Image credit: Dynamite Entertainment
Looking at these early Pathfinder comics as supplementary material and starting points for tabletop RPGs is far better justified than reading them just for the story.
Because at this point the story really falls apart, but there’s a nice attempt to at least make the somewhat bland blank slate characters feel more than what we’ve seen so far.
Trapped by goblins and their masters (or more importantly, their human “queen”?), our heroes are forced to drink cursed water and relive their traumatic past.
At least, that’s what I think was happening. That’s because art clarity only becomes an issue in the fight scenes and actively detracts from the visual storytelling throughout.
Not only does a lot of things happen in obscure ways, but there are also larger plot developments that don’t work with the art as is. It’s really scary in terms of the clarity of it and you have no idea what happened.
This is completely baffling, and there are also clues that this was also lazily written. The Pathfinder Chronicles excerpt talks all about the poisoned water that mutated the goblins, so this couldn’t have been some great mystery or some amazing trap that some bumbling heroes just walked into.
On the plus side, there are at least five pages worth of RPG material for use in tabletop games, as well as separate maps and posters. The comic story itself may be underwhelming (to say the least), but you can’t fault the effort to provide RPG players with new content for the Pathfinder games.
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