Return of the Runelords – Player’s Guide!

The Return of the Runelord’s Player’s Guide has recently been released by Paizo. Meant to go with the Return of the Runelord’s Adventure Path, which takes place in the nation of Varisia, this player’s guide is a free download on their website. The Return of the Runelords Adventure Path is already underway, with volume one, Secrets of Roderic’s Cove, released at the start of this month, and volume two, It Came from Hollow Mountain, released at the end of this month. The other four volumes have yet to be released (but are available for pre-order).

Return of the Runelords Players Guide
Return of the Runelords: Player’s Guide is a FREE download!

Now, I’m not sure about all of you, but I’ve been supremely excited for the Return of the Runelords Adventure Path. I have loved every adventure path set in Varisia, and played through or GMed quite a few of them. It’s a place of adventure, history, mystery, and — for me — fond memories. It’s right up there with my favourite nations of Golarion.

Like the Adventure Path Player’s Guides before it, this one is filled with all the information you need to create a character well-suited to the (Return of the Runelords) Adventure Path, and invested in its major plots and purpose. It contains advice and short compiled lists of which classes and archetypes are best suited to the campaign.  It briefly describes the region that the Adventure Path will be taking place in (Varisia, in this instance), as well as the races found there. It gives advice on which religions are common — including information on some obscure faiths.  It also contains suggestions for animal companions and familiars that are appropriate to the region. However, these lists (excluding the animals) are very brief. This is because the Return of the Runelords is very broad in scope. There is no one class that is better suited to it than others, and no classes that are unheard of. Characters of any race are more than welcome to play. This is a great time to pull out the wacky, weird, obscure, and eccentric character options you’ve been mulling over and give them a try.

There was plenty of interesting information in this little guide, including six new traits specific to the Adventure Path (called Campaign Traits), of which each character is expected to have one. I particularly enjoy ‘accidental clone,’ and ‘scion of legend.’ The player’s guide left me happily inspired. Although there’s lots of neat tidbits we could discuss here, I’m not going to go into details. It’s free! You might as well download it yourselves. What I will say is that all of your PCs must play people who have been in Roderic’s Cove for at least a month, and that you all are acquainted with one another. Not friends, or anything. That’s not required. But you know of each other and would be willing to work alongside one another for this adventure. Furthermore, your characters should be ambitious, and curious. They need to be willing to seek out answers and adventure for themselves. This adventure path does not rely on NPCs hiring you to complete a task or ordering you around. The drive to continue needs to come from your player’s characters. Finally, your characters need to be willing to protect not just the city of Roderic’s Cove, but the nation of Varisia as a whole. This is not a campaign that stays idle. It travels the width and breadth of the country.

Secrets of Roderics Cove Adam Daigle Return of the Runelords 1
Pathfinder Adventure Path 133: Secrets of Roderic’s Cove (Return of the Runelords 1 of 6)

In addition to your typical Player’s Guide information, this one also had a few extra goodies. For starters, Return of the Runelords is the direct sequel to the Rise of the Runelords Adventure Path and the Shattered Star Adventure Path (which begins with Pathfinder Adventure Path 61: Shards of Sin (Shattered Star 1 of 6)). It assumes that heroes   — probably your PCs from those campaigns — defeated the Runelord of Greed, Karzoug, and reforged an ancient Thassilonian artifact known as the Sihedron. Of the many heroes who accomplished these feats, a few have decided to stay in Varisia and act as the nation’s defenders. Each player gets to select one of their heroes from either Rise of the Runelords or Shattered Star and make them one of these so called ‘Sihedron Heroes.’ These heroes will be in the background of the campaign, doing… stuff! Haha. (I have no idea what they’ll be doing, but you can bet its important!). As for the other PCs from those campaigns? That’s up to you. They will not play a major role in the adventure path. If you’ve never played either previous adventure path, that’s alright! Your fellow players can select their past PCs and you can make a concept (or stats) of your own hero. It’s a nice touch that ensures none of your players will be left out of the fun. Finally, if you’re from a group where none of your players completed Rise of the Runelords or Shattered Star, the GM will make the entire team of Sihedron Heroes themselves. Full details on the Sihedron Heroes role in Return of the Runelords (for GMs) will appear in other issues of the adventure path, beginning in Pathfinder Adventure Path 134: It Came from Hollow Mountain (Return of the Runelords 2 of 6). It should be noted that at the start of Return of the Runelords, the current location of the Sihedron Heroes is unknown.

It Came From Hollow Mountain Mike Shel Return of the Runelords 2
Pathfinder Adventure Path 134: It Came from Hollow Mountain (Return of the Runelords 2 of 6)

And the second? The maps! SO MANY MAPS! Return of the Runelords begins in the town of Roderic’s Cove, but moves on to other settlements and parts of the country. Other cities that play a major role in this campaign are Kaer Maga, Korvosa, Magnimar, and Riddleport. This player’s guide has a map of every one of those locations, plus a map of Varisia! Now, there’s obviously not enough room in the player’s guide to put full information on those cities, but the fact that maps are provided is a really nice touch. For more information on those other places you’ll have to check out a variety of sourcebooks. Roderic’s Cove is detailed in Pathfinder Adventure Path 133: Secrets of Roderic’s Cove (Return of the Runelords 1 of 6). Kaer Maga (which is my favourite city in Golarion) is detailed fully in Pathfinder Chronicles: City of Strangers. Korvosa is the location of the Curse of the Crimson Throne Adventure Path (my personal favourite adventure path) and is detailed fully in Pathfinder Chronicles: Guide to Korvosa (also available as a much more affordable PDF download). Magnimar is the home base of the Shattered Star Adventure Path and is fully detailed in Pathfinder Campaign Setting: Magnimar, City of Monuments. Finally, Riddleport is the starting location of the Second Darkness Adventure Path, and is detailed in Pathfinder Adventure Path 13: Shadow in the Sky (Second Darkness Book 1 of 6). Looking for more books about Varisia and Thassilon? Check out Pathfinder Campaign Setting: Lost Kingdoms, Pathfinder Player Companion: Varisia, Birthplace of Legends, Pathfinder Comics: Hollow Mountain, and Pathfinder Tales: Lord of Runes.

The last little bit of extra fun involves the campaign’s starting event: you’re attending the weekly Circle Market in Roderic’s Cove. During the first session you have a chance to find a great deal in the market. You’ll get 10% off of a single item chosen from either basic gear, alchemical items, weapons, potions, scrolls, or even a magical object. Although you’re free to choose the object itself, what category of item it is is determined by a d20 roll. It’s think its a nice bit of fun. Particularly if its repeated each time you attend the Circle Market. It is a weekly event, after all!

Runeplague Return of the Runelords 3 Richard Pett
Pathfinder Adventure Path 135: Runeplague (Return of the Runelords 3 of 6)

But, this is a Player’s Guide! It’s not about treasure, or cities, or Varisia. Not at its core. At its beating heart the Player’s Guide is a free tool to help players like us make characters who will work well within the Adventure Path they’re going to commit to. It should inspire us to make characters, entice us with ideas, provide us with some cool traits, and let us go crazy. And this one did.

So after reading the guide, what would I make?

A good question!

There’s a huge number of character concepts you could run with for this campaign, and a ton of classes that would work. In fact it’s one of those nice campaign where pretty much anything goes. I wouldn’t suggest using an aquatic mount or animal companion, but other than that it’s pretty open. I gave all the classes a lot of thought and came up with way too many ideas. I would adore playing the children of some of the other PCs from my family’s Varisian campaigns. Children of the heroes of Curse of the Crimson Throne, Second Darkness, and Rise of the Runelords adventure paths would be a ton of fun. Or, perhaps a spiritualist whose spirit companion is an NPC or a PC who died during one of those campaigns! I’ve always wanted to utilize the harrower prestige class, especially coupled with the deadly dealer feat, but have never had the chance. Someone descended from ancient Thassilonians would be a blast. There’s some fun character options from Pathfinder Player Companion: Blood of the Ancients which would make that enjoyable. I have a soft spot for the Shoanti peoples, and playing a member of the Spire Clan would be particularly fun (they practically worship the ancient monuments dotting Varisia). I would have a blast playing a ex-gray maiden whose trying to start fresh and has the masked maiden vigilante archetype. And that’s not even counting all the other things I’d like to do! Chronomancer wizard, twinned summoner, relic raider rogue, and an arcanist are all on my list of things I’d love to play.

How about you? What character concepts and builds would YOU like to play for Return of the Runelords? I’d love to hear them!

Until then,

Get reading! You’ve got a free Player’s Guide to download!

Jessica


All six issues of the Return of the Runelords Adventure Path are listed below.

Pathfinder Adventure Path 133: Secrets of Roderic’s Cove (Return of the Runelords 1 of 6)

Pathfinder Adventure Path 134: It Came from Hollow Mountain (Return of the Runelords 2 of 6)

Pathfinder Adventure Path 135: Runeplague (Return of the Runelords 3 of 6)

Pathfinder Adventure Path 136: Temple of the Peacock Spirit (Return of the Runelords 4 of 6)

Pathfinder Adventure Path 137: The City Outside of Time (Return of the Runelords 5 of 6)

Pathfinder Adventure Path 138: Rise of New Thassilon (Return of the Runelords 6 of 6)

 

September New Releases

Secrets of Roderics Cove Adam Daigle Return of the Runelords 1
Pathfinder Adventure Path: Return of the Runelords: Book One: Secrets of Roderic’s Cove by Adam Daigle.

Last month was a busy one, with some awesome new releases, but also some delayed products. Fans of Starfinder were treated to the Starfinder Roleplaying Game: Armory, Starfinder Flip-Mat: Asteroid, Starfinder: Dead Suns Pawn Collection, and two awesome Starfinder Society Scenarios: #1-20: Duskmire Accord 9, and #1-21: Yesteryear’s Sorrow. Fans of Pathfinder were finally got their hands on the finale of the War for the Crown Adventure Path: War for the Crown: Book Six: The Six-Legend Soul! There were Pocket Editions released of Ultimate Combat and Bestiary 5, and three amazing Pathfinder Society Scenarios: #10-01: Oathbreakers Die, #10-02: Bones of Biting Ants, and #10-03: Death on the Ice. There were also a lot of map releases, with Pathfinder Flip-Mat Multi-Pack: Forests, Pathfinder Flip-Mat Classics: Watch Station, Pathfinder Flip-Tiles: Dungeon Starter Set, and Pathfinder Flip-Tiles: Dungeon Perils Expansion. They also released the Ultimate Wilderness Add-On Deck for the Pathfinder Adventure Card Game.

Of course, there was also a wide array of Pathfinder Playtest releases including the Pathfinder Playtest Rulebook, Pathfinder Playtest Rulebook Updates, Pathfinder Playtest Bestiary, Pathfinder Playtest Adventure: Doomsday Dawn, Pathfinder Playtest Flip-Mat Multi-Pack, Character Sheets, Tracking Sheets, Pregenerated Characters, and three Pathfinder Playtest Society Scenarios: #1: Rose Street Revenge, #2: Raiders of Shriekers Peak, and #3: Arclord’s Envy. All of these products are available as a free download on Paizo’s website!

Against the Aeon Throne Reach of the Empire Ron Lundeen
Starfinder Adventure Path: Against the Aeon Throne: Book One: The Reach of Empire by Ron Lundeen.

Because of the recent website outages over at Paizo, shipment of their newest adventure path volumes were delayed a bit, meaning plenty of subscribers didn’t receive their copies until the start of this month, as opposed to the end of last month. That means that this month there is a WHOLE LOT of Adventure Path Volumes coming out! Both Starfinder and Pathfinder are launching new Adventure Paths. Pathfinder takes us back to Varisia with the highly anticipated Return of the Runelords! It begins in Return of the Runelords: Book One: Secrets of Roderick’s Cove, and continues on later this month/the start of next month with Return of the Runelords: Book Two: It Came from Hollow Mountain . This campaign looks like a ton of fun! It’s going to take you all the way to level 20, and pits you against not one, but all five of the remaining Runelords (or their minions)! For more information on the Return of the Runelords, check out my recent blog post: Return of the Runelords. As for Starfinder, they’re shaking things up with a special three-part adventure path that starts with a bang and just keeps the excitement coming! The Against the Aeon Throne Adventure Path pits your players against the Azlanti Star Empire, a massive tyrannical governing body that controls a whopping three solar systems! Your players will be taking on the role of some rebels who are out to help a friend, and cause some trouble for the Empire. Although they won’t be taking on the entire Azlanti Star Empire, they get some good licks in and get out safe and sound (hopefully). This adventure path feels very Star Wars themed to me, and seems very personal and exciting. It begins with Against the Aeon Throne: Book One: The Reach of Empire, which is already out, and continues at the end of this month with Against the Aeon Throne: Book Two: Escape from the Prison Moon! For more information on this adventure path check out my previous blog post: Against the Aeon Throne.

It Came From Hollow Mountain Mike Shel Return of the Runelords 2
Pathfinder Adventure Path: Return of the Runelords: Book Two: It Came from Hollow Mountain  by Mike Shel.

While we’re on the topic of adventures, let’s take a look at what else is on the agenda this month, shall we? War for the Crown Poster Map Folio comes out, which features three poster-sized maps for use with the War for the Crown Adventure Path. The maps are of Oppara, the capital city of Taldor (which is also where the adventure path begins in War for the Crown: Book One: Crownfall, and ends in War for the Crown: Book Six: The Six-Legend Soul), Meratt (a Taldan county featured in War for the Crown: Book Two: Songbird, Scion, Saboteur), and the nation of Taldor itself. There’s also the new Pathfinder Module: Cradle of Night coming out.

Pathfinder Module: Cradle of Night is an adventure that was outlined, worked on, and written by, a large number of people including Wes Schneider, Neil Spicer, James Jacobs, Greg Vaughan, and Ron Lundeen. It’s an awesome sounding adventure intended for level eight characters which will be around 64 pages in length. Of course, it’s also cursed! This poor thing has been perpetually delayed. With an original release date of last year, it was bumped to a January release, then mid 2018, and has finally shown up on the soon to be released products page. Preorder begins now (again), and hopefully will be out in a month or so. The adventure itself takes place in Nidal and begins when a refugee Caligni from the Darklands comes to the surface for help! He needs someone to save/stop his people from releasing darkness upon the world and bringing about the rebirth of a “shattered god.” It moves from Nidal, down into the Darklands, includes a lot of information on the origins of the Caligni peoples (darkfolk), and the Shadow Plane. Plus, it just sounds epic! Curious who the “shattered god” is? So am I! Haha. I’m particularly excited that this book will allow me to make use of my Pathfinder Campaign Setting: Nidal, Land of Shadows sourcebook!

Against the Aeon Throne Escape from the Prison Moon Eleanor Ferron
Starfinder Adventure Path: Against the Aeon Throne: Book Two: Escape from the Prison Moon by Eleanor Ferron.

There are two Pathfinder Player Companion books out this month, Pathfinder Player Companion: Heroes from the Fringe, which presents a look at a lot of non-human, unique character options. Examples of this include the Ekujae elves of the Mwangi Expanse, and Pahmet dwarves of Osirion’s deserts, and many more. The part I’m most excited about? Whimsical phantoms for spiritualists! Come on, you know you want to be haunted by a chipper gnome ghost! I’m very intrigued with this product and can’t wait to see what’s inside. There’s also Pathfinder Player Companion: Plane-Hopper’s Handbook, which is a great tie-in the Pathfinder Roleplaying Game: Planar Adventures. It provides a host of new player options and equipment for characters who traverse the planes, including new eidolon subtypes for the unchained summoner, alternate race traits and favoured class bonuses for extrapljnar raves (like ganzi!), and some archetypes. I’m definitely curious what’s inside!

There are a wide variety of maps out this month. Pathfinder Flip-Mat: Wizard’s Dungeon, Pathfinder Flip-Mat Classics: Desert (which is very usable), Pathfinder Flip-Mat Classics: Seedy Tavern, and Starfinder Flip-Mat: Ghost Ship! Whoo! And that’s not all! There’s also the release of the Pathfinder Flip-Tiles: Forest Starter Set, which I am very curious to give a look see.

Heroes of the Fringe
Pathfinder Player Companion: Heroes from the Fringe

And the product my son is most excited for? Pathfinder Flip-Tiles: Dungeon Decor Pawn Collection! This product contains a ton of set dressing, from fireplaces, curtains, and bookshelves, to windows, stairs, doors, and statues! There’s a ton of useful bits and bobs in here. It’s very similar to the previous release Pathfinder Pawns: Traps & Treasures Pawn Collection. My son has officially added both to his Christmas list. Haha.

Finally, this month sees the release of two Pathfinder Society Scenarios, and two Starfinder Society Scenarios. Pathfinder Society Scenario #10-04: Reaver’s Roar is a tier 7-11 scenario of special importance to the Silver Crusade faction, which tasks you players with retrieving a relic of the Shining Crusade from it’s guardians. This mission could get complicated, as it sounds like you’re not the only ones after the relic. Pathfinder Society Scenario #10-05: Mysteries Under Moonlight, Part 1: Testament of Souls is a tier 3-7 scenario which takes place in Magnimar and revolves around the mysterious corruption of some of their monuments. This scenario is the first of a two part series which concludes with Pathfinder Society Scenario #10-07: Mysteries Under Moonlight, Part 2: The Howling Dance. I’m a huge fan of Varisia and its many eclectic cities, so I’m pretty excited for this one!

Plane-Hopper's Handbook
Pathfinder Player Companion: Plane-Hopper’s Handbook

Starfinder Society Scenario #1-22: Protectorate Petition is a tier 1-4 scenario that tasks the players with traveling to a planet in Near Space to determine whether the alien ‘copaxis’ should be granted protectorate status in the Pact Worlds. You’ll have to visit their planet, review their claims, explore some ruins, learn some history, and decide whether or not these guys deserve to join the Pact Worlds. Starfinder Society Scenario #1-23: Return to Sender is a tier 5-8 scenario which is a direct sequel to the special Starfinder Scenario #1-99: The Scoured Stars Invasion! Its of particular importance to both the Exo-Guardians and the Dataphiles. Your players will have to take a stolen spaceship into enemy territory and complete their objectives without getting caught. If they’re successful they’ll enable the Starfinders to launch an offensive against the jinsul empire! This is going to be awesome!

And that’s all for this month! I don’t know about you, but I’m most excited for the Return of the Runelords, and Against the Aeon Thrones Adventure Paths!

Jessica

 

Character Focus: Wacky and Weird

My family and I entered a contest a few weeks ago. Hosted by the overly generous Hmm on Paizo’s message boards, she was going to give away all the boons necessary to create a mermaid in PFS play. There were a few ways to enter — for yourself with a mermaid character concept, for a group of friends with a team created from the other boons she was giving away, or by nominating someone else who you thought deserved to win. My family and I entered together, and were lucky enough to be chosen as one of the winners.

I’ve mentioned this contest before on my blog, and I promised that when our characters were complete I would share them with the world.

That time is now! (Finally! Haha.)

My family and I wanted to make a quartet of characters who are (and were) universally considered outcasts among their people and Golarion at large. They’re weird, and different. But what’s strange for one culture isn’t strange for others, and it’s those very oddities that the others embraced and connected with. After all, who cares if the vanara has unnaturally large eyes, if he’s hanging out with a grippli? These guys are friends, companions, and (in many ways) family. They don’t have the same interests, and they don’t always get along. But, hey? What family does?

My daughter was the first person to create her character. She’s always the first person to do so. Admittedly, I would beat her to it, except I always wait to see what my kids want to make before creating my own character.

PZO9473
Pathfinder Player Companion: Blood of the Beast contains a variety of character options for catfolk, grippli, kitsune, nagaji, ratfolk, tengu and vanara! For more details you can check out my detailed blog post on the book, or purchase the book for yourself. It’s a fun one!

My daughter made a grippli named Croak. In her original character pitch she had said she was gong to make an energetic, poisonous grippli who fought with a blowgun. She was going to be a ranger with the poison darter archetype (rangers can be found in the Pathfinder Roleplaying Game: Core Rulebook, grippli can be found in Pathfinder Roleplaying Game: Advanced Race Guide, and the poison darter archetype for rangers can be found in Pathfinder Player Companion: Blood of the Beast). When it came time to make her character and actually get her down on paper, she stuck to it. But, she also added to it. In addition to being a poison darter, she’s chosen to be a skirmisher, which is an archetype for rangers which sacrifices their spellcasting in order to use some nifty tricks a few times each day that can benefit yourself and your companions. This won’t have an effect on her character now, but in the future it definitely will! (The skirmisher archetype for rangers can be found in Pathfinder Roleplaying Game: Advanced Player’s Guide).

Croak is incredibly nimble, and rather wise. She’s decent with people and animals, and pretty healthy. She’s not one for book learning, and she’s physically weak. Her final stats are Str 8 / Dex 18 / Con 12 / Int 10 / Wis 16 / Cha 13. As a grippli she’s small, has dark vision, a base speed of 30 feet and a climb speed of 20 feet. She has the ability to camouflage herself while in a swamp, and has no problem travelling in such environments. She speaks Common and Grippli. She was sorely tempted to take the toxic skin variant racial trait, but decided against it. Croak loves to swim, so my daughter didn’t think it made since to give up swamp stride. As a ranger she has the track ability, which she’s excited for. However, she does not have a favoured enemy or wild empathy. These are both abilities she gave up for her archetype. Instead she has poison use, and she secretes a paralytic toxin from her skin which she can use to poison her weapons a few times each day. At higher levels she’ll give up her combat style for rogue talents and give up her hunter’s bond ability for sneak attack that only works with a blowgun.

Now, you might be saying, blowgun? Really? They’re not very good. Well, too bad! My daughter thinks they’re the coolest. She bought a toy one for herself the other day at the local dollar store. I warned her they were tricky to use, but she insisted, and she’s been practising ever since. By now she can get the foam dart to sort of fall out of the blowgun and land on the floor. This is a great improvement from her first few attempts which resulted in the dart moving slightly and staying inside the blowgun. Haha. Admittedly, I’m not much better. As an out of shape asthmatic I can make the dart fly no more than five feet. I’m quite proud of this, actually, as I expected to do much, much worse. (Hooray for low expectations!).

Croak decided to use her favoured class bonus on a special grippli ranger option: she gets a +1 bonus on swim checks. When this bonus hits +8 she also gains a swim speed of 15 feet. She finds this very exciting. She chose to put her skills into acrobatics, climb, diplomacy, perception, perform (song), and swim. She’s also naturally good at stealth and survival, but she did not invest ranks into those skills yet. Perhaps in the future. For traits she chose insider knowledge, which gives her a +1 on diplomacy checks and made diplomacy a class skill. She also chose reckless, which gives her a +1 on acrobatics checks and made acrobatics a class skill. (Insider knowledge can be found in the Pathfinder Society Roleplaying Guild Guide, while Reckless can be found in Pathfinder Roleplaying Game: Ultimate Campaign). All things considered, acrobatics turned out to be her best skill, which is just how she wanted it. For her feat she chose agile tongue. This grippli feat allows her to use her tongue to lift light objects, make sleight of hand checks, and perform steal and disarm maneuvers. It also lets her make melee touch attacks, but that won’t have any benefit for her right now. (Agile tongue can be found in Pathfinder Roleplaying Game: Advanced Race Guide).

When it came time to buy her equipment, my daughter certainly took her time! Haha. She bought a blowgun with a ton of blowgun darts, a net, and a pair of poisoned sand tubes. But for her melee weapon? Oh, it took forever! Melee is not going to be Croak’s forte. She’s intended to be a close range combatant who stays mobile, and hinders her foes. Her strength score is poor, but she still wanted to be able to have a melee weapon for those times she she gets locked down. The problem? My daughter has no idea what most weapons actually are. She can read their names and statistics, but rarely does she actually know what they look like. There are some she knows, of course: longsword, short sword, dagger, gauntlet, cestus, scimitar, sickle, whip, spear, quarterstaff, net, blowgun, bow, crossbow and darts.  She also sort of knows what a sling is. Or rather, she knows what it is, but she likes slingshots better, so she insists the sling is a slingshot. Not the case, of course, but hey, she’s six. It’s a slingshot! As a ranger she had proficiency in a lot of weapons she didn’t recognize, so we spent some time looking up pictures of each weapon, and even watched some videos of how you use each one in battle. In the end, she chose a light flail for her weapon. She became so enamoured with this dangerous weapon that the same day she was at our local dollar store and bought a blowgun, she also bought a little toy flail that’s perfectly sized for her. She’s been hard at work learning how to swing it without whacking herself in the head. For her armour, she picked out a reinforced tunic. In addition to basic adventuring gear she bought a sunrod, a healing potion, and a few vials of acid.

So who is Croak? What’s she like?

Croak is a beautifully coloured grippli, with bright pink and purple skin. Her big, yellow eyes are so bright they practically glow. Her big wide mouth is always curved up in a happy smile. She wears a bright yellow tunic with a belt made of vines. She has a blowgun on her belt, along with a LOT of darts, some vials, and a light flail. She wears a backpack which she’s drawn on with chalk to make look fancy (it mostly looks messy). She taps her toes while she waits, wiggles her fingers, and flicks her tongue around. She never seems to stop moving.

Croak’s a hyperactive, bouncy little thing that’s constantly moving and talking. She’s impulsive, impatient, and finds it difficult to settle. She loves to climb, swim, and play. She’s a very mobile and acrobatic fighter, cartwheeling, dancing, and diving across the battlefield. This makes her a big target. But, she doesn’t mind! They’ll never catch her! Especially once she’s tangled them up in a net, or poisoned them!

Croak is the funny member of the team. She is naive, and boundlessly optimistic. She looks on the bright side of everything, even if she has to get pretty creative to find that bright side! She’s the team member who keeps everyone moving, and brings a smile on a dour day. She’s their spirit.

Croak grew up in a tribe of grippli who lived in the Mushfens of Varisia. Life there was hard! It required patience, and relied on stealth and camouflage. Croak did not fit in. She was bright, chipper, and NOISY! Plus, she never sat still. After a particularly disastrous fishing expedition involving sixteen butterflies, a rubber ball, a fishing net, and seven very upset grippli, Croak was cast out from her tribe.

It sucked! She was very upset! 

She travelled a lot after that, and had a lot of trouble fitting in. Lots of people thought she was WEIRD. But, in time, she made new friends. They didn’t mind that she never sat still. After all, they were always travelling anyway! And Croak never slowed them down. They didn’t mind that she squirmed around and bounced through the battlefield. She was a very distracting target! They didn’t mind that she talked all the time. They didn’t even mind her singing! Well, okay, maybe they minded her singing. She couldn’t really be sure when she was singing, after all. She was rather loud.

Croak loves to explore nature with her friend Pinesong Rippleroot. She loves to go swimming with her friend Sereia. And she loves to make discoveries in cities with her friend Lomo. 


With my daughter’s character made, we sat down to work on my son’s: Pinesong Rippleroot.

Advanced Race Guide
Aquatic elves, grippli, ratfolk and vanara can all be found in Pathfinder Roleplaying Game: Advanced Race Guide along with a ton of other fun and exotic playable races!

In his original character pitch, my son decided to make an eco-conscious vanara druid with a stumpy tail and hair growth issues. He kept his character concept the same, but while creating his backstory he decided he would have a pet pig. While we explored the druid class and its archetypes together, we also checked out some similarly themed classes, including the shaman, and nature-themed oracles, sorcerers, and witches. Although he loved the idea of a lot of the druid’s abilities, he fell in love with the idea of using his pig as a spirit animal. He debated for a time, but in the end decided that Pinesong Rippleroot would be a shaman. (Vanara can be found in Pathfinder Roleplaying Game: Advanced Race Guide. Shamans can be found in Pathfinder Roleplaying Game: Advanced Class Guide, sorcerers can be found in Pathfinder Roleplaying Game: Core Rulebook, while oracles and witches can be found in Pathfinder Roleplaying Game: Advanced Player’s Guide).

Pinesong is incredibly wise and nimble. He’s surprisingly charismatic and friendly. His final statistics are Str 10 / Dex 16 / Con 10 / Int 10 / Wis 16 / Cha 14. As a vanara, he has a thirty foot base speed,  20 foot climb speed, and low-light vision. He’s nimble, and gains a +2 bonus on his stealth and acrobatics checks. Pinesong gave up his prehensile tail ability and instead chose risky troublemaker, which lets him roll twice on his use magic device checks. He speaks Common and Vanaran. As a shaman he forms a bond with a single spirit, which grants him magic spells, abilities, hexes, and other benefits. He also has a magical spirit animal who acts as a conduit between himself and his spirit. My son immediately decided to select the nature spirit. This would grant him some nifty plant and animal themed spells and abilities. Right now it lets him use the spell charm animal as his spirit magic spell, and create little hindering storms around his enemies with the storm burst ability. It also allows his spirit animal (a pig named Cutie Pie) the ability to move through any undergrowth and natural difficult terrain without penalty or harm. Shamans are prepared casters, so for his first adventure he chose to prepare daze, detect magic, stabilize, cure light wounds, and goodberry.

My son chose to invest his skill ranks into acrobatics, climb, knowledge (nature), survival, and use magic device. He’s also naturally good at stealth. There’s a lot more skills he wants to invest in at higher levels, including handle animal, knowledge (arcana), and spellcraft. For traits he selected dangerously curious, which gave him a +1 bonus in use magic device and made it a class skill, as well as reckless (that’s a pretty popular trait in my house!). (Dangerously curious can be found in Pathfinder Roleplaying Game: Ultimate Campaign and Pathfinder Roleplaying Game: Advanced Player’s Guide). For feats he chose weapon finesse.

When it came time to buy his gear my son knew exactly what he wanted. Pinesong adores fancy, complicated objects, which my son wanted to reflect in his gear choices. He purchased a light crossbow and lamellar cuirass. (Lamellar cuirass can be found in Pathfinder Roleplaying Game: Ultimate Equipment and Pathfinder Roleplaying Game: Ultimate Combat). Of course, Pinesong also tries to make his own gear — and does a horrible job at it. He uses hand carved wooden stakes for his melee weapon, and wears a braided belt of grass and vines. For his other gear he invested in some basic adventuring equipment, a vial of acid and a flask of holy water.

Pinesong Rippleroot is a chubby, vanara with a bulging tummy, thin white fur, and a short stubby tail. His eyes are much too big, which makes them look like they’re bulging out of his head, but his smile is wide and happy. His hair on the top of his head is styled into an outlandish hair do! It looks very odd! With every breeze his fur moves around, showing off his many bald spots. 

Pinesong wears a belt he fashioned himself from a braided vines and grass. There’s a wooden stake hooked onto it, and a belt pouch. On his back is a crossbow and a backpack, and over his chest he wears some odd looking armour made of little squares that he thought was fascinating! He does not wear pants or shoes.

Pinesong was always a strange vanara. He was born hairless, with massive, bulging eyes, and a short stunted tail. The other vanara thought he was hideously deformed! As he grew it didn’t get any better. His hair never grew in, his tail never got longer, and his eyes? Well, they got bigger, but that just creeped everyone out more. Eventually, the tribe could take it no more and Pinesong (whose birthname is Bug-eye Manycurse) was abandoned. He was still a child then, but he took to life in the forests with enthusiasm. The birds never complained or called him ugly. The bugs never screamed when he came to play with them. The animals became his friends, and the wilds his home. He was happy, and free. In time, Pinesong’s hair did grow in. It’s very thin, and a good breeze shows off his many bald spots, but he’s very proud of it. He keeps it long and refuses to trim it, worried that it won’t grow back. He brushes it all the time and styles it in outlandish hair-dos. His tail is still too short, and never really grew in. He’s also quite chubby and big for a vanara, with a bulging tummy, and a wide, happy, face.

Eventually, Pinesong reached the edge of the woods and found something amazing! A TOWN. They had homes made from dead trees, and could shape the earth into little cute rectangles for making things! Apparently they were called bricks and they were not for throwing. Pinesong was fascinated! He moved in right away, but still finds the ways of the city strange. He doesn’t understand why they get mad when he sleeps on rooftops. Or why they greet him with shrieks and screams. His concepts of ownership are, admittedly, in need of some work. They offered him a home at this place with barred windows, but he got bored so he left. They didn’t like that very much. He loves trying to build beautiful things like the city folk do, but he’s horrible at it. His inventions always malfunction and break, usually causing him to hurt himself. A minor price to pay for mastering a craft! 

In time, Pinesong made some great friends. There was a grippli who was delightfully exciting! She thought his big eyes were beautiful, which made him blush all the way to the tips of his wonderfully styled fur. There was an elf who could breathe water! A feat he’d like to accomplish one day! And there was a ratfolk who knew the many intricacies of city life which so eluded him. 

One day he found a little pig who was being chased by naughty children with sticks! Pinesong swooped in to save the pig, and he hasn’t left his side since. He’s decided to call the pig ‘Cutie Pie.’ Pinesong loves his curly little tail and his happy squeals. Pinesong was very surprised to find that Cutie Pie is magical! When he asks Cutie Pie for magical power, nature listens, and the magic flows up into Cutie Pie and into Pinesong. It’s pretty cool!

Despite his newfound fascination with city-life, Pinesong cares deeply for the natural world. He wants to protect the many animals, plants, and delicate eco-systems of Golarion. He has a soft spot for lost things, foundlings, and orphans of all kinds. He’s a happy fellow, with a jolly, screeching laugh. He’s a bit oblivious to the intricacies of society, and the cultures around him, but loves learning about such things. He’s constantly trying to make friends, even though most people are creeped out or irritated by him. Despite his goofy demeanour, Pinesong is uncommonly wise, and his group of friends often turn to him for advice, comfort, healing, and guidance.


I chose to make an aquatic elf by the name of Sereia whose curiosity got her abandoned on the surface. (Aquatic elves can be found in Pathfinder Roleplaying Game: Advanced Race Guide, while extra class options for them can be found in Pathfinder Player Companion: Blood of the Sea). I had originally intended to make Sereia an arcanist. I’ve never had a chance to make an arcanist before, and I was quite excited for the chance.

When I sit down to make characters I come up with a character concept first, then I browse through all the different classes and archetypes that I think might work for them and take notes on which ones I like, why, and how that class choice would affect my character concept. Sereia was no different. As I went through arcanist and a bunch of other casting classes, I decided two extra important things: she would have poor charisma and use a trident. Arcanists sort of need charisma, so I had a bit of an issue. In addition, both of my children had chosen ranged options, and I knew we’d be in need of a melee fighter of some sort. In the end, I decided to make Sereia a magus. It blended my arcane magic with some decent combat capabilities in a way that I enjoy. In addition, I don’t have a magus in PFS play (although I do have a ranged magus in a different play-by-post), so I was excited to get the chance to use one. Arcanist will have to wait for another time. Again. (Poor arcanist!). I decided to give her the hexcrafter archetype.  The hexes would which would give her some fun ranged options and, in terms of flavour, Sereia believes herself to be cursed. I liked the idea of reflecting that in her class choices. (The magus and the hexcrafter can be found in Pathfinder Roleplaying Game: Ultimate Magic).

Blood of the Sea
Pathfinder Player Companion: Blood of the Sea includes class options and racial traits for a wide variety of aquatic races, including the aquatic elf.

Sereia is smart and strong. She’s nimble — though not nearly as much as her companions — and is relatively healthy. She’s impulsive, and prone to acting before thinking. She’s unused to interacting with surface races. Her final statistics are Str 16 / Dex 14 / Con 12 / Int 16 / Wis 10 / Cha 8. As an aquatic elf she’s amphibious, has a base speed of 30 feet, and a swim speed of thirty feet. She’s a naturally gifted arcane caster, and has keen senses. She took the deep sea dweller alternate race trait which gives her dark vision and cold resistance at the expense of low-light vision and her elven immunities. She speaks Aquan, Common, Celestial, and Elven. As a magus she has an arcane pool, spellbook, cantrips, and the spell combat ability. Her archetype adds a variety of curse spells to her spell list, although at the moment she only has brand in her spellbook. At higher levels she’ll also gain access to a variety of witch hexes. The level one spells I chose to add to her spellbook include colour spray, grease, hydraulic push, obscuring mist, shield, and shocking grasp.

I had such a wide array of skills I wanted Sereia to be able to use that I had a hard time narrowing it down. In the end I invested skill ranks into disable device, knowledge (arcana), linguistics, perception, spellcraft, and swim. At her next level up she will diversify a lot, spreading out her ranks to a wide variety of new skills. I chose to give her criminal (disable device) and observant (perception) for her traits, and arcane strike for her feat. In addition to basic adventuring gear I bought her a trident, darts, a few vials of acid, leather armour, and thieve’s tools.

Sereia is a calm and proud aquatic elf with blue skin, long white hair, and a wiry frame. Constantly hot and feeling like typical surfacer clothes are suffocating her, Sereia wears as little clothes as possible to remain ‘decent’ in public. Typically this consists of tiny, tight shorts, a crop top, a belt, sandals and a backpack. While on missions she adds leather armour. She wears golden earrings, and an elaborate golden hair piece — ancient Azlanti relics she scavenged herself on an expedition made before she was cursed. She also wears a thick necklace of shell and coral which her sister made her many years ago. In her hands she carries an elaborate trident.

Sereia is descended from a long line of aquatic elf explorers who ply ancient, sunken ruins in search of relics. The exploration of these locations, and the handling and care of the treasures and lore found within is considered a great honour. However, her people take great pride in knowing when a dangerous ruin, or powerful artifact should be left untouched, and unsullied. Insatiably curious, Sereia revelled in the joy of discovery, and earned a place of respect among her people. For a time. For Sereia’s greatest strength was also her weakness. She was too curious. Too ambitious. Too bold. And it was her downfall. When her exploration team discovered a ruin marked with ominous sigils, they labelled it taboo. Off limits. But Sereia forged ahead. She discovered a strange pearl on an altar, literally pulsing with magical energy. Where others would have backed down, she reached out… and touched it.

Her world fell apart.

The pearl transported her to a strange place where the seafloor was hard, and the oceans were hot air that burned and cracked her skin. She could breathe — thank the gods! — but swimming was off limits with water nowhere in sight. She learned to walk, an exhausting experience, for never before had her body felt so heavy. 

And there, on the surface of Golarion, Sereia faced a harsh reality. She had been reckless. She had broken taboos. She had been banished by her own foolishness. Even if she found her way home, she would not be welcome. Not without penance. She needed a great offering for her people. An ancient relic that belonged under the waves, which she could return to her people with pride. And so she set out to acquire such a prize, and — impossibly — find her way home.

Sereia is calm, proud, ambitious, and bold. She’s insatiably curious, and deeply interested in relics, history, and exploration. Since her recklessness brought her to the surface, Sereia believes herself to be cursed by her ancestors or her people’s gods. She was distant and aloof for a very long time, and still seems to be among strangers.  She tries to temper her recklessness and curiosity by ponderously thinking things through. A strategy much harder to use since she befriended her strange new friends.

Sereia joined the Pathfinder Society as an excavator and a scholar. She went on missions, but made few friends. She was aloof, and distant. Her fellow agents found her strange — particularly her habit of eating everything raw. She never sought companionship, but in time, it found her. 

She met a grippli as curious as she was, who made no effort to reel in her excitement and urges. She met a vanara with a respect for the natural world as deep as her own. And she met a ratfolk who didn’t seem to care he had no place in the world. They befriended her. Changed her. Inspired her. And, in time, she changed them. She sponsored their entry into the Pathfinder Society, and now they work together as a single, very strange, team. With their help, the ancient relic Sereia needs in order to return home has never been closer. 

And she’s never wanted it less. 

For, what need was there to earn a prize to return home, when she had a family right here in Absalom?


My husband went last. He usually does. It takes him a long time to decide not only on what he’s going to be, but also to come up with some engaging, fun quirks that will keep him interested in his character. In his original character pitch he decided to make a nimble ratfolk shifter name Lomo who chews on everything (including magical objects). He’s stayed very close to that concept. He’s a shifter with the mouse aspect (which will look like a rat in play). (Ratfolk are from Pathfinder Roleplaying Game: Advanced Race Guide, while the shifter is available in Pathfinder Roleplaying Game: Ultimate Wilderness). He’s incredibly nimble. He’s also quite cunning, intelligent, and hardy. His final statistics are Str 10 / Dex 18 / Con 12 / Int 13 / Wis 14 / Cha 10.

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The shifter class can be found in Pathfinder Roleplaying Game: Ultimate Wilderness.

As a ratfolk, Lomo is slow, but has darkvision. He’s good with rats, and enjoys tinkering with stuff. He gave up his swarming racial trait to instead have bulging cheek pouches that he likes to hide tasty bits and bobs in. As a shifter he has sharp retractable claws, wild empathy, and (as previously mentioned) the mouse minor aspect, which gives him evasion. He chose the feat weapon finesse, and intends to take shifter’s edge feat tree in the future. He’s a nimble, scrappy shifter, not a bruiser.

Lomo invested skill ranks into acrobatics, climb, knowledge (nature), perception, and stealth. For traits he chose ratfolk avenger, a trait from Pathfinder Campaign Setting: Inner Sea Races which gives him +1 damage against enemies he’s seen attack his companions. He’s very protective of his friends! He also chose sacred touch.

Lomo is a rough looking ratfolk with thick gray fur, bright beady eyes, and soft ears. His cheeks bulge out, as if filled with something, and he nibbles on the end of a fancy looking stick. His long hairless tail is crooked from a magical mishap suffered long ago. 

Lomo is the eldest son of a powerful and well-respected wizard. His father once took great pride in passing on his magical teachings and excellence to Lomo, who proved completely and totally ungifted in the arcane arts. Disappointed in his son’s failure, Lomo’s father gave up on him, and began training Lomo’s younger brother instead. Jealous, Lomo spent his nights sneaking into his father’s arcane laboratory and library, desperately trying to make the various wands and magical devices work. He failed. A lot. In frustration he gnawed on the objects he failed to activate. A horrible trait which eventually became habitual. To this day Lomo’s constantly chewing on things — including valuable magical objects. One night he found himself chewing on a powerful artifact of his fathers, which crumbled to pieces in his mouth. Horrified and unable to fix it, Lomo set off to find someone who could. 

He left with his friend, Croak, and eventually became companions with Pinesong and Sereia. When Sereia offered to sponsor their entry into the Pathfinders, the trio took her up on her offer. Now the group works together. He’s become very protective of them and, whenever they’re hurt, he tends to shriek “OH, NO YOU DIDN’T!” and go a little… feral.

Lomo desperately wants to be a member of the Dark Archives, but keeps getting turned down. They won’t let him anywhere near the relics. Still, he’s hopeful he’ll not only get in, but he’ll come to lead them one day! Despite his troubles with the Dark Archive, Lomo’s a good Pathfinder Agent. He’s nosy, curious, and good at getting into places he shouldn’t.

Lomo is a nimble, scrappy ratfolk who is constantly gnawing on things — particularly magical objects. He’s greedy,  nosy, and a little self-centred — but not obviously so. He tries to be friendly, but it always comes off a bit desperate and awkward. He’s the street-wise member of the group. Lomo knows how the world works and how to get by in it.


And that’s our quirky crew! Together they would do…. stuff! But, that’s not it. In the contest we could choose to write a song for bonus points, which we did. Songs and poetry are not my forte. I love to sing (badly), play the piano (I’m not very good), and dance (with my family). And yes, a lot of the time I burst into spontaneous songs made up off the top of my head. But that doesn’t mean they’re any good. They’re usually jokes, or lullabies, or just a song about my kids, or what we’re doing. Writing a song is outside of my comfort zone. But, we went for it. My son wanted to add jokes into the song, and my daughter wanted it to have a lot of animal sounds (since we were nearly all animal people of one kind or another). And I just… sort of tried to put it together.

Our song’s a mess. Which is exactly how it should be. It’s a song written by Croak the grippli, and sung by the whole team. But, like any group of friends, a song’s not just a song. It’s interspersed with conversation, heckling, and a fair amount of confusion! It’s a song, but it’s also them singing it. Enjoying it. And messing it up. It’s a work in progress that will never be perfect. And even if it could be, they wouldn’t want it that way.


A super wonderful amazing song…

Everyone:
Croak! Croak! Oo! Oo! Ee!
We like swamps and we like trees!
Whee! Wahoo! Sniffle scrounge!
We like to play and we like to lounge!

Croak: “Wait! What? I don’t like to lounge! That’s boring!”
Lomo: “Nothing wrong with sitting still once in a while, Croak.”
Sereia: “Sniffle? Is someone sick?”
Croak: “Nope! That’s Lomo! His nose twitches like crazy.”
Lomo: “Hey! I’m not some hound dog, ya’ know!”
Pinesong: “Mmm… Treeeees… Oh, yeah! I love a good climb!”
Sereia: “Oh, dear. I’m not sure I can climb a tree. My limbs are far too heavy to — “
Croak: “Come on! Back to the song guys!”

Everyone:
Boing! Boing! Ribbit! Croak! Croak! Croak!
Time to splash and time to soak!
Nibble Nibble! Whisper! Sing!
We love adventure! What will the tomorrow bring?

Sereia: “We should call ourselves the Children of the Waves.”
Croak: “Waves? The swamp doesn’t have waves! Let’s call ourselves the Bog Jumpers!”
Sereia: “Bog? Ugh, that water’s filthy.”
Pinesong: “It’s not filthy! Bog’s are a very important eco-system, you know.”
Lomo: “Yeah, yeah. For bugs and junk, maybe. Let’s call ourselves The Rat Kings!”
Croak: “Kings? I want to be Queens!”
Sereia: “Rat Queens? That’s taken already, dear.”
Pinesong: “Aaaaand, cue the finale!”

Everyone:
Chitter, chatter! Talk, talk, talk!
We swim, we climb, we dance and walk!
We’re all different. We’re not the same.
But we’re all friends!

Croak: “Something, something… aim?”
Pinesong: “That’s not it! Think of something else… tame? blame?”
Sereia: “I don’t like any of those words. Let’s think positive.”
Lomo: “Pfft! Songs don’t have to rhyme! Conformity’s lame.”
Croak: “That did rhyme.”
Lomo: “Nope. Definitely didn’t.”
Sereia: “It certainly did.”
Pinesong: “I’ve got it! Everybody smile!?”

Frieeeeeeeends!

Croak: “Wow! Great job! That was an awesome ending!
Sereia: “The end is where we’re supposed to stop talking, dear.”
Croak: “Stop? Aww, shucks! I’ll stop when —“
Lomo: *nibble nibble*
Sereia: “Are you chewing on a stick?” *GASP* “Spit that wand out this instant!”
Lomo: “Hey, if it ain’t meant for chewing, its shouldn’t taste this good.”
Sereia: “No respect for history…”

(Note: The Rat Queens are an amazing fantasy comic book series which you should definitely read! It is by far my favourite comic book currently in print. Scratch that. It’s my favourite comic book EVER. So good! Be forewarned: it is not intended for children. The Rat Queens begins with Rat Queens: Volume 1: Sass & Sorcery.)


Despite singing about naming our group, they’re perpetually nameless. I highly doubt they’ll ever agree on a name for themselves.

So what’s this weird, wacky, nameless team up to?

We were lucky enough that a fellow play-by-poster offered to run us through our inaugural mission as Pathfinders! We’ll be starting Heroes for Highdelve online on Paizo’s website soon.

At the request of our GM, and in order to better link ourselves to the plot line of Heroes for Highdelve, each of us decided on a reason we were heading there, and something that we were seeking. Shockingly (not) my daughter managed to make hers include rabbits.

One day, Croak found a toy store that sold stuffed rabbits. Croak thought they were beautiful! So she bought one! But, she had trouble deciding which one was the prettiest so she bought a lot! She put them in her waterproof bag — so they wouldn’t get wet — and went about her business in town with Lomo. She danced and played, and climbed on roofs and wagons — and got scolded by the people who owned those things. Then she reached for a rabbit toy to play with it. BUT IT WAS GONE! Somewhere along the way Croak had put down the bag! She looked everywhere for it  and asked all kinds of people. Eventually she realized she had left it on top of a carriage! Croak tried to track down the carriage, but it was too fast! Adventure awaits! Croak has been following the wagon’s trail and tracked it to Highdelve. She hopes to find the carriage and get back her bag of stuffed rabbits! Who know what will happen along the way!

Pinesong recently helped out at an animal shelter, where he found homes for a variety of animals. Happy he was so helpful, Pinesong went out around town to check on the pets. Unfortunately, one of the people he sold some pigs to turned out to be a merchant who was on his way to Highdelve to sell the pigs to a butcher shop! Pinesong knows that people tend to eat meat, but those pigs were NOT for eating! They were for lovng! Pinesong has set out to stop the salesman from selling the pigs at the fair in Highdelve! (Or, to at least ensure they get sold to someone who won’t eat them!)

Sereia has recently been searching for a coral idol of Gozreh which was fished up out of a ruin off the coast of Andoran by an elderly fisherman. The idol was sold a few times before it got in the hands of an antiquities smuggler by the name of Jacobi. Always a few steps behind the idol, Sereia hopes to catch up the the smuggler in Highdelve so she can acquire the idol before it is sold. And, if she’s too late, she’s hopeful she can at least get the name of the person Jacobi sold the relic to.

While Lomo’s in Highdelve with his friends, he hopes to find a magical craftsman capable of fixing his father’s artifact. Having been let down before, he’s not hopeful.

Unbeknownst to Lomo his father’s artifact is, and always has been, a fake. It can’t be fixed, because it was never magical in the first place. And if it was? Well, obviously it would have taken something stronger than his teeth to break it. If only Lomo had paid a bit more attention to his father’s lessons…


NOW that’s it. The end.

Or, is it the beginning?

Either way, we’ve had a blast.

Thanks for joining us on d20diaries. I hope you have the opportunity to find a gaming group as great and fun-loving as I have.

All the best,

Jessica

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A day to celebrate!

Well, hello, world! Today’s a big day around the d20 Diaries family! So crack out your party hats and get ready to clap. I want to hear you all the way in Canada.

d20diairies.comTo start with, it’s the beginning of another school year. My daughter is entering grade one so this marks the first year she’ll be in school all day long, the first year she’ll be enjoying recess, and the first year she’ll be staying for lunch. My daughter loves school, so she couldn’t be happier! She’s bouncing in excitement and smiling so big her cheeks will probably hurt by days end. And as for my son? My son is entering grade two and although he’s happy to get to see his friends… Well, he’d rather stay home and play video games. Haha. He’s growing up so fast!

But, we’re celebrating not just the start of another school year for my children. Oh, no! We’re also celebrating our one hundredth post! That’s right. Cue the happy, cheering crowds!

Thank you, thank you… Hold your applause.

I’ve said it before and I’ll say it again: we’re still new around here. We’ve only been around nine months. Yup! Just nine. d20 Diaries is still in it’s infancy. There’s plenty more features we hope to add in the future, and more stories we hope to share. There’s a pile of articles waiting to be fleshed out, and many, many more adventures to be had. So for us, one hundred is a BIG DEAL.

d20 Diaries has become something bigger and grander than I could have ever imagined. We have some followers through wordpress, a lot through email, and regular readers from all over the world. Sometimes we get visitors from places I admit to never having heard of, which causes me to smile, think ‘that’s awesome!’ and look that country up.  Clearly I’ve got to brush up on my world geography! Our views are increasing regularly and each time we get a comment I still squeal in surprise and delight. (Seriously).

The future’s looking bright!

So while I drink my celebratory cup of tea, and my kids get ready for another school day, let’s all raise our drinks and let out a cheesy ‘CLINK’ sound. Cheers, guys!

Thanks for reading. We appreciate it more than you know!

Here’s to a hundred more!

Jessica

Assorted Dice Rainbow

Against the Aeon Throne

Against the Aeon Throne Reach of the Empire Ron Lundeen
Against the Aeon Throne: Book 1: The Reach of Empire by Ron Lundeen.

The Dead Suns Adventure Path has officially come to the end and I am thrilled for what’s coming next! It’s a rapid paced, Star Wars inspired campaign that pits the ‘little guys’ against the powerful militaristic Azlanti Star Empire: Against the Aeon Throne! This is the second Starfinder Adventure Path, and this time around they’re shaking up the format. For starters, it’s going to be a monthly release from now on. Also? It’s only three parts. This change is temporary, and will allow them to tell shorter, more diverse stories, with a more focused narrative. Against the Aeon Throne should take you to level six. It will be followed by another three-part Adventure Path, Signal of Screams, which is a delightful space horror that will begin at level seven. I know, right? Exciting. If you’re not ready to stop playing your characters after Against the Aeon Throne you can always pick right back up with Signal of Screams. After this they will go back to the six volume format for the fourth adventure path, Dawn of Flame, which happens on the sun! After Against the Aeon Throne comes to an end be sure to give Paizo your feedback. They’ll want to know if you like these changes, or prefer the six volume format.

But, enough about the future! Let’s hear about Against the Aeon Throne!

Against the Aeon Throne Escape from the Prison Moon Eleanor Ferron
Against the Aeon Throne: Book Two: Escape from the Prison Moon by Eleanor Ferron.

This new Adventure Path begins with Against the Aeon Throne: Book 1: The Reach of Empire. It’s written by Ron Lundeen and is intended to bring your characters from level 1 to 3. Your players will be creating characters hired to transport some much needed supplies to a new colony (named Madelon’s Landing) of just over a hundred people that was founded a few months ago on a planet in the Vast called Nakondis. This world is wild, and constantly shrouded in mist. Still, a pal of yours decided to move there, so paying them a visit is the least you can do. Besides, what could possibly go wrong? Right? Haha. Upon arriving you discover that the Azlanti Star Empire has conquered the colony! Your players must liberate the colony from the villainous Empire. But the Azlanti weren’t only interested in the colony. They were after something else: an experimental starship drive from an ancient ship that crashed on Nakondis long ago. To make matters worse, your friend is nowhere to be found. They’ve been taken! But why? In addition to the adventure itself, this issue features an article on the planet of Nakondis and the new colony of Madelon’s Landing. It also has a new theme: the colonist, a host of ships found within the Azlanti Star Empire (including drone fighters, and even ships that allow you to use mysticism and computers checks in new ways!). There’s also new creatures, of course: the carrion dreg template, the mucilaginous cloud, Azlanti adjutant robot, synapse worm, thermatrod, endiffian playable race and, my personal favourite, a simian creature known as a hobgar.

Against the Aeon Throne: Book Two: Escape from the Prison Moon is written by Eleanor Ferron and is intended to bring your player’s characters from level 3 to 5. Thanks to their efforts freeing Madelon’s Landing from the Azlanti Star Empire, the PCs have been deputized by the Stewards (a group of space police) and are on their way to rescue their friend. Not an easy task! They’ll have to enter the Azlanti Star Empire and figure out a way to break into a massive prison moon. They also get to visit a new space station. The articles in the back include information on the Azlanti Star Empire, some new gear, information of the many races and species that the Azlanti have conquered, and details on an Azlanti prison guard spaceship.  There’s also some new creatures, including a radioactive dragon and a plant that snubs its nose at gravity (or would if it had a nose…).

Against the Aeon Throne The Rune Drive Gambit
Against the Aeon Throne: Book Three: The Rune Drive Gambit by Larry Wilhelm.

Against the Aeon Throne: Book Three: The Rune Drive Gambit is the conclusion of this adventure path! It’s written by Larry Wilhelm and is intended for fifth level characters. Now that your PCs have rescued their friend they have to retrieve the starship drive the Azlanti retrieved from Nakondis. To do that they’ll need to find and break into a science laboratory, steal the engine, and get back to freedom. They also get to figure out why it’ so important and face off against the mastermind behind the attack on Nakondis. In addition to the adventure this issue also comes with ideas for continuing the campaign, an article on the Stewards, full details on a luxury Azlanti spaceship, and some new creatures (including fey and an aberration).

Against the Aeon Throne looks like its going to be an exciting change of pace that’s fun and personal. The shorter length is definitely going to appeal to some fans, including my husband and children. I can’t wait to strap on my laser pistol, make a rebel, and throw a wrench into the plans of the Azlanti!

Fire up the engines! It’s time to head into the Drift!

Want to know more? Check out the AWESOME trailer Paizo released for Against the Aeon Throne. My kids and I just watched it and they are literally bouncing up and down in excitement! Nice job, Paizo!

Jessica


UPDATE: For a more recent look at Against the Aeon Throne check out this blog post: Review: Against the Aeon Throne: Reach of Empire!


Return of the Runelords

It’s been teased for a decade and finally — FINALLY — the Runelords are making their move! Yes! Today we’re taking a look at the brand new Return of the Runelords Adventure Path. I don’t know about you, but I’m excited.

Back before Pathfinder had its own rules set I was a huge fan of Dungeon Magazine. So, when it was announced that the run of the magazine was coming to an end, transitioning to Paizo’s new Pathfinder adventures was a no brainer. I didn’t have much extra cash at the time, so transitioning to 4th edition Dungeons and Dragons wasn’t an option. Pathfinder didn’t involve new rulebooks (…yet. Haha), and I could keep reading some awesome adventures.

Secrets of Roderics Cove Adam Daigle Return of the Runelords 1
Return of the Runelords: Book One: Secrets of Roderick’s Cove by Adam Daigle. Features Alaznist Runelord of Wrath on the cover, as illustrated by Ekaterina Burmak.

I enjoyed the free module Hollow’s Last Hope, and it’s sequel Crown of the Kobold King. I loved the desperate, hopeless air of Falcon’s Hollow, and enjoyed the flavourful non-combat encounters in the adventures. But Rise of the Runelords?! I bought part one and was completely hooked. It was a fun, new twist on a classic style of adventure. As its sequels came out I was continually impressed. I loved that it took a bit of a tour of different adventure themes, from the horror of the The Skinsaw Murders, the depravity of The Hook Mountain Massacre, and even the vast, sandboxy exploration featured in the finale Spires of Xin-Shalast. It featured classic enemies, right alongside new ones, in a way that was fresh and exciting. I loved exploring the lost ruins of Thassilon, and discovering the history and culture of the ancient empire and its tyrannical rulers as you went.

We started playing Rise of the Runelords nearly right away. Unfortunately, we had a few false starts. Players came and went, and games ended each time. I swear we tried to play it three or four times before we finally got a solid group together. We ended up playing other campaigns before returning to Rise of the Runlords. We played an entire run of Curse of the Crimson Throne (which now has an awesome anniversary edition available: Curse of the Crimson Throne: Anniversary Edition) and to this day Curse of the Crimson Throne is my all-time favourite campaign. Heck, we even named my son after my husband’s PC. (For the record, it’s an awesome name. Haha). We also finished the entire Legacy of Fire Adventure Path in that time (which begins with Legacy Of Fire: Book One: Howl Of The Carrion King).

So when it came time to finally replay Rise of the Runelords — this time as Rise of the Runelords: Anniversary Edition! — we were ready for it. I was GMing, my husband, brother, and a friend of ours were playing, and I made an NPC to join them. We created characters who were the children of our characters from our Legacy of Fire campaign, and had an absolute blast. In time one of the characters split from the group and they rolled up a new one. They continued playing this second character online via email, and I created an entire new campaign for them, linked to the main events of Rise of the Runelords, but dealing with the other Runelords. The main Rise of the Runelords game (but not the email spin-off) paused for nearly a year when my brother had his second child, and when we finally got back to playing it was without him. We got all the way to the final book. And there we were, ready to make the trek to Xin-Shalast and confront Karzoug, the Runelord of Greed himself! And our extra player stopped showing up. In time my brother was ready to play with us again and we got ready to finally finish the last book — when my husband decided he wanted to play something new.

I swear we’re cursed!

In the time since my kids have been asking to play Rise of the Runelords. They saw it on the Adventure Card Game app and were mindblown at Aldern Foxglove’s character arc. Literally AMAZED. I promised them we’d start it in time, only to have my husband say he wanted to make someone to play alongside them. Uh… okay? Haha. I guess it’s waiting until after we finish Carrion Crown (we’re currently on Carrion Crown: Book Two: Trial of the Beast) and The Shackled City Adventure Path together then! Don’t get me wrong, I’m thrilled to play it as a family, but I found the request odd! He’d played so much of it that I was surprised he’d want to do so again. Since I’ve never really gotten to experience the campaign as a player I also joined a play-by-post game of it, which is a lot of fun.

Suffice to say, my experiences with Rise of the Runelords are both positive and enduring. I was thrilled to see the Runelord Sorshen mentioned in Curse of the Crimson ThroneAdventure Path, see the Runelord’s predecessor Xin featured in the Shattered Star Adventure Path (which begins with Shattered Star: Book One: Shards of Sin), and see Krune and the followers of Lisalla showcased in Pathfinder Society Season Four: Year of the Risen Rune (culminating in Scenario #4-26: The Waking Rune). Readers of the previous campaigns will know that the other Runelords have always been coming. They’re there, waiting to rise…

And now it’s time!

Return of the Runelords is a new six-part Adventure Path that revolves around the return of the rest of the Runelords and the rise of New Thassilon. The events of Rise of the Runelords and the Shattered Star have already happened. But, if you’ve never played either, never fear! You can still enjoy this campaign. It begins with some trouble brewing in the Varisian town of Roderic’s Cove (more on that later!). The issues in this Adventure Path are longer than usual, and the final issue is supposed to be the biggest adventure of the series. (Pardon me while I squeal in glee). This Adventure Path will take you all the way from levels 1 to 20, which allows you to take on the incredibly powerful Runelords without delving into mythic tiers. Each of the six Runelords (excluding the seventh: Karzoug) is featured on one of the covers, with gorgeous artwork drawn by Ekaterina Burmak (you’ll see them featured throughout this article).

Before we get too far into what we know about Return of the Runelords, we’re going to talk a bit about the Runelords and Thassilon.


What the heck is Thassilon, and what’s a Runelord?

Thassilon is an ancient empire founded over 11,000 years ago by First King Xin. Xin was Azlanti, but thought that place sucked. He was exiled and decided to found his own nation. Things seemed to be working fine, and his country spread far and wide. He appointed seven wizard governors to oversee the provinces of his empire. Each was an expert in a specific school of magic which was originally based on the seven virtues of rule (charity, generosity, humility, kindness, love, temperance, and zeal). In time, these virtues became twisted into the seven sins (envy, gluttony, greed, lust, pride, sloth, and wrath) and the Runelords betrayed Xin. In the aftermath Xin was destroyed, the Runelords seized control of Thassilon, Xin’s son was placed on the throne as a puppet emperor, and the tyrannical Runelords continued ruling their own provinces. But the Runelords were greedy. They bickerer, bargained, and plotted for more power and territory over each other. In addition, they were big jerks. They enslaved races, subjugated their people, and so on. They built massive monuments which survive throughout Varisia to this day. You ever hear of the Irespan in Magnimar? Thassilonian. The Old Light in Sandpoint? Thassilonian. The black pyramid underneath Castle Korvosa? Thassilonian. Skull’s Crossing? Lady’s Light? Yup! Thassilonian!

In time, Earthfall drew near. And the Runelords? They saw it coming. They prepared for the coming apocalypse and enacted magical countermeasures. Each waited out the end of their empire and the coming Age of Darkness in their own ways. But Earthfall devastated Golarion more than they had ever imagined, and most of their countermeasures and failsafes either failed or malfunctioned. The Runelords slumbered on throughout the ages.

Until Karzoug: Runelord of Greed. Now, Karzoug wasn’t the only Runelord of Greed. There were seven before him: Kaladurnae, Fethryr, Gimmel, Ligniya, Mazmiranna, Aethusa, and Haphrama. But, at the time of Earthfall, he was the big shot. He ruled all of the province of Shalast from its capital of Xin-Shalast, was a master of transmutation magic, and wielded a powerful burning glaive which was decorated with meteorites. Just over a decade ago Karzoug stirred. His minions spread throughout his realm of Xin-Shalast, and then out into Varisia, but Karzoug himself could not quite manifest into the Material Plane. His minions’ efforts to bring him back into Golarion are thwarted by heroes during the course of the Rise of the Runelords Adventure Path. I won’t go into detail on its events — that’s what playing is for! — but I will say that if your players have done their job, the Runelord Karzoug is no more.

But there, at the very back of Rise of the Runelords final volume, it reads:

“The runelords will return.”

Tease much? Haha.


So what’s Shattered Star? More Runelords?

Nope! During the Shattered Star Adventure Path you play as Pathfinders under the command of Venture-Captain Shield Heidmarch of Magnimar. She gives you one of seven pieces of a ancient Thassilonian artifact and tasks you with using it’s magical connection with the other six pieces to track down the artifacts components and put it back together. You explore ancient Thassilonian monuments from throughout Varisia, briefly visit a lot of fun places showcased in other Varisian Adventure Paths, and reforge an ancient relic, only to discover Thassilon’s capital of Xin, and come up against the First King himself. It’s awesome! But no, it does not feature any of the Runelords, which means that there are six Runelords left.

Sort of.


Sort of? What’s up?

It Came From Hollow Mountain Mike Shel Return of the Runelords 2
Return of the Runelords: Book Two: It Came from Hollow Mountain  by Mike Shel. Features Krune Runelord of Sloth on the cover, as illustrated by Ekaterina Burmak.

Pathfinder Society Season Four: Year of the Risen Rune pits the Pathfinder Society against the cult of Lissala, an ancient Thassilonian goddess. At the time of Earthfall, Lissalla’s highest ranking priest was also a Runelord: Krune, Runelord of Sloth. Krune ruled the province of Haruka, from his capital of Xin-Haruka, and wielded a longspear made from a dragons tooth that could move and attack on its own. His skin was said to be tattooed with countless magical spells and runes. There were six other Runelords of Greed before Krune: Xirie, Ilthyrius, Azeradni, Zalelet, Krenlith, and Ivarinna. It’s said Krune was the least violent of the Runelords, mostly cause he was lazy. During the course of the Year of the Risen Rune, the Lissalan cult tries to bring about the return of the Runelord Krune. And succeeds. This campaign arc includes Scenarios: #4-00: Race for the Runecarved Key, #4-02: In Wrath’s Shadow#4-07: Severing Ties, #4-08: Cultist’s Kiss, #4-10: Feast of Sigils, #4-12: The Refuge of Time, #4-20: Words of the Ancients, and #4-26: The Waking Rune. In the finale they face off against Krune himself. And hopefully kill him. Haha.


So who were these other Runelords?

Good question! In addition to Karzoug, The Runelord of Greed, and Krune, The Runelord of Sloth, there were five other Runelords. Runelords that we will, hopefully, get to face off against (or thwart the minions of) throughout the course of Return of the Runelords.

The Runelord of Envy is Belimarius, an aged, overweight woman who adored gossip and politics. She was a paranoid schemer who wasn’t afraid to get her hands dirty. She’s generally considered to have been an efficient ruler, and among the weakest of the Runelords. She ruled the realm of Edasseril, was a master of abjuration magic, and wielded a gold and mithral halberd that could steal the memories of her enemies. (Awesome!). There were a whopping nine Runelords of Envy before her, including Naaft, Tannaris, Ivamura, Jurah, Chalsardra, Esedrea, Zarve, Desamelia, and Phirandi. It’s said that when Belimarius usurped her throne from Runelord Phirandi, she locked him in a clear coffin and put him on display in her palace (safe to assume it was a magical coffin). Belimarius had a lot of trouble preparing for Earthfall. In the end, her magical ritual backfired and she accidentally locked her entire city in a week-long time loop (the city is surrounded by an impenetrable forcefield and is known by local Varisians as Crystilan). Also? Apparently she had a magic mirror, like the one from Snow White. Cool! Belimarius has long been one of my favourite Runelords. I’ve always liked the idea of the scheming, jealous old woman who’s super powerful. Plus, her specialty is abjuration! It’s about time someone made that badass. (I know, I know. Not many people would say she’s their favourite Runelord. Haha.)

The Runelord of Gluttony was Zutha, a unique undead who could experience life as vividly as any living man. He ruled the realm of Gastash, was a master of necromancy magic, and wielded a scythe made of bone that could drain the life from his enemies, and a collection of powerful ioun stones. He was a ravenous gourmand who constantly sought new foods (including living humanoids), experiences, and luxuries. He nation was the breadbasket of Thassilon, and he was not above cutting off food supplies to any Runelords who dared to cross him. There were four Runelords of Gluttony before him including Kaliphesta, Atharend, Aethusa, and Goparlis. With the fall of Thassilon Zutha bound his life to a magical tome which was then split into three parts. These books were given to his servants who were supposed to rejoin them once it was safe. His spirit would then subsume them until they became him. These books and one of their owners (the taiga giant lich necromancer Thulos) are described in detail in the extra articles at the back of the Shattered Star Adventure Path: Book Six: The Dead Heart of Xin.

The Runelord of Lust was Sorshen, an incredibly beautiful woman rumoured to have used blood magic to become eternally youthful. She ruled over the realm of Eurythnia, was a master enchantress, and wielded a double-headed guisarme. Sorshen was the only Runelord of Lust to have ever existed. That’s right! The one and only. The famous Lady’s Light monument in the Mushfens (which is explored in Shattered Star: Book Two: Curse of the Lady’s Light) depicts Sorshen. Other monuments of her rule include the Sunken Queen (which is showcased in Curse Of The Crimson Throne: Book Six: Crown Of Fangs), while her tomb is located underneath Castle Korvosa in the Grand Mastaba. There she is said to be sleep eternally alongside her awakening vampiric servants.

The Runelord of Pride was Xanderghul, an absurdly arrogant, silver-tongued diplomat who tried to rise above the petty squabbling of the other Runelords. He ruled the realm of Cyrusian, was a master of illusions, and wielded a lucerne hammer made from skymetal. Like Sorshen, Xanderghul ruled for the entire reign of Thassilon. There was no Runelord of Pride either before or after him. He is widely regarded as the most powerful Runelord of them all. He publicly worshipped the Peacock Spirit, a mysterious deity that he encouraged his followers to venerate (which was actually himself). Xanderghul always struck me as the big bad of the remaining Runelords, and when I made my own custom campaign revolving around their return, it was him who I had envisioned as the final boss. Although I can only speculate on what role he’ll play in the Return of the Runelords Adventure Path, he is definitely not the ‘final boss.’

The Runelord of Wrath was Alaznist, an angry, impulsive woman who waged war against Karzoug throughout her reign. She ruled the realm of Bakrakhan, was a master evoker, and wielded a ranseur upon which she impaled the skull of the first Runelord of Wrath, Alderpash. Other than good old Alderpash, there were three other Runelords of Wrath: Angothane, Xiren, and Thybidos. Alaznist worshipped demons, particularly Yamasoth, and channeled the anger of her people in order to create monsters for her armies (including sinspawn, and reefclaws). It’s said she also modified her troops with fleshwarping, alchemy, and other methods. The ruins of Hollow Mountain are part of her domain and have her face carved on the side of the mountain. More details on Hollow Mountain can be found in Pathfinder Campaign Setting: Dungeons of Golarion, where they showcase an entire level of this massive complex, as well as Pathfinder Society Scenario #4-02: In Wrath’s Shadow. She’s also the creator of the Irespan in Magnimar, and the Old Light in Sandpoint, which is actually a magical siege machine called a hellfire flume which could shoot fireballs at invading armies. As far as I can recall, Alaznist escaped Earthfall by entering some kind of otherworldly (or maybe it was extraplanar?) refuge or hideout (don’t quote me on that, haha) within Hollow Mountain.


Enough with the history lesson! Tell me about Return of the Runelords!

Return of the Runelords is a six part adventure path that tasks your players with preventing the return of not one, but all the remaining Runelords of Thassilon. These volumes are extra long, with the final issue promising to be the largest adventure path volume yet! It’s intended to bring your player’s characters all the way from levels 1 to 20!  There’s going to be plenty of references to previous events, places, treasures and characters who first appeared in Rise of the Runelords and Shattered Star, and of course, you’ll get to hear what happened to any heroes from those adventures.

Return of the Runelords begins with Book One: Secrets of Roderick’s Cove, written by Adam Daigle, and showcasing the Runelord of Wrath Alaznist on its cover. It takes place in the port town of Roderic’s Cove, where some strange things are happening! What sort of things? Well, I won’t go into it too much, but it involves multiple factions violently vying for control of the little town (and utilizing Thassilonian magics and relics to do so!), and a mysterious ghost. As your PCs become embroiled in trying to bring peace to Roderic’s Cove, they’ll also learn that the Runelords of Thassilon are reawakening! In addition to the adventure itself, this issue features an awesome gazetteer on Roderic’s Cove, some new monsters (including the nochlean, and the warpglass ooze), and an article on the history of Thassilon and how each Runelords survived Earthfall. It’s going to be awesome! This adventure should bring your characters from level 1 to 5.

Now that your PCs know the point of the campaign, it’s time for them to do something about it! Return of the Runelords: Book Two: It Came from Hollow Mountain is written by Mike Shel, features the Runelord of Sloth Kruth on the cover, and is intended to bring your characters from level 5 to 8. Your PCs travel to the Varisian city of Magnimar to deliver a powerful relic, and tasks them with following up on rumours of the Runelords.   They head to the infamous Hollow Mountain — a mountain on Rivenrake Island where the Runelord Alaznist once hid from Earthfall. This dungeon complex is massive, and filled with monsters and traps. There they’ll discover secrets that can help them in their coming fights. And as for Alaznist? She’s already awake! In addition to the adventure itself, this issue has an article and statistics on the empyreal lord Ashava, as well as an article on the always nasty sinspawn! Creature in this issue include the choking shade, and the shriezyx queen.

Runeplague Return of the Runelords 3 Richard Pett
Return of the Runelords: Book 3: Runeplague by Richard Pett. Featuring Zutha Runelord of Gluttony on the cover, as illustrated by Ekaterina Burmak.

Return of the Runelords: Book 3: Runeplague is written by Richard Pett, features the disgusting Runelord of Gluttony Zutha on the cover, and is intended to bring your characters from level 8 to 12. Armed with new information (and haunted by weird visions!) your players learn of a magical plague that begins in Magnimar and is set to spread across all of Varisia! They travel the country, face cultists of Yamasoth, and stop the Polymorph Plague from turning people into monsters! Its also hinted that they might be able to stop as many as two different Runelords from being awakened (My bets are on Zutha and Sorshen, but that’s conjecture). Interestingly, this book raises the question: are all of the Runelords equally dangerous and can some of them become your allies? Well, colour me intrigued! In addition to the adventure itself you’ll find an articles on the cult of Yamasoth, the Polymorph Plague, magical pools, and some new monsters (including misery siktempora and kasthezvi). 

The next volume in this adventure path is Return of the Runelords: Book Four: Temple of the Peacock Spirit. It’s written by Jason Keeley, likely features artwork of Xanderghul on the cover, and is intended to bring your characters from level 12 to around level 15 (or 16, perhaps? I’m guessing). In this issue your players face off against the cult of the Peacock Spirit, travel to their temple in the mountains, and stop them from bringing Xanderghul back into the world. An important task, since he’s among the most powerful of the Runelords! Details on this issue are scant, and I am not yet sure what extra articles and monsters will be featured in its pages.

Return of the Runelords: Book Five: The City Outside of Time is written by Amanda Hamon Kunz, probably features the Runelord of Envy Belimarius on the cover, and is likely to bring your characters from around level 15/16 to level 18 or so (I’m guessing on the level range). In it, your players head to Crystilan, a city encased in a crystal sphere where the Runelord Belimarius and her citizens live out the same week of their life over and over again. You’re heading there to stop the Runelord Alaznist from utilizing time altering magic to do… something! But getting past Crystilan’s inpenetrable walls is not going to be easy! You’ll have to head to the shadow plane, perform a ritual, enter the eternally preserved Thassilonian city of Edasseril, and figure out a way to stop her. But, Alaznist’s presence has altered this place, and things are changing for the first time in ages. This adventure sounds like it has a lot of fun social interactions, intrigue, and politics, which is going to be AMAZING. I’m actually the most excited for this volume of the Adventure Path, out of all of them! I am not yet sure what extra articles and monsters will be featured in its pages.

Return of the Runelords: Book Six: Rise of New Thassilon is the final instalment of the Return of the Runelords Adventure Path. It promises to be the longest yet! Written by Greg A. Vaughan, and featuring artwork of… The Runelord of Lust Sorshen, I think (don’t quote me on that, haha!), and is intended to bring your characters all the way up to level 20. In this volume Alaznist has messed with time, affecting both the past and the future! Your characters will need to fix the damage she’s caused, and take down the Runelord of Wrath Alaznist! That’s right! It’s got time travel! Oh yeah, and you’ll have to figure out what becomes of ‘New Thassilon.’ Yes. You read that right! It’s going to be epic! I am not yet sure what extra articles and monsters will be featured in its pages.

This brings us to the end of the Return of the Runelords Adventure Path. The first issue is already out, multiple other issues are available for pre-order, and the final volumes are due out by year’s end! This campaign sounds like a ton of fun, and I can’t wait to get my hands on it.

I’ll race you to it!

Jessica


UPDATE: For a more recent look at Return of the Runelords check out this blog post: Review: Return of the Runelords: Secrets of Roderic’s Cove!


Note: All of the art below is by Ekaterina Burmak, and was featured on Paizo’s blog. Gorgeous, isn’t it?

 

Pathfinder Playtest: Ever Evolving

The Pathfinder Playtest is ever evolving. You download (or purchase) the rulebook, make your characters, and play. Maybe you play one of the adventures from Doomsday Dawn, maybe you play all of Doomsday Dawn. Maybe you play one of the Pathfinder Playtest Society Scenarios (#1: Rose Street Revenge, #2: Raiders of Shrieking Peak, #3: Arclord’s Envy). And maybe you play a custom adventure. When you’re done you fill out one of Paizo’s many surveys. Paizo goes through that feedback and makes changes. That’s right! Constantly over this next year they’ll be combing through your survey responses and adapting their rules for the playtest. It sounds like these changes will occur approximately monthly, but don’t quote me on that. We’ll have to wait and see. What is certain, is that their first update to the Pathfinder Playtest rulebook is already here.

Pathfinder Playtest Rulebook
Pathfinder Playtest Rulebook is available in print or as a free download on Paizo’s website.

Right now.

So what’s different?

First off, head over to Paizo’s website and download the update document. Then give it a read. The update document is five pages long (the final page is the OGL), and is split into four types of rule changes: New Rules Updates, Critical Updates, Other Updates, and Doomsday Dawn Updates. Despite being ranked by importance, it’s imperative you begin to use all of the new rules immediately.

As for the rules themselves, we won’t get into specifics. The document is free and does a better job of explaining things than I ever could. The biggest changes you will notice are to death, dying, and the rules surrounding it. No longer can you be dying while conscious, which is wonderful. The updates make use of the slowed condition, which I think is going to be an improvement. We’ll have to see how that plays out. Another major update includes some alchemist changes. For starters, your special alchemist abilities (Quick Alchemy and Advanced Alchemy) no longer specify that they must be used with common formula, so if you unlock an uncommon formula throughout the course of your adventures you can still use it with your special abilities. In addition, they gain training in one extra skill, and the number of formula that alchemist’s start with has been clarified. Turns out the number is eight. Four from your formula book and four from the alchemical crafting feat. (Note to self, update my daughter and my alchemists…). Also, all classes are proficient with unarmored defence (which means you’ll still get a bonus to AC even if you’re unarmored). Bards gain an extra spell known to start, druids get training in one less skill, rangers can choose Strength or Dexterity as their key ability score, stabilize has been changed, bastard swords deal slashing damage (they were erroneously  listed as piercing damage, haha), recognize spell has been adjusted (to fix counter spelling), and don’t worry: the bag of holding has been fixed! This is just a taste of the changes. There’s a lot more updates. Four whole pages worth! So put on your thinking caps and get reading. (Wow, I really hope they put out an updated copy of the Pathfinder Playtest Rulebook that includes these changes. Once they put out a second update document, referencing it for changes is going to be painful! Haha).

Changes will continue to occur over time so your feedback is incredibly important. Not only does it provide Paizo with a large pool of data that they can use to decide the future of the game, it also lets them find out all kinds of nifty little bits of information. For example: most played race so far? Human. Most worshipped deity? Cayden Cailean. Class that died the most? Cleric. Number of people who chose to worship Asmodeus? Three. Not three percent. Nope. Just three.

Pathfinder Playtest Doomsday Dawn
Pathfinder Playtest Adventure: Doomsday Dawn is available in print or as a 
free download on Paizo’s website.

At the moment, you can fill out surveys on a variety of adventures. Each of the Pathfinder Society Scenarios has it’s own trio of surveys: player survey, GM survey, and general feedback survey. Doomsday Dawn originally launched with access to three surveys, all for the first part of the adventure: The Lost Star. (Again, a player survey, GM survey, and general feedback survey). Just the other day they released a second trio, all for the second adventure in Doomsday Dawn: In Pale Mountain’s Shadow. It is incredibly important that if you complete the survey on In Pale Mountain’s Shadow you us the new, updated rules! Further surveys for the later adventures in Doomsday Dawn will be released in the future.

Now, if you haven’t filled out your previous survey on the Lost Star, don’t worry! It’s not too late. All of the surveys will be available until the end of the year, and will be revisited by the Paizo team regularly. You haven’t missed your chance to contribute.

Now, if you’ll excuse me, my daughter and I have to select some extra formula for our alchemists.

Jessica

 

Blood of the Sea

Welcome back to d20 Diaries!

As mentioned this past Monday, today we’re going to be taking a look at one of the wonderful Pathfinder books I happen to own: Blood of the Sea!

Blood of the Sea is a Pathfinder Player Companion compatible with the Pathfinder Roleplaying Game. This means it’s a thin, soft-cover book with plenty of new options intended for players creating characters. More specifically, this volume focuses on some of the aquatic races of Golarion, how you can use them in water and on land, and on underwater adventuring. This book goes hand in hand with Pathfinder Campaign Setting: Aquatic Adventures, which contains information on each of the oceans of Golarion, underwater combat, a host of new rules and some new character options.

Blood of the Sea
Pathfinder Player Companion: Blood of the Sea

The races detailed in Blood of the Sea include aquatic elves, cecaelias, gillmen, locathahs, merfolk, tritons, adaro, grindylow, and sahuagin. Statistics for playing these races as characters are including for all of these races except for aquatic elves, gillmen and merfolk. Aquatic elves, gillmen and merfolk can be found in a variety of sources, including the the Advanced Race Guide and Inner Sea Races. Gillmen can also be found in the Inner Sea World Guide, and the Inner Sea Monster Codex, while merfolk can also be found in the first Bestiary.

Blood of the Sea features dynamic cover art by Kiki Moch Rizky, which showcases Hakon, the iconic skald, battling an enraged cecaelia on the beach. The inside cover has a really useful map of Golarion with all of its oceans and seas labelled. I definitely read some I didn’t recognize, which is nice to see. The oceans include Abari, Antarkos, Arcadian, Embaral, and Okaiyo, while the seas depicted are Castrovin, Fever, Ivory, Inner, Shining, Songil, Steaming, and Valashmai. For more information on these major waterways you’ll need to check out Aquatic Adventures.

Up next is the table of contents and the introduction. Unlike most Pathfinder Player Companion introductions, this one does not contain any traits or character options. It does still contain a handy rules index, which lists all the new archetypes, feats, and other new rules options contained in the book, alphabetically by type with the page numbers so they can be found on for easy reference. After this we move right into the bulk of the book: aquatic races. The goodly races are presented first, each with two pages dedicated to them. Each contains information about the race in general, how they might come to be adventurers, and some new rules options which typically include statistics for playing them as a race, alternate race traits, favoured class options, feat, and archetypes. Villainous races are showcased afterwards, with two pages shared between then three of them.

Up first? Aquatic elves! Curious and respectful, these elves take it upon themselves to explore and protect underwater ruins — although they have the wisdom to leave the most dangerous ruins untouched. There’s some nifty artwork featuring an aquatic elf with a dagger that has a handle made from a conch shell, which looks pretty cool. As already mentioned, the statistics for playing an aquatic elf are not included in this book. Instead, there is a nice rogue archetype called ‘seeker of the lost‘ which I rather enjoyed. It focuses on exploring underwater ruins, disabling magical traps (which are some of the only kind to survive long periods of time underwater without deteriorating), and underwater combat. Although it’s not ground-breaking or anything, I rather like it. There are also three alternate race traits, and a total of nine favoured class options. ‘Deep sea dweller‘ allows aquatic elves to survive in the dark, depths of the ocean — sort of. It grants you dark vision and cold resistance at the cost of low-light vision and elven immunities. It does not, however, grant and protections from pressure. So it allows you to be in the lightless parts of the ocean, but not too far down. It’s my favourite of the race traits for sure! ‘Surface features‘ allows you to blend in with surface elves which, although useful, doesn’t really tickle my fancy. Why be a weird race and then choose to look like everyone else? Still, it’s sure to see use in play. It replaces keen senses. Lastly, ‘surfacer antagonist‘ is for all the aquatic elves out there who have been harmed by those nasty humans. (Ugh. Filthy land-lubbers. Am I right? lol).  This trait grants you a +1 bonus on attack rolls against humans at the cost of elven magic. Yeah, against HUMANS. This trait is going to be really good in pretty much any adventure or campaign. I honestly can’t think of one where you don’t fight a human at some point. Despite it’s usefulness, ‘deep sea dweller’ beats it as my favourite character option for aquatic elves.

Next we come to cecaelias, which first appeared in Pathfinder as an enemy in Bestiary 3. I can honestly say that before reading this book they were not one of the races I ever thought I would want to play. They seem relatively impractical for a PC (being aquatic, and having tentacles), and I’m not big into octopi. It just wasn’t interesting to me. But, after reading the book, I’m probably the most excited for playing a cecaelia. For starters the artwork is awesome, and makes them a lot more relatable than the bestiary image. Their racial traits are fun looking. They have enough of the monster’s original abilities, while still being playable as a PC. They’re a powerful race, of course, at 23 RP, which puts them on par with grindylow, sahuagin, ogres, and svirfneblin. They have great flavour and cultural information. I adore that they’re super curious and social. They’re out to enjoy life, which is always fun to play. They come with three alternate race traits: ‘dextrous tentacles,’ ‘garrulous,’ and ‘tripping tentacles.’ They’re all pretty good, with ‘dextrous tentacles‘ allowing you to use your tentacles to hold and manipulate objects and increase the range of your tentacle sense ability (which gives you blindsight underwater) at the expense of being able to shoot an ink cloud; ‘garrulous‘ gives you a bonus on linguistics and diplomacy skill checks as well as allows you to learn two languages each time you invest a rank into linguistics at the expense of being able to shoot an ink cloud; lastly, ‘tripping tentacles‘ makes you really good at tripping your opponent but causes you to lose your tentacle sense ability. I like ‘garrulous‘ best, but I’m one of those players who enjoys learning a ton of languages, so I’m definitely biased. Haha. As for class options, they have only a single feat up for offer. That said, I like it, so its enough for me. The feat is ‘cecaelia focus tattoo’ which gives you a magical tattoo. Although you can have any number of tattoos, you can only activate one at a time. Once activated a tattoo functions for one hour. There are currently eight different tattoos which can increase your saves against poison or death effects, your stealth or survival skill checks, or the distance of your darkvision. Once you have the feat you can also choose to take another tattoo or increase the potency of one of your tattoos in place of a favoured class bonus, which is a pretty nifty option.

Leaving behind our tattooed cephalopods we get to a race I’ve liked since they were introduced ages ago: gillmen. I know, I know, having to submerge yourself in water or die a horrible death is tricky for a lot of campaigns, but what can I say? I like them! As mentioned previously, statistics for playing gillmen  are not included this book. Instead, we get some nice flavour and cultural information (some of which is new), and a lot of class options. There’s the ‘hidden current‘ vigilante archetype which allows gillmen to take on the identity of a nonaquatic humanoid when they’re on land, and at higher levels can even let them magically travel between the land or sea. There’s also four feats, four alternate race traits, an four favoured class bonuses. Also? Awesome artwork! Its my favourite of the entire book. My favourite class options are the feats ‘surface survivor‘ (which makes playing gillmen more manageable) and ‘aphotic explorer,’ as well as the ‘venomkissed‘ alternate race trait.

Locathahs are up next, which is another one of those races I’ve never really felt an urge to play. That said, the flavour really sold it for me, and I think I’d enjoy creating one. My favourite part? They’re stinky and proud of it! Haha. Locathahs use their scent to communicate, even underwater, which is pretty cool. Locathah racial traits are a great conversion from their statistics from Bestiary 2, and the race comes in at 10 RP, which makes them approximately on par with the core races. There are also three feats here, all of which are a part of a combat style called ‘electric eel‘ that utilizes the ‘elemental fist‘ feat. I’ve mentioned in other blog posts that combat styles aren’t really my cup of tea, but I’m actually quite fond of this one. I recommend giving it a read. There are also five alternate race traits available for locathah characters, and six favoured class bonuses. I like all of the alternate race traits, but I think my favourites are ‘blunt head‘ which gives you a bite attack but reduces your swim speed, and ‘coastal emissary.‘ I also love ‘powerful smell,’ but its bound to irritate your companions. Haha.

Aquatic Adventures
For more information on underwater combat and the waterways of Golarion, pick up Pathfinder Campaign Setting: Aquatic Adventures

Up next is merfolk. As mentioned, the statistics for merfolk are not provided in this book.  Instead there’s a lot of music-themed class options and six favoured class bonuses. In fact, they have some of my very favourite class options in the entire book. For starters there the oracle archetype ‘ocean’s echo‘ which gives you a nice selection of sound-themed bonus spells, and the ability to use some bardic performances. I’m in! (It should be noted: I love bards). There’s also a new oracle curse which is bound to be a ton of fun: ‘song-bound,’ which compels you to sing loudly whenever you speak. Yes, always. How fun is that? I don’t know about you, but I would literally sing everything my character says (I’m an average singer at best, by the way). My kids love it, too. Lastly, there are two new masterpieces in this section, one of which can grant your companions a swim speed, and the other that can scare off trespassers. Both can be sung or played on a string instrument.

Tritons are the final goodly aquatic race in this book. Just over half of the entry is racial and cultural information, most of which is new (as far as I know, haha).  Their racial traits are well done, but wow! Are they ever slow on land! Haha. They’re a great conversion from their statistics in Bestiary 2, and come out to a total of 11 RP which makes them approximately on par with the core races and locathahs. There’s a paladin archetype in this section called ‘kraken slayer‘ which looks interesting, but isn’t going to see much use in non-aquatic campaigns. There’s also two feats which work well together: ‘ally caller‘ which lets you use your innate spell-like ability to summon water elementals and dolphins two extra times per day (this feat can be taken multiple times) and ‘aquatic squires‘ which makes that same spell-like ability last 1 minute per level. Not amazing or anything, but fun and flavourful. I like it. All told, though, triton is my least favourite of the goodly races featured in this book.

With the good guys over and done we come to two pages entitled ‘Enemies of the Sea.’ Here we find statistics for playing adaros, grindylow, and sahuagin, as well as a paragraph of racial information on each. Grindylow and sahuagin are both 22 RP, putting them on par with the cecaelia, while adaro are a whopping 32 RP, which makes them among the toughest races you can choose, just under gargoyles and driders. I’ve always enjoyed adaros and grindylow, so I’m happy to see they were included.

Flipping the page we get to three pages on gear — most of which is mundane. Air breathing creatures can make use of artificial gills to survive underwater for a while, while aquatic creatures with slow base speeds like merfolk and tritons can make use of land limbs to improve their speed on land. There’s also a lot of practical gear like underwater paper, pens and compasses, as well as wall hooks. But, my personal favourite mundane bit of gear? Sponge suit! This is a mandatory purchase for the next gillman I make!

There are only four magical items, but they’re all quite useful. The ‘crystal helm‘ fills with water while on land and with air while underwater, allowing a PCs out of their environment the ability to breathe. The familiar bubble can keep your familiar breathing underwater, and shimmering kilt can turn an aquatic humanoid’s tail into legs. (No need to barter with evil cecealia witches anymore… Poor Ursula’s going to be unemployed). But, my personal favourite? The ‘cloak of eternal mist.’ In addition to making you character count as if they were submerged in water, it grants you a bonus to hide in fog and mist, and can grant you concealment when immobile. The best part? Its relatively affordable.

There are four spells on the next page. They are nicely thematic, but none of them blew me away. I think my favourite is ‘arid refuge,’ a spell that can help enable prolonged underwater adventures for land-bound characters by giving them a safe place to rest. Other spells include ‘instant clot,’ ‘silt sphere,’ and ‘suspend drowning.’

Leaving magic behind we get to four pages of aquatic class options that can be taken by most races. There’s a total of five class archetypes, one cavalier order (order of the eel) and one eidolon subtype (deepwater eidolon). I particularly like the ‘aquatic beastmaster‘ archetype for hunter, which contains a whole new array of water themed animals to use with the animal focus ability. I also really like that the ‘coral witch‘ witch archetype allows you to grow your familiar out of coral, an that the ‘keeper of the current‘ inquisitor archetype can track underwater by reading traces of eddies and currents. Very cool! The last two archetypes are ‘crashing wave‘ for the cleric (which has a very interesting form of channel energy that leaves neutrally aligned creatures unaffected) and the ‘tempest tamer‘ druid archetype (which taps into the powers of typhoons, whirlpools, and other storms).

After this is a very useful chapter on the challenges facing underwater creatures who find themselves on land, and ideas and methods for overcoming those challenges (both magical and mundane). I found these four pages a huge help. It not only urges you to think about some troubles you might not have thought of, but it also makes playing aquatic races in a land-based campaign a lot more… attainable. There were certainly some topics discussed that I’d never thought of. Not because it’s obscure or anything, but just… I don’t know. I never thought about it. Haha. For example, weight. If you’re used to being buoyant, walking on land would be hard. How would you act? Imagine how heavy your body would feel to you. Sounds exhausting! What about weather? It’s a lot different than the sway of the currents. And climate? In a lot of places the ocean is cold. How does someone used to that feel on land? What about little things, like seeing a fire or cooking your food? Or keeping up with your companions? This section also has some awesome artwork of a serious ranger on a horse looking off into the distance. Except he’s not just a ranger. He’s a merfolk ranger riding sidesaddle. It’s great. Haha.

Which bring us to the last part of the book. Two pages discussing how air-breathing creatures can adventure and travel on or under water. Like the chapter before it, this section brings up some interesting topics. It also works as a handy reference for spells and magical gear that are useful for underwater exploration. There’s also a small sidebar that lists the oceans of Golarion, a few of its seas, and gives you a one sentence description about that body of water. It’s super brief, but better than nothing. As previously mentioned, players looking for more information on Golarions major waterways should pick up a copy of Pathfinder Campaign Setting: Aquatic Adventures.

And that’s it! Then end.

This was a really fun, useful book that presented a lot of unique race and class options for players. I think it’s well-worth the investment. That said, due to its topic, it is quite niche. It’s not a book you’ll be able to use with every character or adventure you’re in. It’s quite focused: underwater races, and underwater class options. That said, this book invested a lot of effort into making underwater races playable on land indefinitely, and it succeeded. Some of the class options are just as usable above water as they are underwater — the ‘ocean’s echo‘ oracle archetype and the ‘tempest tamer‘ druid archetype are great examples of this. The rest, though, cleave pretty tightly to the waves. That said, there are plenty of places in Golarion where water is plentiful. The oceans, seas, and underwater, of course. There’s also the Shackles, Sodden Lands, and River Kingdoms, as well as many port towns, and the coasts throughout Golarion. There’s some settlements which are located both above and below the waves, like Acisazi (there’s at least one more, but I can’t recall its name at the moment… Hmmm… If you happen to remember it let me know in the comments!), and even Absalom has a the half-flooded district of the Puddles.

Ruins of Azlant Lost OutPpost Book One
The Ruins of Azlant Adventure Path is a great choice for aquatic adventures and races. Ruins of Azlant begins with Ruins of Azlant: Book One: The Lost Outpost

Those of you looking for adventures to play aquatic races or aquatic themed archetypes in should try the Pathfinder Modules: Plunder & Peril (which is a level four adventure that takes place in the Shackles), Ire of the Storm (which is a level one adventure that takes place in Sargava), River into Darkness (which is a level four GameMastery Module for 3.5 that takes place almost entirely along the Vanji River in the Mwangi Expanse), or — my personal favourites — Seers of the Drowned City (a level six adventure that takes place in a half-flooded ancient city in the Sodden Lands), and From Shore to Sea (a level six adventure that involves ancient Azlanti ruins and a super insular town on the coast of Cheliax). Those looking for a longer campaign should check out the Ruins of Azlant Adventure Path (which begins with Ruins of Azlant: Book One: The Lost Outpost), Skull and Shackles Adventure Path (which begins with Skull & Shackles: Book One: The Wormwood Mutiny), or even the Kingmaker Adventure Path (which begins begins with Kingmaker: Book One: Stolen Land). I know, I know, Kingmaker seems like an off choice. But, it takes place in the River Kingdoms (which has a whole lot of rivers), it’s encounters and adventure structure allow for regular resting (and taking a dunk in the nearest water source), and you can build your own town. Perfect for those high-maintenance aquatic races looking to make a unique mark on the world.

Overall, I highly recommend Pathfinder Player Companion: Blood of the Sea. It was an enjoyable, inspiring read.

I hope you enjoyed taking a look at Blood of the Sea with me today, and that this article can help you decide if this delightful little book was right for you.

Until next time,

Jessica

 

LEGO my Starship!

Well, it took about a week, but Paizo’s website is finally up and running properly. Oh. Actually, it’s down again. Haha. Well, it was up for a day, at least. (You can do it, Paizo!).

Dungeons and Dragons Coloring Book
Dungeons & Dragons Adventures Coloring Book, with art by Todd James.

It was strange, having my play-by-posts out of reach for so long. But, I got plenty of others things done. I got by house in order, helped my Mom move, and got my kids prepared for the new school year (which starts in another week and a half). I saw my youngest brother for his birthday. He asked for books and some socks, so I picked him up Naruto socks, Akasuki socks, and two books I thought he’d like: Ready Player One by Ernest Cline (which is also an awesome movie, by the way), and the first three books in The Legend of Drizzt series (Homeland, Exile, and Sojourn) by R. A. Salvatore. Drizzt’s origins are actually my favourite books he’s in, and my brother’s never read them. (Blasphemy! Haha). I think he’ll really like them. While we were shopping I found an awesome Dungeons & Dragons Adventures Coloring Book which I was super tempted to pick up for my kids (but didn’t). Maybe I’ll buy it for one of them for Christmas in a few months. Haha.

My daughter and I finished creating our newest Pathfinder Society characters, Croak and Sereia, whom we won race boons for, and my husband and son are about halfway done theirs. My daughter completed creating her second character for the Pathfinder Playtest adventure Doomsday Dawn, and I’ve just started mine. I got a lot of reading done, and have a few extra blog posts underway already. Be on the lookout for posts about Starfinder: Pact Worlds (I know, I’m slow, haha) and Pathfinder Player Companion: Blood of the Sea in the coming days.

I never have time for video games anymore, but with my play-by-posts down my kids and I started playing one of my very favourite video games of all time: Chrono Cross for the PlayStation. I was a kid when I played it the first time, and it literally blew my mind. Twist after twist I was just… Stunned. It’s got time travel, alternate dimensions, death, life, fate, a ton of NPCs you can get to join your party (many of which you meet well before you can convince them to join you), and (perhaps the coolest part) halfway through the game, after rallying friends and allies to help you defeat the villain, you have an epic confrontation which culminates with the villain using a magical ritual to swap your minds around. Your mind goes into his body and his goes into yours. All of a sudden those friends and allies are hanging around with the villain, trying to fight you. And you? Well, at least you don’t have to worry about fighting all those minions of the villain anymore. Cause they’re yours now. Sort of. Haha. So, if all your good friends are doing the work of the bad guy now, and they think they’re still doing good, but you and the other villains are working to stop them, are they still good guys? As a kid, I was amazed. Haha. Anyway, I started the game, which made my kids want to try, so we each started our own file. They’ve already reached the first big twist in the game, and were so shocked. They concocted a whole lot of crazy theories in an effort to figure out what’s going on. It’s adorable to watch. It’s been fun. I definitely owe fellow play-by-poster PaleDim a shout out for getting the music from Chrono Cross stuck in my head the other day. (Thanks!)

My husband and kids have been watching Voltron since it launched on Netflix quite a while ago, so they took the opportunity to delve into the newest season. One of the episodes was absolutely hilarious. The characters play a mock version of Dungeons and Dragons called ‘Monsters and Mana’ which is just a blast. I particularly like the GMs in campaign twists, and that one of the characters just kept playing a paladin no matter how many times he died. The other characters kept pointing out that he was a paladin in real life, so maybe he should try something else, but he thought that was absurd. There’s nothing better than a paladin, after all! My kids, my husband and I were laughing so hard. If you ever get a chance to watch Voltron Season 6: Episode 3: Monsters and Mana you should definitely take it! (It’s from the remake on Netflix, in case that needed clarifying, not the original show from when my husband was a kid, haha.)

Recently my husband suggested we build our own starships out of LEGO for use in Starfinder starship battles , which we all thought was an awesome idea. I’ve always loved playing with LEGO, but I wouldn’t say I’m great at it. I’m more of a ‘follow the directions’ or ‘build a square house’ kind of girl. But, I took to the challenge with aplomb! Turns out I did a pretty good job! My kids made some really nice ones. But, my husband turned out to be the LEGO Master of the house. Most of our ships came out way too big, but we had a lot of fun.

Well, it’s time for me to sign off now. I’m at the local laundromat and my laundry’s almost done. I’ll leave you with some pictures of our wonderful LEGO starships!

Until next time!

Jessica

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The Wayfinders: Yesteryear’s Truth

Way back in March I shared my family’s experiences creating their first Starfinder characters. We had a lot of fun making a kooky crew, and tried them out a bit before deciding they would join the Starfinder Society. There were some changes that needed to be made. Tucker was a halfling, which would have to change, but otherwise the transition went smoothly. Then we sat down and played Into the Unknown. Life got busy. We moved on to play Starfinder Scenario #1-03: Yesteryear’s Truth, which was great fun.

StarfinderCover
Starfinder Core Rulebook

So today, when I turned on my computer with the intent of writing a blog post, my daughter put her little hands on her hips and said, “Mom, you did not write about our Wayfinders in a long time! You need to do that.”

Has it really been that long?

Yup! It certainly has.

And so, at my daughter’s insistence, we’re rejoining the crew of Infinity and heading out into the Vast! So strap in, and get ready for wild ride!


Our crew consisted of three mercenaries and a single Starfinder Agent. The Starfinder Agent Hoponisa (Hops for short), is a ysoki technomancer from the dark side of Verces who loves to dance. She’s on a mission to find herself the ‘perfect mate’ and is handy both in the pilot’s chair, the engineering bay, and at a computer console. She has a robot rabbit dubbed ‘Snowball’ who is a glorified computer with some minor mobility that she crafted herself, then wrapped in fuzzy faux fur for ultimate cuddle-ability. It’s also her spell cache. Hops is a member of the Wayfinders faction who acts as a contact with a specific group of mercenaries — the other PCs. Together, Hops and her hired help travel the Vast, deploying drift beacons for credits at the behest of the Wayfinders. After discovering new planets, collecting data on their environments, and deploying drift beacons, the group prepares a report on the planet for the Wayfinders, which allows the spacefaring faction to better prepare proper Starfinder teams for further exploration on these locations. The mercenaries make some decent credits, and the Wayfinders get to expand their influence without using up valuable Starfinder resources and personnel.

Hops and the crew of the Pegasus Class ship, Infinity, have gone on plenty of missions together. Led by their Captain Aya, a wise, enigmatic kasatha mystic who believes that every life is precious, they’ve charted planets and discovered new places. Their roles on the starship change a lot, with the rest of the crew rotating between pilot, engineer, science officer, and gunner as the mood strikes them. Aya and Hops are joined by Tucker Aetherfoot, a ysoki operative with the daredevil speciality who’s nimble, acrobatic, and full of boundless energy. He wears a t-shirt with a shirren design on it (to represent his long-time friendship with the shirren Vishkesh), and wears a racing helmet with a rose-tinted visor and stylized mouse ears on the side (which was given to him by Hops as a birthday gift). Tucker’s insatiably curious, and runs a blog in his spare time about his experiences exploring the Vast. He’s a devout Desnan from Absalom Station, prone to dancing when he’s idle too long. …Even in the middle of a mission. Lastly, there’s Vishkesh, a shirren mechanic with a little flying spy drone named Rijin. Rijin is trained to help Vishkesh with repairing starships, and is also outfitted with a flare gun. He’s a chipper little thing, with a bubbly artificial personality. Vishkesh has a fondness to caring for (and rescuing) larval shirren, and currently has a dozen dangling off of him in their protective canisters at all times. Vishkesh is the proud owner of a pig stuffed animal — a rare creature he’s never seen in in the flesh! He’s also from Absalom Station, and is a long time friend of Tucker’s. Vishkesh worships Hylax.

Recently a fellow scouting ship hired by the Starfinders, Unbounded Wayfarer, went missing. Worried for their friends and fellow mercenaries Aya, Tucker, and Vishkesh urged Hops to inquire with Venture-Captain Arvin after the other ship’s status. The news? Bad.

PZOSFQ0001E
The crew’s previous adventures began with Starfinder Society Quest: Into the Unknown by Ron Lundeen. Into the Unknown is a free download on Paizo’s website.

The crew of the Infinity were dispatched to find the Unbounded Wayfarer, save them (if possible), and return with the information they had acquired on their recent voyages. The mission was different than anything they had done for the Starfinders before, but they accepted. They made friends along the way, particularly with a vesk pawn-broker by the name of Julzakama, and a family of enterprising ysoki who run the Vat Gardens. They fought their way through undead from Eox, alien creatures, and space pirates. In the end they discovered that their friends from the Unbounded Wayfarer were dead. They retrieved their bodies, the information they had discovered, and learned of a few planets worth exploring. Then they returned to Absalom Station to report to Venture-Captain Arvin, and mourn the loss of good friends.

Upon completion of their mission, Arvin offered the crew of the Infinity a rare opportunity. He would sponsor their entry into the Starfinders as actual agents, then he would grant them right of first exploration on all of the planets that they had received intelligence on from their companion’s ship. Aya, Tucker, and Vishkesh did some soul searching, and decided to officially join the Wayfinders faction of the Starfinders on the condition that they would always work as a team, and they would retain their ship.

With the bargain struck, the crew of the Infinity spent a bit of time in Absalom Station resting and upgrading their ship to meet Starfinder standards. They interviewed fellow Starfinder agents, eventually hiring two rookies to assist them with rounding out their crew: Gizdara, a half-orc technomancer who’s a whiz with computers, and Diggs Drifthopper, a burly ‘rabbitfolk’ whose planet was conquered by the Vesk years ago. Diggs was forced into the military, but was recently allowed his freedom and was looking for work. He’s good with a gun, but not much else (which he can’t use in SFS play, as a non-combatant hireling, haha). Still, my daughter insisted on hiring him because he was destined to be Hops’ mate. (Uhhh… Okay? Haha). Diggs’ job is mostly to watch the ship while we’re away from it.

With their crew rounded out Infinity set off into the Vast to check out the first of the planets their friends on the Unbounded Wayfarer had discovered before dying. This planet was called Elytrio, and was reported to be protected by powerful automated defences. Hops took the pilot’s chair, and Captain Aya gave her the order to set off. Gizdara programmed the coordinates into the ship’s databanks. Vishkesh and Rijin headed down to the engineering room to ensure the ship was in tip-top shape. And Diggs wandered around aimlessly. As they entered the Drift the stars outside became replaced by a swirling mass of colours and motion. The journey was underway….

After ten days they came into communication range of another ship.

“Registration information?” Aya asked Gizdara.

The half-orc techie clicked away at her console for a few seconds. “Identified as Clutter Collector. It has docking certifications for Absalom Station. Looks like a salvage barge run by a ysoki called Winks.”

Aya considered this a moment. “Open communications.”

“Got it. Hailing the Clutter Collector.” Gizdara replied.

The rest of the crew gathered round just as Winks appeared on the view screen. “Hey, pal! The name’s Winks! I’ve been in the Drift 25 days, and I am BORED!” the ysoki exclaimed. “SO happy to meet ya’! You?”

Aya chatted with Winks for a minute before passing control of the comms over to her crew. Hops, Tucker, and Vishkesh all had a blast chatting away with the ysoki and his familial crew. But, after about an hour, they were nearly out of range of each other.

“Thanks for the chatter,” Winks said with a wink. “You can save my frequency. Maybe we’ll chat again in the future, eh?”

And with a crackle of static, he was gone.

“Out of communication range,” Gizdara announced.

“Thank you,” replied Aya. “End transmission.”

Pegasus Starship Starfinder Explorer
Infinity is a Pegasus frame exploratory starship.

The crew headed back to their normal routine, performing their duties, eating, gaming, dancing and chatting. Nine days later they exited the Drift. Seeing the blackness of space and its brightly twinkling stars for the first time in weeks, the crew heaved a sigh of relief.

“The Drift makes me nervous,” Diggs admitted. “This is how space is supposed to be.”

Hops laughed. “Space is beautiful! But, we can’t travel like this all the time! We’d never get anywhere!”

“To your stations,” Aya announced. “Hops, prepare for approach. Vishkesh and Rijin, begin pre-descent systems check. Gizdara and Tucker, what can you discern about the planet?”

Everyone got to work, and soon Tucker grinned. “Elytrio is the fourth planet orbiting an unnamed sun. It has two barren moons, but I’m seeing minor energy fluctuations. There might be the remains of an installation up there. Whatever it is, it’s no longer functioning.” Tucker clicks a few more buttons on the computer console before continuing. “As for the planet itself… looks like some kind of wasteland. I’m seeing blasted deserts, strong winds, and higher than normal levels of radiation. Nothing harmful, but we should activate our armour’s environmental defences just in case. Air is breathable, gravity normal. …I’m not seeing any plants or water, and little signs of animal life. I’m not detecting any settlements left or — wait! I’ve pinpointed a large energy output from what seems to be a fully functioning city in the Southern Hemisphere. My readings indicate that the city has a level of technology similar to the Pact Worlds, though it seems… outdated. It’s hard to learn more. The entire city and surrounding area it is encased in a powerful force field.”

Science Officer - Gizdara
Art discovered on Pinterest and used to represent Gizdara in my home game. If you happen to know the name of the artist let me know so that proper credit can be given.

Aya nodded. “Thank you, Tucker. Gizdara, try to find us a safe landing zone near the city. Tucker, triangulate suitable locations on the planet’s surface to deploy four drift beacons. Let’s get this planet on the grid, shall we?”

“Got it!” Tucker replied.

“Vishkesh, prepare for battle. We’ll be making our descent any minute, and I want to be ready for the planet’s automated defences.” Aya ordered calmly.

“Check!” Vishkesh replied.

“I am happy to be useful!” Rijin added in an overly happy voice. “Oh, yeah! The joy is filling me up!”

“Now listen children,” Vishkesh told his larval shirren. “This is how we activate our ship’s shields. First press this… and then…”

“Hops, take us down.”

“On it, Captain!” Hops exclaimed.

Infinity began its approach… After only a few minutes, a loud klaxon alarm sounded.

“Approaching ship!” Tucker exclaimed. “Scanning it now!”

“Incoming transmission!” Gizdara announced.

“Play it over the comms.” Aya replied.

The message that played over their speakers was in a crackling, robotic voice. It’s language was foreign and unknown to them, but the tone seemed serious.

“It’s a warning,” Aya announced. “Gizdara, activate the tetrad certified translator. I want to know what it’s saying.”

“The message won’t be enough for the translator to get a handle on the language.” Gizdara retorted.

“It’s a start.”

The message repeated a few more times, then cut out in a crackle of distortions and static, like a corrupted audio file. Only the proximity alert continued to chime, breaking the silence with an irritating whine.

Suddenly, a hemispherical ship emitting a ring of red light from the edges of its lower hull came into view.

“Ship in sight!” Tucker exclaimed.

Vishkesh quickly examined it. “Intel was accurate. It’s a launch platform. Fully automated. Unmanned. Feel free to blow it up without worry!”

“Confirmed! Not reading any signs of life inside the ship.” Tucker added. “Take over Gizdara, I’ll man the guns!” With a grin, Tucker nodded at Diggs. “Come on, pal. Make yourself useful. We’ve got more than one gun.”

Tucker and Diggs hurried over to the gun controls as the enemy ship began to open.

“It’s launching a combat drone.”

Aya let out a sigh. She preferred to avoid a fight whenever possible. Still, at least the only loss of life they had to worry about was their own. “Engage.”

Gunner - Diggs Drifthopper
Art discovered on Pinterest and used to represent Diggs Drifthopper in my home game. (If you happen to know the name of the artist let me know so proper credit can be given).

Hops tore off through space at breakneck speed as Tucker and Diggs fired at the launch platform. (GM Comment: technically, it was only Tucker. As a hireling Diggs cannot actually aid in battle. I only described him doing so in session for flavour).

The battle was a tricky one, and the launch platform managed to deploy three combat drones before we destroyed it. The combat drones stood little chance after that. My daughter had great fun flying our ship and acting as pilot, but did need help to properly move the ship and select her fancy flight maneuvers. My son rather enjoyed being engineer with his drone (which is my personal favourite starship role). My husband’s character is a solid gunner, and even when firing an extra gun most rounds he managed to do a number on the enemy fighters. And me? I enjoyed bossing everyone around with serene, super serious commands. I even put on my serious face for the occasion. Haha. We made use of Starfinder Flip-Mat: Basic Starfield for this battle, which I highly recommend picking up if you don’t already own it.

With the enemy drones defeated, Vishkesh examined the wreckage for information and made a few nifty discoveries. Although outdated, there were some interesting algorithms in the platform’s programming which would be helpful in improving their own automated defences. Soon Infinity continued its descent to the planet.

Due to our characters backstory we had some tasks to accomplish before landing (in addition to completing our actual mission). With Tucker’s coordinates, we set out to deploy some drift beacons on Elytrio. This was a fun way to provide some hints to the planet’s purpose and past without hitting my family over the head with a massive information dump. The first deployment location was a rocky mesa on top of a small mountaintop. From there the crew found the remains of a destroyed city on an uneven plateau near the base of the mountain. They discovered that it had been blown up long ago and eroded over the centuries. At our second location the group found themselves on a dried up lake-bed, which gave them some clues to Elytrio’s past eco-systems. They also discovered a new species of bug scurrying across the ground, which Tucker collected for further study, and some razor sharp weeds that they thought would easily be blown around by the wind and could cause some irritating cuts and wounds. The third location was in the desert beside a metal spire. They discovered the spire was the antenna or technological device that topped a building of some kind. After some examining from Vishkesh, he deduced that this was a power relay that sent energy and messages to a distant loctation just outside the atmosphere. Likely one of Elytrio’s two barren moons. Interesting!

The final drift beacon location was also going to be our final landing site. It was located as close to the city’s force field as we could get. After setting up the beacon in the desert wastes the group bid Diggs and Gizdara goodbye, leaving them behind to keep and eye on the starship. Then Aya, Hops, Snowball, Tucker, Vishkesh, and Rijin set off across the sands towards the city’s glowing forcefield.

Suddenly there was a shifting in the sands… a grumble of the earth… and a massive beast that looked like an oversized lion with a beige mane and a body covered in dark brown scales leapt out of the sand and chomped at Tucker!  It had a stubby face with a maw filled with razor sharp fangs, and a long, segmented tail.

“Aaaah!” Tucker exclaimed as he dodged out of the way. “We’ve got company!”

“Bad kitty!” Rijin scolded the sand brute in an overly happy robot voice.

“Yeah!” Vishkesh said with a nod. “BAD CAT! SHOO!”

The creature let out a terrifying roar. Hops’ eyes widened in fear. “Let’s get out of here!”

“Hold your ground!” Aya commanded. “If you run it will follow. Weapons out. Engage!”

“You don’t have to tell me twice!” Tucker exclaimed. He fired a shot at the sand brute with his azimuth laser pistol, only for the creature’s hide to reflect the blast. Tucker let out a surprised shriek and ducked, causing the reflected laser beam to strike the sand right behind him. “It’s got a reflective hide!”

“No lasers,” Aya quickly commanded.

Vishkesh gave Rijin a nod. “Battle mode, Rijin!”

Rijin’s little metal hands waved around in excitement, drew a flare gun and loaded it. “Okay! I am so happy to be engaging in deadly battle with you today!”

Vishkesh stroked his multiple guns. “Oh, my… Decisions, decisions! This feels like a flame-thrower moment to me!” He pulled out his flamethrower, took aim, and unleashed a torrent of fire at the sand beast. The creature howled in pain.

Aya drew her battle staff and gave it a whirl. It spun through the air with a ‘whoosh’ sound. “I’ll distract the creature. Keep up the assault at range.” With her orders given, Aya dashed into honourable battle against the sand brute. She swung her battle staff, striking the beast in it’s forelimb. It growled in pain and bit at her, but she knocked it’s jaws out of the way with her staff — the first time. It growled and snapped at her again, tearing into the flesh on one of her four arms.

Hops nodded at Snowball. “Let’s hop to it!” she exclaimed (my daughter giggled in glee at her rabbit joke). Then she got to spell casting! She fired an icy cold ray of energy at the monster, while Snowball hopped around her feet.

Meanwhile, Tucker frowned. “But I only have laser guns!” He holstered his gun, drew his survival knife and took a deep breath. “Let’s dance!” (my daughter giggled in glee at my husband’s dancing joke). Tucker dove and tumbled across the battlefield and joined Aya in melee combat, stabbing at the sand brute as he danced around it. Aya whacked it with her staff, while Rijin and Vishkesh burnt it up with their flame-throwers and flare guns.

Paizo Starfinder Mystic Empath
Artwork for Starfinder’s Mystic Empath. Used to represent Captain Aya Ninura Qaru Jahir.

The battle was surprisingly short, but we took heavy damage. Aya had to cast multiple healing spells on the group, and use up some resolve to utilize her healing channel ability. Yesteryear’s Truth makes use of Starfinder Flip-Mat: Basic Terrain for this encounter, but (since I don’t own that)  we used Pathfinder Flip Mat: Bigger Basic instead.

With the beast finally down she moved to cast another healing spell, only to see figures surround them. They were small beetle-like people with hard outer shells and protruding mandibles. They wore tattered cloaks and big goggles over their eyes. In their hands they held rifles, but they did not aim them. Instead, one of the bug-men approached and spoke.

Unable to understand, Aya pulled out the translator again, and got it working. It would take ten minutes of conversation, but eventually it would be able to translate simple sentences back and forth between the common tongue and… whatever the bug-men were speaking. It sounded the same as the language transmitted by the defence platform.

Aya led the crew through some pantomime in order to put the bug-people at ease. In time, they approached closer and the translator began to work. They learned that these people were called -untranslatable word-

Stupid translators!

For the record, I had great fun roleplaying the translators capabilities in this adventure, and the interactions of the group. It was awesome to watch my kids try to puzzle out messages that wouldn’t get garbled or messed up in translation, and to pantomime and act when translation was inadequate. So much fun!

Eventually they earned enough of the leader’s trust that Aya was allowed to cast a spell upon him (share language), which granted the bug-leader, Dystane, the ability to speak and understand Common, Kasathan, and Akitonian. From there, communication got much easier. They learned that the bug-people were known as ghibrani, and that this group were hunters, out scouring the deserts for food for their tribe. Aya offered the ghibrani the corpse of the sand brute and together they helped haul the lion-monster back to the ghibrani’s home. The crew was surprised to discover that was in the opposite direction of the city. Interesting!

Still, they all prioritized befriending the locals over investigating a city they might not be able to a access, so they followed the ghibrani into the desert without fuss. After half an hour they came to a drab cliff pockmarked with holes and cracks. More ghibrani crawled in and out of the crevices, which were clearly serving as their homes. Most of them wore plain scraps of clothing, while a few also wore make-shift goggles and carried a battered old gun in a holster at their side. There was a tiny, little garden off to the side which was clearly in poor health. That it was growing at all in these conditions caused Aya to raise an eyebrow ridge in surprise. There was also a crumbling well nearby, and a pair of older looking ghibrani wearing colourful necklaces who were surrounded by ghibrani children. It looked like they were telling them a story, or perhaps educating them.

At the sight of the hunters returning with a massive sand brute, the ghibrani cheered — until they noticed the weird strangers that accompanied them. Then the little beetle-people shrieked and scurried into their caves in a panic. Only the two elderly ghibrani and the few armed with guns remained in sight.

Dystane spoke to the elders in their harsh, chittering language while the the translator tried its best to keep up.

“Greeting brother -untranslatable word- sister -untranslatable word-. I will that mother   -untranslatable word- watch you close. Find strangers who kill sand brute. Gift to us. Food. Many. “

The conversation continued and Dystane gestured the PCs forward. “This is Brother Koseemo and Sister Alomir. They serve Mother Touloo and lead our colony. Come. I will assist with translating.”

Everyone introduced themselves, then my family began asking questions of the ghibrani. They were surprised to find that none of the ghibrani asked questions of them! Turns out that Mother Touloo was a god who promised to save the ghibrani if they left behind the comforts of civilization and lived a life of hardship in the deserts. Although the ghibrani were happy to receive visitors — a joyous event which had only happened twice in recent memory — they were not interested in learning about whatever comforts and technologies the strangers from the sky possessed.

After only a short conversation Brother Koseemo beckoned at the caves and chittered some more.

The translator tried it’s best. “Stop speak. No deep speak. Welcome return hunter special ceremony. Happy feelings follow participate.”

Dystane’s mandibles clacked. “Brother Koseemo says that before we can speak in depth our people must perform the Welcoming. This is a special ritual where we officially receive our returning hunters. We would be overjoyed if you would join us.”

Aya bowed respectfully. “We would be honoured.”

Yesteryear's Truth Ghibrani Husk Starfinder Society
Dystane is featured on the front cover of the wonderful Starfinder Society Scenario #1-03: Yesteryear’s Truth.

The others agreed and soon were ushered into a large cave in the cliff. It was stuffy inside, with a fire burning in the centre of the room. It was surrounded by ghibrani, all standing in lines. There were a few piles of furs and leathers around the edges of the room where some ghinbrani set up drums and instruments made of stone and hide. Brother Koseemo and Sister Alomir crossed the room and stood at the opposite side of the entrance, while the hunters and the PCs waited at the cave mouth. There was some chittering, which the translator couldn’t quite translate from across the room, and then the ghibrani began to play a surprisingly stately tune. There was some waving, some bowing, and then the lines of the ghibrani — including the hunters — began a clearly choreographed processional dance. A few of the ghibrani looked at them expectantly.

“They want us to join in,” Aya explained.

“You don’t have to tell me twice!” Tucker exclaimed. He watched the dancers for a moment and then began to mimc their movements. A natural dancer, and incredibly graceful, Tucker caught on incredibly quick and was soon dancing even better than the locals. Hops, who loved dancing nearly as much as Tucker, noticed the patterns in the ghibrani movements and joined in with confidence. Vishkesh and Aya tried to join in, but proved incapable of mimicking the ghibrani’s movements, despite their best efforts. As the dance drew to a close the ghibrani cheered and clapped. A few hurried over to Hops and Tucker and drew them into hugs as family. They chittered at Tucker, who had added a few creative flourishes to the dance.

“You teach us rhythmic movement pretty,” the translator announced.

Tucker smiled and tried to teach the ghibrani some of his dance moves. Hops joined in and the pair had a ball. Vishkesh approached the musicians and enquired after their instruments (with Dystane assisting as translator). As he attempted to learn about their music Aya wandered the room nodding her head in greeting at the ghibrani. Everywhere she looked was poverty and hunger. She beckoned Dystane join her, then approached Brother Koseemo and Sister Alomir.

“I understand Mother Touloo protects you because you choose to live here. It is a hard life, yes? You seem to be proud, capable survivors. But, tell me. Survival is taking what you can when you can find it, yes? We have plenty of food on our starship — ” She considered her words before continuing. “On our moving home. May I bring you some food in exchange for your hospitality? As an offering to your people?”

Dystane translated and the elders chittered at each other for a while. Eventually Dystane nodded at Aya. “You are one of us now. Ghibrani welcomed home. Here we share all that we have with one another. We accept your offer of food and in exchange call you Hunter. This is a great honour. But, please, keep your other comforts on this ‘moving home’ of yours. We will accept nothing else.”

Aya nodded. “Thank you.” Then she fetched Vishkesh who clapped his hands happily at the news. The duo went outside and contacted Gizdara and Diggs on their communicators, telling them to move the ship closer — but not within sight of the caves. Then they began unloading food for their new friends. Tucker and Hops soon came out to help, as did Dystane. At the sight of their ship he stood stunned for a moment and turned around, pointedly refusing to look at the technological marvel any longer. After a few trips to and from the ship, the PCs returned to the party to find themselves welcomed with cheers. A few children had already snuck into the food stores and were eating flavoured protein sticks with excitement — a joyous event which the nearby ghibrani pretended not to notice.

As the festivities continued they were approached by a strange ghibrani. Where the others were short and stocky looking, this ghibrani was tall and slender. Where the others were brown, this ghibrani was blue. And where the others clambered and climbed over everything, this ghibrani flew. The ghibrani held a hand to its throat and then pointed at Vishkesh’s. Curious, Vishkesh went closer. The ghibrani cast a spell and then placed a hand on Vishkesh’s throat. Then she did the same to the others. With a clack of her mandibles she said “Greetings, strangers from the sky. I am Klarima. You are different from any I have met before. Are you a Husk or a Membrane among your people?”

Despite that the ghibrani had spoken in her native tongue, everyone understood her perfectly. With a wide grin Hops introduced everyone, then she asked, “What are Husk and Membranes? And why do you look so different than everyone else?”

Klarima clapped her hands. “If you do not know of Membranes and Husks, then surely you must be uneducated Husks! This makes sense. Do not worry about your lack of knowledge. I will teach you. Membranes like myself know much.”

Dead Suns Thirteenth Gate
Statistics for the ghibrani (both Husk and Membrane) can be found in Starfinder Adventure Path: Dead Suns: Book 5: The Thirteenth Gate

Klarima explained that long ago a great war raged across Elytrio’s many ghibrani nations.  Their weapons killed each other and most living creatures across the planet. Arkeost was the name of one of the cities that survived, locked behind a powerful forcefield. That was Klarima’s home. Some of the surviving ghibrani chose to worship a new god — their Mother Touloo — who promised them protection if they lived in the wastes. Due to the radiation, these ghibrani lost the use of their wings and became known by the citizens of Arkeost as Husks. The other ghibrani stayed in Arkeost and became known as Membranes by the Husks. Apparently Arkeost was a city of automated luxury, where the citizens want and work for nothing. All is provided for them.

“Unfortunately, I have been afflicted with a severe case of wanderlust!” Klarima joked. “I wanted to see the world outside of Arkeost, but I was wounded by soarnettles. Foolish of me, I know. The Husks bandaged my wounds and gave me shelter, but I was hoping to return home soon. This place is…. not to my liking.”

The group was grateful for the information, and thanked Klarima.

“Can we accompany you?” Tucker asked. “We were hoping to view Arkeost ourselves.”

“Oh, I would enjoy that very much! You will be the first Husks to visit Arkeost since the separation!”

Hops laughed. “We’re not Husks, Klarima.”

“Oh? You can fly?”

“No.”

“Then you are Husks! I am sad for you, of course. But you should accept your heritage.”

Aya looked around the cave, then at the frail looking membrane. “I do not wish to burden our hosts with accommodating all of us. I suggest we offer our gratitude and then some of us retire to our starship.” She looked at her crew, who nodded at her in turn. Then she continued, “Would you like to see our ship, Klarima? You may spend the night with us, and we can fly to your city at dawn. I will spend the night with the Husks.”

Klarima clapped her hands in glee, clearly happy at the thought of leaving the caves. “I would like that very much.”

So the group enjoyed the rest of the party, bid their hosts farewell, and then returned to Infinity. Tucker, Hops and Vishkesh gave Klarima a tour and found her incredibly curious about… everything! Although, she was oddly incapable of doing anything for herself. Meanwhile, Aya enjoyed the simple but welcoming hospitality of the Husks.

My kids had a wonderful time with this whole section of the scenario. They adored interacting with the Husks, winning their friendship, and then showing Klarima around their ship. It’s why we picked this one to play, actually. I knew they’d love it.

The next morning Aya rejoined the group with some gifts from the Husks (a few healing serums that smelt like licorice, and a rifle) then they flew off back to a safe landing zone near Arkeost. Klarima used her magic to make the crew understand the ghibrani tongue, and then they approached the forcefield. Klarima pulled out a clunky, old fashioned data-pad and clicked away on it. Nothing happened, and Klarima’s mandibles clacked in impatience. She re-entered the commands and this time a gap opened in the forcefield, like a little door. The group filed in and Klarima tapped a few commands on her data-pad, causing the forcefield to close back up.

Arkeost was a sprawling metropolis with tall buildings lined with open doorways in place of windows. Membranes flitted through the air without a care, while robots and drones traversed the city’s lower levels, flying higher only when necessary. The streets and roads at ground level were in horrible condition, broken, jagged, and impassable in many places. Flowerbeds and gardens were overgrown, and all of the structures were suffering under years of rust, wear, and neglect. Although Arkeost was still standing, it was clearly not well maintained.

A group of Membrane guards wearing matching armour and carrying fine looking laser pistols approached the group and demanded to know the PCs business, but Klarima calmed them.

“Fear not, Honoured Guards! These Husks are my guests. I am taking them to see the Most Elevated!”

The guards, who did not seem very comfortable with their gear, eyed the group warily. “Very well,” the finally chittered. “We will escort you on your journey.”

And with that, a few more Membranes fell in line behind the group.

“Who is the Most Elevated?” Hops asked curiously.

“Oh, my! What a question to ask! Although, I suppose you are only Husks. The intricacies of proper Ghibrani society were lost to your people long ago. The Most Elevated are Arkeost’s governing council of most elder, wise, and important ghibrani. They will want to see you for themselves! It is a great honour!”

Hops rolled her eyes at being called a Husk and shrugged, following along with the others. Klarima and the guards flew relatively low to the ground, making keeping up with them only a little difficult. They were led through the city to the tallest and grandest building, located right at the heart of Arkeost. There, Klarima and the guards flew up towards an open doorway.

And stopped.

“Where did you go? Ah! Of course! You are Husks! I have forgotten again.” Klarima laughed. “I am afraid our city if not meant for ghibrani unable to fly. We have always had the ability, you see.” Klarima pulled out her data-pad  and tapped a few commands into it. Soon a quartet of floating platforms arrived in front of the group. “There are hover disks used to transport goods and supplies through the city. You may ride on them. However, I recommend hanging on tight! They have no safety harnesses. Also, I hear Husks have a great fear of heights!”

The guards let out a chittering laugh.

Everyone climbed aboard their hover disks and held on. It was an unstable, jolting ride. Clearly very dangerous! There was a sudden puffing sound, and then a whine, as Hops’ hover disk malfunctioned. Her eyes widened, and she began to plummet back down to the ground.

“Eeeek!” she shrieked. But, as she neared the ground her hover platform let out another puff and a whine, and it’s engine turned back on. Hops once again began her ascent, although this time she wore a terrified, panicked look.

“Oh, dear!” Vishkesh exclaimed. “I think your drones could use some maintenance.”

“Maintenance?” Klarima asked. “You mean labour?” she laughed. “Oh, everything is done for us in Arkeost. I am sure if it is in need of main-ten-ants it will be taken care of.”

Vishkesh’s antennae twitched in agitation. He was pretty sure there was a lot of things around here that could use fixing…

Snowball Easter Bunny Chocolate Soop
Image discovered on Pinterest and chosen to represent Snowball in my home game. Art by Canadian artist DaCosta! under the studio name Chocolate Soop. Click here to check out their website.

After a shaky ride the hover disks dropped the group off at the entrance forty feet above the ground. Hops quickly scurried onto solid ground and clutched Snowball tight. Her robot rabbit twitched its nose and nuzzled her, guided by the artificial personality she had programmed in it. “That was… scary!” Hops muttered. Snowball made a clicking sound and cuddled up closer to Hops.

“Yes, I was afraid that Husks would not enjoy the flight.” Klarima replied.

Hops scrunched up her face. “Hey! I LOVE flying. I’m a pilot, you know! I just don’t like riding malfunctioning death platforms!”

The Membranes let out a chittering laugh, and ushered the group inside. Hops put down Snowball and followed after the others.

Rijin flew up to Hops. “You did not die a horrible death! I am pleased!”

Vishkesh laughed. “Me too!”

They travelled down winding hallways and came to a large central chamber that held a massive table surrounded by chairs. A collection of five Membranes dressed in elaborate clothing sat in the chairs chatting amongst themselves. At the sight of the group they regarded the PCs with their shimmering, multifaceted eyes. They stood, bowed to the group, and then gestured for them to approach. Klarima and the guards bowed in return, so Aya, Tucker, Hops and Vishkesh did the same.

“I cannot bow!” Rijin exclaimed happily. “I do not possess a waist!”

Snowball twitched its nose.

Klarima introduced the group and everyone took a seat at the table.

“Do all of your people look like you?” one of the Most Elevated asked.

Vishkesh shook his head. “Oh, we are not all of the same people at all! I am shirren, Hops and Tucker are ysoki, and Aya is kasathan. Snowball and Rijin here are drones created by myself and Hops.”

“I see!” Another nodded. “And all of your people are Husks?” the same Membrane asked.

“It is unfortunate your servants seem so small.” another added, clearly referring to the robots in the group.

Hops crinkled her nose. “We’re not Husks. We’re all different races from different worlds.”

“But you cannot fly?” One of the Most Elevated pointed out. “So you are Husks.”

“Other worlds?” Another asked. “You are referring to other cities on the far side of Elytrio?”

Aya shook her head. “We are not, Most Elevated. We come from outer space. The skies.” She paused a moment and added, “At night the stars shine brightly. Yes? If you were to travel to those stars, each is a sun, like the one you have here. Many of those suns are surrounded by other planets — worlds like Elytrio, but different. Some of those planets bear life, and others do not. Each of us comes from a different planet in space. Our galaxy is known as the Pact Worlds. It — “

Suddenly there was a chiming of bells. The Most Elevated clapped their hands.

“Yes, yes, I see,” replied one of the Most Elevated. They seemed unsurprised at such talk. “Dinner is served!”

Klarima smiles. “You are in for a real treat, my friends! It feels like ages since I have had a proper meal!”

Hover drones flew into the room from hidden hatches and placed ceramic bowls and a flat, stick-like utensil at every spot at the table. Others came out and squirted a serving of thick tan liquid filled with chunks of…. something. It smelt like smoke and cheese.

Rijin Jessica Madorran
Image discovered on Pinterest to represent Rijin in our home game. Art by Jessica Madorran. Check out her website for more information.

Rijin waves its hands at the hover drones. “Greetings friend robots! I am smiling in my heart! Pleasing to meet you!”

The hover drones didn’t respond, but that didn’t stop Rijin from speaking to/at them.

Some of the drones made an unappetizing sound when they served the food, while others flew irregularly. One of them missed a bowl completely and poured food all over the tabletop and Tuckers hand.

Klarima didn’t seem to notice. “This is called kahlgee! It’s delicious!”

The ghibrani all began to eat, while the Starfinders eyed the food suspiciously. Aya picked up her flat stick and used it as a spoon to scoop food up to her mouth (behind her mouth-mask). The others followed suit only to find the food was disgusting. Vishkesh ate it without complaint, Aya gagged but forced it down, Hops spit it out across the table in shock. Everyone turned to look at her. She chuckled nervously and tried to eat the rest of the food, which made her very ill. Still, she managed. Meanwhile Tucker spent the meal pretending to eat and subtly disposing of the food wherever he could without being caught. Halfway through the meal the lights flickered, and Tucker quickly dumped the rest of his food into another nearby bowl. Finished, he smiled brightly and began to chat with the other diners.

“That was lovely, thank you. Is there anything we can do to show our gratitude to you? Anything we can do to aid the ghibrani of Arkeost?” Tucker asked.

The Most Elevated laughed in unison. “We thank you for your generosity, but nothing is wrong here. Nothing needs to be done. We require no aid. Life in Arkeost is perfect.”

Tucker raised an eyebrows. “I see… Those power disruptions. The… uh… flickering lights and malfunctioning drones. Do those happen often?”

“Oh, there is no need to worry,” one of the Most Elevated replied. “The Mainframe acts up on occasion, but it always self-corrects in a few seconds.” They seemed unconcerned.

“I see. May I hear more about the Mainframe? We’re all fascinated with technology.” Tucker added with a smile. Perhaps the ghibrani could become allies of the Starfinders if Tucker and the team were able to repair their power grid.

“The Mainframe is located at the outskirts of the city. It was constructed by our ancestors to provide continuous power to Arkeost, and to house the many servants that cater to our whims.” One of the most Elevated gestures to a nearby robot. “Unfortunately I know no more of it than that. It is taboo for ghibranis to enter the area of the city where it is housed.”

“You’re not allowed to access your city’s own Mainframe? Uh… Aren’t you concerned about that? Who maintains it?” Tucker asked in surprise.

“The servants, of course.” Another answered happily. Clearly they were not concerned.

“I think that your servants could use a bit of help.” Tucker remarked with a smile. “May we visit the Mainframe ourselves to assist them? We are not ghibrani.”

The Most Elevated shook its head. “You clearly are Husks…”

The dinner bell sounded again. A flurry of hover drones flew out of the wall and set the table again — right on top of old dishes and uneaten food. A moment later a second  set of drones flew out of the walls and poured more kahlgee into the bowls. The table was a massive mess. The drones flew back into the walls.

The Most Elevated clacked their mandibles serenely as if nothing was amiss. No one moved to eat a second helping.

“I’m sure the cleaning servants will be along any minute…” Klarima pointed out.

“About that Mainframe,” Tucker prodded.

One of the Most Elevated nodded its head vigorously. “You may be Husks but, as you say, you are not ghibrani Husks.” The others considered this. Without waiting for their response, the speaker continued, “It is not taboo for you. You may view the grandeur of our glorious Mainframe for yourselves.” He gave the group directions.

Tucker smiled. “Thanks. We’d like to head there soon, if you don’t mind.” He dreaded the thought of dessert.

The Most Elevated smiled. “Klarima will show you the way. Farewell.”

And with that, the Starfinders quickly left the messy, smelly table behind and hurried back out to the hover disks.

Hops groaned. “Not this again! Auw… When we get back to Absalom Station I need to invest in some jump jets!”

Vishkesh smiled. “I hope you do not fall to your doom!” He looked at the disks. “Hmm… Decisions, decisions… I will select… this one!” He squealed in delight. “I hope it is stable!”

My kids had great fun interacting with the Membranes. They tried their best to think of sneaky ways to avoid eating the kahlgee without offending their hosts. I found their attempts at conversation a blast. It was so fun watching them try to figure out how to explain things to the Membranes without being offended. Particularly when the Membranes didn’t seem to get the point. My daughter crossed her arms and scrunched up her nose every time someone called her a Husk, but couldn’t quite think of an argument that proved she wasn’t one. And those hover disks? They were so excited at first, but on the way back? Ha! They were  terrified of stepping back on those things. It was hilarious. We had a blast.

The group descended down to ground level, then Klarima guided them through the city. The Starfinders examined the city as they travelled, and spoke with the locals. By the time they reached the edge of the city the streets and buildings were in much worse repair. The building was small and squat, but a constant stream of drones of all kinds moved in and out of the building. Massive signs reading “TABOO!” “NO ENTRY!” and “Off limits to ghibrani!” were hung all around the building.

Klarima waved farewell to the Starfinders. “I will wait out here for you.”

The Starfinders headed inside and were greeted by a series of ramps that descended down into the earth in a wide spiral, like a parking garage — although instead of storing vehicles it stored drones. They turned on the flashlights built into their armour and headed down the ramps. Eventually they reached a hallway different than the others. They headed inside and found themselves in a white plastic room lit by incredibly bright lights. The group filed in and looked around. Fans spun overhead, and a series of coveralls lined one wall.

Hops eyed the coveralls. “Should we be wearing those?”

Tucker shrugged. “It couldn’t hurt.”

Aya nodded. “I recommend it, if you can.”

Hops and Tucker put on coveralls, although they were too small for Vishkesh and Aya. Vishkesh squished himself into a pair, but Aya refrained. Together they approached a nearby door. Aya moved to open it and was electrocuted. She grunted in pain and surprise.

“Oh, dear! That looked painful!” Vishkesh happily pointed out.

“Whoah!” Tucker exclaimed. “I… didn’t expect that. Sorry.” He turned to the door and pulled out a series of tools and gadgets from his backpack. “I’ve got this.” As he worked he told the others, “Nobody touch anything unless I give the go ahead. There might be more traps or malfunctioning systems in here.”

Aya drew herself up to standing. “Agreed.”

“Is that maybe why this place is taboo?” Hops wondered aloud. “Because it’s dangerous?”

Aya considered this. “It is possible. Or, perhaps the city’s builders wanted to prevent meddling.”

“It is possible,” Hops mimicked. Aya didn’t seem to mind.

With a swoosh, the door slid open. Tucker put away his tools and led the way inside the next room. It’s walls were also made of plastic, and it’s entire floor was a bright light. Four pillars covered in circuitry and four waist-high generators circled the centre of the room. One of the generators was surrounded by flashing red lights, clearly showing it was in need of repairs.

Tucker led the group inside and began to look around for traps and hazards. Suddenly panels on the walls slid open and  a trio of robots that looked like a mix between Husk and Membrane ghibrani stepped into the room.

PZO7403
We used the awesome robot pawns from theAlien Archive Pawn Box  during this battle!

“Restricted area!” The robot announced. “Leave immediately or be terminated!”

Despite the warning, the robot did not wait for the group to leave. Instead, it shot laser beams out of its eyes right at them.

“Eeek!” Hops shrieked.

“Engage!” Aya ordered.

“You don’t have to tell me twice!” Tucker exclaimed. He dove across the room and fired his laser pistol at the nearest robot. “BOOM!”

 “Rijin!” Vishkesh commanded. “Battle mode!”

“Yes, sir! I will happily assault my fellow robots on your behalf!” Rijin replied. He pulled out his flare gun and aimed it at a robot. “Pew pew!” he called out as he fired the flare.

Rijin examined his guns. “Decisions, decisions… This feels like a — “

A laser beam zipped past his head and nearly singed an antenna. “Yup! Laser pistol it is!” He drew and fired his pistol at the robots. “I adore my flame thrower, but I do not want to cause unnecessary harm to the room’s generators!”

“Get behind me Snowball!” Hops exclaimed as she fired off energy rays at the robots.

Aya strode into honourable melee combat with her combat staff.

Once again, this battle was short but painful! Aya used up nearly all of her magic on healing spells for the group. Once the battle was over they took a ten minute break to rest and recuperate, then Aya finished healing the group with her magic. Meanwhile, Vishkesh, Rijin, and Tucker got to work repairing the generators, and Hops ran a diagnostics check and fixed some faulty programming. As the red lights stopped flashing, the group smiled.

“Well, that should stop the power fluctuations,” Tucker remarked.

Vishkesh smiles happily. “Joyous news!”

“High five’s team!” Rijin exclaimed. “Although my hand appendages only possess three digits!”

When they were done the group moved on, heading over to another nearby door. Tucker checked it out and decided it looked safe. They headed inside and found the room full of computer servers. They looked around, then approached the access terminal. Hops clicked away for a while and gained access to the mainframe.

“Oh, wow!” Hops exclaimed. “I thought this would control the mainframe, but it’s… like… everything! It looks like a long time ago they took all the information from the local databases and transferred them here. Some of its classified. Information from past leaders and stuff…” Hops began to sift through the data, and transferred all the important information about Elytrio and it’s society to Snowball — who was a walking computer.

As she read, she frowned. “Oh my… Uh… Well, some of this we guessed already. Elytrio used to have a variety of ecosystems until it was ravaged by nuclear war a few years after the Gap. There were a lot of different ghibrani nations up until then, and it looks like this city is the only place that survived the devastation. Lots of people died.” Hops shook her head sadly. “They used to worship Damoritosh. Before the war they managed to achieve orbital flight and built some stuff on their moons, but never actually got into outer space. Hmm… Looks like they anticipated a lot of trouble with keeping the population in Arkeost fed…. Something about automation… and…. Oh, my….”

Hops pressed a button and a video clip played on the screen. It showed a ghibrani who displayed features of both Husks and Membranes dressed in fine clothes. “…without a doubt food will runout before the end of one hundred years. As such, we have decided to enact protocol Exodus…” the video glitches before continuing. “…purposefully engineer several disasters to befall the surviving population. Rumours will be seeded throughout the lower and middle quarters that an angry Damoritosh was responsible for this ‘divine punishment.’ Select personnel, officers and delegates will know this to be false. Such agents will work to spread the creation of a false deity we’re going to call ‘Mother Touloo” who will promise salvation to those ghibrani who give up the comforts of civilization and head out into the wastes. One of our eldest — Most Elevated Gaulwen — is ill. He will serve as the leader of this false faith and lead a sizeable contingent of ghibrani’s into the wastelands. They will die, of course, but the leaders of Arkeost, our most trusted advisors, government officials, and military personnel, along with our closest friends and family, will remain behind…” the video glitches again. “Thus ensuring the continued survival of the great ghibrani people. Long live Arkeost. Praise Damoritosh. The war will be won.”

The video fell silent.

My daughter looked thoughtful. “Huh.”

My son shook his head. “So… they made up a fake god and tricked people into leaving their city? But the people who left became the Husks, right? The didn’t all die. Some lived.”

I nodded. “And the people who stayed in Arkeost became the Membranes. They also lived.”

My son shook his head again. “They were so… MEAN.”

I nodded noncommittally. This is the kind of thing I prefer to let my kids puzzle out and form an opinion of themselves, before throwing my two cents in there.

My daughter shrugged. “At least some people lived. Maybe they would all be dead if they didn’t do that.”

“But… They thought the Husks would DIE! I love the Husks!” My son replied.

“Wait.” My daughter said. “Does this mean the Membranes are bad?”

I shrugged. “What do you think?”

They thought. My daughter eventually said, “I will use my computers to see what happened after that stuff. When this mean guy was going to die or something.”

Hops sifted through the datalogs and eventually found some more videos and reports. Turns out only select personnel were told that Mother Touloo was fake. The remaining ghibrani held a ceremony bidding those who left farewell, then continued on with their lives. They completed automation on the city, ensuring that they and their descendants would live a life of leisure for centuries to come. A few decades later it became clear that some ghibrani has survived the wastes. The leaders of Arkeost publicly called this a blessing, but warned their people to stay clear of them and their strange religion. They had ordered all data of the past be transferred to the central mainframe and, as those ghibrani who created Mother Touloo neared the end of their lives, they closed off the Mainframe to prevent any of their fellows from learning the truth of Mother Touloo. Such knowledge could be dangerous.

My kids thought some more.

“Well… it is not really the fault of the Membranes that are left… Their grandparents and stuff were the mean ones….”

My kids thought some more. Their characters gathered all the information they could, and then left the Mainframe, locking it up behind them. Back outside, they found Klarima.

“How was it?” she asked.

“We learned much,” Aya replied.

“And we fixed the power fluctuations!” Vishkesh added helpfully.

My kids looked at each other.

“Are you going to tell anyone in Arkeost about Mother Touloo?” I asked them.

My kids shook their heads.

“What about the Husks? Will you tell them the truth?”

My kids shook their heads.

“Doing so might cause a war.” My husband pointed out. “But, they also deserve to know.”

My kids thought some more. They shook their heads.

“You’re keeping it quiet?” I confirmed.

They nodded.

The Starfinders returned to the centre of Arkeost and spent the night among the Membranes. The next day they left the city, with Klarima at their sides in order to access the forcefield.

“Something happened in the Mainframe,” Klarima pointed out. “I can feel it. You are burdened.”

My kids (and their characters) fell into guilty silence.

Aya stepped forward. “We learned much. Not all was good. But, it is the past. We would prefer not to dredge it back up. Divisions and anger can help neither Husk, nor Membrane at this stage.”

Klarima thought on this. “We have plenty, and they have nothing. But, I wonder who is better off. After seeing the Husks…. They can care for themselves. Membranes cannot.” She drifted off into silence. “Arkeost is great. I wish the Husks would accept its wonders. But then, I suppose their Mother would no longer protect them.” She shrugged. “I wish I could help them both.” With a clack of her mandibles she held out her hands in farewell. “It was a pleasure to meet you. I hope you enjoy your other worlds.”

“You should come with us!” Hops exclaimed.

My son grinned. “Yeah!” Vishkesh announced. “Come fly on our starship with us. You can join the Starfinders and see the galaxy! Maybe you’ll learn something helpful. That can help all ghibrani.”

Klarima clapped her hands. “Really? You would take me with you? Oh, I would love to!”

The Starfinders and Klarima, travelled to Infinity and headed back out into the Vast. They taught Klarima all they could — minus the history of her people — and soon returned to Absalom Station. Venture-Captain Arvin asked for a report, which they gave honestly. They provided him all the information they had learned from the Mainframe about Elytrio, it’s ruins, and history — including about Mother Touloo. Then they spoke of the cultures of the Husks and Membranes. Lastly, they told Arvin all about Klarima and the other friends they had made.

“You faced a difficult decision,” he pointed out. He made no comment on whether he agreed with their actions. “I will enter Klarima into training shortly.” After a pause, he smiled, “You did your friends from the Unbounded Wayfarer proud. I’ll contact you when the next expedition is ready to begin.”

The Starfinders fetched Klarima and brought her to see Arvin. Then they headed out into Absalom Station to recover from their adventures.


My kids had a ton of fun in this adventure. They loved interacting with the Husks and Membranes, enjoyed the starship combat against foes they didn’t have to feel bad about shooting, and made tough decisions that could affect the future of their new friends.

I can’t wait until they head back to Elytrio. We’re definitely going to play Starfinder Society Scenario #1-21: Yesteryear’s Sorrow when they’re high enough level. We’re also going to keep going on exploratory missions (which they’ll have discovered thanks to their friends on the Unbounded Wayfarer). Scenario #1-12: Ashes of Discovery and Scenario #1-08: Sanctuary of Drowned Delight are a shoe in for sure! But, before that, we’re going to go for a change of pace and explore Absalom Station. And what better way to do that than with a visit from their old friend Julzakama? Oh, yes! We’re going to play Scenario #1-10: The Half-Alive Streets!

Bring out your dead!

I can’t wait.

Jessica

Rabbit d20
Art by my husband, for my daughter. Because even rabbits need a good d20.