Signs in Senghor: Part Two

My family and I recently finished playing Pathfinder Society Scenario #9-10: Signs in Senghor, a delightful adventure written by my brother. This marks my husband and both of my children’s first official Pathfinder Society adventure. We made their characters the other day, registered them, and played through the adventure in two sessions; the first yesterday evening after dinner, and the second this morning after breakfast.

Adventures always take a bit longer when my children are playing, as their tactics aren’t always… the most effective, and social encounters and small details always gets expanded by their actions. There’s nothing my kids love more than having conversations in character with NPCs and describing extra fun activities their characters to–whether it be dancing, singing, or playing with their pets. That being said, we finished Signs in Senghor in about five hours, which is the high end for a scenario session, but not exceptionally slow. As mentioned, we split that into two days of play. Not because they ran out of patience or got bored, but because it was their bedtime. Haha. They REALLY wanted to stay up late to finish it last night, but bedtime prevailed and we continued in the morning.

Signs in Senghor begins in Eleder, a colonial port city in the hot and humid country of Sargava. There they meet their Venture Captain for this adventure, Finze Bellaugh. Finze is a scholarly, portly fellow who comes off as educated but personable. Written into the text during his mission briefing are lots of colourful, humanizing actions that my kids really related to. He circles sections of map, rubs his chin in thought, crosses his arms over his big belly, and waves his arms around to calm the group’s excitement. During this part of the adventure my kids really enjoyed introducing themselves to each other, and their Venture Captain. My daughter acted out her shy rabbit-breeding druid (Bunny Paras) and her goofy parasaurolophus who likes to perform tricks at her command (Paras). My son shivered with cold despite the heat, with his ranger, Senton, more commonly known as Mr. Ice. And my husband shared his occultist’s vast knowledge with the group, providing them with all kinds of background on their upcoming mission.

The Pathfinders and their rivals, the Aspis Consortium are constantly butting heads and fighting over control of discoveries throughout the world. Although the Pathfinders are by no means a virtuous organization, the Aspis are most certainly a foul group. Known for exploiting their workers and locals, using slave labour, and caring more for profit than anything else, the Aspis Consortium are a thorn in the Pathfinders side, and a blight upon Golarion. Recently, the Aspis Consortium has started up a suspicious mining operation which doesn’t seem to be netting them any profits. When word reached the Pathfinders of the strange occurrences happening near the mines (which never happened before the Aspis arrived) they were understandably suspicious about what the Aspis Consortium are really up to. Unfortunately, in the Mwangi Expanse, the Aspis Consortium have a lot more power than the Pathfinders. In order to move against the Consortium, the Pathfinders are going to need allies. And while other, more experienced Pathfinders begin to investigate the mines, my group of players gets tasked with making those allies.

Nearby the mining operation is the port city of Senghor and my lovely little group of players are tasked with proving to the ruling council of Senghor that the Aspis Consortium are exploiting the nearby ruins of Boali for profit. Boali is considered taboo and haunted among the citizens of Senghor, and is off limits. Unfortunately, the council of Senghor isn’t just going to take your word for it. You need evidence. And what better place to get evidence than in Boali itself!

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Mirian Raas, Captain of Daughters of the Mist, and star of Beyond the Pool of Starsby Howard Andrew Jones.

After the mission briefing, Bunny Paras and her pet parasaurolophus, Paras, along with the ever cold Mr.Ice, Enzo the Chelaxian occultist and (because all PFS scenarios require at least four players) Amiri, the iconic barbarian from Pathfinder, all socialized a bit. Mr. Ice played up his shivering, despite the hot and humid weather, Bunny Paras made Paras dance and ‘sing‘ by making annoying sounds with her crest, Amiri played up her strong and gruff demeanour by doubting the other weaklings around her would be any help, and Enzo put his noble upbringing to good use by taking charge of the group. They travelled down to the docks to meet Mirian Raas, a sailor and Pathfinder who is scheduled to bring our Pathfinders from Eleder into Senghor on her ship, Daughters of the Mist. Mirian is also the main character in one of the Pathfinder Tales novels, Beyond the Pool of Stars by Howard Andrew Jones.

After a quick sailing summary, they make port in Senghor without difficulty. From there, the group had a chance to traipse around the city, speaking with locals and looking for information about the Aspis Consortium’s work in Senghor. Enzo and Bunny Paras (along with Paras) took advantage of the opportunity, and discovered a lot of information about Boali. Mr. Ice did the opposite, instead using his free time to find a patch of sunlight to sit in. He sat there for a full hour (in game time) shivering in the sunshine while bundled up in his furs. Amiri mocked him. Haha. My son had a blast. He was chattering his teeth and shaking to act out his character.

After an hour in Senghor (in game time) the group returned to the docks where Mirian had procured a fishing boat for them to use to sail to Boali. She offered them a sailor to help, but Mr. Ice insisted he could sail them there. Of course, he has no ranks in profession (sailor), so whether or not he would succeed was entirely up to lucky rolls. Fortunately, luck was on their side, and they made it to Boali in only eighteen hours, a full six hours faster than the expected travel time. My son was extremely proud of himself and took to insisting he was a master sailor.

Upon arriving in Boali they looked around for signs of the Aspis Consortium, eventually discovering their old camp and some muddy, discarded boots with a hole in the toe. Mr. Ice took extreme care in approaching the camp stealthily. An effort which Bunny Paras handily thwarted by telling her parasaurolophus to ‘sing’ loudly and dance. Despite the foiled stealth attempts, the group was unmolested. They found the camp empty. My son thought the holey boot was particularly suspicious, but finding no real troubles, they followed the Aspis’ trail into the ruins of ancient Boali, a city in the jungle now partly-flooded with swamps.

Eventually they came upon a flooded section of the ruins, where they found an interesting statue toppled over in the water–a statue which proved entirely suspicious to my son. He spent a solid five minutes interacting with the statue. Examining it, and offering many, many theories about why it might have toppled over and what it might mean. Listening to my six year old son talk about erosion, and how swamp water might affect a marble statue was thoroughly entertaining. His theories ranged from people knocking it over, to earthquakes, and erosion. But wait! Why, oh why, is the statue irregularly eroded? Why can we still see its helmet clearly?!? Cue another stream of suspicious theories from my son.

Boggard_Champion_by_ilkerserdar
Boggard, as seen in Pathfinder’s Bestiary

Fortunately, boggards hiding in the deeper parts of the flooded ruins ambushed the Pathfinders, putting an end to the many conspiracy theories being put forth by Mr. Ice. The boggards quickly wrapped up Mr.Ice and Amiri with their sticky tongues–preventing them from escaping–but they had less luck actually striking either of the Pathfinders with their morningstars. Mr. Ice took great glee in shouting insults at the frog-people and attempting to chop their tongues off with his short swords, while Amiri laughed. Escape was the furthest thing from her mind. She swung her massive great sword at the boggards and dealt a ton of damage. Bunny Paras made an exceedingly useful tactical decision: she made her parasaurolophus dance and trumpet loudly. Yup. Another wonderful use of a turn from my daughter. Enzo proved far more practical, using a ancient stone figurine of a dog to summon a magical dog, which attacked the boggards on his behalf. The group made quick work of their enemies, but over the sounds of Paras’ loud saurian ‘singing’ they heard something else: a man calling for help from a nearby building.

Curious, the group hurried to the sound. Once inside the building in question they split up: Mr. Ice and Amiri checked one room for dangers, as Mr. Ice was incredibly paranoid this was a trap, while Enzo led Bunny Paras and Paras to the cries for help. Mr. Ice and Amiri found a weird room which Enzo later determined was an arcane laboratory, while Enzo and Bunny Paras discovered a man calling for help. With the lower half of his body stuck in the stone from a magical trap (quick application of transmute stone to mud and then transmute mud to stone made him sink into the floor and then get stuck) and the upper half of his body stuck in a half triggered mechanical trap he only managed to stop from slicing him in two by shoving his metal gauntleted hands into it’s gears, this fellow found himself in a tight spot.

“It’s about time you–” the man exclaimed angrily as Enzo and Bunny found him–only to realize they were not who he expected. “Hi!” he exclaimed with a smile, downplaying his predicament. “The name’s Gideon Wren! What brings you fine folks to my humble home?”

And thus entered my son’s favourite part of this adventure: Gideon Wren. A freelancer for the Apis Consortium who was left for dead by his colleagues, Gideon’s a fast talking, fun NPC to run at the table. With melodramatic, mournful tales of his friends leaving him behind and the boggards who were tormenting him by tossing leeches at him while he was stuck, and promises of telling you everything he knows about the Aspis’ work in Boali and Senghor, if only you’ll get him to safety back in Senghor, Gideon provided a wealth of role-playing opportunities. My son took great pleasure in threatening and intimidating the fast-talking Aspis agent, thinking of a ton of ways in which he could threaten and torment the fellow. Meanwhile my daughter regarded him with worry and suspicion, squeaking with worry at the table, and running around whispering to my husband and son the results of her sense motive checks. Enzo really latched onto the idea of bringing Gideon to safety in order to learn everything he knows. After eliciting promises of not only sharing information with them, but also testifying against the Aspis Consortium in front of Senghor’s ruling council, Enzo finally disabled the trap that threatened Gideon’s life. He then left Amiri to dig the fellow out of the ground, while he explored the other rooms in this building. Bunny Paras spent her time dancing happily to Paras’ irritating and loud ‘musical’ calls. Mr. Ice kept guard over Gideon, informing him of the many ways he would hurt him if Gideon backed out on his promises.

A few hours later Gideon was free, and the Pathfinders moved out into the city in search of more evidence. Unfortunately, the boggards who call Boali home found them soon after, led by their massive ‘Great Queen’, a frog-monster known as a mobogo, which was chasing a group of Aspis Consortium agents through the streets. None of our Pathfinders managed to identify the creature, but they all realized it was incredibly powerful. As the mobogo magicaly makes an eight foot tall wave of water chase the Aspis Agents, carrying rubble and smashing buildings as it goes, they all decided to do what any brave hero would do! Like the great, brave, Sir Robin, they ran away.

Mobogo
The Great Queen, a mobogo, found in Pathfinder’s Bestiary 3

So began what I thought would be one of the most fun, and the most difficult parts of the adventure for my lowly level one players: a dramatic chase through the ruined city of Boali with a powerful creature hot on their trail. The DCs for this chase are quite high, but after modifying it as necessary for their level, I was hopeful they’d have a good chance. Fortunately for them, their early arrival to Boali via Mr. Ice’s masterful sailing, and Enzo’s good luck with disabling the trap that held Gideon, meant that Gideon would be helping the Pathfinders during this chase, instead of being in need of their assistance from horrible wounds.

After escaping the waves of water, the Pathfinders had to suffer through the mobogo’s terrifying croaks and a stampede of terrified Aspis Agents, only to have the monster frog leap upon the road and crush most of those same Aspis Agents. After narrowly avoiding being squished by a mobogo bum, they ran from his hurricane-like breath, and got tangled in poisonous vines. After escaping the vines they managed to pick up a few stone tablets the remaining Aspis Agents dropped, dove through a crumbling archway and reached the beach–only to have the mobogo flick its tongue out at them and wrap up Gideon. As Gideon was dragged back towards the gaping maw of the mobogo, the others panicked.

“Not Gideon!”

They hacked and slashed at the ‘Great Queen’s’ tongue until it let go of Gideon, then escaped with him on their ship. Deciding they’d had enough of Boali, the Pathfinders sailed back to Senghor.

Despite the difficulty of the chase, my group did awesome, only failing against the poisoned vines, which still allowed them to escape with time to spare.

Upon arriving in Senghor the next day, back in good time thanks again to Mr. Ice’s masterful sailing (luck), they probed Gideon for information. Mr. Ice threatened the poor ex-Aspis agent with bodily harm in many ways (seriously: never underestimate a child’s creativity!) while Bunny Paras listened to everything with great suspicion, and Enzo took thorough records. After learning much about the Aspis Consortium’s purpose in Boali, and their operations in Senghor, Enzo decided he’d like some further evidence before going to the Senghor’s Council. They agreed to head for the Aspis Consortium’s local warehouse from which Gideon’s boss, Shinri Dells, leads the operations in Boali. Unfortunately, there’s no way Gideon was going to fight Shinri. By his account, she’s a terrifying woman.

Enzo and Bunny Paras tried to convince him to wait for them in safety with diplomacy, but Mr. Ice and Amiri decided to threaten his life instead. Shaking in his boots, Gideon waited for the others to finish up at the warehouse at a nearby restaurant–or at least he said he would…. Would he really wait for Mr. Ice to come back and threaten him some more? My children were unsure.

After casing the warehouse (and with some help from the intel they got from Gideon) they decided to split up. Enzo and Amiri went in the front door to speak to the Aspis agent masquerading as a secretary whose job it is to shoo nosy visitors away. Knowing the guard was going to try to warn the others in the warehouse if the Pathfinders didn’t leave, Bunny Paras, Paras and Mr. Ice wait at the loading doors, listening intently for the alarm to be sounded by the secretary, which will also be their signal to enter the warehouse.

The plan goes off without a hitch. As the secretary drops pottery on the floor and loudly bemoans how much trouble he’ll be in, my children’s characters rush into the warehouse, effectively splitting up the guards and getting the jump on them. Facing off against these two, they make poor progress. It doesn’t help that Bunny Paras’ first turn is spent telling her parasaurolophus to ‘sing’ and dance instead of attacking. Still, Mr. Ice gets in a hit with his short swords, while the guards put up a fight. Back in the front room, Enzo slips past the guard as he loudly looks for a broom, and hurries into the warehouse. Angrily, the secretary charges after Enzo and throws a dart at him. Lucky for Enzo his aim is poor. Also lucky for Enzo? The secretary turned his back on Amiri. It’s not a mistake he lived to regret long. She knocked him unconscious with one swing of her massive sword, and finished him off on her next turn. Enzo summoned another dog to battle the remaining guards, while the fight continued. Eventually, Bunny Paras ordered Paras to swing her tail at the enemies–missing, but hey, she tried!–and shoots a few stones at the guards with her sling.

As the Pathfinders triumph over the guards, Enzo hurries to the side door, hoping to catch the fearsome Shinri Dells unaware. Unfortunately the door opens right before he goes through, revealing Shinri herself. Not very scary looking, Enzo knows better from Gideon’s many accounts of her battle prowess. He immediately orders his dog to get in her way. It misses her, and Shinri retaliates, destroying the dog with two quick punches.

“You shouldn’t have come here,” she taunts.

Alone in front of a woman who’s bound to kick his ass, Enzo remarks cleverly: “Eeep!”

Now, this fight is tough. In addition to being a CR 3 enemy, Shinri’s got the monks flurry of blows ability, which lets her make two attacks every turn, and the ability to deliver her sorcerer’s corrupting touch with one of her punches, which can scare her victims. That’s not even taking into account the monk’s handy stunning fist ability. Things are not going to go well for Enzo.

Or so we thought.

Amiri went next, charged at Shinri with her sword raised, and scored a critical hit. Dealing a massive 33 damage in one hit, Shinri Dells fell to the ground, dying.

They are SO lucky! Seriously. I was expecting at least one of them to fall unconscious, but to come out unscathed? I was honestly flabbergasted.

LUCKY.

Enzo quickly stabilized Shinri, which prevented her from dying, then stuffed her in a big sack with the intent of brining her to Senghor’s Council as proof against the Aspis Consortium’s presence in the city.

But first? Investigating! My kids LOVE clues. As fans of Scooby-Doo and Murdoch Mysteries, they set out to find clues, clues and more clues–also loot!–on the bodies of the Aspis Agents and the warehouse. Happily, they found lots. Including, that Shinri Dells is in communication with some kind of evil fiend during her daily meditations. This fiend gave Shinri magical powers, new fighting techniques and knowledge of an ancient relic. Known as the Twelve Rites, these stone tablets were what Shinri had her agents searching for in Boali. And our heroic Pathfinders have six of them. Armed with that important bit of information (and lots more that we won’t go into here), the Pathfinders leave the warehouse and look for Gideon.

Who is waiting for them, as promised.

They leave together for an audience with the ruling council. Along the way they meet a poor child, begging for food and coins. Although Amiri rudely ignores the child, the others are all suckers, giving the urchin over five gold. A healthy sum in Pathfinder! As they turn to leave, Bunny Paras suddenly exclaimed in pain. She turned to find the child was not a child after all–he was a tiny asura demon who used illusions to mask his appearance. The asura jabbed her in the back with his poisonous stinger.

Woozy and afraid, Bunny Paras exclaimed “Help! I am poisoned! I’m dying!” and fled down the road in hysterics, with Paras hot on her trail.

Leaving the vicious little assassin fiend to the rest of the group, Amiri and Mr. Ice slaughtered the creature in one turn. Considering the creature was a CR 3 challenge, they are very luck–again! After working together to help the frantic Bunny Paras overcome her poisoning, they set out again for the Council offices, this time arriving without further incident.

They easily earned themselves an audience using their Venture Captains’ letter of introduction–Thanks, Finze! After arriving in the waiting room they are offered dried fruit and water–which Bunny Paras suspiciously checked for poison. It comes out clean, so they eat and socialize with the other guests. Enzo sought out gossip and information about the council members they’ll be meeting with, discovering their identities and how best to influence them.

Soon, they enter the last stage of this adventure: presenting their case to the representatives of the Council of Senghor, and winning them to their cause in the hopes of driving the Aspis Consortium out of Senghor, and gaining the Council’s aid in the Pathfinders efforts to shut down the Aspis Consortium’s suspicious mining operations.

Now, this part is going to be difficult for my players. None of them are well trained in diplomacy, and intimidation won’t work for them here. Other than one of the nature-loving council members who can be influenced by Mr. Ice and Bunny Paras’ knowledge of the natural world, the other methods to get the council on their side are not skills my players are trained in. Fortunately they presented a good case–bringing Gideon to testify, the paperwork and clues from the warehouse, and the six clearly evil tablets of the Twelve Rites–as well as the fiend-tainted Shinri Dells herself–all granted them bonuses on their attempts to influence the council. Even with these bonuses some of the rolls were tight, but the Pathfinders managed to get the entire council on their side!

Happy at their successful first mission, the Pathfinders are dismissed. They bid Gideon farewell, only to have Mr. Ice–the same Mr. Ice who has been tormenting him and scaring him the entire mission–tearfully bid farewell to Gideon.

“Goodbye.” he waved sadly. “I’ll miss you.”

Gideon looked incredibly surprised. He gets only a few steps away before my son decides he couldn’t possibly say goodbye to the shifty ex-Aspis agent. He decides to try to fulfill one of his faction missions, by recruiting a named NPC scholar, archaeologist or similar character to join his faction: the Scarab Sages. Unfortunately, the DC to do this is a 16, and my son’s modifier on his roll? A zero. Zilch. Nothing. He needs to roll a 16 or higher on his d20 to pass. Still, he grabs his dice, and looks incredibly nervous.

“Wait, Gideon! You should join the Scarab Sages!”

“You want to give me a job?” Gideon asks suspiciously.

My son nods vigorously. “YES!”

He rolls his dice…. getting a 16.

My son jumps for joy and exclaims happily, proud to have brought Gideon into the Pathfinder Society.

And so our session came to a close.

We filled out our paperwork, spent their earned coins, and wrapped the session up, bringing their first Pathfinder Society Scenario to an end.

The verdict?

They loved it.

My daughter and husband’s favourite part was the chase scene where they fled from the “frog-bat.” My son’s favourite part was his interactions with Gideon Wren. And mine? I loved how excited they got during this session. I loved seeing their eyes light up in excitement, and their super, creative roleplaying.

Also? I loved this adventure!

So thanks to my family for playing with me. Thanks to my brother, for writing this adventure. And thanks to Paizo, for making scenarios affordable!

I’m sure we’ll be off on another PFS scenario soon!

Joining the Pathfinder Society

After deciding to make proper Pathfinder Society characters so that my children and husband could enjoy my brother’s recently released Pathfinder Society Scenario as it was intended to be played, I spent part of the day helping my children create their new characters and register with the society.

As mentioned in the previous post, my daughter made a rabbit-breeder with a parasaurolophus as her animal companion. She decided to make herself a kitsune–an irony which thoroughly amuses me–and chose the archetype Saurian Shaman, a pretty straight-forward option from Pathfinder Roleplaying Game: Ultimate Magic, that makes her better at summoning dinosaurs, interacting with dinosaurs, and lets her take on the aspects of–you guessed it–dinosaurs.

Rabbit Shaman wasn’t an option. *hint hint, Paizo*

She didn’t have many skill points, but those that she did have she dropped into handle animal, knowledge (nature), acrobatics and–her personal favourite–profession (rabbit breeder). That’s a well spent skill point, alright!

She surprised me by choosing Magical Tail for her feat, a quirky racial feat available only to kitsune that not only causes her kitsune to grow a second tail, but also give her new magical abilities–in this case the ability to cast disguise self twice a day. I expected her to take a feat that makes her parasaurolophus better, but thoughts of the many tricky things she could do with an illusory disguise won out.

She spent her gold after that, on important camping gear like a pink sling, leather lamellar armour–also pink, a large tent painted with images of rabbits and a parasaurolophus frolicking in a meadow, and a stuffed rabbit for cuddling at bedtime. Once the necessities were out of the way she splurged on frivolous things like: food.  She named her character Bunny Paras, and her beloved dinosaur Paras. I’m sure by tomorrow she’ll have names for all the rabbits on her farm.

My son went next. Heavily inspired by Legolas from the Lord of the Rings, he decided to make a ranger who fights with a bow, and dual wields daggers. That’s where the similarities end. Deciding his character was from the frozen north, he explained that his character is very pale, and covered in old frost bite. He’s constantly feeling cold, and made friends with Bunny Paras while training at the Pathfinder Lodge. After asking why his character would be heading to the jungle, instead of going on a mission in the north, my son immediately replied: “He’s cold. The jungles hot.” then he laughed as if it were the dumbest question he’d ever been asked.

Touché.

Soon he decided his character would have the trapper archetype, also from Ultimate Magic, which lets you quickly make and deploy traps instead of gaining spell casting abilities. He uses these traps to protect the rabbit farm from animals and intruders. (Rabbit thieves are a huge danger, you know…)

And what masterful name did he come up with this time? Senton. Although everyone calls him ‘Mr.Ice’ because he’s always shivering cold.

My husband went last, deciding to make a Chelaxian occultist of noble birth who spends a some of his time pursuing philanthropic endeavours, and the rest attempting to improve his magical powers. Capable of minor divinations and conjurations, Enzo Jeggare prefers to summon animals to do his bidding.

With characters in hands it was time to choose factions. Enzo surprised no one by joining the Dark Archives, a faction of Pathfinders who collect, curate, study and learn from powerful artifacts and evil relics. My kids, on the other hand, were very surprising. Both of them chose to join the Scarab Sages. Soon to be retired from Pathfinder Society play, the Scarab Sages are a faction of Pathfinders who are seeking ancient magical stones which can impart the wisdom of ancient Osirion (essentially ancient Egypt, in Pathfinder) upon their users. These Sages will lead Osirion into a new golden age.

WHY did a rabbit-breeder and a trapper care about ancient jewels from the desert? Good question. Mr.Ice is feeling cold, I guess, and what better place to warm up than a scorching desert? As for Bunny? Jewels are pretty.

And then came the last step: registering their characters. We signed into the Paizo website, made them their own accounts, and signed each of their characters up for the Pathfinder Society.

Prepared, registered, and very excited, my kids are thrilled to get to play their quirky new characters through my brother’s adventure, Signs in Seghor. And me? I’m thrilled to help them.

I can’t wait for game day!

Happy New Years, guys.

To new beginnings!

 

Signs in Senghor: Part One

Big news around my house today! Some new Pathfinder Society Scenarios just released and one of them–Signs in Senghor–is written by my brother.

That’s right! Exciting!

For those of you who don’t know, the Pathfinder Society is a world-wide organized play program. It’s like playing Pathfinder in short sessions with a rotating group of people. All of your characters are members of the Pathfinder Society, which is like a organization of adventurers, explorers, scholars and archaeologists. You just make your character by following the Pathfinder Society Guidelines, take your nifty character and all their paperwork with you to your local game shop, a convention, or to play with your pals, and play a game together. One person GMs, as normal, but they have to use specific, short affordable (five bucks and under!) adventures, called scenarios–and follow them. After a few hours your session’s over, you fill out some more paperwork and show up again whenever you find the time. The GM sends records of the game to Paizo, and voila! Game done. You and some fellow Pathfinders completed a mission together. Maybe you’ll play with those people and their characters again, and maybe you’ll play with a whole new group.

Now, I’ve never played a PFS scenario in person before. Recently, however, I got addicted to Paizo’s message boards. Here, you can play by post. Join the message boards and play your characters–for regular Pathfinder or for PFS–online by posting their actions with your gaming group. Once you find a gaming group, that is. Although competition’s tight for most play-by-post campaigns, it’s quite easy to join a PFS game. They’re short, fun, and you get to play with people from all over the world. It’s a blast.

But, back to the topic at hand: my brother!

PZOPSS0613E
Of Kirin and Kraken‘ by Kris Leonard. Pathfinder Society Scenario for tier 7-11

Now, this isn’t the first PFS scenario my brother’s written for Paizo. He wrote one other back in Season Six. Of Kirin and Kraken. Intended for play between levels 7 and 11, I haven’t had a chance to play it yet. As a newcomer to the Pathfinder Society I’ve got a bunch of characters, all still enjoying their first level. I’ve a long way to go before I can play through that beauty! So I read it, instead. A lot. Involving ancient sunken ruins, a magical instrument, weird cultists, a tribe of boggards and a spell-casting squid, it’s a fun, memorable romp with a surprising number of opportunities for role-playing with a colourful cast of NPCs. I really enjoyed it.

But his new scenario? Ahh! THAT one I can play right away. Intended for characters from levels 1 through 5, Signs in Senghor isn’t just going to be purchased. It’s getting played. Immediately.

So I bought it last last night, and read it this morning, and as I finished it I told my children: “Uncle Kris wrote an adventure for Pathfinder, and I have it. Do you want to play it?”

They shrieked out “Yes!” in a variety of ways, and jumped around a bit.

“It’s a Society scenario.” I told them. “Do you want to play it by all the proper Society rules? Or should we play it with some characters you already have, just for fun?”

They decided on the Society rules. And when I mentioned they would get to make new characters, no one was more excited than my daughter. She jumped in glee and immediately shouted: “I’m making a rabbit breeder!”

“…A rabbit breeder?”

“Yes! I raise rabbits! I have a whole farm of them! I’m a druid, you know.”

It should be noted, my daughter REALLY loves rabbits. This character concept did not surprise me at all.

“Why did you join the Pathfinders?” I asked her.

“I want to find treasure from the people who used to worship rabbits. Cause I think they’re holy. Oh! And also, Mom, I will be a fox-person!”

I laughed. “You’re a kitsune who raises rabbits? Do you eat them?”

NO!” she shrieked, clearly offended at the idea. “I am a vegetarian fox-girl. I never eat rabbits. Or other animals. I cuddle them.”

Well, alrighty, then. A kitsune rabbit-breeder it is. And what did she pick for her animal companion? A parasaurolophus. BY NAME. She actually said: “Mom, I want a pet parasaurolophus.”

Seriously.

If you don’t know your dinosaurs as well as my daughter, you can learn about parasaurolophus here.

Looks like we’ve got a lot of (fun) work to do before we play tomorrow. I can’t wait to see what else they create.

Ultimate Wilderness

Well, Christmas has come and gone, along with a variety of other holidays you might be celebrating, and while I wait for my shiny new copies of Starfinder and the Alien Achieve to arrive in the mail, I’ve been entertaining myself by delving into another great new d20 product, Pathfinder Roleplaying Game: Ultimate Wilderness.

For those of you who don’t know, Ultimate Wilderness is a new hardcover release from Paizo Publishing, put out for Pathfinder. Pathfinder, as previously noted, is my favourite d20 game by far, and I recently received a copy of Ultimate Wilderness for my birthday (thanks, Kris and Crystal!). Like most of Pathfinder’s hardcover releases, Ultimate Wilderness comes with new class options and some new mechanics for GMs to add to their games, all themed around, you got it, the wilderness. This book introduces one new base class, tons of new archetypes, some new feats and spells, and quite a few rules subsets. Unlike most hardcover releases, this book also drops three new player races, and a ton of new options for familiars and animal companions.

Now, this book’s not cheap. None of the hardcovers for Pathfinder are, so I thought it might be worthwhile to share my two cents about the book, what you’re getting, and whether it’s worth it.

Ultimate Wilderness starts by introducing us to three new race options for players, two of which were previously released in other books. The gathlain, a lovely little fey creature with wooden wings who first was released in the very back of another one of Pathfinder’s hardcovers, Pathfinder Roleplaying Game: Advanced Race Guide. Found in the race builder section, gathlain originally had no details provided about their race other than the race entry itself. Now, these delightful little tricksters are given pages worth of information, including some special gear, feats and spells. There’s also a trio of archetypes, including one of my favourites from the entire book, the Season Sage, a druid archetype that got me desperately wanting to play a gathlain. Definitely a favourite of mine, you know you’re going to be producing some quirky characters with this race when the entry points out that ‘gnomes often find gathlains too flighty, foolish and undisciplined for their tastes’ (Ultimate Wilderness, page 9). Seriously. Gnomes think these guys are flighty. As a fan of the absurdity of Pathfinder’s gnomes, I’m going to have a blast with these little guys. I love it!

The second race to get some love in Ultimate Wilderness are the ghorans. Ghorans first appeared in one of Pathfinder’s skinny, softcover books, Pathfinder Campaign Setting: Inner Sea Bestiary. They entered the scene with a bang, tempting us with tales of the ghoran’s origins. Magically created as an fast-adapting food source, ghorans achieved sentience and became a race all their own. Now the secret of their creation has been lost, and ghorans have shaped their bodies into a humanoid form, in the hopes that people will be less inclined to consume them, despite how delicious they taste, if the ghoran’s look more like them. Yup. Delicious. Like the gathlain, ghoran’s also come with an array of options, including a few feats, a magic item and a spell. They introduce a new bloodrager bloodline and two new archetypes, including the delightful aromaphile–a mesmerist archetype.

This third and final race introduced in Ultimate Wilderness is brand new. At least as a player race. Although leshy’s were first introduced in Pathfinder Roleplaying Game: Bestiary 3, they have only now entered the game as a player race. Vine leshy’s are what you’d come to expect from these adorable little plant spirits. Hardy and clever, with some quirky camouflage capabilities and the ability to speak with plants, vine leshy’s are a fun, colourful addition to the game.   Like the gathlain, vine leshy’s have a lot of character options offered alongside them, including some new feats, spells, magical and mundane gear, three archetypes and the addition of the leshy subdomain for all those clerics and druids out there who wish they could summon these little fellows.

Following the races, Ultimate Wilderness gets into what I was most excited for: the Shifter. This new base class is a shapeshifter who can transform parts of their body–and later their entire body–into animal features. It has a full base attack bonus, but suffers from the same armour restrictions as the druid class does–a small price to pay for a chance to make yourself a chimera of animal parts. They gain a nice array of wilderness abilities that are familiar, in addition to unique abilities, including wild empathy, woodland stride, track, trackless step and wild shape–although their wild shape is a weaker version of the druids, allowing them to only transform into animals they have a connection with (you start with one, and can have four by the higher levels of the class progression). As far as new abilities go, it’s the shifter’s claws and shifter aspects abilities which are going to see the most use. Shifter’s claws gives you a claw attack with each hand, dealing 1d4 damage each to start, these claws increase in power as you level up. With an unlimited uses and the ability to extend them as a swift action, these claws are an awesome combat option for the shifter, making it unlikely you’ll need to invest in a melee weapon at low levels. The second major ability of the shifter is shifter aspects. Usable in one minute increments for a number of minutes per day equal to three plus your level, shifter aspects allow you to gain a physical benefit which changes depending upon which animals your shifter is spiritually attuned to. As with wild shape, you only start with one animal aspect, so you’ll need to choose wisely, but you gain more aspects as you level up and can later manifest more than one aspect at a time, making you a chimera of sorts. My personal favourite aspect is the bear, a sturdy choice which can improve your constitution at low levels and lets you transform into a dire bear with wild shape. Other gems include the bat, which grant you darkvision out to great distances and later blind sense, and the mouse, which grants you evasion and allows you to transform into a tiny mouse with wild shape–letting you sneak into tight spaces and the ability to climb, swim and sniff your way around the environment. All in all I really like the shifter class and I’m positively desperate to play one. Now if only I could convince my husband to play a few sessions with me…

After the new classes comes the archetypes, of which there are a TON. Now, not all of the archetypes presented in Ultimate Wilderness are brand new. Some are reprints from their line of softcover books, including the bold Thundercaller bard (originally published in Pathfinder Player Companion: Varisia, Birthplace of Legends) and my favourite witch archetype, the green-thumbed Herb Witch (originally published in one of my favourite player companions, Pathfinder Player Companion: Heroes of the Wild). Now, admittedly I was a little miffed at first, to discover some archetypes here that I’ve already been playing for a while, but after reflection, I’ve changed my tune. I like having the archetypes related to the wilderness that came from the skinny, softcovers collected in Ultimate Wilderness–presuming there are a lot of new archetypes alongside them. Which there are. Tons. Sixty pages of them, and at more than one archetype per page, that’s a lot of archetypes. I had quite a long list of favourites, but I’ll share a few with you.

Topping that list is the already mentioned gathlain archetype, the Season Sage which, thankfully, can be taken by other races with GM permission. Season Sage is a druid which gains the ability to change the seasons of the world around him, using his powers to make plants bloom, animal’s get their warm winter coats, and the weather to change. They can bring their companions the growth of spring (making them grow to twice their size), the might of summer (making them robust and healthy), and harm their enemies with the decay of autumn, and the icy cold of winter. They can literally change the world and the weather around them. And who doesn’t want to travel with a guy who can make it nice and warm in the middle of winter, or hide you in a blanket of fog? Far from over-powered, but filled with cool visuals and some neat new powers, Season Sage is my favourite archetype in the entire book.

My second favourite is a shifter archetype. Now, being a new class, shifter has quite a few cool archetypes going for it, including the elementalist shifter (which lets you harness different elements and fusions of them), the fiendflesh shifter (which lets you harness the power of evil outsiders), and the verdant shifter (which lets you take on the aspects of different plants). But, my personal favourite? The oozemorph. A shifter archetype that lets you become like the T-1000 from ‘Terminator 2’.  Seriously. It’s awesome. You want to be made of shiny goo? Check! You want to transform your arms into different weapons? Check! You want to squeeze through tiny holes and compress your body? Check! You want to take on the appearances of different people? Check! How about a climb speed or damage resistance? Check and check! This archetype is awesome, super nostalgic, and has great visual potential. As long as you don’t mind being a protoplasmic blob…

There’s a ton of other awesome archetypes in the pages of this book, and if you pick it up be sure to give some of my favourites a read, including the horticulturist alchemist (who can create seeds that rapidly grow into summoned animals and plants, and who can alter his bombs to affect everything, only plants, or only things that aren’t plants), the saurian champion cavalier (who can ride gigantic dinosaurs: cause who doesn’t want to be a knight that rides a t-rex?), the viking fighter (it’s about time!), the star watcher investigator (who uses horoscopes and astrology to tell the future for his companions and make magical effects), the wood kineticist (blast away with vines, tree limbs and stinging leaves or flower petals), the geomancer occultist (who can use the terrain he’s in as an implement), the flamewarden ranger (who explodes in a burst of fire upon his death, damaging his enemies and healing his allies, and can rise from the ashes a round later), and the avenging beast vigilante (cause the only thing better than being a batman, is being a bat man who can also turn into a dire bat!).

Like all Pathfinder hardcovers, there’s a chapter for new feats and spells. These parts of the book aren’t as vast as some of the others. It’s certainly no Ultimate Combat where feats are concerned, nor does it have the spells of Ultimate Magic. Still, there’s some good options for both sections contained inside. Lots of the feats are very thematic, or specific. For shifters there’s extended aspects and extended animal focus, both of which are going to be staples for most shifters. There’s a new combat style that caught my fancy: beastmaster style, which lets you make handle animal checks to negate attacks that hit your animal companion–presuming you’re beside your beloved pet–much like mounted combat works for mounts. Continuing in this feat progression also lets you substitute your handle animal check in place of your companion’s saving throws. My choice for the best feat in here (that’s more universally useful) adds onto the Spring Attack feat progression. Yes, spring attack’s already an investment, but improved spring attack and greater spring attack add great value to this build by letting users gain an extra attack, or two, with each spring attack, as long as they target different enemies with each subsequent attack.

As for spells, there were a good array of nature based spells spread out among lots of classes. You won’t just find new spells for rangers and druids here, you’ll also find some neat new spell choices for arcane and psychic casters. A few of my favourites include tamer’s lash, a level one bard, bloodrager, magus and ranger spell that creates a sonic whip that damages your enemy and can cause animals to back down for a few rounds in fear. Explosion of rot is a nice level four damage dealing druid spell that makes everything around you rot and decay (living or otherwise!). Rounding out my favourite spells from this book are the various polymorph spells: magical beast shape, ooze form (one through three) and fey form (one through four), all of which allow a wide variety of classes to take on all kinds of new forms.

There are a lot of new mechanics and rules subsets introduced in Ultimate Wilderness, some of which will find more use than others. The new discovery and exploration rules are sure to find  home in many exploration games, the new hazards are sure to trip up more than a few characters (look out for spellgorging plants!), and information on the Green Faith and the First World are always welcome. But, it’s the rules for foraging, harvesting poisons, harvesting trophies, herbalism, and wilderness traps that made me the most excited. Finally, a way to make a snare trap in the wild without a weeks worth of work and a sack of gold! (And there was much rejoicing).

The last section I want to touch on in Ultimate Wilderness is a huge part of the book and, in my opinion, a massive draw: familiars and animal companions. Taking up over forty pages of the book, this section collects stats for some of the more obscure animal options you may have missed in the many softcover releases they’ve been spread across, as well as new choices (including the anglerfish, archaeopteryx, dodo, koala, panda, sabre-toothed cat, plenty of plants and vermin, and my daughter’s personal favourite: the rabbit). It also provides a huge host of archetypes, tricks and feats for them to make use of. Most important for me? A nice concise listing of which animal forms have access to which magical item slots. Now, it’s worth noting, some of the information in this section was previously printed in some other softcover releases from Paizo, including Pathfinder Player Companion: Familiar Folio and Pathfinder Player Companion: Animal Archive. But, much of the content is new and, in all honesty, I like having it compiled into an easier to access source.

For my money, Ultimate Wilderness is worth it. It provides a lot of fun new options for players and some decent new mechanics for GMs to enrich their games. One of the biggest draws for this release is going to be the many new options for our furry (or scaly or feathered) friends, the familiars and animal companions. If you don’t have this book yet you can pick it up at the link below, and if you do, let me know in the comments what you’re most excited for from Ultimate Wilderness!

Until next time, get those dice rolling!

Jessica

Pathfinder Roleplaying Game: Ultimate Wilderness

 

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