Review: Tyrant’s Grasp: The Dead Roads!

Today we’re taking an in depth look at the first book in the Tyrant’s Grasp Adventure Path! This survival horror campaign pits the players against the return of the Whispering Tyrant, the lich-king Tar-Baphon, who was defeated and sealed away long ago. Tyrant’s Grasp will be the final Pathfinder 1st Edition Adventure Path released, before the switch is made over to Pathfinder 2nd Edition in August. Intended to take characters from levels 1 to 17, Tyrant’s Grasp is six volumes long.

Tyrant's Grasp - Player's GuideA wonderful Player’s Guide for Tyrant’s Grasp is available as a free download on Paizo’s website here. The Player’s Guide gives players a relatively spoiler-free way to properly prepare for and integrate their characters into the Tyrant’s Grasp Adventure Path. I highly recommend checking it out!

The Tyrant’s Grasp Adventure Path begins with Pathfinder Adventure Path: The Dead Roads (Tyrant’s Grasp 1 of 6). Written by Ron Lundeen, The Dead Roads is an adventure intended for first level characters, which should bring PCs up to level five by its conclusion. This adventure begins when the PCs awaken already defeated in the Boneyard, a land where the dead go to be judged. There’s just one problem… They’re not quite dead. Trapped inside a tomb that doesn’t belong to them, they’ll need to escape, figure out what happened to them, and find a way to return home. But, how could one possibly escape the land of the dead?

Let me start by saying that The Dead Roads — and the Tyrant’s Grasp Adventure Path — is not for everyone. Terrible tragedies will occur, and you won’t always be able to prevent them. These events are bound to have a lasting effect on your characters, so players should be prepared to consider and role-play the marks left by the trials you face. Often you’ll be in dire situations with limited resources, so players will need to be resourceful to survive. Plenty of the imagery and events in this adventure are dark, morbid, and sorrowful. It’s definitely a horror campaign — though not your typical horror. It’s suspenseful survival horror, with a good deal of body horror in the first book, as well.  The Dead Roads contains imagery that is inappropriate for children and some adult gamers will even consider an image or two disturbing. It’s definitely not a campaign I could play with my family.

That said, I loved The Dead Roads. Absolutely, positively, adored it.

The Dead Roads Cover

For starters, it looks great. From cover to cover it’s a wonderful, high quality book filled with nice maps, and beautiful, dark artwork. The cover depicts Mictena (a catrina psychopomp the PCs are destined to interact with) in the foreground. Behind her is an image of Seelah (the Iconic paladin) and Yoon (the iconic kineticist) battling ostovites. Both images are by Igor Grechanyi. There’s a lovely map of The Gravelands (Lastwall and parts of Ustalav) on the inside cover. There’s a ton of artwork throughout the book — of enemies, allies, and characters who could become either. I particularly enjoyed the art for Prince Uspid and Mictena. Colulus was the most disconcerting image in the book. If any image is going to bug a squeamish player it’ll be that one. There’s a few characters that I wish had art but don’t (which is expected! Art’s not cheap and there’s only so much space!). Ayuki, in particular, would have been nice to see, as well as the jitterbone creature in the bestiary. The maps, all drawn by Matthias Rothenaicher, are really nice. They look great, of course, but they’re also well thought out, executed, and each has a unique feel to it. I particularly enjoyed ‘Roslar’s Tomb’ and ‘Deathbower.’ I wish that the maps of the various Dead Roads locations were given a bit more space, though. Squishing three multi-floor maps for three different locations onto one page is good for page count, but makes some of the maps difficult to read. Part of the eastern end of the ‘Palace of Teeth’ is nearly lost in the creases of the binding, while the entrance to ‘Salishara’s Scriptorium’ is hidden in the creases. If both of those maps were a few grid squares further to the left that would have been less of a problem. Finally, flipping back and forth  between the map page and the various locations depicted in it (which is spread out over 28 pages) is a bit irritating. Have a bookmark or post-it note handy and try not to tear your pages. Much to my surprise there was also two player handouts which represent puzzles the group comes across. I’m really glad they’re depicted instead of just described. They’re necessary and a really nice touch.

Maps in the Crease
Part of the maps lost in the creases.

The Dead Roads starts with a bang (HA!) and doesn’t let up. The entire opening has the feel of an ominous, suspenseful mystery. Your PCs don’t know where they are, how they got there, or what’s going on. Their locations hide clues to both their situation and the history of wider events, which the PCs may or may not be able to uncover. In time they will discover the answers to some of their questions, just as they realize it’s tied to an even bigger mystery.

There’s a lot of wonderful social encounters and NPCs in this adventure. Number Three, Barple Stonebreaker, Prince Uspid, Queen Carnassial, Kishokish and his portrait, Ayuki, Salighara, Berthold, the wyrwoods, Mrs. Pedipalp, Aydie, Reedreaper, Mictena — there’s just so many great interactions in this adventure! Among them, three particularly stand out amongst the crowd: interacting with the townsfolk of Roslar’s Coffer is poignant and amazing; speaking with Barzahk the Passage; and — my personal favourite characters — Umble and Thoot! This pair of friendly psychopomps are the best!

Many of the creatures and NPCs you come across don’t look friendly — which doesn’t mean they aren’t friendly. Of course, it doesn’t mean they are friendly, either. Which I love! Appearances have no bearing on what a creature acts like and I appreciate that this adventure used that so effectively. It’s bound to throw players for a bit of a loop and make them feel… off-kilter. Which is great!

There’s a lot of challenging encounters in this adventure and plenty of unique monsters to face off against. I particularly enjoyed that so many can end in ways other than violence. But, don’t let that last sentence lull you into a false sense of security! There’s a lot of combat encounters in this book that cannot be avoided.

And the ending! Oh, the ending! I love it! I cannot wait to get my hands on the next book in this Adventure Path! I have a feeling Eulogy for Roslar’s Coffer is going to be just as good.


And now it’s time for a warning:

We’ve got more to say about this adventure, but it’ll come with spoilers! Don’t want to read them? Skip on past this next section until you see the large words ‘SPOILERS OVER.’ Got it? Good! See you on the other side where we’ll talk about the extra content in this book!


SPOILERS

The Dead Roads adventure is split into four major parts: Awake in Roslar’s Tomb, Among the Dead, Walking the Dead Roads, and Deathbower. One of these parts Walking the Dead Roads is particularly dense and is made up of three major locations: The Palace of Teeth, Nine-Eaves, and Salighara’s Scriptorium. All told The Dead Roads adventure is 52 pages in length with six pages afterwards dedicated to three NPCs: Mictena, Mrs. Pedipalp, and Reedreaper. All three of these are enemies the PCs will come across, but only one of them has to stay that way. The PCs have a chance to convince the other two to step aside without violence (although it’s extremely hard to accomplish for one of those two!).

Through this adventure the PCs will get to interact with psychopomps, a type of outsider native to the Boneyard who work to ensure that the processing of souls is done accurately and efficiently. Typically functioning as guides for the souls of the deceased, the psychopomps are confused over what to do about the mysterious PCs. Some will help them along their way (especially the delightful Umble and Thoot!) , and others with hinder them — particularly Mictena, a catrina psychopomp obsessed with putting the PCs spirits properly to rest. Through a good thorough death, of course! Psychopomps aren’t the only enemies and NPCs the players will interact with. The Boneyard is a huge realm, and there’s plenty of creatures living/stranded/invading there. Other major groups of enemies include fey, vermin, sakhil, and nightmarish beings from the Dimension of Dreams.

Fittingly, The Dead Roads begins with death. Lots of it. The entire town of Roslar’s Coffer has been destroyed in one terrifying instant. Including the PCs. I’ll leave the details out of this article, but suffice to say this will have a lasting effect on your players and their characters. Any family, friends, and companions — pets included — that lived in Roslar’s Coffer are dead. Although it might be tempting to warn some players about this in advance, that also will ruin some of the surprise and likely result in players purposely making no personal connections to the town of Roslar’s Coffer — which would be a mistake in my opinion. Every GM will need to judge their players accordingly, and perhaps provide them with some hints and warnings while they build their characters and backstories. In my opinion this event is handled incredibly well throughout this adventure, and I highly recommend allowing players to make a character with personal connections to Roslar’s Coffer. It adds so much to the story. However, it is important to inform PCs that if they have animal companions, mounts, or they are a wizard with a familiar, they will not have access to their pet at the start of the campaign. Player’s who have read the Tyrant’s Grasp Player’s Guide will already be aware of this, although they won’t (accurately) know why.

Happily, the player’s experience doesn’t begin with the death of Roslar’s Coffer. Instead, Part One: Awake in Roslar’s Tomb begins with the PCs waking up in a stone coffin. Literally entombed they need to push their way out of the stone box and into a cold, dark, mausoleum. It’s a great opening. Players and characters alike are bound to be curious what has happened and where they are. Players begin with any gear they had that could reasonably fit in a coffin with them. Any familiars who share a soul with your PCs (a shaman or witch familiar) will be in a coffin of their own, while all other companions are not present (as they are dead). Eidolons and phantoms can be summoned back normally, although all other familiars and companions will need to be replaced at a later time.

Soon, the PCs will discover they’re in someone else’s tomb — Ervin Roslar, Knight of Ozem and hero of the Shining Crusade. The same man that Roslar’s Coffer is named after, in fact. Interesting! As they navigate the tomb they’ll find strange creatures, animated bones (sort of…), a trapped spirit, and a tribe of mites. They’ll also discover that Ervin Roslar may have had a few secrets of his own, although it’s unlikely they’ll unravel his history completely. This section of the adventure is a suspenseful series of explorations, mysteries, tantalizing clues, and challenging combats. It’s going to be a ton of fun to both run and play.

Part Two: Among the Dead begins when the PCs exit Roslar’s Tomb to find themselves face to face with a pair of spooky looking (and absolutely delightful) psychopomps: Umble and Thoot! Seriously, they’re awesome. This quirky pair give the PCs some answers to their most pressing questions and explains that not only are the PCs dead and not dead at the same time — weird! — the rest of Roslar’s Coffer is well and truly dead. They ask the PCs to lend them a hand in convincing the spirits of the dead of Roslar’s Coffer that they are, in fact, dead. These poor fellows need a hand moving everyone on to the afterlife in a calm and orderly fashion! The PCs get to travel to a phantom version of Roslar’s Coffer where they interact with all the people in town — now dead. This is an amazing section of the adventure. Short and poignant, the GM has a chance to show the PCs what has happened to all their family and friends. They’ll need to convince loved ones to move on, and will have a chance to say goodbye. If they have any pets they’ll find them here as well. The adventure itself provides rules for interacting with these spirits, how to convince them to move on, and some tactics that will let them do it in a timely fashion — namely convincing the town leaders of their death. Some PCs will want to stay behind and die along with their family, others won’t have personal connections to the townsfolk, and others still will want to ‘save’ some of these spirits and attempt to return them back to life. There’s plenty of guidance in this book for handling PCs of every kind. After accepting their death the people of Roslar’s Coffer — even familial loved ones — want answers for what happened to them. The PCs are uniquely positioned to uncover this. And, of course, any spirits who can’t be convinced to move on (including those your PCs may want to bring back) will deteriorate in time until they become undead ghosts and other malevolent entities. Umble and Thoot can explain this to the group and ensure no PCs attempt anything so foolhardy. Also in this section the PCs are first introduced to the antagonist of this adventure, Mictena. Overall, this section of the book is among my very favourites. It’s exceptionally well handled and sure to be an emotional experience for players and characters alike. It’s a truly unique roleplaying opportunity. I’m not an overly emotional person, but I’m quite certain that if I was playing this with any character who had even a modest amount of family or friends in Roslar’s Coffer, under an even remotely talented GM, I would cry — in a good way! It has the potential to really tug at the heartstrings.

Part Three: Walking the Dead Roads begins after the PCs have helped the people of Roslar’s Coffer accept their death. Umble and Thoot, who are grateful and believe that since the PCs are only slightly dead they’re not truly dead at all, offer the PCs a way out of the Boneyard. The Dead Roads. They explain that this secret path is only ever trod by psychopomps and gatekeepers, the beings who watch over what amounts to traveller’s checkpoints along the road. Capable of leading anywhere, the PCs can use the Dead Roads to get home to Roslar’s Coffer (so they can figure out what’s happened) by taking a certain path. They’ll need to stop at the three checkpoints along the way and get stamped by that location’s master. Convincing them to grant the stamp should be the hardest part of the journey. Unbeknownst to Umble and Thoot, politics and turmoil have overtaken the three waystations, making each location more dangerous than expected. These locations may be visited in any order, although they are presented in order of difficulty (which is also how I recommend playing them).

The Palace of Teeth is a small castle ruled over Queen Carnassial and her court of tooth fairies. Not long ago her son, Prince Uspid, led a coup against her, and the two factions have been locked in a stalemate ever since. Although Queen Carnassial is the only one with the authority to stamp the PCs (at least until her death) it’s Prince Uspid the PCs are destined to meet first. They’ll need to navigate, bargain, and battle their way through bickering fey factions. They might even get to keep all their teeth…. This location is simultaneously goofy in a crazed sort of way and disconcerting. Although the Palace of Teeth was once a beautiful castle it’s undergone a rather morbid makeover since the fey moved in. The place is creepy and it’s denizens literally want to yank your teeth out. That can make bargaining… weird. Haha. I love the art for both the tooth fairy monarchs (particularly Prince Uspid!) and the stained glass angel. But, in my opinion, the creepiest encounter involves a pair of soulbound dolls in the midst of acting out a rather bloody play about dentistry. They attempt to make the PCs their next patients, using deep slumber and some particularly creepy statements. It’s awesome! Haha. The Palace of Teeth is my favourite location on in part three.

Nine-Eaves is a three storey manor owned by an old shoki psychopomp with a fondness for games and puzzles. Unfortunately, Kishokish’s manor has been invaded by sahkil and he’s now a prisoner in his own home. They PCs will need to free him if they want to get his stamp. Luckily they’re not without allies. An animated portrait created to pose riddles to visitors can lend the PCs a hand — if they can solve his puzzles! There are three puzzles total, and each one solved can earn the PCs information and advice. They’ll need to traverse the house as they seek answers, battling vermin, sahkil, and an unfettered phantom named Ayuki. I really enjoyed the puzzle aspects of this location.

Salighara’s Scriptorium was created by Salighara, a reclusive viduus psychopomp who is studying the Dimension of Dreams and oversees a crew of wyrwood scribes. Mictena attempted to convince Salighara to kill the PCs on her behalf, but was rebuffed. Mictena then offered the same deal to Salighara’s assistant, a plump woman named Mrs. Pedipalp (actually an aranea from a nightmarish section of the Dimension of Dreams). Happy to take the powerful psychopomp up on her offer, Mrs. Pedipalp has ousted Salighara from her own scriptorium and remade the building in her own image. Now a dark place of nightmares and horror, the PCs will need to set things right. This is definitely the most horror-themed location in The Dead Roads, with traps, haunts, and horrifying enemies. Colulus, a flayed ettercap and long-time minion of Mrs. Pedipalp is by far the most horrifying. But, even the Scriptorium is not without potential allies. PCs get to meet Salighara, some upset wyrwoods, and a ratling named Berthold. Mrs. Pedipalp herself is a great opponent — a capable liar, powerful spellcaster, and nightmarish foe all wrapped up in a kindly looking package. I particularly like her tactics. That said, it’s likely Colulus who will give parties the most trouble.

After receiving their stamps the PCs can finally traverse the rest of the Dead Roads and return to the land of the living — not! Mictena refuses to let them go! She magically relocated her domain, Deathbower, right onto the Dead Roads so that she and her dangerous shabti gardeners can kill your PCs properly. Which brings us to the final section of the Dead Roads adventure, Part Four: Deathbower. I love this location and its map. I love the inhabitants — gardeners, friends, and foes. And I love Mictena herself. Despite being an enemy of your PCs she’s not a bad being. She’s a psychopomp just doing what she thinks is right. Which is cool! Although some of the hazards and enemies in this glorious garden must be confronted head on, some characters can be swayed and may even join you for a while. Reedreaper is a particularly interesting character, although it’s unlikely he sticks around long enough to play much of a role. Even Mictena can be talked down — theoretically. The chances your PCs will be able to roll high enough are incredibly slim, but it could happen. Which I really like.

After leaving Deathbower behind the PCs find themselves back on the Dead Roads and greeted by an incredibly powerful psychopomp, Barzahk the Passage, a demigod and master of the Dead Roads. This enigmatic figure whisks the PCs off to their home in a matter of moments, giving them a bit of time to ask him any questions they might have. I thought this was a great moment and a wonderful way to end the adventure.

SPOILERS OVER


In addition to The Dead Roads adventure, this volume contains two articles intended for both GMs and players, one article solely for the GM, a campaign outline, and a bestiary containing five new creatures.

Tools of the BoneyardThe first article, Tools of the Boneyard, is written by Matt Morris. In it you’ll find new gear and character options aimed at dealing with the dead. There is one alchemical remedy, one alchemical tool, and two alchemical weapons — bone burn is my favourite, so be sure to check it out! There are two new special materials useful for crafting — cryptstone can be used for ammunition and weapons, while spiresteel can be used for ammunition, weapons, and armour. Finally, there are five new magic items: crypt rod, grim helm, harbinger’s scythe, Lady’s Mercy, and Momument’s Truth. Although I enjoyed a lot of the items, it’s the character options that I found were most exciting. Graveslinger is a gunslinger archetype that specializes in combatting incorporeal undead. Soul Shepherd is a monk archetype that calm incorporeal undead and haunts with a touch. They also gain some otherworldly resistances and interesting ways to use their ki. Reaper is a new oracle mystery which I really enjoyed. Tightly themed and flavourful it’s capable of both killing the living and destroying undead. There are also six new barbarian rage powers including the psychopomp totem powers.

shabti-1.jpg
Thrilled to see shabti get some attention!

The second player friendly article is written by Mikhail Rekun and entitled The Half-Dead. This section talks about four races that have a strong connection to death and the undead. In addition to providing details and character options for dhampir, duskwalkers, and shabti, it also talks about the new subtype of creatures, mortics. Dhampir appear alongside two magical items, duswalkers have access to five new feats, and shabti have access to five new feats. I was particularly excited to see shabti included.

The next article, To Exceed Their Grasp, is written by Crystal Frasier and intended for GMs only. This article discusses some of the important concepts, characters, and events of the Tyrant’s Grasp Adventure Path and the role they play in the overarching story. It also contains a timeline. This is incredibly useful for GMs an will likely be referenced throughout the entire Adventure Path.

Tyrant's Grasp -Shining Crusade - Death of Arazni
The Death of Arazni (Herald of Aroden) during the Shining Crusade. Art courtesy of Paizo Inc.

The Bestiary is up next! It contains a random encounter chart, two interesting social encounters, and five new creatures written by Ron Lundeen, Kyle T. Raes, and Mike Welham. All of the monsters in this book have ties to death and the Boneyard and two of them are featured in The Dead Roads adventure. Bonewrought Willow is an ominous looking intelligent plant capable of growing in Boneyard. Attracted to light and more benevolent than it appears this is a great CR 3 creature I can’t wait to confront my players with. Kaicherak are nasty little fanged worm beasts with ties to Achaekek and a fondness for messily gorging themselves on blood. At CR 4 they are among the most powerful new creatures in the bestiary. Mortics are living beings with strong connections to negative energy which makes them sort of like living undead. There are two mortic stat blocks included in the bestiary — the ghoulish elf-like angheuvore (CR 2) and the incredibly flexible halfling-like jitterbone (CR 4). As previously mentioned, more information on mortics is also included in The Half-Dead article. The final creature is the tooth fairy monarch, a CR 3 version of the lowly tooth fairy.

The last article is a campaign outline, written by Crystal Frasier and Ron Lundeen, that briefly details the events of the upcoming volumes of the Tyrant’s Grasp Adventure Path.  Not the sort of thing you want your players peeking at! The campaign outline is incredibly useful for GMs.

Which brings us to the end of  Pathfinder Adventure Path: The Dead Roads (Tyrant’s Grasp 1 of 6). Want more? So do I! Tyrant’s Grasp continues with Eulogy for Roslar’s Coffer (Tyrant’s Grasp 2 of 6) by Jason Keeley, Last Watch (Tyrant’s Grasp 3 of 6) by Larry Wilhelm, Gardens of Gallowspire (Tyrant’s Grasp 4 of 6) by Crystal Frasier, Borne by the Sun’s Grace (Tyrant’s Grasp 5 of 6) by Luis Loza, and Midwives to Death (Tyrant’s Grasp 6 of 6) by John Compton. You can also check out a previous blog post I wrote on the upcoming Tyrant’s Grasp volumes here.

Thanks for joining us today!

Jessica


EDIT: Check out the Tyrant’s Grasp trailer!

Oblivion Oath Premiere Tomorrow!

Last month Paizo announced a the launch of a liveplay campaign that will feature the new Pathfinder Second Edition ruleset! Launching on April 4th and featuring Paizo staff members, this liveplay will be our first glimpse at the newly updated Pathfinder Second Edition rules.

GMed by Paizo’s Director of Game Design, Jason Bulmahn, the liveplay is called Oblivion Oath and will air live on Paizo’s twitch stream every Thursday at Noon Pacific for one hour. Episodes will go up on Paizo’s Youtube Channel a few days later. Each week since the announcement the players have sat down with Dan Tharp, producer of the show, to describe their characters and answer questions. The final character reveal happened  last week and tomorrow marks the premiere of the Oblivion Oath campaign! Oblivion Oath will continue for an indetermined length of time.

Jason Bulmahn will be joined by four lucky Paizo Staffers, Gabe Waluconis (Paizo’s Project Manager) will be playing an Iruxi (lizardfolk) rogue named Zel. Katina Davis (from Paizo’s Customer Service Team) will be playing Zel’s best friend Mykah, a gnome wizard. Sara Marie (Customer Service and Community Manager) will be playing Carina Whisperbane, a runaway dwarf Redeemer Champion of Pharasma (Champion is the new term for Paladin, which can be of any good alignment. Paladins are LG Champions, Redeemers are NG Champions, and Liberators are CG Champions). And finally, Owen K.C. Stephens (Starfinder Design Lead) will be playing Qundle, a Celestial blooded goblin sorcerer capable of using divine magic and possessing a deep love of pickles. Unlike the previous Doomsday Dawn livestream, Oblivion Oath is meant to be a character driven liveplay that features the same players and characters week after week. Although it is sure to feature spoilers about the upcoming Second Edition rules, it’s not intended to teach viewers how to play Second Edition. It’s about story, and the characters helping to drive it.

Oblivian Oath
The characters of Oblivion Oath! From the left: Zel, Mykah, Carina Whisperbane, and Qundle. Illustrated by PxelSlayer. Art courtesy of Paizo Inc. 

Oblivion Oath takes place in Golarion in the year 4719, which makes it concurrent with the events of the final Pathfinder First Edition Adventure Path: Tyrant’s Grasp. Oblivion’s Oath is said to feature a glimpse at that AP, but not spoilers. Instead, it will be it’s own story.

“Four unlikely heroes set sail from the port of Vellumis aboard the Sleepy Sea Cat, a slow-moving barge sailing the waters of Lake Encarthan,” Jason Bulmahn revealed on Paizo’s blog. “Packed with travelers and cargo, Captain Heliana Ironeye assures everyone of a smooth journey north to Ustalav before turning south and making for the elven port of Greengold, but tensions aboard remain high. Terrifying rumors out of the west, combined with fires throughout the city have set folk on edge, and the barge contains more than a few eager to put Lastwall behind them. In the case of our heroes, that could not be more true…”

For more information on Oblivion Oath cast and characters check out Paizo’s Twitch Stream or Youtube Channel! A list of the current episodes it at the bottom of this post. Be sure to tune it to Paizo’s Twitch Stream weekly on Thursdays at Noon Pacific to watch Oblivion Oath live! The premiere is tomorrow!

We’ll see you there!

Jessica


Current Oblivion Oath Episodes:

Be sure to check out the premiere episode tomorrow on Twitch!

April New Releases

Spring is in the air, April is here, and plethora of new gaming products are hitting shelves! Check out this month’s new d20 releases!


Dungeons and Dragons

Last month was full of exciting product announcements for Dungeons and Dragons, but only one major product was released, D&D Icons of The Realms: Waterdeep: Dungeon of The Mad Mage miniatures! Produced by WizKids these pre-painted minis come in blind boosters, each of which contains four figures — one large or huge figure and three medium or small figures. In addition to a single booster box you can pick up a standard booster brick, which consists of eight booster boxes. Also released was a special collection of minis and set dressing, D&D Icons of The Realms: Waterdeep: Dungeon of The Mad Mage: Halasters Lab .

There are no major product releases for Dungeons and Dragons this month (as far as I know).


Pathfinder

Highlights from last months Pathfinder releases include the Return of the Runelords Pawn CollectionPathfinder Player Companion: Heroes of Golarion, and Pathfinder Adventure Path 140: Eulogy for Roslar’s Coffer (Tyrant’s Grasp 2 of 6).

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April will see the release of two Pathfinder books. Pathfinder Adventure Path 141: Last Watch by Larry Wilhelm continues the ongoing Tyrant’s Grasp Adventure Path. Pathfinder Campaign Setting: Concordance of Rivals takes an in depth look at monitors — neutral outsiders — including aeons, proteons, and psychopomps. In addition to details on a variety of monitor demigods, this book also contains occult rituals, details on monitor sects, a prestige class, and a bestiary.

Map releases for April include Pathfinder Flip-mat Classics: Deep Forest and Pathfinder Flip-Tiles: Dungeon Vaults Expansion, which is compatible with Pathfinder Flip-Tiles: Dungeon Starter Set.

Organized Play releases include Pathfinder Society Scenario #10-18: The Daughters’ Due and Pathfinder Society Scenario #10-19: Corpses in Kalsgard. The Daughters’ Due is a Tier 5-9 scenario written by Thurston Hillman that involves the infamous Blakros family, their enemies in the Onyx Alliance, and Shadow Absalom! Corpses of Kalsgard is a Tier 5-9 scenario written by Alex Riggs that takes place in the Land of the Linnorm Kings and involves a sudden outbreak of gnomes dying from the Bleaching.

The most exciting Pathfinder release of April is Pathfinder Battles: Ruins of Lastwall! This brand new set of pre-painted miniatures comes in blind booster boxes that contain four minis each — one large figure and three small or medium figures. In addition to buying a single standard booster box you can order a brick of boosters (which contains eight boosters) or a case of boosters (four bricks for a total of 32 boosters). Anyone who orders an entire case of boosters may also order Pathfinder Battles: Ruins of Lastwall: Cemetery of the Fallen Set which is a collection of graveyard themed set dressing.

There have been a lot of wonderful renderings of this product’s miniatures released over the past month or so. Far too many to share here. Be on the lookout for further details on Pathfinder Battles: Ruins of Lastwall in a future blog post!

NOTE: According to WizKids, Pathfinder Battles: Ruins of Lastwall will be available in MAY, not April. The release date seems to have been pushed back a month.


Starfinder

Highlights from last months Starfinder releases include Starfinder Adventure Path 14: Soldiers of Brass (Dawn of Flame 2 of 6) and the Starfinder Critical Fumble Deck!

This months releases include Starfinder Adventure Path 15: Sun Divers (Dawn of Flame 3 of 6), the Signal of Screams Pawn Collection, and the highly anticipated Starfinder Beginner Box!!! (Yes, it deserves all those exclamation points). Organized Play releases are Starfinder Society Scenario #1-36: Enter the Ashen Asteroid (a Tier 1-4 scenario written by Larry Wilhelm that tasks the PCs with investigating a Duergar complex discovered on an asteroid by dwarven space-miners), and Starfinder Society Scenario #1-37: Siege of Civility (a Tier 5-8 scenario written by Kalervo Oikarinen that sends the PCs on a trip to visit the Gideron Authority Republic previously featured in Starfinder Society Scenario #1-24: Siege of Enlightenment).


Enjoy!

Jessica

Pathfinder Society Scenarios: What the Helms Hide and On Sevenfingers Sails

Today we’re going to take a look at the most recent Pathfinder Society Scenarios that are 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 started!

PFS #10-16 - What the Helms Hide
Pathfinder Society Scenario #10-16: What the Helm’s Hide.

Pathfinder Society Scenario #10-16: What the Helm’s Hide is a Tier 1-5 repayable scenario that consists of four short one-hour long quests. “Collection,” “Autumn,” “Dust,” and “Witness.” “Collection” should always be played first, “Autumn” and “Dust” may be played in any order, and “Witness” is the thrilling finale. Each quest is penned by a different author, including Calder CaDavid, Lysle Kapp, Kendra Leigh Speedling, and Nate Wright. While Speedling and Wright have written for Paizo before, this will be the first Paizo writing credit going to CaDavid and Kapp. Each quest also comes with its own player handout, which is always nice. Also, this scenario has a lot of great artwork in it!

What the Helms Hide delves into the history of the mysterious masked leaders of the Pathfinder Society, The Decemvirate! Three hundred years ago violence and assassinations directed at Pathfinder Society leaders caused them to don masks to hide their identities. When Master of Scrolls Kreighton Shaine discovers clues that one such assassination attempt may not have happened the way the history books have recorded he seeks the Decemvirate’s blessing and tasks a group of Pathfinders with investigating the clues, digging up the past,  and discovering the truth. This series of quests will take PCs to a variety of locations throughout Golarion’s Inner Sea Region, including Absalom, Andoran, the Five Kings Mountains, and Varisia. It features creatures from BestiaryBestiary 4, and Monster Codex (although all of the necessary stat blocks are included within the scenario). It contains content from Pathfinder Core RulebookAdvanced Player’s GuideAdvanced Race GuideOccult AdventuresUltimate Equipment, and Pathfinder Player Companion: Champions of Corruption (although all the content needed from Champions of Corruption is included in the scenario itself). It utilizes the Pathfinder Flip-Mat: MuseumPathfinder Flip-Mat: Cavernous LairPathfinder Flip-Mat: Arcane Library, and Pathfinder Flip-Tiles: Forest Starter Set. This mission contributes to this years Season of the Ten metaplot and builds on events from the always popular evergreen scenario #6-10: The Wounded Wisp (and, to a lesser extent, #8-04: Wardens of Sulfur Gulch and #9-11: The Jarlsblood Witch Saga).

The first quest, “Collection,” is written by Lysle Kapp and takes place in Korvosa’s Jeggare Museum. Here PCs will need to inspect relics discovered by the famous Pathfinder Helven Leroung and uncover clues about her history and character. You also get to delve into Helven’s relationship with the famous Montlarion Jeggare, for whom the museum (and much more!) is named. His descendant, Mercival Jeggare is curator of the museum and willing to lend you a hand. There’s a lot of information you can learn here, although groups are unlikely to get all of it, which I rather enjoyed. For more information on Korvosa you can check out Pathfinder Chronicles: Guide to Korvosa.

“Autumn” is written by Calder Cadavid and takes places in Andoran’s Arthfell Forest. PCs investigate a sliver of the history of the Pathfinder Zaul Blystone. It has amazing art for an NPC, Adelyn Rhinon, which is my favourite art in the scenario. This is a fun quest although I do have one minor complaint. I feel like one of the characters gives up a bit too easily. For more information on Andoran check out Andoran, Birthplace of Freedom.

Decemvirate - Illustration by Ernanda Souza
A member of the Decemvirate.  Illustration by Ernanda Souza. Art courtesy of Paizo Inc.

“Dust” by Nate Wright takes place in underground Dwarven ruins on the edge of Highhelm. There players get to dig a little deeper into the history of Veldrid Goldborough.  I enjoyed the NPCs in this one and adore the art for Helga Silverbrew. She’s got such a great facial expression. I like enemies in this one a lot, and the… source of information. For further details on the Five Kings Mountains check out the The Inner Sea.

The finale, “Witness,” is written by Kendra Leigh Speedling and was an absolute delight! It takes place in the Grand Lodge of Absalom and involves the PCs enacting a sort of ritual to activate a secret cache hidden by the gnome Pathfinder Eylysia. As Master of Scrolls Kreighton Shaine and two members of the Decemvirate watch on your players get to experience an important event from Eylysia’s past. I won’t say any more to prevent too many spoilers, but I will say it was awesome. I loved the final battle and the revelations it uncovered. And Eylysia’s final line! So good. For more information on the Grand Lodge check out Pathfinder Chronicles: Seekers of Secrets and Pathfinder Society Field Guide.

What the Helms Hide is a really great series of Quests. So great, in fact, that it’s my favourite series of PFS Quests. All of it’s component Quests were enjoyable, but its the finale that really ties it all together and makes it exceptional. Really well done from the whole team of writers. Each Quest has a chance for battle, a social encounter, and to uncover clues regarding their respective mini mysteries. Overall I really enjoyed this scenario. I give it four out of five stars.

PFS #10-17 - On Sevenfingers's Sails by Tom Phillips
Pathfinder Society Scenario #10-17: On Sevenfingers’s Sails

Pathfinder Society Scenario #10-17: On Sevenfingers’s Sails is a Tier 7-11 adventure written by Tom Phillips. During his time on RPG Superstar 2012 Phillips created the Gloomspires, the haunted, mist-shrouded resting place of the infamous Pirate Captain Sempet Sevenfingers. Rising out of the stormy seas of the Shackles, the Gloomspires are a place of unstable dimensional magic, dark horror, and menacing undead, with connections to the nightmare realm of Leng. The Gloomspires were further explored in Pathfinder Society Scenario #6-06: Hall of the Flesh Eaters, Pathfinder Society Scenario #7-19: Labyrinth of Hungry Ghosts, and Pathfinder Society Scenario #8-15: Hrethnar’s Throne. On Sevenfingers’s Sails marks the finale of this series of linked scenarios and finally features Captain Sevenfingers himself. For more information on the Shackles check out Pathfinder Campaign Setting: Isle of the Shackles and for more information on Leng check out Planar Adventures or Pathfinder Adventure Path 65: Into the Nightmare Rift (Shattered Star 5 of 6).

On Sevenfingers’s Sails features creatures from Pathfinder Roleplaying Game: Bestiary, and Bestiary 2Bestiary 3Bestiary 4Bestiary 5Bestiary 6, and the Monster Codex (although all of the necessary stat blocks are included within the scenario). It contains content from the Pathfinder Core RulebookAdvanced Player’s GuideOccult Adventures, and Ultimate Equipment. This scenario utilizes the Pathfinder Flip-Mat Classics: ShipPathfinder Map Pack: Perilous Paths, two custom half-page maps, and (perhaps) Pathfinder Map Pack: Armada.

Sevenfingers - Illustration by Josef Kucera
Captain Sevenfingers. Illustration by Josef Kucera. Art courtesy of Paizo Inc.

Like the three scenarios before it, On Sevenfingers’s Sails features Venture-Captain Calisro Benarry, a half-orc Pathfinder who has sent plenty of Pathfinders into the depths of the Gloomspires. It also features Benarry’s quartermaster Kakikko, and Hrethnar from Pathfinder Society Scenario #8-15: Hrethnar’s Throne. New NPCs introduced include the very disturbing Thael Shivers, Vashthrexa, Nightdrinker, and Sempet Sevenfingers himself.  PCs will need to enter the terrifying tomb, contend with Captain Sevenfingers, and plunder everything they can. Of course, there’s some complications in this mission, and PCs will have to contend with far more than expected. This scenario features an optional Hard Mode for all those players out there who relish a challenge.

The scenario is wonderfully creepy, morbid, and ominous, although  that sort of content is not for everyone. Players who have issues with body horror will want to give this scenario a pass. It’s definitely not an scenario for kids. Any characters who played the previous Gloomspires adventures are going to get a bit more satisfaction out of this scenario than their compatriots who haven’t, and will find they get a few extra bonuses along the way.  This scenario is packed full of atmospheric environments, memorable characters, and foul villains. The battles are challenging and take place in dynamic locations. I particularly enjoyed the final encounter. Really well done! Overall I think this is a really great scenario that won’t be for everyone. It’s creepy, gory, and a great high level challenge. I give it five out of five stars!

Thanks for joining us today!

Jessica

Starfinder Society Scenarios: Heart of the Foe and Rasheen’s Riches

Today we’re going to take a look at the two most recent Starfinder Society Scenarios that are available for purchase, and let you know we thought. Although you’ll find references to events in each that I liked or disliked, and comments about specific characters, these scenarios are not explored in detail. It’s not my intention to spoil the events in these scenarios, or give summaries and full reviews, but to share my opinions and provide recommendations. That said, if you want to avoid even minor spoilers I recommend you check out a different article. Whether you intend to use them in home games of the Starfinder Roleplaying Game, sanctioned scenarios for use with the Starfinder Society Organized Play, or just want to read a nifty new adventure, we’ve got you covered! So sit back, and get ready to explore the Pact Worlds!

SFS #1-34 - Heart of the Foe by Nicholas Wasko
Starfinder Society Scenario #1-34: Heart of the Foe by Nicholas Wasko

Starfinder Society Scenario #1-34: Heart of the Foe is a Tier 3-6 adventure written by Nicholas Wasko. It takes place on Rax, an inhospitable planet the jinsul are known to visit on occasion. There you will explore a ruined city that shows signs of life for any information you can scrounge up on the jinsul and their society. This scenario features the Faction (Second Seekers [Jadnura]) and Faction (Second Seekers [Luwazi Elsebo]) tags making it the first mission to prominently feature both First Seekers. This scenario continues the ongoing Scoured Stars storyline (#1-05: The First Mandate, #1-11: In Pursuit of the Scoured Past, #1-13: On the Trail of History, #1-17: Reclaiming the Time-Lost Tear, #1-99: The Scoured Stars Invasion, #1-23: Return to Sender, #1-29: Honorbound Emissaries, and #1-31: Treading History’s Folly). As such you’ll want to bring along characters who have an interest in the Scoured Stars Trinary System or storyline, who have interacted with the jinsul, or are working on collecting the ‘Journey to Scoured Stars’ boons. I also recommend bringing a character who does not have a Personal Boon permanently slotted. This scenario does NOT involve starship combat, but it MIGHT feature a vehicle chase (more on that shortly). It makes use of Pathfinder: Map Pack: Frozen SitesPathfinder: Flip Mat: Tech Dungeon, and an awesome full page custom map that has a very ‘Borderlands‘ feel to it. This scenario features content from Starfinder Core RulebookAlien Archive, and Armory. All of the necessary stat blocks are included in the scenario itself. However, GMs will definitely need the Core Rulebook for this one. Although this scenario doesn’t include a vehicle chase (but it could) it does use modified vehicle chase rules, which most players do not have internalized (in my experience). GMs will likely need to brush up on the vehicle chase rules and be prepared to teach it to their players as needed. Be aware that this is a rather dense scenario, so groups that are unfamiliar with chases could cause it to run long.

Heart of the Foe begins when both First Seeker Luwazi Elsebo and First Seeker Jadnura task the PCs with travelling to a planet the jinsul are known to occassionally visit in order to discover actionable intel and information about the jinsul themselves. For those of you who don’t know, the jinsul are a violent race of aliens that conquered the Scoured Stars Trinary system while the Starfinder Society rescued their comrades during the #1-99: The Scoured Stars Invasion. The jinsul have been a thorn in the side of the Starfinder Society ever since and the First Seekers are worried at the threat they pose to the Pact Worlds. Your PCs will need to travel to the mysterious planet — alongside both First Seekers and three other Starfinder teams — investigate a few sites that show signs of life, and uncover what they can about the jinsul and their society. Neither the Starfinder Society nor the players know a whole lot about these insectile fellows, so I was thrilled to dig a little deeper into the history of the jinsul themselves. Exciting stuff! Throughout the course of this scenario PCs will get to learn about jinsul anatomy, culture, history, religious beliefs, and — oh yeah — fight a whole lot of jinsul! It’s an action packed, exciting scenario that’s going to be a lot of fun. The battles all serve a purpose, the chase scene is both exciting and complex, and the world itself is very atmospheric. The finale is exciting and challenging, with a lot of moving parts. It’s chaotic and really well done. Dare I say… epic? Yeah, I do. Haha. There’s only one real social encounter, but the character you get to interact with is really… enjoyable so it strikes a nice balance. I love their demeanour and attitude towards the PCs. So good!

Ekkerah - Illustrated by Bryan Syme
Ekkerah, illustrated by Bryan Syme. Art courtesy of Paizo Inc.

But, it’s not all sunshine and roses radiation and bullets. I do have a few minor complaints with this one. First off, it’s tough to run. Now, this isn’t really a complaint. It’s an observation and potential warning. This is not the kind of scenario an inexperienced GM should attempt. There’s vehicle chase rules, modifications to the vehicle chase rules, environmental conditions, a whole lot of dice rolling during travel scenes, plenty of hopping around between pages for potential clues and intel, and complex battles with lots of enemies and allies to track. Not easy. Second, it has a bit of a slow start. Not the immediate start, but the… well let’s call it the travel scene. There’s a lot of dice rolling done every hour, which runs the risk of becoming a boring sort of routine if not handled right (particularly when you take into account the flipping between pages that might have to occur). That said, I do like the information your group could uncover about the jinsul along the way. Third, environmental protections. Chances are your characters have them. They protect us from a lot, but there’s also things it won’t protect you from. Fair. But in this one it feels like you get penalized for using them. You either use them and suffer X or don’t use them and suffer Y. Which is unfortunate. The scenario refers to snow clinging to your environmental protections’ helmet — when many armour’s environmental protections use a force field instead of helmets — and even if you are wearing armour that has a helmet, couldn’t you just wipe it off? And if you are wearing armour that has an environmental forcefield for it’s environmental protections, can it seriously not handle a bit of clingy snow? Sounds like that armour has a pretty big design flaw to me. I hope my Starfinder kept their receipt. Haha. It felt sort of arbitrary to me. I’m totally cool with some environmental hazards going through your protections, but this snow thing just wasn’t one of them. Contrariwise, if they wanted the snow to hamper visibility, I’m totally fine with that. I am no stranger to snow and yeah, it’s hard to see sometimes. And finally…. I love that baby jinsul on the cover! Except it’s not a baby jinsul at all. It’s a jinsul’s pet. I 100% thought it was a baby jinsul and was thrilled by it’s oddly adorable appearance. Jokes on me, I guess. Haha. Seriously though, I really like the creature, it’s stats, and it’s tactics. Overall, I thought this was a really great, exciting scenario that’s going to be a challenge to run — but well worth it! I give it 5 out of 5 stars.

SFS 1-35 - Rasheen's Riches by Mara Lynn Butler
Starfinder Society Scenario #1-35: Rasheen’s Riches by Mara Lynn Butler.

Starfinder Society Scenario #1-35: Rasheen’s Riches is a Tier 5-8 adventure written by Mara Lynn Butler. It takes place on Aratrosim, a unexplored moon in the Vast where you investigate claims of great wealth! Sort of… This scenario features the Faction (Acquisitives) tag and DOES feature starship combat. It makes use of Starfinder Flip-Mat: Basic StarfieldStarfinder Flip-Mat: Starship, and Pathfinder Flip-Mat: Hill Country. It includes content from Starfinder Core RulebookAlien ArchiveAlien Archive 2ArmoryStarfinder Adventure Path 3: Splintered Worlds (Dead Suns 3 of 6), and even Pathfinder Campaign Setting: The First World, Realm of the Fey. All of the necessary stat blocks are included in this scenario. Although this scenario doesn’t really continue an ongoing storyline, it does feature a social encounter that has ties to the Scoured Stars storyline — particularly Starfinder Society Scenario #1–13: On the Trail of History, #1–99: The Scoured Stars Invasion. It’s brief, but it’s something of interest to characters who have played a lot of the Scoured Stars. This scenario only features one recurring character, Radaszam (leader of the Acquisitives), although it also name-drops Historia-7 (leader of the Dataphiles). It introduces one new character that I rather liked, Captain Xizzvee of Tinker’s Path, a bulabar that runs a ship of fey salvagers.

Rasheen’s Riches sounds at first like a classic treasure hunt — in space! Which is only partly true. Radaszam recently discovered a treasure map said to lead to one of the last places the infamous space explorer Jelev Rasheen explored before disappearing. Presumed to house a treasure trove of unimaginable proportions, Radaszam’s taking a more measured approach. Although he doesn’t believe it’s actually the final resting place of Rasheen or her fabulous riches, he does hope that there you’ll find a claim beacon that she placed on planets she discovered but never fully explored. This beacon should be able to lead you to the next place Rasheen went. But, that’s another mission… Rasheen’s Riches is more accurately described as a treasure hunt where you’re aiming to find another piece of the treasure map. As long as this is clear to your players by the end of the mission briefing (which it should be) you won’t have a problem with any players feeling let down. However, if players think they’re off to find unimaginable riches they might be a little disappointed. I know my kids would say “That’s it? But where’s the treasure?!” Be sure to adjust those expectations a little. Haha. I enjoyed this scenario. It’s got some environmental challenges to overcome, an interesting investigation, illuminating player handouts, and a battle against some tragic enemies. It’s got the air of a mystery about it, which I liked. I absolutely adored the descriptions of this moon. The entire atmosphere of it — and the creatures that you encounter there — worked really well together. Definitely a highlight of the scenario for me. The starship combat was straightforward but enjoyable. I like the social encounter it begins with and the artwork of the ship! It looks like some kind of skeletal Batplane! Seriously cool. Overall I thought this was a really solid scenario that will — hopefully — lead to further adventures on the hunt for Rasheen’s riches! I give it four out of five stars.

Glaciomonitor - Illustration by William Marton
Glaciomonitor, illustrated by William Martin. Art courtesy of Paizo Inc.

Thanks for joining us today! Be sure to tune it again soon to check out our reviews on the newest Pathfinder Society Scenarios!

See you in the Drift!

Jessica

Wilderness Origins

Wilderness OriginsReady to get wild?

Today we’re taking a peek between the covers of Pathfinder Player Companion: Wilderness Origins! If you’ve been reading d20diaries since its beginning you’ll know that my family and I adore Ultimate Wilderness. My kids love the races introduced — particularly the adorable vine leshys — and my entire family enjoys the shifter class. In fact, each of us have at least two shifters. Needless to say we were excited to get our hands on Wilderness Origins. My husband was hoping for more shifter options, my kids were hoping for more vine leshy options, and I was… Well, I was just hoping someone in my family would find something inside the book that they’d make use of right away.

We were not disappointed.

Pathfinder Player Companion: Wilderness Origins is a soft cover book that is 32 pages in length. As a book in the Player Companion line, it’s aimed at players, which means that you won’t find a ton of world lore or secrets inside. You’ll find archetypes, feats, traits, spells, and more! Wilderness Origins features amazing cover art by David Alvarez, which showcases the iconic shifter, Zova,  engaged in battle against an earth elemental.

Wilderness Origins - Plant Journal
The inside front over of Wilderness Origins.

The front inside cover features brief information on a few plants described in the book alongside some sketches. The entire page is presented as if they were entries in a scholar’s journal, which is a nice touch. Although no important information is contained here that can’t be found later in the book, it’s nicely showcased. Plants depicted include ambrosial lotus, cleanthistle, ghostblossom, and a ghoran seed. There’s also art of a gathlain’s wing and a leaf leshy.

After this is the table of contents, the rules index, and the introduction which contains eight new regional traits themed around different terrains. Each trait is printed alongside an example background for each terrain, that emphasize how you can embrace nature and your environment. Guerilla tactics and surefooted ascent are sure to be popular, but fruit merchant and strong stomach turned out to be my favourites. Environments covered by these traits include the desert, road, forest, jungle, mountain, swamp, tundra, and coast.

Moving on from the introduction we come to six pages of new shifter options. It features a whopping nine new shifter aspects, all of which are pretty cool. The new shifter aspects are boar, crocodile, dolphin, dragonfly, electric eel, mantis, octopus, scorpion, and spider. Electric eel is my favourite, but my son LOVES the boar aspect. He immediately made a gnomish boar shifter for Pathfinder Society Organized Play and was super excited to give it a shot. Unfortunately, we suffered a TPK that weekend and poor Sid’s career was cut short. Still, my son loved the character and made a ton of use out of the boar’s minor aspect, which gives you diehard as a bonus feat.

Wilderness Origins - Feyform Shifter
A half-orc feyform shifter from Wilderness Origins.

After the shifter aspects are three new archetypes, dragonblood shifter, feyform shifter, and swarm shifter. They’re all pretty self-explanatory, with the dragonblood shifter allowing  you to take on the aspects and forms of a variety of dragons, feyform shifter granting you some tricky defences and the ability to transform into fey beings, and swarm shifter allowing you to turn into a swarm of bugs. They’re all really cool, but dragonblood shifter turned out to be my favourite. My husband’s a big fan of the swarm shifter, though, and he’s not going to be the only one. It’s a really useful archetype which is sure to see a lot of play.

Also in the shifter chapter are thirteen new favoured class options, seven new feats (be sure to check out chimeric aspect, greater weapon shift, and raking claws), and my favourite new option for shifters: alternate natural attacks. Each shifter aspect currently released (new and old) has a list of alternate attack forms they can select in place of claw attacks. Bears have a bite attack, for example, while boars have a gore and a hoof. Any time you activate your shifter claws you can choose to take an alternate natural attack from your animal aspect options in place of one of your claw attacks. This changes the damage type and the way your natural attacks look, but otherwise functions as the shifter’s regular claw attacks. It’s a really nice option I’m happy to see available.

Up next are two pages on each of the races introduced in Ultimate Wilderness — gathlain, ghoran, and vine leshy. The new gathlain options include five alternate race traits (arboreal vitality, fey resilience, and whimsical outlook are my favourites), seven new feats (mighty boughs and strength of wood are my favourites), and one new archetype. Sworn of the Eldest is a Charisma-based inquisitor archetype that I really enjoyed. Particularly the magic of the Eldest ability, which swaps out teamwork feats for some extra spells and spells per day.

Ghoran options include four alternate race traits (check out intoxicating aroma and magical absorption), three feats (I love spell mirror), two new spells (pinecone bomb and woodland rune), and the new ninja archetype petal ninja, which lets you transform into a cloud of flower petals.

Wilderness Origins - Leshy - Nathanael James
Vine leshy verdivant. Illustration by Nathanael James. Art courtesy of Paizo Inc.

Vine Leshy options include four alternate race traits (lashvine and writhing eye are awesome!), four new feats (we like bounteous body best), and the cavalier archetype verdivant. This turned out to be both my kids’ favourite archetype — which came as no surprise since they both love vine leshys. The verdivant archetype lets you to have a plant mount, and enables you create effloresces, which are explosive plant growths that can be used a number of times per day and have some cool effects. While one might form a wall of vines to prevent attacks of opportunity, others can make you walk on air, or even give you and your allies fast healing. Effloresce replaces the cavalier’s banner and tactician abilities.

Up next in Wilderness Origins are two pages themed around flowers. It starts by introducing four new magical plants, ambrosial lotus, cleanthistle, ghostblossom, and gravebane petals. All four are surprisingly useful, but I think I like the cleanthistle best. It’s a great plant to add into my family game of Iron Gods. There’s also five awesome new witch hexes. I honestly had a hard time picking my favourite. My daughter loves leshy summoning, my son loves verdant familiar, and heralding bloom is going to be really useful for some characters. In the end its the floating lotus and iceplant hexes I’m most likely to use. Floating lotus conjures a flower that you can stand on to walk over water or gain a bonus on jump checks while Iceplant makes the witch and her familiar’s flesh harden, granting them a natural armour bonus and and the effects of endure elements. Finally, there’s a new alchemist archetype in this section: perfumer. This alchemist creates atomized perfumes in place of potions, an can distill pheromones that augment your Charisma, diplomacy, and bluff checks in place of mutagens. Very cool!

The next two pages are entitled Wardens of the Wild and involve kami. There’s a new kami eidolon subtype for unchained summoners, ward aspects for hunters to make use of, and the new spiritualist archetype ward spiritualist. This archetype allows a spiritualist to purposesly seek out a kami to bond with, and grants them a ward implement which can either be an object or their own body. With their ward implement they can gain occultist focus powers. They can also merge their kami with their implement to empower their implement in battle. I’m a huge fan of both spiritualists and occultists, so I’m totally biased to love this archetype. Haha.

Wilderness Origins - Scorpion - Beatrice Pelagatti
Scorpion familiar. Illustration by Beatrice Pelagatti. Art courtesy of Paizo Inc.

The next four pages are packed full of options for our animalistic pals — animal companions, familiars, and mounts. It starts with two animal companion archetypes: apex species (which gives your companion benefits in certain terrains) and unexpected intellectual (which makes a vermin companion more intelligent). Then there’s three familiar archetypes: occult messenger, the super creepy parasite, and arcane amplifier (my personal favourite) which grants your familiar the ability to use some metamagic feats on touch spells they deliver. Following these are seven feats which can be taken by animal companions, familiars, and their owners. Three are relevant to familiars, three to animal companions, and one is relevant to both. I really like the animal companion feats curious companion and friendly face, but it was two familiar feats that turned out to be my favourite. Changeling familiar gives any familiar capable of changing shape the ability to transform into a child or teenager of their master’s race, while spark of the uncanny gives your familiar the ability to speak. Awesome! (My kids are absurdly excited for this one!) A few levels later you can swap it out for improved familiar. Next up are descriptions of five breeds of mounts along with a trait for each of them (these traits count towards their master’s total number of traits). Finally, there’s an expanded companion list for cavaliers paladins, and rangers.

The following two pages talk about the totem spirits of the Shoanti, with nine new totem rage powers geared at members of the Lyrune-Quah (moon clan), Shundar-Quah (spire clan), and any ancestor-revering character. There’s also a new shaman spirit, tribe.

Wilderness Magic is up next, with five new arcanist exploits, three disaster themed spells, and the psychic archetype Magaambyan telepath, which blends druidic magic and wilderness themed powers with the psychic. Wild stride and wooden flesh are my favourite arcanist exploits, while flash flood — a sixth level spell on the druid, shaman, and sorcerer/wizard spell list — is my favourite spell.

Wilderness Origins - Fire Steed
The iconic kineticist Yoon riding a fire steed.

Similar to magic, the following two pages are all about elemental power — specifically fire. First up is the flame steed spell, which conjures a mount made of fire. Continuing this theme is a new archetype, the cinderlands adept, a fire-based kineticist that gains a loyal mount and is based on the Burn Riders of the Sklar-Quah (sun clan). Finally, there are eight new kineticist talents — one form infusion (elemental trap) and seven utility talents. My favourites included fire corridor and the fire steed tree. I’m a huge fan of both the Shoanti and kineticists, so I was pleasantly surprised to discover these new options.

By now there’s only a few pages left. Two pages of character options themed around the sea and sky. It starts with two more archetypes — a very interesting paladin archetype called champion of the cascade and esoteric starseeker, a psychic archetype based around Golarion’s constellations. Following this are two very cool (and disconcerting) oracle curses that have to do with decay: putrid and scourge. Finally, there’s three new ki powers: floating breath, racing current, and zephyr blow.

And that’s it! The end of Pathfinder Player Companion: Wilderness Origins! My whole family loves this player companion. It contains a lot of fun options for all our favourite parts of Ultimate Wilderness — shifters, gathlain, ghoran, and vine leshys — and pays some loving attention to the many different pets you can acquire. It’s rare that we get to make in-game use of a d20 book right after reading it, but this one immediately inspired us to create something new. It was well worth the investment for my family.

Thanks for joining us today! I hope you enjoyed taking a peek behind the covers of Wilderness Origins.

Until next time,

Jessica

 

The ABCs and 123s of D&D

Today we’re taking a look at two delightful books released by Dungeons & Dragons for kids: The ABCs of D&D and The 123s of D&D. Intended for young children, these books offer kids a first glimpse at the world of Dungeons & Dragons while teaching the alphabet and counting to ten. Both books feature whimsical artwork by Caleb Cleveland, and catchy rhyming couplets written by Ivan Van Norman.

The ABCs and 123s of D&D

I recently picked up both of these books for my young nephew, who is soon to turn five. Not only does he adore them, but both of my children (a boy aged eight and a girl aged seven) also found them thoroughly entertaining. I was impressed by their quality and content. The art is perfect for kids, with colourful, whimsical illustrations that hide all kinds of secrets — clouds shaped like dice and towers made of books, for example. Delightful little tidbits that kids will discover as they get a bit older.

I is for Imagination

“I is for IMAGINATION. What’s YOUR favorite tale?”

B is for Book

“A is for ADVENTURE, our journey has begun.
B is for BOOK, the source of all our fun!
C is for CREATURES of every shape and size.”

Although I expected The 123s of D&D to be shorter than The ABCs of D&D, that wasn’t the case. Yes, the ABCs of D&D covers the entire alphabet, with typically a letter per page. And yes, the 123s of D&D covers the numbers one through 10, with one number per two pages. Technically that would make it shorter, but after counting to to ten there’s a lovely mini bestiary that features a sentence or two about the creatures depicted throughout the book — all written in rhyming couplets. What a pleasant surprise! I’m really happy they included it and all the kids loved it. It immediately inspired them to start making up stories of their own with the creatures. My daughter’s favourite was the almiraj, of course (she adores rabbits and rabbit-creatures of all kinds).

123s of D&D

“We begin with ONE Dungeon Master telling a story of daring deeds, the adventure of TWO heroes and their brave and noble steeds.”

Bestiary

“All these monsters you can meet when playing D&D. So have fun on your adventures, and save a spot for me!”

My kids and I thought that The ABCs of D&D and The 123s of D&D were wonderful, entertaining, inspiring little books. Despite being written for young children, they’re of interest to any kids that still love a picture book. Really wonderful work!

Jessica

Many Happy Birthdays!

My kids have a birthday this month.

Both of them.

It’s on the same day (although they’re not the same age) but that doesn’t mean their birthday is over quick. My husband and I have a small house but a big family, so it’s not just one birthday party for the pair of them. It’s one birthday party for the pair of them at least four times. Add to that a convention, work dinner, and parties with their friends, and suddenly the whole month is gone. Plus there’s my brother, grandpa, niece, and nephew, who all ALSO have a birthday this month.

March is crazy around here.

But today I’m taking the time to say ‘Happy Birthday’ to the two goofiest, sweetest, most imaginative kids I know. Why on my blog? Because they wanted the world to know they are now the very dignified ages of seven and eight.

Milestones, I know. Haha.

While we’re at it, why not spread the cheer further? My birthday kids want to wish a Happy Birthday to all of you, no matter where you are or when it falls.

All the best!

Jessica
(and family)

Birthday Cake 1
HAPPY BIRTHDAY!

Adventures at RetroCon!

My family and I don’t often have the chance to attend conventions. We don’t usually get to play Pathfinder Society or Starfinder Society games in person. We play a lot via play-by-post (which is a ton of fun) and we play a lot in small family groups. But to actually play in a public venue? That’s a new experience for us.

So, when we discovered that there would be a convention just down the road from our home how could we say no?

I wasn’t sure my kids would behave. Would they remain focused in a noisy room? Would they sit still long enough to get a whole game in? My son’s a fidgeter, and he fiddles with everything, so I was more than a little skeptical. Would we drive our poor GM bonkers?

Most likely.

But, my kids wanted to go, and my husband wanted to go, and of course I wanted to go. So we went.

In the week leading up to RetroCon we decided to make new characters. We have plenty of PFS characters to choose from but my kids wanted to make some that actually matched the minis we own. My son picked out a snazzy little halfling mini and rolled up a gnome shifter to match it — with the new boar options from Wilderness Origins (more on Wilderness Origins in an upcoming blog post!). My daughter chose one of the only minis she personally owns and created a hunter (her first one!). Determined to make use of an adorable little badger mini she owns she selected one as her animal companion. Yes, you read that right. She finally made something that does not involve a rabbit! GASP! My husband made a dwarven warpriest of Cayden Cailean with a mini we picked up from the flea market this past summer. And I was determined to use of one of my painted minis — which means there aren’t many options! Haha. I’ve only painted minis once and, although I had intended to use the four minis I painted right away, none of them ever saw use. I hummed and hawed a bit until I picked up my wealthy looking noblewoman mini and I created an over-enthusiastic librarian who has spent her life reading about the world and was thrilled to finally go out and experience it.

RetroCon Team

We spent the morning packing and double checking our game time. My kids were practically bouncing off the walls in excitement (which is both a good and bad sign! Haha!). It’s a quick walk down the road, but the sidewalks are an icy, rough mess, so that slowed things down a bit. Luckily no one took a spill or got soaked. We had more than enough time to get settled and say some hellos before our GM arrived and the game got started.

Our GM was really great. He had my kids laughing a lot and was super patient. My kids weren’t the most attentive players, my son kept fixating on off-mission activities, and my son made some of the worst tactical decisions of his short PFS career. We probably drove the GM crazy. Haha. Anyway, my kids had a ton of fun. People were saved, villains were defeated, fish were thrown around, my daughter uttered the battle cry ‘nibble nibble,’ and my arcanist finally left the library.

And then we died.

Yup! Total party kill in the final fight. My kids were both in tears.

My son cheered up a bit when he won a special boon — he’s pretty sure he’s going to apply it to Fuzzzy (his forgetful wizard). My daughter didn’t win anything, but someone was walking around handing out bee folders which she assumed was a prize and happily  claimed. She seriously loves this folder. She’s been cooing over it all evening.

By the time we were packed up and on our way home both of my kids decided that — despite having to suffer through their first character death, first PFS character death, and first TPK all in the same afternoon — they had fun. By the time they got home they were already discussing their next characters and when we would get to play next. (I guess we’ll be attending another Game Day in the future). It turned out to be a good first convention for them — tears and all.

Jessica

Near death
We had a good start. The final boss went down quick! Unfortunately, his undead minion did not. A few rounds later and it was the only one still standing. 

The D&D Young Adventurer’s Guides

A new series of Dungeons and Dragons books aimed at children is scheduled to launch this summer! The D&D Young Adventurer’s Guide series is written by Jim Zub, Stacy King, and Andrew Wheeler, and published by Ten Speed Press (a part of the Crown Publishing Group). The series begins with two simultaneous releases on July 16th, 2019: ‘Monsters and Creatures‘ and ‘Warriors and Weapons,’ both of which are already available for pre-order. There are two more books in development that are scheduled to be released in Fall 2019 (Dungeons & Tombs and Wizards & Spells) and, if they’re popular enough, there may be more beyond that in the future. The D&D Young Adventurer’s Guide series are intended for middle-grade readers (ages 8-12) and meant to inspire these young readers to read, write, create, imagine, and of course, play D&D.

Dungeons & Dragons - Monsters & Creatures - A Young Adventurer's Guide
Monsters and Creatures: A Young Adventurer’s Guide

Monsters and Creatures: A Young Adventurer’s Guide is an illustrated guide to the many beasts of Dungeons and Dragons. Featuring one-of-a-kind entries for some of its most memorable monsters, and over 60 brand new illustrations, this book is sure to ignite the imagination of young readers (my kids can’t wait!). Creatures are sorted by the regions they call home, beginning with underground creatures, moving up onto the surface with aquatic, field, graveyard, forest, and mountain dwelling creatures, and finally ending with airborne monsters. Each monster profile contains information on the size of each beast, its danger level, and tips for how to survive an encounter with one. This book also features “introductory ‘Encounter’ stories so readers can practice the problem-solving skills they’ll need to fight these monsters when they play a D&D adventure of their own.” Awesome!

Dungeons & Dragons - Warriors & Weapons - A Young Aventurer's Guide
Warriors and Weapons: A Young Adventurer’s Guide

Warriors and Weapons: A Young Adventurer’s Guide is an illustrated introductory guide to the many kinds of warriors you can create in Dungeons and Dragons, along with the weapons, armour, and adventuring gear that they’ll make use of. Featuring one-of-a-kind content and over sixty new illustrations, this book gives young adventurers the information and inspiration they need to create their own characters. It includes “sample profiles, a flowchart to help you decide what type of warrior to be, and brainstorming challenges to start you thinking like an adventurer whether on your own or in the midst of an exciting quest with friends and fellow players.” It’s important to note that this book is NOT a replacement for the D&D Player’s Handbookand does NOT contain game mechanics or rules. It lays out the major concepts in a way that easy to understand, approachable, and engaging. It’s meant to inspire creativity, without overwhelming readers with rules.

“These books have beautiful art, concepts, and stories to engage readers and get them thinking first and foremost about their character and the places they’re going to adventure in without any rules for them to worry about. It’s a creative toolkit focused on character and story,” Jim Zub was quoted as posting on twitter. “Give these books to a new player, get them excited about the possibilities, and then bring them to the gaming table to show them how those concepts and ideas flourish with a roll of the dice. […] We really hope that experienced Dungeon Masters will embrace these books as a way to introduce D&D to their kids or their friends and that schools/libraries will see them as a fun and engaging way to encourage creative writing!”

My kids are thrilled with this news. (Yet another reason for them to look forward to the summer! Haha!). I can’t wait to see what they look like up close.

Jessica