I’ve said this before, but I am really grateful that game lines can be supported electronically between larger releases. There are a lot of games that I really want to see remain visible, and these electronic support releases, either on a company website or on a place like DriveThroughRPG, demonstrate that the game is still being actively supported.
Today we’re going to look at an adventure for Fantasy AGE 2nd Edition. If the title Return to the Valley of the Whispering Titans sounds familiar, that may be due to your familiarity with the Fantasy AGE 2nd Edition adventure, The Valley of the Whispering Titans. This is both an updated version of the original adventure, as well as a sequel, with a new follow up scenario included.
Disclaimer
I was sent a review copy of this adventure by Green Ronin Publishing. I have not had an opportunity to run or play the scenarios in this product, but I am familiar with the AGE system and have played it in the past.
Fantasy AGE Journeys: Return to the Valley of the Whispering Titan
Writing and Design: Jesse Decker
Development: Jack Norris
Editing: Matt Click
Graphic Design & Art Direction: Hal Mangold
Art: Rael Dionisio
Cartography: John Wilson
Journey Through the Product
Return to the Valley of the Whispering Titan is a 20-page PDF, with the pages breaking down like this:
- Cover–1 page
- Title page–1 page
- Background material–6 pages
- Scenario 1–4 pages
- Scenario 2–4 pages
- NPC Statblocks–4 pages
The PDF is in a two-column layout, in full color, with the background, text, and header in light tans, browns, and greens. There is a map of the valley, and five pieces of artwork detailing NPCs, locations, and potential encounters.
What Are We Returning To?
In the background information, we find out about the location, its ongoing curse, and some of the malefactors currently inhabiting the valley. On either side of the valley, there are various enormous skulls, three on one side of the valley, and two on the other, with one near the passage out of the valley. The reason the valley is called the Valley of the Whispering Titans is that whenever someone is traveling through the region, they can faintly hear the voices, the voices of the beings to whom the skulls once belonged.
The oldest of the potential adversaries in the Valley, unless you count the titans themselves, is Mallorsa. Mallorsa would have been a mountain nymph, but because she was bonded to the land, and didn’t come into existence until after the titans’ skulls found a home in the valley, she’s become warped by the titans. She doesn’t directly work for Callem, but she does work in what she considers the general interests of the titans.
Callem Ressmil is a druid who was concerned about how the local settlements utilize nature, and after wandering into the valley, Callem began hearing the voices of the Titans. They convinced him that they could give him the power to protect nature. After years of dwelling in the valley, his connection to the titans began to physically change him and has warped his perspective on what it means to protect nature.
The Valley Huntsman is the spectral remains of a hunter who died within the Valley, cursed to continue haunting the region. Whenever an animal dies within the Valley, the Huntsman feels it, and can travel to that location. He can also animate the body of the recently fallen animal for his own purposes.
In addition to the three NPCs above, there are animated vines, swarms of giant mosquitos, corrupted animals, and the vinedolls, humanoid-shaped plant soldiers being grown for a push into the environs near the Valley, to expand the influence of the titan skulls. Each of the skulls has its own traits. The skulls are:
- The Learning Skull–spell-based stunts and some spells like divinations are cheaper to purchase here
- The Skull of Fear–characters can embrace corruption to summon corrupted animals and shadow and death spells are cheaper to cast here
- The Reaping Skull–at this site, you can spend stunt points to cause wounds that can only heal naturally and not with magic
- The Skull of Fortune–characters can trade health or magic for stunt points, and fate spells are cheaper here
- The Shaping Skull–characters can warp themselves to make themselves more physically powerful, and spells that transform something’s form are cheaper here
The three main NPC villains are all solid, evocative archetypes. I especially like the recurring danger of the Valley Huntsman inhabiting animals and using the animals form to attack the PCs, then leaving once the body has been worn out. Modifying stunt points and spell points is a solid way to model the subtler effects being caused by the presence of the skulls, and I like that the PCs could warp themselves or touch the corruption of the skulls to gain access to some abilities. It helps to underscore the idea that while it may not be possible to reach Callem, his story is a tragic one that could potentially happen to others who wander into the Valley.
Into the Valley of the Titans
For characters of level 5th through 8th
The first adventure is a standard location-based adventure. There are some hooks that may give the PCs more reasons to explore more of the Valley than they would if they were just trying to travel from end to end, but for now, there isn’t one specific nefarious plan they are trying to thwart. As the PCs travel through the Valley, they may decide that they need to limit the ability of the evil to spread.
Because it’s location-based, this adventure not only assumes you are running for experienced adventurers, but it’s assuming you have a place to put this Valley in your setting, and you have a reason that the PCs need to cross through the Valley to the other end. Because of the geography of the Valley, the PCs are going to pass near the Learning Skull and the Skull of Fear.
At the threshold of the Valley, they are attacked by corrupted animals, which are meant to be obviously acting in an unnatural way. The animals that attack them are animals that should not be working together, like boars and wolves. This is meant to let the PCs know that whatever is going on in this Valley is a perversion of the natural order.
If the PCs travel to The Learning Skull, they encounter Mallorsa for the first time. She doesn’t hide her nature as a fey creature, but she does feel them out to see if they are likely to follow the will of the Skulls, or if they are going to be a problem. Assuming they don’t give Mallorsa potential Titan Skull Cultist vibes, she points them toward the Skull of Fear for more answers. If the PCs are already aware that there are problems with the Valley, Mallorca is willing to portray herself as an innocent spirit trapped within the Valley by the power of the Skulls. If the PCs head to the next Skull as she suggests, the Huntsman has an ambush set up for them.
There are a few more ambushes on the way through the Valley, some connected to the Huntsman and his ability to inhabit dead animals. If the PCs make it to the Skull of Fortune, they find out that they can redirect control of the Skull’s special abilities to themselves, and away from Callem. Mallorsa may visit the PCs again at this skull, worried about what they are going to do with their knowledge, and she tries to convince them that there is a specific order in which they need to redirect the Skulls, which is a lie to give her time to set up ambushes and warn the others.
If they decide to use what they learned at the Skull of Fortune, they can cross back over the Valley to visit each Skull again, and if the PCs avoided the Skulls even when they were right next to them on the trail, this is the chance for them to run into those encounters. They can also move to the Shaping Skull, which is where Callem will confront them.
In addition to wresting control of the Skulls from Callem, the PCs can perform a ritual at each Skull to quiet the Skull’s voice and lessen its control over the Valley. If they do this at each Skull, the Valley will be free of overt evil and corruption for a long time.
If you aren’t going to come up with a reason for the PCs to enter the Valley, I think you may need to juggle some of the components of this adventure if you want to present it as a location based adventure where the PCs have all the information they need to start engaging with sites. I think the Skull that lets the PCs know they can wrest control of the Skulls from Callem should be the Learning Skull, mainly because it’s right next to the stream where the PCs are likely to see it and interact with it without going out of their way. If you make this change, Mallorsa’s deception about visiting the Skulls in a specific order can be introduced immediately.
While the adventure explains that interacting with the Skull of Fortune they learn how to attune to the Skulls, the ritual to quiet the Skulls is introduced near the end of the adventure and isn’t something they specifically learn at any site. It might work better to let the PCs know that they can quiet the Skulls, and Mallorsa can try to deceive them to tell them that they need to attune to the Skulls before they can quiet them, or else the people “trapped” by the Skull’s power will suffer. Otherwise, it seems like the ritual to quiet the Skulls is something they would learn if they asked around after they leave, and it may be challenging to keep the Valley a fresh encounter area if they decide to return and crisscross it all over again.
Rise of the Death Titan
For characters of level 5th through 8th, with an intervening adventure needed if you played through that one
If you performed the quieting ritual, the baseline assumption is that the Valley is quiet for a century. This adventure assumes that either you didn’t quiet the Valley, or somehow, Callem or whomever replaces him as the servant of the Titan Voices learns how to reverse the quieting. Corrupt creatures start coming from the Valley to the nearby lands to harass them, letting the PCs know that evil is still there, and is moving from passive to active.
The structure of the adventure is to take the PCs to each of the Skulls again. From the PCs’ point of view, they are getting clues as to what Callem or his replacement is up to. From Callem or his replacement’s point of view, they want the PCs to travel to each of the Skulls and shed blood there to seal in the ritual sacrifices that have been performed at each site. Each Skull has a clue to what is going on:
- The Learning Skull–”Blood becomes thought”
- The Skull of Fear–”Blood becomes instinct”
- The Skull of Fortune–”Blood becomes destiny”
- The Shaping Skull–”Blood becomes the body”
If the GM wants an additional encounter, there is an area of the Valley where an army of vinedolls is being grown, to serve the Titan as it’s conquering army. In this adventure, the GM is told that some routes through the Valley can just be clogged by animated vines, which is a little heavy handed, but it does make it easier to keep the PCs on track to engage with the content in the Valley. I also think it’s more acceptable to have this kind of “bumper” available for a follow-up adventure that’s meant to be an epic confrontation, as this adventure is.
The Reaping Skull doesn’t have a clue at the site, because this is where Callem/Callem’s replacement is performing the ritual to allow The Reaping Skull to rise as a 70-foot-tall skeletal colossus. In theory, this is just the first of the Titans to be animated in this manner, but one is enough to cause an enormous amount of damage.
What happens if the PCs pick up on the idea that they are shedding blood at each site as part of a ritual? Mallorsa is held in reserve in this adventure, so that if the PCs manage to skip a site without shedding blood, she will sacrifice herself to activate that site.
I always worry that “the ritual is ending just as you get here” stretches credulity, but the implication in this case is that the Titan is still powering up. Callem summons its full form, doing so before it’s fully charged up, so it’s not so much happenstance as it is pulling the switch early. In theory, PCs can outlast the Titan by keeping it active for an hour, burning out all the power that it’s accumulated.
This second adventure is a good example of how tropes that may be problems, can be structured to pay off. Mallorsa’s sacrifice is a good way to show the fanatical degree that she and the others have been manipulated by the Titan skulls. The Titan animating for a final fight isn’t just in time so much as, “okay, wake up for now, finish them off, and then you can sleep until you’re meant to wake up.”
My biggest wish for this second adventure is that a bigger loophole than, “whoops, you didn’t banish evil for 100 years” existed in the first adventure. Dropping a hint about some item that could reverse the quieting, and then letting the PCs know that item has been stolen would be a great precursor to this.
The adventure mentions that you may want to replace Callem if he was killed in the first adventure, and it implies that spiritual creatures can’t attune to the Skulls, so Mallorsa and the Huntsman can’t take over for him. I was wondering if you could just make sure he was some kind of physical undead to explain why he’s still around, so I went poking around the Fantasy AGE 2e adversaries section. This is when I realized that I have grown accustomed to the Fantasy AGE 1e adversaries section as well as the 1e Bestiary.
I was looking either for a suitable replacement, or for something that would let you present him as perhaps being mutated and changed to bring him back. In the 2e adversary section, you could replace him with a Warlock, either showing him as having left his druidic talents behind or being replaced by a new spellcaster. I was looking for a good special quality to add, but none of them really sung to me.
If you have the 1e books, there are a few good candidates:
- Give him the Eldritch special quality from the 1e Bestiary, to represent being mutated into an immortal servant of the Skulls
- Have it look like Callem, but the body is being puppeted by an Eldritch Crown loyal to the Skulls
- Replace Callem with a Charnel Knight that represents the herald of the ancient Titans
- Replace Callem with a Soul Harvester called from “elsewhere” to aid the Titans
As an aside, I’m looking forward to a Fantasy AGE 2e Bestiary.
The Time Has Come
The adventure has three very evocative, archetypical adversaries as the primary antagonists, one of which has a great excuse for playing hit and run with the PCs, and another that is a great conduit for roleplaying. The setting with the giant Skulls is evocative, and the special powers is just enough mechanical reinforcement to give them additional narrative weight. The second adventure has a good “backup plan” to keep the villain’s plot moving forward, with an associated cost, and frames the final battle well.
Running Up That Hill
There could be a few more “bumpers” built into the first adventure to entice the PCs to interact with the various sites, and getting false information from an NPC that costs the PCs additional time may not pay off when measured against frustration. The start of the second adventure could feel arbitrary if the ritual to quiet the Skulls was presented as a long-term solution.
Qualified Recommendation–A product with lots of positive aspects, but buyers may want to understand the context of the product and what it contains before moving it ahead of other purchases.
The only thing that keeps me from recommending this more broadly is that it’s a little trickier to drop a whole valley into a campaign that has been running for a while, and that both adventures are stronger together, but they require you to do your own cutting and pasting of content in between them to make them work.
While there is a lot of solid Fantasy AGE-specific mechanical effects with the Skulls and how they interact with spellcasting and stunts, the outline of this adventure works well with any fantasy RPG that’s okay with fantastical elements like 70-foot-tall skeletal titans. It wouldn’t take too much to adapt this for 13th Age, Shadow of the Weird Wizard, maybe even Dragonbane. If you’re looking for campaign settings where this would fit, the Old Margreve forest in the Midgard setting may be a good candidate. It’s large enough to have some hidden valleys in it, and the weird sleeping titans, corrupted fey, cursed huntsmen, and fanatical druids all work pretty well with the themes of that place.
If you are interested in taking a look at this adventure, or Fantasy AGE 2nd Edition, should you be so inclined, the links below are affiliate links that will send a small offering of power to me if you sacrifice some of your budget. Thank you!
https://whatdoiknowjr.com/2024/06/21/what-do-i-know-about-reviews-fantasy-age-journeys-return-to-the-valley-of-the-whispering-titan-fantasy-age-2e/
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