If this doesn’t sound exciting to you, trust me. It is.
This is another wonderful play-by-post convention. It will be run in two sessions, with Session One running from August 13th to September 30th, and Session Two running from October 1st to November 12th. Anyone is welcome to volunteer to run a game, just like everyone is welcome to sign up to play a game. Currently, you can sign up for only three games, but come July 1st you’ll be able to sign up for however many games you desire. Most of these sign ups are first come first serve, but I have seen some that are going to be drawn by lottery. There’s already a wide variety of games up for offer, with more being added daily. Definitely check out the sign ups often. The majority of the games that are open right now are Pathfinder, with Starfinder coming in second. There’s also some Core Pathfinder games openly recruiting, and even some new Pathfinder Playtest sessions! Yeah! Now, that’s exciting!
Interested?
We are!
For full details on Play-by-Post Gameday VII, check out this wonderful discussion thread, Want to sign up to GM a game? Simply head on over to the website and scroll down to the bottom. Click on ‘Submit Another Game Listing,’ and fill out the form. Select what you’d like to GM from a list, and away you go.
What about players? Looking to join a game? Head on over to the website and take a look at the games currently recruiting. Be sure to keep an eye on the dates! Once you’ve found something you’d like to try follow the links and see if there’s space. Be sure to check back often, as new games are constantly being added.
If you’re interested in playing a Special, you’ll need to head on over to the website on July 1st, which is when registration begins.
I wish you the best of luck!
In other news, we’ve added a new feature to d20diaries. Take a peek up at the main menu riiiiight at the top. Custom Creations. This is where you can find anything I (or my children) have made for use with the Pathfinder or Starfinder Roleplaying Games. Free fan content. Currently in it’s infancy, this page will soon be home to NPC stat blocks, monsters, adventures, locations, archetypes, themes, races and more. All kinds of goodies from me, to you.
As you may have heard, the latest issue of Wayfinder Magazine was recently released. Wayfinder is full of fan-created content for the Pathfinder Roleplaying Game, and is a free download on Paizo’s website. Over the years they’ve made an astounding 18 issues of Wayfinder, as well as a Bestiary! Nearly every issue has a theme, with this latest one being Fey and the First World! So whether you you’re a fan of the fey, or a fan of free, I highly suggest you give this little gem a chance!
But, what’s inside it anyway? A lot! At around 75 pages for each issue, that’s a lot of free stuff! The articles inside offer new player races, archetypes, feats and spells. As well as new equipment, both magical and mundane. In addition to player options, there’s plenty for GMs with adventure ideas, plot hooks, characters that can be used as allies or enemies, unique monsters, and even short adventures. Both players and GMs can make use of a ton of locations, personalities and gazetteers that are described throughout. To round things out there’s also songs, poetry, and fiction. And let’s not forget the awesome art!
There was a lot that I loved inside Wayfinder 18. My favourite archetype was the ‘Bogeykin,’ a spiritualist who has formed a bond with a dead bogeyman that urges her to sow terror! This archetype is written by Calder CaDavid, features art by Adam Munger, and can be found on page 26.
For spells, check out ‘liar’s light,’ ‘mother’s embrace,’ and ‘seneschal’s rebuke,’ all of which are inspired by Eldest of the First World, and can be found on pages 34-35. These spells are written by Jason Daugherty and Wojciech “Drejk” Gruchala, while the art in that article is by Jess Door.
I’m not a big fan of style feats, so imagine my surprise when my favourite feats all turned out to be styles! I’d suggest giving both the ‘Cold Iron Style’ (page 37) and the ‘Quickling Style’ (page 50) feat trees a read. These are written by Stewart “Reduxist” Moyer, and Matt “Helio” Roth, with art by John Bunger.
If it’s gear you’re interested in, be sure to check out the ‘living spear,‘ a +3 living wood called spear which is home to a dryad! This sure-to-be-fun weapon is on page 39. If you’re a worshipper of the Lantern King, then you should also check out the ‘vagabond’s cloak,’ found on page 40.
There are a lot of cool new creatures inside, but my favourites turned out to be the poppy leshy, a CR 1/2 creature found on page 65-66 which has adorable artwork. I also love the zolavoi, a somber little CR 5 creature found on page 67-68.
My favourite campaign inspiration was a plot hook on page 48 entitles ‘Rise of the Gerbie,’ which was written by Amanda Plageman and features art by Adam Munger. I also adored the article entitled ‘Sailing Across Eternity: Locales and Personages of the Sea Without a Shore‘ on page 54. Written by Matt Roth, with art by Fil Kearney, this is a mini gazetteer which takes a look at a few super unique settlements located within the Sea Without a Shore.
My children also enjoyed the Wayfinder Magazine. My daughter’s favourite part was an article on how animal companions can become altered by the First World. This is in no small part due to the wonderful art of a rabbit shooting fairies out of it’s mouth by Beatrice Pelagatti. The article itself is written by Calder CaDavid and features a ton of cool, creative ideas. I’m sure my daughter will be using some in the near future.
Meanwhile, my son’s favourite part was an article about the unintended side effects of bartering with fey. I highly suggest you check it out for yourself on page 14. Entitled ‘First World Trade,’ it’s written by Taylor Hubler, and features art by Jeremy Corff. It’s hilarious!
Want some more Wayfinder? Be sure to check out their many, many other issues on Paizo’s website!
Want to contribute to the next Wayfinder issue? You can! The next issue’s topic is Stafinder: Absalom Station! Head on over to the Paizo message boards, here, for more information on how and what you can submit! Each person is only allowed three potential submissions, so send your best! My children have both already submitted a creature each for consideration, while I’ve penned a ‘Weal or Woe’ article which I’ve submitted for consideration. I’ve also got an archetype and a theme in the works, but we’ll keep those under wraps for now. If you don’t own them, be sure to pick up the Starfinder Core Rulebook, and Starfinder Roleplaying Game: Pact Worlds before penning your submissions. Best of luck!
I hope you’ve enjoyed checking out the contents of the latest Wayfinder with me. If you happen to have contributed to it: Thanks! And if you’re thinking of applying for the next issue: I wish you the best of luck!
My husband, my children and I headed out for a trip to our local game shop. There’s a few places you can go in Winnipeg for RPG products, but our shop of choice is Game Knight Games and Cool Stuff. It’s a bit of a trek to get there, two buses and at least an hour and a half of travel time for us, but it has a great selection of RPGs, board games, miniatures, and collectible card games. They also have a spacious game space. It’s a wonderful store. The buses were accommodating, and we made good time. In no time at all we headed inside and perused the goodies on offer. There was quite a selection! Over ten books to choose from, but with only one per customer. Luckily, there were four of us.
Deciding we should pick out our purchases before picking up our free RPG books, we spread out around the store to browse.
For Father’s Day, we wanted to get my husband a book of his choice, so we set him loose on the store. He ended up choosing Pathfinder Player Companion: Blood of the Ancients. Those of you who follow this blog will know that I’ve been dying to get my hands on this awesome new release, so we were very pleased with his decision. Haha.
My kids also got a small budget of five dollars to spend on themselves. Not much, I know, but they accepted the challenge with enthusiasm. My daughter fell in love with a set of pink dice, which was too expensive. As she agonized over the cost and attempted to convince me she would empty out her piggy bank (which contains about two dollars) to make up the difference, my son browsed the boxed minis. All too expensive, of course. So, the three of us moved on to the singles cabinet. They looked over the plastic pre-painted minis, and squealed over all the expensive ones. They each found a mini they liked, but we moved on too keep browsing. In the end, they pooled their budget and picked out three boxes of unpainted miniatures. Pathfinder Goblin Pyros (89002), Dragoth (Dark Heaven Bones, 77201) and Shadow Hound (Dark Heaven Bones, 77366) which is a lovely clear purple colour.
With our purchases in hand we headed over to peruse the Free RPG books up for offer. As already mentioned, there were a lot of cool choices, most of which we didn’t know anything about. Exciting!
My six-year old daughter immediately scampered over to the table and swept up Skitter Shot! While I grabbed We Be 5upergoblins! This left my son and my husband a bevy of books to browse. In the end, my husband settled on a book for Numenéra, which he had heard good things about. My son fell in love with the maps inside a Dungeon Crawl Classics book, so he hugged it close, I paid for our products and left.
We took a walk down the road for lunch to eat at a local Mexican restaurant called Carlos and Murphy’s, which everyone enjoyed, and then headed home for the best part: reading them. In short: they were awesome!
Dungeon Crawl Classics, by Goodman Games, came with basic rules and character details for making characters of up to second level, as well as character creation rules and two different adventures. One for level 0, entitled ‘The Portal Under the Stars,’ and one for level 2 entitled ‘Man-Bait for the Soul Stealer.’ This game has a definite old-school D&D feel to it. Also, it’s SUPER deadly. You roll up a bunch of meek peasants and hopefully one of them will survive long enough to reach level 1 where they can choose a class. The random character creation rules were quite fun, and the adventures were entertaining. My son loved all the black and white artwork in this book — of which there was a lot! He also loved the maps. All in all, it’s not my cup of tea, but as a family we liked the system — especially my son. He’s super excited to get to put it on his bookshelf, instead of mine. For the full rulebook, pick up: Dungeon Crawl Classics .
‘Ashes of the Sea’ is a complete adventure for the Numenera Corebook, which uses the Cypher System and is published by Monte Cook Games. The adventure is written by Sean K. Reynolds. Chances are, both of those names are familiar to you. Haha. In addition to containing the adventure, it also contains details on the setting, some of the rules, a mini-bestiary, a link to a collection of pre-generated characters. It also comes with a nifty coupon that could earn you a second free adventure if you purchase a Numenéra sourcebook from the same store you got the Free book from. A pretty solid pay off! We really enjoyed the Cypher System, although it will certainly take some getting used to. I also like that the focus of the game is discovery. Not battle or influence. Discovery. I feel like it’s going to be very character and role play driven. I can’t wait to give it a try.
‘We Be 5upergoblins!‘ is a level 6 Pathfinder Module written by Crystal Frasier. It’s the fifth instalment in the much beloved ‘We Be Goblins’ series. It should go without saying — but I’ll say it anyway — that this adventure was AWESOME. Hilarious. Entertaining. I burst out laughing many times while reading it. It’s just a ton of fun! It’s also sanctioned for Pathfinder Society Play, which is an extra bonus, and comes with four regenerated goblins: Chuffy Lickwound, Mogmurch, Poog of Zarongel, and Reta Bigbad. So what’s up this time around? These crazy goblins explore the wonderful world of Bagland. It’s awesome, I promise. My kids particularly enjoyed the character ‘Golgum the Tall.’ And the ending? So good! If you didn’t get your hands on this amazing product, don’t worry. You’ll be able to download it for free on Paizo’s website in two weeks or so, and can purchase a physical copy for around five dollars American.
The last book we got out hands on was ‘Skitter Shot,’ which is a level two module for the Starfinder RPG written by Jason Keeley. It’s sanctioned for use in the Starfinder Society, and even gives you a boon which can (with a lot of work) allow you to unlock Skittermanders as playable race! AWESOME! But, enough about the boons, what’s up with the book? This delightful adventure lets your players take on the role of four adorable and enthusiastic skittermanders who work on a salvage ship with their vesk boss. Unfortunately, their boss went out to scavenge what he could from an abandoned luxury liner, and hasn’t returned! Lucky that skittermanders love to help! The pregenerated characters are really fun to play and sufficiently unique. The adventure was a lot of fun. So fun, in fact, that we played it today.
The verdict?
It’s a BLAST. I highly recommend it.
If you weren’t able to get a copy on Free RPG Day, a free download will be available in another few weeks on Paizo’s website. Keep your eyes open!
The products we purchased were great. My kids love their new minis, and Blood of the Ancients was as great as my husband and I hoped. I’ll be dedicating an entire post to it later this week.
I hope a lot of you got out to Free RPG Day! If you did, I’d love to hear what kind of products you got your hands on, and what you thought of them.
Hello, hello! Welcome! Today we’re going to take a look at one of my favourite soft cover releases of the past year: Pathfinder Player Companion: Legacy of the First World! If you’ve been reading the blog for a while, you’ll know that my daughter is already using some of the awesome character options found inside this little gem, with her Pathfinder Society character, Lady Naysha. Admittedly, I’m super jealous.
Legacy of the First World 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 any great secrets of the First World hidden inside, or details on the plane itself. For that kind of information you’ll have to pick up Pathfinder Campaign Setting: The First World, Realm of the Fey, or the soon to be released Pathfinder Roleplaying Game: Planar Adventures. Legacy of the First World features amazing cover art by Kiki Moch Rizky, which showcases the iconic druid, Lini, and the iconic hunter Adowyn, engaged in battle against a grodair!
The front inside cover features brief information on all nine of the Eldest: gods of the First World who are often worshipped by fey and fey-blooded or fey-touched humanoids. Each entry includes their name, title, holy symbol, alignment, domains, favoured weapons, and the pages where related information and character options can be found. Curious who the Eldest are? Fear not! We’ll get into that later!
After this we’ve got the table of contents, the rules index, and the introduction. Here we find five new regional traits, each themed around places on the material plane where fey are common. Curious which locations? The Darkmoon Wood, Grungir Forest, Irrisen, Uringen, and a caravan known as the Witchmarket. ‘Fey Mediator (Grungir Forest)’ is a solid trait, but I think that ‘Voices of Solid Things (Witchmarket)’ turned out to be my favourite! This allows you to select either Appraise, Craft, Disable Device, or Spellcraft. In addition to making that a class skill, you can apply your Charisma modifier on those checks instead of Intelligence/Dexterity. Neat!
Moving on from the introduction we come to a pair of pages entitled ‘Fey Origins’ that deal with characters who have a touch of the fey in their bloodlines. Each of the core races has ideas for how fey-touched members of that race might look or act, and an alternate racial trait. After this there are three story feats which can be taken by any race. Although the human, half-orc, and half-elf alternate racial traits are very cool, its the one for elves that turned out to be my favourite. ‘Fey-sighted’ grants your elf detect magic as a constant ability, and replaces ‘elven magic.’ So cool! As for story feats? Check out ‘Fascinated by the Mundane’ for a really fun character concept!
Wait! That can’t be all that gnomes get in this book? Is it? Just a trait? Nope! It’s not. The next few pages focus on two races intrinsically tied to the First World: gnomes and gathlain. Up first? Gnomes! First up, rules for playing a bleaching, followed by two feats that can be taken by bleachlings. Finally! Past that we come to a quirky alchemist archetype called the ‘First World Innovator’ which lets you mix a bit of primal reagents into your alchemical creations (bombs, extracts, potions or mutagens) which will alter them in a random way. I highly recommend giving this one a read, because I loved it. Following the archetype itself are a trio of discoveries that let you create a fey-themed mutagen, which are pretty nifty. After that we come to two new alchemical creations: the chroma grenade, which dazzles enemies and makes them susceptible to illusions, and the vine tube, which spouts fast growing vines. These vinescan either grow along the ground to make difficult terrain, or can be molding by a skilled craftsman into basic tools and furniture which last for ten minutes. An interesting alternative to carrying around a bunch of heavy tools! The final little treat on the section on gnomes? It contains my favourite artwork in the book! A blue and orange haired little alchemist surrounded by very natural-looking components, crafting up some kind of glowing brew. I’m feeling it.
Leaving the gnomes behind we get into a pair of pages about gathlain. This section doesn’t contain any race-specific archetypes (for those you’ll need to check out Pathfinder RPG: Ultimate Wilderness), instead it features five alternate race traits, eight new favoured class options, and four new feats. For race traits be sure to check out ‘bower born’ and ‘sticky tendrils,’ and for feats take a peek at the very quirky ‘strange yield,’ which lets you pull a single fruit off of your wings a day that acts as a random potion.
After the various racial options in this book, we move on to the ways in which the First World has affected the material plane. The first two pages include the fey-touched template, a new oracle curse and mystery, and a bard archetype called the First World Minstrel. Although the First World Minstrel’s ability to pass on the ill luck of a pugwampi to your enemies is absolutely delightful, if I recommend only one thing from this book it would be the new oracle mystery: whimsy. It’s just… awesome. Flavourful, fun, and useful. I’d use it in a heartbeat. Unfortunately for me, (and very fortunate for my daughter), right before I could make a character with it, my daughter did. She beat me to it! And she did it so… perfectly. I just can’t compete. And so, for the forseeable future, I’ll refrain from making one of my own… At least until I can think of a concept completely different than my six-year old daughter’s…. For those of you who don’t have that issue, be sure to check out our favourite revelation: ‘whimsical prank!’ Other gems include ‘assumed form,’ ‘flicker,’ ‘whimsical step,’ and ‘woodland caprice.’
So good.
Seriously. Check it out.
But with a flip of the page we leave the whimsy behind to delve into two pages of character options which revolve around the harm fey can cause. First up are four alternate racial traits which focus around locations tainted by evil fey: Darkblight, Tanglebriar, and the Upper Korir River. I’d recommend giving the human trait, ‘imposter-wary‘ a read. Although it forces you to put your bonus skill point into sense motive at every level, it also grants you a bonus on saves against illusions. A great trade if you want to make a suspicious character. After this we get to a new hunter archetype that focuses on killing fey, the cleverly named ‘Feykiller.’ This archetype swaps out a few of the animal focus options for different ones, allows your animal companions attacks to bypass DR/cold iron, grants you a bonus against illusions and enchantments or, if they were cast by fey, makes you immune to such effects. Very cool! Lastly, this section gives us three new spells, my favourite of which is ‘iron spine.’ And yes, it does exactly what it sounds like it does. Ouch…
Every page after this point in Legacy of the First World is dedicated to one of the Eldest. First, it gives us a paragraph or two on the Eldest themselves, followed by new archetypes, class options, spells and gear which are related to that god or their teachings. Interesting, right?
First up: Count Ranalc, the Traitor. Eldest of betrayal, exile and shadows. This shifty fellow provides us with my husband’s very favourite part of the book: an archetype for slayers called ‘Ankou’s Shadow.‘ This awesome archetype gives you the ability to make shadow duplicates of yourself which function as mirror image and last until destroyed. As you level up you can command your duplicates to perform other actions, and you gain access to more duplicates. Oh, and you can see invisibility as a swift action for a minute per level per day. Sweet! He’d better get around to making one soon, or I will. Haha! After this is another interesting archetype, the ‘Shadow Scion‘ for rogues.
The Green Mother, also called the Feasting Flower, is the Eldest of carnivorous plants, intrigue, and seduction. Yikes! The pages focusing on her give us the ‘Grasping Vine‘ archetype for shamans, which shuffles up some spell options, allows you to speak with plants, gives you the ability to use plant shape, and even turns your familiar into a creature made of leaves and thorny vines. I think you could make a really cool shaman with this archetype. It’s very thematic, but also very… accessible. By that I mean: lots of different character concepts ranging throughout Golarion can make use of this archetype. Not just followers of the Green Mother, or characters from the First World. It’s easy to use. The second archetype up for offer here is much more of a niche, and focuses on The Green Mother’s seduction aspect. It’s the ‘Seducer’ archetype for witch! Their last ability, ‘Garden of Delight,’ just… Wow. I’m… a little surprised that saw print. I’m not sure why it surprised me so much. It shouldn’t. But, I’m certainly not letting my kids play this archetype! No way! That complaint aside, the archetype’s still not really my cup tea. Still, if you want to be a charming enchanter/enchantress style character, this is a really good option. Past the archetypes there are two new witch hexes up for offer and one new shaman hex. My favourite is the shaman hex ‘silkstring snare.’ Lastly, there’s three new spells. My favourite is ‘thirsting entanglement,‘ which is like a soul draining entangle spell, but the others are solid debuffs which should see use in play.
Up next is Imbrex, the Twins, Eldest of endings, statues and — you guessed it — twins. His two pages are almost entirely dedicated to summoners. It features an archetype, a new eidolon subtype, and three evolutions. After that there’s four teamwork feats. Usually, this would be a bit of bummer for me. I don’t often play summoners, even though I enjoy them, and dedicating so much space to only one class is a little unfortunate. But… it’s such an awesome archetype! SO COOL! The ‘Twinned Summoner’ has an eidolon that looks just like him (excluding any nifty evolutions). They also learn teamwork feats, which their eidolon can also automatically use. Think of the possibilities! It’s just… awesome! The moment my husband read it he looked at me and said. “Oh, this is interesting. You would be good with this archetype.” “But not you?” I asked. “No. Too much work. I’d get confused.” We laughed. Later I read through it, and you know what? I agreed. I could rock this archetype! Hahaha. The evolutions are brief, but useful — particularly ‘shared evolution‘ and ‘extra feat.‘ For teamwork feat be sure to check out ‘improved precise strike‘ and ‘spell synergy.’
Taking centre stage next is the Lantern King, also known as the Laughing Lie. He’s the Eldest of laughter, mischief, and transformation. Chances are when you think ‘fey’ you think of the attributes this guy has. He’s a prankster, and a shapeshifter. An agent of chaos with infinite forms. The character options include one archetype, the ‘Fey Prankster’ for bards, and two bloodlines that are both entitled ‘shapechanger.’ One is for bloodragers and the other for sorcerers. Both were really cool, but my favourite turned out to the the bloodrager bloodline. I’m not sure why I liked it so much, as the sorcerer bloodline was really solid, but hey! That’s how it goes sometimes.
Up next is an Eldest who is about as far from a jolly prankster as you can get: The Lost Prince. Also known as the Melancholy Lord, he’s the Eldest of forgotten things, sadness and solitude. This dour, brooding fellow has provided us with the ‘hermit‘ archetype for oracles, which is closely tied to the ‘reclusive‘ oracle curse. There’s also a ‘sorrow‘ themed psychic discipline, and a new type of feats which give you an advantage when no allies are nearby. I highly suggest giving the ‘hermit’ a thorough read, because their abilities are very, very cool. Particularly their base revelation, ‘Recluse’s Stride.’ For feats, be sure to check out ‘Centered Spell,’ which is a new metamagic feat which allows you to exclude yourself and your familiar from your instantaneous spells without increasing the spell level. Who doesn’t want to put themselves in the middle of a fireball once in a while? Right?
The next featured Eldest is Magdh, The Three, Eldest of complexity, fate, and triplets. Let me admit, up front, that I am a huge fan of this goddess. She’s my favourite in the book, by far! Unfortunately, none of the character options in her section wowed me. Now, maybe it’s just me. The three spells are interesting and useful. The monk archetype, ‘Nornkith‘, allows your monk to run off of Charisma instead of Wisdom, which is awesome, but… I wasn’t thrilled by anything. There are also three new items up for offer, my favourite of which was ‘charm of the thriceborn.’ I’d be very interested to hear what others thought about the options in Magdh’s section, so if you’ve given the book a read be sure to let me know in the comments below.
Next up is Ng, the Hooded, Eldest of the seasons, secrets, and wanderers. Under his section you’ll find a new cavalier archetype, the ‘Hooded Knight,’ who has a fey-touched mount, gains benefits when traveling on roads, and at higher levels can use dimensiondoor or teleport. There’s also a new cavalier order, the ‘Order of the Blossom,’ which sounds… interesting. Although it’s got some cool abilities, including gaining sneak attack and some minor enchantments, one of the edicts forces you to always accept a fey’s request for aid — which could be very troublesome for obvious reasons. Thankfully, blighted or corrupted fey are excluded from this, and he must instead destroy them. Still… It could be rough! Best ensure you have an understanding GM before selecting it! The final options in Ng’s section are three new items which involve secrecy. Be sure to check out the ‘whispering gloves,’ and the ‘clandestine horseshoes’! The ‘hood of privacy‘ is awesome, but very expensive. Definitely an investment.
Following Ng’s secrecy is an interesting Eldest who cares nothing for subtlety: Ragadahn, The Water Lord, Eldest of linnorms, oceans, and spirals. He’s a brutish creature who counts all the oceans of the First World as his territory. He expects fealty, and respect, but little else. There’s two new archetypes in his section, The ‘Deepwater Rager‘ for barbarians, and the ‘Serpent Herald’ for skalds. Despite the name, the ‘Deepwater Rager’ isn’t actually an underwater combatant. I highly recommend giving it a read, because their abilities ‘Spiraling Charge’ and ‘Disorienting Grapple‘ and both very cool! There’s also three new rage powers in this section of the book (check out ‘Master of the Deep,’ which lets you command aquatic creatures), and two bardic masterpieces, both of which are cool. ‘Ragadahn’s raqs beledi’ is a dance that allows you and your companions to squeeze into tight spaces without trouble, while ‘Ragadahn’s spiral ascent’ allows you to make a whirlwind which can whisk your companions to higher ground. Intriguing!
Finally, we come to the last Eldest in the book — which is also the last page of the book —Shyka, The Many, Eldest of entropy, reincarnation, and time. Now, time related concepts are both very cool, and very difficult to work with in a d20 system. So, although I went into these pages with high hopes — hopes made higher by the awesome wizard artwork in this section — I was wary I might be let down. This section contains a single archetype, and four new spells. The archetype is called the ‘Chronomancer,’ and is for wizards. They gives up the arcane bond class feature, as well as most of their bonus feats, to gain a reservoir of energy they can use to alter time. At low levels they can use it to improve an ally’s initiative, or saving throws, and to immediately re-prepare failed spells (either due to a failed concentration check, a passed save on behalf of your enemies, spell resistance or other immunities, and so on) as if they had not been cast. Cool, right? At higher levels they can use it to cast haste on their allies or trigger contingencies. At level twenty they can even summon a version of himself from an parallel timeline at the moment of his death. The alternate you only lasts for a minute, but it’s one heck of a final gambit! He even comes with your gear! I was SO pleasantly surprised with this archetype! If you’re even remotely interested you should give it a gander. As for the spells? Very cool! Particularly ‘temporal divergence!’ Definitely read it!
And that’s it! We’ve reached the back cover, and Legacy of the First World has come to an end. I hope seeing a bit of what’s inside has helped you decide whether this is a book you want to invest in. And if you’ve read through it already, be sure to let us know what your favourite options were in the comments! Still want more fey-inspired goodness? Be sure to pick up the newest Wayfinder fanzine, Wayfinder 18: Fey and the First World, which is a free download on Paizo’s website.
Today on d20 diaries we’re heading back to Wati for more of the Mummy’s Mask Adventure Path! That’s right! It’s game night! So while all of our kids settled in for a night of movies and popcorn, we adults cracked out our dice, scrambled around for our character sheets and settled in to play!
Mummy’s Mask is a six part adventure path for the Pathfinder Roleplaying Game, intended to bring your characters from level one to around level seventeen. This campaign takes place in the deserts of Osirion, and involves trap-filled pyramids, haunted tombs, scorching deserts, bustling bazaars and more undead than you can shake an ankh at! The Mummy’s Mask Player’s Guide is a free download on Paizo’s website, and contains a ton of useful information for players looking to make characters that have lasting ties to the campaign. For more information on Osirion, you can pick up Osirion, Legacy of Pharoahs. Players looking for desert-themed character options can also check out People of the Sands.
When we last left our quirky crew of heroes, commonly known as the Fateway Five, they were standing in the Sunburst Market surrounded by the dead. Or, rather, the recently destroyed undead. The team had been present at an auction which had been rudely (and violently) interrupted by a pack of roving zombies and a particularly angry crawling hand. After saving the other attendees and laying the smack down on some undead, they headed out into the city to find Wati under attack by walking corpses. Without hesitation they waded into battle, saving more than a few familiar faces. But on the wind they could hear the screams of the living, and the rasping groans of the dead. The battle was far from over.
Wati was under attack. But from where? And why were the dead rising?
The Fateway Five paid a quick visit to the three local churches in order to coordinate a plan to save Wati and then set their sights on the town. But first? Gear. Having just come from a fancy auction with the nobles of Wati, they were more than a little under-equipped for battle. Or rather, some of them were. Arc had shown up half naked with a bag of dirt on his back, like always. But Nazim and Kasmet had attended in finery and jewels! Jewels would not win a battle. And finery? It would get torn and stained! They needed their gear, which was tucked away safely in their rooms at the Tooth and Hookah.
As they turned to leave the Sunburst Market they heard some loud screams. Women! Lots of them! And infants….
Immediately my players looked at each other and nodded. They all agreed without argument that paying a visit to Insula Mater (the local hospital dedicated to the care of pregnant women and infants) far outweighed their need for gear. And so, dressed in their finery and under equipped, the Fateway Five rushed off in the opposite direction, to Insula Mater.
Insula Mater is a large, multi-level building with easily locked and shuttered windows and lockable doors. The grounds are surrounded by manicured bushes in order to offer the women and infants on the grounds privacy. Insula Mater is run by a learned and weathered cleric of Pharasma known as Auntie Jehuti, staffed by a team of six other Pharasmin midwives known as the Mother’s Handmaidens, and guarded by a small contingent of holy guards. As the group arrived on the scene they found the windows shuttered, and doors locked. Two guards stood in front of the building’s doors, fighting off two zombies, with two other guards flanking the zombies from the other side. The zombies would not live long. But from the upper windows came panicked cries and the wailing of infants. Another voice rang out above the din, shouting: “We’re missing one! We’re missing a mother!”
Knowing that the two residents of Insula Mater with whom the Fateway Five had shared an evening with had signed themselves out for the evening and were currently safe at the Grand Mausoleum, the group all knew that their companions were not the mother in question. With worry, they left the guards to deal with the zombies and scoured the grounds for the missing woman. They found her easily, engaged in an argument with a guard on the corner of the grounds. It was Keera, a confident pregnant woman they had met earlier in the day, with nasty scars across her face from some kind of clawed creature.
The guard was urging Keera inside, proclaiming: “It’s not safe.”
Only for Keera to reply. “You’re right. It’s not.”
Suddenly, from behind the bushes burst a quartet of zombies, all of whom moved to attack the poor guard. He howled in pain and moved to protect Keera, while Nazim let out a loud ululation and charged into battle with his khopesh raised high. Kasmet dashed into the fight right behind him, while Arc moved to help Keera. Much to their surprise, Keera began to cast a spell, proving herself much more capable than they expected.
The zombies began to fall under the player’s attacks, while the guard was heavily wounded. Kasmet tore into the zombies with her claws, Nazim swung his khopesh, and Arc pulled out a dagger and cut up the zombie’s arms. Suddenly there was a flickering of magic, and some grotesque-looking wild dogs appeared on the battlefield. Keera’s spell was complete! Her dogs let out a growl and attacked the guard. Keera stepped back away from the fight, let out a series of manic laughs and began to cast another spell.
Needless to say the Fateway Five was confused! Arc tried to get through to Keera (because clearly she was delusional! Right…?), while the rest of the team put an end to the zombies and slaughtered the magical dogs. The guard fell during the battle, while Keera laughed and danced away from the group with a dagger in her hand. She intoned a prayer in a foul language and sent a pulse of evil energy out at the PCs. The only discernible word the PCs had understood was a name: Lamashtu. Goddess of monsters, madness, pregnancy and deformity.
In a rage, Nazim charged at the woman and cut her down, ending her life with a slash across the throat. As she gurgled in surprise, Nazim and Arc got to work on attempting to save her baby. With one of them a trained midwife, and the other a gifted healer, the odds of the child surviving were pretty high. Confident in their abilities, and well aware that she was near term, they performed an emergency cesarian, cutting the infant out of her mother’s womb, only to discover the baby was a hideously deformed monster with crooked hoofed feet, horns on its head, and a scaled tail. While Kasmet raised an eyebrow at the proceedings, Arc and Nazim were unphased by the child’s appearance, caring only for it’s health. During the operation a guard came upon them.
Many of the enemies mentioned today can be found in Pathfinder’s Bestiary,including skeletons, zombies, and shadows! This book is available in hardcover, and a small, softcover edition.
Covered in blood, with a nearby guard killed by the teeth of a dog (which could be easily confused with those of say… Kasmet), and a dead pregnant woman at their feet, a guard commanded them to stop. Nazim and Arc refused. Instead they finished delivering the baby, and ensured it was hale and healthy. Then they passed it off to the guards, explained what happened and moved to leave. The guard didn’t believe them at all. Perhaps due to the unbelievability of their tale, the evidence that seemed to point to their guilt, or their HORRIBLE social skills. But, in the end, he let them go anyway, clearly deciding that bringing an infant into battle against three warriors was a horrible plan.
After that emotionally draining experience, the Fateway Five hurried off to the Tooth and Hookah to pick up their gear. On the way they ran into a pair of clearly wealthy people, who were battling a group of six zombies in the road. They seemed experienced with their weapons, and unworried about the entire ordeal. Nazim let out another ululation and rushed into battle, with Kasmet and Arc following close behind. The battle was over quickly, and the moment it was, one of the unknown warriors, a dashing middle-aged man with a charming grin, gave Kasmet’s hand a kiss and began to flirt with her. The other unknown warrior, an imperious woman in her late twenties, rolled her eyes.
“You’re an embarrassment,” she told the man.
The man laughed, and introduced himself to the group as Ahben. He continued to flirt, which Kasmet accepted with a swish of her tail and a purr.
“We need to go home,” the woman pressed.
“Nonsense, Hakor! We have business in Bargetown.” He then proceeded to ignore the other woman’s complaints and explained to Kasmet, “I have a friend I need to visit before they leave. Perhaps we can see each other again, in a more intimate setting.”
Kasmet agreed, then was left in a bit of a daze as Ahben and Hakor turned to leave.
Hakor shook her head in disgust. “You’re the worst father.”
“Oh, don’t be silly.” Ahben remarked as they left. “It’s well known I’m a wonderful father. Just ask your siblings.”
The woman didn’t seem amused.
As the Fateway Five watched the wealthy pair walk away, Kasmet’s heartbeat returned to normal and she finally realized where she had heard the names Ahben and Hakor before… Ahben was the Patriarch of House Okhenti, one of the most powerful families in Wati. He was a member of the city council, and well known for taking care of his many children by giving them government jobs, and seeing to their martial training. His many, many, MANY children. For Ahben was notorious for having hordes of lovers. His legitimate children were known as the ‘Scions’ of House Okhenti, while his bastards were simply his children. All of whom he took to live with him on his vast estate. Much to the displeasure of his wife. In fact, the Fateway Five had met two of Ahben’s son at the auction earlier that night: the pompous Scion of House Okhenti, Khammayid Okhenti, and the irreverent Teos Okhenti. And Hakor? She was Ahben’s eldest child, a Scion of her line, and set to inherit her family’s wealth and estate.
Kasmet shared what she knew of the man with her companions as they made their way to the Tooth and Hookah. There were a few zombies out front which they dealt with quickly, before being ushered into the building by its owner, Farhaan. The Fateway Five had little time to rest. They quickly re-equipped themselves, ensured the Tooth and Hookah was secure, bid their patron farewell, and headed back out into the night. They headed right for the front gate, but as they passed by the many courthouses along the way they came upon a grotesque sight: fresh corpses lined the road. The PCs approached closer, to discover that many of the bodies were Voices of the Spire, and all of them were missing both of their eyes.
“Oh, gods,” Kasmet gasped while Nazim intoned a Pharasmin blessing over the corpses. “Back in the time of Wati’s first occupation, a common punishment for lawbreakers was enucleation: the removal of the eyes. It’s still practised in some places today, but not here. Once though… Hmm… There was a judge who was known for plucking the eyes out of people for even the simplest offences. A task he would carry out with his own bare hands. They called him ‘Old Eye-Taker.’ And he operated out of that courthouse.” Kasmet pointed to the ancient looking court one building over.
“That’s horrible!” Arc exclaimed.
Kal appeared out of nowhere and let out a laugh. “Hey, sometimes losing an eye is a blessing! Like if they had to look at your ugly face every day!”
Nazim clanged his khopesh onto his shield. “Enough bickering! We must find the culprit.”
And with that the group raced down the road to the courthouse.
Inside they found an undead trial in session. Four skeletal bailiffs presided over a criminal kept on trial against her will. It was Ankhet, a young dwarven member of the Voices of the Spire, whom they were acquainted with. She was unarmed and bruised, with a look of terror on her face. Presiding over the courtroom was a bloody skeleton wearing a judge’s robes with a black fez on his head. It was Old Eye-Taker, himself! Back from the grave!
He slammed his gavel on the wooden podium. “And the verdict has been rendered! You have been judged guilty!” the skeleton announced. “Those who sin against the pharaoh should forfeit the souls their eyes house. Therefore, your punishment is enucleation, to be carried out IMMEDIATELY!”
Nazim burst into the room with a shrill ululation and raced down the aisle towards the front. Arc hurried around the sides, hugging the wall in an effort to get to Ankhet before she lost an eye. Kasmet dashed over pews and benches, tumbling up and around to the other side, in the hopes of flanking the skeletons with Nazim.
“ORDER IN THE COURT!” Old-Eye Taker howled. “GET THEM!” After ordering his bailiffs to attack the PCs he moved down from his podium to attack Kasmet. He gave her a shove and tried to pin her down, in an effort to take her eyes.
Kasmet shrieked and squirmed, and managed to evade his grasp.
Meanwhile, Kal let out a series of ‘eye’ jokes. Then came one of the most enjoyable parts of the session: I challenged my players to come up with eye jokes while we played. Every turn Kal would shout out a new joke or pun and whoever called a new one out first would get to choose it. Everyone took to the challenge with glee, shouting out puns that ranged from obvious to witty. In the end, my sister-in-law ended up giving Kal the most lines, a victory worth celebrating!
Back in Wati, Arc readied his quarterstaff and waded into battle with the skeletons who held Ankhet prisoner. He urged her to help, but she was too scared, leaving Arc one heck of a challenge! The bailiffs all moved to try to capture and pin down Kasmet, which proved very difficult. Nazim smashed them to pieces with his shield, while Kasmet tumbled around, flanking with Nazim in order to get her sneak attack damage on the skeletons, all while evading their efforts.
Soon, Ankhet was free, and only Old-Eye Taker was left standing among the enemies. United, the group made quick work of him, and promptly stole his wonderful fez. Even better? No one lost an eye.
Arc quickly tried to get Ankhet ready to move, a task made extra difficult by the rude cat making eye jokes from Arc’s plant-bag. With the dwarven woman ready to move, Arc healed everyone and they set out for the gates to the Necropolis. There they hoped to discern if the undead were escaping from inside the Necropolis, or were coming from somewhere else. But, as they reached the road they felt a sudden pulse of foul energy roll through them. A moment later, the eyeless dead shuddered and twitched, and climbed up onto their feet. They had become freshly risen zombies! This wasn’t the first time they group had felt such a feeling, or seen freshly killed dead rise…
“Necromancy!” Nazim shouted. “An affront to the Lady of Graves! We must find the source of this evil!”
“Less talking, more killing!” Kasmet shouted back. She dashed into battle as the zombies tried to gain their footing. Meanwhile, Arc drew his dagger and Nazim let out an ear splitting ululation before charging at the undead with his khopesh. Ankhet stood there in stunned terror.
Kal waved his paws in front of her face and laughed. “HA! Look at her! She looks half-dead herself!” he told Arc’s rabbit familiar.
The little rabbit twitched her nose, wiggled her ears and then shook her head once.
“What? It’s FUNNY!” Kal replied. “You’re too kind!”
By the time the silvanshee was done making his jokes at poor Ankhet’s expense, the battle was over. Eight weak undead stood little chance against the Fateway Five.
Arc sheathed his dagger and turned to face Ankhet. “I’m sorry about your friends. But we have no time to mourn. Wati needs us.”
The group hurried the rest of the way to the Necropolis without further trouble. There they found the gates shut and barred, with a great wailing and banging on the other side. The voices of dozens of undead moaned and screamed on the other side of the gate, their fists pounding against the doors and the walls. Bal Themm stood at the gate, bracing it shut with her body alongside two other guards from the Voices of the Spire. They strained with all their might, but with each bang from the other side the entire gate shuddered.
“Fateway Five!” Bal shouted at the sight of them. “Come here! I need you to deliver a message to the Precinct of Left Eyes! It’s the base for the Voices of the Spire. Tell them we need reinforcements! And we’re out of holy water!”
The group urged Ankhet to join the other Voices before turning away, when they suddenly noticed a strange sort of shifting ripple across the gate. Two undead shadows emerged from the Necropolis and into the road, passing right through Bal Themm and the other guards.
They gasped in pain.
“Hold your… post…” Bal groaned, but the other two guards broke ranks and ran. Weakened and surrounded by undead spirits, Bal held her ground alone. She did not flee.
Nazim let out another ululating cry and held his holy dagger, the Fate Blade, to the sky. He prayed to Pharasma, causing a burst of holy energy to surge out of his dagger. The shadows howled in pain. Kasmet quickly pulled out a few vials of holy water and began tossing, while Arc grabbed Ankhet and dragged her to the gate.
The shadows surged forward at Nazim, who combatted them alongside Kasmet with holy water and divine power, giving Arc the opportunity he needed to help Bal hold they gate.
BANG! BANG!
The gate shuddered, and the undead moaned. Finally, Ankhet seemed to realize that if she didn’t help, the gate would fall, and she would die. Together, she and Arc helped Bal Themm. A few moments later, Kasmet joined them. Nazim struggled against the incorporeal horrors, but he never lost his faith, and soon he defeated them with the powers of his goddess. Tired and weak, he let out a victory cry. Then he pulled out his portable ram and helped use it to brace the gate. Kasmet and Nazim moved over a wagon, then some heavy crates and other heavy objects scavenged from the nearby roads and buildings.
The undead continued to wail and bang loudly against the gate, but it held firm. They had secured the Necropolis Gates.
Arc did his best to treat Bal Themm’s wounds and heal some of her strength damage, then did the same for Nazim.
“Go on,” Bal urged them. “Get the reinforcements.”
Ankhet took a deep breath and nodded. “I’ll stay here.”
And so the Fateway Five headed off down the street and over a few blocks to the Precinct of Left Eyes, home to the Voices of the Spire, and the city’s prison. They could tell there was trouble even before they neared. The wails of the dead mingled with the cries of the living. The clash of steel, and the thudding of flesh on shields thumped below the din, like the drum beat of a wild, savage song.
They quickened their pace and emerged to a great battle. A large group of the Voices of the Spire’s holy warriors stood on the building’s front steps, locked in mortal combat against a thong of undead. Their Commander, Nakht Shepses, stood among them, with his second in command, Shenanda by his side, battling like any other soldier. On the other side of the undead, surrounding them, were other Voices of the Spire warriors. Although the undead were many, the Voices fought with skill and determination. Many of them fought undead on a daily basis, and let neither fatigue nor panic interfere with their duties. Clearly, the skeletons and zombies in the throng stood no chance.
With a cry, the Fateway Five charged into battle, fighting alongside the Voices to bring an end to the undead assaulting this part of the city. Upon the defeat of the final undead, Commander Shepses began giving orders to his troops. He was organizing them to reequip and begin patrols of the Necropolis walls. As expected, they were going to use their resources to keep the undead within the Necropolis, instead of helping the living survive.
The Fateway Five tried to push their way through the Voices in order to reach the Commander, but had no luck. Fortunately, they had fought alongside Shenanda on multiple occasions. When she saw them she made her way through the crowds to them.
“What is it?” she asked without preamble. “Have you come to help?”
“Undead are trying to batter down the Necropolis gates. There’s only two guards there. They need reinforcements.” Kasmet explained.
“And holy water!” Arc added.
Nazim locked eyes with Shenanda. “That’s not the worst of it. Shadows slipped right through the gates. If we would not have been there, the gate would have fallen, and Bal Themm would be dead.
Shenanda looked shocked. “Shadows slipped through the door? You’re sure?” As the others nodded, Shenanda shook her head. “That should be impossible…. The gates and walls are warded to prevent undead of any kind–even incorporeal spirits–from passing through. How did… What is…” She shook her head. “I’ll inform the Commander immediately. Thank you.”
Shenanda slipped back through the crowd and the Fateway Five took the opportunity to follow her. The Commander was shocked at her news. “Send word to the Grand Mausoleum. We’ll need their clerics to assist in reconsecration.”
“We can do that!” Nazim suddenly blurt out. “We need to return there shortly, to inform High Priestess Sebti of your plans.”
Commander Shepses eyed the group with a mix of suspicion and disdain. “Very well. Be gone then. Ensure you don’t lapse in your duties.”
Nazim nodded, and the group turned to leave.
Kal chose this moment to begin speaking again. “MAN! This jerk has a huge stick up his butt! You think he’d give us a thank you or something!”
The Commander glared at the cat (and it’s presumed owners) before ignoring them completely.
Arc blushed brightly and stammered out an apology, but the Commander was already in conversation with a priest. They spoke about summoning psychopomps to combat the undead.
Nazim’s furry jaw dropped. Unable to resist, he pointed out that psychopomps were dangerous creatures. Although they did hunt and destroy undead, many had little care for the living. Such creatures could be incredibly dangerous to the populous!
Unfortunately, The Commander ignored his warnings, and returned to his conversation with the priest.
Nazim frowned. Turning to his companions he growled, “We need to tell High Priestess Sebti. NOW.”
“We promised Manaat we would fetch her family before returning to the Grand Mausoleum.” Arc pointed out.
Kasmet nodded. “They live right against the Necropolis walls, Nazim. They could be in trouble.”
Nazim considered this, then nodded. “You’re right.” He pointed off towards the slums of the Asp District. “Let’s go!”
That’s all for our adventures in Wati today! I appreciate you coming along for the ride. Keep your eyes peeled for an upcoming post, wherein the Fateway Five battle their way through the slums of the Asp!
Moving on from hardcovers into softcovers, we come to Pathfinder Campaign Setting: Distant Realms. Inside this book you’ll find details on six completely different planar cities, complete with maps, history, locations and the cities movers and shakers. Which six cities does it contain? I’m not sure about all of them, but I do know you can expect to find the city of Dis in Hell, the isle of Yulgamot on the Astral Plane, Basrakal (I have no idea where that will be…) and, my personal favourite, Shadow Absalom! Colour me intrigued!
We’ve also got two other awesome adventure path volumes coming out. War for the Crown, which has been spectacularly popular, is getting it’s second last instalment! That’s right! War for the Crown: Part 5 of 6: The Reaper’s Right Hand! And on the Starfinder front? The finale of it’s first adventure path! Dead Suns: Part 6 of 6: Empire of Bones! I cannot wait to get my hands on that bad boy!
On the Flip-Mat front we have two to peruse this month. Pathfinder Flip-Mat: Bigger Village is a super-sized play mat which features a desert oasis village on one side, and a walled village on the other side. Both sides seem quite nice looking, and rather usable. The second flip-mat is a super popular mat reprinted. Which one? Flip Mat: Classics: Pub Crawl! One side features a street lined with taverns, while the other is an expanded Flip-Mat: Warehouse for a more cheap and grungy kind of bar. This one’s bound to see a ton of use in PFS play, so I’d get your hands on it while you can.
Near the end of this month we’ll have two new Pathfinder Society Scenarios, and two new Starfinder Society Scenarios to dive into. PFS: #9-22: Grotto of the Deluged God is a tier 1-5 scenario that tasks your PCs with investigating a shipwreck and contributes to the ongoing storyline of the Concordance faction. Meanwhile, PFS: #9-23: The Ghol-Gan Heresy is a tier 7-11 scenario that lets you take on the Aspis Consortium alongside your grippli allies! In addition to continuing previous events in the Kaava Lands, this scenario also contributes to the ongoing storyline of the Exchange.
SFS: #1-16: Dreaming of the Future is an exciting scenario! A series of four one-hour long quests that task your players with investigating the prophetic visions of a Liavaran Dreamer. These quests take you far across the Pact Worlds, into the Diaspora, Aballon, Verces and, of course, Liavara. This scenario is for tiers 1-4, features starship combat, and is REPEATABLE. Awesome! SFS: 1-17: Reclaiming the Time-Lost Tear is a tier 5-8 scenario. Yup, you heard that right! Tier 5-8! Even more exciting? It continues the story of the Scoured Stars! Pardon me while I squeal in delight!
June’s releases are looking amazing! Got a favourite? Let us know!
In the past I’ve spoken a lot about my home game of the Mummy’s Mask Adventure Path. Played by my brother, sister-in-law, and my husband, with me GMing, it’s one of the only face to face games I have running that is adults-only. We play on Friday evenings (presuming everyone is free), while our kids run around like maniacs, enjoy a movie night together, and indulge in some popcorn. It’s been a total blast. But, despite the many times I’ve mentioned it, I have yet to get into detail about the characters involved. Safe to say it’s overdue!
Mummy’s Mask is a six part adventure path for the Pathfinder Roleplaying Game, intended to bring your characters from level one to around level seventeen. This campaign takes place in the deserts of Osirion, and involves trap-filled pyramids, haunted tombs, scorching deserts, bustling bazaars and more undead than you can shake an ankh at! The Mummy’s Mask Player’s Guide is a free download on Paizo’s website, and contains a ton of useful information for player’s looking to make characters that have lasting ties to the campaign. My home group has recently completed Mummy’s Mask: Book One: The Half-Dead City, and have moved on to Mummy’s Mask: Book Two: Empty Graves, both of which take place in the desert city of Wati. For those of you looking to run the game as a GM I highly recommend picking up the Mummy’s Mask Adventure Path Pawn Collection, which has a over a hundred unique pawns for use in this campaign. You’ll also get a TON of use from the Mummy’s Mask Poster Map Folio. Trust me, by the end of Empty Graves your map of Wati will have had one hell of a workout. Mine’s already covered in a ton of numbers and labels I’ve added in permanent marker, to help my players keep track of the many locations in this quirky city. The campaign is also available in other formats, including The Pathfinder Adventure Card Game: Mummy’s Mask Base Set, and as a series of audio stories beginning with Pathfinder Legends: Mummy’s Mask 1: The Half-Dead City. I haven’t had a chance to play either the Card Game version of the campaign, or to listen to the audio tales, so if you’ve done either let me know what you thought of it in the comments!
Our home game centres around three wonderfully colourful characters played by my husband, my brother, and my sister-in-law. Together they make a powerful team called the Fateway Five. No, that’s not a typo. So who are these three numerically challenged heroes? I’m glad you asked!
First up, Kasmet! Kasmet is an attractive catfolk rogue with a pelt like that of a clouded leopard, and an exceptionally long, fluffy tail to match. She’s sneaky and greedy, and particularly adores shiny, sparkly treasures, jewelry and gems. She can pick locks and disable traps–although so far she’s had quite foul luck with that disabling thing. Nimble and quick, she’s prone to tumbling around the battlefield, flanking her enemies before tearing into them with her sharp, well-manicured claws. Kasmet’s a worshipper of Bastet, the ancient Osirion goddess of cats, pleasure and secrets. She can speak the ancient tongue, and is particularly interesting in discovering what she can of Osirian’s ancient past. She’s a sassy thing and more than a bit…. catty. She wears the most luxurious equipment she can get her hands on, and has a particular fondness for clothing and jewelry with an Ancient Osiriani aesthetic. Kasmet travelled to Wati to delve into the recently opened tombs in the little town’s massive necropolis. On the journey, she travelled with another catfolk, although the two couldn’t be more different.
Artwork discovered on Pinterest that looks similar to Nazim Salahadine. If you know the artist, let us know so proper credit can be given!
Nazim Salahadine is my brother’s undead-hating catfolk cleric of Pharasma. Nazim looks like an overgrown persian cat. He wears traditional Osiriani armour, and wields a khopesh and shield. He always leaves his chest fur exposed, which he strokes whenever he’s excited, causing him to purr loudly. He’s territorial, and is prone to rolling around all over the things he desires or plans on visiting, marking such places with his scent and hair. (I’m sure you can imagine how much the innkeeper likes that habit…) He eats a lot (and often), favouring fish and a nice tall cup of milk. He’s incredibly pious, and is often heard spouting Pharasman prayers, or blessing himself and others with a spiralling motion over the heart. He’s also a well-trained midwife. He despises undead with his whole being, always attacking them without remorse, with an ear-piercing ululation on his tongue and his khopesh held high!
Nazim also came to Wati to explore the necropolis, although for entirely different reasons than Kasmet. While she was drawn by greed, he was guided by fate. Not long ago, Nazim died. He had been prepared for death. Had known it was coming. So as his spirit wandered the endless desert he had died in, he opened his heart to his goddess, and prepared to walk the spiral. To allow her to draw him into the Boneyard and her realms. But as her psychopomps appeared before him, another made their presence known: Anubis, an ancient death god of Osirion. Anubis destroyed the psychopomps and punched Nazim right in the chest while uttering the words: “Your time has not yet come.”
Nazim awoke on the hot desert sand, dehydrated and alive once more. Emboldened with purpose, but worried at having been denied his judgement in the Boneyard, he found a single word written in the sand beside him. ‘Wati.’ And there he traveled.
Since arriving in Wati, Nazim has made cherished friends and met the love of his life: the mysterious Black Kiss. Unfortunately, her skin is toxic. Also unfortunately, she left him. Sort of. More accurately, she left town. They were never really dating in the first place. It was more like he announced that they were meant to be together and she laughed. Although, his persistence did earn him her attention and some smiles. But, with his beloved soul-mate gone, Nazim is now heartbroken and forlorn, periodically breaking down into sobs and tears. Kasmet thinks he’s being an idiot.
Wonderful art by onionholic which inspired the appearance of Arc Goodstorm.
The third and final member of our party is Arc Goodstorm. Played by my husband, Arc is a socially awkward, plant-obsessed witch. He grew up with his over-bearing, druidic mother, Gwen, in a desert oasis, and until leaving a few months ago had never spoken to another person. Prone to blushing brightly and stammering at women with wide-hips (who he finds incredibly attractive), Arc’s still learning the ways of the world, and the intricacies of social interaction. He’s hilarious to see in action!
But, Arc’s not all adorable awkwardness! He’s a dependable spellcaster, a magical healer, and a talented herbalist capable of making all kinds of wondrous balms and cure-alls. He’s a caring physician, and a passionate gardener. On his back he carries a deep, heavy basket filled with soil and luscious plants, which he tends with care. His rabbit familiar, Mischa, lives inside the basket, and a sarcastic silvanshee named Kal follows him around most of the time, mocking him and his friends. And his dates. And everything, really. Except the rabbit. The silvanshee LOVES his rabbit. Which brings us to members four and five of the team. See? They can count!
Why, you might ask, does a silvanshee follow him around? The answer is part love and part laziness. Kal (short for Kalenthadris) is charged with finding and putting an end to undead on the material plane. Unfortunately, he’s extremely cowardly and doesn’t like to put himself in danger. But, you know who does? Humans! They’re super reckless! And there’s so many of them! Enter Arc! Despite Kal’s irritating jokes, constant pranks, and habit of leading Arc into trouble (only to promptly vanish and leave Arc to fend for himself) Kal’s a big softy. He’s enchanted with Arc’s rabbit familiar, Mischa, who he converses with as if they could understand each other. And when push comes to shove, Kal’s been there to heal Arc on more than one occasion.
And there you have it! The Fateway Five. Heroes of Wati and, maybe one day, something more…
Tune in later this week for an update on our Mummy’s Mask Campaign!
Today we’re going to take a look at two 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!
Scenario #9-18: Scourge of the Farheavens is a Tier 1-5 adventure written by Jason Owen Black which takes place in Iobaria. For those of you who don’t know, Iobaria is located northeast of Brevoy, just off the map of the Inner Sea. It’s a place they’ve rarely focused on for Pathfinder products. As far as I know the only other adventure that takes place there is Pathfinder Adventure Path 69: Maiden, Mother, Crone (Reign of Winter Part 3 of 6), while Pathfinder Adventure Path 33: The Varnhold Vanishing (Kingmaker Part 3 of 6) features a gazetteer on the region. If you’re curious, check out this nifty map of Iobaria! But, if you want the short, short summary: Iobaria’s cold, sparsely populated, generally ‘uncivilized,’ and prone to devastating plagues. It was once home to a Cyclopian nation, as well as an Ulfen one, and some of its people have ties to old Sarkoris. Sounds fun, right? Right! More specifically, this scenario takes places in an independent city-state called Mishkar, as well as a ruined village in the Norinor Forest. It features creatures from Bestiary 3 and Bestiary 4 (although all of the necessary stat blocks are included within the scenario) and utilizes the Pathfinder Flip-Mat: Bigger Forest, and Pathfinder Map Pack: Ruined Village.
The Pathfinder Society has recently gained access to some old Sarkorian ruins, and wants to get the assistance of Sarkorians (or their descendants) to help them interpret the ruins and culture, before it is lost forever. To that end, the PCs are sent to Mishkar to meet with a refugee by the name of Nelket, whom the Society hopes to ally with. It’s a delightfully fun romp, that has a wide variety of social encounters (some of which could be quite challenging). It gives you a bit of a glimpse into Iobarian culture, but Mishkar didn’t feel very different to me, which is a shame. That minor nitpick aside, I thought it was a great scenario. Now, I ADORE adventures where you get to explore exotic locales, ruins and cultures. So, it should come as no surprise that I loved this scenario. Admittedly, I might be biased. Haha. I give this scenario five out of five stars.
Dolok Darkfur from Pathfinder Society Scenario #9-18: Scourge of the Farheavens. Illustration by Sebastian Rodriguez.Scenario #9-21: In the Grandmaster’s Name, by Jenny Jarzabski
Scenario #9-21: In the Grandmaster’s Name is a Tier 3-7 scenario written by Jenny Jarzabski. It takes place in Druma, and is of particular importance to members of the Grand Lodge Faction. It features enemies from Bestiary 2, Bestiary 4, and the NPC Codex, and uses a single custom map. It features subterfuge, reconnaissance, infiltration, and trickery, so be sure to choose your PC wisely!
Now, it should be noted, that Grandmaster Torch does not appear in this scenario. (I found this very disappointing! Haha.) Instead, the PCs are tasked with impersonating some of his couriers. They must deliver a message to another courier, this one serving two one-time allies turned enemies: Ex-Venture-Captain Thurl, and Pasha Muhlia al-Jakri. If the PCs are successful, the message will (hopefully) cause Thurl and Muhlia to leave their defensible hide-out and move on to a new location, giving the Pathfinder Society the perfect opportunity to strike against them! If you’ve got characters kicking around who have met these characters before, now is definitely the time to bring them out to play! No idea who those two are? Thurl can be found in Scenarios: #2-08: Sarkorian Prophesy, #5-09: The Traitor’s Lodge, #5-24: Assault on the Wound, #5-25: Vengeance at the Sundered Crag, #7-17: Thralls of the Shattered God, #9-06: Shores of Heaven, and the Special: Siege of the Diamond City. As for Muhlia? As the old leader of the Qadiran Faction, she’s been mentioned and featured in a ton of early scenarios, but most notably #2-21: The Dalsine Affair, #6-05: Slave Ships of Absalom, and #6-11: Slave Master’s Mirror. But enough about the past! What’s up with this scenario? In an effort to prevent too many spoilers, I won’t go into detail, but I will mention that it involves Kalistocrats and Blackjackets! Exciting! Finally, the events in this scenario directly lead to another upcoming scenario, #9-25: Betrayal in the Bones, which is a Seeker level mission. All that excitement aside, I found that this scenario fell short of what I expected. In the end, I’m only giving it three out of five stars.
Thanks for joining us today! We’ll see you again soon, when we take a look at the two newest Starfinder Society Scenarios!
Jessica
Kristoff Valicho from #9-21: In the Grandmasters Name. Illustrated by Sebastian Gomez.
Nayeli Rullus from #9-21: In the Grandmasters Name. Illustrated by Sebastian Gomez.
Today we’re going to take a look at one of the most recent Pathfinder Society Scenarios that are currently available for purchase, as well as it’s prequel, and let you know what 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 without further ado, let’s get started!
The sigil of the Liberty’s Edge Faction.
Today, both of our scenarios focus on the Liberty’s Edge faction of the Pathfinder Society. This group is run by Major Colson Maldris, and many members are willing to bend and break laws in order to promote freedom throughout Golarion. They tend to utilize diplomacy, sabotage, proselytizing, and trickery to their advantage, and in addition to battling slavers and fighting oppression, they seek to spread hope among the downtrodden, and to inspire others to fight. There’s plenty of Liberty’s Edge related missions out there, but today we’re going to take a look at the brand new Scenario #9-20: Fury of the Final Blade, as well as it’s prequel, Scenario #9-02: A Case of Missing Persons.
As the title so clearly points out, A Case of Missing Persons tasks the PCs with investigating the abduction of a group of missing people. I won’t give away much more about the investigation, as following the clues yourself is one of the best parts of a good mystery, but what I will say is that it involves members of Andoran’s Free People’s Council, and the Grey Gardeners of Galt! This missions requires discretion, intelligence, cunning and inventiveness, so choose your PCs carefully! In addition, the amount of time that passes matters, which always ups the ante a bit. Occasionally this can be a source of distraction, but I found it both well handled and integral to the plot line, so I enjoyed it. The investigation itself was enjoyable. It has plenty of threads to pull at and clues to tie together. I was certainly surprised at certain points, which was fun to see! But, my favourite part of the scenario? The DELIGHTFUL fey encounters. SO GOOD! Overall, I give this scenario four out of five stars.
Scenario #9-20: Fury of the Final Blade is a Tier 7-11 adventure which picks up a few weeks after the end of #9-02: A Case of Missing Persons. The difference in tier means that if you want to play them in close succession you’ll want to start as a level six or seven character. This scenario takes place in Rosehaven and Isarn, both of which are located in the nation of Galt, and tasks the PCs with recusing the missing persons from the previous scenario, as well as the leader of the Liberty’s Edge Faction, Major Colson Maldris himself! This means you’ll have to track down the locations of the prisoners, face of against the Grey Gardeners and enact a daring prison break, all before the prisoners lose their heads to the notorious, soul-stealing guillotines: the Final Blades. Once again, time is of the essence, as the PCs must race against the clock if they’re to have any chance of saving the prisoners. The stakes are very high in this adventure, and failure could mean the beginning of an international incident, and war. In addition, the life of Major Colson Maldris is literally in your hands! Whether he lives or dies is entirely up to your players.
Colson Maldris from #9-20: Fury of the Final Blade. Illustrated by Marko Horvatin.
This scenario features some fun investigation elements, which are adaptable enough to allow all of the different members of the party a chance to shine. The infiltration segment is well created, allowing different groups to use different methods for accessing, and progressing through the location. It also has some very unexpected enemies. But, in my opinion, this scenario’s greatest strength is in it’s dynamic battles. Overall, I really enjoyed this scenario, and give it four out of five stars.
Thanks for joining us today on our foray into the recent events of the Liberty’s Edge Faction! I hope you’ve enjoyed reading about them as much as I have! Tune in later this week for our sneak peek of the other most recent Pathfinder Society Scenario, and both of the brand new Starfinder Society Scenarios!
Last weekend there was a gaming convention in the city where I live, and my husband and I decided we would go check it out. We got a babysitter, and were all set, but during the planning process we realized it was WAY too expensive for us to attend. Just getting in the door for a day was so expensive my husband and I could spend an entire day out, go for two meals together, and buy an item each at a local game store on the same amount of money. Needless to say, a day out with my husband won easily. Recently, we had heard that a man at local flea market was selling a bunch of pre-painted plastic miniatures, so this sounded like a perfect opportunity to check it out. To make it even better, a local game store that actually carries d20 products is just down the street. Perfect!
So, while out children were pleasantly distracted by the arrival of their grandmother, we packed ourselves up for a hot, hot, HOT day riding buses and crossing the city to go shopping for nerd stuff.
First stop? Well, honestly it was to the 7-11 behind my house for a slurpee and a coffee, but after that, the first REAL stop was on the edge of Osborne Village in wonderful Winnipeg, Manitoba! There you’ll find a relatively nice indoor flea market (as far as flea markets go) on the corner of Osborne and Mulvey. The entrance is on the back of the building, bordering the Red River, and there’s ample parking. Here at Mulvey Flea Market we went inside and started scrounging around.
Now, we had no idea WHICH guy in the building was selling miniatures, so it was going to be a bit of an adventure. In addition, I have horrible dust allergies, so being in a flea market for too long makes me feel ill, so we were on a bit of a timer. Still, how hard could it be, right?
To my surprise there were a lot of places selling toys my kids might like, games and game products, so it was harder than I assumed it would be. I ended up finding my son a challenging Skylanders puzzle while we searched around, and got my daughter three nice Pokemon toys for a few dollars total. A lovely little deal. Of course, I was supposed to be out spoiling myself, and none of those things were for me, but hey! It was a nice treat for my wonderful little munchkins. While I was digging through a bucket of Pokemon, my husband ended up finding the man selling the minis. It was one of the last places we passed by, and he had a few on display in a glass case. Some of the big impressive looking ones, you know? A dragon, a wicked looking undead, and a burly bug monster. Not much! But, when we asked what else he had, it turns out he had a LOT.
Now, keep in mind, I was expecting a moderately sized cardboard box full of minis that I’d have to dig through, sold by someone who had no idea what they were worth, and would hopefully let me scrounge a bunch for ten bucks.
This man was not a player of d20 games so, I suppose, in that sense he didn’t know what he was talking about, but he’d done his research. The minis were clean and well cared for, and were stored in little plastic baggies that had all of one type of mini inside of it. Each bag was labelled with a price, so you knew exactly how much one of them would cost and you didn’t have to dig through to find multiples. It was very well-organized, actually. The baggies were stored in nice plastic stacking buckets–the thin kind, not big deep things, so it was easy to pull one out and gawk through them. The man didn’t mind that we covered his counter with minis only to sort through and narrow them down at the end. He encouraged it, actually, and was super nice.
We weren’t on the hunt for big, flashy, pricey miniatures. As awesome as it is to find a new frost giant, or a epic looking black dragon, I find that I get much more use out of smaller and understated minis. Those simple staples like skeletons, zombies, goblins and wolves. Humanoids of all kinds–especially if they can pose as both guards, shady types, or bandits. And PC minis. Ones that make you go: damn, I want to make THAT.
Our new minis!
In the end, we did pick up two large sized minis: a Nessian Warhound which can double as any large ferocious looking dog. Considering how often we come across wolves, dire wolves, and barghest in adventures, we knew this guy was going to get a ton of use, plus he was a steal of a deal. Way cheaper than any of the actual wolf or dog minis. The second is a Greenspawn Razorfiend. It looks sort of like a green dragon mixed with a grasshopper. Very cool! Plus, once again, the price was right. Easily able to be any kind of large draconic creature from dragons and wyverns, as well as a good substitute for any large sized dinosaurs, it’s actually quite versatile. Everything else we picked up was medium or small humanoids. Now, there were a TON of cool ones. My particular favourite was Raistlin from Dragonlance, and that Archmage with the black robes and rainbow cloak which came right out of the Dungeons & Dragons Player’s Handbook: Core Rulebook v.3.5. But, alas! Both were far more expensive than I wanted to spend. Haha. It was tough to narrow down the humanoids. We had a massive pile of them on the counter to go through, so we really had to prioritize. What did I need most?
Minis that would immediately see use as our already created characters
Small minis that you actually wanted to play as (I have plenty of small minis, but they’re all very shifty, nondescript halflings)
Minis that are versatile enough to be used asallies, enemies, guards, thugs and bandits. Preferably ones that can be all of those things.
Dwarves
Females
I’m not sure why I have such a lack of female miniatures, but I can honestly say that from among my entire collection (of plastic minis), I probably have… 5% that are female. Yeah! Not many! Especially when you take into account that at least half of the characters made in my household are female. Needless to say, my daughter and I usually dip into my pawn collection for miniatures!
The first thing we picked up was a delightful little Kuo-Toa Hunter which my son could immediately use as a grippli miniature for his character Hopwil, in our Carrion Crown (Book 1: Haunting of Harrowstone) playthrough. Sure, it was bigger than a grippli (it’s medium, while they’re small), but its quite cute, and I can assure you it’s WAY better than what he’s using now! Haha. Next we chose three halflings: one male warrior (soldier of bytopia), one female which my daughter’s going to use immediately (Halfling Enchanter), and one male that could be played as either (Halfling Wizard). With some strong suggestions from my husband we picked out five amazing dwarf miniatures, none of which I had seen before. One is a wicked female fighter (Dwarf Sergeant), one is a male warrior which could also be used as a female and has an awesome helmet that the Shredder would be jealous of (Dwarf Mercenary), The last three were all male dwarves: two warriors and a spellcaster (Warpriest of Moradin, Dwarf Warrior, and the Dwarf Wizard, which was my husband’s favourite. We also picked up am amazing pirate mini called a Cloudreaver which look so cool. Just… Awesome. My favourite mini was the Steelheart Archer, a female warrior with short hair, wicked armour, a big sword and a bow. She looks superb. In fact, the moment I saw it I exclaimed: “I don’t care what else we have on that counter, this one is my favourite!”
The last mini we purchased was a bit of a splurge. It was more than I wanted to pay, but it was a really nice guardian mummy. Considering we’re currently playing the Mummy’s Mask (Book 1 – The Half-Dead City) Adventure Path, I can guarantee he’ll see more than his fair share of use. Unsurprisingly, that campaign has mummies. Lots of them.
And that’s it! Or was it?
The prices were much more than I was expecting, but they were fair prices. Much cheaper than you’ll find on Canadian Amazon. Clearly, he had done some good price checking. So, although I wouldn’t get a steal of a deal, the minis were fairly priced, well organized, and there was a very large selection. Better than most (all but one, if I’m being completely honest) of the local game shops in Winnipeg. In addition, he told us that if we were getting more than a couple he’d give a discount on all the labelled prices, and he was not kidding. At the end we paid maybe 2/3 of what they were labelled as. He also gave us an extra mini as a gift–of a pricey female elf that we knew my daughter would love but couldn’t afford. THIS was our real, last mini. The beautiful Evermeet Wizard, which made her day.
So, although we well overspent our budget (which was ten bucks, haha), we actually got a really, really good deal. The owner was very nice, and welcoming, and all the product was great quality. Honestly, it was a great place to go.
So, if you happen to be in Winnipeg, and you happen to like d20 games, definitely stop by the Mulvey Flea Market and scrounge around for this guy’s booth. It’s well worth the effort!
When we left the flea market with our purchases in hand–actually, I shoved it in my backpack with my puzzle and Pokemon toys–we went for a walk down Osborne to GameKnight Games and Cool Stuff. Seriously, that’s its name. A mouthful, I know, but its the best place in the city to browse d20 books. In addition, they have a TON of other games.
It took a while to get there, fifteen minutes or so in the heat and sun, but it was a nice walk. Until we got there and read the sign on the door that said they had moved.
Greeeeeeat.
Luckily, it was still on Osborne!
Back the way we had come. Haha. It was across the street and maybe a minute down the road from the flea market.
So we crossed the street and walked back that way, until we found the place. And WOW, moving was a great idea! The space is much bigger than their old one–really, really, big, actually. It’s no longer crowded or cluttered. You can move around easily. There’s a lot of room to expand and carry more product. They have a vast area for unpainted minis and paints, another big area for card singles, and associated products, and a nice open gaming area behind which is an awesome mural that looks like you’re in a medieval or fantasy marketplace. It’s actually awesome! I’m so glad we popped in!
While my husband gawked around the store and went exploring, I dove into the d20 books. I was sorely tempted to pick up Hell’s Vengeance: Book 4: For Queen & Empire, which I don’t own. Or perhaps pick up the Pathfinder Pawns: Hell’s Vengeance Collection,both of which were in stock and on sale for a good price. But, how could I say no to the start of the War for the Crown Adventure Path?! War for the Crown: Book 1: Crownfall looks so amazing! They also had the Bestiary 6 Pawn Box, which I would LOVE to get my hands on and I know would see a lot of use. But, when it came down to it, I ended up deciding on the Starfinder Pawns: Alien Archive Pawn Box. I don’t have many Starfinder minis, and there are just so many cool playable races inside–many of which my family and I are already creating characters with–that I knew it would see immediate play.
With that in hand I set about browsing the other games and found something I knew she’d love. A boardgame called Bunny Kingdom Strategy Board Game. It’s a complicated looking game, but she learned how to play the Starfinder Roleplaying Game in a weekend, so I think she can handle it. She ADORES board games. Plus, it’s got rabbits. And, as I’m sure everyone reading knows by now, she’s positively obsessed with rabbits. She even created her own race for Pathfinder, the Rabbitfolk. And the first Starfinder monster she created? Galactic Rabbits. She has a few awesome rabbit board games at home already, including the card game Bad Bunnies, two wonderful puzzle games: Carrots and Jump-In, and a kids game called Jumping Jack. She plays them all the time, and frankly, I could use a new one to play with her. Unfortunately, I had no excuse to purchase her a new, expensive board game. But, I showed it to my husband and we decided to pick it up for her anyway. I’ve hidden it in my closet until the next gift-giving holiday comes. She’ll get it for Christmas, at the latest. Haha. Maybe for an end of the school-year treat. She’s going to love it.
As we were waiting in line, my husband picked up some new dice (clear and quite snazzy looking) and passed me a Pathfinder Battles: Heroes & Monsters Booster pack, which is a single random mini. It’s quite pricey in my opinion, at $4.49 Canadian retail, but we’d never picked one up before, and we wanted to see what the quality was like. The mini we got inside is quite sturdy (stronger than most of the Pathfinder Battles medium humanoid miniatures, but not as sturdy as the old Dungeons and Dragons ones by Wizards of the Coast). It looks awesome, too! We got the half-elf cleric, which is a short haired female warrior, holding a holy symbol and a longsword. She’s got practical looking armour, with a red tabard overtop emblazoned with Iomedae’s holy symbol. It’s a versatile looking mini. She can be a cleric, paladin, warpriest, knight, or occultist. She’s make an awesome knight, or guard, and the symbol is generic enough that is could be a knight’s heraldry, or a sigil of a town or mercenary company. She’s very cool. And, even though it’s still more expensive than I’d like, it was a nice treat.
While I paid my husband oohed and aahed over some absurdly expensive dice made of semi-precious stones. Needless to say, the opal dice set was not in the cards, haha. And, although the ‘Gnomish Copper’ polyhedral dice set by Norse Foundry was a much more achievable price, it’s still not coming home with us. Nope. No way. But wow, they looked neat!
So, with our day of splurging behind us we headed home to have dinner with our family, and to finally get around to watching The Black Panther (blu-ray) movie (which was awesome!).
Later that day we got to open my Alien Archive box, which was a blast. There were a ton of cool minis, a lot of which we’ll use right away. Dragonkin, ikeshti, space goblins, skittermander and sarcesians will all immediately see play as some of our player characters. My son was particularly fond of the elementals, the wrikreechee, and the novaspawn. My daughter loved the electrovore, the apart constituent, and the anacite wingbot. My personal favourites? The blue dragon, the crest eater, and the drow! So cool! Now I just need to find room for them in my house…
Maybe we’ll have another splurge day. In like… a year or two. Haha.