bridge (with all the
machismo/honor vs. courtesy-repercussions you could ask for...), meet a
sleeping, extremely lethal rune-reaver (whom they could ignore, try to kill in
his sleep just talk to) and meet the inquisitive dark warden Ry-Derch, who may
become hindrance of ally to the group, Finally, the PCs may find the wall and
its Litorian watchers and challenge the litorians for the honor of reading the
sacred wall of honor that is central to the PC's quest. and indeed, the quest
is not simple, even here, including further deceptions to earn (and lose)
virtue-points. And then, they get to decide what to do with Breandra, who has
been caught by the Litorians - whether they'll see her hang as in their dream,
return her to Rar-Rough for her just sentence or do something different - they
will have to answer to an honor-rune manifest, who will reward (and punish) the
PCs according to their respective deeds. Unfortunately, the sacred mound has
already been entered by the PC's opposition. After braving a dread arcanoplasm,
the Cs will encounter the grynlocs and rune-manifests (and depending on their
speed, their opposition) to answer the questions that will determine worthiness
of the Crystal Fold -with or without their opposition, they have to stand
before one of the enigmatic Faradians and should receive their due reward with
the fold - unfortunately for the PCs, the Faradian guard has already handed
over the legendary crystal fold to the baroness - with the prophetic words that
denounce them as "Not ready" for the burden - and potentially in
danger.
After that,
we get full stats for all named NPCs, including awesome full-color artworks,
write-ups for all the magic items (including loresight information) and a what
has gone before conclusion by Robert N. Emerson.
Editing and
formatting are very good and while I noticed some very minor glitches, they did
not detract from my enjoyment of the third installment of the Rituals of
Choice-series. Layout adheres to a drop-dead gorgeous full-color, 2-column
standard and the full-color artworks are beautiful, as is the stellar
cartography, though the first two installments had more to offer in that
regard. The pdf comes fully bookmarked.
The Rituals
of Choice-series of adventures is awesome. Honestly, if you ever wanted to see
some intelligent adventures that deviate in concept and appeal from the norm
and go beyond "Slay the evil foes", these modules do deliver exactly that, and this installment
is no different: Where the first module emphasized the consequences of choices
both for oneself and one's surroundings, where the second dared to ask the
question about when it's okay to kill, even in an adventure module, this one
takes a look at different virtues - and while the virtues seem like they
shoe-horn the PCs into alignment-like paths and judge them, they actually do
something more subtle: They make you question the absolutes the respective
virtues constitute, they portray them as being inconvenient (as they are in
real life - being good is quite hard) and make the players question their
priorities and morality, the need to make compromises etc. This adventure
evokes classic themes, but does so in an exciting way: The heroes' journey as a
road to self-discovery, culminating in a judgment that the PCs may or may not
like is handled with delicate precision and narrative panache, including the
bittersweet cliffhanger ending - which had me asking for more. Unfortunately
for a long time by now - Ceremonies of Sacrifice, the fourth installment of the
AP, remains one of my most anticipated modules right now and what I've seen so
far on the patron forums looks awesome. And so I remain, with yet another
jubilant review of this brilliant series of modules, that is not only a must
for Arcana Evolved players, but should also be considered a great inspirational
module and worth the conversion to PFRPG for the DMs out there. My final
verdict will thus unsurprisingly be 5 Rudii.
As always, thanks for reading my ramblings!
Endzeitgeist
out.
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