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The Blood Reign of Nishanpur

Simon Collins

Explorer
Beware! This review contains major spoilers.

Blood Reign Of Nishanpur is an adventure module for 4-6 characters of 5th-7th level. It costs $9.99.

Production & Presentation: This is a softcover 32-page module. The front cover is an average piece of colour artwork. The back cover introduces the module and outlines its features. The front and back inside covers contain OGL licence information (definitely a better use of this space than leaving it blank as some d20 modules by other companies have done). The first page contains credits and some OGL stuff. The general text is well-defined and clear, making it easy to read, though the boxed text to be read to the players is on a textured background. The text takes up 9/10 of each page in a familiar two-column layout - the edge of each page is bordered by a drawing of Losknek, Prince of Hell. There are several pieces of pencil-sketch internal black & white artwork by six different artists – some of the art is average, some good. All the art is relevant to the adventure and helps to picture the NPCs, creatures or setting.

The Story: The module begins by explaining the Hard Point/Soft Point system used in the module (scenes in the module are categorised as essential to the plot (hard points) or as optional (soft points) so the GM can modify the adventure to an extent).

Blood Reign is introduced as the follow-on to Paradigm Concept's first release, The Spear Of The Lohgin, but it can (theoretically) be run as a standalone module. Background from The Spear Of The Lohgin is given to aid this followed by an overview of the lead in to the new adventure.

The Hard Points (plot essentials) are then listed which gives an overview of the adventure itself. A glossary of terms is then given (the adventure is set in Paradigm Concept's 'Arcanis, the world of Shattered Empires', and the glossary serves as a basic overview of relevant aspects).

The adventure begins when the PCs are invited to a feast, with an introduction to rumours that evil creatures are plaguing the area. On their way, the PCs may encounter a swordsman out to test his mettle against the famous PCs, and an attempted poisoning by a cultist of Neroth, the God of Death. At the feast, Losknek the Prince of Hell arrives. He is searching for an imp that was meant to steal a magical tome for him. He catches the imp hiding at the feast, but the imp informs Losknek the book was taken by someone with the black manacle of Sarish on their arm. Losknek informs the guests that the creatures that are plaguing the area are coming from a portal to Hell that only he can close. If the PCs retrieve the tome for him, he will close the gate.

A couple of alternative scenes are then outlined in case the PCs decide to try and close the portal themselves or try to cheat Losknek in some way (neither of these are wise decisions). The PCs must then seek the advice of a wise warmaster in order to gain background information to the adventure and learn they must enter the neighbouring country of Canceri, a country dominated by a triumvirate of three dark gods and their evil priests. Their aim is to retrieve the tome from the library of the capital of Canceri, Nishanpur, where the book has most likely been taken.

On the road into Canceri, the PCs have the chance to earn themselves a couple of useful magical items, one in an atmospheric dream scene. The PCs enter the border city of Kielmun. A variety of 'soft' encounters are explored, including the possibility of being hauled in by the secret police for questioning if the PCs do anything unusual. When the PCs wake in the morning, the city is in the process of being seized by an opposing faction (Nierites) to the rulers of Kielmun (Nerothians).

The PCs escape the city and are driven further into the depths of Canceri. After further possible encounters with a demon and a devil, gaining useful information from the accompanying NPC regarding Nishanpur. The PCs pay for a special mark that earns them protection from the guardian demons that enforce the law within Nishanpur (those without the mark can be robbed, raped or murdered - without intervention by the demons). Violence against another mark-wearer causes the mark to disappear.

Inside Nishanpur, several soft scenes allow the PCs to experience the vice, violence and plotting that simmers throughout the city. The PCs contact a sorcerer, Kelimrhe, who gives them details regarding the tome they seek, the name and location of the original tome-thief, a sorceress named Sulemei. He also wishes the PCs to uncover proof that the faction that Sulemei belongs to plotted the recent murder of Canceri's leader.

The PCs travel through a magic mirror to the place where the book is thought to be located, where they may encounter devils and evil acolytes, and an interesting encounter with a fallen Valinor, a powerful lawful-neutral servant of the gods who has been corrupted by Sarish, one of the dark gods.

The PCs eventually reach Sulemei's quarters and experience a couple of rather nasty demonic magical traps, but no Sulemei and no tome. They learn Sulemei (and possibly the tome) are attending a council of Canceri's high priests. If the PCs take the evidence they may find, proving priests of Sarish killed the Canceri leader, to the council of Canceri's priests, a riot breaks out in the council hall. Sulemei escapes through a magic mirror. If the PCs follow her, they land right in the middle of a dark ritual calling up a city-size Blood Elemental, which they must defeat by interrupting the ritual.

The PCs return the book to Losknek whilst in the distance Nishanpur falls into chaotic civil war.

The final pages are dedicated to background motivations for the NPCs, a new spell 'Neroth's Embrace' (shrivels appendages - ouch!), some information on Nishanpur and a new Prestige Class, 'The Ordainer' - these wizards are trained to redirect, leech and reflect magical energy.

The High Points: A complex, multifaceted plotline, thought-provoking NPCs with appropriate motivations and placement, a plethora of (intelligently-explained) demons and devils, an unusual dark setting, and expressive description and dialogue which adds flavour and atmosphere to the module. All the good things from Spear of the Lohgin have been repeated in this module.

The Low Points: Unfortunately, the typos, and game information set within boxed text have also been repeated. In addition, to my mind this module is less easily adaptable to your own campaign than Spear of the Lohgin was – it directly follows on from 'Spear' and makes more sense in this context. There are a number of plot elements that depend on the conflict between the three evil priesthoods of Canceri, and the plot hooks are strongly linked to setting-specific information. The module’s claim to be usable as a stand-alone adventure is true, but it would be a much weaker adventure.

Conclusion: Not as adaptable as Spear of the Lohgin, and stronger if used as a follow-on adventure. It's not for DMs who want an off-the-cuff adventure, which they skim read and then run. This needs a few reads to grasp it's complexities before running, and some pre-planning and thought as to running the NPCs and the optional scenes, to really make best use of it. It also repeats the mistakes of stats and read-aloud text found in Spear Of The Lohgin. But all the information is given to run a terrifying and memorable adventure.
 

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Von Ether

Legend
Blood of Nishanpur

The Blood Reign of Nishanpur is the second installment Paradigm Concepts' Canceri Chronicles, a series of adventure that focus on the malevolent nation named Canceri. Even though this lich-lead nation is part of Paradigm's Arcanis world setting, the adventure tosses out more than enough ideas to have a DM create their own intriguing necropolis city-states. In fact, Paradigm throws out supplemental encounters in Blood Reign that one could use as concepts for a whole spin-off campaign, more on that later.

The adventure is $9.99 for 32 pages with black and white illustrations and utilizes the inside covers of the stapled softbound book for the OGL fine print. The adventure is designed to challenge four to six players with 5-7 Levels of experience each.

Appearance:

Exterior
The front cover is swathed in the dark purplish tones of a Brom cover that has some sort of fanged creature hanging off an ancient wall, which is covered with pictograms. The back page has a well-dressed fellow in Renaissance clothes who seems that he could give Tim Curry a run for his money in the "Aren't I just evil?" department. The man's shadow is twisted into looking like it has a tail and horns. The man is also missing pupils from both his eyes as well.

Interior
The inside art ranged from fair to better than average, though some pieces seem darker than necessary. Even though the module has nice grayscale margins that show a section of a map and Mr. Evil, the text seems to be packed and is separated with by boxes and borders to organize the setting of scenes, NPC/monster stats, and a new prestige class. It's a very professional looking product.

The Adventure:
(Some spoilers)
The module starts by explaining the unique organization Paradigm Concept's adventures. Encounters are classified as being either a "Soft" or "Hard" point (stop smirking). A Hard Point is part of the plot and timeline for the adventure. The company suggests that while minor details should be changed to customize Hard Points, the GM should run a party through all of these episodes. There is a typo where a couple of points have missed classification, but it's easy to guess these were meant as essential encounters.

The Soft Points are optional events. However quite a few of them are so entertaining that most DM will want to see their players sweat these incidents out.

The adventure then sums up the previous adventure "Spear of Lohgin," so DM can assess how to integrate Blood Reign into their own campaigns. An outline of the Hard Points is given as well as a Glossary of Terms so that one doesn't have to be familiar with the world of Arcanis to play. Then the module goes into the details of each optional and essential encounter.

Some examples of the optional events (Soft Points) that could happen to the PCs are:
A swordsman who's looking to improve his reputation through a minor duel
A poisoning
Two demons who use a baby as bait and then make the PC decide between their lives and the child
A strange undead creature who gives out a magical weapon to get revenge on a necromancer
A Pet Cemetery/Ravenloft type of encounter
A funeral for the burial of a dead noble and his still-living wife
A polite and concerned evil night and his demonic steed
An underground lake of blood
Releasing a demon

A potential campaign idea in Blood resides in the fact that there are a few Soft Points that play off the idea called the "Mark of Saraish," where the only police force in Nishanpur is the demons that defend those who can pay for a protection fee. These Soft Points not only show the brutality of people who abuse the power, but also hint at an the beginnings of a rebellion against those abusers and a vision that the necromantic country is destined to fall someday. It is suggested that while it would be a long time before the evil is banished, the PC can eventually provide some help to the would-be rebels.

The essential timeline for the adventure also known as the Hard Points:
(Spoilers)
If the party participated in "Spear" there is a party in their honor, if not then the group is invited to participate in the party in a prelude to offering them membership is a special order of heroes. The only low point in the party is a Duke's confidence in PC that there seems to be demonic activity close to the borders. Then as if from the Arthurian myth of the Green Knight, an unwelcome guest arrives and begins the introduction to the quest.

A rather well dressed man (Mr. Evil) asks for hospitality and then proceeds to discover and interrogate an invisible imp that was hiding at the feast. It seems that the imp's former owner is dead and let an important magical tomb "The Book of Ymandragore" be stolen before it could be delivered to Mr. Evil. The man discloses he's a demon prince and then offers a deal.

A nearby Hellgate is opening and he'll close it if the presiding Duke has someone fetch the book. Hey, guess who volunteers? In swearing an oath to find the book, the PC's get good news and bad news; the good news is that they are now under the protection of the Demon Prince, which may make minor demons take a second thought to attacking the PCs. The bad news is that failure means the Demon Prince will collect on their souls.

The Duke helps out by giving them a spy contact in the city of Kielmun, the first lead they have on the theft. Under cover, the PCs get to the city to find their secret agent contact has evidence the book is in Nishanpur. The characters then witness the closing of the Canceri border by national troops for "security reasons."

The party gets to the strange city of Nishanpur to discover that the town inhabits a dome that was carved out a mesa by the countless generations of the city's poor. The PCs also face another tough decision. If they accept the "Mark of Saraish" at the front gate, they can roam the city mostly unmolested, but at the cost of accepting demonic favors. Those that refuse the mark are asking to be bait for criminals and abusive nobles within the tomb-like town.

However the PC's lead from Kielmun directs them to people who have an agenda. It seems that there are several factions of necromancers that are vying for the throne of head lich in Canceri, who was recently "assassinated." However the information their sources divulge is accurate and the PCs have to go mucking around an evil temple trying to avoid demons, evil clerics and a ritual. Evidence of the assassination (the new prestige class in the adventure provides a method of killing a lich) is found and the PCs have the chance to expose the guilty party in an arena filled with wicked and powerful people. The murder will escape through a magic mirror to summon a Blood Elemental out of the sea of blood that sits underneath the metropolis. In yet another twist, the ritual is drawing power from some sort of crimson crystal that is imprisoning some unknown creature, so even if the elemental is defeated something else is let loose upon the world.

The PCs get to glimpse what they release, an immolated figure that lives within a column of fire. The city is thrown into chaos by the passage of the creature as the Demon Prince returns to collect his due. Despite any mistrust or misgivings by the characters, the Prince is a good as his word and closes the gate but only after he baffles the PCs by ripping out and destroying only a single page from the book. He leaves the rest of the book behind.

Conclusion:
Good Stuff:
The adventure seems to have a good mix of politics and some serious combat. The adventure seems to have a trend of placing PC in circumstances of having to pick the lesser of two evils while traveling within Canceri. In order to survive, the party may meet with the frustration of witnessing injustices that they can't stop. But that makes the actions they do accomplish seem more rewarding. The Paradigm team also seems to be fairly imaginative and is able to introduce minor encounters that a party could spend a whole adventure on. The overall flavor is dark and tough, and may require some patience from players who have to choose which battles to fight and which ones to avoid. The prestige Ordainer Class presents the fascinating idea of a magic user who can absorb the spell levels and magical charges of other characters and use it to power metamagic feats, perform self-healing, and create a magic storm. There is also a new necromantic spell that shrivels up the appendages of a target creature.

Bad Stuff:
The adventure could have spelled out some ways to adapt the story to a generic fantasy setting. The task is not difficult, but newbie DMs may be intimidated by the task. There were also some typos, but overall a good presentation. The Ordainer class is presented in an abbreviated format with only one line each to explain the new class feats, but this is not as much a handicap as it sounds. One of the perquisites for the class includes an evil alignment and it seems that Paradigm Concepts intends this class to be for NPCs only.

Overall:
This one is a keeper for the stealable ideas alone on a necromantic nation alone. I imagine most Arcanis fans already own this little gem.
 


The second installment of the “Canceri Chronicles”, will further develop the Arcanis setting and deal with the succession of the vile nation of Canceri. The players involvement begins during their quest to uncover lore not meant for the eyes of mortal men. This adventure is designed for characters of 5th-6th level
 

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