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Pathfinder RPG: Voice in the Void

Voice in the Void

Back to Absalom for this adventure, with a backstory concerning a centuries-old tale of a wizard/astronomer and his observatory, the site of which was later built over to form a palatial villa and museum for antiquities - the Blakros Museum (encountered before in Pathfinder Society Scenario #5: Mists of Mwangi. A child of the house who enjoyed exploring the remote reaches of the house developed a taste for adventure and became an artefact-hunter in her own right... and found something in an Osirian tomb that brought her back home. Only she's vanished somewhere in the bowels of the museum and the curator has asked the Pathfinders for help. The backstory explains, for the GM, what's actually going on, of course.

After a synopsis of what ought to happen, the adventure itself begins with the party getting their briefing from Venture-Captain Adril Hestram in the Grand Lodge and being sent round to the museum to start their investigations - although it's worth taking the time to do a bit of research before they go. The rest of the module describes the basement (and points below) in plenty of detail... pick up a copy of Mists of Mwangi if you want to know what is above-ground. Once down in the basement, there's plenty to keep the party busy with the emphasis on fighting... pity any poor docents who venture down there to catalogue the reserve stock! There is little scope for role-playing or interaction, the only way to deal with what's down there is to attempt to kill them.

However, despite the lack of anything other than fighting, it's very atmospheric, indeed quite creepy - an excellent dungeon crawl with some unusual opposition. What is going on down there is very interesting, and it's almost disappointing that destruction of the core artefact is inevitable and expected. Come to fight and you can have an enjoyable game.

Return to Voice in the Void page.

Reviewed: 27 April 2016