Starfinder: Into the Unknown

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Starfinder Roleplaying Game: Starfinder Core Rulebook

I love the Starfinder Roleplaying Game: Starfinder Core Rulebook. But, I also didn’t want to leap right into Starfinder with my own custom adventures. I wanted to try out some published adventures first. Obviously, there’s not many options right now. There’s the Starfinder Adventure Path: Dead Suns (Part One: Incident at Absalom Station), which looks great, but I didn’t want to lock my family into a long campaign with their first characters. I wanted to do something short. Something that got started right away. That hopped right into the action!

So I turned to the Starfinder Society Scenarios–more specifically, Into the Unknown! Into the Unknown is the first of the Starfinder Society Quests. It’s a tier 1 scenario and is a free download on Paizo’s website. As a quest, it’s formatted a bit different than the other scenarios. Instead of being one four hour long adventure, its a connected series of five short one-hour long adventures. Each of these short quests forms one cohesive, wonderful adventure that feels much grander in scope than your typical scenario. These quests are meant to be played in order, and intelligence gathered in the first four quests can provide you with an advantage in the final quest. The adventure itself has got a bit of everything in it: fun social interactions, local combat, and starship battles. If you’ve read my reviews on the current Starfinder Scenarios which are available, you’ll know that Into the Unknown is one of my very favourites. So, it should come as no surprise that for my family’s first experience playing Starfinder, I picked up Into the Unknown.

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Into the Unknown, Starfinder Society Quests by Rob Lundeen.

But, first, we had a decision to make. We had made our characters for play in Starfinder, not specifically for the Starfinder Society. The rules for character creation are slightly different. Most noticeably for us, halflings are not legal for SFS play as of yet, and my daughter’s robot rabbit may not be strictly legal. After talking it out together, we decided to make our characters legal for SFS play, which required minor changes, and then play Into the Unknown for SFS credit. Afterwards, we’d reevaluate, and decide if we wanted our home campaign to continue as SFS legal, or we would retire from the Starfinder Society and continue on as a regular Starfinder campaign. So, after some fiddling, we set out Into the Unknown. For full details on our characters, check out my previous blog post, Starfinder: Character Focus.

My family spent some time deciding how well they knew each other. In the end, we decided that only one of them–my daughter’s ysoki, Hoponisa–was a Starfinder Agent. A member of the Wayfinders, Hops acts as a contact with a specific group of mercenaries–our other PCs: Tucker Aetherfoot (an operative played by my husband), Vishkesh (a shirrin mechanic with an engineering drone named Rijin, played by my son), and Aya (a kasatha mystic who believes each life if precious and worth saving). Together, Hops and her hired help travel the Vast, deploying drift beacons for credits at the behest of the Wayfinders Faction. After discovering new planets, collecting data on their environments, and deploying drift beacons, the group prepares a report on the planet for the Wayfinders, which allows them to better prepare proper Starfinder teams for further investigation. The mercenaries make some decent credits, and the Wayfinders get to expand their influence without using up valuable Starfinder resources and personnel. This allowed their characters to be allies–friends even–and ‘Starfinders’ without committing their characters to a lifetime of SFS. Thus prepared, we gathered our equipment and got ready to set out Into the Unknown!

Due to their backstory, our session began with a bit of preamble. The group arrived back in Absalom Station and turned their intel over to the Starfinders for some hard-earned credits. Their’s is not the only ship to go on such missions, there’s a few and they’ve formed something of a fraternity. They socialized for a few days in between missions with the other ships and crews, only to realize that one of their fellow Vast explorers, a fully sanctioned Starfinder vessel called the Unbounded Wayfarer, never showed up. This was odd, but not unheard of. Missions involving the discovery of unknown planets was always dangerous, and unforeseen circumstances often popped up which could delay ships by a few weeks. Surely they would run into them next time!

Unfortunately, Hoponisa has some bad news for them. After reporting her information on their last mission to her superior, Venture Captain Arvin, she was told to fetch her mercenary friends for a special mission involving the crew of the Unbounded Wayfarer! Oh, no!

This brought us to the proper start of Into the Unknown‘s first quest, Station, which begins with a briefing hosted by Venture Captain Arvin, of the Starfinders. Arvin’s a friendly lashunta, with brown skin and green hair. He was endearing, and the group seemed to like him quite a bit. However, this mission is urgent, and they have little time to spend interacting with Arvin at the beginning of this quest. Thankfully, Arvin makes many appearances in the current Starfinder Society Scenarios available, so I fully expect them to grow to love the guy as they interact with him time and time again.

More pressing for my players, was the purpose of the briefing. Arvin had just received word that a pawnbroker from the Downlow neighbourhood of Absalom Station had come into possession of some Starfinder Insignias. Insignias belonging to the crew of the Unbounded Wayfarer, who were quite late in reporting back to the Station! Worried, Arvin is dispatching the group to meet with the pawnbroker, a vesk named Julzakama, in order to purchase the Starfinder Insignias back and determine how he got ahold of them.   The price had already been negotiated, and the credits transferred. All that remained was to complete the deal. With hope, this intel could allow them to discover what happened to the Unbounded Wayfarer.

My players were so worried for their friends that they set to work nearly immediately, asking few questions of Arvin. They ascertained where Julzakama could be found and the name of his pawnshop (Julzakama’s Loans). They also discovered that some Starfinder Insignia are more than just badges and pins. Many hide secret information and can encrypt or decrypt information the the Starfinders would prefer to keep hidden.

Thus prepared, the group hurried off through the poor, densely-populated, Downlow neighbourhood in order to get to Julakama’s Loans. They found the place without difficulty, and entered the crowded little shop to look around. They found it stinky and crowded, and filled with relatively useless bits of junk, so they approached Julzakama right away.

Julzakama turned out be a lot of fun. My whole family–especially my kids–loved roleplaying with the swaggering, aggressive vesk. They saw through his attempts to con them out of some extra credits, and bargained for information on the seller of the insignias with aplomb. Soon, they discovered that the seller was a female named Exegara. She wore a flight suit, and had clearly come off of a long trip. Once she had her money she asked about purchasing clean skeletons and he directed her to the Vat Garden.

Vishkesh made a purchase from the store in thanks, before the group hurried out into the ‘streets’ of Downlow and made their way to the Vat Garden. Hoponisa let the others know that the Vat Garden was a flooded garden run by a family of ysoki. In addition to selling the plants they grow throughout Absalom Station, the ysoki also act as a mortuary for the poor, and accept corpses for fertilizer. My son, being a young environmentalist, decided that this was perfectly acceptable, and couldn’t wait for his character to meet the ysoki!

Once again, they found the Vat Garden without trouble. A multi-level, dynamic environment, packed full of dense plant-life and surrounded by catwalks, this location turned out to be a lot of fun. Upon arriving they heard people sifting through the garden and saw no signs of the ysoki family who owned the gardens. Worried, they spread out to cover the various ladders and stairs that led down from the catwalks into the garden, and snuck up on the occupants. Vishkesh sent his drone flying above the Garden, before Vishkesh himself called out to greet the people hidden in the garden. His reply was a shot from a laser pistol! Deciding that this was unacceptable, Tucker hopped out of hiding to get the jump on the shooter, while Hops and Aya descended into the garden from the other exits.

The battle in the Vat Garden turned out to be a lot of fun, but quite a challenge! My kids worried over the fate of the ysoki family the entire time. Aya took one heck of a beating, while Hops stayed out of the way and fired her laser pistol at the enemies. Tucker proved an invaluable asset, dashing around and making great use of his trick attack ability. Vishkesh’s drone fired his flare gun at the enemy from above, which helped draw attention to their locations. Vishkesh realized after his first shot with his flame thrower, that he probably should have invested in a different gun. Although it was wonderful shooting a line of fire through the plants at his well-hidden enemies, my son was very sad about the damage it caused to the plants! In the end they subdued a female ghoul–Exegara–and her hired mercenaries just as they were digging skulls and bones out of the wet, deep mud at the bottom of the Vat Gardens. Our Starfinder heroes had knocked everyone unconscious, including Exegara. Fortunately, they discovered a data pad upon her and managed to learn a great deal of information. Even if it was weird using a data pad made of bone, metal and necromantic magic! They decided that Eoxian technology was very disconcerting!

Turns out Exegara had recently joined the Corpse Fleet, a unit of violent renegades from the Undead planet of Eox that believe living beings are nothing but chattel and prey.  She sailed on a vessel known as the Endless Threnody. While travelling through the Vast they picked up a distress signal from the Starfinder ship, Unbounded Wayfarer. Following the distress signal to a desert planet surrounded by asteroids, the Endless Threnody found that the Unbounded Wayfarer had crashed. Although the data-pad made no mention on if any of the crew had survived, it did mention that they thoroughly looted the Starfinder vessel and acquired several treasures, including the Starfinder Insignias. From there, the Endless Threnody left the planet. But, before they could enter the Drift they were attacked by a ship called the Lawblight. Surprised and crippled, the Endless Threnody managed to escape into the Drift, but was promptly stranded within. Exegara took a smaller craft and was dispatched to Absalom Station for the purpose of acquiring the parts needed to repair the Endless Threnody. Unfortunately, she had to sell much of their treasure in order to cover the costs–the Starfinder Insignias included. Although the data pad did not include information on the location of the Unbounded Wayfarer, it did include the coordinates of the Endless Threnody within the Drift. If they could access the databanks of the Eoxian ship, they could discover the coordinates of their friends ship.

Hops, Tucker, Vishkesh and Aya were all upset by this news, and decided that they had to report to Venture Captain Arvin immediately. But first…

The station authorities arrived on the scene, led by four interesting ysoki. As the ‘cops’ took the mercenaries and Exegara into custody, the ysoki family approached the PCs to ask who they heck they were and what they were doing here.

My family had a blast roleplaying with these four quirky characters. Admittedly, it helped that I had images prepared for each of them, which is not contained within the module. So, they happily spent some time roleplaying with Grandma Gold, her sons Scum and Mix, and her grandson Spike. Eventually, they remembered the urgency of their mission, and bid the ysoki goodbye before hurrying off to the Lorespire Complex to report to Venture Captain Arvin.

With that, we immediately segued into the second quest of Into the Unknown, Adrift. This quest begins with another mission briefing, which was streamlined considerably for us, since we were moving right along with the action. Arvin thanked their characters for their hard work, lent them a Pegasus Model ship called the Loreseeker, and sent them off into the Drift to corner the Endless Threnody.

Here we took a break to talk about the rules and roles for spaceship combat, which promptly led to a large argument. Neither of my children, who were made to be awesome ship mechanics, wanted to fill the mechanic’s role. Both fought over being pilot for a while, with Vishkesh winning based on the fact that he took the Ace Pilot theme and  was a better pilot. My daughter begrudgingly took over the role of mechanic, being the only person left who was any good with it. Tucker took a spot as a gunner, and Aya took over as captain, being incompetent with all forms of technology and the only party member with any sort of social skills. Unfortunately, at the word ‘captain’ both of my kids got right back into arguing, this time over who got to be the captain, despite that they would both be horrible at it. In the end, we decided everyone had to assume the role they were best at and, for our next adventure, if they wanted to switch around their skills to fill other roles, they could do so. But for now, it was time to get going again. By then we were out of time for the day, so we took up playing Adrift the next day.

As our second session began, there was more arguing from my kids over their roles onboard the starship, but we got past it pretty quickly and the Loreseeker finally left Absalom Station. Travelling through the Drift, the trip took two weeks. My family had great fun describing their interactions during the trip and learning about the Drift. Soon, we moved along, though, and the Endless Threnody came within range of their sensors.

As an Eoxian made ship, the Endless Threnody proved quite an ominous sight. Made of bone, steel, and powered by necromantic engines, the ship featured a blood-red lens that looked a lot like an eye, staring out at them. The ship was open to the depths of space, making it impossible for anything living to survive unprotected. In a flash, the ships detected each other, and both fired up their defences. Our first starship battle was underway!

As our first starship battle experience, this fight was a little rough. Everyone was new to their roles and two of our players were under seven. The cheat-sheets that Into the Unknown provided were very helpful, but there was still a lot of referencing our Starfinder Roleplaying Game: Starfinder Core Rulebook, which slowed down the battle considerably. All in all, the experience was complex, but fun. Both of my kids decided they enjoyed starship battles, even if they didn’t enjoy their roles as much as they hoped. In the end the Loreseeker took down the Endless Threnody, and we launched into the third quest from Into the Unknown, Boarding.

Slowly, our players piloted their ship up alongside the Endless Threnody. They would need to board the creepy bone-ship and make their way to the bridge, where they could access the ship’s databanks and discover the location of their friend’s crashed ship. For obvious reasons, they approached with caution. Hops shifted roles from mechanic to science officer so she could scan the ship. They detected a harmful necromantic energy signature on board, and decided to dock at the rear cargo bay, in order to avoid the surges damaging their own ship. They ensured their armour was fully protecting them from the dangers of outer space–which is was–and then Hops cast life bubble on everyone–just in case! Finally, they approached, and Vishkesh deftly piloted the Loreseeker into position without damaging it.

After boarding, they found the Endless Threnody had artificial gravity, but was lightless, and was indeed open to space. In fact, if they were brave enough, they could actually reach their fist out through the gaps in the bone wall right out into the Drift. DISCONCERTING!

The PCs readied themselves for battle and began to explore the cargo hold. There they found a magical computer terminal which allowed them to learn a bit about the Endless Threnody, how it functioned, and mitigate the deadly necromantic surges by deactivating a few of the ship’s necromantic engines. The rest could not be accessed from this terminal, so they group left the cargo hold and set off down the bone and steel hallways to find the bridge. Unfortunately, the ship was not undefended. Although most of the undead aboard were destroyed by the ship battle, a few still roamed the halls! As the group spread out to find their way through a series of branching hallways which were within reach of the harmful necromantic power surges, the skeletons surged out at them.

This battle was tricky! The skeletons, coupled with the necromantic generator made for some tough mechanics. In addition, our party was split up. While Hop worked on shutting down the generators from inside the area of the surges, Tucker protected her. Meanwhile Vishkesh and his drone Rijin were left with the job of fighting the rest off! Vishkesh suffered heavy damage, and his drone was nearly destroyed! Luckily, Hops had good luck with the computer terminal, and managed to shut off the nearby necromantic engines, which put an end to the harmful surges (in this area, at least). This gave the group the edge they needed to regroup and turn the battle around. In the end, everyone survived the encounter against the skeletons and they PCs continued on to the Bridge where they hacked into the computer and transferred all the data they could to Hop’s computer. Armed with information on the Unbounded Wayfarer–their friend’s crashed ship–and on the Lawblight–the space pirate ship that disabled the Eoxian ship in the first place, the group quickly left the Endless Threnody.

Back aboard the Loreseeker, my family debated for a short time over the fate of the Endless Threnody. In the end they decided to destroy the ship, by turning their weapons onto it and blowing it up once and for all. As Vishkesh piloted the Loreseeker off through the Drift, Hop and Tucker got to work deciphering the data they had uncovered.

This brings us to the fourth quest of Into the Unknown: Salvage. Their recently recovered intelligence has revealed that the Unbounded Wayfarer crashed on a planet called Ulmarid in the Vast. Quickly, they reported to Arvin, and he responded by holographic message, urging them to continue on to the unexplored planet and discover what happened to the Unbounded Wayfarer. There they must rescue any survivors, and slot the Starfinder Insignias into the bridge’s computer console, decrypt the information stored inside, and bring all of the information back home to the Starfinders.

The group happily accepted their new mission goals and flew off through the Drift to Ulmarid. Sounds simple, but this wasn’t going to be a walk in the park. Although Ulmarid was unexplored, that didn’t mean it was undiscovered. Previous landing groups had managed to discover some basic information on the planet. It was a desert planet wracked with fierce storms. In addition to weather, visitors would need to contend with the large number of dangerous, violent beasts who make the planet home. Beneath the surface are a network of artificial square tunnels with no discernible purpose. Finally, the approach was dangerous, as Ulmarid’s two moons collided ages ago, shattering into pieces that now orbit the planet in its upper atmosphere.

Despite the risk, my family was itching to finally get the chance to examine the Unbounded Wayfarer. And after a quick trip through the Drift they had reached Ulmarid.  After scanning the planet for extra dangers, which turned up nothing, the group decided to fulfill some character goals by deploying a series of Drift Beacons on Ulmarid. They chose three optimal deployment locations, with a location near the Unbounded Wayfarer as their fourth spot, and flew down to the surface. Vishkesh proved a capable pilot and they managed to deploy the beacons and get them online without trouble.

Finally, they landed on the surface, near the location of the Unbounded Wayfarer. The nearest safe landing zone was only a short distance away, but travelling between the two location proved harder than expected. A sudden storm overtook the group, raining down toxic crystals that could tear right through your flesh. Luckily, the group noticed before being pincushioned, and managed to take some precautions, preventing the toxins from affecting them too much with some special plant bulbs they were gifted by the ysoki from the Vat Garden back in quest one. Wounded, but not too worse for wear, they finally came within sight of the Unbounded Wayfarer. Unfortunately, intel from the Endless Threnody was spot on. The ship had crashed, and the Unfounded Wayfarer was a wreck.

Suddenly there was a rumbling, and the ground shook. A massive monster leapt from the sands and attacked. Known as a skreebara, this large burrowing beast had six legs, and a carapace of reflective crystals. Of all the battle featured in Into the Unknown, this one was the one I was most worried for. As a CR 3 challenge against only four level one characters, it would be tricky. Fortunately, Hoponisa noticed a massive starship gun still mounted on the back of the Unbounded Wayfarer, and hurried over to it, unleashing massive damage on the beast. Coupled with some good luck, the group came out just fine. And with that, they approached the wreck of their friend’s ship.

They were very saddened–my kids especially–to find that none of their friends had survived the crash. However, this wasn’t unexpected. They had already been picked over by an undead crew of people-eaters. So, with some tears (in character) they set about retrieving the classified data from the ship’s computers. Meanwhile, Tucker salvaged a bunch of valuable crystals from the dead skreebara’s corpse, and Vishkesh examined the ship itself, discovering that the Unbounded Wayfarer was in a fierce space battle before crashing, against a ship with weapons eerily similar to those that took down the Endless Threnody. Had the same space pirates that attacked the Corpse Fleet been the true cause of their friends deaths?

When there was nothing else they could do, they deployed their final drift beacon and headed back to their ship. All that was left was to pilot their ship back through the asteroids, reenter the Drift, and head home to Absalom Station.

Or was it?

On the way out of the asteroids, just as they were almost free of Ulmarid, a ship came into view. The Lawblight! The space pirates who had taken down not only a battle ship of the Corpse Fleet, but also been their death of their fellow Starfinders!

As the law blight flew out to ambush them, it’s captain hailed them, taunting them with their impending death in overly theatrical fashion.

“Yar! Beg for your lives before Captain Rook and the Lawblight blow you to bits!”

My kids responded by throwing up their shields and preparing for battle. The final quest, Lawblight, had begun!

With Vishkesh at the helm, dodging asteroids was easy, but the many guns of the Lawblight would be another matter entirely. Luckily for them, the vast amount of intel they had retrieved and discerned about this ship gave them an advantage.

This starship battle ran a lot smoother than the first. Not only had we already gotten the hang of starship combat from the previous battle, we’d all grown accustomed to our roles a bit. In addition, my children’s anger at these space pirates made them completely forget to argue over their roles on the ship. They were ready for vengeance!

The battle went easier than expected, and in short order the Lawblight was defeated. The Loreseeker had triumphed! With their mission finally complete, the PCs activated their Drift Engines and left Ulmarid behind, for Absalom Station.

As our first Starfinder adventure came to an end, they got a chance to see Absalom Station from afar. Venture Captain Arvin was waiting for them as they disembarked, with congratulations on a job well done. He offered them a reward, above and beyond their typical credits owed, and accepted a full report of their mission. Those PCs who weren’t official Starfinders were offered membership, and the previous Starfinder, Hoponisa, was gifted her own Starfinder Insignia as a reward.

We had reached the end of Into the Unknown and we had all had a blast. My daughter, especially, loved the entire experience. There were changes they wanted to make to their characters. And different roles on the starship they wanted to try out. But, they had had fun. Everyone decided they wanted to join the Starfinders–most specifically, the Wayfinders Faction–so they could continue their work deploying drift beacons as members of the organization.

But would we continue as actual Starfinder Society characters? Well, that was still up for debate! Although tempting, my daughter was keen to try making her own Starship instead of using the Pegasus or Drake model ships the Starfinders utilize.

What was certain? Our characters would all be back for more!

And next time? They would explore one of the newly discovered planets found in the Unbounded Wayfarer‘s databanks. That’s right! We’re going to tackle Scenario #1-03: Yesteryear’s Truth!

Thanks for tuning in!

We’ll see you in the Drift!

Jessica

War for the Crown: Player’s Guide

Well, it may be a little late (okay, more than a little), but the War for the Crown Player’s Guide has finally been released by Paizo. Meant to go with their War for the Crown Adventure Path, which takes place in the nation of Taldor, this player’s guide is a free download on their website. The War for the Crown Adventure Path is already underway, with volume one, Crownfall, released in February, and volume two, Songbird, Scion, Saboteur, released this month. The other four volumes have yet to be released.

Now, I’m not sure about all of you, but I’ve been supremely excited for the War for the Crown Adventure Path. However, purchasing that lovely little book isn’t in the cards right now, so I was ready to pounce on the Player’s Guide the moment it launched. And I waited…. And waited…. And waited….

But, now that it’s here! Was it worth the wait?

Uh, yeah, obviously. It’s awesome and it’s free.

Want more details? On it!

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War for the Crown Adventure Path, Volume One of Six, Crownfall

Like the Adventure Path Player’s Guides before it, this one is filled with all the information you need to create a character well-suited to the (War for the Crown) Adventure Path, and invested in its major plots and purpose. It contains advice and compiled lists of which classes and archetypes are best suited to the campaign.  It briefly describes the region that the Adventure Path will be taking place in (Taldor, in this instance), as well as the culture or cultures found there. It describes each races place in the region, and gives advice on which obscure races are more common there (I was pleasantly surprised to find Taldor contains a LOT!). It also releases a series of traits specific to the Adventure Path (called Campaign Traits), of which each character is expected to have one.

There was plenty of wonderfully, interesting information in this little guide, and I actually got a really great feel for Taldor from it. Not a clichéd stereotype of the nation, either. An actual feel for the place. It left me happily inspired. Although there’s lots of neat tidbits we could discuss here, I’m not going to go into details. It’s free! You might as well download it yourselves.

My favourite parts of the Player’s Guide were quite unexpected. The first was a wonderfully illustrated map of Taldor. It’s just… beautiful. I love it!

And the second? We finally got a good, clear view of Princess Eutropia Stavian, eldest daughter and only living child of Grand Prince Stavian III, ruler of Taldor. Who? The War for the Crown Adventure Path was not given its name without cause! The players are going to be acting as spies/diplomats/agents of Princess Eutropia herself as she maneuvers through a budding civil war in order to claim Taldor’s throne for herself. And her opponents? Not nearly as awesome as she is! Holy smokes! I knew a bit about her from campaign spoilers, namely that she wanted to change Taldor for the better, she supports reform, she wants to ensure that women could inherit (as currently in Taldor only men can), and wants to claim the throne for herself. I’m not sure what I expected, but the Princess Eutropia we got was not it! In a good way! She’s AMAZING. From her stats to her backstory, from her public attitude to her inner turmoil, and especially THAT ART, she literally blew me away. Never mind who her opponents are, I’m in, hands down. Call it! I support the Princess!

Seriously! Look her up.

But, it’s a Player’s Guide! It’s not about our patrons, or our country. Not at its core. At its beating heart the Player’s Guide is a free tool to help players like us make characters who will work well within the Adventure Path they’re going to commit to. It should inspire us to make characters, entice us with ideas, provide us with some cool traits, and let us go crazy. And this one did.

So after reading the guide, what would I make?

A good question!

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War for the Crown Adventure Path, Volume Two of Six, Songbird, Scion, Saboteur

There’s plenty of character concepts you could run with for this campaign, and a ton of classes that would work. Rogues and bards (from the Core Rulebook or the Core Rulebook (Pocket Edition)) as well as investigators (from the Advanced Class Guide or the Advanced Class Guide (Pocket Edition)) are the most obvious options, and probably the best suited to the campaign. But, I’m not one for optimization. I won’t play something just because it’s going to be the best or the most useful. It’s characters and quirkiness that I tend to enjoy most. So, I gave all the classes a lot of thought. I quickly narrowed it down to four classes that I was inspired to make. Yes, bard was one of them. I LOVE bards. Absolutely, positively, my favourite class. And although I’ve made plenty of bards, they all seem doomed to have their campaigns crash and burn and die. So sad. Which means that bard is once again a strong contender for class choice. I also adore occultists, and making one who utilizes ancient relics of Taldor sounds like a ton of fun. The third option I’m contemplating is the mesmerist. I recently had a chance to test one (finally) as a player for a Pathfinder Society Scenario and I just had a ball. I think mesmerist’s would be a great choice for this campaign. Both the occultist and mesmerist are from Pathfinder Roleplaying Game: Occult Adventures.

And lastly? The vigilante, of course! I feel that vigilante’s are a hard class to play. Not mechanically, but to actually use. At their heart they’re linked to one area or region (which not a ton of campaigns are) and they rely on keeping your two identities secret (which could be a challenge among certain parties, and even among players). Although I’ve been interested in them since their release in Pathfinder Roleplaying Game: Ultimate Intrigue, I haven’t had opportunity to play one before. And War for the Crown seems like the PERFECT time. Honestly! Is there ever going to be a better chance than this campaign? I highly doubt it. How can I resist?

So, although mesmerist is a close runner-up, I’d play a vigilante for War for the Crown. But what kind? One that I’ve desperately wanted to play since it’s publication is the magical child. Yeah, yeah. It’s cheesy, I know. But my favourite show growing up was Sailor Moon. This archetype is literally my childhood dreams all rolled up into a spectacular little package! So, obviously I want to make one. But, it’s not the only vigilante archetype I’m interested in. The warlock is also cool. With the ability to hurl magical bolts or wield them in melee combat and up to sixth level spells at your disposal, I think this archetype would be a ton of fun. And finally, the psychometrist! This class gains the ability to use the focus powers of the occultist class, with implements you designed yourself. You get to be an master inventor, who utilizes awesome gadgets. How cool is that? All three archetypes are from Pathfinder Roleplaying Game: Ultimate Intrigue.

In the end, it was the psychometrist that won me over. I’d probably play a clever woman… The daughter of an inventor or craftsman. She was married to a ‘like-minded’ man before her father’s death so that she could inherit her father’s business and home (through her husband). Unfortunately, her husband wasn’t as ‘like-minded’ as they thought. He sold the business, took over the house, and was generally a big jerk. Infuriated, she lobbied for change and reformation, making a public spectacle of herself, and gaining the support of many of the lower classes (or at least causing them to talk). In order to shut her up, she was given a government job tending to the plights of the commoners. It was office work, reading official requests for assistance and sorting them by priority and importance. Unfortunately, the department she was supposed to pass on her recommendations to, turned out to be completely un-staffed. It existed only on paper. Her job was useless! A sham! And her reputation? Ruined! Or was it? Using the complaints as a guide, and her father’s inventions (with a few modifications of her own), she took to the streets to help those in need. She would save Taldor one person at a time!

How about you? What character concepts and builds would YOU like to play for War for the Crown? I’d love to hear them!

Until then,

Get reading! You’ve got a free Player’s Guide to download!

Jessica



Update: All of the issues of War for the Crown are now available!

War for the Crown: Book One: Crownfall

War for the Crown: Book 2: Songbird, Scion, Saboteur

War for the Crown: Book Three: Twilight Child

War for the Crown: Book Four: City in the Lion’s Eye

War for the Crown: Book Five: The Reaper’s Right Hand

War for the Crown: Book Six: The Six-Legend Soul

Starfinder Society Scenarios

I love the Starfinder Roleplaying Game (Starfinder Core Rulebook). But, I also didn’t want to leap right into Starfinder with my own custom adventures. I wanted to try it out as a player first. Obviously, there’s not many options right now. There’s the Starfinder Adventure Path: Dead Suns (Part One: Incident at Absalom Station), which looks great, but I didn’t want to lock my family into a long campaign with their first characters. I wanted to do something short. Something that got started right away. That hopped right into the action!

So I turned to the Starfinder Society.

The Starfinder Society is a lot like the Pathfinder Society, but in space. It’s a world-wide organized play campaign where anyone can make a character and play a single short adventure (usually four hours in length). The adventures are called scenarios and available as PDF downloads on Paizo’s website for only a few dollars each (usually $4.99 American). These scenarios are short, action packed, and fun. There’s other rules you’ll need to know for playing in the Starfinder Society, all of which are available as a free download on their website, here. In addition to special rules, you should also know a bit about the setting, and the recent achievements of the Starfinder Society. Paizo’s website says it better than I ever could:

“The gods have mysteriously spirited Golarion away to an unknown location and refuse to answer questions about it. In its place, the cultures of that world have evolved and spread throughout the solar system, especially to a vast space platform called Absalom Station. Gifted access to a hyperspace dimension by an ascended AI deity, the residents of the system suddenly find themselves with the ability to travel faster than light, and the race is on to explore and colonize potentially millions of worlds. But there are horrors out there in the darkness…”

“The Starfinder Society is on the brink of ruin, having had to resort of mercenaries to maintain their hold on claimed planetoids, stellar regions, and archeological sites. After training to join a new cadre of Starfinders, it is up to you as a member of the Starfinder Society to help restore the organization. The Starfinder Society, with memories of the Scoured Stars incident still fresh, embarks on the quest to rebuild and discover the truth of what happened in the inaugural season: Year of Scoured Stars!”

Playing in the Starfinder Society is a blast, and I highly recommend it either in person, or online via play-by-post (which is my preferred method), but you don’t have to use these Starfinder Society Scenarios for organized play alone. These scenarios also make great mini-adventures for playing at home in a more casual setting. I’ve continually been impressed with their quality, and the continuity of the scenarios. When used together they’re already beginning to tell a longer, more important story than they do on their own.

Today we’re going to take a look at the Starfinder Society Scenarios that are currently available for purchase, and let you know our favourites. 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. So sit back, and get ready to enter the Drift!

Scenario #1-00: Claim to Salvation is a Tier 3-4 adventure which is unlike any of the other scenarios. In this special scenario you don’t play your own Starfinder Society character. Instead, you play one of the level four pre-generated iconic characters. These characters are mercenaries hired by the Starfinder Society only a few months after the Scoured Stars incident decimated their ranks. These mercenaries are tasked with exploring the surface of a ‘fake-moon’ known as Salvation, for the purpose of determining if the site is worth further exploration, or is a dud that needs shelving. As one of the very first scenarios released, this adventure has some great supplementary rules notes and cheat sheets included within it for ease of play, which is a really awesome addition. This adventure is really fun, and has a cast of colourful characters, both allies and enemies, which are a blast to interact with. The starship battle in this adventure is really unique and kooky. Plus, it’s got goblins in it! Who doesn’t want to see goblins in space?!? Despite that this was a really fun adventure, there are two major downsides for me. The first, is that you need to use pre-generated characters if you’re playing it in the Starfiner Society, as mentioned above. And the second? You’re only exploring the surface of Salvation and determining if the site is worth further exploration. Exploration of the interior continues in another adventure, #1-09: Live Exploration Extreme!, and I strongly believe it will continue on in at least another scenario or two further down the line. That means that when you reach the end of this scenario you’re likely to feel as a player like its unfinished. Although I’m definitely going to use this scenario with my family as part of an ongoing campaign, I’m unlikely to play it in the Starfinder Society. Pre-generated characters aren’t really my thing. Overall, I give this scenario three out of five stars. However, if you enjoy using pre-generated characters, or, if you’re going to use it in a home campaign, I’d increase it to four out of five stars.

Starfinder Society Quests: Into the Unknown is the next adventure we’re going to take a peek at. This tier 1 scenario is awesome! For starters, Into the Unknown is a free download. So click the link and get downloading. Its a repeatable adventure, which means that if you’re playing it in the Starfinder Society you can play it once for each character (as opposed to only once as a player). That’s a very  important thing when there’s so few scenarios to choose from. Like Claim to Salvation, Into the Unknown has some wonderful cheat sheets and extra rules listed, which makes it awesome for beginner players and GMs. As a quest, it’s formatted a bit different than the other scenarios. Instead of being one four hour long adventure, its a connected series of five short one-hour long adventures. Each of these short quests forms one cohesive, wonderful adventure that feels much grander in scope than your typical scenario. These quests are meant to be played in order, and intelligence gathered in the first four quests can provide you with an advantage in the final quest. The adventure itself has got a bit of everything in it: fun social interactions, local combat, and starship battles. My kids loved roleplaying with Julzakama and the ysoki family who own the Vat Garden in the first quest, ‘Salvation.’ The Vat Garden encounter also had some tricky environmental effects that made it unique. I loved the ‘Boarding’ quest, but did have a few qualms with it. There’s no mention of any bodies, which is unfortunate. Also, this scene could really benefit from an ominous, atmospheric opening description. I loved the battle in ‘Salvage,’ although this scene also could have benefitted from a scripted description of the wreck. There’s a total of two different starship battles in these quests, both of which are very different. I would have loved to learn more about the crew of the Lawblight, though. For such a cool ship with a lot of build-up, we don’t even learn the name of the captain! Events in this scenario tie into later adventures, including #1-02: Yesteryear’s Truth. In addition, there’s further hints that this scenario will tie into other unwritten scenarios in the future. All in all, Into the Unknown is one of my very favourite scenarios, and I give it five out of five stars. I highly recommend it as the first scenario for new players to try.

Up next is scenario #1-01: The Commencement. This is a repeatable scenario that does not feature any starship battles. This scenario is intended as an introduction to the Starfinder Society and its major factions. As brand new Starfinders, you’ll need to complete a task for each of the faction leaders. These tasks are fun, but quite minor. Some of them are… silly. That being said I enjoyed the silliest one a lot. (Star Sugar Heartlove!!!, here’s looking at you!). I found there was a bit too much rolling and math during the Acquisitives mission, which bogged down gameplay quite a bit. The Wayfinder and Exo-Guardian missions were great fun, while the Dataphiles task allowed characters with a lot of skills to shine. One of the best parts of this scenario is its adaptability. Multiple parts of this scenario are chosen randomly each time you play, which is just awesome in a repeatable scenario. From vehicle statistics, to enemy abilities, and even alien appearances and motives, although the tasks don’t change, the details do, which will make for a fresh experience every time. Conceptually, I like that they give fresh agents minor tasks, but in practise it feels… underwhelming. Not very exciting. For that reason, although this is a great first adventure for Starfinder Society characters, and a wonderful introduction to the factions, I don’t recommend it be your first Starfinder experience. If you’re new to Starfinder, play Into the Unknown instead. This adventure features events that tie into other adventures, as well as characters that continue to play a role in the Year of Scoured Stars. I give it three out of five stars.

Scenario #1-02: Fugitive on the Red Planet is a tier 1-4 adventure that doesn’t feature any starship battles. This scenario sends you to the Mars-like planet of Akiton on the trail of an ex-Starfinder who stole an artifact from the Society. This is a another fun adventure. I like the encounters, both social and combat, but the scenario itself was very ‘on the rails.’ Now, this isn’t surprising for SFS or PFS scenarios, and it doesn’t feel like it’s constraining, but it is worth noting. I was impressed that the investigation in Maro has an effect later in the scenario. I really enjoyed the inclusion of AbadarCorp in this scenario, and that there were repercussions or benefits based on your interactions with them. I also liked that infamy repercussions were built right into the module, which is a nice early example that evil actions don’t work out for your characters in the long run. The final battle’s location was wonderfully varied, and the inclusion of the mine carts made it very dynamic. Overall, I really enjoyed this scenario and give it four out of five stars.

Scenario #1-03: Yesteryear’s Truth is a tier 1-4 adventure that contains one starship battle. This mission is of particular importance to the Wayfinders faction and sends you to explore a newly discovered planet. I found that the starship battle was too long, but a slower launch rate of the combat drones, or less hp for each drone would fix that easily. I really loved the premise of this adventure. It’s very much a ‘first contact’ situation, and I thought it followed through on this wonderfully. As expected for a scenario of this kind, social skills are very important to the mission, which could be hard for some groups. That being said, they have plenty of chances to make friends with both types of locals, and the module can progress as scheduled even if they fail to do so. Finally, I loved the history this scenario lets you uncover, and that your actions can affect the planet’s future. This scenario features a planet that was first mentioned in Into the Unknown, and introduces Winks, a character who will later be met again in Scenario #1-04: Cries from the Drift. I give it five out of five stars.

Scenario #1-04: Cries from the Drift is a tier 1-4 adventure that sends the players to investigate a missing Starfinder ship. It contains one starship battle. This mission is of particular importance to the Exo-Guardians faction and is highly likely to link to further missions regarding Sangoro’s Bulwark. I thoroughly loved this scenario, but be warned, this one is NOT for the squeamish. It features body horror, gore and suspense. Because this scenario really benefits from all players being surprised, I won’t be saying anything else about the events contained within. What I will say is that it connects to lots of other adventures. It name-drops Winks, from scenario #1-03: Yesteryear’s Truth. It also introduces a starfinder team known as the Manta Corps, who will make a further appearance in scenario #1-08: Sanctuary of Drowned Delight. This social encounter is a fun way to let players brag about their accomplishments. There’s some fun goodies hidden in this scenario for players who’ve already experienced scenario #1-01: The Commencement, including the return of Zigvigix and his warehouse. It also features tie-ins to a not-yet-released scenario that involves a Strawberry Machine Cake concert. I give this scenario five out of five stars, but remember: it’s not for everyone!

Scenario #1-05: The First Mandate is a tier 1-4 adventure that tasks your players with impressing dignitaries and contacts who are important to the Starfinder Society. It is of particular importance to members of the Acquisitives faction, and the Second Seekers faction. There are no starship battles in this scenario. This scenario introduces six really important NPCs, including Luwazi Elsebo, leader of the Starfinder Society. It also introduces Royo, a ysoki Forum member, and Naiaj, a gnome bleachling Venture-Captain. All three of these characters were fun to interact with, detailed, and are certain to make plenty more appearances as the Starfinder Society continues. There’s also two other important NPCs of note, Iteration-177, an android Aspis Consortium member, and Zo!, an Eoxian media mogul. Despite the premise of this adventure, it doesn’t all come down to social skills. There’s plenty of combat to go around and the NPCs varied interests mean that even the most awkward characters have a chance of impressing someone. The NPCs represent a wide variety of races, which was really refreshing. The social encounters themselves are a lot of fun, and the rules introduced to measure the players success aren’t overly complicated. In addition to the intangible benefits of impressing the dignitaries, there’s also visible, mechanical benefits that occur in the scenario, which are sure to make players pleased. I felt that the investigation part of this scenario was really well done. The clues were subtle, and it didn’t beat you over the head with details, which was really refreshing. The final battle allowed for multiple different approaches, methods and tactics, all of which look to be a lot of fun. So far two other scenarios are connected to this one, including #1-06: Night in Nightarch, and #1-09: Live Exploration Extreme! Although I wasn’t sure I’d like this scenario from it’s premise, I ended up really loving it. I give it five out of five stars.

Scenario #1-06: Night in Nightarch is a tier 3-6 scenario that grants your players leave to track down a missing weapons shipment from a drow thief. The best part? She’s on a planet of drow. Yeah. Take a second and imagine that. Yikes! This scenario doesn’t feature any starship battles. I absolutely love the premise of this scenario. It’s got some fun NPCs to interact with, awesome drow artwork, and does a great job of setting an atmospheric tone with only a few short sentences. I really enjoyed that the mission was on a timeframe, and the quick mechanics that were used to speed up/determine time. The office levels were well-detailed and organic. It had character, which was really nice. There were multiple ways to go about one of the encounters, which is nice. The outcome of the battle doesn’t change too much from one to the other, but its nice to have the option. I even loved the little details hidden here and there, like the advertisements–particularly the one featuring Zo!’s reality tv show. I give this scenario four out of five stars.

Scenario #1-07: The Solar Sortie is a tier 1-4 adventure that sends the players undercover on Brilliance, a solar satellite owned by the Arch Energy Consortium, for the purpose of recovering classified information. To this end, the players must earn the friendship of Envar Tamm, the ‘boss’s’ hard-partying son. This scenario could contain one starship battle. This scenario is fun and quirky. It requires subterfuge, social skills and computer skills to succeed, but is not without combat. Because of the skills required, its not a scenario for everyone, but it did a great job of making all kinds of characters useful. Envar himself is a great NPC who’s going to be a blast to play at the table. This scenario features a character introduced in #1-01: The Commencement, and can be affected by your players experiences in #1-02: Fugitive on the Red Planet. I give this adventure four out of five stars.

Scenario #1-08: Sanctuary of Drowned Delight is a tier 3-6 adventure that has your players investigate an old Starfinder Lodge on an aquatic planet. In addition to determining if the Lodge is salvageable, they also need to make contact with the first group who was sent on this mission, the Manta Corps, who were introduced in #1-04: Cries from the Drift. This mission is of particular importance to the Wayfinders faction. It does not contain any starship battles. This scenario is location based, which is to say that they are given a single location to explore, and can do so in any fashion and order they desire. In addition to room-based encounters and there are also event-based encounters, which are a lot of fun. In addition to getting to explore a great location on a new planet, players will get to meet and interact with a new alien race. This is a great adventure for players who love to role-play social encounters. It also features investigation elements which are wonderfully subtle. This scenario reintroduced us to Fitch and the Master of Stars, which is the same ship visited in #1-01: The Commencement. This scenario is just… AWESOME! I give this scenario five out of five stars.

The last adventure we’re going to take a look at today is Scenario #1-09: Live Exploration Extreme! This is a tier 1-4 adventure which is a direct sequel to #1-00: Salvation’s End. It also has ties to #1-05: The First Mandate, and features Zo!, who was met in that scenario. It is the first (likely of multiple) scenarios that will delve into the fake-moon, Salvation. The catch? In the aftermath of the Scoured Stars incident, The Starfinders had to rely on mercenaries, investors and powerful organizations in order to keep operational. One such investor was Zo!, a undead Eoxian media mogul. He provided the Starfinders with a vast amount of funding, on the condition that if any important discoveries were made on those sites the Starfinders would cease investigation immediately, until Zo! and his camera crew were ready to document the findings and turn it into a new reality television special. That’s right! You don’t just get to explore an awesome ruin and make amazing discoveries, you have to do it alongside a film crew while impressing a live studio audience! It does an awesome job of playing up this quirky experience, including pulling characters aside to ask prying questions, and having the studio audience vote on how some situations should play out. This adventure is populated with a ton of entertaining characters. From the crew, to Zo!, and the people met while exploring Salvation, this is a scenario that’s overflowing with fun, engaging, social encounters. It’s full of personality, and I guarantee you’ve never played anything like it before. Aside from the wonderful ‘reality t.v.’ schtick it’s got going for it, the adventure itself–the things you find in Salvation–are really, really surprising. Honestly. Wow! I cannot wait for the investigation into Salvation to continue in another scenario, and I strongly hope that Zo! and his camera crew will be along with us for the ride. This scenario is one of my very favourites. I give it five out of five stars.

And that’s it! The first eleven Starfinder Society scenarios, specials and quests for your perusal. I don’t know about you, but I can’t wait to play through them all. But when it comes down to it, which ones were my very, very, favourites? Which ones blew my mind?

Into the Unknown, Sanctuary of Drowned Delights, and Live Exploration Extreme!

What about you? If you’ve got a favourite Starfinder scenario let us know in the comments below! Have experiences playing or GMing these adventures that you want to share? Do so! We’d love to hear from you!

Thanks for checking out d20 Diaries!

Until next time,

Jessica

 

OutPost Commences!

Today is the official start date for OutPost I, an online play-by-post Pathfinder convention hosted on Paizo’s message boards and a few other websites. As mentioned in a previous post, my whole family is taking part, and we couldn’t be more thrilled.

OutPost is hosting a wide variety of games, including Pathfinder, Starfinder and the Pathfinder Adventure Card Game. My husband is playing in one scenario as his Pathfinder Society character Enzo Jeggare (a Chelaxian occultist who specializes in conjuring creatures), alongside my children, who will be playing Bunny Paras (a kitsune druid), Paras (Bunny Paras’ parasaurolophus animal companion), and Senton (an Ulfen ranger better known as Mr. Ice). These characters were first introduced on d20 Diaries, here. I’ll be joining them, as well, with my uncaring kitsune kineticist, Everbloom. They’ll be trying their hand at the classic scenario, Black Waters, from Season Zero! Run by one of my favourite GMs I’ve had the pleasure of playing alongside on Paizo’s Messageboards, I’m sure GM Shieldbug’s going to give us a great game.

My children and I are playing in a second scenario together, as well. Lady Naysha (an oracle of whimsy who looks like a child) alongside her stuffed rabbit, Miss Whiskers, is setting out with a very forgetful old wizard, Fuzzzy, and his pet owl, Bobby. Bobby’s a clever little bird who helps keep Fuzzzy on task. I’ll be joining them with my dwarven fighter, Juno Berik, a self-centred woman who believes she’s far more important than she’s given credit for. They’re going to be tackling a complicated maze underneath Absalom City on the search for a lost minotaur prince, Nuar Spiritskin, in another classic PFS Scenario, #45: Delirium’s Tangle.

I’m playing another Pathfinder Scenario with my beloved half-orc monk, Kenza Bloodborn. As a member of the Scarab Sages, whose faction stories are coming to an end, I’m excited to see this stoic, warrior tackle a Scarab Sage-centric mission. Taking place in the Thuvian city of Merab, Kenza’s going to be delving into haunted ruins on the hunt for a mysterious spirit that even now seeks her master’s jewels… That’s right, she’s participating in Scenario #9-04: The Unseen Inclusion! As I only own one Season Nine Scenario, I have no idea what’s down the road for her.

But not everything’s about Pathfinder! I’m also involved in three wonderful Starfinder Society Scenarios. My primary SFS character, a bold, boastful vesk solarion with far more brawn than brains by the name of Julakesh Starfist is going to be participating in SFS #1-03: Yesteryear’s Truth. I’m also using OutPost as an opportunity to try out two Starfinder classes I’ve yet to have a chance to test. I’ve created a proud, smooth-talking ysoki xenoseeker envoy by the name of Aurora Vim (Rora, for short) who will be giving SFS #1-02: Fugitive on the Red Planet a try with a whopping three other ysoki! Apparently those furry little fellows are popular! I’ve also made a curious but awkward shirrin spacefarer operative, Zez’ka, whose keen to head off on her first mission, SFS #1-04: Cries from the Drift.

However these adventures turn out, my family and I are happy to be participating. It can be really difficult to find games for children to play via play-by-post, especially ones as young as mine, so being able to sign them up not only together, but alongside myself and my husband is a really great experience. Both of them are having a ton of fun already, especially my daughter. She asks me every few hours if she can have another turn yet, and is always giggling as she contemplates what she’s going to post.

Updates on our experiences throughout OutPost won’t be up for some time. Due to the slow pace of play-by-post games, these short scenarios will take a long time to play out. However, further details on the various Starfinder Society Scenario’s currently out for purchase will be coming later this week.

So, if you’re going to be participating in OutPost, be sure to check into your games and get posting! Let us know what you’ll be playing in the comments! We’d love to hear from you.

And for everyone else? Enjoy the start of your week!

Mine came with a minor blizzard. So much for spring! Haha.

Jessica

News, news, news…

As the snow starts to melt, and our long, long, long, winter finally looks like its coming to an end, there’s plenty going on around my house this week. In addition to pulling out sunglasses, splash pants, and rubber boots, that is…

To start with, a play-by-post campaign of Legacy of Fire that I’m involved in just lost a player, and my kids were accepted as a replacement. They spent a few days after school brainstorming and planning, and together we put their characters onto the Paizo website. They loved picking out their avatars, and saying hello on the discussion board. So what are they bringing to the table?

A pair of gnome siblings who travel the world as their whims take them. They have a particular fondness for the desert, and have recently been wandering the wilds of Katapesh. My son is a sorcerer with the elemental bloodline (water). Studious and curious, Min Bunnisbeldar is a blue-haired gnome who obsessively studies and researches magical techniques and theories. Along with his elemental ray bloodline talent, colour spray is his go-to method of attack. But, his intelligence might be his greatest weapon. Min’s sister, Rab-rab, shortened her last name to Bunnis. She has a pet jackrabbit (not surprising at all, if you know my daughter’s love of rabbits), and is childish and whimsical. Rab-rab is an air kineticist who can push her enemies back with her air blasts. She loves to explore, and fly kites, using her aerokinesis to keep it aloft even when there’s no breeze. Min and Rab-rab hope to bring some excitement and optimism to the campaign when they get to join in a few weeks.

In other news, Paizo updated their website. Although I was expecting some minor maintenance, it turns out they launched an entire new site design. Ironically, I was just thinking the other day they their site was super useful and easy to navigate, but was looking decidedly old fashioned. Well, that’s no longer the case! The site looks gorgeous, and it’s much, much easier to see the current new releases. It’s bold, and works great. There are some down-sides, of course. The ‘My Campaign’ tab, which you’ll rely on constantly if you’re involved in play-by-post gaming, has vanished. There are other ways to navigate to your campaigns, thankfully, but none are as fast or efficient. Fortunately, I hear they’re working on bringing the ‘My Campaign’ function back. There were some complaints that the font hurt people’s eyes or was too small. Personally, I liked it, but the majority has spoken and the font size for the message boards was increased dramatically. I think it’s obnoxiously large, myself, and hopefully they can strike a balance in the future. Honestly, my biggest problem is the black bar on the top of the page. I find that if you look at it and then proceed onto one of the white pages–like the messageboards–you get afterimages across your eyes, which makes it hard to read and gives me a headache. All in all, I’m happy with the changes, and am excited to see how the site gets tweaked in the coming weeks.

At home, my family and I have been slowly playing through our first Starfinder adventure, Into the Unknown. Soon, I’ll be sharing our character designs and our experiences here, on d20 Diaries.

In Pathfinder news, my kids have both been working on writing an adventure in their free time. My son’s involves buried treasure, and is intended to be played by pirates, while my daughters involves a mysterious island. In the coming weeks I’ll be sharing their adventures, and our characters created for them, with you, so stay tuned!

Lastly, my son filmed a youtube video about a dungeon he made. It’s our first d20 Diaries video, so we’re pretty excited. He’s thrilled with the outcome. So if you want to see what a six-year-old D&D player gets up to in his free time watch, The Temple of Snakes, below, or check out d20diaries on Youtube! We’d love to hear what you think.

Thanks for joining us on d20 Diaries!

Jessica

 

Iron Gods: Part Three: Gremlins

Today on d20 Diaries we’re heading back to Torch, for more of the Iron Gods adventure path!

Iron Gods is a six-part adventure path by Paizo Publishing that fuses technology and fantasy into one awesome Pathfinder campaign. The first volume, Iron Gods: Part 1: Fires of Creation, is written by Neil Spicer, and is intended to bring characters from levels one to four. The Iron Gods Player’s Guide is a free download on Paizo’s website, here. For further information on the Iron Gods campaign, check out my blog post ‘Iron Gods Adventure Path,’ for information on our characters, check out my blog post ‘Iron Gods: Character Focus: Haji and Nix,’ and for information on our first and second play sessions, check out my blog post ‘Iron Gods: Part One: Into the Weeping Pond,’ and ‘Iron Gods: Part Two: Bring Out Your Dead!’ If you’re going to play Iron Gods yourself, I highly recommend picking up the Iron Gods Adventure Path Pawn Collection, which has a ton of unique pawns for use in the campaign.


When we left our eccentric heroes, Nix, Haji and his ugly rat Rothmhar had returned from the tunnels beneath the toxic Weeping Pond to purchase cold iron weapons–perfect for smashing gremlin skulls–and to return a few corpses to Joram Kyte (leader of the local Temple of Brigh) for a reward.

Pheonix 'Nix'
Artwork discovered on Pinterest, and chosen to represent Nix.

Nix was a small woman, just over five feet tall, but she was strong and fit. She had piercing golden eyes, and long, tangled orange hair that she whore pulled back in a ponytail. A manic smile was permanently set on her lips, and no matter what life threw at her, she never let it get her down. She had only one arm, the other had been torn off by a volatile piece of broken machinery she found in the junkyard. In its place was a mechanical one she had built herself. It was a black marvel of engineering. Her finest creation! And that was saying something! For Nix was an inventor, first and foremost, handy with mechanical and clockwork contraptions, as well as with alchemical substances and magical potions.

In contrast to his girlfriend’s slight frame, Haji was large even for a half-orc. He had a muscular, lean body honed from a lifetime’s worth of hard labour. He had olive green skin, long black hair and a long black beard weighted down by the stones and gems braided into its length. Like Nix, Haji was not quite whole.  One of his eyes was green and alert, but the other was missing entirely, plucked out long ago by his cruel one-time master. In its place was a glittering gem, and surrounding the gaping eye-socket was a massive triangular brand. On his shoulder sat Rothmhar, his hideously ugly, hairless rat. Rocky plates of stone covered the top of the cunning rat’s head and back, while sharp, spikes of stone grew out of his skin on his shoulders and back legs. It looked painful, but Rothmhar didn’t seem to mind. Haji and Rothmhar were inseparable, for through communion with Rothmhar’s limitless consciousness, Haji was granted access to powerful magic. Rothmhar was his saviour. His friend. His god.

It was a bit of a trek from the Temple of Brigh to the Foundry. Nix and Haji walked past the base of Black Hill, which was completely empty and abandoned where it should be bustling and overflowing with smiths, and labourers. The barren hill was a forlorn sight, but they didn’t stop to linger over it. They continued on, into the square just outside of the town hall. There was a crowd gathered outside, jostling and yelling, while Dolga Freddert stood outside on the front step of the building, waving her arms for calm and quiet. None of the other town councillors stood with her.

The crowd roared at the old dwarf woman, demanding to know what was being done to fix the flame that should be blazing atop Black Hill.

“Now, now,” Dolga replied loudly. “Investigators are looking into that as we speak…”

Nix burst out laughing. “Ha! Poor, old, bird!”

Haji eyed Dolga, then the crowd with his one good eye. Deciding revealing himself would not help matters, he grumbled. “Let’s get out of here.”

Dolga caught sight of them, and her eyes widened slightly. She waved her hand at them surreptitiously, shooing them away with a motion.

Clearly, she agreed.

Haji nodded at her, and turned to leave.

Nix chuckled as they walked away. “Did you hear that? We’re investigators. We should get paid.”

“We are getting paid,” Haji reminded her with a smile.

“We should get paid more.” Nix corrected with a wide grin.

They headed down the road and over a little stone bridge that led across the stream. They passed by ‘Tempting Tonics,’ a healers shop run by a half-elf woman that dealt in medicines and magical healing potions. There was a massive crowd outside, and a line running down the road. Most of the people clutched at their heads, or moaned in pain, while a few rolled around on the ground and wept.

“Damn,” Nix replied. “A lot of people have been getting those headaches lately.”

Haji groaned, remembering the pain of the one he had upon his return to Torch. “Be happy you haven’t had one yet. They hurt like you wouldn’t believe.”

“I guess so!” Nix replied with a chuckle. “Everyone’s whining like babies! Look at them!”

Too wrapped up in their pain, none of the crowd noticed Nix pointing at them rudely with her mechanical arm.

Further down the road they passed by the General Store, which was run by a pretty red-headed woman with a mass of curly hair, and then onto the Foundry. The Foundry was a trio of buildings all owed by Councilman Khonnir Baine, a smith and a good friend of Haji’s. Though all three buildings were termed ‘The Foundry,’ each served a different purpose. One was his personal residence where he lived his his adopted daughter Val, the second was a popular tavern, and the third was a literal foundry, where smiths employed by Khonnir could ply their trade for a steady income. Since Khonnir’s disappearance in the tunnels under Torch, the operations of the Foundry fell to young Val, who decided to close both the tavern and the smithy until her father returned home.

Although the tavern did appear closed for business, as expected, it looked like the Foundry’s workshop was open. There was a clanging sound coming from inside–the familiar ring of a hammer on metal–and smoke billowing out of one of the chimneys. Peering inside, they discovered a woman working at one of the forges. She didn’t notice them, but after watching her for a moment Haji and Nix moved on.

Outside of her home stood Val Baine, beating the dust out of a rug with all the strength her little arms could muster. The house looked whole, clearly the damage caused by the rampaging robot the other day had been properly repaired. Haji nodded with satisfaction.

At the sight of Haji, Val smiled brightly. “Haji, you’re back!” She dropped her switch and hurried over to the big half-orc, giving him a hug. “Any news?”

Haji pulled away from Val and smiled gently, shaking his head. The gems and stones braided into his hair and beard jingled at the movement. “We haven’t found Khonnir among the dead. There’s signs that he made it through the caverns and into the metal ruins where he first found the robot. We’ll know more soon.”

Val nods. “I see… Well, there’s still hope, right?”

Haji smiled kindly, but Nix smirked. “Yeah, sure kid,” she replied without conviction, clearly humouring the child.

The distinction was lost on Val, who smiled brightly. “I’ll fetch your dinner! We’re having aurochs stew!”

As little Val scampered off into her kitchen to fill some bowls up with food, Haji and Nix headed into the Foundry Tavern to have a drink. Nix ate with enthusiasm, while Haji gorged himself on food and liquor. He had gone most of his life without steady meals, and had the habit of eating all he could whenever he could, just in case.

Stuffed to bursting they thanked Val and assured her they would return tomorrow after their next foray under Torch. Then they stumbled out of the Foundry and headed off down the road, to the dingy old warehouse that served as Nix’s workshop and home. Haji and Nix settled down to bed together, with Rothmhar nearby.

Morning broke with Nix growling in pain.

“OW!” Clutching at her head she rolled around for while. “OW! OW! DAMNIT! It DOES hurt like crazy!”

Despite her headache she rolled out of bed and got dressed, then headed to her workbench. She brewed herself a concoction that she hoped would cure her headache. Although it failed to do so, it did lessen the pain. Then she tossed on her work goggles and got to work crafting her gadgets for the day.

Haji watch her for a while then stretched and pulled out his bag of rocks. Rothmhar scurried up to his side, although the rocky formations that had pierced his skin yesterday were gone, leaving him hairless and sickly looking. Haji sifted through a bag of stones and gems a pulled out the agate they had discovered yesterday, along with an older agate he had found a few weeks ago. One he popped into his own mouth, and swallowed! The other he placed in Rothmhar’s mouth. Rothmhar did the same, swallowing the stone, only to start violently convulsing and frothing at the mouth. The spit and foam-like saliva engulfed the entire rat and then hardened, into a strange sort of cocoon that looked remarkably like the rock he had swallowed. There, on Nix’s dirty bedroll, Haji sat in silent communication with Rothmhar’s spiritual consciousness, connecting with magical powers beyond his understanding.

An hour later, the rocky cocoon cracked and broke open. Rothmhar scurried out, his hairless flesh covered in new spiky, rocky protrusions that featured swirling lines in yellow, red, and grey. As Haji opened his eye, Nix growled in pain. Her goggles were on the work-bench and her new mechanical gadgets were strapped to her belt. She cradled her head in her hands.

“Can we go now?” she hissed.

The streets were empty this morning. They should be busy with smiths on their way to Black Hill, and labourers hauling carts and tools. As they hurried through the streets to the Temple of Brigh, they saw a group of people already lined up outside ‘Tempting Tonics,’ clutching their heads in pain. Further down the road they came across a trio of townsfolk–apprentice smiths, by the look of them–who stood around gossiping and complaining about Torch’s recent troubles.

The woman among them crossed her arms. “The Technic League is behind the problems in town!” she spat. “One of their agents put out the Torch so we’ll all go broke and they can take this place over for free once we starve!”

A pale man with foreign features nodded. “You may be right. There is at least one Technic spy in town. Mark my words…”

A tired looking man among them shook his head angrily. “And the damned council ain’t doing a thing about it!”

Deciding they didn’t want to have anything to do with that conversation, Haji and Nix walked right passed.

“What do you think?” Nix asked Haji with a distracted grimace.

Haji shrugged. “I don’t know.” He never had cared much for gossip and politics.

Nix hissed in pain, then grunted. “It’s kind of heavy handed for the Technic League, ain’t it? I mean, the Torch is all they want from this town. Why take over the town if the only thing they wanted was broken? It’s like… dumb.”

Haji considers this, then nods. “I suppose.”

“I bet they’ve got spies in town, though.” Nix adds.

“Really?” Haji asks in surprise. He’d never thought about it before. The Technic League wasn’t really his concern. He didn’t care about gadgets and the metal ruins that the Technic League horded. Not like Nix did.

“Of course!” She exclaimed. “I mean, why not?”

“Well with an argument like that…” Haji joked.

Nix hissed in pain and clutched at her head. “Shut up,” she groaned. After a moment she added, “I feel like my brain got kicked by a horse.”

Haji chuckled, then suddenly fell silent. They was a small group of people outside the Chapel of the Wanderer–a tiny chapel run by an elf who took care of all the funerals in Torch. They people stood whispering and wondering over who had died while the elven gravedigger, Mylan Radli, dug graves not far away. There were six of them. One for each of the bodies Haji and Nix had hauled up from the tunnels.

Not far past the graveyard they reached the Temple of Brigh. Haji took Nix by the arm. “We’re here. Come on.”

The main chapel was quiet. Joram sat nearby, with his hands clasped in prayer. At the sound of their footsteps echoing in the chapel, he held up a hand for them to wait. At the end of his prayers he sighed in relief.

“There!” he remarked happily. “Cursed headaches! Praise Brigh for her aid.” Turning to the group he smiled. “Sorry, how can I– OH! Hello Haji, Nix.” Joram nodded at them.

“Yeah, yeah,” Nix remarked. “Can you make my headache go away like that?”

Joram smiled kindly. “Of course, my dear. Brigh can make many of our ills a thing of the past–for a tithe, of course.”

“You money-grubbing–“

Haji quickly covered Nix’s insults with the sound of his jingling coin purse. He gave Joram some coins and the old man prayed over Nix. After a moment, she sighed happily.

“Oh, yeah, that’s the stuff.”

“Money well spent,” Haji assured Joram as the old priest slipped the coin into an elaborate clockwork tithe box.

“Of course,” Joram replied. “Now, come. Sit.” He gestured at the nearby pews.

As Haji and Nix took a seat, Joram continued. “You did good yesterday. We managed to identify the dead and that matters. Some of these folks have people who care.” He nodded solemnly. “The halflings you found were the first group to go into those tunnels. They were brothers. Their Mamm’s none too pleased, but is happy to get to bury her boys.”

“The half-eaten man was one of them thugs from the second expedition. The group that Parda, the half-orc you found, went into the tunnels with. The man had a foul faith, but Parda was well-liked. She was a local brawler who fought for coin on occasion. Folks will be sad to see her go.” Joram nodded sagely. “The cold man–Gerrol Sondor was his name–he went with Khonnir on the final expedition. He was a popular fellow. Recently got engaged to Emelie Otterbie. You know the Otterbie’s, don’t you?”

Haji and Nix returned his gaze blankly.

“No?” Haji eventually replied.

“They run Torch’s Guildhouse,” Joram explained. “Which means those fancy new weapons on your hip,” he gestured at their cold iron weapons, “Probably came from one of their smithy’s. Anyway, poor Emilie’s distraught. Very grateful to you, of course, but… Devastated. And rightly so, of course. When you get a chance, stop by the Guildhouse and see her father–Arceus Otterbie. He wants to make you each a masterwork weapon as a reward. You’ll need to let him know what you want.”

Nix smiled widely, but Haji nodded respectfully.

Turning to Haji, Joram remarked, “Good eye on the infection, my boy! You saved us all a world of hurt!”

Haji laughed. “I guess so!”

Joram handed over a coffer to Haji. “This is from the Council to you, for returning the dead to us. Fifty gold per body.”

Haji accepted the coffer, but Nix yanked it out of his hands and began to count the coins.

Joram nodded at Haji and offered him a handshake. “Be well. Careful you don’t make yourself one of the dead, yeah?”

“Yeah,” he replied grimly.

“You off now?” Joram asked.

“Yeah,” Haji replied again.

Joram nodded and stood, then used his magical rod to augment his magic, as he cast a spell upon Haji, Nix and Rothmhar.

With a nod and a thanks, Haji stood and left the Temple, with Nix and Rothmhar at his side.

“The old man was right,” Nix pointed out. “Fifty gold per body!” She let out a whistle. “Momma’s going to brew some explosives tonight!”

Haji chuckled.

As short while later they arrived at the Weeping Pond. It was dark and placid like always. Clearly toxic. It stunk like chemicals and made their throats itch and eyes water, even through Joram’s spell. They entered the slimy water and set off together for the underwater tunnels. Nothing attacked them this time, which was a welcome relief. As they dragged themselves out of the water, weighted down by their wet clothes, they found the tunnels as they had left them. At least until they reached the skulk caverns. There, in place of one of the rubble mounds, was a rack filled with drying meat. Skulk meat. Clearly, Sef had no qualms about eating her dead. As they passed by the meat, a voice spoke to them. (Skulks can be found in Pathfinder: Bestiary 2).

“You came back.” Sef remarked, appearing nearby.

“We have returned,” Haji announced loudly. His voice echoed around the cavern ominously. Holding up his cold iron falchion, he smiled. “This is Cutter! He’ll take care of the gremlins for you.”

Nix’s jaw dropped. “What?!? You named your sword? Damnit! I want to name my weapon!” With a smile she stroked her chin in thought. “Damn… Now, I’m on the spot! My morningstar is called… Gremlin Crusher! For now. I reserve the right to change it later!”

Haji grinned, then sheathed his sword.

Sef raised an eyebrow. After a moment of silence she pointed down another tunnel. “There. You go. Kill gremlins.”

Haji and Nix nodded at the skulk woman and headed off down the tunnel. With the aptly named Cutter and Gremlin Crusher in their hands, they entered the lair of the gremlins. The tunnels narrowed, then the ceiling lowered. Soon, they were travelling through tunnels only three feet wide and four feet tall. Nix had to crouch to pass through, but Haji was nearly doubled over completely.  Despite the discomfort, it was oddly familiar. Haji had spent most of his life toiling underground in cramped tunnels. This was no different. Although, admittedly, he was bigger now than he had been under his Master’s firm hand.

They came to a small ledge, and then the tunnel began to branch, winding off in different directions into a maze of gremlin warrens. The floor in each tunnel was clear, but in each cavern it was cluttered with debris, knick-knacks, scrap and random household objects, clearly stolen from the city of Torch above.

“Guess these are the same gremlins that terrorize the town,” Haji remarked.

“Delightful,” Nix replied with a grin.

Suddenly, they heard a clattering from a nearby cavern. Following the noise as best as they could, they came upon a little gremlin. The lean, bat-eared horror muttered as it rifled through a collection of mismatched cutlery.

They tried to sneak up on it, but after only a step into the room they had made such a clatter that the gremlin turned on them and let out a loud shriek displaying a mouth full of needle-like teeth and glowing, orange eyes. From further down the cramped tunnels, other voices called back.

“Well, crap!” Nix remarked. She stomped into the cavern and swung her morningstar at the noisy little thing. The gremlin nimbly dodged out of the way and yammered at her some more. It pulled out a little sword and stabbed at her, piercing her in the leg.

“Ow!” Nix growled at it. “That hurt! Kind of…” With a shrug she called out to Haji, “I mean, it’s not life threatening or anything… But it could be if the damned thing hit me enough!”

Haji shook his head at his girlfriend as he stomped into the room. Stooped over he swung his falchion at the gremlin, striking only air, and then wall. His sword shuddered in his hands.

“Hold still!”

The gremlin waggled it’s hands at the half-orc and laughed, clearly taunting him. (These gremlins are jinkins, which can be found in Pathfinder: Bestiary 2)

Suddenly, Nix’s morningstar crushed the little gremlin’s head, causing it to fall to the ground, dead.

“Ha!” she exclaimed happily. “Take THAT!” Looking at her morningstar she told it, “I named you well!”

Haji turned to the entrance to the cavern. “Well, Cutter’s going to have plenty of time to do his job. There’s more coming…”

As he finished speaking, a trio of gremlins burst into the cave, screaming loudly and waving their little swords at the group. One of them loaded bolts into a tiny crossbow.

The battle was a long one, with more and more reinforcements appearing in waves. Soon the commotion drew a particularly well-armed (and armoured!) gremlin into the fray, who wielded a small sized warhammer that proved painful, indeed! Nix suffered a lot of tiny wounds from the little gremlins, but as the infuriatingly hard to hit gremlin-boss fell, she let out a whoop of pride. Victory was close!

Or she thought it was, anyway.

And then the last little gremlin disappeared.

“Seriously!?” She exclaimed.

“Come on!” Haji ordered. “They can’t teleport far! We can find him!”

Haji tore off down the tunnels, digging quickly through each cave in the hopes of finding the last cowardly gremlin. Unfortunately, half the caverns were filled with traps, which proved…painful. As another rack of sharpened blades cut into Haji’s back, Nix tried to squish past him.

“Maybe I should go first,” she remarked. With their pace slowed by Nix’s trapfinding, the duo eventually discovered the last gremlin, still wounded from battle, hiding in a tiny crevice. The battle was quick this time. The gremlin had nowhere left to run.

After catching their breath, and a minor celebration, Haji frowned. “This place is a maze. We’ll have to go through it carefully to make sure we got them all.”

Nix nodded. “True enough. But, who knows? Maybe they’ll have some good stuff in all this junk.” She gestured at the stolen knick-knacks and scrap littering the cavern floors.

Haji considered this. “Maybe…”

They spent the next few hours sifting through junk, and crawling their way through cramped tunnels and caverns. Happily, they did find some ‘good stuff.’ They shoved armour and weapons of various sizes and qualities into their backpacks greedily. Nix pocketed an alchemical concoction she had never brewed before–liquid ice–as well as a smokestick and a sunrod. There were a few silverdisks among the junk, which gleamed beautifully in the light from Nix’s fire beetle glands. And a pair of scrolls that Nix slipped into her pockets.

They also found their first technological object… A strange pen-like device that had no discernible purpose.

“WOW! LOOK AT THIS!” Nix cried happily as she examined the odd little rod.

“What’s it do?” Haji asked.

“I HAVE NO IDEA!” Nix replied, practically yelling with excitement.

Haji shook his head and chuckled at Nix’s enthusiasm. “Alright, alright.” He replied after a moment. “Let’s go see Sef. She promised us a reward.”

Nix nodded absently, too busy trying to figure out what the device did to pay much attention to her surroundings.

When they found Sef she cocked her head at them

“Kill gremlins?” she asked.

Haji nodded. “Yes. They’re all dead.”

Sef faltered for a moment, then smiled. “Dead? Good.”

Haji narrowed his eyes. Clearly Sef had been hoping they would be a little worse for wear after their encounters with the gremlins. The skulk probably wanted to take advantage of their wounds and kill them. Not now, of course. Now she looked… scared of them. Wary.

Haji grinned. Good.

“You promised us safe passage,” Haji reminded her. “And information.”

“Yes, yes. And a treasure.” Sef crossed her arms defensively and nodded. “You will get it. She paused only for a moment, then sighed. “You look for others? Yes?”

Haji nodded. “Yes.”

“Many others came. We kill lots. But not all. But no our fault. We…” Sef paused, clearly trying to find the right words. “Job? Paid! We paid to kill.”

Haji look surprised. “What? You were paid to kill?” He frowned. Who would do that?

Sef nodded. “Yes. My people not live here long. Lived… lower. Deeper caves. It was good, but our leader brought us closer to the bright. To these tunnels. She was… magic. Used magic to get us here, from the hole that leads below.”

Sef gestured at the deep hole in the cavern with no visible bottom. “We battled the gremlins. Did well for a time. And then the woman came. With… purple? Yes, purple hair. She came with orcs and rat-men. They killed our leader, and many skulks. More than you.” Sef spits bitterly. “I became leader, then. Spoke with woman. She paid us to kill all others who came here. All others. Then she left with her people. Went into the metal tunnels. The danger ones.”

Sef gestured at the metal wall with the circular hole in it. “Not those ones. The others. In the gremlin caves.

Haji nodded. He and Nix had discovered another metal wall in the gremlin caves, but it was sealed shut. They hadn’t found a way inside.

“And the other people?” Haji asked. “Did you spare any?”

Sef nodded. “We try kill all. But sometimes skulks die. Hid from some people, and fled from others. Your people took our payment. A few passed through my territory, into metal tunnels there.”

This time she gestured at the nearby metal wall with the circular entrance.

“Then screams.” she continued. “Lots screams. Metal tunnels are dangerous. Kill those we did not.”

“All of them? You know for sure everyone died?” Haji demanded.

Sef shook her head ‘no.’ “You leave?”

Haji shook his head in return. “No. We’re heading into the metal tunnels. We need to find someone.”

Sef shrugged. “Then you die. Angry dead live inside. And metal men do worse than dead.”

Nix scoffed. “Like that would keep me away. Now what about this treasure?”

Sef nodded and handed Nix a bag of silverdisks.

Nix’s eyes widened and she smiled brightly. “Well, hellooooooo, beautiful!”

“There this also,” Sef said, handing over five strange cards of flexible, smooth material. They were white, with a long brown stripe on the bottom end. A few of them had faded images of faces on them, long since worn to a suggestion of features. “Junk. But the purple haired woman asked for such junk. Means… not junk. Has purpose.”

Nix took the strange striped cards with even more excitement than the silverdisks. “What are these MADE OF?”

Haji resisted the urge to chuckle at his absurd girlfriend, and instead gave Sef a stern look. “Thank you.”  He told her. “And remember. Safe passage.”

Cowed by Haji’s strength–for the moment–Sef nodded deferentially. “Safe passage.”

“Yeah, thanks,” Nix muttered absently. Grabbing Haji’s hand she urged him, “Come on, let’s go!”

Haji let Nix guide him away to the massive metal wall. A circular opening pierced the wall about five feet off the ground. Haji peered through the opening, into the metal halls.

“Ready?” He asked Nix.

Nix laughed. “Oh, honey, I was made for this.” She smiled brightly, golden eyes glittering with excitement.

Haji chuckled. But as he gazed into the dark, metal ruins, he turned grim.

Had Khonnir survived? Was he alive in there?

Would they survive?

“No time like the present!” Nix remarked. She nimbly climbed up the wall and rolled up into the opening in the metal wall.

With a grunt, Haji followed.

Together they took their first steps into the ancient metal ruins below Torch…


I hope you enjoyed our third experience with the Iron Gods Adventure Path! Tune in next time when we continue our foray below Torch with more Iron Gods: Part 1: Fires of Creation!

Jessica

Valentine’s Day

Happy Valentine’s Day!

Today on d20 Diaries we’re celebrating by sharing all things ‘love’ from Pathfinder. So whether you’re a romantic looking for love like Aldern Foxglove (who you can meet in Rise of the Runelords Anniversary Edition) a jilted, jaded loner like the Stag Lord (who you can meet in Kingmaker Part 1 – Stolen Land), or a parent who would do anything for their children like Nadya Petska (who you can meet in Reign of Winter Part 1 – The Snows of Summer), we’ve got you covered! So slip on your sleeves of many garments (Pathfinder: Ultimate Equipment) to get that perfect look and get ready to celebrate Valentine’s Day in style!


We’re starting simple, with a collection of mundane equipment that can make Valentine’s special for even the lowliest level one character! Prepare yourself for the day with a grooming kit and some perfume/cologne. Head out for a lovely carriage ride, or to see a show. Read poetry (if you’re literate), or serenade that special someone with a musical instrument.  For dinner, set the mood with a candle and candlestick, and be sure to bring a bottle of wine and some chocolates. All of these items are available in Pathfinder: Ultimate Equipment

But, for those of us who are higher than level one, chances are you’ve got some cash to burn! Let’s take a look at some pricier options! Unless otherwise listed, all of the items below are from either the Core Rulebook or Ultimate Equipment.

Still trying to catch the eye of that special someone? Be sure to get your armour and weapons glamered. Up your game with a circlet of persuasion, headband of alluring charisma, or a headband of seduction. Really put in the effort with a Zonzon Doll of Forgiveness (Inner Sea Gods) tailored just for them! Or skip the effort completely and invest in a staff of charming, or eyes of charming.

Trouble Hanging on? Love keep slipping through your fingers? Be sure to invest in some tanglefoot bags, silk rope, an elixir of love, philter of love (Advanced Player’s Guide), or a harp of charming.

Beloved often caught in the thick of things? Give them a paper flower favour (Heroes of the High Court) or a true love’s locket (Giantslayer Part 2 – The Hill Giant’s Pledge) as a token of your affection. Always keep an eye out for them with kinsight goggles.

Got someone you’d do anything for? Invest in an allying weapon, martyr’s tear and a ring of friend shield.

Can’t bear to be separated? Pick up a bracelet of friends.

Worried about all that romance (and enchantments) clouding your mind? A cap of the free thinker should help keep your head on straight! While the Liberator’s Rod will give you a second chance to see to the heart of the matter.

But enough about romance! Some character’s love life in general! So if you’re the kind of adventure who would rather preserve life than end it, pick up a merciful metamagic rod  or a merciful weapon. Then try out some benevolent armour.

Broken Hearted? Share your pain with a heartseeker, seeking or stalking weapon. They’ll regret tossing you to the curb!

My personal choice for the most romantic in-game gift? Boots of the winterlands! It’s quite cold where I live. Haha.


250px-Shelyn.jpg
Shelyn, Pathfinder’s goddess of love, beauty and art.

But love isn’t all about stuff! Up next we’re taking a look at the gods of Pathfinder, some loving, some possessive, and some plain evil! All of the gods listed below can be found in Inner Sea Gods, although some are in other sources, as well.

If you’re going to make a character interested in love you’re definitely going to want to take a look at Shelyn, The Eternal Rose, the popular goddess of love, beauty and art. If you’re a dwarf you’ll instead check out Bolka, The Golden Gift, goddess of beauty, desire, love and the goddess responsible for making arranged marriages blossom into loving relationships (Dwarves of Golarion). For a less obvious faith, take a look at Hembad, the Wise Grandfather, an empyreal lord of connections, matchmaking and synergy. Contrariwise, Naderi is the heartbroken goddess of love, romantic tragedy, suicide and drowning (Inner Sea Faiths, Faiths of Balance).

Looking to tackle a more physical aspect of love? Calistria, The Savoured Sting, is the most popular choice. She’s the elven goddess of lust, revenge and trickery. Or take Arshea, the Spirit of Abandon, for a spin! He’s the androgynous empyreal lord of freedom, physical beauty and sexuality. Try going the opposite direction and take a look at Lymneiris, The Auroral Tower, an angel interested in prostitution, rites of passage, and virginity (both of whom are featured in Chronicle of the Righteous and Heaven Unleashed). Take a walk on the darker side of sex with Ardad Lili, the infernal Whore Queen of seduction, snakes and women (Princes of Darkness) or with the Green Mother, a divine fey interested in carnivorous plants, intrigue and seduction (The First World, Realm of the Fey).

Want to worship a god worried less about romance, and more about family? Erastil, god of family, community, farming, hunting and trade, is the most well-known option. Although plenty of others exist. For dwarves there’s Folgrit, the Watchful Mother, goddess of children, hearths and mothers (Dwarves of Golarion). For giants there’s  Bergelmir, Mother of Memories and goddess of elders, family and genealogy (Giants Revisited). Orcs can pay homage to Dretha, goddess of birth, fertility and tribes. Feronia is a lesser known demi-goddess of flame and fertility. Svarozic is an empyreal lord interested in parenthood, ingenuity and progress. And lastly, Shei is an empyreal lord interested in life and self-actualization.

But love isn’t always good. Love of all kinds can be twisted into something foul. If you’re looking to take a look at the darker sides of love, lust and obsession, check out these horrible devils, demons, daemons and other foul beings: Belial, Archdevil of adultery, deception and desire (Princes of Darkness); Slandrais, a daemonic harbinger interested in lechery, love potions and obsession (Horsemen of the Apocalypse); Zaigasnar, a daemonic harbinger interested in body modification, destructive vanity and pins (Horsemen of the Apocalypse), Nocticula, demon lord of  assassins, darkness, and lust (Lords of Chaos, Demons Revisited); her brother Socothbenoth, demon lord of perversion, pride, sexual gratification and taboos (Lords of Chaos); Zepar, an infernal duke of abduction, rape and transformation; Zaebos, an infernal duke of arrogance, nobility and sexual perversion; and Verex, the orc god of lust, pillage, and plunder.


If you’re interested in bringing love and heartbreak into your game further, try using nymphs (Bestiary), satyrs (Bestiary), erodaemons (Bestiary 2 (Pocket Edition)), pairaka (Bestiary 3), incubus (Bestiary 3) and succubus (Bestiary) in your games as enemies, as well as enchanters of any kind.

Players can check out the Sacred Attendant archetype for clerics (Healer’s Handbook). Clerics and other classes with access to domains can check out the charm, community and good domains (Pathfinder Core Rulebook), as well as the cooperation (Inner Sea Gods), family, home, love, and lust subdomains (all from the Advanced Player’s Guide). Inquisitors can check out the seduction inquisition (Inner Sea Intrigue). Spiritualists can make phantoms with the dedication, despair or jealousy focus (all from Occult Adventures), as well as the kindness focus (Psychic Anthology) or lust focus (Occult Realms). Bards can add the ‘dance of captivating desire’ (Elemental Master’s Handbook) or ‘at the heart of it all’ (Ultimate Magic) masterpieces to their repertoires. Characters of all classes can benefit from the feats: Cursed Love (Agents of Evil) and True Love (Ultimate Campaign).

There’s a ton of spells in Pathfinder that have to do with love, lust and infatuation, most of which are enchantments. Some of my favourites include charm person, charm monster and enthrall, all of which are from the Pathfinder Core Rulebook. Ultimate Magic introduced lover’s vengeance, unadulterated loathing, unnatural lust, and waves of ecstasy. From other sources there’s adoration (Ultimate Combat), dream dalliance (Agents of Evil), lover’s vengeance (The Inner Sea World Guide), matchmaker (Ultimate Intrigue), seducer’s eyes (Inner Sea Gods) and shamefully overdressed (Ultimate Intrigue).


Lastly, we’re going to take a look at a few adventures that are the perfect fit for Valentine’s Day.

PZO9523_500My personal favourite is Realm of the Fellnight Queen! This Pathfinder adventure module is intended for level seven characters and was written by Neil Spicer as his winning entry in RPG Superstar 2009. This wonderfully written adventure begins as the players attend a wedding ceremony for a friend. The wedding itself is a blast, with activities for the players to participate in, a great cast of colourful NPCs for them to interact with, and a feast in addition to the wedding. But soon a love-spurned gnome crashes the wedding with his beloved bees at the behest of his mistress, Queen Rhoswen. The players will have to save not only the wedding, but the entire town from the Fellnight Queen’s machinations by heading deep into the forest and entering her extra-planar realm! This adventure is just a blast to play! I highly recommend it!

For adventure’s about familial love, I recommend playing Racing the Snake or Final Resting Place. Both are 3.5 Dungeons and Dragons adventures published in Dungeon Magazine. Racing the Snake is by John Simcoe and is found in Volume 105. It’s intended for level six characters, and has the PCs hired by a nobleman to protect his beloved daughter from assassins–with a twist! While she travels secretly to her wedding in the capital, the PCs get to impersonate her and lead her assassins and enemies on a wild-goose chase until she’s safe and sound! This adventure has interesting encounters and really tips the regular format on it’s head! Final Resting Place is written by Michael Kortes and is found in Volume 122. It’s intended for level three characters, and has the PCs hired by the daughter of a famous adventurer who recently perished on an exploratory mission underground. Knowing her father is dead, but unable to come to grips with it without his body, the PCs are sent underground to the site of his last mission, in order to return his body to his daughter for a proper burial. This adventure is one of my all-time favourite 3.5 adventures and is a TON of fun.

But what about all those lover’s scorned out there? I’d suggest giving Curse of the Riven Sky or Clash of the Kingslayers a whirl. Both are larger than life, awesome level ten Pathfinder modules that are driven in one way or another by the heartbroken, the betrayed, and the angry lovers out there! And best of all? As your player’s discover the motivations and history of the NPCs involved, they’ll question their cause, enemies and allies in a way they haven’t had to before. Both are definitely worth a whirl! Curse of the Riven Sky is written by Monte Cook, while Clash of the Kingslayers is written by Leandra Christine Schneider (and currently on sale for only two dollars American).

PZO9500-10.jpg
We B4 Goblins, a free Pathfinder adventure by Crystal Frasier. Come on! You know you want to ride a pig through a wedding cake!

Want to worry less about morality and more about destroying something beautiful and having a BLAST? Take We B4 Goblins for a whirl! This FREE Pathfinder adventure makes the player’s all goblins fresh out of their whelping cages, and sets them loose on some super fun rites of passage which culminates in an attack on a halfling wedding! Smash the cake, terrorize the guests and work out all your anger on the happy couple! The goblins are crashing the party!

Romantic love isn’t the only kind that causes pain and heartbreak. These next two adventures revolve around what happens when family is taken from us. Murder in Oakbridge is a murder mystery printed in Dungeon Magazine volume 129, written by Uri Kurlianchik and intended for level five characters. Wingclipper’s Revenge was printed in Dungeon Magazine volume 132 and pits the PCs against the perils of the fey (and man!). It was was written by Christopher Wissel and is intended for level four characters.

If you’re into the Pathfinder Society, try playing Scenario #27: Our Lady in Silver, or Scenario #4-09: The Blakros Matrimony. Our Lady in Silver unleashes our Pathfinders upon the desert nation of Qadira. It’s written by James McKenzie for tiers 5-6 and 8-9. The Blakros Matrimony takes place on Pariol Island outside of Absalom, an island owned entirely by the infamous Blakros family. It is written by Thurston Hillman for tiers 3-7. Both are unique adventures that are a ton of fun.

We’ve got one final Valentine’s Day treat for you today… An adventure path that is all about the relationships you forge with your companions and fellow players… The Jade Regent Adventure Path (starting with Jade Regent Part 1 – The Brinewall Legacy)! With rules for how to befriend and woo each member of the caravan, and updates in every volume for what items, events and places have meaning to each NPC, this adventure path is the first (and only) one that pays loving attention to the side characters right from the start of the campaign, to the end. If you want to get in on a game where relationships matter, give Jade Regent a try. The player’s guide is available as a free download, here.


That’s all we’ve got for you today!

No matter who you are, and what kind of love (or lack of) you’re celebrating today, I hope you enjoyed taking a look at the many ways you can spread the love with Pathfinder!

All the best, and Happy Valentine’s Day!

Jessica

Iron Gods: Part Two: Bring Out Your Dead!

Today on d20 Diaries we’re heading back to Torch, for more of the Iron Gods adventure path!

Iron Gods is a six-part adventure path by Paizo Publishing that fuses technology and fantasy into one awesome Pathfinder campaign. The first volume, Fires of Creation, is written by Neil Spicer, and is intended to bring characters from levels one to four. The Iron Gods Player’s Guide is a free download on Paizo’s website, here. For further information on the Iron Gods campaign, check out my blog post ‘Iron Gods Adventure Path,’ for information on our characters, check out my blog post ‘Iron Gods: Character Focus: Haji and Nix,’ and for information on our first play session, check out my blog post ‘Iron Gods: Part One: Into the Weeping Pond.’ If you’re going to play Iron Gods yourself, I highly recommend picking up the Iron Gods Pawn Collection, which has a ton of unique pawns for use in the campaign.


When we left our eccentric heroes, Nix, Haji and his ugly rat Rothmhar had returned from the tunnels beneath the toxic Weeping Pond to nurse their wounds until Nix’s eyesight returned. The next few hours were touch and go, but in the end they both recovered and spent the night together in Nix’s home. It was a small one-room warehouse crowded with a mess of scrap, cluttered worktables and unfinished projects.

Pheonix 'Nix'
Artwork discovered on Pinterest, and chosen to represent Nix.

Nix was up early, brewing some new alchemical acid and tinkering with her tiny magical gadgets. She wore massive goggles over her golden eyes, and her tangled orange hair was pulled back in a pony-tail. Despite having only one real arm and one mechanical arm, Nix was confident working with tiny mechanical parts, breakable glassware and volatile chemicals. She smiled brightly while working, a sign (perhaps) that she was not as sane as most women. But then, where was the fun in that?

Nearby, Haji sat on the stone floor, legs crossed. He was large even for a half-orc, with olive green skin, and long black hair and beard weighted down by the stones and gems braided into its length. Like Nix, Haji was not quite whole.  One of his eyes was green and alert, but the other was missing entirely, plucked out long ago by his cruel one-time master. In its place was a glittering gem, and surrounding the gaping eye-socket was a massive triangular brand. Before him sat Rothmhar, his hideously ugly, hairless rat. Haji sifted through a bag of stones and gems a pulled out a few choice pieces. One he popped into his own mouth, and swallowed! The other he placed in Rothmhar’s mouth. Rothmhar did the same, swallowing the stone, only to start violently convulsing and frothing at the mouth. The spit and foam-like saliva engulfed the entire rat and then hardened, into a strange sort of cocoon that looked remarkably like the rock he had swallowed. There, on Nix’s oil-stained floor, Haji sat in silent communication with Rothmhar’s spiritual consciousness, connecting with magical powers beyond his understanding.

An hour later, the rocky cocoon cracked and broke open. Rothmhar scurried out, his hairless flesh covered in new spiky, rocky protrusions. As Haji opened his eye, Nix smiled. Her goggles were on the work-bench and her new mechanical gadgets were strapped to belt.

“Ready to kick some ass?” she asked

Haji chuckled. “After breakfast. I’m starving.”

“Oh, yeah! That girl — “

“Val,” Haji corrected Nix.

“Yeah, her! That girl said she’d feed us! Let’s go!”

The duo hurried off to The Foundry, to score some free food off of Val Baine, the daughter of Haji’s friend and mentor, Khonnir, who had gone missing in the tunnels under Torch.

Val was happy to see them ready to set out again, but saddened they had yet to find news of her father.

Nix ate enthusiastically, and Haji stuffed himself to bursting. With most of his life spent only eating rarely, or not at all, Haji had learned to eat as much as he could, whenever he could in order to get by.

“If you keep feeding us, kid, Haji will need new pants,” Nix joked to Val.

After breakfast the duo headed out to the Temple of Brigh, to meet with Joram Kyte. Joram was the high priest of the temple, and a councillor. He had promised to cast protective magics on Haji, Nix and Rothmhar each day that they set out for the tunnels under Torch, in order to allow them to breathe water. He also served as the pair’s main point of contact with Torch’s council. It was Joram who would see the pair were paid for their efforts if they managed to save Khonnir Baine, or reignite the violet flame atop Torch’s Black Hill. While there, Haji asked after the identity of the half-orc woman’s body they had found, and the half-eaten man’s. Although Joram was no help in ascertaining who the half-eaten man was, he did know that the half-orc was a popular brawler by the name of Parda. Many people would miss her and he was certain that having her body recovered would go a long way to helping them grieve. With the promise of further rewards if the pair would return any dead bodies they found to the surface, Haji turned to find Nix gone.

Bored, Nix had moved on from the chapel to gawk at the mechanical wonders on sale at the temple’s storefront.

“Hey, look at this gun!” she exclaimed happily, waving around a technical marvel. “It’s so advanced! I think it shoots fire or something!” Checking the price tag she examined it’s structure, curious how she could make it herself for less coin…

Haji chuckled. “There’s an extra reward for us if we can return the deceased from the tunnels.”

“Yeah?” Nix asked with a smile. She put the gun down and followed Haji through town to the Weeping Pond. “Well, no time like the present!”

The Weeping Pond was dark and placid. It stunk like chemicals and made their throats itch and eyes water, even through Joram’s spell. They entered the slimy water and set off together for the underwater tunnels. Nothing attacked them this time, which was a welcome relief. As they dragged themselves out of the water, weighted down by their wet clothes, they found the tunnels as they had left them. The cut-up remains of the fire beetles were undisturbed, the half-orc’s body was still in the stalagmite carven, the foul frog-beast was dead on the shore, and the half-eaten man’s corpse was where they had left it.

“We can move the bodies later,” Haji announced. Noticing a partly-flooded tunnel leading east from the blindheim’s cavern, Haji entered the water. “Let’s keep exploring. I think this tunnel might lead back to the entrance.” He placed Rothmhar up onto his shoulder and gripped his trusty shovel in his hands.

With a shrug, Nix pulled out her morningstar and followed him.

The water quickly grew shallow, and after only a few turns in the tunnel the pair found themselves in a mold-slick cavern with three large foul-smelling mounds inside.

“It smells rank in here,” Nix complained. “What the heck kind of mold is this?”

“Oh, the mold isn’t the problem,” Haji replied. “The mold is harmless and totally natural. The stink is what it’s growing around. See? It’s growing over some corpses. Halflings, maybe? Kids?”

Nix shrugged. “Bodies are bodies. They’ll be worth coin, won’t they? Think they’ve got anything good on them?”

Nix and Haji approached the bodies only to have them twitch… Their mouths opened and a green sludge came pouring out, pooling on the ground. Then it sloshed it’s way towards them.

“Uhhh…” Haji muttered, holding his shovel out defensively. “That’s not normal.”

“Whoah! Those are the tiniest slime molds I’ve ever SEEN!” Nix exclaimed. “They’re usually… like… WAY bigger!”

As the slime molds (Bestiary 2) slammed their small, mold covered bodies against Nix and Haji, Nix gave one a hit with her morningstar.

“Just whack ’em, Haji!” She called out. “They’ll break like anything else.”

Taking Nix’s word for it, Haji swung his shovel at the green goop around his knees, slashing a line through it’s squishy form.

The battle was surprisingly long, with Haji and Nix suffering through some bad luck. Although Haji came out unscathed, Nix nearly fell unconscious. As the third and final slime mould exploded under Nix’s monrningstar, Haji looked around for any other signs of trouble.

Bloody, and breathing heavily, Nix activated one of her gadgets, causing a clockwork beetle to scurry it’s way from her belt over to her thigh, where it sprayed a magical antiseptic foam across her open wounds. After healing her, the beetle crumbled into tiny pieces. Nix scooped them up and tossed them into her bag.

Finding no other dangers in the cavern, Haji and Nix checked out the corpses.

“Definitely halflings,” Haji remarked. “Were there halfling adventurers sent down here before us?”

“Ha!” Nix laughed. “Like I know!”

“They’ve already been robbed. Except for…” Feeling something in one of their inner vest pockets, Haji rummaged around and pulled out a stone. “This! A lace agate! Wow, it’s beautiful! Polished and everything! Isn’t that nice, Rothmhar?!”

Nix burst out laughing. “You’re adorable, freak. You know that’d be worth good coin if you didn’t eat the damned things. No one wants to buy them after you’ve shit the things back out.”

Haji shrugged. “Doesn’t matter. They’re not up for sale, are they Rothmhar?”

The rock-spiked rat shook its head possessively and bared its teeth at Nix.

Nix smiled, as used to her boyfriend’s quirks (and freaky pets) as he was to hers. “There’s another tunnel here. You coming?”

Haji gave one last happy look at the new stone before putting it in his belt pouch. “That tunnel should take us back to the entrance.”

The pair headed off to discover Haji was correct. Unsurprisingly. As a trained miner he spent a lot of time underground. He was more at home in these caverns than he was in Torch. The group doubled back to the blindheim’s cavern, and turned the other direction, heading off down the only tunnel they had yet to explore.

It was dark, but Nix’s trio of fire beetle glands glowed brightly, lighting the way forward. Suddenly, Haji heard something–an echoing trio of thumps. Footsteps? Bare feet on stone, maybe? He raised his hand for Nix to stop.

“What?” Nix asked loudly.

Haji held up a hand for silence and they continues forward, cautiously…

The tunnel continued ahead, but to the left and right there appeared two side caverns. The one on the right was large, nearly thirty feet deep, while the one on the left was shallow–only ten feet or so. Both were filled with debris, scrap and bits of metal and wires. The large cavern had it strewn across the floor and mounded in the corners, while the small cavern had it heaped nearly up to the top.

“WHOAH!” Nix exclaimed with excitement, clearly forgetting to be quiet. “Look at all this SCRAP!” She dove into the large room, sifting through bits of wire and metal and shoving everything that would fit into her backpack. “There’s even some SILVERDISKS in here!”

“Oh, hey!” She suddenly remarked. “There’s some weird chalk drawings on the wall in here. A three-legged robot like the one we smashed topside, with… I don’t know, some weird spiny plants and scrawny four-armed dudes.”

Suddenly Haji cocked his head, clearly listening to something. Quietly, he said, “I hear… whispers. They’re distant, but coming from… here.” Haji looked at the small cavern blocked by debris. “There’s something past this junk,” he decided.

“Scrap,” Nix corrected.  “Up and over?” she whispered. She stowed her morningstar and crept over quietly, making barely a sound.

Haji tried to follow her example, but his weight caused the debris wall to topple, and make a loud crashing noise.

“Smooth,” Nix remarked with a grin.

Haji shrugged. “It’s done.”

The pair drew their weapons and headed down the tunnel that had been hidden by debris. It opened up into a large room, wide enough that Nix’s lights would illuminate it, but so deep that neither her glowing glands, nor Haji’s darkness-piercing eye could see to the far end.

They were on a narrow ledge, just wide enough for them to walk single file comfortably, that was ten feet higher than the rest of the cavern. It wound around the cavern to the left, leading off into another tunnel, and to the south, where it backed up into another tunnel and then descended down to the cavern floor at a steep incline. The ceiling here was quite high–nearly thirty feet high–and free of stalagmites. There were a few heaping mounds of debris, fibrous cords and hides down on the cavern’s floor.

Nix looked around with curiosity, but Haji narrowed his eyes. He leaned over and whispered into Nix’s ear.

“I hear something at the base of the ramp. And also right…” Haji suddenly turned around and lunged at the open space behind him. “HERE!”

His shovel drove into something, causing a weird silver blood to splatter around and a surprised looking hairless humanoid to flicker into sight. It’s flesh was grey, but it was camouflaged to blend in with the stones around it. It wore no clothes, but had a short sword clutched in its hands. (Skulks are from Bestiary 2)

As Haji attacked the strange humanoid Nix drew one of the volatile chemicals she had brewed and lobbed it at the ramp, causing it to burst into flames. For a brief moment a humanoid was outlined in flames, and let out a cry of pain.

“Ha!” Nix exclaimed proudly. “I see ’em!”

With the element of surprise lost, the strange humanoids tried to flee, or fight, (or both!), but stood little chance. Luck was on Haji and Nix’s side (for a change)! Even when reinforcements snuck onto the scene, the gray-skinned sneaks all perished.

“Sneaky buggers!” Nix remarked. “Think this is what killed some of the others?”

Haji nodded. “Parda was stabbed in the back, and so was that half-eaten guy. Their wounds could match with these swords. I didn’t check the halflings for wounds, but I wouldn’t be surprised if these things had a hand in their death, as well.”

Nix shrugged as she examined their corpses. “Guess they don’t have many places to hide treasure, hey?” She laughed headed over to the scrap mounds while Haji collected their swords.

“These things are made with junk–not much even I could find use for,” Nix admitted. “I think they were being lived in. Like, huts or something. But it’s a sign there’s more around here, right? I mean, there’s got to be!”

Haji grunted noncommittally. They headed deeper into the cavern, listening warily for signs of further skulks. They found a massive pit so deep they couldn’t see to the bottom, two more tunnels, and a massive wall of pitted metal.

“WHOAH!” Nix exclaimed loudly. “DO YOU KNOW WHAT THIS IS?!”

Haji nodded. “Numerian steel?”

Nix nodded her head rapidly in turn and ran her hands over the metal. “Glaucite! An iron and adamantine alloy that’s a pain in the ass to make, work with, AND break down. Steel’s better for nearly EVERYTHING, and it’s not really worth the effort to try to extract the adamantine from it, BUT, artifacts and ruins from the Rain of Stars are often made of this stuff! Behind this wall is probably, like… SOMETHING AWESOME! And COOL! And OLD!”

Haji raised an eyebrow. He had heard tales of the metal ruins hidden underground throughout Numeria. Ruins that had supposedly fallen from the stars, but he had never seen one before. Never confirmed their existence. And he had spent a LOT of time underground. He had little interest in the ruins themselves, but the metal? That might have interesting effects on Rothmhar… And Nix? She would love whatever they found inside.

“There’s an opening in the glaucite further down,” he pointed out, gesturing to a circular opening nearly five feet off the ground.

Nix hurried over and stood on her tip toes, peeking her eyes inside. “Oh, we HAVE to go in there!”

“We haven’t found Khonnir, yet.” Haji reminded her. “Or finished exploring these caverns. Let’s make sure it’s safe out here before heading into THAT deathtrap.”

Nix scrunched up her nose in distaste. “Why do you have to be so practical?” she asked. “FINE! Lead the way, party-pooper!”

Haji smiled, surprised that leading Nix away from the metal corridor had been so easy. She must still be hurt from the battle.

They backtracked a bit, heading up the ledge and down one of the tunnels.

“I think this will take us back to that other tunnel that led out of the debris room.” Haji remarked.

As they walked it got colder, and colder. Their breath made little clouds in the air and a rime of white frost coated the floors and walls.

“Why’s it so cold down?” Nix asked.

Haji shrugged. “I… I don’t know.”

The tunnel opened up into a larger one, shaped like a wedge, with a single other tunnel leading exiting it to the north, back to the debris room. The floor in the cold room was covered with a fine layer of brown dust, and a body slumped against the far wall.

“Oh!” Nix exclaimed. “I recognize this! It’s brown mold! It’s… like… mold that drains the heat from everything around it, making it cold and… stuff! Fire only makes it grow, even though I always thought that was bonkers! And…” she wracks her brain, trying to remember anything else useful. “I don’t think it can actually kill you, but it can take you pretty close.”

“That guy looks pretty dead to me,” Haji remarked.

“I see your point.”

Haji got out a rope and grappling hook from his backpack, tied them together and tossed them into the room. He snagged the body on the first try, and hauled it back out into the tunnel.

“Recognize him?” Nix asked as she poked at the cold corpse.

“Yes, actually.” Haji remarked with surprise. “He was a friend of Khonnir’s! I don’t know his name or anything but… Yes. I’m certain it’s him.”

“Well, this guy hasn’t been robbed yet,” Nix replied. “And he wasn’t poor either! His tools are way nicer than mine! There’s some empty vials on him, so he probably could afford to pay for potions, and look at his armour? Chain shirts like this cost a fortune!”

Haji nodded and began removing the armour. “I call dibs.”

Nix smirked. “Fine, but his tools and crossbow are mine.” Holding up the tiny crossbow in one hand she aimed it around. “This thing is bitching!”

After looting the body, Haji inspected it.

“I think you’re right. I don’t think the cold killed this guy. Look, he’s got stab wounds here and here…”

“From those grey sneaks?”

Haji nodded. “These ones are, yes. But these other two puncture wounds, they’re from a spear, and they’ve got a strange mold growing inside them.”

“MORE mold?” Nix asked. She rolled her eyes. “So he fled in here and, what? Bled to death?”

“Probably. And whoever stabbed him didn’t follow him in here to fetch his corpse.”

Nix nodded. “It’s not that brown mold in the wound, is it? Or the slime mold?” Nix peeked into the wounds then frowned.

Haji shook his head. “Worse. It’s russet mold. It’s sore of like… a fungal infection that gets inside you, and kills you from the inside out as it grows.” Pointing at the body he continued, “You see here, and here, there’s mold veining beneath the surface? That’s the infection. Once it kills you a plant guy bursts out of your body.”

“A plant guy?” Nix asked with doubt.

“Seriously!” Haji remarked. “It’s a vegepygmy. You know, a little plant man? They venerate the bodies they grow from as birth-corpses.” (Bestiary)

“That’s weird. So, what, this guy’s going to explode and out pops a plant dude?”

Haji nodded. “I think the cold halted the infection’s progress. But, once it warms up again? Yeah, probably. Not right away. It’ll take a half day or so, I think. Maybe longer.”

Nix grabbed the body. “So toss him back in!”

Together, Haji and Nix hoisted up the dead body and tossed it into the cold cavern.

“We can fetch him later and bring him to Joram. He should know a cleric who can cleanse the body.”

Form there they returned to the large cavern and took a trip down another tunnel, ending up on a ledge seven feet above the floor in a small cavern. Bits of scrap, wires and technological objects littered the floor here, and in the corner stood another large scrap mound. They looked around, but saw no sign of enemies. As they approached the ledge, a woman suddenly flicked into view, her perfect camouflage deactivating, and revealing her grey skin. The woman wore a ton of blades and knives strapped onto her body, and bore a sneer on her face. (Sef, leader of the skulks)

“I am Sef, leader of the skulks who claim caverns! YOU are in my territory. You killed my people! Not all…” the woman announced angrily in broken common. “I be kind and make you offer.”

Nix raised an eyebrow, but Haji nodded. “What’s the offer?”

“Safe passage through my caves–now and in future–if you do two things for me. Kill no further skulks. And go that way,” she pointed off into the distant tunnel. “Enter gremlin caves and kill them all. They are pests. Do this and I give you a strange treasure I have found in metal room.”

“We came here looking for the other people–“

“Other people are dead,” Sef cut in. “You not be if you do this for me.”

Haji frowned. “Gremlins? What can you tell us about them?”

“They are pests,” the woman repeated. “Cause trouble. Break things. Gone when try to catch them. Not gone like skulks. Actually gone.”

Haji nods. Clearly the woman didn’t have the vocabulary to articulate much further. “We can do this, but we need to leave and gets supplies first. Gremlins can be hard to harm. You will allow us back in without trouble?”

Sef nodded.

“I am Haji, and this is Nix. Remember us. SAFE PASSAGE.”

Sef scowled, but nodded. “Safe. Yes. Go now. Come back when you kill the gremlins.”

Haji nodded and led Nix back out of the chamber.

“Did you just get us a job as exterminators?”

Haji shrugs. “We’ll need cold iron weapons,” he points out, well aware of the nature of gremlins.

Nix nods. “Or explosives!”

“Come on. Lets get the bodies back to the surface and turn them in to Joram. We can stop by the marketplace afterwards.”

“Fine. But I want to dig through the junk room, first!”

Retreating back through the caverns, Haji and Rothmhar collected the various dead bodies while Nix rifled through the cavern full of scrap. Once finished they set out to bring the bodies back to Torch, tying themselves to the corpses one at a time and floating them back up to the surface through the Weeping Pond. By the time they were done the duo was exhausted. They lashed the bodies together and floated them downstream nearly all the way to the temple, then hired a cart for a copper to haul them the rest of the way through Torch.

Joram met them with great sorrow, but hurried off into the temple with the bodies the moment Haji mentioned that one of them was about to spawn a vegepygmy. With the promise of receiving their reward tomorrow, Haji and Nix headed out to the market to pawn a few bits of gear, purchase some cold iron weapons, and then head of to the Foundry for some hard-earned food.

They had made progress today, but tomorrow, there would be gremlins to deal with! Trouble was on the horizon!


I hope you enjoyed our second experience with the Iron Gods Adventure Path! Tune in next time when we continue our foray below Torch with more from book one, Fires of Creation

Jessica

Starfinder: Supplementary Products

The Starfinder Roleplaying Game launched a while ago, and unsurprisingly there’s a LOT of supplementary products already out on the market. Today, we’re going to take a look at these awesome (and not so awesome) products!

To start off with, The Starfinder Core Rulebook (for more details on the Starfinder Core Rulebook, check out my blog post about it here). You want it. You need it. This book is NOT optional. It’s got everything you need to play! Or does it? The only thing it’s missing?

StarfinderCover
Starfinder Core Rulebook

Monsters! Which brings us to our second necessary product, the Starfinder: Alien Archive. This is the book where you’ll find a ton of monsters, new player races and, most importantly, simple rules for making MORE monsters and races. If you’re going to run a game of Starfinder, you NEED the Alien Archive.

But there’s another product you can already pick up about monsters in Starfinder. And this one’s FREE. Starfinder: First Contact is a short PDF of some Starfinder monsters, available as a free download on Paizo’s website. You can also purchase it in print for five dollars on their website, but I’m pretty partial to free, myself.

So you’ve got your game, and you’ve got you’re monsters. For books, this is all that’s necessary. However, Paizo just announced a third hardcover book in their line-up which is available for pre-order (and is expected out next month): The Pact Worlds! If you enjoyed the campaign setting chapter in the Starfinder Core Rulebook, then Starfinder: Pact Worlds is for you! This book contains details on all of the major planets of the Pact Worlds, new playable races, new themes, new ships, new archetypes, and new gear, spells and feats! In short, despite being a book about the setting of Starfinder, it’s got a ton of new class options for everyone. This book isn’t necessary, but I know I’m DEFINITELY adding it to my collection.

Once you’ve got your books, you need something to actually play on. Starfinder uses two grid types, one for player battles, exploration and so forth, and one for starship battles. For starship battles, they have only one flip-mat for sale, but it’s awesome. It’s big, it’s beautiful, it’s good with dry and wet erase markers, as well as permanent markers, and it’s double sided. Starfinder Flip-Mat: Basic Starfield is a must-have play mat for the Starfinder game.

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Starfinder Flip-Mat: Basic Starfield

For standard play, though, there are a ton of options. Now, chances are, if you’ve played Pathfinder, Dungeons and Dragons or any other d20 games you have a play mat already. My personal favourite, Pathfinder Flip Mat: Basic Terrain Multi-Pack, is a great choice for a wide variety of terrain types. Starfinder has launched another new basic flip-mat, which is a great addition to your game (and my favourite of the new Starfinder mats), Starfinder Flip-Mat: Basic Terrain. One side is a windswept desert or badlands style terrain, while the other is a metallic, grey terrain type. In addition to basic mats, Starfinder has launched a couple REALLY beautiful flip-mats. In general, although they’re lovely, and easy to use, I tend to stick with the basic mats for budgeting purposes. But if you’re interested, there’s the Starfinder Flip-Mat: Cantina, which features a high-end dance-club scene on one side, and a grungy, dive-bar on the other. The Starfinder Flip-Mat: Starship features a sleek exploratory starship on one side, and a more utilitarian ship on the other side which would work great as a military ship, a freighter, or a derelict ship. The last map I haven’t been able to find on amazon, which means you’ll have to order direct from Paizo’s website (which if you’re Canadian, like, means the shipping fees are a nightmare). That being said, the Starfinder Flip-mat: Urban Sprawl is gorgeous. One side is a sleek, futuristic city or parkscape, while the other side is a grungy, dystopian slum. There are plenty of other maps on the horizon, which we’ll be sure to keep our eyes out for.

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Starfinder Pawns: Alien Archive

You’ve got your books, and you’ve got your play-mat, but what the heck are you going to put on it?  Paizo has a few paintable resin miniatures available on their website, Navasi the human envoy, Iseph the android operative, and Keskodai the shirren mystic. They’re nice figures, and I’d expect the other iconics to be released in the future. But, for the cost and time investment, paintable minis aren’t for me. What I’d suggest instead is the Starfinder Core Rulebook Pawn Collection which comes with a hundred awesome minis perfect for player characters and humanoid enemies, as well as a large assortment of ship pawns. You are going to get a TON of use out of this collection! In addition, I highly recommend the Starfinder Pawns: Alien Archive which has 300 pawns inside, in a collection of monsters, humanoids and even a few ships. These two pawn collections will give you a ton of minis to work with, and should be al you need for a long time to come. The only other thing you’ll need to go with them is a set of bases. They’re compatible with the Pathfinder Pawn bases, so if you have some at home already, you won’t need to buy more, but if you don’t you can pick Starfinder Pawns: Base Assortment from amazon or from Paizo’s website here.

In addition to the necessities, which we’ve gone over, there’s a collection of other, less useful, supplementary products available. There’s a helpful Starfinder GM Screen (which has gorgeous artwork on one side and a collection of very important information for the GM on the other), Starfinder Player Character Folio (which is a very detailed character sheet), and Starfinder Combat Pad (to help make combat organization quicker and easier). But what I’d recommend is the Starfinder: Condition Cards, which put all of the conditions in Starfinder on handy cards which can be given out to players, or used by the GM for easy reference. They also feature some snazzy artwork of space goblins on each condition to make them more interesting.

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Starfinder Adventure Path: Incident at Absalom Station (Dead Suns 1 of 6)

The last Starfinder product we’re going to touch on today is adventures. Currently, there’s only one adventure path out for Starfinder: Dead Suns! The Dead Suns Adventure Path consists of six volumes, three of which are out now and three of which are available for pre-order. They are: Starfinder Adventure Path: Incident at Absalom Station (Dead Suns 1 of 6)Starfinder Adventure Path: Temple of the Twelve (Dead Suns 2 of 6)Starfinder Adventure Path: Splintered Worlds (Dead Suns 3 of 6)Starfinder Adventure Path: The Ruined Clouds (Dead Suns 4 of 6)Starfinder Adventure Path: The Thirteenth Gate (Dead Suns 5 of 6), and Starfinder Adventure Path: Empire of Bones ( Dead Suns 6 of 6). From what I’ve read so far of the Adventure Path, it’s great fun.

But, if long adventure paths aren’t your thing, you can also check out the Starfinder Society. Much like the Pathfinder Society, this is a world-wide gaming community where you make a character, bring them to your local game store, convention, or take them online on Paizo’s message boards, and play a short 4 hour scenario together. If you’re not interested in actually joining these games, you can always purchase the PDFs for a few dollars each and run them at home with your regular Starfinder rules. I’m a big fan of these short scenarios, and for my family, this was how we decided to test out the Starfinder Roleplaying Game.

Currently there are eight scenarios available for purchase, with new ones coming out regularly. I highly recommend picking up Into the Unknown, which is a series of short 1 hour mini-quests that form a continuing story-line and is available as a free PDF download on Paizo’s website. It’s great fun, and has a great introduction to starship combat rules, which makes it a spectacular first-time adventure for everyone. In addition, the plot-line’s great. I also highly recommend Scenario #1-03: Yesteryear’s Truth, which can be used as a sequel to Into the Unknown, as well as Scenario #1-04: Cries from the Drift, and Scenario #1-08: Sanctuary of Drowned Delight. All three have a great balance of social encounters, combat encounters, and starship encounters. They’re AWESOME.

Scenario #1-01: The Commencement provides a great introduction to all the factions of the Starfinder Society, but has your players performing minor tasks that aren’t very glamourous. If you’re planning on playing in the Starfinder Society I’d pick this one up, but otherwise I recommend passing on it. If you’re a fan of social encounters or mysteries I’d give Scenario #1-02: Fugitive on the Red Planet, Scenario #1-05: The First Mandate, or Scenario #1-07: The Solar Sortie a try, but keep in mind that none of them feature starship battles. Lastly, Scenario #1-06: A Night in Nightarch is a fun romp which sees the players attempt to reclaim a stolen weapons  shipment from a drow thief, though this is a slightly higher level adventure and is intended for levels 3-6.

Thanks for joining me for a look at the many Starfinder Products available! Be sure to check back in at d20 Diaries to read about new releases, and reviews on further products.

See you in the Drift!

Jessica

 

Vermin, vermin, everywhere…

There’s a mouse in my house.

Now, for those of you who have to deal with vermin way worse than mice… say rats or cockroaches or something else horrible, you might be thinking: “Auww, a mouse! How cute!”

No! Not cute!

Dirty, filthy, sneaky little mice. In my KITCHEN.

Blech!

So while my kitchen has been taken over by an abundance of glue-traps (admittedly, it might be overkill), we’re going to take a look at VERMIN.

Pardon me while I suppress a shiver!

Now, I don’t just mean insectile vermin, or the vermin creature-type, I mean vermin of all kinds. And the most likely way you’re going to interact with these creepy, crawlies? Battle.

To kick things off we’re looking at a classic: the dire rat. I know, I know, you’ve fought a ton. But if you haven’t? Do it! These nasty little blighters are a staple for low level d20 games of all kinds, and for good reason! They’re a decent challenge for their lowly CR 1/3, and due to their horrible hygiene, they’re likely a player’s first interaction with diseases, as well. Love them or hate, you’ve gotta take them down!

A few of my other favourite vermin include giant leeches (so gross!) and the tick swarm. Giant leeches have the ability to attach themselves to their victims and drain the blood right out of them–except this bad boy’s the size of a grown man. At a CR 2, they’re still a low-level threat. And the tick swarm? The opposite. The tick swarm is a whopping CR 9 monster that’s immune to weapon damage in addition to the typical swarm immunities. These little buggers are diseased, and possess a cool ability: cling. Even after fleeing the swarm’s area a bunch of ticks still cling onto the PCs, draining their blood. This causes the PC to take swarm damage each round even after running away. They’re going to hate these things!

There’s another new vermin out there that I love, and it’s creature type? Undead! Cause the only thing worse than finally killing that cockroach? When it comes back to life! Check out the exoskeleton! An exoskeleton is the corpse of an insect, given unlife by necromancy. Sort of like a skeleton bug. Minus the skeleton. As an acquired template the exoskeleton can be added onto any corporeal vermin that has an exoskeleton, so prep the beetles, centipedes and spiders! Bring on the exoskeletons!

But vermin aren’t always the enemy, right? What about those of us you who want to make nice with the little guys? Well, look no further!

Want to let out your inner vermin? Play a ratfolk! These sneaky little fellows are a fun player race, who excel in tight spaces. They’re nimble, smart, and are naturally good at creating alchemical substances, and using magical devices. They’ve got some cool race specific archetypes and feats, but my favourite thing to make with a ratfolk? A witch! Seriously! Imagine them brewing their noxious substances, hurling hexes and cackling their furry little heads off! So great!

But what if alignment’s not an issue? Well, if you’re alright with letting a load of villainy into your games you can crack out the classic wererat. Or better yet? Be an entothrope! A what?

An entothrope! Introduced in Bestiary 6, the entothrope is lycanthropy with BUGS! And my personal favourite? The weremantis! With wicked claws, mandibles, and the ability to lunge and make sudden strikes, these guys are a blast!

Now, there’s also some awesome class options for those of us you who want to dabble with vermin without being one. The most obvious way is with your pets. My favourite vermin familiar is the moth. Why? Honestly? I HATE moths. I have a terrible fear of moths. Eww! Yeah, yeah, I know they’re not THAT bad… Looking for a good animal companion? Pick up a giant cockroach (also EWWW!). Both options are from Ultimate Wilderness.

And my all time favourite vermin themed character option?

The swarm monger druid!

These guys have to choose an urban companion–centipede, cat, rat, raven or spider–and can make them multiply into a swarm a few times a day for a few minutes at a time. They gain the ability to influence vermin, bonuses on saving throws against disease and poison, the ability to be healed by consuming rotten food, and, my personal favourite, the ability to transform themselves into a shifting swarm of vermin. Neat!

And gross!

Not up for a full-body commitment?

There’s a lot of cool items and spells that you can pick up, so I’ll only name my very favourites. First up? Pipes of the warren guardian, a magical musical instrument that can be played once a day to summon a bunch of dire rats to fight for you. And the spell? Vomit swarm! Cause… just… GROSS!

And what are we finishing off the day with?

Urban Decay! A 3.5 Dungeons and Dragons adventure intended for 2nd level characters that pits the players against a group of wererats operating out of the sewers who attempt to conquer the city above with rats, and plagues of disease. This is an awesome little adventure that’s a perfect way for me to work out my anger at something generally mouse-shaped. Take THAT rats mouse-stand-ins!

That’s all for today!

See you next time,

Jessica


Interested in anything you read about today? Want to know where it came from? Look no further!

Dire rats and giant leeches are from Pathfinder’s Bestiary and Bestiary (Pocket Edition). The tick swarm is from Bestiary 2 and Bestiary 2 (Pocket Edition). The exoskeleton and entothropes are from Bestiary 6. Rafolk and the pipes of the warren guardian are from the Advanced Race Guide. And the vomit swarm spell is from the Advanced Player’s Guide and Advanced Player’s Guide (Pocket Edition). Moth familiars and giant cockroach companions are from Ultimate Wilderness. Finally, the swarm monger druid is from Blood of the Beast.

Urban Decay was written by Amber E. Scott, and was published in Dungeon Magazine issue number 138 back in 2006.

Enjoy!