Today we’re going to take a look at the two most recent Starfinder Society Scenarios that are currently available for purchase, and let you know we thought. Although you’ll find references to events in each that I liked or disliked, and comments about specific characters, these scenarios are not explored in detail. It’s not my intention to spoil the events in these scenarios, or give summaries and full reviews, but to share my opinions and provide recommendations. That said, if you want to avoid even minor spoilers I recommend you check out a different article. Whether you intend to use them in home games of the Starfinder Roleplaying Game, sanctioned scenarios for use with the Starfinder Society Organized Play, or just want to read a nifty new adventure, we’ve got you covered! So sit back, and get ready to explore the Pact Worlds!
Scenario #1-22: The Protectorate Petition is a Tier 1-4 adventure written by Mike Kimmel. It takes place on Tabrid Minor, a planet in Near Space that has a population of around two billion. The dominant race on the planet, the copaxis, have applied to the Pact Worlds for Protectorate status. The Stewards have hired the Starfinder Society to conduct an independent review of the ruins of an ancient flying city located on Tabris Minor, with the help of some locals. You’ll need to learn all you can about the cobaxis, their culture, and their history. Once you’ve got a feel for them and their past it will be your job to write a report which will either approve or deny Tabris Minor’s request for Protectorate status. This scenario features no special scenario tags, does not include starship combat, and does not continue any ongoing storylines. It makes use of Pathfinder Map Pack: Ruined Village, and Pathfinder Map Pack: Secret Rooms . In addition to the Starfinder Core Rulebook, it features content from Starfinder: Alien Archive, and Starfinder: Armory. There is a single familiar face in this scenario: the always delightful Venture-Captain Arvin, as well as a host of new NPCs. It introduces a member of the Stewards: Major Tower-9, who will hopefully be featured in another future scenario. The copaxis are a really interesting race. Each individual is actually a colony of microorganisms which live within a single humanoid-shaped exoskeleton and act as a single unit. They’re basically coral-people. There are also a lot of interesting NPCs in this scenario from among the copaxis themselves, including Bryanisis, Gnaucara, Panacula, and Therseis. My personal favourite? Less Than Three (of whom I will divulge no further details).
Therseis, a copaxis from Tabris Minor featured in SFS #1-22: The Protectorate Petition. Illustrated by Michele Giorgi. Art courtesy of Paizo Inc.
Exploring the ruined flying city of Tabantria is a lot of fun, with some locations already excavated and safe, and others still dangerous. There’s opportunities to glean interesting information at both types of locations, as well as copaxis researchers you can turn to for context and advice if desired. Although I don’t want to give away anything about your discoveries, I will say that things are more… complex that they seem. It’s wonderfully handled. There’s some fun battles in this scenario, all of which can provide the PCs with some information. I particularly enjoyed the new crab-like creature known as the corchaaz which can alter gravity and even use some solarian powers! Very cool. There’s no particular boons you’ll want to slot for this one, although members of the Dataphiles, Exo-Guardians, and Wayfinders all should naturally have the most interest in this scenarios goals. If you’ve got a solarian, now is a great time to play them. Solarians have a few unique benefits throughout this scenario. Overall I really enjoyed this scenario. I give it four out of five stars.
Scenario #1-23: Return to Sender is a Tier 5-8 adventure written by Natalie Kertzner. It takes place on the edge of the Scoured Stars trinary system, which contains three suns, and a plethora of planets. The systems within the Scoured Stars are Callion, Agillae, and Bastiar. This scenario takes place after a number of other Scoured Stars related scenarios including: #1-05: The First Mandate, #1-11: In Pursuit of the Scoured Past, #1-13: On the Trail of History, #1-17: Reclaiming the Time-Lost Tear, and the Starfinder Special: #1-99: The Scoured Stars Invasion. Obviously, this scenario contains some spoilers, particularly in regards to the Special. I recommend playing as many of the previous scenarios as possible, before playing this one. One very important piece of information? Jinsul are an alien species that attacked the Starfinders when they attempted to rescue their comrades from the Scoured Stars system. Although most of the Starfinders escaped, the jinsul conquered the Scoured Stars system. As to what they want next? Unknown.
A jinsul ship. Originally depicted in SFS #1-13: On the Trail of History. Art courtesy of Paizo Inc.
This mission begins when Historia-7 (leader of the Dataphiles) flies the PCs to a secret facility run by Radaszam (leader of the Acquisitives) and maintained for his Obsidian Spiders mercenary company. Together the duo gives the PCs an off-the-books mission. Their job? Take a recovered jinsul ship and fly to a space station on the edge of the system. Infiltrate the jinsul base, learn all you can, and destroy it (with the help of Historia-7 and Radaszam!). This scenario features the Faction (Acquisitives) and Faction (Dataphiles) tags and uses two custom maps. It features content from Starfinder: Alien Archive, but all relevant information is included in this scenario. There’s no specific boons I’d recommend slotting (other than the faction boons, of course) or classes to take. It is worth mentioning that one enemy in this scenario has an ability that could allow them to foil the operative’s trick attack ability. Return to Sender is intended to be a dangerous infiltration mission with a nerve-wracking atmosphere. You’re supposed to worry over alerting the base to your presence, while learning all you can. That said, the path laid before you is noticeably linear, with no real repercussions for being discovered. It runs the risk of feeling like a long, drawn out slug-fest. Room, fight, hack a computer. Room, fight, hack a computer. And so on. This is one of those missions that really requires a talented GM to make it shine. That said, I particularly liked the final battle, and the scenario’s cinematic ending. In my opinion the best part of this scenario was actually nothing to do with the mission at all. Throughout it the PCs get to hear Radaszam and Historia-7 banter over the comms and learn more about the duo. PCs also have the opportunity to release and befriend and adorable little alien that behaves like a goofy puppy dog and looks like a mix between a shark and an octopus, with big, cutesy eyes and a lolling tongue. This little fellow’s antics can either be played up (for groups who would enjoy some comic relief) or fall to the wayside (for groups who are enjoying a more serious, suspenseful playthrough). I think the fact that the option was given for this creature to serve different roles for different kinds of groups was a really nice addition. Although this mission will be a great fit for some players, it just wasn’t my cup of tea. I give it three out of five stars.
Thanks for joining us today! I hope you enjoyed this look at the newest Starfinder Society Scenarios. We’ll be back in a few days with a look at the newest Pathfinder Society Scenarios. See you then!
This week brings us a few exciting announcements. For starters, Pathfinder Playtest has just released two new surveys. These are both general feedback surveys which are not connected to Doomsday Dawn. The first is about your experiences and opinions on ancestry and the second is on classes. Both surveys can only be filled out once and feature opportunities for your to offer feedback on each of the ancestry an class options. If there’s any that you don’t want to give feedback on you’re welcome to skip them. It really important to remember that these surveys are very in depth. Make sure you’re prepared to answer detailed questions including which aspects and feats were your favourite, overpowered and so on. It’s handy to have your Pathfinder Playtest Rulebook on hand to reference feat and ability names. Overall I really enjoyed the ancestry survey, but I did have trouble with the class survey. It had an error which kept redirecting me back to the beginning of the survey after I completed the feedback on the first class. I’m going to head back and try again later, but for now I’ve had to leave it be. When you’re ready, be sure to head over to Paizo’s website and fill out the surveys. Or click the links provided: Ancestry Survey and Class Survey.
UPDATE: The survey is now working fine for me!
Octavia the half-elf arcane trickster from the Pathfinder Kingmaker computer roleplaying game.
The other big announcement? PATHFINDER KINGMAKER! I know, I know, Kingmaker’s an old campaign. But we’re not talking about that. We’re talking about Pathfinder Kingmaker the computer game! This RPG is currently available for pre-order on both GOG and Steam and is going to be released next week. It looks AMAZING (if only my computer was good enough to play it… Haha). This game follows the story of the Kingmaker Adventure Path, and expands upon it greatly, including an entire new ending, a plethora of new characters, and a ton of quests. You’ll have to conquer, rule, and protect your own nation in the Stolen Lands! There’s supposed to be a ton of character options for your characters, including multi-classing and archetypes. After completing the tutorial and prologue you can also create your own team of characters. In addition, there’s eleven pre-made party members who have their own stories, personalities, quirks, and abilities. Each has tied to unique events from the game’s storyline, and some of them can even be ‘romanced’ by your characters. I’m definitely looking forward to the banter. Haha.
So who are these characters? So glad you asked!
One of them will be familiar to most of us: Amiri the Kellid barbarian. There’s also Nok-Nok the goblin rogue (who some of us might recognize from his Pathfinder Adventure Card Game promo card). The rest (as far as I know) are all new. Ekundayo the Garundi ranger, Harrim the dwarf cleric of Groetus (god of the end-times), Jaethal the elven undead inquisitor of Urgathoa (goddess of undead), Jubilost the gnome alchemist, Linzi the halfling bard who’s going to chronicle your adventures, Octavia the half-elf arcane trickster and her good friend Regongar the half-orc magus, Tristian the human cleric of Sarenrae (goddess of the sun and redemption), and finally Valerie the human fighter who gave up a life in service to Shelyn (goddess of beauty and love) to learn to fight. They look like a fun group of unique characters. And their art? AWESOME. All of them look great.
Ekundayo
Harrim
Jaethal
Jubilost
Amiri
Nok-Nok
Linzi
Regongar
Tristian
Valerie
For more information on Pathfinder Kingmaker you can check out Paizo’s blog post, or watch some of the previews from GOG and Steam. Want to get the whole scoop? Pick up the game yourself! And be sure to swing by and let us know what you thought of the game.
I’ve already mentioned that Starfinder has launched their new Adventure Path: Against the Aeon Throne. I’ve talked about it, geeked out about it, watched Paizo’s twitch stream, and generally wished I owned it. It looks like a ton of fun. My husband nodded his head and gave me a ‘that’s nice’ sort of look. Clearly not as excited as I am, haha. And my kids? Excited, but not obsessively so.
Until they saw the preview.
Preview?
Yeah! Preview! The trailer! Like a movie trailer for an adventure path. It explains the premise and basics of the campaign clearly, quickly, and concisely. It sounds awesome, it’s got great art. And it generally made me start salivating all over again.
As soon as it started my kids wandered over to see what I was watching. They sat still…. and stared….
And when it ended my kids literally started shrieking all at once.
“THIS LOOKS SO MUCH FUN!”
“I WANT TO PLAY!”
“YOU NEED TO BUY THAT FOR ME! NO! I will tell DAD to buy it for YOU for YOUR birthday!”
“THAT’S TOO LONG! AN EARLY BIRTHDAY!”
“A… thanks for going to school gift? Can I have one of those? I am in grade one now, Mom.”
So on and so on. We laughed, and I figured they’d soon wander off.
Instead they pulled out the Starfinder books and started making characters for Against the Aeon Throne. They didn’t have time to finish before bed, but the next day on the walk to school it was all they talked about. And the day after, on the weekend, we spent our time at the laundromat creating their characters together.
My son made a contemplative technomancer who is a scholar with a focus on the fields of ecology and alien ecosystems. He dabbles in illusions, mind magic, and technology, but takes special care to use magic that doesn’t harm the environment, and to create clean, sustainable technologies. His contemplative travels to Nakondis to help his friend study the starship drive on the mysterious crashed ship she is studying there. In addition, he’s going to ensure that the new colony of Madelon’s Landing treats the planet of Nakondis with the respect it deserves.
Contemplatives can be found in Starfinder: Alien Archive, along with a ton of other fun monsters and playable races.
And my daughter? She has a character image she discovered ages ago on Pinterest that she’s been saving for something special. She’s making a ysoki ninja! White furred, with pale pink attire, a dagger and a stun gun. She’s going to be an operative, although she’s torn between selecting the ‘daredevil’ and the ‘ghost’ specializations. She plans to focus on both acrobatics and stealth, so she’s undecided. Either way she’s going to be a nimble, tricky combatant comfortable in close range and melee combat.
Then they got to work asking what I would play, and badgering my husband for his character concept.
The only problem? I still don’t own it. Haha. Guess I’m investing in Against the Aeon Throne sooner than expected!
Grumpy over our inability to begin playing, my kids settled in with my husband to watch the finale of Voltron: Legendary Defender. They loved it, and when they end came they headed right over to the block bucket and got building.
Last time they built starships they did so with LEGO, but this time they used Duplo. Duplo is like bigger sized LEGO. It’s kind of marketed for toddlers, while LEGO is for kids, but my kids ADORE their Duplo (yes, even more than their LEGO). With LEGO they build things, but locking in the blocks sometimes hurts their fingers, and for some reason they feel compelled to find and follow instructions when they use it. They don’t often just build something grand from their imagination with LEGO. But with Duplo? It’s different. They never look at instructions. The blocks don’t hurt. They just come up with the craziest things, and build. Usually it’s full cities and markets with multiple buildings and roads and things. Trains and other vehicles are popular. Sometimes amusement park rides (that move). Once in a while they build mazes multiple layers deep. A while back my husband and I were watching ‘In The Heart Of The Sea‘ on Netflix and although my husband and I liked it my kids were bored out of their minds. Instead of watching my son sat down with blocks and built his own massive whaling ship. It was the right ship, had masts and sails, and even miniature rowboats on it. It was literally a massive, awesome ship. It even had a removable top deck so you could look inside. It was, hands-down, cooler than anything I’ve ever built.
So, I wasn’t surprised when they started building something together. They had a plan, and they chatted and got to work. When it was done they called me over. They had made a big starship, a few feet long and almost a foot wide. They stacked it on stilts that they attached to wheels, so it could drive around the house while the ship itself was still hovering off the ground.
“Awesome starship, guys!” I said
They shook their heads.
“This is not just ANY starship, Mom. THIS is a Galra battle cruiser! The really big ones. See!”
I looked at it again and nodded. It looked like the right shape and everything. I could see it.
They showed me the bridge. If you’ve got little hands (which I do not, haha) you can slip a hand inside and put figures inside. There’s even chairs and computer consoles in there. Impressive. They showed my the really big gun turret they built on top, which really does spin. They named what kind of gun it was, but in all fairness, I’ve forgotten it’s name (shame on me, I know). It was the big one. Haha. They showed me the thrusters and the engine bay. They showed my the medical bay and the prison cells. They pointed out that the prison cells had toy lions in them because in the finale they had just watched the villain captures the hero’s lions (they’re sentient lion-shaped starships, in case you have no idea what I’m talking about) and locks them up. Cool!
Anyways, I was so impressed we took a bunch of photos I thought I’d share below. My kids are very proud. They’re still waiting for Against the Aeon Throne. And they’re still excited. But, for now, they’re happy their creation is getting shared with the world.
The Pathfinder Playtest is changing again. That’s right, it’s time for some more rules updates!
This week marks the second set of changes to the Pathfinder Playtest rules. Be sure to head over to Paizo’s website and download version 1.2. But that’s not all! You’ll also need to download the new character sheet! It’s been edited to conform with the new rules, and been shuffled around a bit. I rather like the new layout.
This update document is eight pages long, with the last page dedicated to the open game license and other fine print. It includes all of the updates to Pathfinder Playtest (from the first and second updates). This means that you only need to have the most recent version of the update document, not all of them. Any new additions to the update document are in bold. Although it sounds simple, it’s actually quite hard to differentiate between regular text and bold text in the document, so look closely! Rules updates are split into four types of rule changes: New Rules Updates, Critical Updates, Other Updates, and Doomsday Dawn Updates. Despite being ranked by importance, it’s imperative you begin to use all of the new rules immediately.
As for the rules themselves, we won’t get into specifics. The document is free and does a better job of explaining things than I ever could. The biggest changes you will notice this time around are with signature skills. They’re gone. Poof. Vanished. No longer does your class restrict which skills you can become Master or Legendary with. Instead, anyone can become Master or Legendary in whatever they want — if you’re willing to invest in that skill of course. I’m a big fan of this change, so I’m happy they went this route. This change affects a lot of other aspects of the game. Some feats are now irrelevant, and others were modified. The text throughout the book has to change a lot. There’s other skill changes you’ll notice as well. Each class is automatically trained in a certain skill, and many classes have more skills they’re trained in to start with. More nice updates, if you ask me!
There’s some other fun changes. Bards now have a feat that lets them gain 10th level spells. The range on their soothe spell has also been changed to 30 feet. Some of the spells granted by domains are different now. And the barbarian animal totem can now use weapons — as long as they’re NOT raging. There’s some other barbarian updates as well, so be sure to read closely!
This is just a taste of the changes. There’s a lot more updates. Changes will continue to occur over time so your feedback is incredibly important.
Surveys. When you’re done playing any part of Doomsday Dawn, the Pathfinder Playtest Society Scenarios, or just playing in general, head on over to Paizo’s website and fill out one of Paizo’s many surveys. Paizo goes through that feedback and makes changes. That’s right! Constantly over this next year they’ll be combing through your survey responses and adapting their rules for the playtest. It sounds like these changes will occur approximately bi-weekly, but don’t quote me on that. Not only do your responses provide Paizo with a large pool of data that they can use to decide the future of the game, it also lets them find out all kinds of nifty little bits of information.
At the moment, you can fill out surveys on a variety of adventures. Each of the Pathfinder Society Scenarios has it’s own trio of surveys: player survey, GM survey, and general feedback survey. Doomsday Dawn originally launched with access to three surveys, all for the first part of the adventure: The Lost Star. (Again, a player survey, GM survey, and general feedback survey). Surveys are now also available for the second adventure in Doomsday Dawn: In Pale Mountain’s Shadow, and the third adventure in Doomsday Dawn: Affair at Sombefell Hall. Further surveys for the later adventures in Doomsday Dawn will be released in the future. There’s also some general feedback surveys available. Soon you can expect to see new surveys on more general topics.
Now, if you haven’t filled out your previous survey on the Lost Star, or In Pale Mountains Shadow, don’t worry! It’s not too late. All of the surveys will be available until the end of the year, and will be revisited by the Paizo team regularly. You haven’t missed your chance to contribute.
Let us know what you think of the new changes in the comments!
Until next time,
Jessica
Farewell old character sheet! It’s time to make some changes!
The Return of the Runelord’s Player’s Guide has recently been released by Paizo. Meant to go with the Return of the Runelord’s Adventure Path, which takes place in the nation of Varisia, this player’s guide is a free download on their website. The Return of the Runelords Adventure Path is already underway, with volume one, Secrets of Roderic’s Cove, released at the start of this month, and volume two, It Came from Hollow Mountain, released at the end of this month. The other four volumes have yet to be released (but are available for pre-order).
Now, I’m not sure about all of you, but I’ve been supremely excited for the Return of the Runelords Adventure Path. I have loved every adventure path set in Varisia, and played through or GMed quite a few of them. It’s a place of adventure, history, mystery, and — for me — fond memories. It’s right up there with my favourite nations of Golarion.
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 (Return of the Runelords) Adventure Path, and invested in its major plots and purpose. It contains advice and short 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 (Varisia, in this instance), as well as the races found there. It gives advice on which religions are common — including information on some obscure faiths. It also contains suggestions for animal companions and familiars that are appropriate to the region. However, these lists (excluding the animals) are very brief. This is because the Return of the Runelords is very broad in scope. There is no one class that is better suited to it than others, and no classes that are unheard of. Characters of any race are more than welcome to play. This is a great time to pull out the wacky, weird, obscure, and eccentric character options you’ve been mulling over and give them a try.
There was plenty of interesting information in this little guide, including six new traits specific to the Adventure Path (called Campaign Traits), of which each character is expected to have one. I particularly enjoy ‘accidental clone,’ and ‘scion of legend.’ The player’s guide 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. What I will say is that all of your PCs must play people who have been in Roderic’s Cove for at least a month, and that you all are acquainted with one another. Not friends, or anything. That’s not required. But you know of each other and would be willing to work alongside one another for this adventure. Furthermore, your characters should be ambitious, and curious. They need to be willing to seek out answers and adventure for themselves. This adventure path does not rely on NPCs hiring you to complete a task or ordering you around. The drive to continue needs to come from your player’s characters. Finally, your characters need to be willing to protect not just the city of Roderic’s Cove, but the nation of Varisia as a whole. This is not a campaign that stays idle. It travels the width and breadth of the country.
In addition to your typical Player’s Guide information, this one also had a few extra goodies. For starters, Return of the Runelords is the direct sequel to the Rise of the Runelords Adventure Path and the Shattered Star Adventure Path (which begins with Pathfinder Adventure Path 61: Shards of Sin (Shattered Star 1 of 6)). It assumes that heroes — probably your PCs from those campaigns — defeated the Runelord of Greed, Karzoug, and reforged an ancient Thassilonian artifact known as the Sihedron. Of the many heroes who accomplished these feats, a few have decided to stay in Varisia and act as the nation’s defenders. Each player gets to select one of their heroes from either Rise of the Runelords or Shattered Star and make them one of these so called ‘Sihedron Heroes.’ These heroes will be in the background of the campaign, doing… stuff! Haha. (I have no idea what they’ll be doing, but you can bet its important!). As for the other PCs from those campaigns? That’s up to you. They will not play a major role in the adventure path. If you’ve never played either previous adventure path, that’s alright! Your fellow players can select their past PCs and you can make a concept (or stats) of your own hero. It’s a nice touch that ensures none of your players will be left out of the fun. Finally, if you’re from a group where none of your players completed Rise of the Runelords or Shattered Star, the GM will make the entire team of Sihedron Heroes themselves. Full details on the Sihedron Heroes role in Return of the Runelords (for GMs) will appear in other issues of the adventure path, beginning in Pathfinder Adventure Path 134: It Came from Hollow Mountain (Return of the Runelords 2 of 6). It should be noted that at the start of Return of the Runelords, the current location of the Sihedron Heroes is unknown.
The last little bit of extra fun involves the campaign’s starting event: you’re attending the weekly Circle Market in Roderic’s Cove. During the first session you have a chance to find a great deal in the market. You’ll get 10% off of a single item chosen from either basic gear, alchemical items, weapons, potions, scrolls, or even a magical object. Although you’re free to choose the object itself, what category of item it is is determined by a d20 roll. It’s think its a nice bit of fun. Particularly if its repeated each time you attend the Circle Market. It is a weekly event, after all!
But, this is a Player’s Guide! It’s not about treasure, or cities, or Varisia. 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!
There’s a huge number of character concepts you could run with for this campaign, and a ton of classes that would work. In fact it’s one of those nice campaign where pretty much anything goes. I wouldn’t suggest using an aquatic mount or animal companion, but other than that it’s pretty open. I gave all the classes a lot of thought and came up with way too many ideas. I would adore playing the children of some of the other PCs from my family’s Varisian campaigns. Children of the heroes of Curse of the Crimson Throne, Second Darkness, and Rise of the Runelords adventure paths would be a ton of fun. Or, perhaps a spiritualist whose spirit companion is an NPC or a PC who died during one of those campaigns! I’ve always wanted to utilize the harrower prestige class, especially coupled with the deadly dealer feat, but have never had the chance. Someone descended from ancient Thassilonians would be a blast. There’s some fun character options from Pathfinder Player Companion: Blood of the Ancients which would make that enjoyable. I have a soft spot for the Shoanti peoples, and playing a member of the Spire Clan would be particularly fun (they practically worship the ancient monuments dotting Varisia). I would have a blast playing a ex-gray maiden whose trying to start fresh and has the masked maiden vigilante archetype. And that’s not even counting all the other things I’d like to do! Chronomancer wizard, twinned summoner, relic raider rogue, and an arcanist are all on my list of things I’d love to play.
How about you? What character concepts and builds would YOU like to play for Return of the Runelords? I’d love to hear them!
Because of the recent website outages over at Paizo, shipment of their newest adventure path volumes were delayed a bit, meaning plenty of subscribers didn’t receive their copies until the start of this month, as opposed to the end of last month. That means that this month there is a WHOLE LOT of Adventure Path Volumes coming out! Both Starfinder and Pathfinder are launching new Adventure Paths. Pathfinder takes us back to Varisia with the highly anticipated Return of the Runelords! It begins in Return of the Runelords: Book One: Secrets of Roderick’s Cove, and continues on later this month/the start of next month with Return of the Runelords: Book Two: It Came from Hollow Mountain . This campaign looks like a ton of fun! It’s going to take you all the way to level 20, and pits you against not one, but all five of the remaining Runelords (or their minions)! For more information on the Return of the Runelords, check out my recent blog post: Return of the Runelords. As for Starfinder, they’re shaking things up with a special three-part adventure path that starts with a bang and just keeps the excitement coming! The Against the Aeon Throne Adventure Path pits your players against the Azlanti Star Empire, a massive tyrannical governing body that controls a whopping three solar systems! Your players will be taking on the role of some rebels who are out to help a friend, and cause some trouble for the Empire. Although they won’t be taking on the entire Azlanti Star Empire, they get some good licks in and get out safe and sound (hopefully). This adventure path feels very Star Wars themed to me, and seems very personal and exciting. It begins with Against the Aeon Throne: Book One: The Reach of Empire, which is already out, and continues at the end of this month with Against the Aeon Throne: Book Two: Escape from the Prison Moon! For more information on this adventure path check out my previous blog post: Against the Aeon Throne.
Pathfinder Module: Cradle of Night is an adventure that was outlined, worked on, and written by, a large number of people including Wes Schneider, Neil Spicer, James Jacobs, Greg Vaughan, and Ron Lundeen. It’s an awesome sounding adventure intended for level eight characters which will be around 64 pages in length. Of course, it’s also cursed! This poor thing has been perpetually delayed. With an original release date of last year, it was bumped to a January release, then mid 2018, and has finally shown up on the soon to be released products page. Preorder begins now (again), and hopefully will be out in a month or so. The adventure itself takes place in Nidal and begins when a refugee Caligni from the Darklands comes to the surface for help! He needs someone to save/stop his people from releasing darkness upon the world and bringing about the rebirth of a “shattered god.” It moves from Nidal, down into the Darklands, includes a lot of information on the origins of the Caligni peoples (darkfolk), and the Shadow Plane. Plus, it just sounds epic! Curious who the “shattered god” is? So am I! Haha. I’m particularly excited that this book will allow me to make use of my Pathfinder Campaign Setting: Nidal, Land of Shadows sourcebook!
There are two Pathfinder Player Companion books out this month, Pathfinder Player Companion: Heroes from the Fringe, which presents a look at a lot of non-human, unique character options. Examples of this include the Ekujae elves of the Mwangi Expanse, and Pahmet dwarves of Osirion’s deserts, and many more. The part I’m most excited about? Whimsical phantoms for spiritualists! Come on, you know you want to be haunted by a chipper gnome ghost! I’m very intrigued with this product and can’t wait to see what’s inside. There’s also Pathfinder Player Companion: Plane-Hopper’s Handbook, which is a great tie-in the Pathfinder Roleplaying Game: Planar Adventures. It provides a host of new player options and equipment for characters who traverse the planes, including new eidolon subtypes for the unchained summoner, alternate race traits and favoured class bonuses for extrapljnar raves (like ganzi!), and some archetypes. I’m definitely curious what’s inside!
And the product my son is most excited for? Pathfinder Flip-Tiles: Dungeon Decor Pawn Collection! This product contains a ton of set dressing, from fireplaces, curtains, and bookshelves, to windows, stairs, doors, and statues! There’s a ton of useful bits and bobs in here. It’s very similar to the previous release Pathfinder Pawns: Traps & Treasures Pawn Collection. My son has officially added both to his Christmas list. Haha.
Finally, this month sees the release of two Pathfinder Society Scenarios, and two Starfinder Society Scenarios. Pathfinder Society Scenario #10-04: Reaver’s Roar is a tier 7-11 scenario of special importance to the Silver Crusade faction, which tasks you players with retrieving a relic of the Shining Crusade from it’s guardians. This mission could get complicated, as it sounds like you’re not the only ones after the relic. Pathfinder Society Scenario #10-05: Mysteries Under Moonlight, Part 1: Testament of Souls is a tier 3-7 scenario which takes place in Magnimar and revolves around the mysterious corruption of some of their monuments. This scenario is the first of a two part series which concludes with Pathfinder Society Scenario #10-07: Mysteries Under Moonlight, Part 2: The Howling Dance. I’m a huge fan of Varisia and its many eclectic cities, so I’m pretty excited for this one!
Starfinder Society Scenario #1-22: Protectorate Petition is a tier 1-4 scenario that tasks the players with traveling to a planet in Near Space to determine whether the alien ‘copaxis’ should be granted protectorate status in the Pact Worlds. You’ll have to visit their planet, review their claims, explore some ruins, learn some history, and decide whether or not these guys deserve to join the Pact Worlds. Starfinder Society Scenario #1-23: Return to Sender is a tier 5-8 scenario which is a direct sequel to the special Starfinder Scenario #1-99: The Scoured Stars Invasion! Its of particular importance to both the Exo-Guardians and the Dataphiles. Your players will have to take a stolen spaceship into enemy territory and complete their objectives without getting caught. If they’re successful they’ll enable the Starfinders to launch an offensive against the jinsul empire! This is going to be awesome!
And that’s all for this month! I don’t know about you, but I’m most excited for the Return of the Runelords, and Against the Aeon Thrones Adventure Paths!
My family and I entered a contest a few weeks ago. Hosted by the overly generous Hmm on Paizo’s message boards, she was going to give away all the boons necessary to create a mermaid in PFS play. There were a few ways to enter — for yourself with a mermaid character concept, for a group of friends with a team created from the other boons she was giving away, or by nominating someone else who you thought deserved to win. My family and I entered together, and were lucky enough to be chosen as one of the winners.
I’ve mentioned this contest before on my blog, and I promised that when our characters were complete I would share them with the world.
That time is now! (Finally! Haha.)
My family and I wanted to make a quartet of characters who are (and were) universally considered outcasts among their people and Golarion at large. They’re weird, and different. But what’s strange for one culture isn’t strange for others, and it’s those very oddities that the others embraced and connected with. After all, who cares if the vanara has unnaturally large eyes, if he’s hanging out with a grippli? These guys are friends, companions, and (in many ways) family. They don’t have the same interests, and they don’t always get along. But, hey? What family does?
My daughter was the first person to create her character. She’s always the first person to do so. Admittedly, I would beat her to it, except I always wait to see what my kids want to make before creating my own character.
Pathfinder Player Companion: Blood of the Beast contains a variety of character options for catfolk, grippli, kitsune, nagaji, ratfolk, tengu and vanara! For more details you can check out my detailed blog post on the book, or purchase the book for yourself. It’s a fun one!
My daughter made a grippli named Croak. In her original character pitch she had said she was gong to make an energetic, poisonous grippli who fought with a blowgun. She was going to be a ranger with the poison darter archetype (rangers can be found in the Pathfinder Roleplaying Game: Core Rulebook, grippli can be found in Pathfinder Roleplaying Game: Advanced Race Guide, and the poison darter archetype for rangers can be found in Pathfinder Player Companion: Blood of the Beast). When it came time to make her character and actually get her down on paper, she stuck to it. But, she also added to it. In addition to being a poison darter, she’s chosen to be a skirmisher, which is an archetype for rangers which sacrifices their spellcasting in order to use some nifty tricks a few times each day that can benefit yourself and your companions. This won’t have an effect on her character now, but in the future it definitely will! (The skirmisher archetype for rangers can be found in Pathfinder Roleplaying Game: Advanced Player’s Guide).
Croak is incredibly nimble, and rather wise. She’s decent with people and animals, and pretty healthy. She’s not one for book learning, and she’s physically weak. Her final stats are Str 8 / Dex 18 / Con 12 / Int 10 / Wis 16 / Cha 13. As a grippli she’s small, has dark vision, a base speed of 30 feet and a climb speed of 20 feet. She has the ability to camouflage herself while in a swamp, and has no problem travelling in such environments. She speaks Common and Grippli. She was sorely tempted to take the toxic skin variant racial trait, but decided against it. Croak loves to swim, so my daughter didn’t think it made since to give up swamp stride. As a ranger she has the track ability, which she’s excited for. However, she does not have a favoured enemy or wild empathy. These are both abilities she gave up for her archetype. Instead she has poison use, and she secretes a paralytic toxin from her skin which she can use to poison her weapons a few times each day. At higher levels she’ll give up her combat style for rogue talents and give up her hunter’s bond ability for sneak attack that only works with a blowgun.
Now, you might be saying, blowgun? Really? They’re not very good. Well, too bad! My daughter thinks they’re the coolest. She bought a toy one for herself the other day at the local dollar store. I warned her they were tricky to use, but she insisted, and she’s been practising ever since. By now she can get the foam dart to sort of fall out of the blowgun and land on the floor. This is a great improvement from her first few attempts which resulted in the dart moving slightly and staying inside the blowgun. Haha. Admittedly, I’m not much better. As an out of shape asthmatic I can make the dart fly no more than five feet. I’m quite proud of this, actually, as I expected to do much, much worse. (Hooray for low expectations!).
Croak decided to use her favoured class bonus on a special grippli ranger option: she gets a +1 bonus on swim checks. When this bonus hits +8 she also gains a swim speed of 15 feet. She finds this very exciting. She chose to put her skills into acrobatics, climb, diplomacy, perception, perform (song), and swim. She’s also naturally good at stealth and survival, but she did not invest ranks into those skills yet. Perhaps in the future. For traits she chose insider knowledge, which gives her a +1 on diplomacy checks and made diplomacy a class skill. She also chose reckless, which gives her a +1 on acrobatics checks and made acrobatics a class skill. (Insider knowledge can be found in the Pathfinder Society Roleplaying Guild Guide, while Reckless can be found in Pathfinder Roleplaying Game: Ultimate Campaign). All things considered, acrobatics turned out to be her best skill, which is just how she wanted it. For her feat she chose agile tongue. This grippli feat allows her to use her tongue to lift light objects, make sleight of hand checks, and perform steal and disarm maneuvers. It also lets her make melee touch attacks, but that won’t have any benefit for her right now. (Agile tongue can be found in Pathfinder Roleplaying Game: Advanced Race Guide).
When it came time to buy her equipment, my daughter certainly took her time! Haha. She bought a blowgun with a ton of blowgun darts, a net, and a pair of poisoned sand tubes. But for her melee weapon? Oh, it took forever! Melee is not going to be Croak’s forte. She’s intended to be a close range combatant who stays mobile, and hinders her foes. Her strength score is poor, but she still wanted to be able to have a melee weapon for those times she she gets locked down. The problem? My daughter has no idea what most weapons actually are. She can read their names and statistics, but rarely does she actually know what they look like. There are some she knows, of course: longsword, short sword, dagger, gauntlet, cestus, scimitar, sickle, whip, spear, quarterstaff, net, blowgun, bow, crossbow and darts. She also sort of knows what a sling is. Or rather, she knows what it is, but she likes slingshots better, so she insists the sling is a slingshot. Not the case, of course, but hey, she’s six. It’s a slingshot! As a ranger she had proficiency in a lot of weapons she didn’t recognize, so we spent some time looking up pictures of each weapon, and even watched some videos of how you use each one in battle. In the end, she chose a light flail for her weapon. She became so enamoured with this dangerous weapon that the same day she was at our local dollar store and bought a blowgun, she also bought a little toy flail that’s perfectly sized for her. She’s been hard at work learning how to swing it without whacking herself in the head. For her armour, she picked out a reinforced tunic. In addition to basic adventuring gear she bought a sunrod, a healing potion, and a few vials of acid.
So who is Croak? What’s she like?
Croak is a beautifully coloured grippli, with bright pink and purple skin. Her big, yellow eyes are so bright they practically glow. Her big wide mouth is always curved up in a happy smile. She wears a bright yellow tunic with a belt made of vines. She has a blowgun on her belt, along with a LOT of darts, some vials, and a light flail. She wears a backpack which she’s drawn on with chalk to make look fancy (it mostly looks messy). She taps her toes while she waits, wiggles her fingers, and flicks her tongue around. She never seems to stop moving.
Croak’s a hyperactive, bouncy little thing that’s constantly moving and talking. She’s impulsive, impatient, and finds it difficult to settle. She loves to climb, swim, and play. She’s a very mobile and acrobatic fighter, cartwheeling, dancing, and diving across the battlefield. This makes her a big target. But, she doesn’t mind! They’ll never catch her! Especially once she’s tangled them up in a net, or poisoned them!
Croak is the funny member of the team. She is naive, and boundlessly optimistic. She looks on the bright side of everything, even if she has to get pretty creative to find that bright side! She’s the team member who keeps everyone moving, and brings a smile on a dour day. She’s their spirit.
Croak grew up in a tribe of grippli who lived in the Mushfens of Varisia. Life there was hard! It required patience, and relied on stealth and camouflage. Croak did not fit in. She was bright, chipper, and NOISY! Plus, she never sat still. After a particularly disastrous fishing expedition involving sixteen butterflies, a rubber ball, a fishing net, and seven very upset grippli, Croak was cast out from her tribe.
It sucked! She was very upset!
She travelled a lot after that, and had a lot of trouble fitting in. Lots of people thought she was WEIRD. But, in time, she made new friends. They didn’t mind that she never sat still. After all, they were always travelling anyway! And Croak never slowed them down. They didn’t mind that she squirmed around and bounced through the battlefield. She was a very distracting target! They didn’t mind that she talked all the time. They didn’t even mind her singing! Well, okay, maybe they minded her singing. She couldn’t really be sure when she was singing, after all. She was rather loud.
Croak loves to explore nature with her friend Pinesong Rippleroot. She loves to go swimming with her friend Sereia. And she loves to make discoveries in cities with her friend Lomo.
With my daughter’s character made, we sat down to work on my son’s: Pinesong Rippleroot.
In his original character pitch, my son decided to make an eco-conscious vanara druid with a stumpy tail and hair growth issues. He kept his character concept the same, but while creating his backstory he decided he would have a pet pig. While we explored the druid class and its archetypes together, we also checked out some similarly themed classes, including the shaman, and nature-themed oracles, sorcerers, and witches. Although he loved the idea of a lot of the druid’s abilities, he fell in love with the idea of using his pig as a spirit animal. He debated for a time, but in the end decided that Pinesong Rippleroot would be a shaman. (Vanara can be found in Pathfinder Roleplaying Game: Advanced Race Guide. Shamans can be found in Pathfinder Roleplaying Game: Advanced Class Guide, sorcerers can be found in Pathfinder Roleplaying Game: Core Rulebook, while oracles and witches can be found in Pathfinder Roleplaying Game: Advanced Player’s Guide).
Pinesong is incredibly wise and nimble. He’s surprisingly charismatic and friendly. His final statistics are Str 10 / Dex 16 / Con 10 / Int 10 / Wis 16 / Cha 14. As a vanara, he has a thirty foot base speed, 20 foot climb speed, and low-light vision. He’s nimble, and gains a +2 bonus on his stealth and acrobatics checks. Pinesong gave up his prehensile tail ability and instead chose risky troublemaker, which lets him roll twice on his use magic device checks. He speaks Common and Vanaran. As a shaman he forms a bond with a single spirit, which grants him magic spells, abilities, hexes, and other benefits. He also has a magical spirit animal who acts as a conduit between himself and his spirit. My son immediately decided to select the nature spirit. This would grant him some nifty plant and animal themed spells and abilities. Right now it lets him use the spell charm animal as his spirit magic spell, and create little hindering storms around his enemies with the storm burst ability. It also allows his spirit animal (a pig named Cutie Pie) the ability to move through any undergrowth and natural difficult terrain without penalty or harm. Shamans are prepared casters, so for his first adventure he chose to prepare daze, detect magic, stabilize, cure light wounds, and goodberry.
My son chose to invest his skill ranks into acrobatics, climb, knowledge (nature), survival, and use magic device. He’s also naturally good at stealth. There’s a lot more skills he wants to invest in at higher levels, including handle animal, knowledge (arcana), and spellcraft. For traits he selected dangerously curious, which gave him a +1 bonus in use magic device and made it a class skill, as well as reckless (that’s a pretty popular trait in my house!). (Dangerously curious can be found in Pathfinder Roleplaying Game: Ultimate Campaign and Pathfinder Roleplaying Game: Advanced Player’s Guide). For feats he chose weapon finesse.
When it came time to buy his gear my son knew exactly what he wanted. Pinesong adores fancy, complicated objects, which my son wanted to reflect in his gear choices. He purchased a light crossbow and lamellar cuirass. (Lamellar cuirass can be found in Pathfinder Roleplaying Game: Ultimate Equipment and Pathfinder Roleplaying Game: Ultimate Combat). Of course, Pinesong also tries to make his own gear — and does a horrible job at it. He uses hand carved wooden stakes for his melee weapon, and wears a braided belt of grass and vines. For his other gear he invested in some basic adventuring equipment, a vial of acid and a flask of holy water.
Pinesong Rippleroot is a chubby, vanara with a bulging tummy, thin white fur, and a short stubby tail. His eyes are much too big, which makes them look like they’re bulging out of his head, but his smile is wide and happy. His hair on the top of his head is styled into an outlandish hair do! It looks very odd! With every breeze his fur moves around, showing off his many bald spots.
Pinesong wears a belt he fashioned himself from a braided vines and grass. There’s a wooden stake hooked onto it, and a belt pouch. On his back is a crossbow and a backpack, and over his chest he wears some odd looking armour made of little squares that he thought was fascinating! He does not wear pants or shoes.
Pinesong was always a strange vanara. He was born hairless, with massive, bulging eyes, and a short stunted tail. The other vanara thought he was hideously deformed! As he grew it didn’t get any better. His hair never grew in, his tail never got longer, and his eyes? Well, they got bigger, but that just creeped everyone out more. Eventually, the tribe could take it no more and Pinesong (whose birthname is Bug-eye Manycurse) was abandoned. He was still a child then, but he took to life in the forests with enthusiasm. The birds never complained or called him ugly. The bugs never screamed when he came to play with them. The animals became his friends, and the wilds his home. He was happy, and free. In time, Pinesong’s hair did grow in. It’s very thin, and a good breeze shows off his many bald spots, but he’s very proud of it. He keeps it long and refuses to trim it, worried that it won’t grow back. He brushes it all the time and styles it in outlandish hair-dos. His tail is still too short, and never really grew in. He’s also quite chubby and big for a vanara, with a bulging tummy, and a wide, happy, face.
Eventually, Pinesong reached the edge of the woods and found something amazing! A TOWN. They had homes made from dead trees, and could shape the earth into little cute rectangles for making things! Apparently they were called bricks and they were not for throwing. Pinesong was fascinated! He moved in right away, but still finds the ways of the city strange. He doesn’t understand why they get mad when he sleeps on rooftops. Or why they greet him with shrieks and screams. His concepts of ownership are, admittedly, in need of some work. They offered him a home at this place with barred windows, but he got bored so he left. They didn’t like that very much. He loves trying to build beautiful things like the city folk do, but he’s horrible at it. His inventions always malfunction and break, usually causing him to hurt himself. A minor price to pay for mastering a craft!
In time, Pinesong made some great friends. There was a grippli who was delightfully exciting! She thought his big eyes were beautiful, which made him blush all the way to the tips of his wonderfully styled fur. There was an elf who could breathe water! A feat he’d like to accomplish one day! And there was a ratfolk who knew the many intricacies of city life which so eluded him.
One day he found a little pig who was being chased by naughty children with sticks! Pinesong swooped in to save the pig, and he hasn’t left his side since. He’s decided to call the pig ‘Cutie Pie.’ Pinesong loves his curly little tail and his happy squeals. Pinesong was very surprised to find that Cutie Pie is magical! When he asks Cutie Pie for magical power, nature listens, and the magic flows up into Cutie Pie and into Pinesong. It’s pretty cool!
Despite his newfound fascination with city-life, Pinesong cares deeply for the natural world. He wants to protect the many animals, plants, and delicate eco-systems of Golarion. He has a soft spot for lost things, foundlings, and orphans of all kinds. He’s a happy fellow, with a jolly, screeching laugh. He’s a bit oblivious to the intricacies of society, and the cultures around him, but loves learning about such things. He’s constantly trying to make friends, even though most people are creeped out or irritated by him. Despite his goofy demeanour, Pinesong is uncommonly wise, and his group of friends often turn to him for advice, comfort, healing, and guidance.
I chose to make an aquatic elf by the name of Sereia whose curiosity got her abandoned on the surface. (Aquatic elves can be found in Pathfinder Roleplaying Game: Advanced Race Guide, while extra class options for them can be found in Pathfinder Player Companion: Blood of the Sea). I had originally intended to make Sereia an arcanist. I’ve never had a chance to make an arcanist before, and I was quite excited for the chance.
When I sit down to make characters I come up with a character concept first, then I browse through all the different classes and archetypes that I think might work for them and take notes on which ones I like, why, and how that class choice would affect my character concept. Sereia was no different. As I went through arcanist and a bunch of other casting classes, I decided two extra important things: she would have poor charisma and use a trident. Arcanists sort of need charisma, so I had a bit of an issue. In addition, both of my children had chosen ranged options, and I knew we’d be in need of a melee fighter of some sort. In the end, I decided to make Sereia a magus. It blended my arcane magic with some decent combat capabilities in a way that I enjoy. In addition, I don’t have a magus in PFS play (although I do have a ranged magus in a different play-by-post), so I was excited to get the chance to use one. Arcanist will have to wait for another time. Again. (Poor arcanist!). I decided to give her the hexcrafter archetype. The hexes would which would give her some fun ranged options and, in terms of flavour, Sereia believes herself to be cursed. I liked the idea of reflecting that in her class choices. (The magus and the hexcrafter can be found in Pathfinder Roleplaying Game: Ultimate Magic).
Sereia is smart and strong. She’s nimble — though not nearly as much as her companions — and is relatively healthy. She’s impulsive, and prone to acting before thinking. She’s unused to interacting with surface races. Her final statistics are Str 16 / Dex 14 / Con 12 / Int 16 / Wis 10 / Cha 8. As an aquatic elf she’s amphibious, has a base speed of 30 feet, and a swim speed of thirty feet. She’s a naturally gifted arcane caster, and has keen senses. She took the deep sea dweller alternate race trait which gives her dark vision and cold resistance at the expense of low-light vision and her elven immunities. She speaks Aquan, Common, Celestial, and Elven. As a magus she has an arcane pool, spellbook, cantrips, and the spell combat ability. Her archetype adds a variety of curse spells to her spell list, although at the moment she only has brand in her spellbook. At higher levels she’ll also gain access to a variety of witch hexes. The level one spells I chose to add to her spellbook include colour spray, grease, hydraulic push, obscuring mist, shield, and shocking grasp.
I had such a wide array of skills I wanted Sereia to be able to use that I had a hard time narrowing it down. In the end I invested skill ranks into disable device, knowledge (arcana), linguistics, perception, spellcraft, and swim. At her next level up she will diversify a lot, spreading out her ranks to a wide variety of new skills. I chose to give her criminal (disable device) and observant (perception) for her traits, and arcane strike for her feat. In addition to basic adventuring gear I bought her a trident, darts, a few vials of acid, leather armour, and thieve’s tools.
Sereia is a calm and proud aquatic elf with blue skin, long white hair, and a wiry frame. Constantly hot and feeling like typical surfacer clothes are suffocating her, Sereia wears as little clothes as possible to remain ‘decent’ in public. Typically this consists of tiny, tight shorts, a crop top, a belt, sandals and a backpack. While on missions she adds leather armour. She wears golden earrings, and an elaborate golden hair piece — ancient Azlanti relics she scavenged herself on an expedition made before she was cursed. She also wears a thick necklace of shell and coral which her sister made her many years ago. In her hands she carries an elaborate trident.
Sereia is descended from a long line of aquatic elf explorers who ply ancient, sunken ruins in search of relics. The exploration of these locations, and the handling and care of the treasures and lore found within is considered a great honour. However, her people take great pride in knowing when a dangerous ruin, or powerful artifact should be left untouched, and unsullied. Insatiably curious, Sereia revelled in the joy of discovery, and earned a place of respect among her people. For a time. For Sereia’s greatest strength was also her weakness. She was too curious. Too ambitious. Too bold. And it was her downfall. When her exploration team discovered a ruin marked with ominous sigils, they labelled it taboo. Off limits. But Sereia forged ahead. She discovered a strange pearl on an altar, literally pulsing with magical energy. Where others would have backed down, she reached out… and touched it.
Her world fell apart.
The pearl transported her to a strange place where the seafloor was hard, and the oceans were hot air that burned and cracked her skin. She could breathe — thank the gods! — but swimming was off limits with water nowhere in sight. She learned to walk, an exhausting experience, for never before had her body felt so heavy.
And there, on the surface of Golarion, Sereia faced a harsh reality. She had been reckless. She had broken taboos. She had been banished by her own foolishness. Even if she found her way home, she would not be welcome. Not without penance. She needed a great offering for her people. An ancient relic that belonged under the waves, which she could return to her people with pride. And so she set out to acquire such a prize, and — impossibly — find her way home.
Sereia is calm, proud, ambitious, and bold. She’s insatiably curious, and deeply interested in relics, history, and exploration. Since her recklessness brought her to the surface, Sereia believes herself to be cursed by her ancestors or her people’s gods. She was distant and aloof for a very long time, and still seems to be among strangers.She tries to temper her recklessness and curiosity by ponderously thinking things through. A strategy much harder to use since she befriended her strange new friends.
Sereia joined the Pathfinder Society as an excavator and a scholar. She went on missions, but made few friends. She was aloof, and distant. Her fellow agents found her strange — particularly her habit of eating everything raw. She never sought companionship, but in time, it found her.
She met a grippli as curious as she was, who made no effort to reel in her excitement and urges. She met a vanara with a respect for the natural world as deep as her own. And she met a ratfolk who didn’t seem to care he had no place in the world. They befriended her. Changed her. Inspired her. And, in time, she changed them. She sponsored their entry into the Pathfinder Society, and now they work together as a single, very strange, team. With their help, the ancient relic Sereia needs in order to return home has never been closer.
And she’s never wanted it less.
For, what need was there to earn a prize to return home, when she had a family right here in Absalom?
My husband went last. He usually does. It takes him a long time to decide not only on what he’s going to be, but also to come up with some engaging, fun quirks that will keep him interested in his character. In his original character pitch he decided to make a nimble ratfolk shifter name Lomo who chews on everything (including magical objects). He’s stayed very close to that concept. He’s a shifter with the mouse aspect (which will look like a rat in play). (Ratfolk are from Pathfinder Roleplaying Game: Advanced Race Guide, while the shifter is available in Pathfinder Roleplaying Game: Ultimate Wilderness). He’s incredibly nimble. He’s also quite cunning, intelligent, and hardy. His final statistics are Str 10 / Dex 18 / Con 12 / Int 13 / Wis 14 / Cha 10.
As a ratfolk, Lomo is slow, but has darkvision. He’s good with rats, and enjoys tinkering with stuff. He gave up his swarming racial trait to instead have bulging cheek pouches that he likes to hide tasty bits and bobs in. As a shifter he has sharp retractable claws, wild empathy, and (as previously mentioned) the mouse minor aspect, which gives him evasion. He chose the feat weapon finesse, and intends to take shifter’s edge feat tree in the future. He’s a nimble, scrappy shifter, not a bruiser.
Lomo invested skill ranks into acrobatics, climb, knowledge (nature), perception, and stealth. For traits he chose ratfolk avenger, a trait from Pathfinder Campaign Setting: Inner Sea Races which gives him +1 damage against enemies he’s seen attack his companions. He’s very protective of his friends! He also chose sacred touch.
Lomo is a rough looking ratfolk with thick gray fur, bright beady eyes, and soft ears. His cheeks bulge out, as if filled with something, and he nibbles on the end of a fancy looking stick. His long hairless tail is crooked from a magical mishap suffered long ago.
Lomo is the eldest son of a powerful and well-respected wizard. His father once took great pride in passing on his magical teachings and excellence to Lomo, who proved completely and totally ungifted in the arcane arts. Disappointed in his son’s failure, Lomo’s father gave up on him, and began training Lomo’s younger brother instead. Jealous, Lomo spent his nights sneaking into his father’s arcane laboratory and library, desperately trying to make the various wands and magical devices work. He failed. A lot. In frustration he gnawed on the objects he failed to activate. A horrible trait which eventually became habitual. To this day Lomo’s constantly chewing on things — including valuable magical objects. One night he found himself chewing on a powerful artifact of his fathers, which crumbled to pieces in his mouth. Horrified and unable to fix it, Lomo set off to find someone who could.
He left with his friend, Croak, and eventually became companions with Pinesong and Sereia. When Sereia offered to sponsor their entry into the Pathfinders, the trio took her up on her offer. Now the group works together. He’s become very protective of them and, whenever they’re hurt, he tends to shriek “OH, NO YOU DIDN’T!” and go a little… feral.
Lomo desperately wants to be a member of the Dark Archives, but keeps getting turned down. They won’t let him anywhere near the relics. Still, he’s hopeful he’ll not only get in, but he’ll come to lead them one day! Despite his troubles with the Dark Archive, Lomo’s a good Pathfinder Agent. He’s nosy, curious, and good at getting into places he shouldn’t.
Lomo is a nimble, scrappy ratfolk who is constantly gnawing on things — particularly magical objects. He’s greedy,nosy, and a little self-centred — but not obviously so. He tries to be friendly, but it always comes off a bit desperate and awkward. He’s the street-wise member of the group. Lomo knows how the world works and how to get by in it.
And that’s our quirky crew! Together they would do…. stuff! But, that’s not it. In the contest we could choose to write a song for bonus points, which we did. Songs and poetry are not my forte. I love to sing (badly), play the piano (I’m not very good), and dance (with my family). And yes, a lot of the time I burst into spontaneous songs made up off the top of my head. But that doesn’t mean they’re any good. They’re usually jokes, or lullabies, or just a song about my kids, or what we’re doing. Writing a song is outside of my comfort zone. But, we went for it. My son wanted to add jokes into the song, and my daughter wanted it to have a lot of animal sounds (since we were nearly all animal people of one kind or another). And I just… sort of tried to put it together.
Our song’s a mess. Which is exactly how it should be. It’s a song written by Croak the grippli, and sung by the whole team. But, like any group of friends, a song’s not just a song. It’s interspersed with conversation, heckling, and a fair amount of confusion! It’s a song, but it’s also them singing it. Enjoying it. And messing it up. It’s a work in progress that will never be perfect. And even if it could be, they wouldn’t want it that way.
A super wonderful amazing song…
Everyone: Croak! Croak! Oo! Oo! Ee! We like swamps and we like trees! Whee! Wahoo! Sniffle scrounge! We like to play and we like to lounge!
Croak: “Wait! What? I don’t like to lounge! That’s boring!” Lomo: “Nothing wrong with sitting still once in a while, Croak.” Sereia: “Sniffle? Is someone sick?” Croak: “Nope! That’s Lomo! His nose twitches like crazy.” Lomo: “Hey! I’m not some hound dog, ya’ know!” Pinesong: “Mmm… Treeeees… Oh, yeah! I love a good climb!” Sereia: “Oh, dear. I’m not sure I can climb a tree. My limbs are far too heavy to — “ Croak: “Come on! Back to the song guys!”
Everyone: Boing! Boing! Ribbit! Croak! Croak! Croak! Time to splash and time to soak! Nibble Nibble! Whisper! Sing! We love adventure! What will the tomorrow bring?
Sereia: “We should call ourselves the Children of the Waves.” Croak: “Waves? The swamp doesn’t have waves! Let’s call ourselves the Bog Jumpers!” Sereia: “Bog? Ugh, that water’s filthy.” Pinesong: “It’s not filthy! Bog’s are a very important eco-system, you know.” Lomo: “Yeah, yeah. For bugs and junk, maybe. Let’s call ourselves The Rat Kings!” Croak: “Kings? I want to be Queens!” Sereia: “Rat Queens? That’s taken already, dear.” Pinesong: “Aaaaand, cue the finale!”
Everyone: Chitter, chatter! Talk, talk, talk! We swim, we climb, we dance and walk! We’re all different. We’re not the same. But we’re all friends!
Croak: “Something, something… aim?” Pinesong: “That’s not it! Think of something else… tame? blame?” Sereia: “I don’t like any of those words. Let’s think positive.” Lomo: “Pfft! Songs don’t have to rhyme! Conformity’s lame.” Croak: “That did rhyme.” Lomo: “Nope. Definitely didn’t.” Sereia: “It certainly did.” Pinesong: “I’ve got it! Everybody smile!?”
Frieeeeeeeends!
Croak: “Wow! Great job! That was an awesome ending! Sereia: “The end is where we’re supposed to stop talking, dear.” Croak: “Stop? Aww, shucks! I’ll stop when —“ Lomo: *nibble nibble* Sereia: “Are you chewing on a stick?” *GASP* “Spit that wand out this instant!” Lomo: “Hey, if it ain’t meant for chewing, its shouldn’t taste this good.” Sereia: “No respect for history…”
(Note: The Rat Queens are an amazing fantasy comic book series which you should definitely read! It is by far my favourite comic book currently in print. Scratch that. It’s my favourite comic book EVER. So good! Be forewarned: it is not intended for children. The Rat Queens begins with Rat Queens: Volume 1: Sass & Sorcery.)
Despite singing about naming our group, they’re perpetually nameless. I highly doubt they’ll ever agree on a name for themselves.
So what’s this weird, wacky, nameless team up to?
We were lucky enough that a fellow play-by-poster offered to run us through our inaugural mission as Pathfinders! We’ll be starting Heroes for Highdelve online on Paizo’s website soon.
At the request of our GM, and in order to better link ourselves to the plot line of Heroes for Highdelve, each of us decided on a reason we were heading there, and something that we were seeking. Shockingly (not) my daughter managed to make hers include rabbits.
One day, Croak found a toy store that sold stuffed rabbits. Croak thought they were beautiful! So she bought one! But, she had trouble deciding which one was the prettiest so she bought a lot! She put them in her waterproof bag — so they wouldn’t get wet — and went about her business in town with Lomo. She danced and played, and climbed on roofs and wagons — and got scolded by the people who owned those things. Then she reached for a rabbit toy to play with it. BUT IT WAS GONE! Somewhere along the way Croak had put down the bag! She looked everywhere for itand asked all kinds of people. Eventually she realized she had left it on top of a carriage! Croak tried to track down the carriage, but it was too fast! Adventure awaits! Croak has been following the wagon’s trail and tracked it to Highdelve. She hopes to find the carriage and get back her bag of stuffed rabbits! Who know what will happen along the way!
Pinesong recently helped out at an animal shelter, where he found homes for a variety of animals. Happy he was so helpful, Pinesong went out around town to check on the pets. Unfortunately, one of the people he sold some pigs to turned out to be a merchant who was on his way to Highdelve to sell the pigs to a butcher shop! Pinesong knows that people tend to eat meat, but those pigs were NOT for eating! They were for lovng! Pinesong has set out to stop the salesman from selling the pigs at the fair in Highdelve! (Or, to at least ensure they get sold to someone who won’t eat them!)
Sereia has recently been searching for a coral idol of Gozreh which was fished up out of a ruin off the coast of Andoran by an elderly fisherman. The idol was sold a few times before it got in the hands of an antiquities smuggler by the name of Jacobi. Always a few steps behind the idol, Sereia hopes to catch up the the smuggler in Highdelve so she can acquire the idol before it is sold. And, if she’s too late, she’s hopeful she can at least get the name of the person Jacobi sold the relic to.
While Lomo’s in Highdelve with his friends, he hopes to find a magical craftsman capable of fixing his father’s artifact. Having been let down before, he’s not hopeful.
Unbeknownst to Lomo his father’s artifact is, and always has been, a fake. It can’t be fixed, because it was never magical in the first place. And if it was? Well, obviously it would have taken something stronger than his teeth to break it. If only Lomo had paid a bit more attention to his father’s lessons…
NOW that’s it. The end.
Or, is it the beginning?
Either way, we’ve had a blast.
Thanks for joining us on d20diaries. I hope you have the opportunity to find a gaming group as great and fun-loving as I have.
Well, hello, world! Today’s a big day around the d20 Diaries family! So crack out your party hats and get ready to clap. I want to hear you all the way in Canada.
To start with, it’s the beginning of another school year. My daughter is entering grade one so this marks the first year she’ll be in school all day long, the first year she’ll be enjoying recess, and the first year she’ll be staying for lunch. My daughter loves school, so she couldn’t be happier! She’s bouncing in excitement and smiling so big her cheeks will probably hurt by days end. And as for my son? My son is entering grade two and although he’s happy to get to see his friends… Well, he’d rather stay home and play video games. Haha. He’s growing up so fast!
But, we’re celebrating not just the start of another school year for my children. Oh, no! We’re also celebrating our one hundredth post! That’s right. Cue the happy, cheering crowds!
Thank you, thank you… Hold your applause.
I’ve said it before and I’ll say it again: we’re still new around here. We’ve only been around nine months. Yup! Just nine. d20 Diaries is still in it’s infancy. There’s plenty more features we hope to add in the future, and more stories we hope to share. There’s a pile of articles waiting to be fleshed out, and many, many more adventures to be had. So for us, one hundred is a BIG DEAL.
d20 Diaries has become something bigger and grander than I could have ever imagined. We have some followers through wordpress, a lot through email, and regular readers from all over the world. Sometimes we get visitors from places I admit to never having heard of, which causes me to smile, think ‘that’s awesome!’ and look that country up. Clearly I’ve got to brush up on my world geography! Our views are increasing regularly and each time we get a comment I still squeal in surprise and delight. (Seriously).
The future’s looking bright!
So while I drink my celebratory cup of tea, and my kids get ready for another school day, let’s all raise our drinks and let out a cheesy ‘CLINK’ sound. Cheers, guys!
Thanks for reading. We appreciate it more than you know!
The Dead Suns Adventure Path has officially come to the end and I am thrilled for what’s coming next! It’s a rapid paced, Star Wars inspired campaign that pits the ‘little guys’ against the powerful militaristic Azlanti Star Empire: Against the Aeon Throne! This is the second Starfinder Adventure Path, and this time around they’re shaking up the format. For starters, it’s going to be a monthly release from now on. Also? It’s only three parts. This change is temporary, and will allow them to tell shorter, more diverse stories, with a more focused narrative. Against the Aeon Throne should take you to level six. It will be followed by another three-part Adventure Path, Signal of Screams, which is a delightful space horror that will begin at level seven. I know, right? Exciting. If you’re not ready to stop playing your characters after Against the Aeon Throne you can always pick right back up with Signal of Screams. After this they will go back to the six volume format for the fourth adventure path, Dawn of Flame, which happens on the sun! After Against the Aeon Throne comes to an end be sure to give Paizo your feedback. They’ll want to know if you like these changes, or prefer the six volume format.
But, enough about the future! Let’s hear about Against the Aeon Throne!
This new Adventure Path begins with Against the Aeon Throne: Book 1: The Reach of Empire. It’s written by Ron Lundeen and is intended to bring your characters from level 1 to 3. Your players will be creating characters hired to transport some much needed supplies to a new colony (named Madelon’s Landing) of just over a hundred people that was founded a few months ago on a planet in the Vast called Nakondis. This world is wild, and constantly shrouded in mist. Still, a pal of yours decided to move there, so paying them a visit is the least you can do. Besides, what could possibly go wrong? Right? Haha. Upon arriving you discover that the Azlanti Star Empire has conquered the colony! Your players must liberate the colony from the villainous Empire. But the Azlanti weren’t only interested in the colony. They were after something else: an experimental starship drive from an ancient ship that crashed on Nakondis long ago. To make matters worse, your friend is nowhere to be found. They’ve been taken! But why? In addition to the adventure itself, this issue features an article on the planet of Nakondis and the new colony of Madelon’s Landing. It also has a new theme: the colonist, a host of ships found within the Azlanti Star Empire (including drone fighters, and even ships that allow you to use mysticism and computers checks in new ways!). There’s also new creatures, of course: the carrion dreg template, the mucilaginous cloud, Azlanti adjutant robot, synapse worm, thermatrod, endiffian playable race and, my personal favourite, a simian creature known as a hobgar.
Against the Aeon Throne: Book Two: Escape from the Prison Moon is written by Eleanor Ferron and is intended to bring your player’s characters from level 3 to 5. Thanks to their efforts freeing Madelon’s Landing from the Azlanti Star Empire, the PCs have been deputized by the Stewards (a group of space police) and are on their way to rescue their friend. Not an easy task! They’ll have to enter the Azlanti Star Empire and figure out a way to break into a massive prison moon. They also get to visit a new space station. The articles in the back include information on the Azlanti Star Empire, some new gear, information of the many races and species that the Azlanti have conquered, and details on an Azlanti prison guard spaceship. There’s also some new creatures, including a radioactive dragon and a plant that snubs its nose at gravity (or would if it had a nose…).
Against the Aeon Throne: Book Three: The Rune Drive Gambit is the conclusion of this adventure path! It’s written by Larry Wilhelm and is intended for fifth level characters. Now that your PCs have rescued their friend they have to retrieve the starship drive the Azlanti retrieved from Nakondis. To do that they’ll need to find and break into a science laboratory, steal the engine, and get back to freedom. They also get to figure out why it’ so important and face off against the mastermind behind the attack on Nakondis. In addition to the adventure this issue also comes with ideas for continuing the campaign, an article on the Stewards, full details on a luxury Azlanti spaceship, and some new creatures (including fey and an aberration).
Against the Aeon Throne looks like its going to be an exciting change of pace that’s fun and personal. The shorter length is definitely going to appeal to some fans, including my husband and children. I can’t wait to strap on my laser pistol, make a rebel, and throw a wrench into the plans of the Azlanti!
Fire up the engines! It’s time to head into the Drift!
Want to know more? Check out the AWESOME trailer Paizo released for Against the Aeon Throne. My kids and I just watched it and they are literally bouncing up and down in excitement! Nice job, Paizo!
It’s been teased for a decade and finally — FINALLY — the Runelords are making their move! Yes! Today we’re taking a look at the brand new Return of the Runelords Adventure Path. I don’t know about you, but I’m excited.
Back before Pathfinder had its own rules set I was a huge fan of Dungeon Magazine. So, when it was announced that the run of the magazine was coming to an end, transitioning to Paizo’s new Pathfinder adventures was a no brainer. I didn’t have much extra cash at the time, so transitioning to 4th edition Dungeons and Dragons wasn’t an option. Pathfinder didn’t involve new rulebooks (…yet. Haha), and I could keep reading some awesome adventures.
I enjoyed the free module Hollow’s Last Hope, and it’s sequel Crown of the Kobold King. I loved the desperate, hopeless air of Falcon’s Hollow, and enjoyed the flavourful non-combat encounters in the adventures. But Rise of the Runelords?! I bought part one and was completely hooked. It was a fun, new twist on a classic style of adventure. As its sequels came out I was continually impressed. I loved that it took a bit of a tour of different adventure themes, from the horror of the The Skinsaw Murders, the depravity of The Hook Mountain Massacre, and even the vast, sandboxy exploration featured in the finale Spires of Xin-Shalast. It featured classic enemies, right alongside new ones, in a way that was fresh and exciting. I loved exploring the lost ruins of Thassilon, and discovering the history and culture of the ancient empire and its tyrannical rulers as you went.
We started playing Rise of the Runelords nearly right away. Unfortunately, we had a few false starts. Players came and went, and games ended each time. I swear we tried to play it three or four times before we finally got a solid group together. We ended up playing other campaigns before returning to Rise of the Runlords. We played an entire run of Curse of the Crimson Throne (which now has an awesome anniversary edition available: Curse of the Crimson Throne: Anniversary Edition) and to this day Curse of the Crimson Throne is my all-time favourite campaign. Heck, we even named my son after my husband’s PC. (For the record, it’s an awesome name. Haha). We also finished the entire Legacy of Fire Adventure Path in that time (which begins with Legacy Of Fire: Book One: Howl Of The Carrion King).
So when it came time to finally replay Rise of the Runelords — this time as Rise of the Runelords: Anniversary Edition! — we were ready for it. I was GMing, my husband, brother, and a friend of ours were playing, and I made an NPC to join them. We created characters who were the children of our characters from our Legacy of Fire campaign, and had an absolute blast. In time one of the characters split from the group and they rolled up a new one. They continued playing this second character online via email, and I created an entire new campaign for them, linked to the main events of Rise of the Runelords, but dealing with the other Runelords. The main Rise of the Runelords game (but not the email spin-off) paused for nearly a year when my brother had his second child, and when we finally got back to playing it was without him. We got all the way to the final book. And there we were, ready to make the trek to Xin-Shalast and confront Karzoug, the Runelord of Greed himself! And our extra player stopped showing up. In time my brother was ready to play with us again and we got ready to finally finish the last book — when my husband decided he wanted to play something new.
I swear we’re cursed!
In the time since my kids have been asking to play Rise of the Runelords. They saw it on the Adventure Card Game app and were mindblown at Aldern Foxglove’s character arc. Literally AMAZED. I promised them we’d start it in time, only to have my husband say he wanted to make someone to play alongside them. Uh… okay? Haha. I guess it’s waiting until after we finish Carrion Crown (we’re currently on Carrion Crown: Book Two: Trial of the Beast) and The Shackled City Adventure Path together then! Don’t get me wrong, I’m thrilled to play it as a family, but I found the request odd! He’d played so much of it that I was surprised he’d want to do so again. Since I’ve never really gotten to experience the campaign as a player I also joined a play-by-post game of it, which is a lot of fun.
Suffice to say, my experiences with Rise of the Runelords are both positive and enduring. I was thrilled to see the Runelord Sorshen mentioned in Curse of the Crimson ThroneAdventure Path, see the Runelord’s predecessor Xin featured in the Shattered Star Adventure Path (which begins with Shattered Star: Book One: Shards of Sin), and see Krune and the followers of Lisalla showcased in Pathfinder Society Season Four: Year of the Risen Rune (culminating in Scenario #4-26: The Waking Rune). Readers of the previous campaigns will know that the other Runelords have always been coming. They’re there, waiting to rise…
And now it’s time!
Return of the Runelords is a new six-part Adventure Path that revolves around the return of the rest of the Runelords and the rise of New Thassilon. The events of Rise of the Runelords and the Shattered Star have already happened. But, if you’ve never played either, never fear! You can still enjoy this campaign. It begins with some trouble brewing in the Varisian town of Roderic’s Cove (more on that later!). The issues in this Adventure Path are longer than usual, and the final issue is supposed to be the biggest adventure of the series. (Pardon me while I squeal in glee). This Adventure Path will take you all the way from levels 1 to 20, which allows you to take on the incredibly powerful Runelords without delving into mythic tiers. Each of the six Runelords (excluding the seventh: Karzoug) is featured on one of the covers, with gorgeous artwork drawn by Ekaterina Burmak (you’ll see them featured throughout this article).
Before we get too far into what we know about Return of the Runelords, we’re going to talk a bit about the Runelords and Thassilon.
What the heck is Thassilon, and what’s a Runelord?
Thassilon is an ancient empire founded over 11,000 years ago by First King Xin. Xin was Azlanti, but thought that place sucked. He was exiled and decided to found his own nation. Things seemed to be working fine, and his country spread far and wide. He appointed seven wizard governors to oversee the provinces of his empire. Each was an expert in a specific school of magic which was originally based on the seven virtues of rule (charity, generosity, humility, kindness, love, temperance, and zeal). In time, these virtues became twisted into the seven sins (envy, gluttony, greed, lust, pride, sloth, and wrath) and the Runelords betrayed Xin. In the aftermath Xin was destroyed, the Runelords seized control of Thassilon, Xin’s son was placed on the throne as a puppet emperor, and the tyrannical Runelords continued ruling their own provinces. But the Runelords were greedy. They bickerer, bargained, and plotted for more power and territory over each other. In addition, they were big jerks. They enslaved races, subjugated their people, and so on. They built massive monuments which survive throughout Varisia to this day. You ever hear of the Irespan in Magnimar? Thassilonian. The Old Light in Sandpoint? Thassilonian. The black pyramid underneath Castle Korvosa? Thassilonian. Skull’s Crossing? Lady’s Light? Yup! Thassilonian!
In time, Earthfall drew near. And the Runelords? They saw it coming. They prepared for the coming apocalypse and enacted magical countermeasures. Each waited out the end of their empire and the coming Age of Darkness in their own ways. But Earthfall devastated Golarion more than they had ever imagined, and most of their countermeasures and failsafes either failed or malfunctioned. The Runelords slumbered on throughout the ages.
Until Karzoug: Runelord of Greed. Now, Karzoug wasn’t the only Runelord of Greed. There were seven before him: Kaladurnae, Fethryr, Gimmel, Ligniya, Mazmiranna, Aethusa, and Haphrama. But, at the time of Earthfall, he was the big shot. He ruled all of the province of Shalast from its capital of Xin-Shalast, was a master of transmutation magic, and wielded a powerful burning glaive which was decorated with meteorites. Just over a decade ago Karzoug stirred. His minions spread throughout his realm of Xin-Shalast, and then out into Varisia, but Karzoug himself could not quite manifest into the Material Plane. His minions’ efforts to bring him back into Golarion are thwarted by heroes during the course of the Rise of the Runelords Adventure Path. I won’t go into detail on its events — that’s what playing is for! — but I will say that if your players have done their job, the Runelord Karzoug is no more.
But there, at the very back of Rise of the Runelords final volume, it reads:
“The runelords will return.”
Tease much? Haha.
So what’s Shattered Star? More Runelords?
Nope! During the Shattered Star Adventure Path you play as Pathfinders under the command of Venture-Captain Shield Heidmarch of Magnimar. She gives you one of seven pieces of a ancient Thassilonian artifact and tasks you with using it’s magical connection with the other six pieces to track down the artifacts components and put it back together. You explore ancient Thassilonian monuments from throughout Varisia, briefly visit a lot of fun places showcased in other Varisian Adventure Paths, and reforge an ancient relic, only to discover Thassilon’s capital of Xin, and come up against the First King himself. It’s awesome! But no, it does not feature any of the Runelords, which means that there are six Runelords left.
Pathfinder Society Season Four: Year of the Risen Rune pits the Pathfinder Society against the cult of Lissala, an ancient Thassilonian goddess. At the time of Earthfall, Lissalla’s highest ranking priest was also a Runelord: Krune, Runelord of Sloth. Krune ruled the province of Haruka, from his capital of Xin-Haruka, and wielded a longspear made from a dragons tooth that could move and attack on its own. His skin was said to be tattooed with countless magical spells and runes. There were six other Runelords of Greed before Krune: Xirie, Ilthyrius, Azeradni, Zalelet, Krenlith, and Ivarinna. It’s said Krune was the least violent of the Runelords, mostly cause he was lazy. During the course of the Year of the Risen Rune, the Lissalan cult tries to bring about the return of the Runelord Krune. And succeeds. This campaign arc includes Scenarios: #4-00: Race for the Runecarved Key, #4-02: In Wrath’s Shadow, #4-07: Severing Ties, #4-08: Cultist’s Kiss, #4-10: Feast of Sigils, #4-12: The Refuge of Time, #4-20: Words of the Ancients, and #4-26: The Waking Rune. In the finale they face off against Krune himself. And hopefully kill him. Haha.
So who were these other Runelords?
Good question! In addition to Karzoug, The Runelord of Greed, and Krune, The Runelord of Sloth, there were five other Runelords. Runelords that we will, hopefully, get to face off against (or thwart the minions of) throughout the course of Return of the Runelords.
The Runelord of Envy is Belimarius, an aged, overweight woman who adored gossip and politics. She was a paranoid schemer who wasn’t afraid to get her hands dirty. She’s generally considered to have been an efficient ruler, and among the weakest of the Runelords. She ruled the realm of Edasseril, was a master of abjuration magic, and wielded a gold and mithral halberd that could steal the memories of her enemies. (Awesome!). There were a whopping nine Runelords of Envy before her, including Naaft, Tannaris, Ivamura, Jurah, Chalsardra, Esedrea, Zarve, Desamelia, and Phirandi. It’s said that when Belimarius usurped her throne from Runelord Phirandi, she locked him in a clear coffin and put him on display in her palace (safe to assume it was a magical coffin). Belimarius had a lot of trouble preparing for Earthfall. In the end, her magical ritual backfired and she accidentally locked her entire city in a week-long time loop (the city is surrounded by an impenetrable forcefield and is known by local Varisians as Crystilan). Also? Apparently she had a magic mirror, like the one from Snow White. Cool! Belimarius has long been one of my favourite Runelords. I’ve always liked the idea of the scheming, jealous old woman who’s super powerful. Plus, her specialty is abjuration! It’s about time someone made that badass. (I know, I know. Not many people would say she’s their favourite Runelord. Haha.)
The Runelord of Gluttony was Zutha, a unique undead who could experience life as vividly as any living man. He ruled the realm of Gastash, was a master of necromancy magic, and wielded a scythe made of bone that could drain the life from his enemies, and a collection of powerful ioun stones. He was a ravenous gourmand who constantly sought new foods (including living humanoids), experiences, and luxuries. He nation was the breadbasket of Thassilon, and he was not above cutting off food supplies to any Runelords who dared to cross him. There were four Runelords of Gluttony before him including Kaliphesta, Atharend, Aethusa, and Goparlis. With the fall of Thassilon Zutha bound his life to a magical tome which was then split into three parts. These books were given to his servants who were supposed to rejoin them once it was safe. His spirit would then subsume them until they became him. These books and one of their owners (the taiga giant lich necromancer Thulos) are described in detail in the extra articles at the back of the Shattered Star Adventure Path: Book Six: The Dead Heart of Xin.
The Runelord of Lust was Sorshen, an incredibly beautiful woman rumoured to have used blood magic to become eternally youthful. She ruled over the realm of Eurythnia, was a master enchantress, and wielded a double-headed guisarme. Sorshen was the only Runelord of Lust to have ever existed. That’s right! The one and only. The famous Lady’s Light monument in the Mushfens (which is explored in Shattered Star: Book Two: Curse of the Lady’s Light) depicts Sorshen. Other monuments of her rule include the Sunken Queen (which is showcased in Curse Of The Crimson Throne: Book Six: Crown Of Fangs), while her tomb is located underneath Castle Korvosa in the Grand Mastaba. There she is said to be sleep eternally alongside her awakening vampiric servants.
The Runelord of Pride was Xanderghul, an absurdly arrogant, silver-tongued diplomat who tried to rise above the petty squabbling of the other Runelords. He ruled the realm of Cyrusian, was a master of illusions, and wielded a lucerne hammer made from skymetal. Like Sorshen, Xanderghul ruled for the entire reign of Thassilon. There was no Runelord of Pride either before or after him. He is widely regarded as the most powerful Runelord of them all. He publicly worshipped the Peacock Spirit, a mysterious deity that he encouraged his followers to venerate (which was actually himself). Xanderghul always struck me as the big bad of the remaining Runelords, and when I made my own custom campaign revolving around their return, it was him who I had envisioned as the final boss. Although I can only speculate on what role he’ll play in the Return of the Runelords Adventure Path, he is definitely not the ‘final boss.’
The Runelord of Wrath was Alaznist, an angry, impulsive woman who waged war against Karzoug throughout her reign. She ruled the realm of Bakrakhan, was a master evoker, and wielded a ranseur upon which she impaled the skull of the first Runelord of Wrath, Alderpash. Other than good old Alderpash, there were three other Runelords of Wrath: Angothane, Xiren, and Thybidos. Alaznist worshipped demons, particularly Yamasoth, and channeled the anger of her people in order to create monsters for her armies (including sinspawn, and reefclaws). It’s said she also modified her troops with fleshwarping, alchemy, and other methods. The ruins of Hollow Mountain are part of her domain and have her face carved on the side of the mountain. More details on Hollow Mountain can be found in Pathfinder Campaign Setting: Dungeons of Golarion, where they showcase an entire level of this massive complex, as well as Pathfinder Society Scenario #4-02: In Wrath’s Shadow. She’s also the creator of the Irespan in Magnimar, and the Old Light in Sandpoint, which is actually a magical siege machine called a hellfire flume which could shoot fireballs at invading armies. As far as I can recall, Alaznist escaped Earthfall by entering some kind of otherworldly (or maybe it was extraplanar?) refuge or hideout (don’t quote me on that, haha) within Hollow Mountain.
Enough with the history lesson! Tell me about Return of the Runelords!
Return of the Runelords is a six part adventure path that tasks your players with preventing the return of not one, but all the remaining Runelords of Thassilon. These volumes are extra long, with the final issue promising to be the largest adventure path volume yet! It’s intended to bring your player’s characters all the way from levels 1 to 20! There’s going to be plenty of references to previous events, places, treasures and characters who first appeared in Rise of the Runelords and Shattered Star, and of course, you’ll get to hear what happened to any heroes from those adventures.
Return of the Runelords begins with Book One: Secrets of Roderick’s Cove, written by Adam Daigle, and showcasing the Runelord of Wrath Alaznist on its cover. It takes place in the port town of Roderic’s Cove, where some strange things are happening! What sort of things? Well, I won’t go into it too much, but it involves multiple factions violently vying for control of the little town (and utilizing Thassilonian magics and relics to do so!), and a mysterious ghost. As your PCs become embroiled in trying to bring peace to Roderic’s Cove, they’ll also learn that the Runelords of Thassilon are reawakening! In addition to the adventure itself, this issue features an awesome gazetteer on Roderic’s Cove, some new monsters (including the nochlean, and the warpglass ooze), and an article on the history of Thassilon and how each Runelords survived Earthfall. It’s going to be awesome! This adventure should bring your characters from level 1 to 5.
Now that your PCs know the point of the campaign, it’s time for them to do something about it! Return of the Runelords: Book Two: It Came from Hollow Mountain is written by Mike Shel, features the Runelord of Sloth Kruth on the cover, and is intended to bring your characters from level 5 to 8. Your PCs travel to the Varisian city of Magnimar to deliver a powerful relic, and tasks them with following up on rumours of the Runelords. They head to the infamous Hollow Mountain — a mountain on Rivenrake Island where the Runelord Alaznist once hid from Earthfall. This dungeon complex is massive, and filled with monsters and traps. There they’ll discover secrets that can help them in their coming fights. And as for Alaznist? She’s already awake! In addition to the adventure itself, this issue has an article and statistics on the empyreal lord Ashava, as well as an article on the always nasty sinspawn! Creature in this issue include the choking shade, and the shriezyx queen.
Return of the Runelords: Book 3: Runeplague is written by Richard Pett, features the disgusting Runelord of Gluttony Zutha on the cover, and is intended to bring your characters from level 8 to 12. Armed with new information (and haunted by weird visions!) your players learn of a magical plague that begins in Magnimar and is set to spread across all of Varisia! They travel the country, face cultists of Yamasoth, and stop the Polymorph Plague from turning people into monsters! Its also hinted that they might be able to stop as many as two different Runelords from being awakened (My bets are on Zutha and Sorshen, but that’s conjecture). Interestingly, this book raises the question: are all of the Runelords equally dangerous and can some of them become your allies? Well, colour me intrigued! In addition to the adventure itself you’ll find an articles on the cult of Yamasoth, the Polymorph Plague, magical pools, and some new monsters (including misery siktempora and kasthezvi).
The next volume in this adventure path is Return of the Runelords: Book Four: Temple of the Peacock Spirit. It’s written by Jason Keeley, likely features artwork of Xanderghul on the cover, and is intended to bring your characters from level 12 to around level 15 (or 16, perhaps? I’m guessing). In this issue your players face off against the cult of the Peacock Spirit, travel to their temple in the mountains, and stop them from bringing Xanderghul back into the world. An important task, since he’s among the most powerful of the Runelords! Details on this issue are scant, and I am not yet sure what extra articles and monsters will be featured in its pages.
Return of the Runelords: Book Five: The City Outside of Time is written by Amanda Hamon Kunz, probably features the Runelord of Envy Belimarius on the cover, and is likely to bring your characters from around level 15/16 to level 18 or so (I’m guessing on the level range). In it, your players head to Crystilan, a city encased in a crystal sphere where the Runelord Belimarius and her citizens live out the same week of their life over and over again. You’re heading there to stop the Runelord Alaznist from utilizing time altering magic to do… something! But getting past Crystilan’s inpenetrable walls is not going to be easy! You’ll have to head to the shadow plane, perform a ritual, enter the eternally preserved Thassilonian city of Edasseril, and figure out a way to stop her. But, Alaznist’s presence has altered this place, and things are changing for the first time in ages. This adventure sounds like it has a lot of fun social interactions, intrigue, and politics, which is going to be AMAZING. I’m actually the most excited for this volume of the Adventure Path, out of all of them! I am not yet sure what extra articles and monsters will be featured in its pages.
Return of the Runelords: Book Six: Rise of New Thassilon is the final instalment of the Return of the Runelords Adventure Path. It promises to be the longest yet! Written by Greg A. Vaughan, and featuring artwork of… The Runelord of Lust Sorshen, I think (don’t quote me on that, haha!), and is intended to bring your characters all the way up to level 20. In this volume Alaznist has messed with time, affecting both the past and the future! Your characters will need to fix the damage she’s caused, and take down the Runelord of Wrath Alaznist! That’s right! It’s got time travel! Oh yeah, and you’ll have to figure out what becomes of ‘New Thassilon.’ Yes. You read that right! It’s going to be epic! I am not yet sure what extra articles and monsters will be featured in its pages.
This brings us to the end of the Return of the Runelords Adventure Path. The first issue is already out, multiple other issues are available for pre-order, and the final volumes are due out by year’s end! This campaign sounds like a ton of fun, and I can’t wait to get my hands on it.