Review: Against the Aeon Throne: The Reach of Empire!

Today we’re going to take an in depth look at Against the Aeon Throne: The Reach of Empire! So hop aboard and get ready to visit the Vast!

Against the Aeon Throne is a three part Starfinder Adventure Path that begins with Part One: The Reach of Empire by Ron Lundeen, continues with Part Two: Escape from Prison Moon by Eleanor Ferron, and concludes with Part Three: The Rune Drive Gambit by Larry Wilhelm. All together these three adventures should take your characters from level one through to level six. You can check out our previous articles on Against the Aeon Throne here: Against the Aeon Throne and Preparing to Rebel.

StarfinderCover
Against the Aeon Throne is an Adventure Path for the Starfinder Roleplaying Game. To play you’ll need a copy of the Starfinder Core Rulebook.

Against the Aeon Throne is a shorter campaign that most. Typically six books in length, this Adventure Path is only three. I think it’s a great change that will allow the folks at Starfinder to tell shorter, more personal stories. In addition, this three part length makes it easier to purchase and play through an entire adventure path. Also? It’s awesome for gift giving and the budget conscious! Six books is a huge investment, but three? Well, that’s a lot more manageable for those of us without much extra cash laying around.

So what exactly is Against the Aeon Throne: The Reach of Empire all about? In short, your characters will play as a team of allies or coworkers who run a ship together. The how and why of your meeting, and what kind of crew you are is entirely up to your players. Want to be a bunch of socialites on vacation? Go for it! A grizzled team of mercenaries? Sure! A ship of colonists ready to set down roots in a new home? Perfect! Or perhaps some criminals on the lam? Sounds good! Whatever you and your fellow players decide, your ship has been contracted by AbadarCorp to make a delivery of supplies to the fledgling colony of Madelon’s Landing on the planet Nakondis way out in the Vast. Upon making the delivery they’ll receive 4,000 credits as payment from the leader of the colony, a lashunta priest of Abadar by the name of Madelon Kesi. For GMs who want to go off script a bit, it’s incredibly easy to change the hiring organization from AbadarCorp to any other corporation or group you desire. Irrelevant of who hires you, your contact for payment will remain the same.

Of course, cash isn’t the only reason your ship is heading to Nakondis. In addition, all of your characters are friends (or at least had passing contact in the past) with an android known as Cedona who recently retired to the colony of Madelon’s Landing. How and why they each know Cedona is up to your players, but there’s also an awesome list of eleven different suggestions related to the different themes that are provided in the book.

As for your ship? Your players get to make it themselves before play. Awesome! For groups who don’t want to spend the time crafting their own ship, they’re welcome to select any premade tier 1 starship. Whatever ship they choose to create, this bad boy will be with your players throughout the campaign and they’ll have plenty of opportunities to improve it as they progress.

Like any good adventure, stuff happens! And The Reach of Empire is no different! When they reach Nakondis they discover something has gone terribly wrong on Madelon’s Landing! It’s clearly been taken over by some invading force! (Spoiler Alert: It’s the Azlanti Star Empire). But, before the group has a chance to investigate they’re attacked by drones! They’ll have to fight off the drones, find a safe place to land, and make their way on foot to Madelon’s Landing to figure out what’s going on, save the colonists, and oust the invaders!

But, before we get into that too much, let’s take a look at the book itself.

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

Starfinder Adventure Path 7: Against the Aeon Throne: Part 1: The Reach of Empire is a softcover adventure written by Ron Lundeen that is 63 pages in length. It’s intended to take players from level 1 to level 3. The adventure itself is around 35 pages long, and split into three main parts: Nakondis Under Siege, in which the players fight or sneak their way through the wilds of Nakondis to Madelon’s Landing; Rebels of Madelon’s Landing, in which the players liberate Madelon’s Landing; and History Unearthed, in which the players head out to explore an ancient crashed starship where the remaining invaders are holed up. After the adventure there’s a seven page primer on Madelon’s Landing and the surrounding region, which is incredibly important for GMs. There’s also a new theme: the colonist. Past this there are four pages of information on new ship upgrades, systems, and weapons common to the Azlanti Star Empire, and four further pages of ship statistics and details. The Alien Archives are eight pages in length, followed by the Codex of Worlds, which is one page of information on the planet of Nakondis. Lastly, the inside front and back covers feature information and a layout for a tier two starship: the Vanguard Voidsweeper!

Before we continue with a more in depth look at the book, let me point out: there will be SPOILERS. Not huge ones. But spoilers none the less.

You have been warned.

For starters, I love the look of this book. I like the colours and the layout. The text inside is easy to read (which isn’t always the case in an Adventure Path). The cover art is wonderful. It showcases a major enemy in this book, Lieutenant Sharu of the Aeon Guard, as drawn by Anna Christenson. Behind her is an awesome image of Iseph (the iconic android operative) and Raia (the iconic lashunta technomancer) running through the streets of Madelon’s Landing as they fight off drones from the Azlanti Star Empire. Super cool!

The ship showcased on the inside covers is a Vanguard Voidsweeper. This tier two medium explorer starship is destined to be the final enemy the PCs face in this adventure. All in all, it’s a fast, maneuverable little ship, that packs some serious firepower. The art for the exterior looks a lot more generic than I expected — particularly when you take into account all the other awesome Azlanti ship artwork found later in this book. That said, it is a mass produced ship, so it’s not surprising. The map layout is simple, but useful. Much more streamlined than a lot of the ship layouts I’ve seen. I rather like it.

After that we hop right into the adventure itself. This adventure starts with a bang, and doesn’t let up. It’s action packed and exciting the whole way through. I really, truly, loved it.

As previously mentioned, The Reach of Empire begins when the players reach Nakondis only to be attacked by automated drones! The resulting starship battle should lead to your players defeating the drones, only to have them explode! Unfortunately this leaves very little information that the PCs can salvage from the wreck. What can they learn? That the drones were automated and belongs to the Azlanti Star Empire. For those of you who don’t know: that’s BAD news. In short, the Azlanti Star Empire is a massive militarized Star Empire that has a whopping three solar systems under their thumb. They think they’re the greatest beings in the galaxy, and everyone else is fit only to be their slaves. And all those planets out there? Well, clearly they should belong to the Azlanti Star Empire. Cause they’re the best and all.

Yeah, they’re giant, pompous, jerks. Great villains for the PCs to clash with, but an overwhelming opponent. Let me be clear: this adventure path does not send your PCs off to take down the entire Azlanti Star Empire. It’s much smaller in scale than that. And frankly? I love it. It lends a sense of suspense to the series and makes it feel like you’re playing real people in a living breathing world universe doing what they can, rather than heroes so powerful they change the whole world universe. It’s a wonderful change of pace and scope. It’s got a very Firefly feel to it. (And Star Wars too, obviously).

After defeating the drones your players will need to attempt to contact Madelon’s Landing, only to find that it’s under occupation by the Azlanti Star Empire! Soldiers patrol the streets, the landing zone is occupied by a strange building, and there’s a massive space cannon mounted on one of the buildings that could clearly shoot your ship down if you went too close. With no idea what’s going on, the players need to find and select a new landing site. Once they’re safely on the ground they need to set out for Madelon’s Landing on foot to find out what’s actually going on. Along the way they’ll travel through the permanently misty jungles of Nakondis, deal with hazardous wildlife (the delightful hobgar!), battle enemy soldiers from the Aeon Guard, and save a colonist who managed to escape. From this man, Jellik Fulson, they’ll finally get an understanding of just how bad things have gotten in Madelon’s Landing and what’s going on. Jellik begs the PCs for aid and happens to know a secret way back into the colony. If they’ll go with him he’ll bring them to a woman who he thinks will give them a place to hide. From there they’ll be able to gather information on the troop movements, make targeted strikes against the Aeon Guard, and do what they can to give the invaders a hard time, and the colonists more freedom.

Which brings us to part two of the adventure: Rebels of Madelon’s Landing. This is both the longest and the most fluid section of the adventure. In addition to the adventure text, GMs will need to make heavy use of the primer on Madelon’s Landing found later in the book. Basically, Jellik and the woman he brought them to — a junker named Aibretta Fulson (Jellik’s ex-wife) — can give the PCs information on the enemy forces, and ideas for what sorts of secret missions they could accomplish to weaken their hold on the colony, and give the colonists more freedom. These ideas run the gamut from freeing trapped hobgars and unleashing them upon the town, to ensuring everyone has enough water to survive, and ambushing patrols. As the PCs sneak around Madelon’s Landing and subtly strike back they’ll meet other colonists, who can in turn become allies and give the PCs more support, intel, and suggestions. However, their actions don’t go unnoticed. Depending how much of a splash they make the Aeon Guard takes notice and retaliates. This also leads to other events that the PCs will have to intervene in — or not. It’s a great, dynamic part of the adventure, which is filled with enough mini-missions and events to keep the game exciting and interesting. As an added bonus, such missions are short enough you can accomplish one or two each play session (at least). Of course, the Aeon Guard is incredibly powerful, so stomping through the town centre and having a giant throw down is a tactic sure to get your players killed. However, that shouldn’t be a problem. The adventure itself does an excellent job of setting this up as a time to use guerrilla tactics, and subtly. Blatantly calling out the villains all at once is unlikely to be a plan your players seriously consider. Only after the town itself is secure will they be able to enter the Aeon Guard’s base of operations, take down the remaining soldiers, and free the prisoners. Finally, Madelon’s Landing is free!

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

Or are they?

Within the Azlanti base it becomes clear that they didn’t come to Nakondis just to annex some tiny colony. They came for something else. Something hidden in the nearby jungle…  To truly free Nakondis your PCs need to travel to the mysterious site and ambush the remaining Aeon Guard!

Which brings us to part three: History Unearthed. The PCs travel to the mysterious site through the jungle (there’s multiple modes of transportation to choose from), and discover that the Azlanti are exploring an ancient crashed starship. An AZLANTI ship. As they explore the wreck they’ll come to realize that the starship was in possession of an experimental starship drive theoretically much, much faster than Drift Travel. If the Azlanti Star Empire got their hands on this ancient engine and found out how to reverse engineer it the entirely of existence would be at their fingertips. They could conquer the Veskarium or the Pact Worlds! Heck, they could conquer both. Also, they’ll come to realize that their friend, Cedona, was one of the first colonists to explore this wreck and discover the experimental engine. To make matters worse? Not only is the engine already gone, but so is Cedona. The Aeon Guard has already moved them both off world for further examination and interrogation.

Final Battle Mark Molnar
Illustrated by Mark Molnar. Art courtesy of Paizo Inc.

By the end of this chapter the PCs will defeat the rest of the Aeon Guard on Nakondis, and know that they need to get back the experimental drive, and their friend, before its too late. Unfortunately, there’s one last obstacle to face before the PCs can zip off into the stars after the Aeon Guard. An enemy ship is approaching Madelon’s Landing! And it’s about to open fire! The PCs need to race back to the colony and take on the Azlanti ship, Barazad (the Vanguard Voidsweeper featuring on the inner covers), before it blows the colony sky high!

Hopefully they succeed…

Robot David Melvin Against Aeon Throne
Illustrated by David Melvin. Art courtesy of Paizo Inc.

Which brings us to the end of The Reach of the Empire! It’s an exciting, fun adventure, which I thoroughly enjoyed. EXTREMELY enjoyed. It’s just… a ton of fun.

But, that’s not the end of Against the Aeon Throne, or the book. Up next, as previously mentioned, is the super useful primer on Madelon’s Landing. GMs will need to make extensive use of this primer to flesh out the rest of the town, and run the entire middle segment of the adventure. In addition, PCs who go off exploring on foot to get to the crashed starship will also make use of the information on the surrounding regions, which the GM will need to brush up on. Overall it’s an interesting, fun little town to adventure in. I rather enjoyed it. Plus it’s got lovely maps!

The colonist theme included in this book is pretty nifty. It grants a bonus to Constitution, while the theme knowledge makes survival a class skill and reduces the DC to identify average creatures using Life Sciences. Super useful. Later abilities allow you to protect more people than normal when finding shelter from weather, or feed more people than normal when living off the land. My favourite ability allows you to reroll a Fortitude saving throw made against disease, poison, or severe weather once a day.

Up next is a rather long chapter on the ships of the Azlanti Star Empire and their abilities. Now, I enjoy a good starship battle, but the ships themselves aren’t exactly the most interesting part of the game for me. I’m just not a person who’s into vehicles of any kind. That said, even I think this chapter was COOL. There’s a lot of neat abilities, systems, and weapons introduced, including stasis tubes, aeon stone based technology, drones (which give the undervalued Science Officer something cool to do!), autodestruct mechanisms, and — my personal favourite — hybrid starship weapons that allow you to control them with Mysticism. AWESOME. As for the ships themselves? They’ve got gorgeous artwork. I particularly like the Vanguard Comet, and the absurdly large Sovereign Vindicator.

The Alien Archive is up next, which is always one of my favourite sections of an Adventure Path. It contains seven new creatures, one of which is a playable race. and three of which are featured in the adventure itself. The creatures include: Carrion Dreg, a CR 4 undead monstrosity which has never looked grosser; Endiffian, which is a playable race of shapeshifters; Hobgar, a CR 1/3 blue monkey-like creature capable of shooting electricity that the PCs will come to know VERY well in this adventure (they’re awesome!); Mucilaginous Cloud, a huge CR 5 ooze; Azlanti Adjutant Robot, a CR 3 enemy they’ll face in the crashed starship; Synapse Worm, a small CR 2 vermin that tries to stun you before devouring you alive; and Thermatrod, a CR 3 creature that looks like a mix between a gorilla and an earth elemental, and vomits up lava. Cool! Personally, I like the hobgar and the synapse worm best.

Against the Aeon Throne The Rune Drive Gambit
Starfinder Adventure Path: Against the Aeon Throne: Book Three: The Rune Drive Gambit

Finally, there’s a short, one page Codex of Worlds entry on the planet of Nakondis. Despite its short length, the information contained therein is incredibly important to this adventure. It’s a must read for GMs.

And that’s it!

Against the Aeon Throne: Part One: The Reach of Empire has come to an end. I LOVED it. Seriously. Without a doubt I give it five out of five stars.

So where does it go from here?

Against the Aeon Throne: Part Two: Escape from the Prison Moon is written by Eleanor Ferron and intended for level three characters. In it, the PCs are deputized by the Steward (a galactic police force of the Pact Worlds) to secretly travel to the Azlanti Star Empire, rescue Cedona, retrieve the experimental Rune Drive, and get the heck out! They travel to the Azlanti Star Empire, visit an independent space station called Outpost Zed, and learn all they can of the prison moon Gulta that Cedona’s being held on. Then they’ll need to get there, get inside, free Cedona (and likely other prisoners), and flee the area. Awesome!
EDIT: You can read our review: Review: Against the Aeon Throne: Escape from the Prison Moon.

Against the Aeon Throne: Part Three: The Rune Drive Gambit is written by Larry Wilhelm and intended for level five characters. In it, the PCs head to a secret Azlanti science station in an asteroid where the Rune Drive is being held. They’ll need to get inside, infiltrate or fight their way to the Rune Drive, and learn what the heck it is. Then they’ll need to find a way to steal it. Along the way they’ll fight Aeon Guard soldiers, rescue captive scientists, and face off against the man responsible for sending troops to Nakondis in the first place! Awesome!
EDIT: You can read our review: Review: Against the Aeon Throne: The Rune Drive Gambit.

I can’t wait to get a chance to play Against the Aeon Throne with my family!

I hope you enjoyed taking an in depth look at the first volume as much as I did!

Until next time,

Jessica

 

Realms of Atrothia: Legacy Races Revisited

Exciting news around here today… Sunburst Games first book was just released! That’s right! Realms of Atrothia: Legacy Races Revisited is available for purchase! Currently, you can order it on amazon, and in the coming days you’ll be able to purchase it from the OpenGamingStore as well!

Sunburst-Games-Logo

Not sure what Sunburst Games is? In short, Sunburst Games is an independent Tabletop RPG company focused on Pathfinder Compatible content for the next generation. We’re continuing the legacy of First Edition Pathfinder into the future! The Sunburst Games team consists of my brother, Kris Leonard, and myself. Our products also showcase the wonderful artwork of Rigrena. Sunburst Games will be launching a Kickstarter for our first major release Realms of Atrothia: Primary Expansion this coming February! To find out more about Sunburst Games check out my previous blog post on the topic, visit our website: sunburstgames.com, or support us on Patreon!

Building upon the legacy of the Pathfinder Roleplaying Game, and the existing d20 game system which is over 35 years in the making, Realms of Atrothia: Legacy Races Revisited includes a new look at 56 races suitable for play at 1st character level. Each race has been rebuilt using our own adaptation of the Race Point system first outlined in the Pathfinder Roleplaying Game: Advanced Race Guide, aligning each to the same power level. From the kasatha to the kobold, all races are created equal, so no matter what your character concept, you will be sure to make your mark on the world!

Sunburst Games Realms of Atrothia Legacy Races RevisitedAlthough the races you’ll find in Legacy Races Revisited are familiar,  nearly all of them have received additional racial traits to bring them in line with the same power level. All races also feature two alternative racial traits, so you can get the most out of your character concept. Some races also list new character options beyond racial traits, such as proficiency with brand new weapons like the acrobat spear.

My personal favourite race options? Changeling, and Halfling! My children are a huge fan of the changes to the elemental races (Ifrit, Oread, Sylph, and Undine) and Goblins.

Keep in mind, all of these races are suitable for play at 1st character level, so some races which are usually considered to be one or more levels higher than normal, such as the drow noble, svirfneblin, or trox are not included. In their place, races which are in line with other revisited races appear, such as gnoll and lizardfolk. Want more races to choose from? Don’t worry, all your favorite races which pack a little more punch will make an appearance in Realms of Atrothia: Primary Expansion, alongside other monstrous races including gargoyle, medusa, moon-beast, oni, pixie, and treant, just to name a few. These normally off-limits races will take advantage of the new Exemplar Primary Class, so you can play all your favorites right from 1st character level!

Pick up a copy of Realms of Atrothia: Legacy Races Revisited today, available from these fine sources:

Like Realms of Atrothia: Legacy Races Revisited? Watch for our Kickstarter coming in February 2019, and get ready for a whole new world of adventure, with limitless imagination! 

Enjoy!

Jessica

 

Sunburst Games

Earlier this week I mentioned that I was working on a special project with my brother called Realms of Atrothia by Sunburst Games. Today, I’m thrilled to bring you more information!

Sunburst-Games-LogoSunburst Games is an independent Tabletop RPG company focused on Pathfinder Compatible content for the next generation. It’s founder is a bold, enthusiastic guy near and dear to my heart: my brother, Kris Leonard. In addition to independent work, Kris is a Freelance Author who has written two Pathfinder Society Scenarios: #6-13: Of Kirin and Kraken, and #9-10: Signs in Senghor, and has contributed to the newly released Pathfinder Campaign Setting: Construct Handbook. He’s a bombastic GM, a rules guru, and a creator of exciting content and original adventures. Sunburst Games is proud to have him as our Founder and Lead Developer!

OUR STORY

Sunburst Games began with a simple vision: Continue a legacy. For over 35 years, Tabletop RPGs have inspired us to be something more than ourselves, to be heroes, villains, and sometimes even a little bit of both. They have forged friendships, made unforgettable memories, and even allowed the most timid among us to feel the freedom of being an outspoken, confident bard, or an unrelenting barbarian. Sunburst Games is proud to continue on this legacy, inspiring a whole new generation with limitless imagination.

OUR VISION

Sunburst Games was established to ensure the legacy of d20 compatible RPGs, such as the 1st edition of the Pathfinder Roleplaying Game can continue on for years to come. We aim to create original, exciting, and inspired products of only the highest quality, with stunning artwork, well-balanced character options, and unforgettable stories. Our first product, Realms of Atrothia: Legacy Races Revisited, will be available as a digital (.pdf) download! After this we’ll be releasing  Realms of Atrothia: Primary Expansion which will be both a digital (.pdf) and a hard cover release. (Kickstarter on NOW!) With a successful launch, Sunburst Games will also release additional products to the line, including Realms of Atrothia: Bestiary, Realms of Atrothia: NPC Codex, and the first official full length Realms of Atrothia Campaign: Legacies of Corberus, an original adventure taking Players from 1st to 25th level!

OUR TEAM

Sunburst Games is more than a person. It’s a team. So when Kris wanted someone to help breathe life into his creations, and to enrich his world, he called me. And who am I? Well, we’ve talked about that before. Perhaps, ‘why would he call me’ is a better question.  Short answer: he’s seen my work. I agreed to do some freelance work for Sunburst Games without hesitation, because I knew it would be something special. Something great. Something I’d be proud to be a part of.

And I am.

But that’s not all! We’ve teamed up with the amazing artist Rigrena, to bring the Realms of Atrothia to life!

Rigrena’s interest for games began when she made her first D&D character at the age of 10, which affected her artistic journey and inspired her to become a digital artist and an illustrator. Following her passions for gaming and art, she has been working in the gaming industry as a concept and 2D artist for almost 6 years. Thanks to her vibrant personality she brings a unique flair to the art she creates. Her work is absolutely gorgeous. You can follow Rigrena on Art Station, DeviantArt, and Twitter.

As for Sunburst Games? Check us out at sunburstgames.com or support us on Patreon!

Be sure to join us later this week when I share details on Sunburst Games current projects: Realms of Atrothia: Primary Expansion, and Realms of Atrothia: Legacy Races Revisited.

See you then!

Jessica


UPDATE: Realms of Atrothia: Legacy Races Revisited is now available!! You can pick it up from these fine sources:

Help Realms of Atrothia: Primary Expansion a reality by supporting their Kickstarter!


Sophias anguish Rigrena.png
Enjoy this sneak peek of some of the amazing art featured in Realms of Atrothia by the wonderful artist Rigrena!

 

Holiday Wish List!

The holidays are on their way! For many of us that means its time to buy the people around you gifts. But, what do you buy for those d20 gamers on your list? Well, read on! We’re sharing our top picks for gift giving!

First off: books! More specifically: new books that those gamers in your life probably don’t have yet. Our favourites?

Next up? Minis! Perfect for your favourite GM!

Also a perfect gift for the GMs in your life? Maps.

Finally? Accessories! Here’s our favourite awesome d20 related products!

But wait! Got young ones? So do I! Here’s my favourite d20 products to pick up for your kids!

We hope you enjoyed our top picks for holiday gift giving!

All the best, everyone!

Jessica

 

Snow, Colds, and Falling Behind

Do you ever have those weeks when you feel totally and completely busy, but by the time the week’s over and someone asks you what you’ve done you realize there’s nothing much to say?

That’s me this week. Heck, that’s me this month. The past two months, even.

I’m constantly busy with… nothing. Stuff. Just everyday life. It’s normal for most people, I suppose. And totally fine. Just hectic! (Yes, it deserved that exclamation point!).

Winter’s here to stay. It’s cold, but not really cold. There’s snow, but it’s not really snowy. It’s a strange sort of in between. It’s cold enough that everyone in my house needs to wear full winter gear, but it’s also much warmer than it should be. We’ll get way colder yet this winter. We’ve got a bit of snow, but not a enough to make snowmen or go tobogganing (that’s sledding to those of you outside Canada).

With the cold came colds. My son’s been slowly fighting off a sickness for over two weeks. He finally took a sick day for it, and went back to school just the other day. And of course he came home sick again already. Poor thing. My daughter’s getting sick now, too. Not surprising, of course. But, unfortunate. Luckily it’s not a horrible cold. They’re not nauseous or anything. It’s just one of those lingering ones where you just have a sore throat, cough, sniffly nose, and a some mild fatigue. THAT. That’s what they’re trying to power through. For weeks.

My kids are getting excited for Christmas. They’re practising a ton of songs for their Winter Concert at school, which means I get to hear them sing and dance each day. My daughter’s particularly excited. She loves to sing. They’ve also made their wish lists, and decided who they’re going to ask for what gifts. Top of their list? A bunk bed and a Nintendo Switch. Also, my son wants to raise two hundred dollars to donate to help save the Piping Plovers (adorable little shore birds) of the Great Lakes. I’ve told him he needs to set his goals a little lower there, but he’s a dreamer. My little environmentalist. I guess I need to ask for a winning lottery ticket for Christmas. Haha.

We’ve got swimming lessons once a week to squish in amongst chores and trips to the laundromat. My kids adore swimming, but they’re about as graceful as a moose. They get the job done, but it does not look pretty. Haha. My daughter’s particularly adorable to watch. Even when she sinks and is clearly the worst swimmer in her class she’s got this humungous grin on her face. She’s just so damned happy to be there. She’s got such a great attitude.

In other news, I’m about to have two fewer kids on my hands. My sister-in-law is off on a trip with her sister to Egypt — she’s obsessed with Egyptology — which means my brother took some time off to spend with his kids and I find myself without them for two weeks. What the heck am I going to do with myself when my own kids are at school? I’ll be ALONE. That’s like… unheard of! It’s also awesome! I’m so behind on everything it’s my well-deserved chance to catch up. I’ve got chores to do, errands to run, a blog *cough cough* to pay some much deserved attention to, the rules to Traveller to learn, hundreds of surveys sitting in my inbox, and campaigns to prep and GM. Perhaps most importantly I have a ton of work to do on a special project I’m working on with my brother.

Special project? How intriguing!

Yes! It is!

It’s called Realms of Atrothia, and you can expect to hear more about that in the very near future!

In similar (but not quite related news), the call for Wayfinder Issue #19 submissions ended on Halloween, and both myself and my children submitted articles for consideration. Wayfinder is a free fanzine you can download on Paizo’s website. Issue #19 is going to be a Starfinder issue that focuses on Absalom Station! My kids each put together an Alien Archive entry, while I wrote a ‘Weal or Woe’ article, and two new Themes. Although I’m nervous, my kids are literally bouncing with excitement. They can’t wait to hear if their submissions will be accepted. Unfortunately, they have a bit longer to wait. Authors won’t be informed until early December if their creations will be used. Yes, that’s at least two more weeks of hearing “Mom, do we know yet?”, “Mom, how much longer do I have to wait?”, “Mom, how much longer NOW?”, and “What’s taking so long?”

Man, I hope they both get in. I can imagine the tears if only one of their articles gets accepted. I’m sure if their articles get accepted and mine don’t I’ll never hear the end of it. Haha. That’s alright. I’m sure my pride in them would far surpass my personal disappointment. I hope.

Wish us luck! (And best of luck to any of you who submitted an article to Wayfinder!)

On the Pathfinder Playtest front I have to admit, I am playtested out! Thankfully no more rules updates are coming. But, I honestly just want to go back to the warm comfort of regular Pathfinder for a while. Preferably a long while. Unfortunately, that’s not in the cards, as I’m still involved in a play by post run of Doomsday Dawn and another of the Pathfinder Society Playtest Scenarios. Oh, well. C’est la vie! I’ll enjoy the experience while I still can.

You know what I AM enjoying? Starfinder Wednesdays on Paizo’s Twitch Channel! If you’re not watching them you really should!

All the best everyone!

Jessica

Shaping the Society: Rewards

Whew, it’s been a busy week! Where has the time gone? No matter! Today we’re taking a break to talk about the future of the Pathfinder Society! With the release of Pathfinder 2 next year, there’s going to be a lot of changes to Pathfinder Society Organized Play. Lucky for us, Paizo wants our input! A while ago we did a recap of all the surveys you can give them your feedback on, so if you haven’t checked it out yet, I highly suggest you do! This week there’s one more topic to add to the list: Rewards.

GrandLodgeSymbol
The Glyph of the Open Road, symbol of the Pathfinder Society.

For those of you who don’t know, GMs who run adventures are rewarded Stars in Pathfinder Society Play, or Novas in Starfinder Society Play, to show their experience and dedication to the game. Achieving a star brings with it some benefits, bragging rights and, in the case of that coveted fifth and final star, a shout out on Paizo’s blog. Obtaining five star GM status is a TON of work, and those gamers who earn one deserve every bit of prestige that comes with it. But those stars are for Pathfinder. Not Pathfinder 2. With the games being so different, they need a new symbol to track GMs experience with the new system. Currently there’s two main suggestions: The Gylph of the Open Road, which is the logo of the Pathfinders (and will be called ‘glyphs’) and the Sihedron, which is the seven pointed star of the ancient Thassilon (which will be called sigils). Personally, I’m fully behind the GLYPHS option. It just makes sense. And the Gylph of the Open Road looks awesome! Want to let your opinion on the matter be known? Vote in the poll and let your voice be heard.

Sihedron Rune
The Sihedron of Ancient Thassilon.

So what else is changing? Well, this next one is huge. The fate of the current Pathfinder Society Organized Play. There are ten seasons worth of awesome adventures available for us to play. But what happens if you’ve played most of them and you want to keep going? What happens if you don’t want to play Pathfinder 2? The good news is you can keep playing Pathfinder Society Scenarios as long as people keep GMing them. But what happens when you’ve played them all? Should replaying scenarios be much easier? In short, Paizo has three options for future replays, which I’ll quote below:

  • Option 1: A modest, fixed number of replays that would renew on a seasonal basis. These replays would not be level or character locked and would give opportunities to progress new characters through old stories or seat players who have already completed an adventure so that a full table can be formed.
  • Option 2: A more generous but fixed number of replays for all players and GMs. This would work much like option 1, except instead of a small pool that would refresh each season, you’d get a larger pool to spend at your discretion. However, with this option once you’ve used all of your replays, that’s it.
  • Option 3: A sliding scale, fixed number of replays based on a percentage of total games played. This option would work much like option 2, except instead of everyone getting the same number of replays, the quantity of replays offered would scale up based on the number of games you’ve completed. This option would likely include a weighting mechanism whereby the number of GM stars you possess add some number of additional replays, rewarding our most devoted players and GMs with additional replays. One distinct benefit we see in this option is that it will help normalize the progress of groups with a mix of new and long-time players; long-time players will have more replays since they have fewer unplayed scenarios available to pick from, and newer players should find that it’s easier to get tables for the remaining scenarios they still haven’t played.

Now, all those options seem viable, but only the top option would allow players to continue playing indefinitely. I’m fully behind Option 1. Got an opinion? Head on over to Paizo’s blog post on the topic and leave a comment with you vote!

Also on that same blog post you’ll find information for a model they’ve created to reward experienced players who have unused convention and GM boons, by using them instead in a sort of prize table to cause powerful, limited use effects in Pathfinder Society 2 Organized Play. For full details I suggest reading their blog. Like the idea — I know I do — then leave a comment! They want to hear your feedback.

Thanks for tuning in today!

Jessica

Pathfinder Society Scenarios: ‘Treason’s Chains’ and ‘Mysteries Under Moonlight Part Two: The Howling Dance’

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

Pathfinder Society Scenario 10-06 - Treason's ChainsPathfinder Society Scenario #10-06: Treason’s Chains is a Tier 1-5 Adventure written by Adam Meyers. It takes place in Katapesh, a city (and nation) where commerce is king and coin can move mountains. For more information on Katapesh check out Dark Markets: A Guide To KatapeshLegacy Of Fire: Player’s Guide, or the Inner Sea World Guide. In addition to the Pathfinder Roleplaying Game: Core Rulebook this scenario makes use of the Advanced Player’s Guide. It features creatures from Pathfinder Roleplaying Game: Bestiary, and the NPC Codex (although all of the necessary stat blocks are included within the scenario) and utilizes Pathfinder Flip-Mat Classics: Pub Crawl and two custom maps. This mission is of particular importance to members of the Liberty’s Edge faction. Characters (or players) who have played Pathfinder Society Scenario #3-03: The Ghenett Manor Gauntlet, #7-01: Between the Lines, #7-11: Ancient’s Anguish, or #7-12: Twisted Circle will have a personal (or at least passing) connection to some of the characters featured in this scenario. Finally, any players who have the special GM Boon ‘Goblin Patronage’ will want to give this scenario a whirl.

Katapesh is a strange place, and the city itself if home to not one, but four Pathfinder Lodges. The most senior Venture-Captain is Roderus who runs a lodge out of his inn and handles all missions that take place outside of the city. The most secure and respected Venture-Captain is Aurora Steelbloom, who runs the grandest lodge in the city at the ruins known as the Twilight Gate. Jurisdiction for the rest of the city is split between Venture-Captain Wulessa Yuul, and Venture-Captain Phlegos Dulm. Unfortunately, these two bicker and fight constantly. So, when the aged Venture-Captain Roderus decides its finally time for him to retire, he’s more than a little uneasy! How can he leave the fate of Pathfinders in Katapesh in the hands of a pair of agents who can’t even follow one of the three main Pathfinder creeds: COOPERATE? This adventure tasks the PCs with working at Roderus’ retirement party. They’ll have to serve drinks, entertain guests, clean up, keep order, and perform other menial tasks. Using their mundane duties as a cover they’ll need to spy on the Venture-Captains in question (Dulm and Yuul), ferret out the truth from rumours, and determine if these two Pathfinders can work together, or are trying to sabotage one another. If the PCs uncover any wrongdoing they’ll need to report to Roderus and delve deeper into the investigation, until the facts come to light and Roderus has enough peace of mind to retire. Players and GMs looking for more information on the featured Venture-Captains can check out Seekers of Secrets or (to a lesser extent) Dark Markets: A Guide To Katapesh.

This scenario had a lot going for it. It has a lot of fun, engaging social encounters that feature a ton of colourful characters. Zig and Yigrig Moneymaker were particular favourites of mine (as I suspect they will be for many players). Zig’s scripted examples of assistance he can lend during the opening retirement party are adorable. There’s a great dynamic evening battle featuring both allies and enemies which promises to be entertaining. Finally, the inclusion of Yigrig Moneymaker’s family is a great segue that can lead to goblins becoming a core race in Pathfinder Second Edition next year. Overall, I really enjoyed this scenario. I give it four out of five stars.

Pathfinder Society Scenario 10-07 - Mysteries Under Moonlight, Part 2, Howling DancePathfinder Society Scenario #10-07: Mysteries Under Moonlight Part Two: The Howling Dance is a Tier 3-7 adventure written by Crystal Malarsky (who also wrote Pathfinder Society Scenario #8-10: Tyranny of Winds Part Two: Secrets of the Endless Sky, Pathfinder Society Scenario #9-03: On the Border of War, and the young adult horror novel Ashwood). This scenario is a direct sequel to #10-05: Mysteries Under Moonlight Part One: Testament of Souls. It begins in the city of Magnimar, but quickly moves to the massive swamp known as the Mushfens. In addition to the Pathfinder Roleplaying Game: Core Rulebookit makes use of the Advanced Player’s Guide, and the GameMastery Guide. It features creatures from Pathfinder Roleplaying Game: BestiaryBestiary 2, and Bestiary 5 (although all of the necessary stat blocks are included within the scenario) and utilizes Pathfinder Flip-Mat Classics: WoodlandsPathfinder: Map Pack: Forest Dangers, and a gorgeous custom map.

In the previous adventure, Magnimar found its beloved monuments corrupted by some foul source. The PCs worked for Venture-Captain Shiela Heidmarch and the Varisian Council, made an enemy of the occult investigator Theodorus Ichonvarde, saved a servant of the goddess Ashava, discovered the identity of the being behind the corruption (whom we will call only by their name, Tulvhatha, to avoid too many spoilers), and the place they can be found (The Glade of Silver Sparks) which was once a holy site to Ashava. In addition, the PCs were likely granted a blessing, which can be granted to all characters participating in this adventure if they will allow him to do so. This adventure tasks the PCs with travelling through the Mushfens, confronting Tulvhatha, and doing what they can to cleanse the area of evil. Characters who have already played the first in this series of adventures will of course have more reason to participate in this one. But, characters who worship Ashava, have an interest in moonlight, dancing, or putting spirits to rest, or have connections to lycanthropy will all find something special to interest them in this scenario. On a similar note, if you have any characters who have a lot of fears, or who you would enjoying roleplaying their response to their fears at a table, I highly recommend you bring them! This is a spooky adventure, and embracing that atmosphere can be a lot of fun. One final note, if you happen to have a horrible fear of werewolves (like my daughter) or spirits this is NOT the scenario for you!

This scenario had an wonderful haunting tone to it. The environment was appropriately ominous, of course, but many of the encounters themselves often played into the horror theme. Not a gory sort of horror. More of a moody, hopeless, suspenseful sort of horror. I ADORED it. The scenario starts with some minor (but fun) roleplaying encounters. The blessing which your characters can accept is awesome! I adored the first major encounter of this scenario. In addition to bringing back another character from the first scenario in this series, it could cause some healthy discussion as to the fate of your opponents (depending upon the alignments we see on the player’s side of the table). There’s a delightful chase in this scenario, which has very clear repercussions for failure. I absolutely loved it! Although, it should be noted, I’m a sucker for a good, purposeful chase. The haunts in this scenario were exceptionally well-done. Particularly the one that plays upon your character’s fears. Embracing that horror theme with my characters is something I always enjoy as a player, so I can’t wait to toss one of my more expressive characters into this mission! And the final battle with the main villain was both memorable, flavourful, an mechanically difficult. Just awesome. But my favourite part? This scenario features the coolest wolf encounter in existence! It’s going to be so much fun! Overall I loved this scenario. Seriously. Loved it. I give it five out of five stars!

I hope you enjoyed taking a peek at this months newest Pathfinder Society Scenarios with me. I know I enjoyed reading them!

Until next time,

Jessica

Marko Horvatin, Yigrig
Yigrig Moneymaker, an enterprising goblin featured in Pathfinder Society Scenario #10-06: Treason’s Chains. Art by Marko Horvatin
Leonardo Santanna -Tulyhatha
The spookiest will-o-wisp you’ll ever lay eyes on! One of the enemies from Pathfinder Society Scenario #10-07: Mysteries Under Moonlight Part Two: The Howling Dance. Art by Leonardo Santanna.

 

Pathfinder Playtest Update 1.6!

Pathfinder Playtest Update 1.6 is finally here.

This is it. The last one.

Or, more accurately, the last scheduled one. Although Paizo has no plans to do so, they might release another update in the future.

So what does this mean?

For starters, the final chapter of the Doomsday Dawn playtest surveys are open. You can head down to the Pathfinder Playtest website after completing Doomsday Dawn and fill them out.

For those of us who aren’t done Doomsday Dawn (or the Pathfinder Playtest Society Scenarios) don’t worry about it. You can still fill out feedback surveys until the end of the year. That’s two more months of time for playtesting and feedback.

And finally?

Well, you get a bunch of cool new updates! And by a bunch I mean a LOT. More specifically, each of the classes in the Pathfinder Playtest have some new changes. For some classes the changes are minor, and for others they’re HUGE. Seriously! Alchemist got a whole overhaul and Paladins? Well, we’ll get there…

So read on, and see some of what’s new!

Alchemists have a huge number of changes! In fact, they have a whole new progression chart. But, we’re only going to take a peek at some of them. No longer running off of resonance, they used infused reagents to create a certain number of alchemical creations each day for free. This brings about a bunch of changes to many alchemical items, including different level versions of many items such as acid, alchemist’s fire, and mutagens. Another neat addition is essentially a specialty — are you good with bombs, healing, mutagens, or poisons? This selection will give you some cool abilities along the way, tailored to your alchemist’s style of play. I ADORE the changes to alchemist, so be sure to give them a thorough look-see.

Barbarians have very few changes. Their proficiencies have become more broad, and most noticeably, barbarian’s rage has an update which is going to make it feel more… unpredictable. After each round spent in a rage you’ll need to make a flat check to see if you remain in your rage. This check will get harder the longer you’re raging. It’s a flavourful change that I think will be great.

Bards have minor changes. Like all spellcasters they’re going to be getting one extra cantrip at first level. They also have some changes to their muses. Clerics also get one more cantrip. Their change is a removal though, they can use less channel energy per day. Sad! Haha. On the plus side there’s been a change to somatic spell casting which will allow all those clerics (and paladins) who use a weapon and shield to cast without difficulty. (The changes are more intricate than that, so be sure to read them!).

Druids have a lot of changes, particularly to the wild order and wild shape. Seriously. There’s lots. Haha. There’s also changes to the spell goodberry, and to animal companions.

Fighters only real change is to stances, while Monks have they ki strike improved (YES!), and some other changes to their ki pool and ki powers. Skipping around a bit, rangers have some minor changes to their hunt target ability, rogues have some awesome expansions to their rogue specializations, and sorcerers have some new feats and a new infernal bloodline (called diabolic). Wizards have some awesome new abilities, and gain the quick preparation ability right from level one. They can swap out spells they’ve prepared for others, and can give up lower level spell slots to prepare higher level spells. Just AWESOME! I’m super excited to give them a try.

But wait? What about paladins?

Paladins no longer need to be LG. Instead, they can also be CG, or NG. Each of these options will affect some of their abilities, as well as their paladin code. Exciting!

Of course, there’s many more changes than we’ve mentioned. So be sure to snag yourself a copy of the update and give it a read. Pathfinder Playtest Update 1.6 is available as a free download here.

Enjoy!

Jessica

Starfinder Society Scenarios: ‘Siege of Enlightenment’ and ‘The Beacon Code Dilemma’

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

Starfinder Society Scenario #1-24 - Siege of EnlightenmentStarfinder Society Scenario #1-24: Siege of Enlightenment is a Tier 1-4 adventure written by Tineke Bolleman. It takes place on Sansorgis, which is a planet in the Acalata system. It’s a dry place poorly suited to agriculture, but rich in mineral deposits. There players will help with the evacuation of a mining colony, attempt to peacefully navigate some space politics, and explore some Pre-Gap ruins. This scenario features starship combat. It utilizes Starfinder Flip-Mat: Basic Starfield Starfinder Flip-Mat: Space Station, and Pathfinder Flip-mat: Ancient Dungeon. It makes use of the Starfinder Core RulebookStarfinder Alien ArchiveStarfinder Alien Archive 2, and the Starfinder Armory. That said, all of the relevant information from both Alien Archives is included within the scenario itself. Siege of Enlightenment does not continue any ongoing storylines, and the only recurring character within it is Venture-Captain Arvin. There are a few interesting characters introduced in this scenario, including then hobgoblin Captain Odrakor of Susumu’s Sword, half-elven Corporal Kalyavata, and the human Chief Engineer Kerchatu. Unfortunately, roleplaying with such characters will be quite brief. There’s also some delightfully entertaining enemies (the first one is particularly fun)! There are no specific boons I’d suggest slotting for this scenario, although I will say that having a few characters trained in Computers and Engineering on your team is very important, and that such characters with have the opportunity to do something special during parts of the adventure. On a similar note, scholarly and studious characters — particularly those interested in archaeology, cartography, chronicling, history, and scribing — will also find opportunity to  showcase their interests in this scenario.

Siege of Enlightenment begins in a mission briefing with Venture-Captain Arvin, where he tasks the PCs with helping a mining colony in Near Space evacuate, and then exploring a ruin. Sounds simple, right? Not quite. This scenario involves a bit of space politics which mostly occurs behind the scenes, but is important to understanding the mission. Basically, it involves two different groups who have each have their own space empire in Near Space: the Marixah Republic (a multi-cultural group containing many races from lost Golarion which the Pact Worlds trades with), and the Gideron Authority (a militaristic, predominantly hobgoblin group that the Pact Worlds has few ties with). Both of these groups are independent of the Pact Worlds, rule their own star systems, and have colonies outside of their systems. Following a military coup, the Gideron Authority turned its attentions to conquest, and the two space governments have been cautiously circling each other since. Recently, the Gideron Authority appeared around the planet Sansorgis, collected information on the Marixah Republic’s mining colonies with their long-range sensors, then left. Worried that they would soon fall under attack, the Marixah Republic ordered the evacuation of the colonies. Knowing that they wouldn’t have time to excavate a nearby ruin on their own (and not wanting it to fall into the Gideron Authority’s hands), the Marixah Republic offered the right of exploration to the Starfinder Society in exchange for aid with evacuating the final colony. It is into this political turmoil that your players will travel. Characters will get to interact with both the Marixah Republic and the Gideron Authority, lend a hand to some people in need, explore an important historical site, learn some secrets, and kick some ass. The first physical combat is very interesting and should be a lot of fun at the table, but it’s very complex, so GMs will need to familiarize themselves with it thoroughly before attempting to run the battle. Despite the complexity (and the very dense map), I think it’s going to be a hoot! In the ruins there’s the addition of a simple new mechanic called Discovery Points, which are meant to track how much your players discover and catalogue about the ruins, without bogging down gameplay too much. Although such tracking will all happen on the GM side of the screen, I think it’s wonderful that your player’s thoroughness will be rewarded. It is supposed to be an archaeological investigation, after all. I love that this scenario featured so many new creatures from the recently released Alien Archive 2. I did have one major complaint, though. This scenario is very combat heavy! It contains one starship battle, four other combats, two traps, plus one of those listed combats is likely to also contain at least two hazards and traps (possibly more). That’s a LOT. All in all, even though this isn’t my favourite scenario it has some fun encounters and is a great choice for characters who just want to get into some good old fashioned fights. As an added bonus this scenario is perfectly set up to lead to more scenarios involving the Marixah Republic, the Gideron Authority, and the ancient ruins, which is always great to see. I give this scenario three out of five stars.

Starfinder Society Scenario 1-25 - Beacon Code DilemmaStarfinder Society Scenario #1-25: The Beacon Code Dilemma is a Tier 3-6 adventure written by Adrian Ng. It begins in The Starfinder Society’s Lorespire Complex in Absalom Station where you’ll do some research for an upcoming mission, and heads into the Drift where you’ll explore a recently discovered Starfinder vessel that’s been missing in action for over a hundred years. This scenario features the REPEATABLE tag. That’s right. It’s a tier 3-6 repeatable adventure! AWESOME! Although this scenario doesn’t continue any ongoing storylines it does have cameos from a lot of different characters featured in other adventures which I absolutely adore. The Beacon Code Dilemma doesn’t have starship combat. It makes use of one custom map and heavy use of Starfinder Flip-Mat: Ghost Ship. In addition to the Starfinder Core Rulebook this scenario uses content from the Starfinder Alien ArchiveStarfinder Alien Archive 2Starfinder Armory, and Starfinder Pact Worlds. That said, all of the information from the Alien Archives that is needed to run this scenario is included within the scenario itself.

As already mentioned, this scenario features a lot of recurring characters. The bleaching gnome Venture-Captain Naiaj is certain to appear. Of the other four major recurring characters, two will appear in each playthrough (because it’s a repeatable scenario which two are featured will be determined at random by your GM). Depending on which two are featured you’ll want to have different boons slotted, and possibly even bring along different characters. If the ysoki Royo is featured you’ll want to slot ‘High Society Influence (Royo)’ which is from Starfinder Society Scenario #1–05: The First Mandate. If Whisperer of Solar Winds is featured you’ll want to slot the ‘Dream Whispers’ boon which is from Starfinder Society Scenario #1–16: Dreaming of the Future. If the shirren Chiskisk  is featured you’ll want to slot a chronicle sheet from Starfinder Adventure Path 1: Incident at Absalom Station (Dead Suns Book 1 of 6). And finally, if Venture-Captain Arvin is featured you’ll want to slot the ‘Starfinder Insignia’ boon from Starfinder Society Quests: Into the Unknown. Unfortunately, although you can choose which boons to slot after the briefing (and therefore can slot appropriate boons) there’s no way to know which characters you’ll be interacting with beforehand (so you might not slot the characters with the appropriate boons). Luckily, it’s repeatable, so you can give it a shot with all of your characters if you want to. And, if you’re really lucky, perhaps your GM will tell you ahead of time.

The Beacon Code Dilemma begins when Venture-Captain Naiaj calls you in for a mission briefing in the Lorespire Complex. There they meet a new character: an SRO priest of Triune by the name of MP-8 from Aballon. MP-8 was blessed with a holy vision from which he deciphered a beacon code. Knowing that this must be a mission of the utmost importance he put together a team and followed the coordinates into the Drift where they found a lost Starfinder vessel called the Amber Reconnoiter. Unfortunately, the ship opened fire on them. Surprised, an not wanting to risk damaging the very ship they were sent to find, MP-8 retreated and contacted the Starfinder Society. Naiaj tasks the group with researching the ship, then heading out into the Drift to explore the vessel, find out what happened to it, and retrieve whatever object it is within that MP-8 is after. As this scenario is repeatable, a lot of aspects are determined randomly. Where you need to do your research within the Lorespire Complex, who you interact with, the crew of the Amber Reconnoiter, their mission’s purpose, and how they met their end (and therefore which handouts you receive), are all obvious examples of randomized aspects. In addition, there’s a wide variety of environmental factors and enemy abilities that are also determined randomly. I absolutely loved this, and was surprised how thorough it was. Really well done!

Whatever random options are determined for your playthrough, characters will need to do some research on the Amber Reconnoiter in two different locations in the Lorespire Complex in order to learn what they can about the ship and determine the codes to shut down the ship’s automated defences. Some of those locations feature new characters as well, my favourite of which is the overly chipper Recordbot-128 in the Halls of Discovery. From there you’ll head out into the Drift and travel to the Beacon Code. Once there you’ll need to navigate through a planar storm, then spacewalk over to the wreck through a debris field (which has an awesome map!), fight off some creatures native to the Drift, and board the Amber Reconnoiter. But, that’s just the start of your mission. You’ll need to explore the wreck, figure out what happened to its crew, and find the object MP-8 is after.

I really enjoyed this mission. I love that is gives you a chance to explore some locations within the Lorespire Complex and actually research something — which should be an important part of being a Starfinder. I loved that we got to really engage in some of the hazards of Drift travel through the planar hazards, battle, and exploring the debris field (which I thought was super cool!). And finally, I loved the how the purpose and fate of the Amber Reconnoiter changes in each playthrough, along with the wonderful player handouts that come with each of those options. One of my only pet peeves was that some of the interactions on the Amber Reconnoiter mention sound when the ship does not currently have artifical atmosphere. It is mentioned that the PCs can repair the power core enough to restore atmosphere (and therefore let sound travel), but many of the things that happen before you’ll have a chance to do so (including enemy tactics) mentions or presupposes sound travelling through the ship. I found it odd. Still, it’s a small quibble that GMs should make note of before running it. Visual cues can easily be used in place of audible ones until atmosphere is restored. In terms of boons there are two up for offer. One is a nice Starship boon that’s useful in the Drift, and one is a slotless limited use boon that can help you get a bit more bang for your buck. Again, this scenario has a lot of gear options available on its chronicle sheet. Overall, I really enjoyed this scenario and can’t wait to give it a play. I give it four out of five stars.

I hope you enjoyed taking a look at these new scenarios with us. We’ll see you again soon when we dive into the new Pathfinder Society Scenarios!

Until then,

Jessica

Graey Erb-SusumusSword
Susumu’s Sword is a Gideron Authority ship under the command of Captain Odrakar. Featured in Starfinder Society Scenario #1-24: Siege of Enlightenment. Art by Graey Erb.
Michele Giorgi-MP8
MP-8 a, SRO devotee of Triune appearing in Starfinder Society Scenario #1-25: The Beacon Code Dilemma. Art by Michele Giorgi.

 

Ode to the Lost: Lara Belfast

Today on d20 diaries we’re taking a look at the lost.

You know the lost.

The abandoned, the deceased, the forgotten, the retired. The characters whose stories were over before they even started. Who began a journey that would never come to a close. Who died in action.

Them.

Not all of them, of course. Just one.

A character of mine who recently died in action. An inglorious end for an ambitious, (possibly deranged) woman with way too many voices in her head.

Today we meet Lara.

Lara Belfast had always had strange dreams. They were vivid, immersive… lasting, and always featured other people. She would wake, and for hours after have the feelings of these others inside her. Their hopes and fears and memories. It was like she had really been there. Lived through it. As other people.

It was normal, her parents told her. Dreams were just dreams, and they would pass. But they didn’t pass. They got worse. When they started to occur during the day, her parents finally began to worry. But when she woke up one day from a dream where she was a shipwright and immediately set to work building a fully-functioning wooden sailboat,  she realized the truth. They weren’t dreams. They were people.

Real people.

Lara was reliving her past lives. Not only that, she could learn from them.  Her family moved after that. Got a fresh start. Her parents didn’t want their neighbours realizing she was odd.

As she grew older, Lara’s connection with her past lives grew. She learned new skills, saw new places, took up new professions, and felt things she had never felt before. She was wise and experienced beyond her years. And when one night she threw a chair across the room with her mind, or answered a question her parents had only thought — not spoken — they weren’t even surprised. Nothing surprised them anymore. Not when it came to Lara.

PZO1110
Lara Belfast is a character for the Pathfinder Roleplaying Game! I recommend picking up a new hardcover of the Pathfinder Roleplaying Game: Core Rulebook while you can (with the launch of Pathfinder 2 next year, only the pocket edition will remain in print). 

Lara always loved her Dreamers — as she liked to call her previous incarnations. She was an echo of them — all of them — and that’s what she started to call herself. Sure, they made it hard to have friends, and boyfriends, but her connection with them was so real, so… intimate, that she never regretted her powers. Not once.

Well, maybe once.

There were many dreamers, but one of them in particular had always come to her strongest. He was a shipwright, young, strong, and handsome. He had a sister named Gilly, and a girlfriend who he stole kisses from under the dock at night. Sara, was her name. And one night everything went horribly wrong.

A few men found them. They were drunk and rough. Her dreamer was punched right in the face. She could feel the pain, and hear the crack of her nose breaking. She could taste the blood. But that wasn’t the worst part… The worst was the screams of his beloved. That’s what got to Lara the most. That’s what made her cry. And the way her dreamer had felt… Helpless. Broken. Scared. 

When the dreamer awoke, things were worse. Her dreamer and his beloved had been sold to slavers. Life on the ship was hard for her dreamer, but for Sara it was hardest. Her dreamer struggled, and planned, and when he could take no more he fought back. She Her dreamer had to save Sara. He loved her, and she was in so much pain.

But, suddenly it’s not sorrow her dreamer feels, but agony. Her dreamer’s dying — his arm is broken, and as the first mate of the ship stomps his way across the deck…

STOMP, STOMP, STOMP…

Her dreamer hears another sound. His name: Benjamin.

Sara’s here… She can see him. Her dreamer looks up at the first mate — he’s tall, and strong, in nobleman’s clothes, with slicked back hair and a waxed moustache, not much older than her dreamer. The first mate smiles as he brings the blade down across her dreamer’s neck. Then everything spins and for a moment — a crazy, painful, terrifying moment — she can see her dreamer’s body.

He would be handsome if he still had his head. 

There were plenty of other dreamers — the lumberjack, the warchief, the chef, the sickly child, even an old dame — but it was Benjamin who stuck with her most. Benjamin whose memories haunted her. He was the last, she knew. The person she had been before she was herself. Gilly, Sara, his killer… They might all still be alive. She had to find out. She had to know. 

So she left home — barely a grown woman — to do research, and to find them. Sara especially. But it was the first mate she found first. Still alive, aged 46, and still working on slave ships. And Lara (Echo, she went by now) did the craziest thing she had ever done (which was saying a lot). She used her psychic powers to get hired as a sailor on his ship. She used them again to get close to him, and to make others ignore her when she snuck into his quarters. She had finally found his old ledgers when he caught her in his quarters. She tried to talk her way out of it, but it was useless. She would soon be joining Benjamin… 

He drew his blade, stalked towards her…

And then the storm struck.

It tossed the ship so hard the both of them went flying. She struck her head against something hard — the bunk maybe, perhaps the floor — and when she awoke she was alone, shivering with cold, dripping wet, on a strange beach. The ledger was gone.

She would never know what happened to Sara.

Never get revenge against her beloved dreamer’s murderer. 

But then another dreamer reared her head: the lumberjack. Echo was shipwrecked on an unknown island. She would need food, and shelter, and warmth. It would be a struggle just to survive. The lumberjack always was the practical one. But she was right. So Echo let go of her disappointment, and shame, and let the lumberjacks skills come to the forefront. There was work to do, and she didn’t plan on dying yet.

She wasn’t ready to be the next dreamer.


Echo was created for an online play-by-post campaign run by GM Fuzzfoot called Castaways. The premise?

“Slavery in parts of Golarion is legal, but there are plenty who still abhor it. Working undercover – some as slaves, some as slavers – you are on a slave ship trying to discover the key players and document the slave routes in order to disrupt the business. Unfortunately, fate has another plan for you. A terrible storm strikes while the ship is deep at sea. You remember rain and lightning, and terrible thunder! The ship broke into two, and you were tossed into the sea. You were sure you drowned, and yet you find yourself washed up on a shore. Which shore? You have no idea.”

Applicants had to create third level characters, and wow were there a lot of good ones! Happily, of the twenty-one submissions, Echo was one of those chosen to play. Along with  five other lucky unfortunates, she washed up on the shores of an unknown island. Wounded, confused, lost, but not broken!

Echo was joined by Pharithstillis Euduethistle, a chipper gnomish sorcerer who enjoyed making jewelry; Nathan Bensson, a kineticist with control over water; Celebeth Quinciel, a free-spirited elven unchained rogue (arcane scoundrel) who grew up on the frontier with her parents; Aki Mori, a multiclass ninja arcanist who spent most of her time in human form, but made excellent use of her ability to transform into a small fox; and Molothor the Bloodhound, a hobgoblin druid who had long ago become accustomed to his life as a slave.

Echo was a human woman in her early twenties with a lean body, pale skin, and blond hair. She’s attractive, intelligent and wise beyond her years. Her eyes are gray, and fathomless, the only feature she bears which belies her soul’s unknowable age. Her effect on people is varied, sometimes hypnotic and sometimes disconcerting.

Echo herself is kind and self-sacrificing. She’s obsessed with her past lives — most especially that of Benjamin — and not only learns from them, but lives for them. Her dreamers still visit her every night, but she is in control of her mind, and no longer loses herself to their memories.

Occult Adventures
You can find information on many awesome occult classes, including the psychic, in Pathfinder Roleplaying Game: Occult Adventures. (This is one of my very favourite sourcebooks!)

Mechanically, Echo was a psychic with the rebirth discipline. Her discipline powers were past-life memories, which allowed her to make all knowledge checks untrained, and add half her psychic level as a bonus on all knowledge checks. Her second was mnemonic esoterica, which allowed her to choose a spell from another spell list she could cast each day (which she most often used for create water).

Her phrenic amplifications included defensive prognostication, which allowed her to see a glimpse of her future whenever she cast a divination spell (which could increase her AC for a round), and intense focus, which allowed her to gain a bonus on concentration checks.

For traits she chose dangerously curious, to allow her to make better use of magical devices, and self-reliant, which prevented her from taking penalties on craft checks made without the proper tools, and even make craft checks without tools at all. For feats she chose skill focus (sense motive), and magical aptitude, both of which played well to her backstory, particularly when coupled with her ability to detect thoughts.

Her spells were great fun to select, as Echo was the first (and only) psychic I ever made. Her starting knacks were detect magic, light, mage hand, prestidigitation, and telekinetic projectile, while her first level spells were burst of insight, mage armour, mind thrust, and true strike. She made the most use of burst of insight, which was incredibly helpful for both survival, and creating shelter.

Together the castaways struggled for survival, facing the elements, exhaustion, dangerous beasts, and ominous portents. They explored the beach and sunken wrecks for their gear and supplies. In time some of them met a young child, who spoke strange words and led them to his people — who unfortunately turned out to be cannibals. Echo and Aki were captured, but managed to escape without too much difficulty. Echo spent her time tossing telekinetic projectiles at her captors, while Aki simply transformed into a fox and slipped through the bars.

Eventually Aki returned to free Echo and they fled, but the cannibals were soon on their trail. They escaped, eventually running into the rest of their companions. Together they abandoned their camp and headed further into the jungle. But the cannibals knew these jungles far better than our heroes. They woke up one night to find themselves surrounded and vastly outnumbered. Captured again they were led back through the jungles —  until a tribe of grippli attacked! The grippli ended up the victors, and brought the castaways back to their village. Echo and her friends spent quite a bit of time there. They learned the grippli’s language and what they could of the island. Eventually, they decided to help the grippli defeat the cannibals. The group made a plan, and the castaways set out to begin phase one. Unfortunately, fate intervened. While exploring a cave they came under attack by a massive lobster. Echo was slain within moments of the battle beginning, with Aki following suit soon afterwards. Nathan fell unconscious  next and, with Malothor lost long before this battle, that left only Celebeth and Pharithstillis still fighting. Deciding to beat a hasty retreat they grabbed the bodies they could — Echo and Nathan — and fled back to the grippli village. The grippli gave up hopes of changing their fate, and Celebeth and Pharithstillis spent the remainder of their days among the grippli village.

We started our campaign at third level, and it came to an end at fourth. Echo was burnt and given a burial at sea.

Just another of the Dreamers.

As to who she became next…?

That’s a mystery for another time.

So ends the tale of Lara Belfast.


Thanks for joining us for our first ‘Ode to the Lost.’ I hope you enjoyed it!

Got an abandoned, forgotten, or deceased character whose tale you want to share? Let us know in the comments! I’d love to read all about them.

May you have better luck than Lara! (And your ghosts never come back to haunt you!)

Jessica