‘Tis the Season for Sales!

The holidays are getting closer and that means its the season of sales! Whoo!

Who likes saving money on d20 products? I do! So, you can imagine my surprise when I realized that Indigo is having an awesome sale on Dungeons and Dragons products: buy any two Dungeons and Dragons books and get the third free! As an added bonus, most of the D&D products are between 8% – 40% off right now. Pretty sweet! The deal only runs until December 9th, so if you’re hoping to cash in on it you haven’t got long.

As for Pathfinder, head on over to Paizo’s website and check out their many sales. There’s plenty of products on for cheap, including some GameMastery Map Packs for only three dollars each, older Adventure Path volumes for five dollars each (or others for ten), and a ton of other older Paizo products on clearance, including comic books and Pathfinder Tales novels. Also, be sure to check out the ‘Going, Going, Gone‘ sale so you can pick up print copies of Pathfinder books before they’re gone for good!

You can also head over to the OpenGamingStore to check out their Warehouse Clearance Sale, where you can get a ton of print products for half price (including plenty of Pathfinder books). While you’re there pick up the brand new Realms of Atrothia: Legacy Races Revisited!

Know of any other awesome d20 sales? Let me know!

Happy shopping!

Jessica

New Pathfinder Society Scenarios: What Prestige is Worth and The Rasping Rebirth

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 I recommend you check out 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!

10-08 What Pretige is Worth
Pathfinder Society Scenario #10-08: What Prestige is Worth by Matt Duval.

Pathfinder Society Scenario #10-08: What Prestige is Worth is a Tier 7-11 adventure written by Matt Duval. It begins in the Grand Lodge in Absalom, but quickly moves to the city of Dis, the second layer of Hell ruled by the Archdevil Dispater. This scenario makes use of the Pathfinder Core RulebookAdvanced Player’s GuidePlanar Adventures, and Ultimate Magic. It features creatures from Pathfinder BestiaryBestiary 3Book of the DamnedNPC Codex, and the Villain Codex (although all of the necessary stat blocks are included within the scenario).  It utilizes the Pathfinder Flip-Mat Classics: City StreetsGamemastery Map Pack: Hellscapes, and a full page custom map. This mission is of particular importance to members of the Dark Archives faction. If you’ve got any characters who have ties to Zarta Dralneen, an interest in interacting with devils, or who worships Asmodeus or an Archdevil, now is definitely the time to bring them! In addition, if you have any PCs that have the checked version of the Infernal True Name boon (from Pathfinder Society Scenario #9-16: Fallen Family, Broken Name), you’ll get both helpful and hindering effects during the course of this adventure. It should also be noted that many characters will have issue working with devils. If your character adamantly would not do so, even for the greater good, don’t bring them. Lastly, characters who have obvious ties to good outsiders, who openly worship divine beings, or who can cast divine magic will have a harder time accomplishing their goals than those who don’t. Although that doesn’t mean you shouldn’t bring such goodly characters, it is something you should take into account.

Michele Giorgi Rowane 10-08 What Prestige is Worth
Rowane, a norn from Pathfinder Society Scenario #10-08: What Prestige is Worth. Art by Michele Giorgi.

This adventure tasks the PCs with entering a portal in the Pathfinder Archives that spontaneously opened to Dis. The portal has a connection to an important soul from Cheliax’s past, which Zarta Dralneen, Leader of the Dark Archives, wants to question. Along with Zarta, your players will enter Hell, explore Dis, investigate a contract devil, and interact with some of the nastiest and most dangerous beings around — all while avoiding the attention of Dipater himself!

I really enjoyed this scenario. It’s incredibly atmospheric, with Dis always seeming ominous, dark, and downright evil. There’s a ton of wonderfully challenging and unique social encounters, where your PCs can forge both enemies and allies — temporary allies, at least. Players will be faced with temptation and opportunity, and even have the chance to barter away parts of their personality or souls in order to accomplish their mission, or gain tangible or esoteric rewards. The battles in this scenario are challenging, and never straight forward. For in Hell a bargain can always be struck — if you’re willing to pay…. There’s a lot of incredibly helpful handouts, most of which are for the GM. Overall I really enjoyed this scenario. It was different, challenging, haunting, and really, really well done. That said, it’s not an easy scenario to run. Not by a long shot. And it’s not an easy one to play, either. Players have a lot of free reign — which is great, but also can be hard. Some groups might flounder, get confused, or just get frustrated with their efforts. Lastly, this scenario is not for everyone. In addition to any moral concerns some folks might have about playing an adventure in Hell, there is also sights and sounds in the background in this scenario that are dark, haunting, and perhaps even offensive. Although I would enjoy this kind of adventure, not everyone will. Although it should go without saying, this is not the kind of adventure you should let your kids play. No way in hell! Haha. I give this scenario four out of five stars.

10-09 - The rasping Rebirth
Pathfinder Society Scenario #10-09: The Rasping Rebirth by Cole Kronewitter.

Pathfinder Society Scenario #10-09: The Rasping Breath is a Tier 12-15 adventure written by Cole Kronewitter. It begins in the Starrise Tower in Mendev, but the majority of the scenario takes place in the Worldwound, and the Abyss. It makes use of Pathfinder Core RulebookBestiaryBestiary 2, and Mythic Adventures (although all of the necessary stat blocks are included within the scenario) and utilizes Pathfinder Flip-Mat: BattlefieldPathfinder Flip-Mat: Forest FireGamemastery Map Pack: Swallowed Whole, and a full page custom map. If you’ve got characters who have done a lot of work to make the Worldwound safer, particularly one who’s played multiple scenarios from Pathfinder Society Season Five: Year of the Demon, or if you have any characters who have interacted with the glabrezu demon Koth’Vaul, or the Demon Lord Deskari in the past, I highly suggest bringing them. Characters who have earned the ‘Al-Jakri’s Debt’ boon (from Pathfinder Society Scenario #9–25: Betrayal in the Bones) will also get a nifty benefit during this scenario. 

Mythic Adventures
This scenario makes use of rules found in Pathfinder Roleplaying Game: Mythic Adventures.

The demon Koth’Vaul, a constant thorn in the side of the Pathfinder Society, has entered the Worldwound, torn open a rift to the Abyss, and entered Deskari’s realm. His purpose? Unknown! Your PCs are tasked with tracking down Koth’Vaul, foiling his plans, and destroying him. Now, I REALLY enjoyed this adventure. Every single one of the battles was complex, enjoyable, challenging, and most importantly: dynamic! The social encounters in this scenario were really well-done!   There were lots of helpful handouts, cool maps, and the finale! So good! One of my favourite decisions the PCs are faced with is whether they’ll accept outside aid from a foul source, knowing that there will be repercussions, but the aid might be necessary. It’s a wonderful predicament where your players will have to decide what they’re willing to sacrifice in the fight for the greater good.  While some PCs will balk at this, others will definitely claim the offered power! The repercussions are amazing, and I can’t wait to see how the majority of players swing! Overall I really, really enjoyed this scenario. I give it five out of five stars.

Thanks for joining us today! We’ll see you again soon!

Jessica

KothVaul Josef Kucera 10-09 The Rasping Rebirth
Koth’Vaul the glabrezu from Pathfinder Society Scenario #10-09: The Rasping Rebirth. Art by Josef Kucera.

 

New Classes Come to Starfinder!

This past Wednesday it was announced on Paizo’s Twitch stream that the Starfinder Roleplaying Game would welcome new classes to its ranks and you, the fans, would get to take them for a test drive. Playtesting new classes is nothing new to Paizo. Even if we don’t count the massive Pathfinder Second Edition Playtest that’s occurring as we speak, they’ve still done plenty in the past. Playtesting new classes gives developers a chance to see how their creations work in the hands of players, how players can exploit them, and what weaknesses they’ve found. It also lets them discover if any abilities don’t work they way they were intended to, or were too under or over powered. All in all, it leads to more balanced, polished classes.

So what exactly is this playtest?

In late 2019 Paizo will release the Starfinder Operations Manual, a hardcover sourcebook packed full of new character options. This book will introduce three new classes, and its these classes that you’ll get to test out.

“This is our first opportunity to add new classes to Starfinder since the game’s release in August 2017, and we need your help to do it! Try out these new classes in Starfinder Society scenarios, Starfinder Adventure Paths, or your own adventures. Then tell us what you and your friends thought of the experience. Paizo needs your feedback to make the classes in the Character Operations Manual the best they can be,” said Starfinder Creative Director Robert G. McCreary.

To get your hands on the playtest head over to StarfinderPlaytest.com, download the free Character Operations Manual Playtest PDF and give it a read. Roll up some new characters and try them out. You can play them in Starfinder Adventure Paths or in home-brew campaigns. Want to play the in Starfinder Society organized play? Go for it!  It’ll work much like pregenerated characters do during the playtest. For full details check out Paizo’s blog post on the topic: here.

StaWhen you’ve had a chance to try them out, head back to StarfinderPlaytest.com and fill out some surveys on your experience. You can also give them your feedback on the the Character Operations Manual Playtest forums, on Paizo’s website. While Paizo wants to focus on actual play feedback, they are interested in hearing all ideas about the classes. Let’s be sure to give them some constructive criticism guys. And some compliments of course! The playtest will run until January 16, 2019, and the feedback surveys will be available throughout the playtest.

So what are these classes?

First up we have the biohacker! This class is the one that my son is the most excited for! The biohacker is a scientist who can run off of either Intelligence (because they’re incredibly smart and analytical)  or Wisdom (because they’re instinctive and impulsive). Biohackers can create injections which they can inject into allies to grant them benefits, or enemies to hinder them. These can be used as a consumable melee weapon (literally injecting someone with a syringe) or loaded into an injection weapon. Injection weapons shot at your allies don’t harm them if you don’t want them to. In addition, each biohacker selects a type of science as their main field of study. There’s a lot to choose from, and each gives you some nifty new types of injections you can create. Biohackers also have a medical scanner, can make injections with their science skills instead of Mysticism, and can learn ‘theorems,’ which are a wide array of special abilities that fit the scientist theme. This class looks like a lot of fun to play! I think it’s going to be the first one I playtest, actually.

Up next? The vanguard! This is definitely an interesting class. They’re a melee based character who can channel entropic forces to make their blows either crush or dissolve the enemy. This can be done through unarmed strikes, or through their melee weapons or shields. Yes! Shields are finally being introduced to Starfinder! Awesome! Similar to solarians and their ‘attunement,’ vanguards function off of a varying number of ‘entropy points’ which begin at 0 each battle and can rise through various methods. These entropy points can also increase your AC. Vanguards also get to choose an ‘aspect’ of entropy to focus on, which gives them different abilities as they level up from other vanguards. As they level up they gain ways to make themselves more durable in combat, or to further enhance their entropic strikes. They also gain a variety of abilities chosen from a large list that are known as ‘disciplines.’

Finally, there’s the witchwarper. This is a charisma-based spellcaster which uses alternate dimensions to power their magic. Cool! Basically, they can alter the world around them by drawing upon other realities. At low levels this power can make a small region into difficult terrain (thematically described depending upon the type of terrain), which at higher levels the area is larger, and the effects more powerful. You can also alter reality to cancel enemy’s critical hits, or allow you to reroll, and learn new skills. Witchwarpers also get to learn ‘paradigm shifts,’ which are unique new ways that you can alter reality. There’s a lot of options here, which is awesome to see. Their spell list includes a really nice array of spells, as well as some brand new ones, which are included in the playtest.

All in all the classes look wonderfully unique and inventive. They have a great array of abilities and options which are sure to make them just as adaptable as the current Starfinder Classes. I’m very intrigued! Definitely looking forward to seeing how they function in play!

Want to learn more? Download your own copy of the Character Operations Manual Playtest PDF on Paizo’s website right now! You can also tune into Paizo’s twitch channel on Wednesday at 4:00 p.m. PST for ‘Starfinder Wednesday.’ This week is sure to be a great show!

Let us know what you think of the new Starfinder classes in the comments below!

Now, if you’ll excuse me, I’ve got some playtesting to do!

Jessica

New Starfinder Society Scenarios: Truth of the Seeker and King Xeros of Star Azlant

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!

1-26 Truth of the Seeker
Starfinder Society Scenario #1-26: Truth of the Seeker

Starfinder Society Scenario #1-26: Truth of the Seeker is a Tier 3-6 adventure written by Shahreena Shahrani. It begins in Absalom Station before quickly moving to the Kasathan home-ship of Idari. This scenario later travels into the Vast, to the remains of an Ibran Temple. This scenario features the Faction (Second Seekers [Jadnura]) tag and does not include starship combat. It makes use of a gorgeous map if Idari, Pathfinder: Flip-Mat: AsylumPathfinder Flip-Mat: Desert Ruins, and Flip-Mat – Starfinder – Asteroid. In addition to the Starfinder Core Rulebook, it’s highly recommended you own Starfinder Pact Worlds. It also features some nifty new creatures from Alien Archive 2, and equipment from Starfinder Armory. All relevant stat blocks are included in this scenario.

Eshki Graey Erb 1-26 Truth of the Seeker
Eshki, a skittermander Starfinder recently rescued from the Scoured Stars Trinary System. Art by Graey Erb.

Truth of the Seeker continues the story of the Scoured Stars plot line, and directly follows up on events from Starfinder Society Scenario #1-99: The Scoured Stars Invasion. Although playing these prior scenarios isn’t necessary, you really should! They were awesome! If you haven’t, there is a bit of important information you’ll need to know: under the guidance of First Seeker Luwazi Elsebo the Starfinder Society has rescued the their lost comrades from the Scoured Stars Trinary System. This includes rescuing the old First Seeker, a kasatha by the name of Jadnura. Surprisingly this scenario only features one recurring characters: Captain Kahir of the Void Scholar who was briefly met in Starfinder Scenario #1-19: To Conquer the Dragon. In addition it introduces a few new ones, some of which could become recurring characters. For starters, there’s the skittermander Starfinder Eshki who hires your PCs for their mission. There’s also First Seeker Jadnura, of course. Finally, there is a lashunta teashop owner by the name of Alsuka, and a serene kasathan solarian called Master Boojan. They’re all delightful — particularly Eshki! There aren’t any specific boons I recommend slotting for this mission, although there are a few important things to note when selecting characters. This mission will go a lot smoother if someone in your party is diplomatic and sensitive to the traditions of other cultures. In addition, a Starfinder trained in mysticism is also important. Lastly, you’ll want to have some way to harm something incorporeal. You have been warned! Haha.

First seeker Jadnura
First Seeker Jadnura, one-time leader of the Starfinder Society.

Truth of the Seeker begins in Absalom Station, as the PCs attend a fabulous dinner with Eshki, the most cultivated skittermander I’ve ever encountered. This mission briefing is great fun, and packed full of flavourful interactions. Many of Eshki’s behaviours are scripted out, which serves to immediately make him likeable, quirky, and entertaining. He’s awesome (just in case you couldn’t tell from his art! Haha). Eshki explains that he was a Starfinder trapped in the Scoured Stars System, and that First Seeker Jadnura was a friend of his. Unfortunately, since returning, Jadnura’s gone into seclusion on Idari and Eshki isn’t sure where. He wants you to head to Idari, find his pal Jadnura, and convince him to come back to the Society. After agreeing the PCs bid Eshki farewell, hop aboard a shuttle, and end up on Idari. There they have to navigate their way through the Kasathan home-ship and track down Jadnura, all while dealing with the vastly different cultural traditions around them, and (hopefully) not offending anyone too badly. This scenario does a wonderful job of immersing you in a unique, serene sort of culture with strong Asian and Middle Eastern influences. It was engaging, fun, and wonderfully handled. Vastly different than the frantic, high-tech, fast pace of most scenarios, your players time on Idari is sure to throw some players for a loop. Characters who have social skills will definitely excel in this part of the adventure, but its not only skill, but clever roleplaying that’s necessary to make progress here, so even the most awkward of characters can be helpful if they try. Personally, I felt the the entire time on Idari was wonderfully handled and a real highlight of the scenario. That said, some groups may find it tedious. In time the PCs will need to track down Jadnura. The final location has a wonderful atmosphere, but other than that I’ll leave this part of the scenario a mystery.

One of the battles has an opportunity for roleplaying with your opponents, and your actions can have an obvious effect on the battle. Most have more straight-forward enemies — not so much in mechanics, but in roles. This scenario also featured some flavourful psychological/magical traps which will be interesting to see play out at the table. I’m curious how they’ll work. Overall, I thought this was a fun adventure. I particularly enjoyed how well it immersed us in Kasathan culture. That said, unprepared groups may find the final battle too difficult, or the social interactions tedious. Because of this I give it four out of five stars.

1-27 King Xeros of Star Azlant
Starfinder Society Scenario #1-27: King Xeros of Star Azlant

Starfinder Society Scenario #1-27: King Xeros of Star Azlant is a Tier 5-8 adventure written by Christopher Wasko. It begins with a mission briefing on Absalom Station, but quickly moves to a region of space near a lunar outpost called ‘Peak of Evening.’ There you will attempt to get your hands on an Ancient Azlanti Starship known as ‘King Xeros,’ which was ancient beyond reckoning long before the Gap. Of course, the Azlanti Star Empire already has it… so there’s that major complication to deal with. Haha. This scenario features the Starship tag and has starship combat. It is a distant, distant sequel to Pathfinder Society Scenario # 20: King Xeros of Old Azlant. In addition, this scenario has connections to the Against the Aeon Throne Adventure Path (Starfinder Adventure Path 7: The Reach of EmpireStarfinder Adventure Path 8: Escape from the Prison Moonand Starfinder Adventure Path 9: The Rune Drive Gambit). This scenario can easily be woven into that campaign. This scenario makes use of Starfinder Flip-Mat: Basic StarfieldStarfinder Flip-Mat: Urban SprawlPathfinder Flip-Mat: Forest Fire, and a custom map of King Xeros which looks awesome! Fans of the original King Xeros will be happy to know the ship looks nearly the same.  Awesome! As for books, it’s expected you own the Starfinder Core Rulebook and Starfinder Armory. In addition it makes use of content from Starfinder Adventure Path 7: The Reach of EmpireStarfinder Adventure Path 8: Escape from the Prison Moon and Starfinder Alien Archive, although all necessary rules from those books is reprinted in this scenario itself. King Xeros of Star Azlant only features one recurring character: the bleachling gnome Venture-Captain Naiaj. Although there’s no boons I specifically recommend slotting, if you have characters who has chronicle sheets from the Against the Aeon Throne adventure path I highly recommend you bring them along! Otherwise, all characters will excel in this scenario.

This scenario begins when Venture-Captain Naiaj gathers a large number of Starfinder together for a mission briefing. She explains that the ancient Azlanti ether-ship ‘King Xeros’ has been sighted for the first time since the Gap. Capable of sailing through the ethereal plane and exploring other worlds at incredible speeds, King Xeros is a ship of legends. Information is sparse, but you know it’s location — around a lunar base known as Peak of Evening — and that the Azlanti Star Empire has sent a small contingent of ships after it. Determined to get the ship in the hands of the Starfinder Society and to keep the Azanti Star Empire from acquiring it, Naiaj wants your group to go in and retrieve it. Well, not just your group. This is a multi-team mission! Basically, the teams will be split into three: Scout Team, Shield Team, and Strike Team. Naiaj will also be there on her personal ship as Commander of the mission. Your players will be a part of Strike team, whose job it is to land on the base and steal King Xeros. The other ships will support and protect you from the rest of the Azlanti ships as best as they can. With the briefing out of the way the Starfinders all board their ships and set out for the lunar base. Once there Naiaj determines there are two areas that appear of particular importance to the Azlanti: the Construction Bay and the Greenhouse. Your team gets to choose which nearby Azlanti Garrison to attack, and then begin their infiltration at whichever of the two points they desire.

This scenario has a dynamic starship combat that will be quite tough. King Xeros is an awesome ship, with some cool Azlanti upgrades. Luckily, the advantages your team may have discovered in their first location will give them a much needed benefit here. Which benefits is variable though,  depending on what they uncovered in their chosen location, and how efficiently they recovered it. Which is nice! With the starship battle complete they get to board King Xeros, fight the Azlanti inside, and explore the ship. But, the ship is acting erratic, and it soon becomes clear they’re on a timer for this one. They’ll need to recover what they can from the ship and make some split-second decisions about what matters to them and their mission the most. This does a wonderful job of ramping up the tension, and keeping this mission moving along at a good clip.

KingXeros Graey Erb 1-27 King Xeros of Star Azlant
King Xeros, an ether-ship from Old Azlant.

Overall, I really enjoyed this scenario. It’s got awesome art of King Xeros, great interconnectedness with its prequel, and the Against the Aeon Throne Adventure Path, but is a solid and fun adventure that’s more than capable of standing on its own. It has a different feel and tone to it than most scenarios. It’s dynamic, engaging, suspenseful, and a little frantic. Players and characters should be on the edge of their seats for this one. I love that your player’s get to make decisions that have an effect on the scenario and its outcome.

There’s some wonderful new ship mechanics that players will get to see the enemy make use of, and a lot of cool gear on the chronicle — including a unique aeon stone that’s awesome! There are two boons up for offer, both of which involve the alien races you could meet, and one of which allows access to that race as a player. You’ll only be able to get one of these boons though, so make your decision wisely! I think this scenario is a great change of pace that will be fun to run at a table. I give it four out of five stars.

Thanks for joining us today! We’ll see you tomorrow when we report on the new Starfinder Playtest Classes! See you then!

Jessica

 

Review: Return of the Runelords: Secrets of Roderic’s Cove!!

Today we’re taking an in depth look at the first book in the Return of the Runelords Adventure Path! Return of the Runelords is a six volume Pathfinder Adventure Path that is intended to take your characters from levels 1 to 20! The issues in this Adventure Path are longer than usual, and the final issue is supposed to be the biggest adventure of the series. Each of the six Runelords (excluding the seventh: Karzoug) is featured on one of the covers, with gorgeous artwork drawn by Ekaterina Burmak.

The Adventure Path takes place in Varisia, and is a direct sequel to the Rise of the Runelords and the Shattered Star Adventure Paths. In addition, the events of the Curse of the Crimson Throne Adventure Path, the novel Pathfinder Tales: Lord of Runes, and Season Four of the Pathfinder Society: Year of the Risen Rune, are all presumed to have taken place. Although playing through these other adventure paths first will definitely make this campaign more enjoyable, it’s not necessary. You can hop right into Return of the Runelords and still have a blast.

So, what is Return of the Runelords? For starters, you can check out a previous blog post I wrote on the topic: Return of the Runelords. Then head down to the video immediately below this paragraph and give the AWESOME Return of the Runelords trailer a watch. Trust me! It’s worth it!



Got it?

Good! Let’s dive right in!

The first book of the Return of the Runelords Adventure Path is #133: Secrets of Roderic’s Cove. Written by Adam Daigle, this adventure is intended to take you from level one right through to level five. In addition to the adventure itself the book contains an NPC Gallery which features detailed information and statistics on three major characters in the adventure, a delightful primer on Roderic’s Cove which will be invaluable to GMs, a short chapter about the Runelords (their history, how they escaped Earthfall, and what’s happened to them since), a bestiary containing four new creatures, and a campaign outline that lets GMs know what’s coming further down the road.

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

The layout and appearance of this book is nice. It looks good, is easy to read (which isn’t always the case with Adventure Paths), and features gorgeous artwork of the Runelord of Wrath Alaznist on the cover by Ekaterina Burmak. Behind Alaznist is an image of Jirelle (the iconic swashbuckler) and Erasmus (the iconic medium) getting ambushed by some reefclaws! Awesome!

Before we continue with a more in depth look at the book, let me point out: there will be SPOILERS.

You have been warned!

Carrying on the wrathful theme of the front cover, the inside covers feature images and information on a few key topics related to the Runelord Alaznist. The inside front cover shows two weapons: Alaznist’s Hateful Ranseur (her weapon of rule) and Garvok the Sword of Wrath. Meanwhile, the inside back cover showcases Hollow Mountain, once the capital of Alaznist’s Empire and the place within which she retreated when Earthfell drew near. In addition it contains information on Yamasoth, a qlippoth lord and ally of Alaznist’s — although whether he was her minion, or she was his unwitting pawn is debatable. After the covers we hop right into the adventure background, followed by the adventure itself.

Kolton Nikolai Ostertag
Kolton, a citizen of Roderic’s Cove. Illustrated by Nikolai Ostertag

Secrets of Roderic’s Cove is split into five parts: Bubbling Tensions, Roderic’s Wreck, Into the Churlwood, Humbling Pride, and Calming Wrath. Unlike many premade adventures, it doesn’t really feature a ‘patron’ type character. There’s no employer or mentor around to tell the PCs what to do or where to go next. A lot of different NPCs will give you suggestions if you ask. And there’s one character who asks the PCs to help the town. Well, two if you count the dead. Instead, the entire book is driven by the PCs. This means that its imperative your players make characters who want to drive the story forward. Characters who care about the town of Roderic’s Cove — where our story begins — but will be willing to leave for a time when events lead them elsewhere. Characters who would meddle in gang politics, protect their neighbours, and put a spirit to rest. Characters who care. That doesn’t mean the characters have to be a bunch of do-gooders. It just means that players need to think of a reason that their characters would do these things voluntarily, and without the promise of monetary reward.

Roderics Cove by Matthias Rotenaicher
Welcome to the town of Roderic’s Cove! Cartography by Matthias Rotenaicher.

Our story begins in the tiny town of Roderic’s Cove, which is located along the coast very near to Riddleport. It’s a prosperous town with neither homeless or poor. However, the town is periodically home to unusual occurrences and oddities. The ghost of the town’s founder, Sir Roderic, lurks in the town, emerging from the decrepit remains of his haunted home only when the town is in great danger. Roderic’s Cove is home to two different gangs: the Horned Fangs and the Roadkeepers, both of which are little more than thugs and bullies. It’s also home to a strange but harmless scholarly society known as the Order of Resplendence. Recently, the gangs have been at each others throats, strange deformed creatures have been seen in town, Sir Roderic’s ghost has resurfaced, and there’s even been a murder!

It’s best if the PCs all know each other at the start of this adventure but, even if they don’t, all they truly need is to be in ‘Circle Market’ shopping (or passing through) on Market Day. Here they find two gangs about to come to blows. The PCs have just enough time to interfere before another joins them — the ghost of Sir Roderic himself! As the gangs and citizens run for it Sir Roderic wails about the safety of his town! Then he vanishes as quickly as he appeared. The town guard is on the scene shortly afterwards to thank you for your help before bidding you farewell.

After that the PCs are on their own. They can explore Roderic’s Cove, chat up the locals, learn about Sir Roderic, the local murders, and the gang violence. Eventually they’ll either approach or be approached by a forlorn elf and local grave digger by the name of Audrahni. She’s very concerned over the spirit of Sir Roderic, and is hopeful that the PCs can be the ones to put his spirit to rest again by bringing peace back to the town. They had the courage to stop the gangs from fighting this morning, surely they’re brave enough to do it again?

It’s assumed that the PCs take up this task with aplomb, but even if they don’t it’s a simple matter to get them back on track. After another run-in or two with the various gangs they should want to take them on — even if its not for the good of the town.

However they get involved the PCs goal for this adventure is to bring peace to Roderic’s Cove and put Sir Roderic’s spirit to rest. How they go about this is relatively free-form. The most likely place to start is with the recent murder that happened in the Circle, and the two gangs that are reputed to be involved. They’ll get to speak with witnesses, rumourmonger, search for clues, investigate the victims and their death, and question suspects. They’ll need to keep in mind that they’re citizens of Roderic’s Cove, not law enforcement, so simply busting into a suspected gang hideout and bashing in heads isn’t going to fly. They need evidence. As time passes they’ll come across strange creatures lurking in the town at night, mysterious hauntings, and even learn of some other crimes that have taken place.

It Came From Hollow Mountain Mike Shel Return of the Runelords 2
Return of the Runelords: Book Two: It Came From Hollow Mountain

This first section of the adventure is very loosely scripted. It’s got information on some witnesses and some scripted events — some of which relate to the murders, and some of which lead to further mysteries. It’s really well written, but it’s definitely a slow start to a campaign. It’s not one of those openings that will grab your characters right off the bat and send them off on some immediate, daring adventure. Don’t get me wrong, it’s enjoyable! But it’s not the mind-blowing, gripping, epic, opening I expected for this campaign. It’s subtle. It requires players who are good role-players, and a really solid GM to make this part of the adventure shine. Anyone can play it. But, it takes a solid group to make it something special. New GMs and players have the potential to flounder.

At some point during their investigation of the murders the PCs are bound to decide to investigate the dilapidated haunted house of Sir Roderic himself. The haunted house is interesting and engaging, but it’s also a grind! Only two halls don’t feature either a battle or a haunt, which is a lot for a house. This will be a tough place to explore, particularly if the PCs want to check the house out quite early in the adventure. However, there’s no immediate time constraints, so they’re welcome to leave and return at a later time, or explore the house in more than one trip.

Sir Roderic Valeria Lutfullina
Sir Roderic. Illustrated by Valeria Lutfullina.

Overall, I really like the haunted house. The haunts are a wonderful touch, as are some of the encounters. But, I think that some of the vermin encounters would have been better served as flavourful non-violent encounters that contain clues, and serve to set a more ominous mood. Of course, considering it will be the first chance the PCs have to actually engage in a fight, I’m sure plenty of groups will be happy for the opportunity to flex their combat muscles. Haha.

Either way, the house can give the PCs some important clues as to what’s happening in town, and allow the group a chance to speak with Sir Roderic’s ghost. Totally worth it!

In time, the PCs investigation will lead them outside of the town and into the Churlwood Forest, which is the focus of Part Three of this adventure. There’s multiple reasons they’ll want to come here. Perhaps they’ll come out one mission at a time and make a total of three or more forays out into the woods, or perhaps they’ll come out to accomplish all three at once. It all depends on how your group has proceeded with their investigation. Whatever they’re after, there are three major tasks that can be accomplished in the Churlwood. In addition, there’s a few scripted encounters that can lead the PCs onto these tasks and progress the story. For starters, they could be here to pay a visit to the Roadkeepers gang of bandits. They might also be here to find a pair of local dwarves who were kidnapped by goblins. Finally, they might be here looking for a mysterious location that Sir Roderic mentioned. As these locations are all interconnected, it’s likely that one task will lead into another. Overall I rather enjoyed this part of the adventure. It’s free-form enough to allow players to decide their own priorities and courses of action, but the actual locations are very detailed, well-scripted, and interconnected. It looks like a lot of fun. And as an added bonus? PCs will get their first taste of ancient Thassilonian ruins, and pick up some awesome treasure. In fact, they’ll pick up their first minor artifact in this place!

Runeplague Return of the Runelords 3 Richard Pett
Return of the Runelords: Book Three: Runeplague

Eventually the characters will return to Roderic’s Cove having done some good, solved some problems, and discovered further clues that will lead them to an odd location: Peacock Manor. This is a series of houses that were connected into a large, confusing manor, and is occupied by the scholarly group known as the Order of Resplendence. On the surface they’re a bunch of obsessive scholars who study ancient Thassilon. Most folks in town think they’re a harmless cult. But, looks can be deceiving. By now your players will have more than enough reason to suspect the leader of this group as being the true culprit behind the recent murders in the Circle. How? Why? Well, I don’t want to give away everything, but I will say that it’s leader has come into possession of one of the Seven Swords of Sin — a powerful artifact she’s unable to properly wield. But, investigating Peacock Manor is not a simple task! For starters, they’re a secretive group, and are highly unlikely to allow you in. Second? Not everyone there is a criminal. Many are simple scholars. Bringing unnecessary violence against such people could put you on the wrong side of the law. And finally? Gossip! Folks who just force their way into the manor, or spend a long time fighting there are sure to attract the attention of the local citizens of Roderic’s Cove. And when supposed heroes attack a bunch of defenceless, harmless scholars and eccentrics, chances are folks won’t consider them heroes anymore. All of these factors combine to make paying a visit to Peacock Manor more difficult than it seems. I really enjoyed it! This section’s got some awesome character art! Also? Players can pick up a second super cool artifact in the halls of Peacock Manor: Baraket, the Sword of Pride!

But, that’s not the end of this adventure! There’s still a second gang to deal with! The Horned Fangs who, quite mysteriously, bear the Thassilonian sigil of Wrath as their emblem! Characters will have to find the lair of the Horned Fangs and give them what for! But, the Horned Fangs are more than what they seem! They lair in the ancient Thassilonian ruins beneath town and, although once a simple group of thugs, they’ve recently come under the control of a foul sin spawn named Mozamer who travelled there via a magical one-way portal from Hollow Mountain. It’s Mozamer himself who’s behind the strange creatures that have been terrorizing the town, and behind the Horned Fangs recent violent behaviour! The PCs will get to explore the ruins, bring down a gang, discover their surprising leader, and battle otherworldly allies. But, not before the sinspawn invites you to join his army and serve the cause of his mistress, the Runelord of Wrath. Who’s already AWAKE.

SecretsCover Ekaterina Burmak
Trouble in Roderic’s Cove. Illustrated by Ekaterina Burmak.

Wanna join?

Haha.

Mozamer and the ample surrounding evidence show that the sinspawn came from Hollow Mountain, which was once the heart of Alaznist’s Empire, and is where she waited out Earthfall. Although bringing down the Horned Fangs and Mozamer is enough to put Sir Roderic to rest and save Roderic’s Cove — sort of — the Runelord of Wrath is an enemy that will have to be dealt with. Particularly since there’s that one-way portal under the town that Alaznist could send an army through at any moment…

THAT brings us to the end of the adventure. And what an adventure! It’s got urban adventure, a murder mystery, crime fighting, horror, wilderness exploration, ancient ruins, dangerous relics, awesome treasure, and you get to come out of the ordeal already the hero of your town. There’s nice, obvious, compelling reasons to continue on to the next adventure, and — unlike this series’ predecessors — the villain is already revealed and obvious from the start. From here on out you’ve got to take down the Runelord Alaznist before she can conquer Varisia and rebuild Thassilon!

Although I hoped book one of Return of the Runelords would completely blow me away and I’d give it five stars, in the end the shaky opening means I’m only giving it four out of five stars. I expected epic perfection! And, although this was a solid, super fun adventure that I can’t wait to play, perfect it was not.

But, the end of the adventure isn’t the end of the book! There’s more to look at!

After the adventure are three two-page spreads focusing on three major characters in this adventure. Two are enemies, and one is an ally. Audrahni the forlorn elf who is going to have a continuing role in book two; Corstela Rostrata, leader of the Order of Resplendence; and Mozamer, sinspawn leader of the Horned Fangs and general pain in the ass. The artwork in this section is awesome (as expected), the stat blocks are solid, and the background is useful for roleplaying these characters.

Return of the Runelords Book Four Temple of the Peacock Spirit
Return of the Runelords: Book Four: Temple of the Peacock Spirit

Following this is an incredibly important part of the book: a gazetteer on Roderic’s Cove. GMs will find this chapter absolutely invaluable. You need it to inject detail and interest into the entire first section of the book. In addition, you’ll reference it in between all the other sections of the book, whenever the PCs wander the town of Roderic’s Cove. The gazetteer itself is interesting. Roderic’s Cove is a neat, engaging, town with plenty of secrets and colourful characters to visit. It’s a fun place to adventure in.

Up next is one of the most fun sections for GMs to peruse — or I thought so anyway! An entire chapter on the Runelords, what they’ve been up to, how they survived Earthfall, and what Alaznist has been doing since she awakened. Which, but the way, is A LOT. It involves powerful magic, assassination, and even TIME TRAVEL! COOL! (And confusing!)

This brings us to the Bestiary, which contains three new creatures and one new creature template. My favourite of the creatures is the Cyphergull, a CR 2 magical beast that’s essentially an intelligent seagull with an innate understanding of magic and glowing Thassilonian runes upon its wings. They can devour scrolls and thereafter cast those spells. What an awesome little beast to lurk around the Lost Coast — particularly near Riddleport! Other creatures include the Nochlean, a CR 3 fey that delights in stealing children and causing terror; and the Warpglass Ooze, a CR 2 ooze that can enthral passersby and tempt them into it’s acidic body. Beware the reflection in the pool! Haha. The creature template will be incredibly useful not only in this adventure, but also in any of the others that involve the Runelords or Thassilonian ruins: a Runewarped Creature. This template can be applied to any animal, humanoid, or monstrous humanoid, and is essentially a precursor to sinspawn. They’re twisted abominations that are driven to consume magic.

Finally, this book contains a Campaign Outline, which provides GMs with information on what’s happened before this campaign, and what each of the upcoming volumes entails. Before we get into specifics, let me just say: Return of the Runelords is going to be AWESOME!

Return of the Runelords Book Five The City Outside of Time
Return of the Runelords: Book Five: The City Outside of Time

So where do we go from here?

Return of the Runelords: Book Two: It Came From Hollow Mountain is written by Mike Shel and intended for levels 5-7. In it, the PCs travel to Magnimar to tell the Sihedron council about Alaznist’s rise in Hollow Mountain only to realize that they already knew! In fact, they sent a powerful group of heroes there to investigate in secret, and they haven’t returned. Your PCs are charged with travelling to Hollow Mountain to figure out what’s going on.

Return of the Runelords: Book Three: Runeplague is written by Richard Pett and intended for levels 8-11. By now the PCs know for certain that Alaznist is awakening, not only that, many of the others are as well! They need to travel to four different cities in Varisia — wonderfully familiar cities to many of us — to stop a few different groups that are related to the Runelords and are causing trouble. These groups include the Cult of the Peacock Spirit (who have ties to Xanderghul, Runelord of Pride); cultists of the qlippoth lord Yamasoth (who have ties to Alaznist, Runelord of Wrath); and the Whispering Way (who seek to rebuild Zutha, the Runelord of Sloth’s phylactery). They’ll get a chance to adventure in Korvosa, Magnimar, Riddleport, and, my personal favourite, Kaer Maga! In addition, they’ll have a chance to speak with Sorshen, Runelord of Lust in this adventure. Yes, you read that right. Speak with. Sorshen is a potential ally and source of information for the PCs!

Return of the Runelords: Book Four: Temple of the Peacock Spirit is written by Jason Keeley and is intended for levels 12-14. With intel obtained from Sorshen, the PCs discover that the most powerful Runelord, the Runelord of Pride Xanderghul, is weakened due to Alaznist’s actions. This is their chance to bring the battle to him! Cause what’s better than kicking a big bad when they’re down?! Taking down a big bad who also turns out to be a GOD! That’s right! In it we discover that Xanderghul is the Peacock Spirit himself! An ancient Thassilonian god of secrets! They’ll have to head to his hidden temple and defeat this tyrant before he regains his full powers!

Return of the Runelords: Book Five: The City Outside of Time is perhaps the book I’m most excited for. It’s written by Amanda Hamon Kunz and is intended for levels 15-17. Now that they’ve taken down Xanderghul (hopefully), your PCs will be fully aware that Alaznist is the mastermind behind pretty much everything (although it’s likely they’ll be well aware of this before hand… Haha). Alaznist is building a realm for herself in Varisia, dubbed ‘New Thassilon’, and has used powerful magic, including messing up the past with time travel, to set her plans into motion. To defeat her they’ll need to get their hands on a relic from the Shattered Star Adventure Path known as the Sihedron Star. This artifact is currently trapped in Crystilan, which is essentially a section of the Runelord of Envy Belimarius’ dominion that was locked in a time-loop since the fall of Thassilon. They’ll need to slip into the city via the Plane of Shadows and sieze the artifact. Along the way they’ll get to explore a little part of Thassilon and see what it was like in its heyday. Unfortunately, Alaznist has messed everything up with her time meddling, so the people within are no longer stuck in a time loop. Instead they’re just… stuck. With Runelord Belimarius’ hold over her people slipping the PCs will have a chance to make an ally or an enemy out of Belimarius! Plus, they get to rescue the Sihedron Heroes (your previous campaign’s heroes) from the city! This is going to be amazing! I can feel it!

Return of the Runelords Book Six Rise of New Thassilon
Return of the Runelords: Book Six: Rise of New Thassilon

Return of the Runelords: Book Six: Rise of New Thassilon is the finale of this grand campaign! It’s written by Greg A. Vaughan and is intended for levels 18-20. The PCs have a daring plan: use the Cyphergate in Riddleport to travel back in time. Once there, they can repair all the damage that Alaznist has done to the past. There’s just one problem: they don’t know how to use the Cyphergate. The person who does? Karzoug, Runelord of Greed! …Except he’s dead. The Sihedron Heroes killed him in Rise of the Runelords. Fortunately, that doesn’t mean they can’t speak to him. They’ll simply need to speak with his ghost! Yes! you get to try to convince the dead Runelord of Greed’s spirit to help you screw over Alaznist! Hahaha! I love it! And for those players who have played through Rise of the Runelords this will be a huge surprise! Once they’ve convinced Karzoug to lend his aid they’ll need to use the Cyphergate an travel to a city in the Dimension of Time, which will allow them to send copies of themselves back to the past to repair the damage done to the timeline. What becomes of these copies and how much do your players actually get to experience of the past? I don’t know, but I sincerely hope they get to play in the past for at least a little while. It’s just… awesome! Once they’ve repaired the past they can return to the present and take on Alaznist herself in Hollow Mountain!

And that’s it! The end.

I’m not sure I can express how excited I am for this campaign. Just know it’s a LOT.

Thanks for joining us today! We’ll see you later this week when we take a look at the newly releasing Pathfinder and Starfinder Society Scenarios!

See ya’!

Jessica


Want more Return of the Runelords? Check out these awesome images from the Adventure Path!

 

 

 

 

Factions Forever! New Starfinder Classes!

Hello and welcome!

This week brings us some exciting news in the world of Starfinder and Pathfinder. We’ve talked a lot about the changes coming to the Pathfinder Society when Pathfinder Second Edition gets released next year. Paizo has released multiple blog posts and surveys on the subject, and has some threads on their message boards where you can put forth your ideas and opinions. Which is great! Your opinions can help shape the future of the Pathfinder Society. This week brings us to the last of these blog posts.

So what did they talk about?

Lots!

GrandLodgeSymbol
Sigil of the Open Road, the symbol of the Pathfinder Society.

Although, most of the information amounted to a sort of… we’re changing this, but we haven’t quite decided how. A fair point when the rules for Pathfinder Second Edition are still in flux.

Fame and Prestige will likely follow Starfinders lead and be called Reputation and Fame. In addition, you’ll be allowed to earn fame in multiple factions if you so choose. Another nice improvement inspired by Starfinder Society play. ‘Prestige’, whatever it comes to be called, will also be more useful. You’ll be able to acquire special boons — some general and some faction specific — for your characters.

How we gain access to magical items is also going to change. Likely, this will involve item rarity and item level, but the details will depend on how Pathfinder 2 shakes out.

Infamy, much like that used in the Starfinder Society, is also going to be introduced.

One of my favourite changes? Schools. Nearly all Pathfinders undergo training at the Grand Lodge and specialize in one of three schools: Scrolls, Spells, or Swords. Scrolls is taught by Kreighton Shane and focuses on learning and diplomacy. Spells is taught by Sorrina Westyr and focuses on magical prowess. Swords is taught by Marcos Farabellus and focuses on martial might and physical fitness. Deciding which of the schools your character favours most is now going to be a choice you can make at character creation. For what? Well, they’re not sure yet. We’ll have to wait and see.

Which brings us to the most exciting aspect of this week’s Pathfinder Society changes: factions. Factions are getting a major shake-up! Some factions will be retired as their goals have been accomplished. Some will find their stories come to a close during Season 10. Others will remain but have changes of leadership. So what’s changing exactly? Unknown! That’s why they’d like your input! They’ve compiled a list of general concepts for factions and want you to let them know which ones you like best. Got an idea for another major character motivation for Pathfinders? Share them! Also, they want to know your opinions on which faction leaders should stay an go. Help them out by heading over to their survey and filling it out: Faction Survey.


In other news, Starfinder Wednesday put out another awesome episode. And this one dropped a BOMB! Starfinder will soon be putting out a playtest for NEW CLASSES!

SO EXCITING!

Want more details?

So do I! More information will be coming out on the Paizo Blog on Monday, December 3rd. Be sure to check it out! I know I will!

Jessica


UPDATE: For more information check out my blog post: New Classes Come to Starfinder! or visit Paizo’s website: StarfinderPlaytest.com

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

 

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