Today we’re going to take a look at the two most recent Starfinder Society Scenarios that are currently available for purchase, and let you know we thought. Although you’ll find references to events in each that I liked or disliked, and comments about specific characters, these scenarios are not explored in detail. It’s not my intention to spoil the events in these scenarios, or give summaries and full reviews, but to share my opinions and provide recommendations. That said, if you want to avoid even minor spoilers I recommend you check out a different article. Whether you intend to use them in home games of the Starfinder Roleplaying Game, sanctioned scenarios for use with the Starfinder Society Organized Play, or just want to read a nifty new adventure, we’ve got you covered! So sit back, and get ready to explore the Pact Worlds!
Scenario #1-16: Dreaming of the Future is a Tier 1-4 adventure written by Natalie Kertzner, Nate Wright, Sasha Lindley Hall, and Tineke Bolleman. Unlike most scenarios, this is a Quest. Each quest contains multiple one-hour long adventures that link together to form a cohesive story. These four quests send the PCs across the Pact Worlds. It begins in Absalom Station, but also visits Aballon, the Diaspora, Liavara and Verces. This scenario has the Repeatable tag, which means that you can play this scenario once per character (as opposed to once per player). One of the Quests, ‘River Rat,’ features Starship combat. This scenario tasks the PCs with unravelling the mysterious visions of a Liavaran Dreamer (Whisperer of Solar Winds) who works for the Starfinder Society, and obtaining three fragments of a sandstone tablet. Together, this tablet is thought to unlock a variety of tools and relics from a Pre-Gap Liavaran Dreamer, which will empower and enhance Whisperer of Solar Winds’ prophetic dreams. Maybe. The only recurring cameo from previous scenarios is from Venture Captain Arvin.
Ikeshti Congregant Merthinett from SFS #1-16: Dreaming of the Future. Illustrated by Nicolas Espinoza. Art courtesy of Paizo Inc.
This Quest works great as an introductory adventure for new players and GMs. It has lots of helpful hints throughout it, some fun player handouts, and is a real tour de force of the different kinds of scenarios you might play in the Starfinder Society. The first three quests can be completed in any order, although the fourth quest is the culmination of the previous three and should be done last. The first Quest is entitled ‘Megaplex’ and is set in the Towershadow region of the Megaplex settlement of ‘Striving’ on Aballon. This is a pretty straightforward Quest which involves a battle in and around cramped spaces, and some negotiation. It’s quite brief in feel, and was probably the Quest I enjoyed least. That being said, it’s also the easiest of the Quests to run and play through, so if you’re a new GM or player I highly recommend starting with this one! Megaplex utilizes Starfinder Flip-Mat: Urban Sprawl. The second Quest is entitled ‘River Rat’ and is set in the asteroid belt known as the Diaspora. It features a very strategic, unique starship combat which I really, really enjoyed. To make it even better, there’s some great opening social interactions you can engage in with your opponents before the battle. It was lovely to see! River Rat utilizes Starfinder Flip-Mat: Basic Starfield. The third Quest is entitled ‘Bad Chameleon’ and takes place in the sector of Verces’ Ring of Nations known as Vanos. This area is known for it’s high-end nightlife. In this scenario you’ll need to blend in among the wealthy clientele of this neighbourhood, and perform a heist. It’s very free-form, and really allows players to be creative. It has some fun social encounters and a delightfully foul enemy, with some creepy artwork which really made it memorable. I really enjoyed this quest. It makes use of the Starfinder Flip-Mat: Cantina. The final Quest is entitled ‘Nightmare,’ and is a lovely little delve into a ruin where you can utilize your tablet pieces and achieve your goals. If you can get past the obstacles contained within! Nightmare takes place on Praehan, one of the moons of Liavara. In addition to being a ‘dungeon delve’ style of adventure, it also features a bunch of awesome environmental hazards. You’ll have to deal with weather, atmosphere, gravity, and attempt to swim through liquid methane (which is much harder than it sounds). It has an exciting enemy with a great premise, stats, and art which serves as a wonderful climax to this adventure. I thought it was awesome. It utilizes Pathfinder: Flip Mat: Tech Dungeon. Overall, I really enjoyed this series of Quests, and highly recommend it — especially for newer players. I give it four out of five stars.
Prima from SFS #1-17: Reclaiming the Time-Lost Tear. Illustrated by Graey Erb. Art courtesy of Paizo Inc.
Scenario #1-17: Reclaiming the Time-Lost Tear is a Tier 5-8 adventure written by Larry Wilhelm. Yes, you read that right. Tier 5-8! It takes place on the scorching hot, barren moon called Repository, which orbits a planet in the Vast called Izal-4. There you’ll explore a dangerous complex filled with ancient, advanced alien technology. This scenario has the Faction (Second Seekers [Luwazi Elsebo]) tag, and continues the ongoing Scoured Stars storyline. It does not feature starship combat. This scenario tasks the PCs with acquiring a mysterious key that will lower the barrier around the Scoured Stars. It builds directly off of events that happened in Scenario #1-13: On the Trail of History, which in turn builds off events that happened in Scenario #1-11: In Pursuit of the Scoured Past. I highly recommend you play both of those scenarios before this one. As for the scenario itself? I really enjoyed it. But, beware! This scenario is challenging! It’s got some good environmental challenges, makes use of an interesting new kind of radiation, fun battles, cool traps, and has a great pay off in the end. There was also some interesting back-plot that you can unravel as you progress, which I always enjoy. This scenario features two custom maps, and no flip-mats. I give this scenario four out of five stars!
I hope you enjoyed taking a look at this months new Starfinder Society Scenarios with me! I certainly enjoyed reading them. Tune in later this week for out look at the new Pathfinder Society Scenarios!
My kids have grown to love play-by-post gaming over the last few months. They created their first Pathfinder Society characters back in December so they could play a scenario my brother wrote. Scenario #9-10: Signs in Senghor was a ton of fun. Mr. Ice, Bunny Paras, Paras and Enzo Jeggare accomplished their goals, made allies, and escaped the clutches of a dangerous monster. So when OutPost was announced they made the decision to move their characters online so they could play some more. In addition, they made their second characters. Lady Naysha and her beloved stuffed animal Miss Whiskers, the ever forgetful Fuzzzy and his clever owl Bobby joined the ranks of the Pathfinders.
Recently, they decided they wanted to do more. They each took some time to think, and registered their third Pathfinder Society characters. Today, we’re going to take a look at my son’s.
He wanted to make a paladin. He also wanted to make someone from Fuzzzy’s past. Someone who knew Fuzzzy before he was a forgetful old man. Someone who knew he was a hero. He’s a big fan of demons in his d20 games, which worked well with his concept. In no time at all, on the way to school, he announced suddenly:
“Mom, I am going to make Fuzzzy’s brother. He died too. But when he came back, he didn’t get to forget. He remembers. And it makes him really scared.”
Immediately, I smiled. “That’s a great idea! Do you think he’s going to give in to his fear?”
My son thought for a moment. “He will be very scared. He will shake and stuff and hide behind his shield. But he is a paladin, Mom. Even though he is scared, he will try to protect other people. He will be a hero even if he wants to pee himself in fear and run away.”
“That sounds like he is very brave.” I pointed out.
My son nodded. “The bravest!”
By then we were at school, so he waved at his friends and handed me his backpack. I reminded him not to talk about ‘demons’ too much in school — unsurprisingly a touchy topic for a grade one classroom — and off he went to play.
After school he did his homework (with only mild complaints), and slowly typed his way though his play-by-posts. He pulled out our Pathfinder books and began to look at the pictures. After dinner we say down to make his character.
Choosing a race, class, and religion was easy. Fuzzzy had been a human in life, and his brother would be one as well. He worshipped Iomedae, and was a paladin. We quickly discovered a favoured class bonus for humans that he loved: “Add +1 to the paladin’s energy resistance to one kind of energy (maximum +10).” He chose to go with Fire Resistance 1 to start with, due to his unfortunate past with demons. He knew he wanted to fight with a longsword and a shield. Dented ones! And some big heavy armour that was scratched. The same gear he wore in his battles in the Worldwound. He chose improved shield bash, and weapon focus longsword for his feats.
He also chose his stats quite easily: Str 18, Dex 10, Con 14, Int 12, Wis 12, Cha 8. Strong and healthy. A little smart and a little wise from his time in the military. But not very nimble — his armour is too hard to move in for that. And not charismatic at all! He’s so nervous and scared that it bugs people. Also, he’s used to friends turning out to be traitors and demons and things! So he doesn’t trust people very easily. He is too scared they might be demons in disguise to be good at making friends! He knew that the low charisma could be a problem for a paladin, but he decided he was fine with that.
Then something wonderful happened. As we were browsing through archetypes we came across two that he wanted: torturer crusader and warrior of holy light.
Tortured Crusader is an archetype from Pathfinder Roleplaying Game: Horror Adventures that represents a paladin who has lived through more terrifying and horrifying experiences than most. These events have left a scar on him. Perfect! It uses Wisdom instead of Charisma — even better! It gives him access to more skills per level than a normal paladin, and new skills. He gives up diplomacy and handle animal (fine with him!) and he gains access to survival skills, and a bunch of skills that would be super useful to a guy who tries to battle demons everyday. They can’t detect evil. Seeing the evil all around them only reminds them of how horrible life is. This could also help keep his new character scared all the time, since he has no idea where evil might strike from next! Their smite evil is also a little different. It’s less effective at level one, but later becomes more effective. My son thought this was alright with him. They can’t use their healing powers to heal others, instead he can only heal himself with them. This is because they want to protect others from evil so much, that they can’t ask others to fight beside them. Even though this is quite a downside for his healing powers, my son liked it. He decided that his character wanted to protect everyone from the pain and trauma that the demons caused him, so he would fight them all on his own. Also, this ability would give him extra uses of smite evil, which he thought was pretty cool. Soon he’ll also gain the ability to set conditions that could cause his healing powers to automatically trigger on himself. My son loved this idea, deciding that it was Iomedae herself, still granting him some extra help now and then.
The second archetype he liked is the Warrior of the Holy Light from Pathfinder Roleplaying Game: Advanced Player’s Guide. This archetype made him give up his spell casting. Instead, he can make a magical aura of light that makes himself and his allies a little bit better at fighting. Later, it can do other things, like healing ability damage, providing energy resistance, and even harming evil creatures. He immediately decided to give himself this archetype along with the trait, birthmark. His paladin would have a birthmark on his left palm that looked like a glowing sword. It works as his holy symbol, and helps him shake off charms and compulsions, which is really helpful against demons! When he gets access to his light abilities, it will be his holy birthmark that glows with light. When this happens, his scared paladin will turn into the man he used to be. Iomedae’s holy light will help him remember what its like to be brave.
From there, filling in the rest of his character was easy. He chose ‘a sure thing’ as his second trait, gave himself ranks in Knowledge (planes), Knowledge (religion), Perception, Profession (soldier), Sense Motive and Survival. He chose abyssal as his bonus language. And he spent his money on some good gear. A longsword, heavy steel shield, scale mail and some javelins. He also invested in holy water. He made sure to pick up a wooden holy symbol of Iomedae and a battered old copy of her holy text. His, from before his death. He also invested in a shield sconce and some torches. The rest of his gear was pretty basic: backpack, bedroll, so on and such. With a bit more tweaking, he was ready!
We painstakingly typed up his character sheet on our computer, registered him online. My son browsed through character images and quickly found one he liked. Then we spent some time writing his character biography.
He was ready!
So, on behalf of my son, we’re introducing Sir Lansle Eine. Brother of Fuzzzy. Paladin of Iomedae. Known to most as Sir ‘Scaredy.’
Sir Lansle Eine and his brother Sir Palad Eine were holy paladins in the service of Iomedae. They battled together in the Worldwound and saw many horrors. In the end, at twenty-four and twenty-five years of age, they died. But as the demon tore apart their bodies, Iomedae plucked their souls from the Boneyard and placed them in new bodies. They were brought back to life by their faith and devotion and self-sacrifice. But when they came back they were not the same. Death changes everyone.
Palad came back in the body of an old man, with no memory of his past life. He calls himself Fuzzzy now, and doesn’t remember Lansle at all. Fuzzzy has a pet owl who is very smart—a gift from Iomedae—who keeps Fuzzzy safe and on track. Lansle visits his brother often, but it always makes him both happy and sad. It hurts being forgotten.
Lansle didn’t change as much as Palad. He looks the same, and he remembers everything. That’s the problem. Dying at the hands of demons was terrifying and it left a deep scar on Lansle’s soul. He is scared of dying, and all the things that might make him die. But, he is still a paladin in his heart.
He can’t stand on the sidelines when evil is in the world. He won’t waste his second life.
Sir Lansle decided to do some good. He takes care of his brother, even though Palad/Fuzzzy doesn’t remember him. And he joined the Pathfinders. More specifically, the Silver Crusade. Through his missions he is going to make the world a better place. Even though it makes his knees shake, and his arms turn to jelly. He is a scared, but very brave, guy.
Luckily, my son had no trouble finding a game for him to play in. Sir Lansle is currently working his way through Scenario #7-10: The Consortium Compact. Stopping a shipment of horrible drugs from being spread across the Inner Sea? Definitely a good start!
I hope you enjoyed taking a look at my son’s new character. I know I enjoyed helping him make it.
If this doesn’t sound exciting to you, trust me. It is.
This is another wonderful play-by-post convention. It will be run in two sessions, with Session One running from August 13th to September 30th, and Session Two running from October 1st to November 12th. Anyone is welcome to volunteer to run a game, just like everyone is welcome to sign up to play a game. Currently, you can sign up for only three games, but come July 1st you’ll be able to sign up for however many games you desire. Most of these sign ups are first come first serve, but I have seen some that are going to be drawn by lottery. There’s already a wide variety of games up for offer, with more being added daily. Definitely check out the sign ups often. The majority of the games that are open right now are Pathfinder, with Starfinder coming in second. There’s also some Core Pathfinder games openly recruiting, and even some new Pathfinder Playtest sessions! Yeah! Now, that’s exciting!
Interested?
We are!
For full details on Play-by-Post Gameday VII, check out this wonderful discussion thread, Want to sign up to GM a game? Simply head on over to the website and scroll down to the bottom. Click on ‘Submit Another Game Listing,’ and fill out the form. Select what you’d like to GM from a list, and away you go.
What about players? Looking to join a game? Head on over to the website and take a look at the games currently recruiting. Be sure to keep an eye on the dates! Once you’ve found something you’d like to try follow the links and see if there’s space. Be sure to check back often, as new games are constantly being added.
If you’re interested in playing a Special, you’ll need to head on over to the website on July 1st, which is when registration begins.
I wish you the best of luck!
In other news, we’ve added a new feature to d20diaries. Take a peek up at the main menu riiiiight at the top. Custom Creations. This is where you can find anything I (or my children) have made for use with the Pathfinder or Starfinder Roleplaying Games. Free fan content. Currently in it’s infancy, this page will soon be home to NPC stat blocks, monsters, adventures, locations, archetypes, themes, races and more. All kinds of goodies from me, to you.
As you may have heard, the latest issue of Wayfinder Magazine was recently released. Wayfinder is full of fan-created content for the Pathfinder Roleplaying Game, and is a free download on Paizo’s website. Over the years they’ve made an astounding 18 issues of Wayfinder, as well as a Bestiary! Nearly every issue has a theme, with this latest one being Fey and the First World! So whether you you’re a fan of the fey, or a fan of free, I highly suggest you give this little gem a chance!
But, what’s inside it anyway? A lot! At around 75 pages for each issue, that’s a lot of free stuff! The articles inside offer new player races, archetypes, feats and spells. As well as new equipment, both magical and mundane. In addition to player options, there’s plenty for GMs with adventure ideas, plot hooks, characters that can be used as allies or enemies, unique monsters, and even short adventures. Both players and GMs can make use of a ton of locations, personalities and gazetteers that are described throughout. To round things out there’s also songs, poetry, and fiction. And let’s not forget the awesome art!
There was a lot that I loved inside Wayfinder 18. My favourite archetype was the ‘Bogeykin,’ a spiritualist who has formed a bond with a dead bogeyman that urges her to sow terror! This archetype is written by Calder CaDavid, features art by Adam Munger, and can be found on page 26.
For spells, check out ‘liar’s light,’ ‘mother’s embrace,’ and ‘seneschal’s rebuke,’ all of which are inspired by Eldest of the First World, and can be found on pages 34-35. These spells are written by Jason Daugherty and Wojciech “Drejk” Gruchala, while the art in that article is by Jess Door.
I’m not a big fan of style feats, so imagine my surprise when my favourite feats all turned out to be styles! I’d suggest giving both the ‘Cold Iron Style’ (page 37) and the ‘Quickling Style’ (page 50) feat trees a read. These are written by Stewart “Reduxist” Moyer, and Matt “Helio” Roth, with art by John Bunger.
If it’s gear you’re interested in, be sure to check out the ‘living spear,‘ a +3 living wood called spear which is home to a dryad! This sure-to-be-fun weapon is on page 39. If you’re a worshipper of the Lantern King, then you should also check out the ‘vagabond’s cloak,’ found on page 40.
There are a lot of cool new creatures inside, but my favourites turned out to be the poppy leshy, a CR 1/2 creature found on page 65-66 which has adorable artwork. I also love the zolavoi, a somber little CR 5 creature found on page 67-68.
My favourite campaign inspiration was a plot hook on page 48 entitles ‘Rise of the Gerbie,’ which was written by Amanda Plageman and features art by Adam Munger. I also adored the article entitled ‘Sailing Across Eternity: Locales and Personages of the Sea Without a Shore‘ on page 54. Written by Matt Roth, with art by Fil Kearney, this is a mini gazetteer which takes a look at a few super unique settlements located within the Sea Without a Shore.
My children also enjoyed the Wayfinder Magazine. My daughter’s favourite part was an article on how animal companions can become altered by the First World. This is in no small part due to the wonderful art of a rabbit shooting fairies out of it’s mouth by Beatrice Pelagatti. The article itself is written by Calder CaDavid and features a ton of cool, creative ideas. I’m sure my daughter will be using some in the near future.
Meanwhile, my son’s favourite part was an article about the unintended side effects of bartering with fey. I highly suggest you check it out for yourself on page 14. Entitled ‘First World Trade,’ it’s written by Taylor Hubler, and features art by Jeremy Corff. It’s hilarious!
Want some more Wayfinder? Be sure to check out their many, many other issues on Paizo’s website!
Want to contribute to the next Wayfinder issue? You can! The next issue’s topic is Stafinder: Absalom Station! Head on over to the Paizo message boards, here, for more information on how and what you can submit! Each person is only allowed three potential submissions, so send your best! My children have both already submitted a creature each for consideration, while I’ve penned a ‘Weal or Woe’ article which I’ve submitted for consideration. I’ve also got an archetype and a theme in the works, but we’ll keep those under wraps for now. If you don’t own them, be sure to pick up the Starfinder Core Rulebook, and Starfinder Roleplaying Game: Pact Worlds before penning your submissions. Best of luck!
I hope you’ve enjoyed checking out the contents of the latest Wayfinder with me. If you happen to have contributed to it: Thanks! And if you’re thinking of applying for the next issue: I wish you the best of luck!
My husband, my children and I headed out for a trip to our local game shop. There’s a few places you can go in Winnipeg for RPG products, but our shop of choice is Game Knight Games and Cool Stuff. It’s a bit of a trek to get there, two buses and at least an hour and a half of travel time for us, but it has a great selection of RPGs, board games, miniatures, and collectible card games. They also have a spacious game space. It’s a wonderful store. The buses were accommodating, and we made good time. In no time at all we headed inside and perused the goodies on offer. There was quite a selection! Over ten books to choose from, but with only one per customer. Luckily, there were four of us.
Deciding we should pick out our purchases before picking up our free RPG books, we spread out around the store to browse.
For Father’s Day, we wanted to get my husband a book of his choice, so we set him loose on the store. He ended up choosing Pathfinder Player Companion: Blood of the Ancients. Those of you who follow this blog will know that I’ve been dying to get my hands on this awesome new release, so we were very pleased with his decision. Haha.
My kids also got a small budget of five dollars to spend on themselves. Not much, I know, but they accepted the challenge with enthusiasm. My daughter fell in love with a set of pink dice, which was too expensive. As she agonized over the cost and attempted to convince me she would empty out her piggy bank (which contains about two dollars) to make up the difference, my son browsed the boxed minis. All too expensive, of course. So, the three of us moved on to the singles cabinet. They looked over the plastic pre-painted minis, and squealed over all the expensive ones. They each found a mini they liked, but we moved on too keep browsing. In the end, they pooled their budget and picked out three boxes of unpainted miniatures. Pathfinder Goblin Pyros (89002), Dragoth (Dark Heaven Bones, 77201) and Shadow Hound (Dark Heaven Bones, 77366) which is a lovely clear purple colour.
With our purchases in hand we headed over to peruse the Free RPG books up for offer. As already mentioned, there were a lot of cool choices, most of which we didn’t know anything about. Exciting!
My six-year old daughter immediately scampered over to the table and swept up Skitter Shot! While I grabbed We Be 5upergoblins! This left my son and my husband a bevy of books to browse. In the end, my husband settled on a book for Numenéra, which he had heard good things about. My son fell in love with the maps inside a Dungeon Crawl Classics book, so he hugged it close, I paid for our products and left.
We took a walk down the road for lunch to eat at a local Mexican restaurant called Carlos and Murphy’s, which everyone enjoyed, and then headed home for the best part: reading them. In short: they were awesome!
Dungeon Crawl Classics, by Goodman Games, came with basic rules and character details for making characters of up to second level, as well as character creation rules and two different adventures. One for level 0, entitled ‘The Portal Under the Stars,’ and one for level 2 entitled ‘Man-Bait for the Soul Stealer.’ This game has a definite old-school D&D feel to it. Also, it’s SUPER deadly. You roll up a bunch of meek peasants and hopefully one of them will survive long enough to reach level 1 where they can choose a class. The random character creation rules were quite fun, and the adventures were entertaining. My son loved all the black and white artwork in this book — of which there was a lot! He also loved the maps. All in all, it’s not my cup of tea, but as a family we liked the system — especially my son. He’s super excited to get to put it on his bookshelf, instead of mine. For the full rulebook, pick up: Dungeon Crawl Classics .
‘Ashes of the Sea’ is a complete adventure for the Numenera Corebook, which uses the Cypher System and is published by Monte Cook Games. The adventure is written by Sean K. Reynolds. Chances are, both of those names are familiar to you. Haha. In addition to containing the adventure, it also contains details on the setting, some of the rules, a mini-bestiary, a link to a collection of pre-generated characters. It also comes with a nifty coupon that could earn you a second free adventure if you purchase a Numenéra sourcebook from the same store you got the Free book from. A pretty solid pay off! We really enjoyed the Cypher System, although it will certainly take some getting used to. I also like that the focus of the game is discovery. Not battle or influence. Discovery. I feel like it’s going to be very character and role play driven. I can’t wait to give it a try.
‘We Be 5upergoblins!‘ is a level 6 Pathfinder Module written by Crystal Frasier. It’s the fifth instalment in the much beloved ‘We Be Goblins’ series. It should go without saying — but I’ll say it anyway — that this adventure was AWESOME. Hilarious. Entertaining. I burst out laughing many times while reading it. It’s just a ton of fun! It’s also sanctioned for Pathfinder Society Play, which is an extra bonus, and comes with four regenerated goblins: Chuffy Lickwound, Mogmurch, Poog of Zarongel, and Reta Bigbad. So what’s up this time around? These crazy goblins explore the wonderful world of Bagland. It’s awesome, I promise. My kids particularly enjoyed the character ‘Golgum the Tall.’ And the ending? So good! If you didn’t get your hands on this amazing product, don’t worry. You’ll be able to download it for free on Paizo’s website in two weeks or so, and can purchase a physical copy for around five dollars American.
The last book we got out hands on was ‘Skitter Shot,’ which is a level two module for the Starfinder RPG written by Jason Keeley. It’s sanctioned for use in the Starfinder Society, and even gives you a boon which can (with a lot of work) allow you to unlock Skittermanders as playable race! AWESOME! But, enough about the boons, what’s up with the book? This delightful adventure lets your players take on the role of four adorable and enthusiastic skittermanders who work on a salvage ship with their vesk boss. Unfortunately, their boss went out to scavenge what he could from an abandoned luxury liner, and hasn’t returned! Lucky that skittermanders love to help! The pregenerated characters are really fun to play and sufficiently unique. The adventure was a lot of fun. So fun, in fact, that we played it today.
The verdict?
It’s a BLAST. I highly recommend it.
If you weren’t able to get a copy on Free RPG Day, a free download will be available in another few weeks on Paizo’s website. Keep your eyes open!
The products we purchased were great. My kids love their new minis, and Blood of the Ancients was as great as my husband and I hoped. I’ll be dedicating an entire post to it later this week.
I hope a lot of you got out to Free RPG Day! If you did, I’d love to hear what kind of products you got your hands on, and what you thought of them.
Today on d20 diaries we’re heading back to Wati for more of the Mummy’s Mask Adventure Path! That’s right! It’s game night! So while all of our kids settled in for a night of movies and popcorn, we adults cracked out our dice, scrambled around for our character sheets and settled in to play!
Mummy’s Mask is a six part adventure path for the Pathfinder Roleplaying Game, intended to bring your characters from level one to around level seventeen. This campaign takes place in the deserts of Osirion, and involves trap-filled pyramids, haunted tombs, scorching deserts, bustling bazaars and more undead than you can shake an ankh at! The Mummy’s Mask Player’s Guide is a free download on Paizo’s website, and contains a ton of useful information for players looking to make characters that have lasting ties to the campaign. For more information on Osirion, you can pick up Osirion, Legacy of Pharoahs. Players looking for desert-themed character options can also check out People of the Sands.
When we last left our quirky crew of heroes, commonly known as the Fateway Five, they were standing in the Sunburst Market surrounded by the dead. Or, rather, the recently destroyed undead. The team had been present at an auction which had been rudely (and violently) interrupted by a pack of roving zombies and a particularly angry crawling hand. After saving the other attendees and laying the smack down on some undead, they headed out into the city to find Wati under attack by walking corpses. Without hesitation they waded into battle, saving more than a few familiar faces. But on the wind they could hear the screams of the living, and the rasping groans of the dead. The battle was far from over.
Wati was under attack. But from where? And why were the dead rising?
The Fateway Five paid a quick visit to the three local churches in order to coordinate a plan to save Wati and then set their sights on the town. But first? Gear. Having just come from a fancy auction with the nobles of Wati, they were more than a little under-equipped for battle. Or rather, some of them were. Arc had shown up half naked with a bag of dirt on his back, like always. But Nazim and Kasmet had attended in finery and jewels! Jewels would not win a battle. And finery? It would get torn and stained! They needed their gear, which was tucked away safely in their rooms at the Tooth and Hookah.
As they turned to leave the Sunburst Market they heard some loud screams. Women! Lots of them! And infants….
Immediately my players looked at each other and nodded. They all agreed without argument that paying a visit to Insula Mater (the local hospital dedicated to the care of pregnant women and infants) far outweighed their need for gear. And so, dressed in their finery and under equipped, the Fateway Five rushed off in the opposite direction, to Insula Mater.
Insula Mater is a large, multi-level building with easily locked and shuttered windows and lockable doors. The grounds are surrounded by manicured bushes in order to offer the women and infants on the grounds privacy. Insula Mater is run by a learned and weathered cleric of Pharasma known as Auntie Jehuti, staffed by a team of six other Pharasmin midwives known as the Mother’s Handmaidens, and guarded by a small contingent of holy guards. As the group arrived on the scene they found the windows shuttered, and doors locked. Two guards stood in front of the building’s doors, fighting off two zombies, with two other guards flanking the zombies from the other side. The zombies would not live long. But from the upper windows came panicked cries and the wailing of infants. Another voice rang out above the din, shouting: “We’re missing one! We’re missing a mother!”
Knowing that the two residents of Insula Mater with whom the Fateway Five had shared an evening with had signed themselves out for the evening and were currently safe at the Grand Mausoleum, the group all knew that their companions were not the mother in question. With worry, they left the guards to deal with the zombies and scoured the grounds for the missing woman. They found her easily, engaged in an argument with a guard on the corner of the grounds. It was Keera, a confident pregnant woman they had met earlier in the day, with nasty scars across her face from some kind of clawed creature.
The guard was urging Keera inside, proclaiming: “It’s not safe.”
Only for Keera to reply. “You’re right. It’s not.”
Suddenly, from behind the bushes burst a quartet of zombies, all of whom moved to attack the poor guard. He howled in pain and moved to protect Keera, while Nazim let out a loud ululation and charged into battle with his khopesh raised high. Kasmet dashed into the fight right behind him, while Arc moved to help Keera. Much to their surprise, Keera began to cast a spell, proving herself much more capable than they expected.
The zombies began to fall under the player’s attacks, while the guard was heavily wounded. Kasmet tore into the zombies with her claws, Nazim swung his khopesh, and Arc pulled out a dagger and cut up the zombie’s arms. Suddenly there was a flickering of magic, and some grotesque-looking wild dogs appeared on the battlefield. Keera’s spell was complete! Her dogs let out a growl and attacked the guard. Keera stepped back away from the fight, let out a series of manic laughs and began to cast another spell.
Needless to say the Fateway Five was confused! Arc tried to get through to Keera (because clearly she was delusional! Right…?), while the rest of the team put an end to the zombies and slaughtered the magical dogs. The guard fell during the battle, while Keera laughed and danced away from the group with a dagger in her hand. She intoned a prayer in a foul language and sent a pulse of evil energy out at the PCs. The only discernible word the PCs had understood was a name: Lamashtu. Goddess of monsters, madness, pregnancy and deformity.
In a rage, Nazim charged at the woman and cut her down, ending her life with a slash across the throat. As she gurgled in surprise, Nazim and Arc got to work on attempting to save her baby. With one of them a trained midwife, and the other a gifted healer, the odds of the child surviving were pretty high. Confident in their abilities, and well aware that she was near term, they performed an emergency cesarian, cutting the infant out of her mother’s womb, only to discover the baby was a hideously deformed monster with crooked hoofed feet, horns on its head, and a scaled tail. While Kasmet raised an eyebrow at the proceedings, Arc and Nazim were unphased by the child’s appearance, caring only for it’s health. During the operation a guard came upon them.
Many of the enemies mentioned today can be found in Pathfinder’s Bestiary,including skeletons, zombies, and shadows! This book is available in hardcover, and a small, softcover edition.
Covered in blood, with a nearby guard killed by the teeth of a dog (which could be easily confused with those of say… Kasmet), and a dead pregnant woman at their feet, a guard commanded them to stop. Nazim and Arc refused. Instead they finished delivering the baby, and ensured it was hale and healthy. Then they passed it off to the guards, explained what happened and moved to leave. The guard didn’t believe them at all. Perhaps due to the unbelievability of their tale, the evidence that seemed to point to their guilt, or their HORRIBLE social skills. But, in the end, he let them go anyway, clearly deciding that bringing an infant into battle against three warriors was a horrible plan.
After that emotionally draining experience, the Fateway Five hurried off to the Tooth and Hookah to pick up their gear. On the way they ran into a pair of clearly wealthy people, who were battling a group of six zombies in the road. They seemed experienced with their weapons, and unworried about the entire ordeal. Nazim let out another ululation and rushed into battle, with Kasmet and Arc following close behind. The battle was over quickly, and the moment it was, one of the unknown warriors, a dashing middle-aged man with a charming grin, gave Kasmet’s hand a kiss and began to flirt with her. The other unknown warrior, an imperious woman in her late twenties, rolled her eyes.
“You’re an embarrassment,” she told the man.
The man laughed, and introduced himself to the group as Ahben. He continued to flirt, which Kasmet accepted with a swish of her tail and a purr.
“We need to go home,” the woman pressed.
“Nonsense, Hakor! We have business in Bargetown.” He then proceeded to ignore the other woman’s complaints and explained to Kasmet, “I have a friend I need to visit before they leave. Perhaps we can see each other again, in a more intimate setting.”
Kasmet agreed, then was left in a bit of a daze as Ahben and Hakor turned to leave.
Hakor shook her head in disgust. “You’re the worst father.”
“Oh, don’t be silly.” Ahben remarked as they left. “It’s well known I’m a wonderful father. Just ask your siblings.”
The woman didn’t seem amused.
As the Fateway Five watched the wealthy pair walk away, Kasmet’s heartbeat returned to normal and she finally realized where she had heard the names Ahben and Hakor before… Ahben was the Patriarch of House Okhenti, one of the most powerful families in Wati. He was a member of the city council, and well known for taking care of his many children by giving them government jobs, and seeing to their martial training. His many, many, MANY children. For Ahben was notorious for having hordes of lovers. His legitimate children were known as the ‘Scions’ of House Okhenti, while his bastards were simply his children. All of whom he took to live with him on his vast estate. Much to the displeasure of his wife. In fact, the Fateway Five had met two of Ahben’s son at the auction earlier that night: the pompous Scion of House Okhenti, Khammayid Okhenti, and the irreverent Teos Okhenti. And Hakor? She was Ahben’s eldest child, a Scion of her line, and set to inherit her family’s wealth and estate.
Kasmet shared what she knew of the man with her companions as they made their way to the Tooth and Hookah. There were a few zombies out front which they dealt with quickly, before being ushered into the building by its owner, Farhaan. The Fateway Five had little time to rest. They quickly re-equipped themselves, ensured the Tooth and Hookah was secure, bid their patron farewell, and headed back out into the night. They headed right for the front gate, but as they passed by the many courthouses along the way they came upon a grotesque sight: fresh corpses lined the road. The PCs approached closer, to discover that many of the bodies were Voices of the Spire, and all of them were missing both of their eyes.
“Oh, gods,” Kasmet gasped while Nazim intoned a Pharasmin blessing over the corpses. “Back in the time of Wati’s first occupation, a common punishment for lawbreakers was enucleation: the removal of the eyes. It’s still practised in some places today, but not here. Once though… Hmm… There was a judge who was known for plucking the eyes out of people for even the simplest offences. A task he would carry out with his own bare hands. They called him ‘Old Eye-Taker.’ And he operated out of that courthouse.” Kasmet pointed to the ancient looking court one building over.
“That’s horrible!” Arc exclaimed.
Kal appeared out of nowhere and let out a laugh. “Hey, sometimes losing an eye is a blessing! Like if they had to look at your ugly face every day!”
Nazim clanged his khopesh onto his shield. “Enough bickering! We must find the culprit.”
And with that the group raced down the road to the courthouse.
Inside they found an undead trial in session. Four skeletal bailiffs presided over a criminal kept on trial against her will. It was Ankhet, a young dwarven member of the Voices of the Spire, whom they were acquainted with. She was unarmed and bruised, with a look of terror on her face. Presiding over the courtroom was a bloody skeleton wearing a judge’s robes with a black fez on his head. It was Old Eye-Taker, himself! Back from the grave!
He slammed his gavel on the wooden podium. “And the verdict has been rendered! You have been judged guilty!” the skeleton announced. “Those who sin against the pharaoh should forfeit the souls their eyes house. Therefore, your punishment is enucleation, to be carried out IMMEDIATELY!”
Nazim burst into the room with a shrill ululation and raced down the aisle towards the front. Arc hurried around the sides, hugging the wall in an effort to get to Ankhet before she lost an eye. Kasmet dashed over pews and benches, tumbling up and around to the other side, in the hopes of flanking the skeletons with Nazim.
“ORDER IN THE COURT!” Old-Eye Taker howled. “GET THEM!” After ordering his bailiffs to attack the PCs he moved down from his podium to attack Kasmet. He gave her a shove and tried to pin her down, in an effort to take her eyes.
Kasmet shrieked and squirmed, and managed to evade his grasp.
Meanwhile, Kal let out a series of ‘eye’ jokes. Then came one of the most enjoyable parts of the session: I challenged my players to come up with eye jokes while we played. Every turn Kal would shout out a new joke or pun and whoever called a new one out first would get to choose it. Everyone took to the challenge with glee, shouting out puns that ranged from obvious to witty. In the end, my sister-in-law ended up giving Kal the most lines, a victory worth celebrating!
Back in Wati, Arc readied his quarterstaff and waded into battle with the skeletons who held Ankhet prisoner. He urged her to help, but she was too scared, leaving Arc one heck of a challenge! The bailiffs all moved to try to capture and pin down Kasmet, which proved very difficult. Nazim smashed them to pieces with his shield, while Kasmet tumbled around, flanking with Nazim in order to get her sneak attack damage on the skeletons, all while evading their efforts.
Soon, Ankhet was free, and only Old-Eye Taker was left standing among the enemies. United, the group made quick work of him, and promptly stole his wonderful fez. Even better? No one lost an eye.
Arc quickly tried to get Ankhet ready to move, a task made extra difficult by the rude cat making eye jokes from Arc’s plant-bag. With the dwarven woman ready to move, Arc healed everyone and they set out for the gates to the Necropolis. There they hoped to discern if the undead were escaping from inside the Necropolis, or were coming from somewhere else. But, as they reached the road they felt a sudden pulse of foul energy roll through them. A moment later, the eyeless dead shuddered and twitched, and climbed up onto their feet. They had become freshly risen zombies! This wasn’t the first time they group had felt such a feeling, or seen freshly killed dead rise…
“Necromancy!” Nazim shouted. “An affront to the Lady of Graves! We must find the source of this evil!”
“Less talking, more killing!” Kasmet shouted back. She dashed into battle as the zombies tried to gain their footing. Meanwhile, Arc drew his dagger and Nazim let out an ear splitting ululation before charging at the undead with his khopesh. Ankhet stood there in stunned terror.
Kal waved his paws in front of her face and laughed. “HA! Look at her! She looks half-dead herself!” he told Arc’s rabbit familiar.
The little rabbit twitched her nose, wiggled her ears and then shook her head once.
“What? It’s FUNNY!” Kal replied. “You’re too kind!”
By the time the silvanshee was done making his jokes at poor Ankhet’s expense, the battle was over. Eight weak undead stood little chance against the Fateway Five.
Arc sheathed his dagger and turned to face Ankhet. “I’m sorry about your friends. But we have no time to mourn. Wati needs us.”
The group hurried the rest of the way to the Necropolis without further trouble. There they found the gates shut and barred, with a great wailing and banging on the other side. The voices of dozens of undead moaned and screamed on the other side of the gate, their fists pounding against the doors and the walls. Bal Themm stood at the gate, bracing it shut with her body alongside two other guards from the Voices of the Spire. They strained with all their might, but with each bang from the other side the entire gate shuddered.
“Fateway Five!” Bal shouted at the sight of them. “Come here! I need you to deliver a message to the Precinct of Left Eyes! It’s the base for the Voices of the Spire. Tell them we need reinforcements! And we’re out of holy water!”
The group urged Ankhet to join the other Voices before turning away, when they suddenly noticed a strange sort of shifting ripple across the gate. Two undead shadows emerged from the Necropolis and into the road, passing right through Bal Themm and the other guards.
They gasped in pain.
“Hold your… post…” Bal groaned, but the other two guards broke ranks and ran. Weakened and surrounded by undead spirits, Bal held her ground alone. She did not flee.
Nazim let out another ululating cry and held his holy dagger, the Fate Blade, to the sky. He prayed to Pharasma, causing a burst of holy energy to surge out of his dagger. The shadows howled in pain. Kasmet quickly pulled out a few vials of holy water and began tossing, while Arc grabbed Ankhet and dragged her to the gate.
The shadows surged forward at Nazim, who combatted them alongside Kasmet with holy water and divine power, giving Arc the opportunity he needed to help Bal hold they gate.
BANG! BANG!
The gate shuddered, and the undead moaned. Finally, Ankhet seemed to realize that if she didn’t help, the gate would fall, and she would die. Together, she and Arc helped Bal Themm. A few moments later, Kasmet joined them. Nazim struggled against the incorporeal horrors, but he never lost his faith, and soon he defeated them with the powers of his goddess. Tired and weak, he let out a victory cry. Then he pulled out his portable ram and helped use it to brace the gate. Kasmet and Nazim moved over a wagon, then some heavy crates and other heavy objects scavenged from the nearby roads and buildings.
The undead continued to wail and bang loudly against the gate, but it held firm. They had secured the Necropolis Gates.
Arc did his best to treat Bal Themm’s wounds and heal some of her strength damage, then did the same for Nazim.
“Go on,” Bal urged them. “Get the reinforcements.”
Ankhet took a deep breath and nodded. “I’ll stay here.”
And so the Fateway Five headed off down the street and over a few blocks to the Precinct of Left Eyes, home to the Voices of the Spire, and the city’s prison. They could tell there was trouble even before they neared. The wails of the dead mingled with the cries of the living. The clash of steel, and the thudding of flesh on shields thumped below the din, like the drum beat of a wild, savage song.
They quickened their pace and emerged to a great battle. A large group of the Voices of the Spire’s holy warriors stood on the building’s front steps, locked in mortal combat against a thong of undead. Their Commander, Nakht Shepses, stood among them, with his second in command, Shenanda by his side, battling like any other soldier. On the other side of the undead, surrounding them, were other Voices of the Spire warriors. Although the undead were many, the Voices fought with skill and determination. Many of them fought undead on a daily basis, and let neither fatigue nor panic interfere with their duties. Clearly, the skeletons and zombies in the throng stood no chance.
With a cry, the Fateway Five charged into battle, fighting alongside the Voices to bring an end to the undead assaulting this part of the city. Upon the defeat of the final undead, Commander Shepses began giving orders to his troops. He was organizing them to reequip and begin patrols of the Necropolis walls. As expected, they were going to use their resources to keep the undead within the Necropolis, instead of helping the living survive.
The Fateway Five tried to push their way through the Voices in order to reach the Commander, but had no luck. Fortunately, they had fought alongside Shenanda on multiple occasions. When she saw them she made her way through the crowds to them.
“What is it?” she asked without preamble. “Have you come to help?”
“Undead are trying to batter down the Necropolis gates. There’s only two guards there. They need reinforcements.” Kasmet explained.
“And holy water!” Arc added.
Nazim locked eyes with Shenanda. “That’s not the worst of it. Shadows slipped right through the gates. If we would not have been there, the gate would have fallen, and Bal Themm would be dead.
Shenanda looked shocked. “Shadows slipped through the door? You’re sure?” As the others nodded, Shenanda shook her head. “That should be impossible…. The gates and walls are warded to prevent undead of any kind–even incorporeal spirits–from passing through. How did… What is…” She shook her head. “I’ll inform the Commander immediately. Thank you.”
Shenanda slipped back through the crowd and the Fateway Five took the opportunity to follow her. The Commander was shocked at her news. “Send word to the Grand Mausoleum. We’ll need their clerics to assist in reconsecration.”
“We can do that!” Nazim suddenly blurt out. “We need to return there shortly, to inform High Priestess Sebti of your plans.”
Commander Shepses eyed the group with a mix of suspicion and disdain. “Very well. Be gone then. Ensure you don’t lapse in your duties.”
Nazim nodded, and the group turned to leave.
Kal chose this moment to begin speaking again. “MAN! This jerk has a huge stick up his butt! You think he’d give us a thank you or something!”
The Commander glared at the cat (and it’s presumed owners) before ignoring them completely.
Arc blushed brightly and stammered out an apology, but the Commander was already in conversation with a priest. They spoke about summoning psychopomps to combat the undead.
Nazim’s furry jaw dropped. Unable to resist, he pointed out that psychopomps were dangerous creatures. Although they did hunt and destroy undead, many had little care for the living. Such creatures could be incredibly dangerous to the populous!
Unfortunately, The Commander ignored his warnings, and returned to his conversation with the priest.
Nazim frowned. Turning to his companions he growled, “We need to tell High Priestess Sebti. NOW.”
“We promised Manaat we would fetch her family before returning to the Grand Mausoleum.” Arc pointed out.
Kasmet nodded. “They live right against the Necropolis walls, Nazim. They could be in trouble.”
Nazim considered this, then nodded. “You’re right.” He pointed off towards the slums of the Asp District. “Let’s go!”
That’s all for our adventures in Wati today! I appreciate you coming along for the ride. Keep your eyes peeled for an upcoming post, wherein the Fateway Five battle their way through the slums of the Asp!
Moving on from hardcovers into softcovers, we come to Pathfinder Campaign Setting: Distant Realms. Inside this book you’ll find details on six completely different planar cities, complete with maps, history, locations and the cities movers and shakers. Which six cities does it contain? I’m not sure about all of them, but I do know you can expect to find the city of Dis in Hell, the isle of Yulgamot on the Astral Plane, Basrakal (I have no idea where that will be…) and, my personal favourite, Shadow Absalom! Colour me intrigued!
We’ve also got two other awesome adventure path volumes coming out. War for the Crown, which has been spectacularly popular, is getting it’s second last instalment! That’s right! War for the Crown: Part 5 of 6: The Reaper’s Right Hand! And on the Starfinder front? The finale of it’s first adventure path! Dead Suns: Part 6 of 6: Empire of Bones! I cannot wait to get my hands on that bad boy!
On the Flip-Mat front we have two to peruse this month. Pathfinder Flip-Mat: Bigger Village is a super-sized play mat which features a desert oasis village on one side, and a walled village on the other side. Both sides seem quite nice looking, and rather usable. The second flip-mat is a super popular mat reprinted. Which one? Flip Mat: Classics: Pub Crawl! One side features a street lined with taverns, while the other is an expanded Flip-Mat: Warehouse for a more cheap and grungy kind of bar. This one’s bound to see a ton of use in PFS play, so I’d get your hands on it while you can.
Near the end of this month we’ll have two new Pathfinder Society Scenarios, and two new Starfinder Society Scenarios to dive into. PFS: #9-22: Grotto of the Deluged God is a tier 1-5 scenario that tasks your PCs with investigating a shipwreck and contributes to the ongoing storyline of the Concordance faction. Meanwhile, PFS: #9-23: The Ghol-Gan Heresy is a tier 7-11 scenario that lets you take on the Aspis Consortium alongside your grippli allies! In addition to continuing previous events in the Kaava Lands, this scenario also contributes to the ongoing storyline of the Exchange.
SFS: #1-16: Dreaming of the Future is an exciting scenario! A series of four one-hour long quests that task your players with investigating the prophetic visions of a Liavaran Dreamer. These quests take you far across the Pact Worlds, into the Diaspora, Aballon, Verces and, of course, Liavara. This scenario is for tiers 1-4, features starship combat, and is REPEATABLE. Awesome! SFS: 1-17: Reclaiming the Time-Lost Tear is a tier 5-8 scenario. Yup, you heard that right! Tier 5-8! Even more exciting? It continues the story of the Scoured Stars! Pardon me while I squeal in delight!
June’s releases are looking amazing! Got a favourite? Let us know!
I recently started watching iZombie (iZombie: The Complete First Season (Blu-ray)) on Netflix. For those of you who don’t know, it’s a show about zombies that is currently starting its fifth season. Now, this isn’t some depressing ‘Walking Dead’ (The Walking Dead: Complete Series) type show (although I also love that…). It’s more like a funny cop/murder mystery show. Except if one of the main characters was a zombie who needed to feast on brains in order to retain her humanity. Oh, and she works in a morgue. It’s loosely based on the comics (iZombie Volume 1: Dead to the World) that were written by Chris Roberson and Michael Allred, and published by Vertigo.
My husband and both thoroughly enjoy it, and are currently nearing the end of the third season. Anyway, we were watching last night and suddenly came upon an episode entitled “Twenty-Sided, Die” wherein our beloved zombie heroine devours the brains of a dungeon master in order to help solve his murder. It was a hilarious episode, and completely absurd, but halfway through she convinces her friends to play a session with her, in order to help stimulate memories of the deceased. So there they are, sitting at the table: four people attempting to humour their friend. One secretly wants to play, one’s there to give it a shot, and the other two would rather be doing anything else. By the end of their session nearly everyone has had a blast, and gotten right into it. At the end the episode one of the serious cop characters tells the zombie girl that she should run a game every week. It was just SO refreshingly entertaining.
Which got me thinking.
It’s rare you get to see d20 games featured in popular media. I adored this episode of iZombie, and of course, there’s plenty of wonderful Dungeons and Dragons cameos and references in Stranger Things (Stranger Things (Season 1: Collector’s Edition))). But where else have I seen good d20 references? I know there’s others out there, but I couldn’t recall any specific instances.
More than that, though, it brought back memories.
The first time you played a d20 game.
Remember that?
Trying to figure out the rules while you make your first character? Being a little nervous at first, as you figure out what you can and can’t do? Finding your voice? The laughter?The nerves?
The first time I made a character for Dungeons and Dragons I was in high school. A friend had insisted a big group of us make characters and get together to play. Most of my friends said no, but I was one of the few who said I would. A few years before that I had stumbled across a copy of the Dungeons and Dragons Player’s Handbook (3.5) in a bookstore and flipped through it. I wanted the book so bad, but had no idea what it was. I must have looked at it over the next twenty trips. Passing by, browsing, but never buying. Flash forward a few years and I suddenly went ‘A-ha! That’s how you use that book!’ I made myself a dual-wielding elven ranger with long red hair named Meloriel. We went to the store and browsed minis until I found the perfect one. And then…. Nothing. We never played.
It wasn’t until many, MANY years later that I finally had the opportunity to play again. This time I made a half-elven bard named Lorelei. My husband (we had just started dating at the time) played her boyfriend, a gnome illusionist named Blount who worked as her stage-hand. My brother played a fierce minotaur warrior, while co-workers of my brother and husband played a lizardfolk and a half-orc monk. It was DMed enthusiastically by another co-worker of my brother’s. The game wasn’t very long-lived, but it sure was fun. We immediately began buying the rulebooks and campaign settings. I got addicted to Dungeon Magazine. We went out and bought pewter miniatures, only to paint them ourselves with whatever we had on hand. I even cracked out my pencil crayons and drew my own character art. Sadly, the campaign came to an abrupt end when my husband and I went on a vacation, but we never lost our love of the game. We were hooked from that first roll of the dice!
In the years since we must have remade our characters at least three times. But, each time, they never get further than a few sessions into their tales. Maybe we’ll make them again one day. Perhaps as Pathfinder Society characters, or in a home game with my kids.
It’s funny, I suppose, that something as simple as playing a game for the first time can change your life so completely. But, here we are.
I wouldn’t have it any other way.
Have any stories to tell me about your first characters or first experiences playing a d20 game? Know any awesome shows or films that reference d20 gaming? Let me know in the comments! I’d love to hear what you have to say.
In the past I’ve spoken a lot about my home game of the Mummy’s Mask Adventure Path. Played by my brother, sister-in-law, and my husband, with me GMing, it’s one of the only face to face games I have running that is adults-only. We play on Friday evenings (presuming everyone is free), while our kids run around like maniacs, enjoy a movie night together, and indulge in some popcorn. It’s been a total blast. But, despite the many times I’ve mentioned it, I have yet to get into detail about the characters involved. Safe to say it’s overdue!
Mummy’s Mask is a six part adventure path for the Pathfinder Roleplaying Game, intended to bring your characters from level one to around level seventeen. This campaign takes place in the deserts of Osirion, and involves trap-filled pyramids, haunted tombs, scorching deserts, bustling bazaars and more undead than you can shake an ankh at! The Mummy’s Mask Player’s Guide is a free download on Paizo’s website, and contains a ton of useful information for player’s looking to make characters that have lasting ties to the campaign. My home group has recently completed Mummy’s Mask: Book One: The Half-Dead City, and have moved on to Mummy’s Mask: Book Two: Empty Graves, both of which take place in the desert city of Wati. For those of you looking to run the game as a GM I highly recommend picking up the Mummy’s Mask Adventure Path Pawn Collection, which has a over a hundred unique pawns for use in this campaign. You’ll also get a TON of use from the Mummy’s Mask Poster Map Folio. Trust me, by the end of Empty Graves your map of Wati will have had one hell of a workout. Mine’s already covered in a ton of numbers and labels I’ve added in permanent marker, to help my players keep track of the many locations in this quirky city. The campaign is also available in other formats, including The Pathfinder Adventure Card Game: Mummy’s Mask Base Set, and as a series of audio stories beginning with Pathfinder Legends: Mummy’s Mask 1: The Half-Dead City. I haven’t had a chance to play either the Card Game version of the campaign, or to listen to the audio tales, so if you’ve done either let me know what you thought of it in the comments!
Our home game centres around three wonderfully colourful characters played by my husband, my brother, and my sister-in-law. Together they make a powerful team called the Fateway Five. No, that’s not a typo. So who are these three numerically challenged heroes? I’m glad you asked!
First up, Kasmet! Kasmet is an attractive catfolk rogue with a pelt like that of a clouded leopard, and an exceptionally long, fluffy tail to match. She’s sneaky and greedy, and particularly adores shiny, sparkly treasures, jewelry and gems. She can pick locks and disable traps–although so far she’s had quite foul luck with that disabling thing. Nimble and quick, she’s prone to tumbling around the battlefield, flanking her enemies before tearing into them with her sharp, well-manicured claws. Kasmet’s a worshipper of Bastet, the ancient Osirion goddess of cats, pleasure and secrets. She can speak the ancient tongue, and is particularly interesting in discovering what she can of Osirian’s ancient past. She’s a sassy thing and more than a bit…. catty. She wears the most luxurious equipment she can get her hands on, and has a particular fondness for clothing and jewelry with an Ancient Osiriani aesthetic. Kasmet travelled to Wati to delve into the recently opened tombs in the little town’s massive necropolis. On the journey, she travelled with another catfolk, although the two couldn’t be more different.
Artwork discovered on Pinterest that looks similar to Nazim Salahadine. If you know the artist, let us know so proper credit can be given!
Nazim Salahadine is my brother’s undead-hating catfolk cleric of Pharasma. Nazim looks like an overgrown persian cat. He wears traditional Osiriani armour, and wields a khopesh and shield. He always leaves his chest fur exposed, which he strokes whenever he’s excited, causing him to purr loudly. He’s territorial, and is prone to rolling around all over the things he desires or plans on visiting, marking such places with his scent and hair. (I’m sure you can imagine how much the innkeeper likes that habit…) He eats a lot (and often), favouring fish and a nice tall cup of milk. He’s incredibly pious, and is often heard spouting Pharasman prayers, or blessing himself and others with a spiralling motion over the heart. He’s also a well-trained midwife. He despises undead with his whole being, always attacking them without remorse, with an ear-piercing ululation on his tongue and his khopesh held high!
Nazim also came to Wati to explore the necropolis, although for entirely different reasons than Kasmet. While she was drawn by greed, he was guided by fate. Not long ago, Nazim died. He had been prepared for death. Had known it was coming. So as his spirit wandered the endless desert he had died in, he opened his heart to his goddess, and prepared to walk the spiral. To allow her to draw him into the Boneyard and her realms. But as her psychopomps appeared before him, another made their presence known: Anubis, an ancient death god of Osirion. Anubis destroyed the psychopomps and punched Nazim right in the chest while uttering the words: “Your time has not yet come.”
Nazim awoke on the hot desert sand, dehydrated and alive once more. Emboldened with purpose, but worried at having been denied his judgement in the Boneyard, he found a single word written in the sand beside him. ‘Wati.’ And there he traveled.
Since arriving in Wati, Nazim has made cherished friends and met the love of his life: the mysterious Black Kiss. Unfortunately, her skin is toxic. Also unfortunately, she left him. Sort of. More accurately, she left town. They were never really dating in the first place. It was more like he announced that they were meant to be together and she laughed. Although, his persistence did earn him her attention and some smiles. But, with his beloved soul-mate gone, Nazim is now heartbroken and forlorn, periodically breaking down into sobs and tears. Kasmet thinks he’s being an idiot.
Wonderful art by onionholic which inspired the appearance of Arc Goodstorm.
The third and final member of our party is Arc Goodstorm. Played by my husband, Arc is a socially awkward, plant-obsessed witch. He grew up with his over-bearing, druidic mother, Gwen, in a desert oasis, and until leaving a few months ago had never spoken to another person. Prone to blushing brightly and stammering at women with wide-hips (who he finds incredibly attractive), Arc’s still learning the ways of the world, and the intricacies of social interaction. He’s hilarious to see in action!
But, Arc’s not all adorable awkwardness! He’s a dependable spellcaster, a magical healer, and a talented herbalist capable of making all kinds of wondrous balms and cure-alls. He’s a caring physician, and a passionate gardener. On his back he carries a deep, heavy basket filled with soil and luscious plants, which he tends with care. His rabbit familiar, Mischa, lives inside the basket, and a sarcastic silvanshee named Kal follows him around most of the time, mocking him and his friends. And his dates. And everything, really. Except the rabbit. The silvanshee LOVES his rabbit. Which brings us to members four and five of the team. See? They can count!
Why, you might ask, does a silvanshee follow him around? The answer is part love and part laziness. Kal (short for Kalenthadris) is charged with finding and putting an end to undead on the material plane. Unfortunately, he’s extremely cowardly and doesn’t like to put himself in danger. But, you know who does? Humans! They’re super reckless! And there’s so many of them! Enter Arc! Despite Kal’s irritating jokes, constant pranks, and habit of leading Arc into trouble (only to promptly vanish and leave Arc to fend for himself) Kal’s a big softy. He’s enchanted with Arc’s rabbit familiar, Mischa, who he converses with as if they could understand each other. And when push comes to shove, Kal’s been there to heal Arc on more than one occasion.
And there you have it! The Fateway Five. Heroes of Wati and, maybe one day, something more…
Tune in later this week for an update on our Mummy’s Mask Campaign!
Today we’re going to take a look at the two most recent Starfinder Society Scenarios that are currently available for purchase, and let you know we thought. Although you’ll find references to events in each that I liked or disliked, and comments about specific characters, these scenarios are not explored in detail. It’s not my intention to spoil the events in these scenarios, or give summaries and full reviews, but to share my opinions and provide recommendations. That said, if you want to avoid even minor spoilers I recommend you check out a different article. Whether you intend to use them in home games of the Starfinder Roleplaying Game, sanctioned scenarios for use with the Starfinder Society Organized Play, or just want to read a nifty new adventure, we’ve got you covered! So sit back, and get ready to explore the Pact Worlds!
Scenario #1-14: Star Sugar Heartlove!!! is a Tier 3-6 adventure written by Eleanor Ferron. It takes place at Songbird Station, a beautiful Temple of Shelyn located in the Diaspora that is part concert hall, part space station and all awesome! It has the Faction (Dataphiles) and Faction (Exo-Guardians) scenario tags scenario tags and does not feature starship combat. Following a lead discovered in Scenario #1-07: The Solar Sortie, Historia-7 has uncovered a secret corporation that has altered and erased Starfinder data and files. Historia-7 has uncovered the identity of only member of this unnamed group: a man with intense security! Luckily, this same man is scheduled to attend the sure-to-be-amazing mega-concert put on by Strawberry Machine Cake! Even luckier? Your friend Zigvigix (leader of the Exo-Guardians) happens to have tickets and has invited you! So, while you’re attending the concert of the decade, you need only find Historia-7’s suspect and determine if he’s a person of interest or a red herring. Oh, and don’t tell Ziggy! Those of you who have played #1-01: The Commencement or #1-04: Cries from the Drift will get a bit of extra enjoyment from this mission, while those of you who have the ‘Star Sugar Heartlove!!!’ boon should definitely slot it! And then? Get your hands ready to do some clapping! You’ve got a concert to get to! And this concert? AWESOME! This scenario starts with a ton of fun flavourful, short, social encounters (many of which have benefits other than the obvious). You get to chat up some friendly skittermanders, meet some superfans, and generally have a blast while going about your reconnaissance mission. The first combat is fun, and the entire last section of this scenario? AMAZING! Epic! Over the top! Awesome! Any number of other positive words! It’s just a fun, exciting scenario. I loved it! Definitely giving five out of five stars!
Scenario #1-15: Save the Renkrodas is a Tier 3-6 adventure written by Andrew Hoskins which takes place on the wild continent of Ukulam on the planet of Castrovel. It has the Faction (Acquisitives) scenario tag as well as a brand new tag: Vehicle! Yes! Although this scenario doesn’t feature starship combat, it does feature a wonderful vehicle chase! It’s got a really fun premise and sees your PCs attend a gala to raise money for the conservation of the nearly extinct renkrodas. Their mission? Make the powerful people in attendance your pals, and ensure that you leave a good impression of the Starfinder Society. That’s it! At least on paper. Obviously, there’s much more that happens in this scenario, and to be honest it’s one heck of an exciting, whirlwind! Such a blast! A word of warning, though, it’s quite combat heavy. As for NPCs, Radaszam, leader of the Acquititives accompanies you to the gala. In addition there’s two new characters who might see further cameos in the future: Muldoi, a kasatha naturalist and security officer, and Poshment Jamjet, a bleaching techno-musician. I give this scenario four out of five stars, though I strongly debated giving it the full five out of five.
Both of today’s scenarios were just amazing! I hope you have the chance to play them. I know I want to!
Jessica
Captain Carmine from SFS #1-14: Star Sugar Heartlove!!! Art courtesy of Paizo Inc.
Muldoi, a kasathan naturalist from SFS #1-15: Save the Renkrodas. Art courtesy of Paizo Inc.