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Pathfinder RPG: Dark Waters Rising

Dark Waters Rising

In essence, this single-session adventure is a dungeon-crawl but one which incorporates time pressure caused by a flooding dungeon, tricky puzzles to circumvent, interesting terrain and lots of undead. If that's your thing, you are in for a treat!

An entertaining foreword from publisher Creighton Broadhurst and his customary masterclass on the anatomy of an encounter later, we reach the Introduction, which explains a little about the frontier village of Swallowfield, the jumping-off point for the adventure. Naturally, you can substitute a similar starting point from your own campaign world or - if you like the sound of the place, Raging Swan Press has a whole product devoted to it! Next is the Adventure Background which gives the rationale and backstory for the adventure, for the GM to read and understand. Basically, a concatination of unfortunate events lead to the collapse of a mill and the release of some undead which have been trapped for a long time... just when the party happens to be in town, of course!

There's an ancient crypt down there, you see, that nobody knew about... and the river that powered the mill is now threatening to flood the place and drown several villagers who fell into the hole or were captured by the undead. And presumeably the undead themselves, if they can drown, that is. That's the nature of this adventure, a race against the river to explore the crypt and rescue people.

There are notes on the Lonely Coast setting, which is where Swallowfield is to be found: this is a good introduction to the area, or provides indications as to a suitable equivalent in your campaign world, and a lot more information about Swallowfield itself, complete with a couple of maps showing both the village and the surrounding area. The adventure proper begins with the collapse of the mill into a sinkhole... which releases a load of ghouls which all appear to be spoiling for a fight. The intention is that the characters will be swept up in the action even before they are asked to investigate what lies beneath.

Several people are trapped in the wreckage and need rescuing, and the various options available to the party are laid out clearly - as are rules for fighting in water, which will come in useful later on. A map of the crypt - quite a small place, no wonder the ghouls want out - and detailed description follow, and the exploration may proceed without delay, necessary as the entire place will be completely flooded within 24 hours.

The wealth of detail about what's down there lifts a basic delve into something far more interesting and the time pressure of the water pouring in adds an edge to proceedings. It's a delightful way to ruin a nice quite afternoon in the local village for your party!

Return to Dark Waters Rising page.

Reviewed: 3 April 2016