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: Armory

Hello and welcome to d20 diaries! Today we’re taking a look at Starfinder: Armory! This is one of the few Starfinder sourcebooks that’s available for purchase. It’s a hardcover book that focuses on new gear and equipment for use in the Starfinder Roleplaying Game.

This article isn’t meant to be a thorough review or critique of Starfinder: Armory. It won’t replace the book (nor would I want it to!). It’s a quick breakdown of what’s found inside, and what I liked best in each chapter. It’s a collection of my favourites parts of the book, and some highlights. It’s here so that fellow gamers and fans can take a look and get a real a feel for what they’ll get out of the book. Hopefully it helps you decide whether this product is right for you.

Starfinder: Armory is a hardcover sourcebook 159 pages in length. Nearly all of that is dedicated to gear, with the remaining pages offering new character options for each of the seven Starfinder core classes. It features delightful cover art by Remko Troost which depicts Obozaya (the iconic vesk soldier) and Quig (the iconic ysoki mechanic) shopping. The inside covers feature a nice image of the Pact World System (which is not to scale). Following that is the table of contents and the ‘Overview.’ Basically, the two page introduction just lets you know what kinds of gear you’ll find in this book, and explains the difference between the different types of equipment categories. Perhaps the most useful tidbit? A tiny sidebar about minor equipment. Basically, any random technological item you want to invest in that’s not a weapon — things like cameras, clocks, headphones, so on and so on. Each of those items is available if GM approval for a price of 5 credits. Easy. Done. Love it. My daughter tends to try to purchase a lot of frivolous gear like this, so it’s nice to have a proper baseline for it.

PZO7108
Starfinder: Armory

After this its on to Chapter 1: Equipment. At a whopping 130 pages long, this chapter is by far the bulk of the book. These pages are filled with all new gear (not reprints) sorted by category. Equipment categories include: weapons, weapon accessories, weapon fusions, special materials, armour, powered armour, armour upgrades, augmentations, technological items, magic items, hybrid items, personal items, drugs, medicinals, poisons, other purchases, and vehicles.

Up first? Weapons. In general this book provides a wider array of weapons for each damage type at various levels, and some new abilities. And the number of choices? Huge! Just looking at the weapon charts there are six pages of melee weapons, four pages of small arms, three of long arms, three of heavy weapons, one of sniper weapons, a quarter page of untyped weapons, a quarter page of ammunition, a half page of solarian crystals, and a half page of grenades. That’s hundreds of new weapons up for sale — not even counting the new modifications and weapon fusions. There’s some awesome artwork in this section, with the art for the Bravado Handcannon (a small arm projectile with critical knockdown), the Exhorter Shout Projector (a sonic heavy weapon with critical demoralize), the Grave-Class Void Rifle (a cryo longarm with critical suffocate), the Matrix Resonant Pistol (a sonic small arm with critical deafen), the traditional battle ribbon (an uncategorized advanced melee weapon), and the warfan (and uncategorized advanced melee weapon), all numbering among my favourites. There are 46 new weapon special properties (breach, drain charge, free hands, and gravitation are my favourites), and sixteen new critical hit effects (blind and stifle are my favourites). There’s also an array of weapons manufacturers, each of which can add special abilities to your gun (for an extra fee, of course!). I’d be sure to buy from AbadarCorp and Ringworks Arsenal Group’s lovely weapon selection.

Kent Hamilton-Armory Spread
Some of the many weapons available in Starfinder Armory. Illustrated by Kent Hamilton.

But that’s not all! There’s also new weapon accessories, weapon fusions, and special materials up for offer. For accessories be sure to check out the bayonet bracket and collapsing weapon. I like a lot of the new weapon fusions, but my favourites probably turned out to be accurate, conserving, guarded, obscuring, rebounding, and soulfire. For special materials I was surprised to find I enjoyed horacalcum and inubrix the most.

 

After leaving behind sixty pages of weapons and weapon-related products we’re heading out into the wide world of armour. There’s six pages dedicated to light and heavy armour (with two of those being full-page art), followed by six pages dedicated to powered armour (with two of those being full-page art), and finally six more pages of armour upgrades. The upgrades are a lot of fun. I particularly enjoyed adaptive energy shield, agility enhancer, auto injector, easy access kit, glamour projector, long strider module, medical interface, stabilizer springs (a nice low-level option), and (my personal favourite) the computer interface, which essentially lets you make a ‘Jarvis’ for your ‘Iron Man’ suit.

Up next? Augmentations. Biotech has two pages dedicated to it (be sure to check out the mighty vocal chords and regenerative blood), Cybernetics has two pages (I like the optical laser), Magitech has four pages of options (check out antimagic skin and arcane lenses), and finally Necrografts fill the last four pages (I like the bore blade and the healing larynx).

Armory - Power Armor Spread Leonardo Borazio
Some of the Powered Armour found in Starfinder Armory. Illustrated by Leonardo Borazio.

Then we move right on to Technological items. This section fills up a whopping twelve pages! Some of it is new, while others are pleasantly familiar, either because you can find them in our world, or because they were introduced in Pathfinder’s Technology Guide (such as ion tape and zipsticks). I particularly enjoyed the auto cartographer, datapad, domestic drive, emergency raft, evenfire unit, holographic sashimono, hoverskates, ion tape, nanite hypopen, and the many new tool kits. There’s lots of useful stuff!

Magic Items are up next, where you’ll find ten more pages of new equipment to spend your credits on. To start with there’s some cool aeon stones, my favourite of which is the kaleidoscopic icosahedron. The very expensive containment tesseract is also pretty nifty. I also enjoyed the cover seed, darksight goggles, dented kasa, diffraction cloak, figurine of wondrous power (which summon creatures to fight for you), ofuscated journal, plasma beads (pretty much a necklace of fireballs), Starfinder backpack, and the tangle burst seed. This is followed by three new artifacts: Atrocite Sphere, Trafodi Paradox, and, my personal favourite, the Book of Unwritten Truths.

Fusing Technological Items and Magic Items are the delightful Hybrid Items, which take up eight pages. I enjoyed the captive-star amulet and various vital seeds most, although I’m sure there’ll be lots of fans of the new hybrid grenades (of which there are many). I got a great laugh out of computer idols, and the software imp! Be sure to give them a read.

Ysoki Gear - RatAfter this is four pages of Personal Items. Although not the most exciting category of items, it’s certainly useful. My favourites are staples! The gear maintenance kit, mess kit, and books. (I know, I know. I’m really stepping out of my comfort zone there! Haha!).

Drugs, Medicinals, and Poisons all share the next two pages (which aren’t really my cup of tea), followed by two pages of ‘Other Purchases.’ This section is mostly flavour, but I found I really enjoyed reading about the types of cuisine created and favoured by the core races of the Pact Worlds. The ysoki were hilarious! (Don’t eat their food. In fact, I’d stay away from Shirren cuisine, as well!).

Finally, there’s two pages of new vehicles, the cheapest of which is the level two motorcycle for 1,900 credits. And that brings us to the end of the new equipment. 140 pages have flown by just like *snaps* that! But, that’s not the end of the book. That simply brings us to the next chapter.

Armoury Android Envoy Alexander Nanitchkov
Android Envoy by Alexander Nanitchkov.

Chapter 2: Character Options. Here you’ll find one new archetype, plus two pages of new class options for each of the core classes. All of these options are focused on equipment —- typically using your equipment to the best of its ability (or beyond its normal capabilities). The archetype comes first and is called Augmented. These guys are great with — you guessed it — augmentations! They get more, pay less for them, and can make their augmentations do more than they’re built to. The Augmented grants alternate class features at 2nd, 4th, 6th, and 9th levels. I really enjoyed it (and know at least one character created by my family who’ll be using it!).

The Envoy’s class options include four new low level improvisations, two sixth level improvisations, and two eighth level improvisations, followed by seven new expertise talents. Be sure to check out fire support, brace yourselves, improved brace yourselves, terrifying blast, and improved terrifying blast for improvisations, and expert advice for talents.

The Mechanic’s class options include four new level two tricks, three more level eight tricks, two more level fourteen tricks, and four new drone modifications. My favourite tricks were provisional repair and recalibrate engine, both of which are available at level two. My favourite drone mods were barricade, and grease.

The Mystic class options were both the least adaptable, and my favourite! They introduced a new mystic connection, and two new spells granted by that connection. So what is it? The Geneturge! These guys are capable of altering their genetic code (and even those of others). In application their abilities mostly involve biotech, and sudden evolution. I particularly enjoyed their Personal Modification third level ability, their Warping Strain ninth level ability, and their Instant Evolution fifteenth level ability. The two new spells are detect augmentation, and reject augmentation (which sounds awesome! Haha).

Armoury Human Mystic Alexander Nanitchkov
Human Mystic Genethurge by Alexander Nanitchkov.

The Operative class options include sixteen new exploits (six at level 2, five at level six, four at level ten, and one at level fourteen). and one new operative specialization. Of the exploits, I particularly enjoyed armour optimization, fast aim, pistol whip, trap spotter, and ricochet shot. The new Specialization is the Gadgeteer, a very cool inventor which makes use of two new exploits: utility belt, and quick deployment. His trick attacks involve using a custom device to distract the enemy. Such fun!

The Solarian class options include one new stellar revelation and one new graviton revelation for each level (level two, six, ten, and fourteen), and for zenith revelations. That makes for ten cool new options total. I had a hard time picking my favourites, but in the end I decided I liked constructive interference, stellar equilibrium, attractive force, debris field, particle field, and particle wave, which turned out to be an even split between stellar and graviton powers. Awesome!

The Soldier class options include ten new gear boosts and a new fighting style called ‘Shock and Awe.’ The fighting style is supposed to focus on making a real spectacle of yourself. I like it in theory, but in execution I wasn’t that impressed. Still, it’s different. Fighters who take this style will want to make use of sonic weapons and weapons with the bright special quality. As for gear boosts, there’s a ton of useful options. My favourites were steady sniper, twinned threat, and unstoppable strike.

StarfinderCover
Starfinder Core Rulebook

Finally we come to the Technomancer’s class options which include five new magic hacks of varying levels, and three new spells. My favourite magic hacks were recode gem (which is available at level two), and enchanted fusion (which is available at fifth level). As for spells, I rather enjoyed animate armour, and incompetence. The third spell, electroplating, is also quite useful.

And that’s it! All that’s left is the index and the end. 160 pages of awesome.

Honestly, I think that Starfinder: Armory is one of those books you’ve got to invest in. It’s not a frivolous extra purchase. You’ll reference it ALL the time. Every time you need to spend your credits you’ll crack out the Starfinder Core Rulebook and the Armory. For players, I’d say its more important than the Alien Archive (and Alien Archive 2) and Pact Worlds. For GMs? Well, hard to say. If you only GM it’s going to be less useful for you than the Alien Archives and Pact Worlds. But you’ll still get your use out of it. I adore this book and think it’s well worth the money.

I hope you enjoyed taking a peek inside Starfinder: Armory with us!

See you in the Drift!

Jessica

 

Wacky Crew Save Highdelve!

Hear ye! Hear ye! Wacky Crew save Highdelve!

Yup! That’s right. Our weird and kooky crew of eccentric Pathfinders have completed their first mission! We played, we laughed, we triumphed. Oh, yeah, and WE RODE A DRAGON!

Who? What? Why?

Read on and be enlightened!

A while ago my family and I were gifted some boons as part of a delightful contest run by the overly generous Hmm. With them we made a team of goofy eccentrics! (Cause what ELSE should we have done with them?). An exiled aquatic elf magus struggling to adapt to life on the surface, a hyperactive grippli ranger who always looks on the bright side of life, a wise stump-tailed vanara shaman with hair growth issues and a pet pig, and a ratfolk shifter who gnaws on everything he can get his hands on. For more detailed information on our characters and their creation you can check out my previous blog post: Character Focus: Wacky and Weird.

Heroes for HighdelveNot long after creating these delightfully fun characters we were offered the chance to play an adventure all together via play-by-post: the incredibly hard to find Heroes for Highdelve! Our kooky characters took the time to think of a reason they were in Highdelve, and then we got cracking! They arrived just in time for the annual Brightbloom Festival. In addition to exploring the festival, stuffing our faces (and our pigs) with carnival food, riding barrels, competing in sack races, and assisting a puppet show, we each had specific goals we were trying to achieve.

My daughter’s grippli Croak was on the hunt for some stuffed rabbits she had recently purchased and misplaced on a wagon. My son’s vanara Pinesong Rippleroot was looking for some pet pigs he had accidentally sold to a merchant instead of a loving home. My husband’s ratfolk Lomo was in the market for a crafter to repair his father’s magical necklace that Lomo had chewed on. And my aquatic elf Sereia who was trying to track down a coral idol sold by an antiquities smuggler. Their efforts were hampered by the festival, but they had fun and found some promising leads.

Suddenly, the festival was interrupted by screams! The teenaged flower collectors for the festival (known as the Bloomgivers) came back to town wounded! They had been attacked by a pair of young troublemakers. In addition to being beaten up, they were robbed of their protective amulet, and their wagon of Brightbloom flowers was broken. The people gasped. Some called for the village’s legendary draconic protector Aurelliax to bring justice to the wayward youths, but she strode out of the crowd in human form and declined. She had promised the founders of the village long ago that she would protect them, but not interfere in village politics and citizenry. If someone was going to retrieve the protective amulets, gather the brightblooms, capture the teens, and save the festival, it was going to have to be someone else.

Obviously my kids hopped at the chance to volunteer! Their characters announced rather boldly that we would handle it, and once again my aquatic elf was roped into some spontaneous adventure. My daughter’s character Croak assured everyone that this would be the perfect grand adventure! Sereia was unsure.

Still, they were nothing if not true to their word, so the band of outcasts set out from Highdelve, through the hills and wilds until they reached the brightbloom meadow. There they found a field of flowers as far as the eye could see (along with the Bloomgivers’ broken flower wagon). They also found an old cabin, a recently used campsite, and a cave. The group split up, with Lomo and Pinsong checking out the cabin, Croak hopping right into the flower field to pick some brightblooms, and Sereia examining the campsite. But after only a moment the two teenaged hooligans hopped out from behind a rock and started attacking Croak!

What kind of dastardly villains would attack an innocent grippli who was plucking flowers?

Angsty ones!

Ahhh! The horror!

Croak leapt into action, tossing a net at the girl. Much to my daughter’s glee the enemy was stuck in the net the entire fight. (She laughed about this endlessly!). Everyone else rushed over to the meadow while Croak battled the remaining teenager with her blowgun. Pinesong arrived on the scene next, alongside his pig Cutie Pie. While Cutie Pie hid behind a rock, Pinesong clambered up on top of it and formed magical stormclouds  around the enemy, making it difficult for them to see. Lomo arrived next and tore into the guy with his claws — dealing less damage than you might imagine since he’s a Dexterity based combatant. But before Sereia could arrive another enemy showed up on the scene! A tiefling who had hired the teenagers to steal the protective amulet from the Bloomgivers. Why? It was a mystery!

The trident wielding Sereia was the last to arrive, but as the character with the highest damage potential she turned the tide of battle pretty quickly. With the tiefling dead, and the two teenagers prisoner (but conscious) the quartet set about questioning the kids.

They learned that it was the tiefling who had something horrible planned for the town. Apparently he was keeping a monster in the cave, which he was going to unleash upon Highdelve! And the amulet? It would keep the monster protected from Highdelve’s gold dragon defender!

Knowing that they had a monster to defeat but unwilling to risk their prisoners escaping, the group transported the two teens and the tiefling back to Highdelve. After turning them in to the guard’s custody they headed back out to the cave and went right in. It was time to go monster hunting!

The caves were dark, but they could hear strange bellows echoing down the tunnels. In time they found the source — a massive ettin with strange markings carved into its flesh! Tangled in its fingers was the amulet!

When my kids looked at the battle map and the picture of the creature my kids both stopped and said: “Uh oh… That looks strong!”

Despite their fears we waded into battle with enthusiasm.

Now… When you’ve got four players who make characters always intended to play alongside one another, chances are good they’ll make a balanced team. And we did. But… we also aren’t exactly based around damage. We’re more like… a swarm of gnats that flits around the enemy poking it and causing it minor hinderances. Lomo is a melee guy, but his claws do 1d3 damage. No strength bonus. Pinesong is our healer but for damage? Well, he usually uses his storm burst ability to make the enemy treat Pinesong and his pals as if they had concealment. He’s got a crossbow but he’s not a very good shot. My daughter’s little grippli Croak? She fights with nets and poisoned blowgun darts. Considering the ettin beat every single saving throw against her poisons she dealt a whopping 1 damage per shot! Oh, yeah! And Sereia? She’s a magus, so she can deal some solid damage, but she also has to wear a lot of hats in the party. She’s the spellcaster, she’s the second melee character, she’s the academic, and she’s the trap finder. That’s a lot! As a result her attack rolls are good, but not amazing. They’re fair at best if she’s using her spell combat ability. So when she hits she hits hard. But she wasn’t hitting all the time. Meanwhile, Lomo and Croak hit practically every round! (My daughter was very proud of her consistent one damage darts. Haha.

Anyway, the battle was great fun! It lasted quite a few rounds without dragging on too long, we hindered him enough that we rarely got hit, and we bottlenecked him in a tunnel so he couldn’t reach our squishier team members (Pinesong and Croak) with his massive, skull-crushing flail.

We spent a little time gloating when we finally defeated the ettin — okay, mostly it was Croak mocking the dead ettin for looking like a giant plucked chicken with all those darts sticking out of him. Then we looked around, collected the amulet, and left.

Outside we found a dragon.

Not just any dragon.

A freaking HUGE dragon. Thankfully it was gold.

Pinesong and Cutie Pie hid, Croak gave it a chipper hello, and Lomo froze like a character in a Jurassic Park movie who’s squaring off against  T-Rex. Cause a dragon can’t see you if you stay still, right? RIGHT?

….Yeah, not how it works Lomo. But hilarious!

Sereia made the connection between the gold dragon and Aurelliax, guardian of Highdelve, and soon they spoke. The dragon thanked them for their aid and offered them a ride back to town.

My kids were flabbergasted. Literally amazed. My daughter squealed in delight (“UH, YEAH! OF COURSE!”). My son started singing a song from Teen Titans Go! all about riding a dragon (literally).

“We’re gonna ride that dragon! THAT DRAGON! We’re gonna ride that dragon! THAT DRAGON!”

He was so excited he insisted on sending our wonderful GM a link to the exact song and episode. You’re welcome! Haha.

Anyway, we rode that dragon all the way back to Highdelve and learned that the townsfolk had banded together to help us wrap up our tasks! Lomo’s necklace was being repaired, Pinesong’s piglets were being given new homes, Croak’s missing rabbit stuffed animals had been found, and the name of the client that the antiquities smuggler had sold the coral idol to had been found. Soon Sereia could track it down and return it to her people.

My kids were amazed! Big smiles all around. And then they settled in for a feast and dance as the guests of honour. Aurelliax gifted them a magical statuette which turned out to be a super cool boon! Both of my kids transformed the statuette into a magical creature: Pinesong used it to make Cutie Pie covered in golden scales, and my daughter used it to create a pet flying squirrel with giant golden bulging eyes called Roadkill. My husband and I are going to hang onto it to use one of it’s other cool benefits.

We got our chronicles just the other day and the adventure came to an end. And what a good one! Particularly for kids! It had such a nice feel-good ending. Both of my kids said it was among their very favourite adventures they’ve ever played! (My son said he had two favourites: this run of Heroes for Highdelve, and his play through of Signs in Senghor, which was written by my brother and I wrote about in a previous blog post: Signs in Senghor: Part One, and Signs in Senghor: Part Two).

In short, we had a blast!

And if our wonderful GM happens to be reading this: a thousand thanks!

I’m not sure what’s next for our weird and wacky crew. Finding a game all four of us can get into can be tricky, but I do know that whatever we play, we’re going to have fun.

Thanks for sharing this experience with us!

Until next time,

Jessica

Pathfinder Playtest 1.5!

This week’s Pathfinder Playtest Update is Version 1.5 and it’s a small one!

Sort of.

There are really only two changes this week, but both changes have quite a bit of a ripple effect. For starters they’ve tweaked the death and dying rules again, which also affects the DC to administer first aid, and the wording used on some other minor abilities (the dwarven ancestry feat mountain’s stoutness, the feat toughness, and the spells breath of life and stabilize are all good examples of this). On a related note, the DC for treating wounds with the medicine skill has changed, and is based on the patient’s level now, instead of the player’s.

And the only other change?

Spells! They’re making them stronger. Unfortunately, the only kind of spells that are easy to edit in this type of playtest are the damage dealing ones. So, although you can expect see many (if not all) spells get beefed up a bit for the release of Pathfinder 2 next year, the 1.5 update only changed the damage dealt by around forty-five spells. Typically it was the initial damage that was changed, with the heightened increases remaining at the same interval. Exciting!

This is definitely one of those aspects of gameplay you want to give feedback on. Did your spells slaughter the enemies without difficulty? Did the enemy’s spells slaughter you? Important to know (and easy to playtest)! So after you’ve given the spells a test run be sure to give your feedback. I know I’m curious to see how this plays out.

Jessica

Shaping the Society

GrandLodgeSymbolThis is your chance to shape the future!

The future of what?

The Pathfinder Society!

With the launch of Pathfinder 2 next year and the end of Season 10 of Pathfinder Society Organized Play, there will be a lot of changes. The Pathfinder Society will be no different. They’ll be switching to the new rules and, since they’ll be changing that up, they’re taking the opportunity to shake things up in the Society as well.

That’s where you come in!

The folks over at Paizo have put together a series of surveys meant to gauge your opinions on a variety of topics regarding the society, and it’s future. So if you want a chance to help shape the Pathfinder Society of tomorrow, now’s you’re chance!

The first survey was released a month ago and asks questions about tiers, experience, and the roleplaying guild guide. After that came a survey about boons, and another survey about chronicle sheets. The chronicle survey asked questions about five different potential layouts for future chronicle sheets, examples of which can be found on Paizo’s blog post here (before you click the survey like be sure to check out the chronicle examples!).

The latest survey came out just this week. It’s topic? Pregenerated characters. Now, I personally don’t utilize them, but I do understand their importance. For many people (particularly at conventions and gaming shops) their first experience with Pathfinder is through pregenerated characters in the Pathfinder Society. This means that whether or not you personally use them, they’re important. This survey references various potential layouts for pregenerated characters, so before you fill out the survey be sure to check out the visual examples (which can be found on Paizo’s blog post here).

Be sure to share your opinions while you can! I’m not sure how long those surveys will remain active.

Jessica