The Pathfinder Playtest is ever evolving. You download (or purchase) the rulebook, make your characters, and play. Maybe you play one of the adventures from Doomsday Dawn, maybe you play all of Doomsday Dawn. Maybe you play one of the Pathfinder Playtest Society Scenarios (#1: Rose Street Revenge, #2: Raiders of Shrieking Peak, #3: Arclord’s Envy). And maybe you play a custom adventure. When you’re done you 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 monthly, but don’t quote me on that. We’ll have to wait and see. What is certain, is that their first update to the Pathfinder Playtest rulebook is already here.
First off, head over to Paizo’s website and download the update document. Then give it a read. The update document is five pages long (the final page is the OGL), and is 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 are to death, dying, and the rules surrounding it. No longer can you be dying while conscious, which is wonderful. The updates make use of the slowed condition, which I think is going to be an improvement. We’ll have to see how that plays out. Another major update includes some alchemist changes. For starters, your special alchemist abilities (Quick Alchemy and Advanced Alchemy) no longer specify that they must be used with common formula, so if you unlock an uncommon formula throughout the course of your adventures you can still use it with your special abilities. In addition, they gain training in one extra skill, and the number of formula that alchemist’s start with has been clarified. Turns out the number is eight. Four from your formula book and four from the alchemical crafting feat. (Note to self, update my daughter and my alchemists…). Also, all classes are proficient with unarmored defence (which means you’ll still get a bonus to AC even if you’re unarmored). Bards gain an extra spell known to start, druids get training in one less skill, rangers can choose Strength or Dexterity as their key ability score, stabilize has been changed, bastard swords deal slashing damage (they were erroneously listed as piercing damage, haha), recognize spell has been adjusted (to fix counter spelling), and don’t worry: the bag of holding has been fixed! This is just a taste of the changes. There’s a lot more updates. Four whole pages worth! So put on your thinking caps and get reading. (Wow, I really hope they put out an updated copy of the Pathfinder Playtest Rulebook that includes these changes. Once they put out a second update document, referencing it for changes is going to be painful! Haha).
Changes will continue to occur over time so your feedback is incredibly important. Not only does it 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. For example: most played race so far? Human. Most worshipped deity? Cayden Cailean. Class that died the most? Cleric. Number of people who chose to worship Asmodeus? Three. Not three percent. Nope. Just three.
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). Just the other day they released a second trio, all for the second adventure in Doomsday Dawn: In Pale Mountain’s Shadow. It is incredibly important that if you complete the survey on In Pale Mountain’s Shadow you us the new, updated rules! Further surveys for the later adventures in Doomsday Dawn will be released in the future.
Now, if you haven’t filled out your previous survey on the Lost Star, 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.
Now, if you’ll excuse me, my daughter and I have to select some extra formula for our alchemists.
As mentioned this past Monday, today we’re going to be taking a look at one of the wonderful Pathfinder books I happen to own: Blood of the Sea!
Blood of the Sea is a Pathfinder Player Companion compatible with the Pathfinder Roleplaying Game. This means it’s a thin, soft-cover book with plenty of new options intended for players creating characters. More specifically, this volume focuses on some of the aquatic races of Golarion, how you can use them in water and on land, and on underwater adventuring. This book goes hand in hand with Pathfinder Campaign Setting: Aquatic Adventures, which contains information on each of the oceans of Golarion, underwater combat, a host of new rules and some new character options.
The races detailed in Blood of the Sea include aquatic elves, cecaelias, gillmen, locathahs, merfolk, tritons, adaro, grindylow, and sahuagin. Statistics for playing these races as characters are including for all of these races except for aquatic elves, gillmen and merfolk. Aquatic elves, gillmen and merfolk can be found in a variety of sources, including the the Advanced Race Guide and Inner Sea Races. Gillmen can also be found in the Inner Sea World Guide, and the Inner Sea Monster Codex, while merfolk can also be found in the first Bestiary.
Blood of the Sea features dynamic cover art by Kiki Moch Rizky, which showcases Hakon, the iconic skald, battling an enraged cecaelia on the beach. The inside cover has a really useful map of Golarion with all of its oceans and seas labelled. I definitely read some I didn’t recognize, which is nice to see. The oceans include Abari, Antarkos, Arcadian, Embaral, and Okaiyo, while the seas depicted are Castrovin, Fever, Ivory, Inner, Shining, Songil, Steaming, and Valashmai. For more information on these major waterways you’ll need to check out Aquatic Adventures.
Up next is the table of contents and the introduction. Unlike most Pathfinder Player Companion introductions, this one does not contain any traits or character options. It does still contain a handy rules index, which lists all the new archetypes, feats, and other new rules options contained in the book, alphabetically by type with the page numbers so they can be found on for easy reference. After this we move right into the bulk of the book: aquatic races. The goodly races are presented first, each with two pages dedicated to them. Each contains information about the race in general, how they might come to be adventurers, and some new rules options which typically include statistics for playing them as a race, alternate race traits, favoured class options, feat, and archetypes. Villainous races are showcased afterwards, with two pages shared between then three of them.
Up first? Aquatic elves! Curious and respectful, these elves take it upon themselves to explore and protect underwater ruins — although they have the wisdom to leave the most dangerous ruins untouched. There’s some nifty artwork featuring an aquatic elf with a dagger that has a handle made from a conch shell, which looks pretty cool. As already mentioned, the statistics for playing an aquatic elf are not included in this book. Instead, there is a nice rogue archetype called ‘seeker of the lost‘ which I rather enjoyed. It focuses on exploring underwater ruins, disabling magical traps (which are some of the only kind to survive long periods of time underwater without deteriorating), and underwater combat. Although it’s not ground-breaking or anything, I rather like it. There are also three alternate race traits, and a total of nine favoured class options. ‘Deep sea dweller‘ allows aquatic elves to survive in the dark, depths of the ocean — sort of. It grants you dark vision and cold resistance at the cost of low-light vision and elven immunities. It does not, however, grant and protections from pressure. So it allows you to be in the lightless parts of the ocean, but not too far down. It’s my favourite of the race traits for sure! ‘Surface features‘ allows you to blend in with surface elves which, although useful, doesn’t really tickle my fancy. Why be a weird race and then choose to look like everyone else? Still, it’s sure to see use in play. It replaces keen senses. Lastly, ‘surfacer antagonist‘ is for all the aquatic elves out there who have been harmed by those nasty humans. (Ugh. Filthy land-lubbers. Am I right? lol). This trait grants you a +1 bonus on attack rolls against humans at the cost of elven magic. Yeah, against HUMANS. This trait is going to be really good in pretty much any adventure or campaign. I honestly can’t think of one where you don’t fight a human at some point. Despite it’s usefulness, ‘deep sea dweller’ beats it as my favourite character option for aquatic elves.
Next we come to cecaelias, which first appeared in Pathfinder as an enemy in Bestiary 3. I can honestly say that before reading this book they were not one of the races I ever thought I would want to play. They seem relatively impractical for a PC (being aquatic, and having tentacles), and I’m not big into octopi. It just wasn’t interesting to me. But, after reading the book, I’m probably the most excited for playing a cecaelia. For starters the artwork is awesome, and makes them a lot more relatable than the bestiary image. Their racial traits are fun looking. They have enough of the monster’s original abilities, while still being playable as a PC. They’re a powerful race, of course, at 23 RP, which puts them on par with grindylow, sahuagin, ogres, and svirfneblin. They have great flavour and cultural information. I adore that they’re super curious and social. They’re out to enjoy life, which is always fun to play. They come with three alternate race traits: ‘dextrous tentacles,’ ‘garrulous,’ and ‘tripping tentacles.’ They’re all pretty good, with ‘dextrous tentacles‘ allowing you to use your tentacles to hold and manipulate objects and increase the range of your tentacle sense ability (which gives you blindsight underwater) at the expense of being able to shoot an ink cloud; ‘garrulous‘ gives you a bonus on linguistics and diplomacy skill checks as well as allows you to learn two languages each time you invest a rank into linguistics at the expense of being able to shoot an ink cloud; lastly, ‘tripping tentacles‘ makes you really good at tripping your opponent but causes you to lose your tentacle sense ability. I like ‘garrulous‘ best, but I’m one of those players who enjoys learning a ton of languages, so I’m definitely biased. Haha. As for class options, they have only a single feat up for offer. That said, I like it, so its enough for me. The feat is ‘cecaelia focus tattoo’ which gives you a magical tattoo. Although you can have any number of tattoos, you can only activate one at a time. Once activated a tattoo functions for one hour. There are currently eight different tattoos which can increase your saves against poison or death effects, your stealth or survival skill checks, or the distance of your darkvision. Once you have the feat you can also choose to take another tattoo or increase the potency of one of your tattoos in place of a favoured class bonus, which is a pretty nifty option.
Leaving behind our tattooed cephalopods we get to a race I’ve liked since they were introduced ages ago: gillmen. I know, I know, having to submerge yourself in water or die a horrible death is tricky for a lot of campaigns, but what can I say? I like them! As mentioned previously, statistics for playing gillmen are not included this book. Instead, we get some nice flavour and cultural information (some of which is new), and a lot of class options. There’s the ‘hidden current‘ vigilante archetype which allows gillmen to take on the identity of a nonaquatic humanoid when they’re on land, and at higher levels can even let them magically travel between the land or sea. There’s also four feats, four alternate race traits, an four favoured class bonuses. Also? Awesome artwork! Its my favourite of the entire book. My favourite class options are the feats ‘surface survivor‘ (which makes playing gillmen more manageable) and ‘aphotic explorer,’ as well as the ‘venomkissed‘ alternate race trait.
Locathahs are up next, which is another one of those races I’ve never really felt an urge to play. That said, the flavour really sold it for me, and I think I’d enjoy creating one. My favourite part? They’re stinky and proud of it! Haha. Locathahs use their scent to communicate, even underwater, which is pretty cool. Locathah racial traits are a great conversion from their statistics from Bestiary 2, and the race comes in at 10 RP, which makes them approximately on par with the core races. There are also three feats here, all of which are a part of a combat style called ‘electric eel‘ that utilizes the ‘elemental fist‘ feat. I’ve mentioned in other blog posts that combat styles aren’t really my cup of tea, but I’m actually quite fond of this one. I recommend giving it a read. There are also five alternate race traits available for locathah characters, and six favoured class bonuses. I like all of the alternate race traits, but I think my favourites are ‘blunt head‘ which gives you a bite attack but reduces your swim speed, and ‘coastal emissary.‘ I also love ‘powerful smell,’ but its bound to irritate your companions. Haha.
Up next is merfolk. As mentioned, the statistics for merfolk are not provided in this book. Instead there’s a lot of music-themed class options and six favoured class bonuses. In fact, they have some of my very favourite class options in the entire book. For starters there the oracle archetype ‘ocean’s echo‘ which gives you a nice selection of sound-themed bonus spells, and the ability to use some bardic performances. I’m in! (It should be noted: I love bards). There’s also a new oracle curse which is bound to be a ton of fun: ‘song-bound,’ which compels you to sing loudly whenever you speak. Yes, always. How fun is that? I don’t know about you, but I would literally sing everything my character says (I’m an average singer at best, by the way). My kids love it, too. Lastly, there are two new masterpieces in this section, one of which can grant your companions a swim speed, and the other that can scare off trespassers. Both can be sung or played on a string instrument.
Tritons are the final goodly aquatic race in this book. Just over half of the entry is racial and cultural information, most of which is new (as far as I know, haha). Their racial traits are well done, but wow! Are they ever slow on land! Haha. They’re a great conversion from their statistics in Bestiary 2, and come out to a total of 11 RP which makes them approximately on par with the core races and locathahs. There’s a paladin archetype in this section called ‘kraken slayer‘ which looks interesting, but isn’t going to see much use in non-aquatic campaigns. There’s also two feats which work well together: ‘ally caller‘ which lets you use your innate spell-like ability to summon water elementals and dolphins two extra times per day (this feat can be taken multiple times) and ‘aquatic squires‘ which makes that same spell-like ability last 1 minute per level. Not amazing or anything, but fun and flavourful. I like it. All told, though, triton is my least favourite of the goodly races featured in this book.
With the good guys over and done we come to two pages entitled ‘Enemies of the Sea.’ Here we find statistics for playing adaros, grindylow, and sahuagin, as well as a paragraph of racial information on each. Grindylow and sahuagin are both 22 RP, putting them on par with the cecaelia, while adaro are a whopping 32 RP, which makes them among the toughest races you can choose, just under gargoyles and driders. I’ve always enjoyed adaros and grindylow, so I’m happy to see they were included.
Flipping the page we get to three pages on gear — most of which is mundane. Air breathing creatures can make use of artificial gills to survive underwater for a while, while aquatic creatures with slow base speeds like merfolk and tritons can make use of land limbs to improve their speed on land. There’s also a lot of practical gear like underwater paper, pens and compasses, as well as wall hooks. But, my personal favourite mundane bit of gear? Sponge suit! This is a mandatory purchase for the next gillman I make!
There are only four magical items, but they’re all quite useful. The ‘crystal helm‘ fills with water while on land and with air while underwater, allowing a PCs out of their environment the ability to breathe. The familiar bubble can keep your familiar breathing underwater, and shimmering kilt can turn an aquatic humanoid’s tail into legs. (No need to barter with evil cecealia witches anymore… Poor Ursula’s going to be unemployed). But, my personal favourite? The ‘cloak of eternal mist.’ In addition to making you character count as if they were submerged in water, it grants you a bonus to hide in fog and mist, and can grant you concealment when immobile. The best part? Its relatively affordable.
There are four spells on the next page. They are nicely thematic, but none of them blew me away. I think my favourite is ‘arid refuge,’ a spell that can help enable prolonged underwater adventures for land-bound characters by giving them a safe place to rest. Other spells include ‘instant clot,’ ‘silt sphere,’ and ‘suspend drowning.’
Leaving magic behind we get to four pages of aquatic class options that can be taken by most races. There’s a total of five class archetypes, one cavalier order (order of the eel) and one eidolon subtype (deepwater eidolon). I particularly like the ‘aquatic beastmaster‘ archetype for hunter, which contains a whole new array of water themed animals to use with the animal focus ability. I also really like that the ‘coral witch‘ witch archetype allows you to grow your familiar out of coral, an that the ‘keeper of the current‘ inquisitor archetype can track underwater by reading traces of eddies and currents. Very cool! The last two archetypes are ‘crashing wave‘ for the cleric (which has a very interesting form of channel energy that leaves neutrally aligned creatures unaffected) and the ‘tempest tamer‘ druid archetype (which taps into the powers of typhoons, whirlpools, and other storms).
After this is a very useful chapter on the challenges facing underwater creatures who find themselves on land, and ideas and methods for overcoming those challenges (both magical and mundane). I found these four pages a huge help. It not only urges you to think about some troubles you might not have thought of, but it also makes playing aquatic races in a land-based campaign a lot more… attainable. There were certainly some topics discussed that I’d never thought of. Not because it’s obscure or anything, but just… I don’t know. I never thought about it. Haha. For example, weight. If you’re used to being buoyant, walking on land would be hard. How would you act? Imagine how heavy your body would feel to you. Sounds exhausting! What about weather? It’s a lot different than the sway of the currents. And climate? In a lot of places the ocean is cold. How does someone used to that feel on land? What about little things, like seeing a fire or cooking your food? Or keeping up with your companions? This section also has some awesome artwork of a serious ranger on a horse looking off into the distance. Except he’s not just a ranger. He’s a merfolk ranger riding sidesaddle. It’s great. Haha.
Which bring us to the last part of the book. Two pages discussing how air-breathing creatures can adventure and travel on or under water. Like the chapter before it, this section brings up some interesting topics. It also works as a handy reference for spells and magical gear that are useful for underwater exploration. There’s also a small sidebar that lists the oceans of Golarion, a few of its seas, and gives you a one sentence description about that body of water. It’s super brief, but better than nothing. As previously mentioned, players looking for more information on Golarions major waterways should pick up a copy of Pathfinder Campaign Setting: Aquatic Adventures.
And that’s it! Then end.
This was a really fun, useful book that presented a lot of unique race and class options for players. I think it’s well-worth the investment. That said, due to its topic, it is quite niche. It’s not a book you’ll be able to use with every character or adventure you’re in. It’s quite focused: underwater races, and underwater class options. That said, this book invested a lot of effort into making underwater races playable on land indefinitely, and it succeeded. Some of the class options are just as usable above water as they are underwater — the ‘ocean’s echo‘ oracle archetype and the ‘tempest tamer‘ druid archetype are great examples of this. The rest, though, cleave pretty tightly to the waves. That said, there are plenty of places in Golarion where water is plentiful. The oceans, seas, and underwater, of course. There’s also the Shackles, Sodden Lands, and River Kingdoms, as well as many port towns, and the coasts throughout Golarion. There’s some settlements which are located both above and below the waves, like Acisazi (there’s at least one more, but I can’t recall its name at the moment… Hmmm… If you happen to remember it let me know in the comments!), and even Absalom has a the half-flooded district of the Puddles.
Those of you looking for adventures to play aquatic races or aquatic themed archetypes in should try the Pathfinder Modules: Plunder & Peril (which is a level four adventure that takes place in the Shackles), Ire of the Storm (which is a level one adventure that takes place in Sargava), River into Darkness (which is a level four GameMastery Module for 3.5 that takes place almost entirely along the Vanji River in the Mwangi Expanse), or — my personal favourites — Seers of the Drowned City (a level six adventure that takes place in a half-flooded ancient city in the Sodden Lands), and From Shore to Sea (a level six adventure that involves ancient Azlanti ruins and a super insular town on the coast of Cheliax). Those looking for a longer campaign should check out the Ruins of Azlant Adventure Path (which begins with Ruins of Azlant: Book One: The Lost Outpost), Skull and Shackles Adventure Path (which begins with Skull & Shackles: Book One: The Wormwood Mutiny), or even the Kingmaker Adventure Path (which begins begins with Kingmaker: Book One: Stolen Land). I know, I know, Kingmaker seems like an off choice. But, it takes place in the River Kingdoms (which has a whole lot of rivers), it’s encounters and adventure structure allow for regular resting (and taking a dunk in the nearest water source), and you can build your own town. Perfect for those high-maintenance aquatic races looking to make a unique mark on the world.
I hope you enjoyed taking a look at Blood of the Sea with me today, and that this article can help you decide if this delightful little book was right for you.
Well, it took about a week, but Paizo’s website is finally up and running properly. Oh. Actually, it’s down again. Haha. Well, it was up for a day, at least. (You can do it, Paizo!).
It was strange, having my play-by-posts out of reach for so long. But, I got plenty of others things done. I got by house in order, helped my Mom move, and got my kids prepared for the new school year (which starts in another week and a half). I saw my youngest brother for his birthday. He asked for books and some socks, so I picked him up Naruto socks, Akasuki socks, and two books I thought he’d like: Ready Player One by Ernest Cline (which is also an awesome movie, by the way), and the first three books in The Legend of Drizzt series (Homeland, Exile, and Sojourn) by R. A. Salvatore. Drizzt’s origins are actually my favourite books he’s in, and my brother’s never read them. (Blasphemy! Haha). I think he’ll really like them. While we were shopping I found an awesome Dungeons & Dragons Adventures Coloring Book which I was super tempted to pick up for my kids (but didn’t). Maybe I’ll buy it for one of them for Christmas in a few months. Haha.
My daughter and I finished creating our newest Pathfinder Society characters, Croak and Sereia, whom we won race boons for, and my husband and son are about halfway done theirs. My daughter completed creating her second character for the Pathfinder Playtest adventure Doomsday Dawn, and I’ve just started mine. I got a lot of reading done, and have a few extra blog posts underway already. Be on the lookout for posts about Starfinder: Pact Worlds (I know, I’m slow, haha) and Pathfinder Player Companion: Blood of the Sea in the coming days.
I never have time for video games anymore, but with my play-by-posts down my kids and I started playing one of my very favourite video games of all time: Chrono Cross for the PlayStation. I was a kid when I played it the first time, and it literally blew my mind. Twist after twist I was just… Stunned. It’s got time travel, alternate dimensions, death, life, fate, a ton of NPCs you can get to join your party (many of which you meet well before you can convince them to join you), and (perhaps the coolest part) halfway through the game, after rallying friends and allies to help you defeat the villain, you have an epic confrontation which culminates with the villain using a magical ritual to swap your minds around. Your mind goes into his body and his goes into yours. All of a sudden those friends and allies are hanging around with the villain, trying to fight you. And you? Well, at least you don’t have to worry about fighting all those minions of the villain anymore. Cause they’re yours now. Sort of. Haha. So, if all your good friends are doing the work of the bad guy now, and they think they’re still doing good, but you and the other villains are working to stop them, are they still good guys? As a kid, I was amazed. Haha. Anyway, I started the game, which made my kids want to try, so we each started our own file. They’ve already reached the first big twist in the game, and were so shocked. They concocted a whole lot of crazy theories in an effort to figure out what’s going on. It’s adorable to watch. It’s been fun. I definitely owe fellow play-by-poster PaleDim a shout out for getting the music from Chrono Cross stuck in my head the other day. (Thanks!)
My husband and kids have been watching Voltron since it launched on Netflix quite a while ago, so they took the opportunity to delve into the newest season. One of the episodes was absolutely hilarious. The characters play a mock version of Dungeons and Dragons called ‘Monsters and Mana’ which is just a blast. I particularly like the GMs in campaign twists, and that one of the characters just kept playing a paladin no matter how many times he died. The other characters kept pointing out that he was a paladin in real life, so maybe he should try something else, but he thought that was absurd. There’s nothing better than a paladin, after all! My kids, my husband and I were laughing so hard. If you ever get a chance to watch Voltron Season 6: Episode 3: Monsters and Mana you should definitely take it! (It’s from the remake on Netflix, in case that needed clarifying, not the original show from when my husband was a kid, haha.)
Recently my husband suggested we build our own starships out of LEGO for use in Starfinder starship battles , which we all thought was an awesome idea. I’ve always loved playing with LEGO, but I wouldn’t say I’m great at it. I’m more of a ‘follow the directions’ or ‘build a square house’ kind of girl. But, I took to the challenge with aplomb! Turns out I did a pretty good job! My kids made some really nice ones. But, my husband turned out to be the LEGO Master of the house. Most of our ships came out way too big, but we had a lot of fun.
Well, it’s time for me to sign off now. I’m at the local laundromat and my laundry’s almost done. I’ll leave you with some pictures of our wonderful LEGO starships!
Way back in March I shared my family’s experiences creating their first Starfinder characters. We had a lot of fun making a kooky crew, and tried them out a bit before deciding they would join the Starfinder Society. There were some changes that needed to be made. Tucker was a halfling, which would have to change, but otherwise the transition went smoothly. Then we sat down and played Into the Unknown. Life got busy. We moved on to play Starfinder Scenario #1-03: Yesteryear’s Truth, which was great fun.
So today, when I turned on my computer with the intent of writing a blog post, my daughter put her little hands on her hips and said, “Mom, you did not write about our Wayfinders in a long time! You need to do that.”
Has it really been that long?
Yup! It certainly has.
And so, at my daughter’s insistence, we’re rejoining the crew of Infinity and heading out into the Vast! So strap in, and get ready for wild ride!
Our crew consisted of three mercenaries and a single Starfinder Agent. The Starfinder Agent Hoponisa (Hops for short), is a ysoki technomancer from the dark side of Verces who loves to dance. She’s on a mission to find herself the ‘perfect mate’ and is handy both in the pilot’s chair, the engineering bay, and at a computer console. She has a robot rabbit dubbed ‘Snowball’ who is a glorified computer with some minor mobility that she crafted herself, then wrapped in fuzzy faux fur for ultimate cuddle-ability. It’s also her spell cache. Hops is a member of the Wayfinders faction who acts as a contact with a specific group of mercenaries — the other PCs. Together, Hops and her hired help travel the Vast, deploying drift beacons for credits at the behest of the Wayfinders. After discovering new planets, collecting data on their environments, and deploying drift beacons, the group prepares a report on the planet for the Wayfinders, which allows the spacefaring faction to better prepare proper Starfinder teams for further exploration on these locations. The mercenaries make some decent credits, and the Wayfinders get to expand their influence without using up valuable Starfinder resources and personnel.
Hops and the crew of the Pegasus Class ship, Infinity, have gone on plenty of missions together. Led by their Captain Aya, a wise, enigmatic kasatha mystic who believes that every life is precious, they’ve charted planets and discovered new places. Their roles on the starship change a lot, with the rest of the crew rotating between pilot, engineer, science officer, and gunner as the mood strikes them. Aya and Hops are joined by Tucker Aetherfoot, a ysoki operative with the daredevil speciality who’s nimble, acrobatic, and full of boundless energy. He wears a t-shirt with a shirren design on it (to represent his long-time friendship with the shirren Vishkesh), and wears a racing helmet with a rose-tinted visor and stylized mouse ears on the side (which was given to him by Hops as a birthday gift). Tucker’s insatiably curious, and runs a blog in his spare time about his experiences exploring the Vast. He’s a devout Desnan from Absalom Station, prone to dancing when he’s idle too long. …Even in the middle of a mission. Lastly, there’s Vishkesh, a shirren mechanic with a little flying spy drone named Rijin. Rijin is trained to help Vishkesh with repairing starships, and is also outfitted with a flare gun. He’s a chipper little thing, with a bubbly artificial personality. Vishkesh has a fondness to caring for (and rescuing) larval shirren, and currently has a dozen dangling off of him in their protective canisters at all times. Vishkesh is the proud owner of a pig stuffed animal — a rare creature he’s never seen in in the flesh! He’s also from Absalom Station, and is a long time friend of Tucker’s. Vishkesh worships Hylax.
Recently a fellow scouting ship hired by the Starfinders, Unbounded Wayfarer, went missing. Worried for their friends and fellow mercenaries Aya, Tucker, and Vishkesh urged Hops to inquire with Venture-Captain Arvin after the other ship’s status. The news? Bad.
The crew of the Infinity were dispatched to find the Unbounded Wayfarer, save them (if possible), and return with the information they had acquired on their recent voyages. The mission was different than anything they had done for the Starfinders before, but they accepted. They made friends along the way, particularly with a vesk pawn-broker by the name of Julzakama, and a family of enterprising ysoki who run the Vat Gardens. They fought their way through undead from Eox, alien creatures, and space pirates. In the end they discovered that their friends from the Unbounded Wayfarer were dead. They retrieved their bodies, the information they had discovered, and learned of a few planets worth exploring. Then they returned to Absalom Station to report to Venture-Captain Arvin, and mourn the loss of good friends.
Upon completion of their mission, Arvin offered the crew of the Infinity a rare opportunity. He would sponsor their entry into the Starfinders as actual agents, then he would grant them right of first exploration on all of the planets that they had received intelligence on from their companion’s ship. Aya, Tucker, and Vishkesh did some soul searching, and decided to officially join the Wayfinders faction of the Starfinders on the condition that they would always work as a team, and they would retain their ship.
With the bargain struck, the crew of the Infinity spent a bit of time in Absalom Station resting and upgrading their ship to meet Starfinder standards. They interviewed fellow Starfinder agents, eventually hiring two rookies to assist them with rounding out their crew: Gizdara, a half-orc technomancer who’s a whiz with computers, and Diggs Drifthopper, a burly ‘rabbitfolk’ whose planet was conquered by the Vesk years ago. Diggs was forced into the military, but was recently allowed his freedom and was looking for work. He’s good with a gun, but not much else (which he can’t use in SFS play, as a non-combatant hireling, haha). Still, my daughter insisted on hiring him because he was destined to be Hops’ mate. (Uhhh… Okay? Haha). Diggs’ job is mostly to watch the ship while we’re away from it.
With their crew rounded out Infinity set off into the Vast to check out the first of the planets their friends on the Unbounded Wayfarer had discovered before dying. This planet was called Elytrio, and was reported to be protected by powerful automated defences. Hops took the pilot’s chair, and Captain Aya gave her the order to set off. Gizdara programmed the coordinates into the ship’s databanks. Vishkesh and Rijin headed down to the engineering room to ensure the ship was in tip-top shape. And Diggs wandered around aimlessly. As they entered the Drift the stars outside became replaced by a swirling mass of colours and motion. The journey was underway….
After ten days they came into communication range of another ship.
“Registration information?” Aya asked Gizdara.
The half-orc techie clicked away at her console for a few seconds. “Identified as Clutter Collector. It has docking certifications for Absalom Station. Looks like a salvage barge run by a ysoki called Winks.”
Aya considered this a moment. “Open communications.”
“Got it. Hailing the Clutter Collector.” Gizdara replied.
The rest of the crew gathered round just as Winks appeared on the view screen. “Hey, pal! The name’s Winks! I’ve been in the Drift 25 days, and I am BORED!” the ysoki exclaimed. “SO happy to meet ya’! You?”
Aya chatted with Winks for a minute before passing control of the comms over to her crew. Hops, Tucker, and Vishkesh all had a blast chatting away with the ysoki and his familial crew. But, after about an hour, they were nearly out of range of each other.
“Thanks for the chatter,” Winks said with a wink. “You can save my frequency. Maybe we’ll chat again in the future, eh?”
And with a crackle of static, he was gone.
“Out of communication range,” Gizdara announced.
“Thank you,” replied Aya. “End transmission.”
Infinity is a Pegasus frame exploratory starship.
The crew headed back to their normal routine, performing their duties, eating, gaming, dancing and chatting. Nine days later they exited the Drift. Seeing the blackness of space and its brightly twinkling stars for the first time in weeks, the crew heaved a sigh of relief.
“The Drift makes me nervous,” Diggs admitted. “This is how space is supposed to be.”
Hops laughed. “Space is beautiful! But, we can’t travel like this all the time! We’d never get anywhere!”
“To your stations,” Aya announced. “Hops, prepare for approach. Vishkesh and Rijin, begin pre-descent systems check. Gizdara and Tucker, what can you discern about the planet?”
Everyone got to work, and soon Tucker grinned. “Elytrio is the fourth planet orbiting an unnamed sun. It has two barren moons, but I’m seeing minor energy fluctuations. There might be the remains of an installation up there. Whatever it is, it’s no longer functioning.” Tucker clicks a few more buttons on the computer console before continuing. “As for the planet itself… looks like some kind of wasteland. I’m seeing blasted deserts, strong winds, and higher than normal levels of radiation. Nothing harmful, but we should activate our armour’s environmental defences just in case. Air is breathable, gravity normal. …I’m not seeing any plants or water, and little signs of animal life. I’m not detecting any settlements left or — wait! I’ve pinpointed a large energy output from what seems to be a fully functioning city in the Southern Hemisphere. My readings indicate that the city has a level of technology similar to the Pact Worlds, though it seems… outdated. It’s hard to learn more. The entire city and surrounding area it is encased in a powerful force field.”
Art discovered on Pinterest and used to represent Gizdara in my home game. If you happen to know the name of the artist let me know so that proper credit can be given.
Aya nodded. “Thank you, Tucker. Gizdara, try to find us a safe landing zone near the city. Tucker, triangulate suitable locations on the planet’s surface to deploy four drift beacons. Let’s get this planet on the grid, shall we?”
“Got it!” Tucker replied.
“Vishkesh, prepare for battle. We’ll be making our descent any minute, and I want to be ready for the planet’s automated defences.” Aya ordered calmly.
“Check!” Vishkesh replied.
“I am happy to be useful!” Rijin added in an overly happy voice. “Oh, yeah! The joy is filling me up!”
“Now listen children,” Vishkesh told his larval shirren. “This is how we activate our ship’s shields. First press this… and then…”
“Hops, take us down.”
“On it, Captain!” Hops exclaimed.
Infinity began its approach… After only a few minutes, a loud klaxon alarm sounded.
“Approaching ship!” Tucker exclaimed. “Scanning it now!”
“Incoming transmission!” Gizdara announced.
“Play it over the comms.” Aya replied.
The message that played over their speakers was in a crackling, robotic voice. It’s language was foreign and unknown to them, but the tone seemed serious.
“It’s a warning,” Aya announced. “Gizdara, activate the tetrad certified translator. I want to know what it’s saying.”
“The message won’t be enough for the translator to get a handle on the language.” Gizdara retorted.
“It’s a start.”
The message repeated a few more times, then cut out in a crackle of distortions and static, like a corrupted audio file. Only the proximity alert continued to chime, breaking the silence with an irritating whine.
Suddenly, a hemispherical ship emitting a ring of red light from the edges of its lower hull came into view.
“Ship in sight!” Tucker exclaimed.
Vishkesh quickly examined it. “Intel was accurate. It’s a launch platform. Fully automated. Unmanned. Feel free to blow it up without worry!”
“Confirmed! Not reading any signs of life inside the ship.” Tucker added. “Take over Gizdara, I’ll man the guns!” With a grin, Tucker nodded at Diggs. “Come on, pal. Make yourself useful. We’ve got more than one gun.”
Tucker and Diggs hurried over to the gun controls as the enemy ship began to open.
“It’s launching a combat drone.”
Aya let out a sigh. She preferred to avoid a fight whenever possible. Still, at least the only loss of life they had to worry about was their own. “Engage.”
Art discovered on Pinterest and used to represent Diggs Drifthopper in my home game. (If you happen to know the name of the artist let me know so proper credit can be given).
Hops tore off through space at breakneck speed as Tucker and Diggs fired at the launch platform. (GM Comment: technically, it was only Tucker. As a hireling Diggs cannot actually aid in battle. I only described him doing so in session for flavour).
The battle was a tricky one, and the launch platform managed to deploy three combat drones before we destroyed it. The combat drones stood little chance after that. My daughter had great fun flying our ship and acting as pilot, but did need help to properly move the ship and select her fancy flight maneuvers. My son rather enjoyed being engineer with his drone (which is my personal favourite starship role). My husband’s character is a solid gunner, and even when firing an extra gun most rounds he managed to do a number on the enemy fighters. And me? I enjoyed bossing everyone around with serene, super serious commands. I even put on my serious face for the occasion. Haha. We made use of Starfinder Flip-Mat: Basic Starfield for this battle, which I highly recommend picking up if you don’t already own it.
With the enemy drones defeated, Vishkesh examined the wreckage for information and made a few nifty discoveries. Although outdated, there were some interesting algorithms in the platform’s programming which would be helpful in improving their own automated defences. Soon Infinity continued its descent to the planet.
Due to our characters backstory we had some tasks to accomplish before landing (in addition to completing our actual mission). With Tucker’s coordinates, we set out to deploy some drift beacons on Elytrio. This was a fun way to provide some hints to the planet’s purpose and past without hitting my family over the head with a massive information dump. The first deployment location was a rocky mesa on top of a small mountaintop. From there the crew found the remains of a destroyed city on an uneven plateau near the base of the mountain. They discovered that it had been blown up long ago and eroded over the centuries. At our second location the group found themselves on a dried up lake-bed, which gave them some clues to Elytrio’s past eco-systems. They also discovered a new species of bug scurrying across the ground, which Tucker collected for further study, and some razor sharp weeds that they thought would easily be blown around by the wind and could cause some irritating cuts and wounds. The third location was in the desert beside a metal spire. They discovered the spire was the antenna or technological device that topped a building of some kind. After some examining from Vishkesh, he deduced that this was a power relay that sent energy and messages to a distant loctation just outside the atmosphere. Likely one of Elytrio’s two barren moons. Interesting!
The final drift beacon location was also going to be our final landing site. It was located as close to the city’s force field as we could get. After setting up the beacon in the desert wastes the group bid Diggs and Gizdara goodbye, leaving them behind to keep and eye on the starship. Then Aya, Hops, Snowball, Tucker, Vishkesh, and Rijin set off across the sands towards the city’s glowing forcefield.
Suddenly there was a shifting in the sands… a grumble of the earth… and a massive beast that looked like an oversized lion with a beige mane and a body covered in dark brown scales leapt out of the sand and chomped at Tucker! It had a stubby face with a maw filled with razor sharp fangs, and a long, segmented tail.
“Aaaah!” Tucker exclaimed as he dodged out of the way. “We’ve got company!”
“Bad kitty!” Rijin scolded the sand brute in an overly happy robot voice.
“Yeah!” Vishkesh said with a nod. “BAD CAT! SHOO!”
The creature let out a terrifying roar. Hops’ eyes widened in fear. “Let’s get out of here!”
“Hold your ground!” Aya commanded. “If you run it will follow. Weapons out. Engage!”
“You don’t have to tell me twice!” Tucker exclaimed. He fired a shot at the sand brute with his azimuth laser pistol, only for the creature’s hide to reflect the blast. Tucker let out a surprised shriek and ducked, causing the reflected laser beam to strike the sand right behind him. “It’s got a reflective hide!”
“No lasers,” Aya quickly commanded.
Vishkesh gave Rijin a nod. “Battle mode, Rijin!”
Rijin’s little metal hands waved around in excitement, drew a flare gun and loaded it. “Okay! I am so happy to be engaging in deadly battle with you today!”
Vishkesh stroked his multiple guns. “Oh, my… Decisions, decisions! This feels like a flame-thrower moment to me!” He pulled out his flamethrower, took aim, and unleashed a torrent of fire at the sand beast. The creature howled in pain.
Aya drew her battle staff and gave it a whirl. It spun through the air with a ‘whoosh’ sound. “I’ll distract the creature. Keep up the assault at range.” With her orders given, Aya dashed into honourable battle against the sand brute. She swung her battle staff, striking the beast in it’s forelimb. It growled in pain and bit at her, but she knocked it’s jaws out of the way with her staff — the first time. It growled and snapped at her again, tearing into the flesh on one of her four arms.
Hops nodded at Snowball. “Let’s hop to it!” she exclaimed (my daughter giggled in glee at her rabbit joke). Then she got to spell casting! She fired an icy cold ray of energy at the monster, while Snowball hopped around her feet.
Meanwhile, Tucker frowned. “But I only have laser guns!” He holstered his gun, drew his survival knife and took a deep breath. “Let’s dance!” (my daughter giggled in glee at my husband’s dancing joke). Tucker dove and tumbled across the battlefield and joined Aya in melee combat, stabbing at the sand brute as he danced around it. Aya whacked it with her staff, while Rijin and Vishkesh burnt it up with their flame-throwers and flare guns.
Artwork for Starfinder’s Mystic Empath. Used to represent Captain Aya Ninura Qaru Jahir.
The battle was surprisingly short, but we took heavy damage. Aya had to cast multiple healing spells on the group, and use up some resolve to utilize her healing channel ability. Yesteryear’s Truth makes use of Starfinder Flip-Mat: Basic Terrain for this encounter, but (since I don’t own that) we used Pathfinder Flip Mat: Bigger Basic instead.
With the beast finally down she moved to cast another healing spell, only to see figures surround them. They were small beetle-like people with hard outer shells and protruding mandibles. They wore tattered cloaks and big goggles over their eyes. In their hands they held rifles, but they did not aim them. Instead, one of the bug-men approached and spoke.
Unable to understand, Aya pulled out the translator again, and got it working. It would take ten minutes of conversation, but eventually it would be able to translate simple sentences back and forth between the common tongue and… whatever the bug-men were speaking. It sounded the same as the language transmitted by the defence platform.
Aya led the crew through some pantomime in order to put the bug-people at ease. In time, they approached closer and the translator began to work. They learned that these people were called -untranslatable word-
Stupid translators!
For the record, I had great fun roleplaying the translators capabilities in this adventure, and the interactions of the group. It was awesome to watch my kids try to puzzle out messages that wouldn’t get garbled or messed up in translation, and to pantomime and act when translation was inadequate. So much fun!
Eventually they earned enough of the leader’s trust that Aya was allowed to cast a spell upon him (share language), which granted the bug-leader, Dystane, the ability to speak and understand Common, Kasathan, and Akitonian. From there, communication got much easier. They learned that the bug-people were known as ghibrani, and that this group were hunters, out scouring the deserts for food for their tribe. Aya offered the ghibrani the corpse of the sand brute and together they helped haul the lion-monster back to the ghibrani’s home. The crew was surprised to discover that was in the opposite direction of the city. Interesting!
Still, they all prioritized befriending the locals over investigating a city they might not be able to a access, so they followed the ghibrani into the desert without fuss. After half an hour they came to a drab cliff pockmarked with holes and cracks. More ghibrani crawled in and out of the crevices, which were clearly serving as their homes. Most of them wore plain scraps of clothing, while a few also wore make-shift goggles and carried a battered old gun in a holster at their side. There was a tiny, little garden off to the side which was clearly in poor health. That it was growing at all in these conditions caused Aya to raise an eyebrow ridge in surprise. There was also a crumbling well nearby, and a pair of older looking ghibrani wearing colourful necklaces who were surrounded by ghibrani children. It looked like they were telling them a story, or perhaps educating them.
At the sight of the hunters returning with a massive sand brute, the ghibrani cheered — until they noticed the weird strangers that accompanied them. Then the little beetle-people shrieked and scurried into their caves in a panic. Only the two elderly ghibrani and the few armed with guns remained in sight.
Dystane spoke to the elders in their harsh, chittering language while the the translator tried its best to keep up.
“Greeting brother -untranslatable word- sister -untranslatable word-. I will that mother -untranslatable word- watch you close. Find strangers who kill sand brute. Gift to us. Food. Many. “
The conversation continued and Dystane gestured the PCs forward. “This is Brother Koseemo and Sister Alomir. They serve Mother Touloo and lead our colony. Come. I will assist with translating.”
Everyone introduced themselves, then my family began asking questions of the ghibrani. They were surprised to find that none of the ghibrani asked questions of them! Turns out that Mother Touloo was a god who promised to save the ghibrani if they left behind the comforts of civilization and lived a life of hardship in the deserts. Although the ghibrani were happy to receive visitors — a joyous event which had only happened twice in recent memory — they were not interested in learning about whatever comforts and technologies the strangers from the sky possessed.
After only a short conversation Brother Koseemo beckoned at the caves and chittered some more.
The translator tried it’s best. “Stop speak. No deep speak. Welcome return hunter special ceremony. Happy feelings follow participate.”
Dystane’s mandibles clacked. “Brother Koseemo says that before we can speak in depth our people must perform the Welcoming. This is a special ritual where we officially receive our returning hunters. We would be overjoyed if you would join us.”
The others agreed and soon were ushered into a large cave in the cliff. It was stuffy inside, with a fire burning in the centre of the room. It was surrounded by ghibrani, all standing in lines. There were a few piles of furs and leathers around the edges of the room where some ghinbrani set up drums and instruments made of stone and hide. Brother Koseemo and Sister Alomir crossed the room and stood at the opposite side of the entrance, while the hunters and the PCs waited at the cave mouth. There was some chittering, which the translator couldn’t quite translate from across the room, and then the ghibrani began to play a surprisingly stately tune. There was some waving, some bowing, and then the lines of the ghibrani — including the hunters — began a clearly choreographed processional dance. A few of the ghibrani looked at them expectantly.
“They want us to join in,” Aya explained.
“You don’t have to tell me twice!” Tucker exclaimed. He watched the dancers for a moment and then began to mimc their movements. A natural dancer, and incredibly graceful, Tucker caught on incredibly quick and was soon dancing even better than the locals. Hops, who loved dancing nearly as much as Tucker, noticed the patterns in the ghibrani movements and joined in with confidence. Vishkesh and Aya tried to join in, but proved incapable of mimicking the ghibrani’s movements, despite their best efforts. As the dance drew to a close the ghibrani cheered and clapped. A few hurried over to Hops and Tucker and drew them into hugs as family. They chittered at Tucker, who had added a few creative flourishes to the dance.
“You teach us rhythmic movement pretty,” the translator announced.
Tucker smiled and tried to teach the ghibrani some of his dance moves. Hops joined in and the pair had a ball. Vishkesh approached the musicians and enquired after their instruments (with Dystane assisting as translator). As he attempted to learn about their music Aya wandered the room nodding her head in greeting at the ghibrani. Everywhere she looked was poverty and hunger. She beckoned Dystane join her, then approached Brother Koseemo and Sister Alomir.
“I understand Mother Touloo protects you because you choose to live here. It is a hard life, yes? You seem to be proud, capable survivors. But, tell me. Survival is taking what you can when you can find it, yes? We have plenty of food on our starship — ” She considered her words before continuing. “On our moving home. May I bring you some food in exchange for your hospitality? As an offering to your people?”
Dystane translated and the elders chittered at each other for a while. Eventually Dystane nodded at Aya. “You are one of us now. Ghibrani welcomed home. Here we share all that we have with one another. We accept your offer of food and in exchange call you Hunter. This is a great honour. But, please, keep your other comforts on this ‘moving home’ of yours. We will accept nothing else.”
Aya nodded. “Thank you.” Then she fetched Vishkesh who clapped his hands happily at the news. The duo went outside and contacted Gizdara and Diggs on their communicators, telling them to move the ship closer — but not within sight of the caves. Then they began unloading food for their new friends. Tucker and Hops soon came out to help, as did Dystane. At the sight of their ship he stood stunned for a moment and turned around, pointedly refusing to look at the technological marvel any longer. After a few trips to and from the ship, the PCs returned to the party to find themselves welcomed with cheers. A few children had already snuck into the food stores and were eating flavoured protein sticks with excitement — a joyous event which the nearby ghibrani pretended not to notice.
As the festivities continued they were approached by a strange ghibrani. Where the others were short and stocky looking, this ghibrani was tall and slender. Where the others were brown, this ghibrani was blue. And where the others clambered and climbed over everything, this ghibrani flew. The ghibrani held a hand to its throat and then pointed at Vishkesh’s. Curious, Vishkesh went closer. The ghibrani cast a spell and then placed a hand on Vishkesh’s throat. Then she did the same to the others. With a clack of her mandibles she said “Greetings, strangers from the sky. I am Klarima. You are different from any I have met before. Are you a Husk or a Membrane among your people?”
Despite that the ghibrani had spoken in her native tongue, everyone understood her perfectly. With a wide grin Hops introduced everyone, then she asked, “What are Husk and Membranes? And why do you look so different than everyone else?”
Klarima clapped her hands. “If you do not know of Membranes and Husks, then surely you must be uneducated Husks! This makes sense. Do not worry about your lack of knowledge. I will teach you. Membranes like myself know much.”
Klarima explained that long ago a great war raged across Elytrio’s many ghibrani nations. Their weapons killed each other and most living creatures across the planet. Arkeost was the name of one of the cities that survived, locked behind a powerful forcefield. That was Klarima’s home. Some of the surviving ghibrani chose to worship a new god — their Mother Touloo — who promised them protection if they lived in the wastes. Due to the radiation, these ghibrani lost the use of their wings and became known by the citizens of Arkeost as Husks. The other ghibrani stayed in Arkeost and became known as Membranes by the Husks. Apparently Arkeost was a city of automated luxury, where the citizens want and work for nothing. All is provided for them.
“Unfortunately, I have been afflicted with a severe case of wanderlust!” Klarima joked. “I wanted to see the world outside of Arkeost, but I was wounded by soarnettles. Foolish of me, I know. The Husks bandaged my wounds and gave me shelter, but I was hoping to return home soon. This place is…. not to my liking.”
The group was grateful for the information, and thanked Klarima.
“Can we accompany you?” Tucker asked. “We were hoping to view Arkeost ourselves.”
“Oh, I would enjoy that very much! You will be the first Husks to visit Arkeost since the separation!”
Hops laughed. “We’re not Husks, Klarima.”
“Oh? You can fly?”
“No.”
“Then you are Husks! I am sad for you, of course. But you should accept your heritage.”
Aya looked around the cave, then at the frail looking membrane. “I do not wish to burden our hosts with accommodating all of us. I suggest we offer our gratitude and then some of us retire to our starship.” She looked at her crew, who nodded at her in turn. Then she continued, “Would you like to see our ship, Klarima? You may spend the night with us, and we can fly to your city at dawn. I will spend the night with the Husks.”
Klarima clapped her hands in glee, clearly happy at the thought of leaving the caves. “I would like that very much.”
So the group enjoyed the rest of the party, bid their hosts farewell, and then returned to Infinity. Tucker, Hops and Vishkesh gave Klarima a tour and found her incredibly curious about… everything! Although, she was oddly incapable of doing anything for herself. Meanwhile, Aya enjoyed the simple but welcoming hospitality of the Husks.
My kids had a wonderful time with this whole section of the scenario. They adored interacting with the Husks, winning their friendship, and then showing Klarima around their ship. It’s why we picked this one to play, actually. I knew they’d love it.
The next morning Aya rejoined the group with some gifts from the Husks (a few healing serums that smelt like licorice, and a rifle) then they flew off back to a safe landing zone near Arkeost. Klarima used her magic to make the crew understand the ghibrani tongue, and then they approached the forcefield. Klarima pulled out a clunky, old fashioned data-pad and clicked away on it. Nothing happened, and Klarima’s mandibles clacked in impatience. She re-entered the commands and this time a gap opened in the forcefield, like a little door. The group filed in and Klarima tapped a few commands on her data-pad, causing the forcefield to close back up.
Arkeost was a sprawling metropolis with tall buildings lined with open doorways in place of windows. Membranes flitted through the air without a care, while robots and drones traversed the city’s lower levels, flying higher only when necessary. The streets and roads at ground level were in horrible condition, broken, jagged, and impassable in many places. Flowerbeds and gardens were overgrown, and all of the structures were suffering under years of rust, wear, and neglect. Although Arkeost was still standing, it was clearly not well maintained.
A group of Membrane guards wearing matching armour and carrying fine looking laser pistols approached the group and demanded to know the PCs business, but Klarima calmed them.
“Fear not, Honoured Guards! These Husks are my guests. I am taking them to see the Most Elevated!”
The guards, who did not seem very comfortable with their gear, eyed the group warily. “Very well,” the finally chittered. “We will escort you on your journey.”
And with that, a few more Membranes fell in line behind the group.
“Who is the Most Elevated?” Hops asked curiously.
“Oh, my! What a question to ask! Although, I suppose you are only Husks. The intricacies of proper Ghibrani society were lost to your people long ago. The Most Elevated are Arkeost’s governing council of most elder, wise, and important ghibrani. They will want to see you for themselves! It is a great honour!”
Hops rolled her eyes at being called a Husk and shrugged, following along with the others. Klarima and the guards flew relatively low to the ground, making keeping up with them only a little difficult. They were led through the city to the tallest and grandest building, located right at the heart of Arkeost. There, Klarima and the guards flew up towards an open doorway.
And stopped.
“Where did you go? Ah! Of course! You are Husks! I have forgotten again.” Klarima laughed. “I am afraid our city if not meant for ghibrani unable to fly. We have always had the ability, you see.” Klarima pulled out her data-pad and tapped a few commands into it. Soon a quartet of floating platforms arrived in front of the group. “There are hover disks used to transport goods and supplies through the city. You may ride on them. However, I recommend hanging on tight! They have no safety harnesses. Also, I hear Husks have a great fear of heights!”
The guards let out a chittering laugh.
Everyone climbed aboard their hover disks and held on. It was an unstable, jolting ride. Clearly very dangerous! There was a sudden puffing sound, and then a whine, as Hops’ hover disk malfunctioned. Her eyes widened, and she began to plummet back down to the ground.
“Eeeek!” she shrieked. But, as she neared the ground her hover platform let out another puff and a whine, and it’s engine turned back on. Hops once again began her ascent, although this time she wore a terrified, panicked look.
“Oh, dear!” Vishkesh exclaimed. “I think your drones could use some maintenance.”
“Maintenance?” Klarima asked. “You mean labour?” she laughed. “Oh, everything is done for us in Arkeost. I am sure if it is in need of main-ten-ants it will be taken care of.”
Vishkesh’s antennae twitched in agitation. He was pretty sure there was a lot of things around here that could use fixing…
Image discovered on Pinterest and chosen to represent Snowball in my home game. Art by Canadian artist DaCosta! under the studio name Chocolate Soop. Click here to check out their website.
After a shaky ride the hover disks dropped the group off at the entrance forty feet above the ground. Hops quickly scurried onto solid ground and clutched Snowball tight. Her robot rabbit twitched its nose and nuzzled her, guided by the artificial personality she had programmed in it. “That was… scary!” Hops muttered. Snowball made a clicking sound and cuddled up closer to Hops.
“Yes, I was afraid that Husks would not enjoy the flight.” Klarima replied.
Hops scrunched up her face. “Hey! I LOVE flying. I’m a pilot, you know! I just don’t like riding malfunctioning death platforms!”
The Membranes let out a chittering laugh, and ushered the group inside. Hops put down Snowball and followed after the others.
Rijin flew up to Hops. “You did not die a horrible death! I am pleased!”
Vishkesh laughed. “Me too!”
They travelled down winding hallways and came to a large central chamber that held a massive table surrounded by chairs. A collection of five Membranes dressed in elaborate clothing sat in the chairs chatting amongst themselves. At the sight of the group they regarded the PCs with their shimmering, multifaceted eyes. They stood, bowed to the group, and then gestured for them to approach. Klarima and the guards bowed in return, so Aya, Tucker, Hops and Vishkesh did the same.
“I cannot bow!” Rijin exclaimed happily. “I do not possess a waist!”
Snowball twitched its nose.
Klarima introduced the group and everyone took a seat at the table.
“Do all of your people look like you?” one of the Most Elevated asked.
Vishkesh shook his head. “Oh, we are not all of the same people at all! I am shirren, Hops and Tucker are ysoki, and Aya is kasathan. Snowball and Rijin here are drones created by myself and Hops.”
“I see!” Another nodded. “And all of your people are Husks?” the same Membrane asked.
“It is unfortunate your servants seem so small.” another added, clearly referring to the robots in the group.
Hops crinkled her nose. “We’re not Husks. We’re all different races from different worlds.”
“But you cannot fly?” One of the Most Elevated pointed out. “So you are Husks.”
“Other worlds?” Another asked. “You are referring to other cities on the far side of Elytrio?”
Aya shook her head. “We are not, Most Elevated. We come from outer space. The skies.” She paused a moment and added, “At night the stars shine brightly. Yes? If you were to travel to those stars, each is a sun, like the one you have here. Many of those suns are surrounded by other planets — worlds like Elytrio, but different. Some of those planets bear life, and others do not. Each of us comes from a different planet in space. Our galaxy is known as the Pact Worlds. It — “
Suddenly there was a chiming of bells. The Most Elevated clapped their hands.
“Yes, yes, I see,” replied one of the Most Elevated. They seemed unsurprised at such talk. “Dinner is served!”
Klarima smiles. “You are in for a real treat, my friends! It feels like ages since I have had a proper meal!”
Hover drones flew into the room from hidden hatches and placed ceramic bowls and a flat, stick-like utensil at every spot at the table. Others came out and squirted a serving of thick tan liquid filled with chunks of…. something. It smelt like smoke and cheese.
Image discovered on Pinterest to represent Rijin in our home game. Art by Jessica Madorran. Check out her website for more information.
Rijin waves its hands at the hover drones. “Greetings friend robots! I am smiling in my heart! Pleasing to meet you!”
The hover drones didn’t respond, but that didn’t stop Rijin from speaking to/at them.
Some of the drones made an unappetizing sound when they served the food, while others flew irregularly. One of them missed a bowl completely and poured food all over the tabletop and Tuckers hand.
Klarima didn’t seem to notice. “This is called kahlgee! It’s delicious!”
The ghibrani all began to eat, while the Starfinders eyed the food suspiciously. Aya picked up her flat stick and used it as a spoon to scoop food up to her mouth (behind her mouth-mask). The others followed suit only to find the food was disgusting. Vishkesh ate it without complaint, Aya gagged but forced it down, Hops spit it out across the table in shock. Everyone turned to look at her. She chuckled nervously and tried to eat the rest of the food, which made her very ill. Still, she managed. Meanwhile Tucker spent the meal pretending to eat and subtly disposing of the food wherever he could without being caught. Halfway through the meal the lights flickered, and Tucker quickly dumped the rest of his food into another nearby bowl. Finished, he smiled brightly and began to chat with the other diners.
“That was lovely, thank you. Is there anything we can do to show our gratitude to you? Anything we can do to aid the ghibrani of Arkeost?” Tucker asked.
The Most Elevated laughed in unison. “We thank you for your generosity, but nothing is wrong here. Nothing needs to be done. We require no aid. Life in Arkeost is perfect.”
Tucker raised an eyebrows. “I see… Those power disruptions. The… uh… flickering lights and malfunctioning drones. Do those happen often?”
“Oh, there is no need to worry,” one of the Most Elevated replied. “The Mainframe acts up on occasion, but it always self-corrects in a few seconds.” They seemed unconcerned.
“I see. May I hear more about the Mainframe? We’re all fascinated with technology.” Tucker added with a smile. Perhaps the ghibrani could become allies of the Starfinders if Tucker and the team were able to repair their power grid.
“The Mainframe is located at the outskirts of the city. It was constructed by our ancestors to provide continuous power to Arkeost, and to house the many servants that cater to our whims.” One of the most Elevated gestures to a nearby robot. “Unfortunately I know no more of it than that. It is taboo for ghibranis to enter the area of the city where it is housed.”
“You’re not allowed to access your city’s own Mainframe? Uh… Aren’t you concerned about that? Who maintains it?” Tucker asked in surprise.
“The servants, of course.” Another answered happily. Clearly they were not concerned.
“I think that your servants could use a bit of help.” Tucker remarked with a smile. “May we visit the Mainframe ourselves to assist them? We are not ghibrani.”
The Most Elevated shook its head. “You clearly are Husks…”
The dinner bell sounded again. A flurry of hover drones flew out of the wall and set the table again — right on top of old dishes and uneaten food. A moment later a second set of drones flew out of the walls and poured more kahlgee into the bowls. The table was a massive mess. The drones flew back into the walls.
The Most Elevated clacked their mandibles serenely as if nothing was amiss. No one moved to eat a second helping.
“I’m sure the cleaning servants will be along any minute…” Klarima pointed out.
“About that Mainframe,” Tucker prodded.
One of the Most Elevated nodded its head vigorously. “You may be Husks but, as you say, you are not ghibrani Husks.” The others considered this. Without waiting for their response, the speaker continued, “It is not taboo for you. You may view the grandeur of our glorious Mainframe for yourselves.” He gave the group directions.
Tucker smiled. “Thanks. We’d like to head there soon, if you don’t mind.” He dreaded the thought of dessert.
The Most Elevated smiled. “Klarima will show you the way. Farewell.”
And with that, the Starfinders quickly left the messy, smelly table behind and hurried back out to the hover disks.
Hops groaned. “Not this again! Auw… When we get back to Absalom Station I need to invest in some jump jets!”
Vishkesh smiled. “I hope you do not fall to your doom!” He looked at the disks. “Hmm… Decisions, decisions… I will select… this one!” He squealed in delight. “I hope it is stable!”
My kids had great fun interacting with the Membranes. They tried their best to think of sneaky ways to avoid eating the kahlgee without offending their hosts. I found their attempts at conversation a blast. It was so fun watching them try to figure out how to explain things to the Membranes without being offended. Particularly when the Membranes didn’t seem to get the point. My daughter crossed her arms and scrunched up her nose every time someone called her a Husk, but couldn’t quite think of an argument that proved she wasn’t one. And those hover disks? They were so excited at first, but on the way back? Ha! They were terrified of stepping back on those things. It was hilarious. We had a blast.
The group descended down to ground level, then Klarima guided them through the city. The Starfinders examined the city as they travelled, and spoke with the locals. By the time they reached the edge of the city the streets and buildings were in much worse repair. The building was small and squat, but a constant stream of drones of all kinds moved in and out of the building. Massive signs reading “TABOO!” “NO ENTRY!” and “Off limits to ghibrani!” were hung all around the building.
Klarima waved farewell to the Starfinders. “I will wait out here for you.”
The Starfinders headed inside and were greeted by a series of ramps that descended down into the earth in a wide spiral, like a parking garage — although instead of storing vehicles it stored drones. They turned on the flashlights built into their armour and headed down the ramps. Eventually they reached a hallway different than the others. They headed inside and found themselves in a white plastic room lit by incredibly bright lights. The group filed in and looked around. Fans spun overhead, and a series of coveralls lined one wall.
Hops eyed the coveralls. “Should we be wearing those?”
Tucker shrugged. “It couldn’t hurt.”
Aya nodded. “I recommend it, if you can.”
Hops and Tucker put on coveralls, although they were too small for Vishkesh and Aya. Vishkesh squished himself into a pair, but Aya refrained. Together they approached a nearby door. Aya moved to open it and was electrocuted. She grunted in pain and surprise.
“Oh, dear! That looked painful!” Vishkesh happily pointed out.
“Whoah!” Tucker exclaimed. “I… didn’t expect that. Sorry.” He turned to the door and pulled out a series of tools and gadgets from his backpack. “I’ve got this.” As he worked he told the others, “Nobody touch anything unless I give the go ahead. There might be more traps or malfunctioning systems in here.”
Aya drew herself up to standing. “Agreed.”
“Is that maybe why this place is taboo?” Hops wondered aloud. “Because it’s dangerous?”
Aya considered this. “It is possible. Or, perhaps the city’s builders wanted to prevent meddling.”
“It is possible,” Hops mimicked. Aya didn’t seem to mind.
With a swoosh, the door slid open. Tucker put away his tools and led the way inside the next room. It’s walls were also made of plastic, and it’s entire floor was a bright light. Four pillars covered in circuitry and four waist-high generators circled the centre of the room. One of the generators was surrounded by flashing red lights, clearly showing it was in need of repairs.
Tucker led the group inside and began to look around for traps and hazards. Suddenly panels on the walls slid open and a trio of robots that looked like a mix between Husk and Membrane ghibrani stepped into the room.
“Restricted area!” The robot announced. “Leave immediately or be terminated!”
Despite the warning, the robot did not wait for the group to leave. Instead, it shot laser beams out of its eyes right at them.
“Eeek!” Hops shrieked.
“Engage!” Aya ordered.
“You don’t have to tell me twice!” Tucker exclaimed. He dove across the room and fired his laser pistol at the nearest robot. “BOOM!”
“Rijin!” Vishkesh commanded. “Battle mode!”
“Yes, sir! I will happily assault my fellow robots on your behalf!” Rijin replied. He pulled out his flare gun and aimed it at a robot. “Pew pew!” he called out as he fired the flare.
Rijin examined his guns. “Decisions, decisions… This feels like a — “
A laser beam zipped past his head and nearly singed an antenna. “Yup! Laser pistol it is!” He drew and fired his pistol at the robots. “I adore my flame thrower, but I do not want to cause unnecessary harm to the room’s generators!”
“Get behind me Snowball!” Hops exclaimed as she fired off energy rays at the robots.
Aya strode into honourable melee combat with her combat staff.
Once again, this battle was short but painful! Aya used up nearly all of her magic on healing spells for the group. Once the battle was over they took a ten minute break to rest and recuperate, then Aya finished healing the group with her magic. Meanwhile, Vishkesh, Rijin, and Tucker got to work repairing the generators, and Hops ran a diagnostics check and fixed some faulty programming. As the red lights stopped flashing, the group smiled.
“Well, that should stop the power fluctuations,” Tucker remarked.
Vishkesh smiles happily. “Joyous news!”
“High five’s team!” Rijin exclaimed. “Although my hand appendages only possess three digits!”
When they were done the group moved on, heading over to another nearby door. Tucker checked it out and decided it looked safe. They headed inside and found the room full of computer servers. They looked around, then approached the access terminal. Hops clicked away for a while and gained access to the mainframe.
“Oh, wow!” Hops exclaimed. “I thought this would control the mainframe, but it’s… like… everything! It looks like a long time ago they took all the information from the local databases and transferred them here. Some of its classified. Information from past leaders and stuff…” Hops began to sift through the data, and transferred all the important information about Elytrio and it’s society to Snowball — who was a walking computer.
As she read, she frowned. “Oh my… Uh… Well, some of this we guessed already. Elytrio used to have a variety of ecosystems until it was ravaged by nuclear war a few years after the Gap. There were a lot of different ghibrani nations up until then, and it looks like this city is the only place that survived the devastation. Lots of people died.” Hops shook her head sadly. “They used to worship Damoritosh. Before the war they managed to achieve orbital flight and built some stuff on their moons, but never actually got into outer space. Hmm… Looks like they anticipated a lot of trouble with keeping the population in Arkeost fed…. Something about automation… and…. Oh, my….”
Hops pressed a button and a video clip played on the screen. It showed a ghibrani who displayed features of both Husks and Membranes dressed in fine clothes. “…without a doubt food will runout before the end of one hundred years. As such, we have decided to enact protocol Exodus…” the video glitches before continuing. “…purposefully engineer several disasters to befall the surviving population. Rumours will be seeded throughout the lower and middle quarters that an angry Damoritosh was responsible for this ‘divine punishment.’ Select personnel, officers and delegates will know this to be false. Such agents will work to spread the creation of a false deity we’re going to call ‘Mother Touloo” who will promise salvation to those ghibrani who give up the comforts of civilization and head out into the wastes. One of our eldest — Most Elevated Gaulwen — is ill. He will serve as the leader of this false faith and lead a sizeable contingent of ghibrani’s into the wastelands. They will die, of course, but the leaders of Arkeost, our most trusted advisors, government officials, and military personnel, along with our closest friends and family, will remain behind…” the video glitches again. “Thus ensuring the continued survival of the great ghibrani people. Long live Arkeost. Praise Damoritosh. The war will be won.”
The video fell silent.
My daughter looked thoughtful. “Huh.”
My son shook his head. “So… they made up a fake god and tricked people into leaving their city? But the people who left became the Husks, right? The didn’t all die. Some lived.”
I nodded. “And the people who stayed in Arkeost became the Membranes. They also lived.”
My son shook his head again. “They were so… MEAN.”
I nodded noncommittally. This is the kind of thing I prefer to let my kids puzzle out and form an opinion of themselves, before throwing my two cents in there.
My daughter shrugged. “At least some people lived. Maybe they would all be dead if they didn’t do that.”
“But… They thought the Husks would DIE! I love the Husks!” My son replied.
“Wait.” My daughter said. “Does this mean the Membranes are bad?”
I shrugged. “What do you think?”
They thought. My daughter eventually said, “I will use my computers to see what happened after that stuff. When this mean guy was going to die or something.”
Hops sifted through the datalogs and eventually found some more videos and reports. Turns out only select personnel were told that Mother Touloo was fake. The remaining ghibrani held a ceremony bidding those who left farewell, then continued on with their lives. They completed automation on the city, ensuring that they and their descendants would live a life of leisure for centuries to come. A few decades later it became clear that some ghibrani has survived the wastes. The leaders of Arkeost publicly called this a blessing, but warned their people to stay clear of them and their strange religion. They had ordered all data of the past be transferred to the central mainframe and, as those ghibrani who created Mother Touloo neared the end of their lives, they closed off the Mainframe to prevent any of their fellows from learning the truth of Mother Touloo. Such knowledge could be dangerous.
My kids thought some more.
“Well… it is not really the fault of the Membranes that are left… Their grandparents and stuff were the mean ones….”
My kids thought some more. Their characters gathered all the information they could, and then left the Mainframe, locking it up behind them. Back outside, they found Klarima.
“How was it?” she asked.
“We learned much,” Aya replied.
“And we fixed the power fluctuations!” Vishkesh added helpfully.
My kids looked at each other.
“Are you going to tell anyone in Arkeost about Mother Touloo?” I asked them.
My kids shook their heads.
“What about the Husks? Will you tell them the truth?”
My kids shook their heads.
“Doing so might cause a war.” My husband pointed out. “But, they also deserve to know.”
My kids thought some more. They shook their heads.
“You’re keeping it quiet?” I confirmed.
They nodded.
The Starfinders returned to the centre of Arkeost and spent the night among the Membranes. The next day they left the city, with Klarima at their sides in order to access the forcefield.
“Something happened in the Mainframe,” Klarima pointed out. “I can feel it. You are burdened.”
My kids (and their characters) fell into guilty silence.
Aya stepped forward. “We learned much. Not all was good. But, it is the past. We would prefer not to dredge it back up. Divisions and anger can help neither Husk, nor Membrane at this stage.”
Klarima thought on this. “We have plenty, and they have nothing. But, I wonder who is better off. After seeing the Husks…. They can care for themselves. Membranes cannot.” She drifted off into silence. “Arkeost is great. I wish the Husks would accept its wonders. But then, I suppose their Mother would no longer protect them.” She shrugged. “I wish I could help them both.” With a clack of her mandibles she held out her hands in farewell. “It was a pleasure to meet you. I hope you enjoy your other worlds.”
“You should come with us!” Hops exclaimed.
My son grinned. “Yeah!” Vishkesh announced. “Come fly on our starship with us. You can join the Starfinders and see the galaxy! Maybe you’ll learn something helpful. That can help all ghibrani.”
Klarima clapped her hands. “Really? You would take me with you? Oh, I would love to!”
The Starfinders and Klarima, travelled to Infinity and headed back out into the Vast. They taught Klarima all they could — minus the history of her people — and soon returned to Absalom Station. Venture-Captain Arvin asked for a report, which they gave honestly. They provided him all the information they had learned from the Mainframe about Elytrio, it’s ruins, and history — including about Mother Touloo. Then they spoke of the cultures of the Husks and Membranes. Lastly, they told Arvin all about Klarima and the other friends they had made.
“You faced a difficult decision,” he pointed out. He made no comment on whether he agreed with their actions. “I will enter Klarima into training shortly.” After a pause, he smiled, “You did your friends from the Unbounded Wayfarer proud. I’ll contact you when the next expedition is ready to begin.”
The Starfinders fetched Klarima and brought her to see Arvin. Then they headed out into Absalom Station to recover from their adventures.
My kids had a ton of fun in this adventure. They loved interacting with the Husks and Membranes, enjoyed the starship combat against foes they didn’t have to feel bad about shooting, and made tough decisions that could affect the future of their new friends.
I can’t wait until they head back to Elytrio. We’re definitely going to play Starfinder Society Scenario #1-21: Yesteryear’s Sorrow when they’re high enough level. We’re also going to keep going on exploratory missions (which they’ll have discovered thanks to their friends on the Unbounded Wayfarer). Scenario #1-12: Ashes of Discovery and Scenario #1-08: Sanctuary of Drowned Delight are a shoe in for sure! But, before that, we’re going to go for a change of pace and explore Absalom Station. And what better way to do that than with a visit from their old friend Julzakama? Oh, yes! We’re going to play Scenario #1-10: The Half-Alive Streets!
Bring out your dead!
I can’t wait.
Jessica
Art by my husband, for my daughter. Because even rabbits need a good d20.
Today we’re going to look at Pathfinder PLAYTEST Society Scenarios and tell you what we thought. Currently, there are three of them available as a free download on Paizo’s website, so if you don’t have them yet you might as well pick them up! Each scenario is replayable. You may create your own characters for the intended tier (either created as level one for a tier one scenario, or created as level five for a tier five scenario). Unlike regular Pathfinder Society Scenarios, you do not need to earn enough XP to reach higher levels for the Playtest. If you don’t want to make your own characters, you can also head over to Paizo’s website and download the Pregenerated Pathfinder Playtest characters. All you’ll need to run these three scenarios (other than your characters) is the Pathfinder Playtest Rulebook and the scenarios themselves. Each scenario is intended for groups of FOUR players (unlike regular PFS Scenarios which are intended for six) although each contains easy ways to scale up encounters for larger groups. 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. Once you’re done playing or GMing any one of these scenarios, be sure to head over to Paizo’s website and fill out a survey about your experiences. This will be used by the Paizo team to make the Pathfinder Playtest the best that it can be.
So, without further ado, let’s get started!
Pathfinder Playtest Scenario #1: Rose Street Revenge is a Tier 1 adventure written by Leo Glass, Thurston Hillman, Joe Pasini, and Linda Zayas-Palmer. It includes three short quests which can be played in any order, followed by a fourth quest which can only be played after completing at least one of the first three quests. Each quest should run between 40-60 minutes in length. Each quest you complete before heading onto the final quest will give you an advantage in the final encounter, so I highly recommend completing all three before heading to the final quest. Plus, it’s just more fun that way. The entire adventure takes place Absalom, although each quest is set in a different neighbourhood. Neighbourhoods featured include the Docks, Puddles, Precipice and the Sewers. For more information on Absalom you can check out Pathfinder Chronicles: Guide to Absalom and the Inner Sea World Guide. Venture-Captain Ambrus Valsin begins the adventure by explaining that there’s serial killer on the prowl stalking the recently liberated slaves of Absalom! The killer’s actions have been sensationalized by locals and they’re now known as the ‘Rose Street Killer.’ The latest victim is a Pathfinder, and so Ambrus is sending your PCs out to investigate. He gives the group some fun player hand-outs, each of which contains a different lead. Then he sends you on your way. There’s time to rest between investigating each lead, which is nice for a change. Also, it should be noted that this entire scenario makes excellent use of sidebars to relay important aspects of the rules in a way that’s helpful, easy to understand, and is NOT overwhelming. It’s wonderfully done.
The first quest in Rose Street Revenge is entitled ‘Snippets‘ and is written by Joe Pasini. In this quest you’re tasked with investigating the Bloody Barbers, a thieve’s guild known for robbery, smuggling and murder. If they’re not guilty, they’re likely to know details about the murders, as they’re very well-informed. If you can find them, of course. This quest utilizes Pathfinder Flip-Mat Classics: City Streets and takes place in the Docks district. It was enjoyable, and had an interesting surprise which I’ll refrain from mentioning. It allows players to make use of a wide array of skills in order to obtain information on the Bloody Barbers (WAY more than I imagined would be helpful) which is really nice to see. Surprisingly, this quest can be accomplished without violence (although most groups are likely to get into a fight). I quite enjoyed it.
The second quest in Rose Street Revenge is entitled ‘Dragons‘ and is written by Thurston Hillman. In it you are to meet with a liaison from the ‘Sewer Dragons’ kobold tribe (longstanding allies of the Pathfinder Society). Your job is to find out if the killer has been utilizing the sewer systems — which is the territory of the Sewer Dragons. The liaison offers to give you whatever help they can as long as you help them oust a rival kobold tribe (the Dragon Sharks) that is encroaching upon their territory! You get to head into the sewers and fight alongside your kobold allies against the enemy. This scenario is a LOT of fun. It is filled with wonderful social interactions (particularly with Fazgyn!). I adored Fazgyn’s lessons on trapfinding which are not only funny and entertaining, but also serve double duty as teaching players how traps work in the Pathfinder Playtest. It also gives a nice introduction to Exploration mode, and helps showcase the importance of the Sneak and Search exploration methods. This quest makes use of the Pathfinder Map Pack: Sewer System. It was my favourite of the four quests.
The third quest in Rose Street Revenge is entitled ‘Puddles‘ and is written by Linda Zayas-Palmer. It takes place in the Puddles District and tasks your PCs with asking the Muckruckers (volunteer guards for the Puddles) for information, and following up on what they tell you. This quest has some fun social interactions, and wonderful artwork for a Muckrucker named Ziraya Al-Shurati. It has by far the most clues to the true murderer’s identity and involves the most ‘crime scene’ investigation, which is great fun. However, in an effort not to spoil the mystery’s details, I won’t be saying much more than that. It utilizes Pathfinder Flip-Mat: Haunted House.
The fourth quest in Rose Street Revenge is entitled ‘Haven‘ and is written by Leo Glass. It takes place in the Precipice Quarter (which was previously known as Beldrin’s Bluff). This is the finale of the adventure, and tasks the PCs with investigating an old safe house that the victims all used at one time or another. I’ll refrain from mentioning much more than that so that I don’t spoil the mystery’s end, but I will say that it was great fun, and certainly not what I expected! This quest utilizes Pathfinder: Map Pack: Ruined Village.
Overall, I really enjoyed Rose Street Revenge. It’s a great introduction to the Pathfinder Playest system and was a lot of fun. I give it four out of five stars and highly recommend it as the first Pathfinder Playtest adventure that groups should give a try (yes, I recommend it over Pathfinder Playtest Adventure: Doomsday Dawn).
A Pathfinder Agent by the name of Inisa Araali was secretly carrying an Iomedean relic by caravan from Diobel to Absalom when she was attacked. She sent Venture-Captain Ambrus Valsin a very cryptic note about the encounter, and then went off to find the relic herself. Knowing that she’ll need help he sends you to find the survivors of the caravan in Diobel, who are shacked up in a Pathfinder safe house (although he doesn’t know which one). You’ll need to find the safe house, check on the people, find out all you can about the caravan’s intended route and the attack, track down the robbers (and hopefully Inisa), retrieve the relic and get it back to Absalom. This scenario introduces secret rolls, which is necessary for knowledge and gather information checks because a critical fail on the check will result in your players uncovering false information. It’s best, of course, if your players don’t know whether the information they’ve received is false or not. That said, secret rolls can easily bog down a game (particularly if it’s heavy on the knowledge checks like this one is at the start), so proceed with this method of rolling with caution. As mentioned, this scenario begins with a bit of investigation. I really like how thorough the Recall Knowledge and Gather Information results are set up (especially the false information for a critical fail). That said, there are no pre-made PCs to interact with during this part of the investigation (which is something I always enjoy), so that’s a bit of a let down. Such embellishments will have to be up to the GM. Social encounters with the caravan survivors are helpful, but not particularly memorable. Overall, I felt that the events in Diobel fell flat. From there the mission moves on and becomes quite combat and exploration heavy. It pits you against some nice classic enemies, inculding harpies, minotaurs, and ghouls, which I really enjoyed. I particularly liked the ghoul statistics. I also really enjoyed the interactions with the minotaurs. Overall, this is the Pathfinder Playtest Scenario I liked least. I give it three out of five stars.
Pathfinder Playtest Scenario #3: Arclord’s Envy is a Tier 5 adventure written by Liz Liddell. It takes place in Quantium, capital of Nex. For more information on Nex be sure to check out the Inner Sea World Guide. This scenario utilizes the Pathfinder Map-Pack: Village Sites, Pathfinder Flip-Mat: Bigger Village, and a custom map. It features gnomish Venture-Captain Sebnet Sanserkoht who is officially my favourite V.C. EVER. She’s awesome. In this scenario you’re tasked with investigating the murder of an Arclord of Nex, and determining who should be given a recently discovered book written by Nex himself, which the Arclord was likely killed for.
Venture-Captain Sebnet Sanserkoht of Quantium’s Pathfinder Lodge.
This scenario did a really nice job of showcasing little bits of life in Quantium right from the start, with the many overly magical effects present in the local Pathfinder Lodge, right through to the golems walking the streets, and the strange politics of the city. It made use of a ton of rare races including ifrits, oreads, shabti, mercane, and even an invisible stalker you get to chat up at a party. It was awesome. The scenario itself begins with an interesting investigation. I particularly enjoyed retrieving the victim’s corpse from the foot of a massive patrol golem — without drawing the golem’s attention! I think this part would be a lot of fun at a table. That said, I do have one issue with the investigation. At one part you notice scorch marks on a wall which the scenario says you can identify as coming from a certain spell with the ‘Identify Magic’ use of Arcana. Except Identify Magic takes an HOUR (unless you have a special ability that shortens it to ten minutes). Now, that’s not to say that it’s not doable. I suppose some groups might spend an hour looking at a few scorch marks on a wall when there’s a lot of other stuff to go check out, but I wouldn’t. It’s just another use of the ‘Identify Magic’ skill use that feels way too long and time consuming. It’s one of my pet peeves of the Pathfinder Playtest rules, and I sincerely hope they shorten the time it requires by the time Pathfinder Second Edition comes around next year. Of course, this is a nitpick of mine regarding the rules, not the scenario itself. Moving on from the investigation there’s some fun social encounters, and some awesome character art (particularly for Ngasi!). The culprit you’re supposed to unmask is variable, which changes the clues that can lead you to them. That’s a nice option for a scenario that’s supposed to be repayable. I wouldn’t say there’s a LOT of potential culprits, but it’s certainly not static. The final encounter is quite complex, and includes different tactics and available spells depending on which Arclord ends up being your enemy, It’s going to be quite a climatic battle, I think. Overall, I thought the scenario was fresh, fun, and in a great location. I give it four out of five stars.
And that’s all for today! I hope you enjoyed checking out these scenarios with me. I know I enjoyed reading them. I’m quite excited to run my kids through the ‘Rose Street Revenge’ when we have a chance.
In case you haven’t heard: Season Ten is here! And let me tell you, it starts STRONG!
Today we’re going to take a look at THREE of the most recent Pathfinder 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 then I recommend clicking on a different article. Whether you intend to use them in home games of the Pathfinder Roleplaying Game, sanctioned scenarios for use with the Pathfinder Society Organized Play, or just want to read a nifty new adventure, we’ve got you covered! So let’s get cracking!
Venture Captain Bosk from Pathfinder Society Scenario #10-01: Oathbreakers Die.
Scenario #10-01: Oathbreakers Die has an awesome, spectacular, WONDERFUL opening that really flips the player’s expectations on its head. You chat with your companions on the trip and arrive in Daggermark to meet your Venture-Captain Istivil Bosk (who’s been around since Season 0’s Scenario #17: Perils of the Pirate Pact). Once it gets started, this mission involves tracking down assassins and solving a murder investigation. Due to the nature on these sorts of scenarios I won’t say much on its content. This scenario features a lot of fun NPCs to interact with including suspects, contacts, fellow agents, and even enemies. If you happen to have any characters kicking around who’ve played Scenario #17: Perils of the Pirate Pact I recommend sending them on this mission. It’s one of the few (perhaps only? I’ll have to check) scenarios that Istivil Bosk appears in (although canny GMs may have worked him into the Silverhex Chronicles, which is a free download and great fun). This scenario has great GM references which will be very helpful for running this scenario. The battles are interesting and complex but I think the truly great part of this scenario is the feeling of urgency which should settle over your PCs at some point. It was really well done. The other nice thing about this scenario is that your actions have direct repercussions. Your players may not realize it at first, but their behaviour in this scenario with decide the fate of the Pathfinder Society in Daggermark, the fate of at least one other agent, and the fate of the Dryblade House Pathfinder Lodge. Overall I thought this scenario was really well written and fast-paced. It’s one of my favourite tier 1-5 scenarios. I give it five out of five stars.
She Who Devours from Pathfinder Society Scenario #10-02: Bones of Biting Ants.
This adventure is different. It begins when Venture-Captain Finze Bellaugh tasks the PCs with escorting a traumatized Pathfinder agent to the site of his previously failed mission many years ago. They need to get there, retrieve the artifacts he left behind, and lift the curse that was placed upon him. Then they need to get home. That’s the mission. But, at it’s heart, that’s not the point of this mission at all. The point is to help the agent, Stuinvolk Hundrakson, confront his past and get some closure. You need to help him heal and that’s not something that can be accomplished in a single mission. You won’t make Stuinvolk ‘better.’ But you can aid him on his road to recovery. Stuinvolk is a very complicated character. He was handled with such exceptional care in this scenario, which is just spectacular. But, he’s not the easiest to portray. GMs will need to be very attentive to ensure that he doesn’t become a cliché. In addition to roleplaying, the interactions with Stuinvolk make use of the influence system from Ultimate Intrigue, but all the necessary rules are contained within this scenario. It also did an excellent job of allowing for various occult skill unlocks (awesome!).
That said, this mission’s not all about making Stuinvolk feel better. There’s still all the battles, social encounters, and environmental hazards you can expect in a typical scenario packed into this one. You’ll have to deal with heat and natural hazards. You’ll be passing by Mzali territory, so you’ll have to be wary of being spotted or ambushed. And the relics won’t be easy to obtain. The battles were great fun. Particularly against a certain recurring night-time visitor. There’s some very interesting social encounters that can determine whether you make your targets allies or enemies. I particularly enjoyed the interactions with Bujune. Overall, I was really impressed with this scenario. That said, it’s not for everyone. This isn’t the kind of scenario I’d play with my kids, for example. I flip-flopped a bit on deciding whether to rate it four or five stars. In the end, I’m giving it four out of five stars. But, if you’re a player or GM who particularly likes social encounters, or getting to know your NPCs, I’d bump it up to five out of five.
Svala Ice-Rider, from Pathfinder Society Scenario #10-03: Death on the Ice
This adventure tasks the PCs with getting some advice from a local tribe of Erutaki and relaying it to Svala Ice-Rider, a Pathfinder of Varki descent who is running an archaeological dig further north. If you’ve got any characters from the region, or who are built for cold environments now is your chance to bring them out to play. There are also lot of animals in this scenario, and a lot of travelling, so druids and rangers are likely to get to show off a bit more than they normally would. There’s wonderfully streamlined rules for the weather and travel that that I think will work really well. This scenario features Venture-Captain Bjersig Torrsen, a deaf Ulfen half-orc who I thought was wonderful. And his delightful husky Mahki, of course. This scenario had a LOT of fun NPCs to interact with, including the citizens of Aaminiut, your guide Tikasak, Captain Brynhild Redaxe and the crew of the Rimedrake, Svala Ice-Rider and her pet snow owl Kuokei, and even some potential allies and enemies of a more monstrous nature. Some of the battles in this scenario can be avoided by clever characters, which might make it a little light on the combat for some groups. That said, the final battle is both complex and very climatic, so it will balance out nicely, I think. This scenario makes great use of one of my very favourite monsters, the qallupilluk, so I obviously think it’s amazing. Haha. (The qallupiluit is based on an Inuit story and was the antagonist in one of my favourite picture books as a child: A Promise is a Promise by Canadian author Robert Munsch (Okay, okay, he was born American, but we adopted him a long time ago. Haha)). While we’re on the topic of my biases, it should also be noted that the Erutaki are one of my favourite ethnicities in the world of Golarion, so I’m thrilled to see them in print once again! I thought this scenario handled the very long journey your PCs are destined to undertake very well. Near the end you have more than one route you can take which will change how the final encounter plays out, which I thought was wonderful. Overall, I adored this scenario. I give it five out of five stars.
Well, it’s official! Season Nine: Year of Factions’ Favour has come to an end, and the Pathfinder Society has launched Season 10: Year of the Ten. Faction Cards have been updated, and the newest edition of the Pathfinder Society Roleplaying Guild Guide has been released. If you don’t have the newly updated versions of these documents then I highly recommend you head on over to Paizo’s website and give them a download. They’re free.
In other news, Gameday VII is underway. This means that my family is enjoying the chance to play in a bunch of new Pathfinder Society Scenarios online via play-by-post. There is a HUGE number of games scheduled to start now. That includes playing in the Pathfinder Society, Pathfinder Society Core, Pathfinder Society Adventure Card Game, Pathfinder Society Playtest and the Starfinder Society! In addition, they’re running the Pathfinder Society Scenario #8-99: Solstice Scar Special and Starfinder Society: #1-99: Scoured Stars Invasion Special as we speak. More games are slated to start in October. That’s also when Pathfinder Society Scenario #9-00: Assault on Absalom Special will run. Although it’s likely too late to join any of August’s games, there’s still plenty of time to sign up for October’s. That said, many games are full already, so I wouldn’t dawdle much longer if you want to get into a game! Haha.
First Seeker Jadnura. Art by Graey Erb for Starfinder.
For those of you who don’t know, the Scoured Stars Invasion special also brought with it the introduction of a new faction: Second Seekers (Jadnura). Who the heck is Jadnura? Jadnura is the First Seeker who led the Starfinders into the Scoured Stars system. That’s right. He’s the kasatha who got everyone stuck and lost in an event now known as the Scoured Stars Incident. So why would you still follow this guy when Luwazi Elsebo is the current First Seeker? For starters, it lets you make a character who was a loyal Starfinder before the advent of the Scoured Stars Incident. You can be the guy left behind, whose still loyal to a leader no longer present. Second? Well, the special is called the Scoured Stars Invasion, and it’s main purpose is to enter the Scoured Stars System and rescue as many lost agents as you can. I suppose some might call that a spoiler, but honestly, it’s obviously the point of the scenario right from the first few sentences of playing. Why else go there? Want more details? I can’t give them to you! Haha. I’m currently playing this scenario for Gameday VII and don’t know how it ends. If you want more information (and some spoilers) feel free to check out Paizo’s blog post on First Seeker Jadnura here.
The Sigil of the Open Road, logo of the Pathfinder Society.
So what the heck is Season Ten: Year of the Ten all about, anyway? Judging by the title, something to do with the Decemvirate. But what? It’s been hinted that it has something to do with the infamous Grandmaster Torch, and that some of the Decemvirate might find their anonymity threatened and their mysteries unveiled. Interestingly, most of the missions this season will revolve around the Hao Jin Tapestry. For those of you who don’t know, the Hao Jin Tapestry is a literal tapestry that leads to a demiplane which contains mysteries, relics, ruins and other places collected by the wizard Hao Jin. This object was acquired by the Pathfinder Society way back in Season Three and has been a source of tons of adventures. It’s also been harnessed by the Pathfinders in order to allow their agents to travel the world quickly and efficiently. This season the Hao Jin Tapestry is beginning to unravel and, if we can’t fix it, it’ll dump everything inside it into the Astral Plane. An unfortunate event for not only the Pathfinder Society, but also all the people and creatures who still live inside the demiplane itself. Unfortunately, you can bet that fixing it won’t be as easy as just casting mending. I’m sure there’s plenty of adventure involved! There’s a few other things that have been revealed to be a part of this season. There’s plenty of relics related to the lich Tar Baphon that will be surfacing. There’s also a demon who wants to utilize the Worldwound’s collapse to launch his apotheosis into full demon lord. Pretty nifty! I think I’m most excited for the missions involving Grandmaster Torch, but hey, I’m biased! I’m also excited to learn more about Tar Baphon. I love a good (BAD) lich!
There’s a few more exciting things going on around my house right now. My daughter’s begun work on creating her second Pathfinder Playtest character so that we can continue with our Doomsday Dawn Playtest. She’s decided to make a gnome fighter who wields an absurdly large sword. She’s very excited to be the melee character for a change.
My family and I entered a contest a week or so 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. Now, when we play in the Pathfinder Society, the question my kids ask me most often is:
“Mom, why can’t I be any race I want?”
Unfortunately, at the ages of six and seven, the idea of holding out for race boons is absurd. Haha. The follow up question I most often get after any explanation I can concoct is:
“Yeah. But WHY?”
So, as soon as I read the contest I told my family about it. My kids were jumping up and down in joy. They spend that night brainstorming, and spent the next day planning their characters while I madly tried to keep up with them. And then we got to the end. They were ready! Sort of. For bonus points you could also write a song.
….yup. A song.
Not my forte. 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).
It was… hard. Haha.
But, in the end we handed in our entry with pride. So what was it?
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 made an energetic poisonous grippli, my son made an eco-conscious vanara with a stumpy tail who has hair growth issues, my husband made a ratfolk who chews on everything (including magical objects), and I made an overly adventurous aquatic elf whose curiosity got her abandoned on the surface. Together, these quirky characters would do… stuff!
Just the other day the winners were announced. There were a ton of great ones. And some of the songs were awesome! Hmm ended up giving out boons to winners of each category, which is incredibly generous! We won in the ‘buddies’ category, and my kids have been hard at work ever since, plotting out their character mechanics. We were lucky enough that a fellow play-by-poster offered to run us through our group’s first PFS scenario together, so once everyone is ready and formatted for online play we’ll be starting Heroes for Highdelve! My daughter got to work first and is almost done. She’s thrilled!
We’ll post more about these lovable weirdos once they’re ready for a game. One thing’s for certain: they’re going to be the most eccentric group of characters we’ve ever made! (And that’s saying something…)
Now it’s time to say goodbye,
Or, more accurately: ‘Now it’s time to get to work on my next article.’
We’ve looked a lot at the Pathfinder Playtest lately, but today we’re changing gears. We’re going to take a look at the two most recent Starfinder Society Scenarios that are currently available for purchase, and will 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!
For those of you who don’t yet know, Salvation’s End is filled with a bunch of automatically-controlled simulations and experiments, each run in an individual self-contained area called a ‘vault.’ Duskmire Accord 9 tasks your team of Starfinders with exploring one such vault called ‘Duskmire Accord.’ Your mission is to determine the source of its power and give it a look see. It’s a fun romp that will take cunning, diplomacy, and tact to accomplish — or not! There’s more than one way to accomplish your mission, and I’m very curious to hear what methods see the most play. There’s a wonderful cast of side characters in this one, from the new drow Venture-Captain Kunoris Vex (the Starfinder in charge of the new Lodge at Salvation’s End), straight through to all of the residents of the vault. It’s a great change of pace from both of the scenarios that came before it in this location. I don’t want to spoil too much about the residents of the vault, but I can say I loved all of them. And the art for the ghost of the swamp?! SPECTACULAR! The boons are flavourful and fun, but not amazing. Overall I really enjoyed this scenario. I took me a long time to decide if I would give this four or five stars, but in the end I decided to give it five out of five. It’s not over-the-top-awesome like some of the others I’ve given five stars, but I think the interesting, fun social encounters, and the quirky cast of characters will really make it a joy to play. I give this scenario five out of five stars.
Sparklemane from SFS #1-20: Duskmire Accord 9. Illustrated by Graey Erb. Art courtesy of Paizo Inc.
Scenario #1-21: Yesteryear’s Sorrow is a Tier 3-6 adventure written by Jason Keeley. It takes place on the planet of Elytrio, homeworld of the ghibrani, who were previously introduced in Scenario #1-03: Yesteryear’s Truth (and Dead Suns: Book 5 of 6: The Thirteenth Gate). There you will investigate an abandoned military bunker in order to salvage armaments for the Exo-Guardians. I highly recommend playing through Yesteryear’s Truth before playing Yesteryear’s Sorrow. It will be infinitely more interesting if you have. If you’ve got the ‘Friends of the Ghibrani’ boon you should definitely slot it! This scenario features the Faction (Exo-Guardian) tag and does not involve starship combat. It makes use of two custom maps, and has a lot of unmapped areas (although all of the area that will feature battle are mapped). In addition to the Starfinder Core Rulebook this scenario makes use of content from Dead Suns: Book 5 of 6: The Thirteenth Gate, although all the necessary information from that adventure is included in this scenario. This scenario features a few recurring characters including Zigvigix, leader of the Exo-Guardians, whom you meet in ‘the Nest’, the base of the Exo-Guardians that will be familiar to players of #1-01: The Commencement. In addition, your players will be escorted to their destination by a local guide — either the Husk Dystane, or the Membrane Klarima. Both of these characters are originally from Yesteryear’s Truth, and which one joins you will depend on who your player’s befriended in that previous scenario. Both guides have different skills, benefits, and tactics, which is really nice to see. As for new characters? I ADORE the new fey that was introduced in this scenario. The art for this guy is wonderful. There’s an intriguing social encounter right near the beginning which you can choose to get involved in (or not). This encounter teases events that will be occurring during the upcoming Against the Aeon Throne Adventure Path (which begins with Against the Aeon Throne: Book 1: The Reach of Empire) and will hopefully lead to further Starfinder Society Scenarios involving the Azlanti Star Empire (a girl can hope!). This scenario featured nice ecological information on all of its enemies and hazards, which I always enjoy and gives GMs something interesting to tell their knowledgable players. The location explored in this scenario is very, very, large, and although lots of areas are thoroughly detailed, others are entire floors summarized by a single sentence. Due to the length of Society Scenarios, striking the right balance between detail and brevity in important and unimportant areas is difficult to say the least. Sometimes it works, and sometimes it doesn’t. I thought that this scenario did a wonderful job of finding that sweet spot. The location felt vast, without feeling rushed or skimmed over. Obtaining your objective is both challenging and fun. There’s a wonderful selection of player handouts which will be of particular interest to those of you who have played through Yesteryear’s Truth. This scenario also did a wonderful job of slowly cultivating a spooky atmosphere, closer to the end. Overall, I give it four out of five stars.
Nighthopper from SFS #1-21: Yesteryear’s Sorrow. Illustrated by Nicolas Espinoza. Art courtesy of Paizo Inc.
Thanks for joining us today! We’ll see you next time when we talk about the new Pathfinder Society Scenarios that are out, and the beginning of Season Ten!
With the release of Pathfinder Playtest Rulebook, we’re more than a little busy around my house. I took some time to learn the new rules and play around with the character creation process. I made myself three different characters to use via play-by-post. One is a gnomish bard by the name of Amberly Tam, a musical Pathfinder who will have the pleasure of playing through the three PFS Playtest Scenarios. The second is a half-elven esoteric scion alchemist who desperately longs to be a member of the Esoteric Order of the Palatine Eye, like her father and grandfather before her. Her name is Neferet Velaketra, and she’s going to be playing through Doomsday Dawn. My final character is a dwarven mind quake survivor cleric who worships the goddess Desna. Her name is Joliryn Starsoul, and she’s more than a little… controversial among her kin. In addition to loving the open sky, a desperate desire to take flight and travel the stars, and her devotion to Desna, Joliryn has unwavering faith that her ancestor’s Quest for Sky is incomplete! After all, they still live underground. And really, when it comes down to it, surely they’re meant to be among the stars! (She’s more than a little eccentric!). Joliryn is also going to be playing through Doomsday Dawn.
Once I had the hang of making characters I took the time to teach my family, by walking them through making their first character. And that is the topic of our blog today.
My family has every intention of playing through Pathfinder Playtest Adventure: Doomsday Dawn and all three (eventually all four) of the Pathfinder Playtest Society Scenarios. That means we’re going to be using and testing a lot of characters. But, the first adventure we knew we would be playing was Doomsday Dawn. So with out digital copies of the Playtest Rulebook and Doomsday Dawn in hand, we got to work.
My daughter went first. She had been the most excited for the new rules. She sat beside me while it downloaded literally bouncing in glee. Unfortunately, we had download problems, so as we watched the estimated download time got from 2 minutes, to ten minutes, to four hours, to a day and a half, I told her to go on and play. The download didn’t actually take that long. I tried a bunch of different things, fiddled with it for an hour, and eventually it decided that really, the download would only take another hour. Still, that’s a brutal download time! Especially since it can download for most people in under a minute. Painful! When it finally worked my daughter was right beside me asking to see all the new pictures. Therefore, she got the honour of first character choice.
Deciding a race was easy. She was tempted to make a gnome, but a moment later saw the goblin entry and she was sold. She adores playing goblins. In fact, she has a goblin fighter who rules a tribe known as the ‘Smartheads.’ (You be smart or you be dead!) Admittedly allowing her to GM the goblin characters once on the way to school sent our run of We Be Goblins so far off track we never bothered trying to get it back on the road. Instead we revel in its absurdity.
So, a goblin she would be! Named Samantha! But what kind? She picked out the ‘rough rider’ ancestry feat, which gave her the ‘ride’ feat, and a +1 bonus on Nature checks made to handle goblin dogs or wolves. She decided that she would purchase a pet goblin dog, and learn to ride it into battle! She decided to be chaotic good, and that she had blue skin. Therefore she would name her goblin dog ‘Bloois.’ She would have to pick the goblin renegade background, of course. That granted her the quick repair feat and Criminal Lore as a trained skill. But what class? She glanced at only a few before she decided on being an alchemist. She finalized her ability scores and ended up with Str 10 / Dex 16 / Con 12 / Int 16 / Wis 12 / Cha 12. Happy with that, she applied her class. She had great fun ticking off all the little ‘trained’ boxes, particularly in regard to her skills. She chose to be trained in acrobatics, crafting, medicine, nature, and survival. In addition to gaining ‘advanced alchemy,’ and ‘studied resonance,’ she also got a formula book, in which she chose to learn the formulas for minor elixir of life, acid, cheetah’s elixir, and tanglefoot bags. Then we had to pick out her alchemist feat. We started to read through them, but the moment we hit ‘Alchemical Familiar’ (which is the first feat, by the way) she shrieked:
“THAT’S IT! I WILL MAKE A RABBIT FROM MY ALCHEMY! IT WILL BE NAMED BLOO-EY!”
She was very excited. And so Samantha, Blooey and Bloois would set out into the world of… shopping!
She bought a gauntlet — which would allow her to keep her hands free for both controlling her mount and crafting alchemical substances in a fight. She also bought a blowgun and some darts to go with it. She’d need alchemist’s tools, of course, and riding tack for her goblin dog. Necessities like a backpack, belt pouch, bedroll, rope, tent and so on. She also invested in a lot of caltrops, which she was determined to have fun with. Lastly, she bought a chain shirt. She was good to go.
I taught her how to add up all of her modifiers and what ‘trained,’ ‘untrained’ and so on meant for her stats, and she got right to work filling out all the rest of the sheet by herself. She did an awesome job! Honestly, she probably learned and understood the character creation process better than anyone else I’ve taught so far. She’s six, so that’s more than a little impressive. Haha.
We settled in to make her familiars stats in finished in under five minutes. It was super simple! Honestly, the rules for familiars were so streamlined, but adaptable, that it was a joy. Great job, Paizo! I approve!
And we were done! All told, Making Samantha, Blooey and Bloois took about two hours from start to finish, with gear taking about a third of that.
As I moved on to help her brother with his character she drew me a picture of her character and their pets, and then a wonderful little sign. I’ve taken a picture of it so I could share it with all of you.
Safe to say she’s excited about the inclusion of goblins as a core race.
She’s not the only one. My son’s just as excited but, since his sister already snagged goblins, he decided to go with his favourite race: the eccentric gnome.
My son’s gnome is named Zan. He’s a neutral good druid with a deep love for nature. My son is a budding environmentalist, so he took great care acting out his love of nature, the environment and animals the entire time that we played. He even hopped up from his chair to chant out his spells and wave his arms around like a leaf on the wind. For his ancestry feat he chose ‘animal accomplice,’ which lets him befriend an animal as a familiar. He choose a tiny badger and named him ‘Badger.’ Not only does Badger speak and understand druidic, he can also fly. My son is overjoyed. He finalized his ability scores as Str 8 / Dex 12 / Con 14 / Int 12 / Wis 18 / Cha 14.
As a druid he’s a primal spellcaster. He’s a prepared caster, so for our first adventure he chose to prepare the cantrips disrupt undead, produce flame, stabilize, and tanglefoot. For level one spells he chose to prepare heal and heal. Solid choices! And boy, oh boy, did we end up really needing those heal spells! Such a lifesaver. That said, produce flame turned out to be his go-to attack method of choice. He loved it.
As a druid, Zan has wild empathy, and also got to join a druidic order. My son had a tough time deciding between the Animal and Leaf orders. In the end, he went with Leaf. This granted him an anathema, and training in diplomacy. He gained a spell pool with a single spell power: goodberry. Which was AWESOME. He loved it. We loved it. It was great. He also got the druid feat: ‘Leshy Familiar.’ He was thrilled. But that raised the question: can you have more than one familiar? it was possible, clearly. My son had done it accidentally. But was it allowed? It states under animal companion that you can only have one, but it does not say that under familiar. Familiar’s have the minion trait, so we read up on that, but it didn’t limit it to one, either. After a great deal of digging we turned up nothing that forbade it, so I let him make a vine leshy and away we went. He gave his vine fleshy the ability to fly, climb, and speak and understand druidic. My son was positively thrilled. Literally over the moon.
He chose to be trained in crafting, medicine, nature, survival, and thievery, and then got to work buying his gear. In addition to standard adventuring supplies he invested in a sickle, leather armour, primal focus, artisan’s tools, thieve’s tools, and a basic crafting book which would allow him to make any mundane gear during his downtime. It was very important to my son that his druid be self-sufficient!
Then we rolled up his familiars — again, a simple process — and he was done. Zan, Badger and Leshy were ready to their adventures!
Overall, it took my son about the same amount of time to make his character as it did my daughter. He caught on about as fast as his sister, but where she gleefully ticked off the boxes and did her own math, he complained until his little sister finished filling out the math for him. Cheeky thing. Haha.
Finally, it was time to help out my husband. Knowing we were sorely lacking a melee combatant, he decided to make a dwarf by the name of Toran Goldbrew. He’s a strong fellow, with final ability scores of Str 18 / Dex 14 / Con 14 / Int 12 / Wis 12 / Cha 8. Sadly that meant his resonance would be a big old zero. Haha. Fortunately, he had nothing to spend resonance on anyway, so it worked out alright for him.
As a dwarf Toran gained the unburdened ability and one ancestry feat. My husband wavered between a few of them, but ended up choosing weapon familiarity so he could wield a dwarven waraxe. He chose the background ‘Pathfinder Hopeful’ which granted him the feat ‘extra lore.’ That left him trained in Pathfinder Lore and Sports Lore! Haha. Toran’s a blast.
So what class would Toran be? Barbarian, of course! This granted him the ‘rage’ ability (which you can use an unlimited number of time per day, by the way), a totem, and a class feat. He loved the idea of barbarian totems and ended up having a tough time choosing one. In the end he went with the giant totem, which gave him the snazzy ‘titan mauler’ ability. This lets him use a large weapon in battle (among other things). This also determines his anathema — which is turning down a challenge of strength, in case you’re curious. For his barbarian feat he chose ‘sudden charge,’ which is a two action ability that lets him take two move actions and a strike! Very handy!
When it came time to choose his trained skills he decided upon acrobatics, athletics, crafting and intimidation. Along with his large dwarven waraxe — which once belonged to his ancestor who they say was a dwarf ‘larger than life’ — Toran purchased darts and a breastplate. In addition to basic adventuring gear he bought a grappling hook, and artisan’s tools. Then it was time to fill in all the final math on his sheet. Switching to the new method turned out to be confusing for him, but as I tried to explain it my daughter cut me off.
“No, Mom! I will teach Dad!”
And she did.
It was absolutely adorable.
With our characters made we set out to play Doomsday Dawn. Unfortunately, Toran Goldbrew didn’t survive. There was a perfect point to have him brought back to life, though, which we took advantage of (Praise Pharasma!) But, with his character technically dead and being remade for the next time he’s used, my husband decided to make some changes. He’s no longer have the giant totem. Instead, he would use the spirit totem. Death proved a little traumatizing.
Sounds fair.
Overall, we had a great time making our characters. The creation system was easy to use and allowed for a lot of customization. My husband particularly liked the ancestry traits, and that each class offers different paths of specialization. My daughter was thrilled to see goblins as a core race. And my son? Familiars! He loves them.
I hope you enjoyed taking a peek into the creation processes of my family’s first Pathfinder Playtest Characters. We certainly had fun making them
Have you made characters of your own? Let me know about them in the comments!
Today on d20 Diaries the end is nigh! That’s right! We’re talking about Doomsday Dawn!
Pathfinder Playtest released a short time ago, and alongside it they launched a few adventures. There are three Pathfinder Society Playtest Scenarios out, which we’ll talk about later this week. But, the main playtest experience is an adventure called Doomsday Dawn. All four of these adventures are a free download on Paizo’s website.
More accurately, Pathfinder Playtest Adventure: Doomsday Dawn is a series of linked adventures which, played all in a row, make a comprehensive storyline. It’s like a mini-adventure path. With a few differences. For starters, this is created for Pathfinder Playtest, not the Pathfinder Roleplaying Game. It’s intended not only to introduce players to the new Pathfinder rules, but also to playtest certain aspects of those rules. As such, each mini-adventure is focused on a different aspect of gameplay. Once you’ve finished a section of the adventure you’re invited to head over to Paizo’s website and fill out a survey about your experience. While you’re there, I highly recommend picking up the maps for this adventure: Pathfinder Playtest Flip-Mat Multi-Pack. It contains two different flip-mats which feature the four major maps of this adventure. Other maps found throughout are more generic and can be drawn on a blank mat (Pathfinder: Flip Mat: Bigger Basic), or created with other flip-mats and map products you might have at home.
There’s a few other important things to note. Doomsday Dawn takes place over a long time. A decade to be exact! And it takes it characters all throughout the Inner Sea. Most importantly: this adventure is not always played with the same characters. That is to say, you’ll make a group of ‘Primary’ characters, who will play three parts of this adventure together: parts 1, 4 and 7. For the other four parts you will play different heroes who do tasks related to the primary character’s ongoing story. Each of these side groups will be created for a specific purpose and are only used once. These characters will play parts 2, 3, 5, and 6. Intrigued? Then read on!
Doomsday Dawn tells the story of the Aucturn Enigma, which was first introduced in the module Entombed With The Pharaohs, and was also featured in the module The Pact Stone Pyramid, both of which came out before Pathfinder had its own official rules set. No idea what that is? No worries. Neither do your characters. Basically this adventure involves Ancient Osirion, the Dominion of the Black, the Esoteric Order of the Palatine Eye, The Night Heralds, the planet Aucturn, and nothing short of the end of the world. Yup, the stakes are high! For more information on Osirion, you can check out Pathfinder Campaign Setting: Osirion, Legacy of Pharoahs.
In the year 4718 A.R. (later this year) the celestial bodies will align allowing the Dominion of the Black an opportunity to merge the planet Aucturn with that of Golarion. If this happens life as we know it will end. This doomsday is only possible with objects of power from Ancient Osirion which were put in place long ago in preparation for this time. A group of evil cultists called the Night Heralds seek to bring this end into being, while another group, the Esoteric Order of the Palatine Eye, seeks to stop them. That’s where your many different characters come in.
The first part of Doomsday Dawn is entitled The Lost Star and is intended to introduce new players and GMs to the rules of Pathfinder Playtest. During this adventure you’ll get the hang of encounter mode, and generally get a handle on the new rules. The Lost Star is played by your primary characters, who will begin at level one. They will follow all of the regular character creation rules as detailed in the Pathfinder Playtest Rulebook, except for their background, which will be chosen from the special backgrounds presented at the start of Doomsday Dawn. These special backgrounds include: Budding Osirionologist, Esoteric Scion, Family Friend, Goblin Renegade, Mind Quake Survivor, and Pathfinder Hopeful. Each of these backgrounds is much more specific than the generic backgrounds in the Playtest Rulebook, and is meant to not only tie your primary character to adventure’s story, but also provide them with lore skills that will be of use. There are no other special considerations you need to take into account when making your characters, although it is recommended your primary characters form a balanced party from a wide variety of ancestries, classes and backgrounds.
The Lost Star begins in Magnimar in the year 4707 AR, which is eleven years before Golarion’s present and a week or two before the start of Paizo’s first Pathfinder Adventure Path: Rise of the Runelords. It takes place in the Varisian city of Magnimar and involves a noblewoman by the name of Keleri Deverin. Keleri is a relative of Kendra Deverin, the mayor of Sandpoint. With the upcoming Swallowtail festival to to begin in Sandpoint soon, Keleri headed down into her family’s vaults to pick up a family heirloom known as the Star of Desna, in hopes of getting it blessed at the festival. Unfortunately, she found the vaults robbed by goblins. And one was left behind! She questioned the brute, only to discover that the little goblin’s tribe (the Mudchewers) had been conquered by a nasty hobgoblin by the name of Drakus the Taker. Poor little goblins! Sensing opportunity, Keleri sought outside help. She hired a group of adventurers — your Primary PCs — and sends them down into the sewers of Magnimar to both obtain the Star of Desna and, possibly, to forge an alliance with the remains of the Mudchewers. But unforeseen events are at work, and clues discovered under Magnimar will lead to greater adventures after this. The Lost Star makes use of one side of the flip-mats in the Pathfinder Playtest Flip-Mat Multi-Pack.
My family has already had a chance to play The Lost Star. We found it great fun, although it was not without difficulty. We had a tough time with Drakus the Taker, having multiple characters fall unconscious, and one die. We also had some trouble with our alchemist running out of resonance in the first battle. She had to overspend her resonance for the rest of the adventure, which was dicey at best. On an upcoming playtest where I get to make a character, I’m going to make an alchemist of my own, to see how it works in other hands. About the same, I expect. Lastly, we had trouble identifying treasure. It takes an hour to identify a magical item and, since my family’s character’s weren’t forced to retreat and rest, that means they never had a chance to identify or utilize a single piece of treasure throughout the adventure. Obviously, this is disappointing. That said, it’s not the fault of the adventure, so much as a part of the Pathfinder Playtest rules itself. In addition, there are some ways for characters to shorten this timeframe down. Alternatively, this can be solved by your players retreating to rest, recover resources and study objects. However, I didn’t really find this adventure suited that tactic very well. It’s not so much that you don’t have the chance. You do, if you want to, but that my players had no reason to. They were comfortable pressing on.
The Inner Sea World Guide contains information on all of the nations visited in Doomsday Dawn.
All in all, I rather enjoyed the Lost Star. It’s a fun introduction to the game, with some very intriguing elements. My family particularly enjoyed the polluted fountain, and the glimpse of the future. In an effort not to spoil the adventure too much, I won’t say much more on the topic. Just know that we enjoyed it. In fact, my kids had so much fun, they turned the title of the adventure (Doomsday Dawn) into a song that they’ve been singing around the house. My daughter also made a delightful little sign that reads ‘We Be (GOOD) Goblins!’ She gleefully made a goblin as her primary character.
The second part of Doomsday Dawn is called ‘In Pale Mountain’s Shadow.’ It takes place two years after the end of the Lost Star. During that time, Keleri Deverin and the Esoteric Order of the Palatine Eye have been hard at work looking into the clues uncovered by the Primary characters during their foray into the goblin caves. They’ve recently learned of an Ancient Osiriani object of power called a countdown clock, which is counting down to a time when the world will come to an end. Believing that having one of these countdown clocks (there’s a lot of them) in their possession will give the Primary Characters and the Esoteric Order of the Palatine Eye an advantage in foiling the apocalypse, they have been hard at work attempting to track one down. Thankfully, they’ve succeeded. Unfortunately, there are others after the same countdown clock. In order to get at it in time the Esoteric Order will have to hire outside help. This is your second characters.
This second group is a team of adventurers or mercenaries who live in and around the recently liberated town of Kelmarane. Yes, you heard right. This adventure takes place in Katapesh, in between Legacy Of Fire: Book One: Howl Of The Carrion King, and Legacy Of Fire: Book 2: House Of The Beast. Legacy of Fire is one of my all time favourite Adventure Paths (as anyone whose visited my d20 Stories page may have noticed… Haha), so I was more than a little excited for this connection. My children are equally excited to play through this part of Doomsday Dawn, as they’re currently in a play-by-post Legacy of Fire campaign and are working their way up to liberating Kelmarane as we speak. (But that’s a story for another day!)
‘In Pale Mountain’s Shadow’ sees your new adventuring group hired by a noblewoman representing the Esoteric Order of the Palatine Eye. She tasks your PCs with travelling through the surrounding wilds, to the slopes of Pale Mountain, where they will enter through a back-door to the tomb of Tular Seft. They must retrieve the countdown clock before another enemy group does (The Night Heralds), and may keep anything else they find in the tomb. Oh, and they’ll be well paid, of course. This adventure features a lot of exploration mode and travel through the wilds, so at least one of your group members should be capable of navigating and surviving in the wilderness (two is better!). In addition, it is built to test out how terrain, hazards, and other difficulties affect battle. They’re interested in if such battles are still fun to play, or they drag out too long. They’re also interesting in seeing if the terrain makes battle too difficult. So once you’re done playing through this section be sure to give your feedback. It will directly help them hammer out this aspect of Pathfinder’s new ruleset.
The characters you will be making will be brand new fourth level characters made following all of the character creation and level up rules found in the Pathfinder Playtest Rulebook. In addition, three uncommon languages are available for your characters to select with their languages known: Auran, Gnoll, and Ancient Osiriani. Knowledge of these languages can open up new opportunities throughout the adventure, it is not necessary. As for gear, each character gets one 3rd-level item, two 2nd-level items, one 1st-level item, and 300 sp to spend on additional items.
Overall, ‘In Pale Mountains Shadow’ looks like a lot of fun. It has an actual introduction, which Lost Star didn’t, and is a relief. The exploratory portion has interesting encounters which I think will play well at the table. These travel encounters all occur on maps you’ll be drawing yourself, or creating with your own map products at home. There are detailed instructions for drawing these maps, and feedback is desired if this was handled adequately in the surveys you’ll be filling out. After the exploration portion (which will likely take a single play session for my family), we get to the Tomb of Tular Seft himself. This portion of the adventure includes an image of a custom map which is not included in the Pathfinder Playtest Flip-Mat Multi-Pack so you’ll have to draw it yourself. It’s an awesome looking tomb, with a lot of nifty features. It’s my kids favourite map in the entire Doomsday Dawn Adventure, for sure, and has them quite intrigued. The tomb also has some interesting role-playing opportunities which your group may or may not be able to capitalize on. At some point, your players are bound to run into their rivals — the Night Herald cultists who have been sent to acquire the countdown clock before you can. When this occurs is entirely up to your group and will vary from table to table. There’s even a chance they might slip in and out without ever meeting the Night Heralds (though the chances of that are infinitely slim). The battle looks tough, and like a lot of fun. Particularly because it allows your players to interact with the Night Heralds for the first time. It think it’s going to be a lot of fun. That said, this battle involves multiple different, complex, NPC stat blocks, and GMs should prepare accordingly. In fact, I think that this chapter is actually my favourite adventure within Doomsday Dawn. Whether that will be the case after running it at the table next week remains to be seen. Haha.
Our story continues in a few years later in part three of Doomsday Dawn: ‘Affair at Sombrefell Hall.’ The Esoteric Order of the Palatine Eye has a been researching the strange cult known as the Night Heralds, and their plans to bring about the end of the world. Thanks to the efforts of mercenaries the Order has acquired a countdown clock, and have a timeline for the apparent coming end. They’ve discovered enemies, allies, and even discerned that this ‘doomsday’ involved the Dominion of the Black. They’ve gleaned all they can on their own, but now is the time to call on outside help. Your third group of characters will be a team hired by (or a part of) the Esoteric Order of the Palatine Eye who are sent to Ustalav to contact the foremost expert in the study of the Dominion of the Black, Dr. Verid Oscilar, and obtain his assistance in determining the plans of the Night Heralds. Upon arriving they discover that the good doctor is currently taking a break from teaching, and is relaxing at his personal manor in the countryside. Your characters will head to the manor, and try to obtain his help. Unfortunately for both your characters and Dr. Oscilar, the Night Heralds are more than aware of his expertise, and seek to make him one of their own. …Sort of. We’ll leave that a surprise for now. Haha. It doesn’t make use of any flip-mats, so be sure to have a blank map and your markers ready. You’ll be doing a lot of drawing!
This section of the adventure takes place in Ustalav during the events of the Pathfinder Adventure Path: Carrion Crown: Book One: Haunting of Harrowstone. That said, they take place in completely different parts of the country and aren’t going to have any effect on each other. It’s meant to be a survival horror adventure, which will feature a lot of combat against a lot of undead with minimal preparatory time in between. This is meant to test out the healing resources of a group that includes multiple healers against undead forces. GMs will need to track not only how long each battle takes, but also how much healing is used in each fight. Your group must include at least two clerics capable of channeling energy. The other members of the group must be characters capable of healing to some extent (which can include bard, druid, paladin, or a sorcerer that has divine spells and, to a lesser extent, the alchemist). These new characters will be level seven. They will follow all of the character creation and level up guidelines for characters found in the Pathfinder Playtest Rulebook. For gear, they will begin with one 6th-level item, two 5th-level items, one 4th-level item, two 3rd-level items, and 125 gp to spend as they see fit. One character in the group also starts with one +2 magic armor. Good luck deciding who gets that bit of treasure! Haha.
‘Affair at Sombrefell Hall’ is a dark, difficult adventure that takes place at an interesting location. It makes wonderful use of the locale, giving players a chance to explore well before the danger starts. This can give them some really interesting combat options once the battles do begin. The adventure itself begins with some interesting (and probably suspicious) social encounters, and some good old fashioned snooping around. I’m a fan of the survival horror genre in my d20 games, but, due to the nature of the playtest, this one is going to be particularly difficult. You’re going to take a lot of damage, use a lot of healing resources, and probably lose a party member or two. Hopefully, you all come out alive in the end. And, if not, at least some of you survive and secure the aid of Dr. Oscilar to enlighten your Primary Characters. Even if you don’t, you can continue Doomsday Dawn and move on to the next chapter. Perhaps the most important part of this section of the adventure is giving your players a glimpse of the evil that the Dominion of the Black is capable of. And man, oh man. They’re just so… evil! Haha.
Part four of the Doomsday Dawn, ‘Mirrored Moon,’ reunites your players with their Primary Characters. This are the same characters who played the Lost Star. They will be levelled up to 9th level, following all of the levelling rules from the Pathfinder Playtest Rulebook. They begin with all of the gear they acquired during the Lost Star, plus they get to purchase one 8th-level item, two 7th-level items, one 6th-level item, and two 5th-level items. They also get 250 gp to spend on extra gear. These characters are now considered to be either agents or members of the Esoteric Order of the Palatine Eye, and have been off doing tasks and missions together for the last few years. Currently, they’re in a section of the River Kingdoms known as Thicketfell, on the hunt for a mystical lake known as the Moonmere, where they hope to find ancient ruins that were once used by a villain (and possibly founder of the Night Heralds) named Ramlock. There, they will scour the ruins for information on what the coming apocalypse will bring, in order to stop it. Unfortunately, the Night Heralds are already there, and the trouble they’re up to could destroy a nation (at least). Finding the Moonmere will be the least of their troubles!
This adventure heavily uses exploration mode, and is meant to test out what kinds of challenges the characters can handle when they only get in one battle per day. The battles are difficult, so expect to go all out during each fight. That said, you’ll also very often have opportunities to scout out locations ahead of time, which should allow for some clever planning and preparations from players. This adventure makes use of one of the flip-mats from Pathfinder Playtest Flip-Mat Multi-Pack, as well as three other flip-mats: Pathfinder Flip-Mat Classics: Forest, Pathfinder Flip-Mat: Giant Lairs, and Pathfinder Flip-Mat: Hill Country. These maps aren’t necessary, and can easily be replaced by hand-drawings on a blank map. This adventure also makes use of a terrain hex map featuring the Thicketfell region, much like those used in the Kingmaker Adventure Path (which begins with Kingmaker: Part One: Stolen Land).
I’m not a huge fan of sandbox-style explorations like those found in Kingmaker. It’s just not my cup of tea. That’d not to say its not fun. It is. It’s just not my favourite genre for d20 games. I point this out for context. I’m heading into this one pretty sure that the actual exploration itself isn’t going to be my favourite part of this adventure (or Doomsday Dawn as a whole). Far from it. That said, I always try to put aside my biases, or at least point them out. I intend, as always, to head into playing this section of the adventure with an open mind. After giving it a thorough reading I can safely say that the Mirrored Moon has the most eclectic, enjoyable cast of NPCs found throughout the entirety of Doomsday Dawn, which is going to make it quite fun. Throughout the adventure there will be plenty of opportunities to explore, roleplay, forge alliances, and gain intelligence, which should make for an interesting adventure. The gnomish citizens of Korlabablin were a particular favourite of mine. All in all, I think this is going to be a fun, challenging adventure.
Part Five of Doomsday Dawn is entitled ‘Heroes of Undarin,’ and may turn out to be the most controversial part of the playtest adventures. Why? Well, in short, it keeps a secret from its players, which I honestly believe should be shared. More on this later, but for now, we’ll take a look at the adventure itself.
‘Heroes of Undarin’ takes place in the Worldwound, after the events of the Wrath of the Righteous Adventure Path (which begins with Wrath of the Righteous: Book 1: The Worldwound Incursion). It assumes that the Worldwound has been closed, the Fifth Crusade is winding down, but that demons still infest the region and are being slowly battled. It will probably take a decade or so to make the region safe for travellers again, so for now, it’s still a dangerous, post-apocalyptic type place, infested with demons and other evils. Your players will be making brand new level 12 characters who are all members of the Crusade. They’ve fought battles against demons many of times before and are well-prepared for this mission. They’re hardy, brave, self-sacrificing folks who won’t flee from a fight. They’re… hardened. To create them you’ll be following all of the standard character creation and levelling up rules found in the Pathfinder Playtest Rulebook. As for gear, there’s a specific list of magical items they’ll have access to. In addition, they’ll get 100 gp to spend on anything they want. Its highly suggested you create a balanced and diverse party. This adventure is intended to test the limits and capabilities of mid/high level characters.
So who the heck are these people, and what do a bunch of crusaders have to the with Doomsday Dawn? In short, your Primary Characters are in need of information housed in an ancient ruin in the region and your Crusaders have been tasked with escorting them to the site, and protecting them while they’re there. These Crusaders have no idea whats going on with the overall plot line, which will be a bit of a refreshing change of pace. Upon arrival, the Primary Characters descend into the ruins to discover the information they need isn’t mobile. It’s not a book or a tablet. It’s all over the walls. They’re going to have to copy it. Your Crusaders will have to defend the ruins from demonic intruders while the Primary Characters are out of sight doing whatever that entails. It’s a difficult and thankless job. Note that you will NOT be playing your Primary Characters during this adventure at all. Only the Crusaders.
Now, onto the potential controversy. Note that the next paragraph after this contains SPOILERS. If you don’t want to know, don’t read it. It should be noted that the adventure specifically asks that GMs not tell their players the following piece of information. I totally understand why this is, but I disagree with the necessity for secrecy. I can honestly say that if I ran this for my family, without telling them the secret, the session would end with everyone very angry and upset. My kids would literally be in tears. No joke. I’m a firm believer that games should be fun. Tears and anger? Not what we’re aiming for. Because of this, I have one further piece of information to share with our readers. If you don’t want to know, definitely skip the rest of this section on the ‘Heroes of Undarin’ and head on down to the nice big words I’ve added that say ‘Spoiler over.’
SPOILER:
As mentioned, this adventure is meant to test the limits of mid/high level characters. Most specifically, its designed to determine how much is too much. Your characters will fight wave after wave of demons. And in the end? It’s entirely expected they’ll die. All of them. Dead. It’s been stated that knowledge of this tidbit will cause players to create characters who are purposely made to ‘survive’ which could throw off the results of this playtest. Throwing off this calibration will do no one any good. That said, I personally believe that if a player knows what they’re getting into, and what’s at stake, they’ll play fair. Roleplaying games are a game about trust, and I trust my players, just like players should trust their GMs. Sending players into a certain death scenario without their knowledge is a breach of that trust. Therefore, I’m telling you. And when my family plays, I’m telling them. Your characters will die. I suggest you embrace the spirit of that. Embrace that self-sacrifice during character creation. Embrace your death scene and make it epic! Don’t make characters made to ‘win.’ Winning isn’t fighting to the end. Winning, in this instance, is making sure that the playtest receives accurate results. It’s being an honest player. So make yourself a team of crusaders, and enjoy pushing them to their limits and beyond. And when your doomed character meets their end, be happy you’ve had a chance to ensure that mid/high level play during Pathfinder Second Edition will be of a fair and challenging difficulty.
The sixth (and second last) adventure in Doomsday Dawn is a definite change of pace. Entitled ‘Red Flags,’ this adventure is meant to test how fun and engaging social encounters, espionage, and skill based adventures can be at high levels of play. That’s not to say that there’s no combat in it. There is. But, that’s neither the point, nor the focus. The focus is on your skills, subtlety and guile. To that end you’ll make powerful level 14 characters who are members of the Esoteric Order of the Palatine Eye. Its recommended that they be characters whose role among the Order is to act as one of the following; archivist, diplomat, historian, researcher, spy, or something similar. Don’t make a character who’s geared towards combat. This is an interesting challenge that I’m very excited for. The gear they can utilize is a mix of gold, and specific magical objects, but it’s long, so I won’t write it all here.
These Agents of the Order are sent to a fancy gala on a volcanic island in the Shackles held by a white feathered tengu Free Captain by the name of Whark the Alabaster, the lord of Plumetown. They’re tasked with obtaining an important book from Whark’s treasury called The Last Theorem. Its hoped that the information contained in this book can help the Esoteric Order of the Palatine Eye (and your Primary Characters) stop the coming doomsday for good. The stakes are high! This adventure takes place after the end of the Skull and Shackles Adventure Path (which begins with Skull & Shackles: Book 1: The Wormwood Mutiny). It utilizes a neat custom map which is not included in the flip-mats. It looks like a lot of fun, but due to the nature of espionage style adventures, I’m going to refrain from saying any more on the matter than that.
Which brings us to the end. The climax. The final chapter of Doomsday Dawn. It’s called ‘When The Stars Go Dark‘ and it is a finale in every sense of the word. It will be played by your Primary Characters, although they’ll be levelled up all the way to 17th level. They’ll have a chance to stop the Night Heralds and the Dominion of the Black, thereby preventing an apocalypse that would destroy all of Golarion. Perhaps they’ll triumph. And perhaps they’ll fail. Whatever the outcome, this is one fun, challenging adventure. It takes place in the present time (for Golarion) on a demiplane known as Ramlock’s Hallow. The purpose of this final playtest is to have fun! They want to know if the game is still enjoyable and challenging at high levels. So get in the game, and have a blast! Oh, and try to save Golarion while you’re at it.
The adventure itself is complex. I can say for certain that my kids will pretty much have no idea what’s going on. Haha. For them it will be more of a ‘point them at the bad guys and they’ll fight’ kind of scenario. That said, they’ll still enjoy it. Those of you who understand what’s going on will obviously get a lot more out of it than that. There’s a good variety of encounters, and getting to the end will involve more than just muscles. You’ll need to put on your thinking caps. I particuarly enjoyed the flavourful encounter with the Ashen Man.
I don’t want to give away too much more about this adventure. But, I will say, that I think it’s an epic conclusion to the Doomsday Dawn.
It’s definitely a different style of ‘campaign’ than I expected. It’s longer, and more… disjointed. That said, it’s a lot of fun, and an imperative aspect of the Playtest. This adventure allows the folks over at Paizo to test out the aspects of the game they need help to calibrate. It allows all of you to have a say in the final product, while simultaneously helping them fine-tune the game balance.
I highly recommend that players interested in the Playetst find a group and play through Doomsday Dawn together. It’s my hope that this article can help people get excited about Doomsday Dawn, and head into it with appropriate expectations.
I’d be very interested to hear your thoughts on both the Playtest and your experiences playing Doomsday Dawn. If you’ve had a chance to play, be sure to leave a comment and let me know how it went!
Later this week we’ll take a look at the Pathfinder Society Playtest Scenarios, my family’s Pathfinder Playtest Characters, as well as the new Pathfinder Society Scenarios that were recently released for Season 10, and the new Starfinder Society Scenarios! In addition, we’ve got articles on Starfinder Roleplaying Game: Pact Worlds, and Pathfinder Player Companion: Blood of the Sea on the horizon!