May is here and plethora of new gaming products are hitting shelves! Check out this month’s new d20 releases!
Dungeons and Dragons
Dungeons and Dragons is releasing two very exciting products this month. Stranger Things D&D Roleplaying Game Starter Set contains everything players need to get started playing D&D – a basic rulebook, an adventure, a set of dice, five character sheets, and an awesome enemy to face off against – all in a retro red box with a Stranger Things twist. The adventure is written in the style of Mike Wheeler, a character and DM from Stranger Things, and pits PCs against a mysterious castle and the Demogorgon! The pre-made character sheets feature the kids D&D characters from Stranger Things, including Dustin the Dwarf, Will the Wise, and so on. Finally, the set comes with two Demogorgon figures (one painted and one unpainted). You can watch Stranger Things on Netflix (I highly recommend it!).
Due out May 21, Ghosts of Saltmarsh is a collection of seven nautical and coastal themed adventures that vary from levels 1-12. These adventures can be run separately, or combined by DMs into one larger campaign. The adventures contained in this volume are all previously published adventures, including some of the most popular first edition D&D adventures and some from Dungeon Magazine. Adventures in Ghosts of Saltmarsh include:
The Sinister Secret of Saltmarsh (originally written by Dave J. Browne and Don Turnbull in 1981)
Danger at Dunwater (originally written by Dave J. Browne and Don Turnbull in 1982)
The Final Enemy (originally written by Dave J. Browne and Don Turnbull in 1983)
Isle of the Abbey (originally written by Randy Maxwell for Dungeon Magazine #34)
Tammeraut’s Fate (originally written by Greg A. Vaughan for Dungeon Magazine #106)
The Styes (originally written by Richard Pett for Dungeon Magazine #121)
Salvage Operation (originally written by Mike Mearls for Dungeon Magazine #123)
In addition to the adventures themselves there’s details on the port of Saltmarsh, mechanics for ship-to-ship combat, new monsters, and new magic items.
Launching next month is Beadle & Grimm’s Sinister Silver Edition for Ghosts of Saltmarsh! Currently available for pre-order on their website, the Sinister Silver Edition contains twelve high quality player handouts, a detailed ship map, a reusable ship map, two large scale battle maps, a map of the Styes, 30 encounter cards (which are designed to be hung over a DM screen so players can see images of the monsters they fight while the DM sees it’s statistics), custom DM screen, two objects, bonus encounters, and characters!
This month’s Pathfinder Society Scenarios have not yet been announced, although canny players can find them on the schedule for PaizoCon (which takes place later this month in Seattle). For more information on PaizoCon and to register for events head over to https://paizo.com/paizocon!
Gardens of Gallowspire (Tyrant’s Grasp Book 4 of 6)
Pathfinder Adventure Card Game
Very exciting news, as this month the new Pathfinder Adventure Card Game in unveiled! Players can test it out in person at PaizoCon or pick up a copy at the end of the month. Pathfinder Adventure Card Game: Core Set is the base game, which include all the rules, the Dragons Demand adventure series, and a ton of cards. They’re also releasing Pathfinder Adventure Card Game: Curse of the Crimson Throne Adventure Path which is designed to be mixed into the Core Set to create a whole new series of adventures. For more information on some of the changes you can expect to see in the newest version of the Pathfinder Adventure Card Game check out this post, or head straight to the source and check out Paizo’s blog!
WizKids releases some lovely products this month, primarily 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! For images you can check out this blog post from last month, or head straight to the source and view the images on WizKids and Paizo’s blog.
Also out this month is Wave 3 of the Wardlings pre-painted miniatures. My kids and I absolutely adore this line of minis. Each one is interesting, highly detailed, and comes with one youthful adventurer and their pet. A few of the new releases also include male and female versions of eccentric adventurers (such as ghosts, goblins, and zombies), or a single large mini (such as a troll of treefolk).
Wayfinder Fanzine is a free magazine of fan-created content that releases every year at PaizoCon. Typically filled with Pathfinder content, this years topic is Starfinder – more specifically, Absalom Station! Wayfinder #19 is due out later this month, and will be a free download on Paizo’s website. Although not currently on Paizo’s website, you can find all of the previous Wayfinder issues available, which I highly recommend you download and give a read.
My kids and I are particularly excited for this issue, as each of my kids created an alien that’s going to be featured in the magazine! I wrote a few articles as well (which is awesome!) but not nearly as impressive as my kids doing it. Haha. (Pardon my ‘proud mom’ bragging).
And that’s it for this month! Got a favourite release? I’d love to hear about it!
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.
A 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.
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.
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!
Umble and Thoot
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!
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.
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.
The 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.
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.
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.
Eulogy for Roslar’s Coffer (Tyrant’s Grasp 2 of 6)
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.
Last Watch (Tyrant’s Grasp 3 of 6)
Pathfinder Campaign Setting: Concordance of Rivals
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.
Pathfinder Battles – Ruins of Lastwall Miniatures
Pathfinder Battles – Ruins of Lastwall Booster Box
Pathfinder Battles – Ruins of Lastwall – Cemetery of the Fallen Set
Pathfinder Battles – Ruins of Lastwall – Set Dressing
Pathfinder Battles – Ruins of Lastwall – Cemetery of the Fallen Set
Pathfinder Society Scenarios released at the end of this month include #10-16: What the Helms Hide (a set of four quests for Tier 1-5 written by Calder CaDavid, Lysle Kapp, Kendra Leigh Speedling, and Nate Wright) and #10-17: On Sevefinger’s Sails (a Tier 7-11 scenario that takes place in the Gloomspires and is written by Tom Phillips).
Starfinder Society Scenarios released at the end of this month include #1-34: Heart of the Foe (a Tier 3-6 scenario written by Nicholas Wasko which continues the Scoured Stars storyline and involves the history of the menacing jinsil) and #1-35: Rasheen’s Riches (a Tier 5-8 scenario written by Mara Lynn Butler that has the Faction (Acquisitives) tag).
One final thing to mention, last month marked the release of the massive Mists of Akuma campaign: Trade War. You can expect to see a review of this political-Eastern Fantasy–noir-steampunk adventure for 5th edition Dungeons and Dragons in the coming week.
Today we’re taking a look the Tyrant’s Grasp Adventure Path, a six-part survival horror campaign for the Pathfinder Roleplaying Game that is currently available for pre-order. This 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.
A wonderful Player’s Guide for Tyrant’s Grasp was recently released, which is 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. It explains that this is a campaign where terrible tragedies will occur, and you won’t always be able to prevent them. Often you’ll be in dire situations with limited resources, so players will need to be resourceful to survive. In addition, the Tyrant’s Grasp Player’s Guide offers suggestions for thematic archetypes, prestige classes, bloodlines, mysteries, patrons, favoured enemies, and favoured terrains. It points out useful feats, skills, traits, and languages. It lists local animals that could make good choices for familiars and animal companions. It touches on each of the major races and religions in the area and where they fit into Lastwall’s society. Finally there’s a list of unique campaign traits that player’s can select for this campaign, and a short primer on Lastwall, the country where this adventure path is (partly) located.
The Dead Roads
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 four 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 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?
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. Players will need to maneuver their way through psychopomp politics and travel the Dead Roads, a secret path that connects the Boneyard to the land of the living. If they can, they just might make it home.
In addition to The Dead Roads adventure, this volume contains a few articles and a bestiary of new creatures. Matt Morris shares “tips, tools, and tricks drawn from the Boneyard and its grim denizens,” Mikhail Rekun discussing four races with connections to death, dusk walkers, mortice, shabtis, and my personal favourites, dhampir. Finally, Crystal Frasier wrote a timeline for the events leading up to the Tyrant’s Grasp Adventure Path, which will be invaluable for GMs. New monsters in this book all have ties to death and the Boneyard, and are written by Ron Lundeen, Kyle T. Raes, and Mike Welham.
Eulogy for Roslar’s Coffer
Pathfinder Adventure Path: Eulogy for Roslar’s Coffer (Tyrant’s Grasp 2 of 6) is written by Jason Keeley and is intended for fifth-level characters. Having returned to the land of the living, the PCs find themselves in the ruins of Roslar’s Coffer, which was destroyed by a super-weapon known as Radiant Fire. Here the dead walk, creatures are corrupted, the very air is a toxic fog, and cultists of the Whispering Way stalk the streets. You’ll need to escape the town and warn the rest of Lastwall about the events that have occurred!
In addition to the adventure itself, this book contains articles on Arazni the Red Queen (written by Lyz Liddell), mercantile groups in the Lake Encarthan region (written by Eleanor Ferron), and the Whispering Way (by Crystal Malarsky). New creatures in the bestiary are written by Sarah E. Hood, Luis Loza, Jen McTeague, and Mikhail Rekun.
Pathfinder Adventure Path #141: Last Watch (Tyrant’s Grasp 3 of 6) is written by Larry Wilhelm and is intended for 8th-level characters. PCs will need to travel to Vigil, capital of Lastwall, to tell the Knights of Ozem about the terrible events that occurred in Roslar’s Coffer. Unfortunately, no one believes your crazy tales. But, Vigil’s got its own problems, and if you can unravel them you just might be able to prove to them that the threat posed by the Whispering Tyrant and his agents is real.
Further content in this volume include articles on the threats of the Negative Energy Plane (written by Patchen Mortimer), the Seal-Breakers (written by Greg A. Vaughan), and relics from the Shining Crusade (written by Alexander Augunas). New creatures in the bestiary are fearsome monsters and undead hordes, written by Mike Headley, Isabelle Lee, Meagan Maricle, Kendra Lee Speedling, and Larry Wilhelm.
Gardens of Gallowspire
Pathfinder Adventure Path #142: Gardens of Gallowspire (Tyrant’s Grasp 4 of 6) is written by Crystal Frasier and intended for 11th-level characters. In it the players will enter the haunted lands of Virlych to confront the Whispering Tyrant before he can escape Gallowspire, regain his former power, and lay waste to the world. Extra content in this volume include articles on extra missions that can be accomplished in Lastwall, the ecology of carnivorous plants, and witchgates. Although new creatures will be included in the bestiary, further details have not yet been announced.
Borne by the Sun’s Grace
Pathfinder Adventure Path # 143: Borne by the Sun’s Grace is written by Luis Loza and is intended for 14th-level characters. Saved from doom by Arazni, the Red Queen, the PCs find themselves in Arcadia where they’ll get to examine the legacy left behind by both Tar-Baphon the Whispering Tyrant and Aroden the deceased god of humanity. Here there are new alliances to forge, secrets to uncover, and new lands to explore. Additional content in this volume includes an extra large article on the region of Arcadia where Borne by the Sun’s Grace occurs, an article on a psychopomp usher, and new monsters.
Midwives to Death
Pathfinder Adventure Path #144: Midwives to Death (Tyrant’s Grasp 6 of 6) is the epic conclusion to the Tyrant’s Grasp Adventure Path. Written by John Compton, this adventure is intended for 16th-level characters. Your PCs return to the Inner Sea only to discover that the Whispering Tyrant is leading his armies against Absalom, in an effort to seize the Starstone for himself and become a god! They’ll have to battle his allies, turn his super-weapon against him, and destroy him for good! The events of this Adventure Path are world-shaping, said to bring about “dramatic changes to Golarion.” Additional content in this volume include an article “showcasing the final material written by Paizo’s developers for the first edition of the Pathfinder RPG.”
Its going to be epic!
And with that we come to the end of the Tyrant’s Grasp Adventure Path, and the end of Pathfinder 1st Edition. Or rather, we come to the beginning. At the end of this month the first volume of Tyrant’s Grasp will be in our hands and we’ll get to create characters that can embark on this epic adventure to save Golarion. With the conclusion of this adventure path, we’ll transition to a new edition of the game. A new way to play in the world that we all know and love.
“Times they are a-changin,’ ” and I can’t wait to see how this adventure path leads us into the future.
The Dead Roads (Tyrant’s Grasp 1 of 6)
Eulogy for Roslar’s Coffer (Tyrant’s Grasp 2 of 6)
Last Watch (Tyrant’s Grasp 3 of 6)
EDIT: Be sure to check out the Tyrant’s Grasp trailer!
February is here, and that means a lot of new d20 products will be coming out later this month.
Dungeons and Dragons is releasing Tactical Maps Reincarnated. This is a collection of twenty full coloured tactical poster maps in a folio. The maps look really nice, with some being rather generic and easy to use (like a path through the wilds), and others being more specific and a bit trickier to make use of (arcane rooms, castle chambers, and so on).