Review: Tyrant’s Grasp: Last Watch

Today we’re taking an in depth look at the third book in the Tyrant’s Grasp Adventure Path! This survival horror campaign pits the players against the return of the Whispering Tyrant, the lich-king Tar-Baphon, who was defeated and sealed away long ago. Tyrant’s Grasp will be the final Pathfinder 1st Edition Adventure Path released before the switch is made over to Pathfinder 2nd Edition in August. Intended to take characters from levels 1 to 17, Tyrant’s Grasp is six volumes long.

Tyrant's Grasp - Player's GuideA wonderful Player’s Guide for Tyrant’s Grasp is available as a free download on Paizo’s website here. The Player’s Guide gives players a relatively spoiler-free way to properly prepare for and integrate their characters into the Tyrant’s Grasp Adventure Path. I highly recommend checking it out.

It should be noted that the Tyrant’s Grasp Adventure Path is not for everyone. Terrible tragedies will occur and you won’t always be able to prevent them. These events are bound to have a lasting effect on your characters, so players should be prepared to consider and role-play the marks left by the trials you face. Depending on the generosity of your GM you could be in dire situations with limited resources, so players will need to be resourceful to survive. Plenty of the imagery and events in this adventure are dark, morbid, and sorrowful. Although I wouldn’t call all of the volumes in this series horror adventures,  some are — though not your typical horror. I’d call it… a morbid tragedy. There’s plenty of undead, necromancers, and disaster. It’s definitely not a campaign to play with kids or if you’re looking for a light-hearted game.

Tyrant's Grasp - Last Watch CoverLast Watch is the third volume of the Tyrant’s Grasp Adventure Path. Written by Larry Wilhelm, this is an adventure intended for 8th-level characters, which should bring PCs up to level 11 by its conclusion. This adventure begins when the PCs arrive in Lastwall’s capital of Vigil, intent on telling the Knight of Ozem what’s happened in Roslar’s Coffer. Luckily, their arrival coincides with the Whiteblade festival, making it easy to gain an audience with a wide variety of government officials, military officers, and other important people. All that’s left it to tell them your tale.

Right?

Yeah, not so simple. Haha.

As with the other volumes in this adventure path, Last Watch looks great. From cover to cover it’s a high quality book filled with nice maps and beautiful, dark artwork. The cover depicts Yosiduin, an elven antipaladin, in the foreground. Behind him is an image of Yoon (the iconic kineticist) and Imrijka (the iconic inquisitor) battling a gnome and some thugs in the streets of Vigil. Both images are by Igor Grechanyi. There’s a nice map of The Gravelands (Lastwall and parts of Ustalav) on the inside cover again, as there has been with the previous volumes. There’s a lot of awesome artwork throughout the book — mostly of humanoid allies and enemies. Interior artists include Yanis Cardin, Hai Hoang, Joel Holtzman, Oksana Kerro, Valeria Lutfullina, Dave Melvin, and Firat Solhan. I particularly enjoyed the art for Cleverquill, pest drakes, and the many NPC portraits. The maps, all drawn by Matthias Rothenaicher, are really nice. They look great, of course, but they’re also well thought out and executed. unfortunately, some of the map rooms are too close to the binding, which makes them difficult to see. Also, one important room is partially cut off by the page’s decorative border. Unfortunate!

Kellen ShayleeIn terms of content, Last Watch is a diplomatic mission, investigation, and exploration.  PCs will need to convince the powers that be in Vigil that something horrible happened in Roslar’s Coffer and that Vigil needs to prepare for the worst. Of course, your PCs tale is rather far fetched… The PCs will need proof to go along with their words. The adventure is rather free form at the start but, as the PCs uncover clues that will lead them to further discoveries and encounters, the adventure becomes more linear.

Vigil is a great location to adventure in and this book did a good job of conveying atmosphere and populace through encounters and short descriptions. That said, the city isn’t fleshed out very much in this book, and I wish it was. I highly recommend GMs give Pathfinder Chronicles: Cities of Golarion a read if they own it, as it contains a ten-page gazetteer on Vigil which can be used to really make this place shine. Either way, this is a great time to let players explore, make friends, forge alliances, rest, properly equip themselves, and generally enjoy being among the living while they go about their duties.

Last Watch has a more balanced array of encounter types than it’s predecessor did. It begins heavy on the social encounters, then quickly transitions to heavy on combat encounters, before finishing with a welcome mix of both. Throughout the course of the book there’s chances for different skills and different character types to shine. The combats were interesting, but it’s those in the final chapter that I particularly enjoyed. I like the social encounters a lot, both in the beginning and end of the adventure, although I think some groups will flounder a bit with the beginning. GMs will need to pay close attention to their player’s behaviour to determine if more guidance is required. Personally, I think I’d have a lot of fun with it. But, again, it’s the social encounters in the final section of this adventure that really shine.


And now it’s time for a warning:

We’ve got more to say about this adventure, but it’ll come with spoilers! Don’t want to read them? Skip on past this next section until you see the large words ‘SPOILERS OVER.’ Got it? Good! See you on the other side!


SPOILERS

Last Watch is split into three major parts: Explosive Tidings, Into the Undercity, and Grim Dawn. The adventure is 53 pages in length with six pages afterwards dedicated to three NPCs: Ceto Malderra, a famous crusader who’s not what she seems (and has amazing artwork!); Kilibrandt Erstwhile, a gnome entrepreneur and criminal; and Yosiduin, an elven antipaladin and leader of the local Seal-Breaker cell.

Evark NoxPart One: Explosive Tidings begins with the PCs entering Vigil during a holiday with the intent of informing the Knights of Ozem what’s happened to Roslar’s Coffer. But no one believes them! Obviously. Their story sounds crazy. It’s awesome. Haha. PCs will have opportunities to approach a variety of different authority figures and try to convince them to believe their outlandish tales. In most cases the PCs will need more evidence, which could frustrate some players and groups. But, with work, PCs should be able to win over some of the dignitaries. Doing so can earn your PCs rewards, allies, and have an effect on the final chapter of this adventure.

Figuring out where to start your hunt for evidence is a bit more troublesome. Although many groups will know which clues they have of merit, make the right connections, and tug on the right threads, some won’t. Those groups will likely be lost and get a bit frustrated. GMs should be prepared to improvise and throw in a bit more clues or rumours at the start of the investigation process if needed. All in all, I like the places the investigation goes and what drives it.

CleverquillPart Two: Into the Undercity begins when the PCs investigation leads them into the sewers beneath Vigil, where they’ll take on the Seal-Breakers in their base of operations, an abandoned temple of Arazni. This location is dark and haunted, and there’s more than one way for the players to explore it, which is really nice. But, who are these Seal-Breakers, anyway? In short, they’re an evil cabal intent on freeing the Whispering Tyrant in order to acquire a really old book he had in his possession when he was sealed away. Yes, a book. And yes, the founder of this group is the person who borrowed the book to the Whispering Tyrant. Sure, it might seem a little weird, and yes, founding a cult and unleashing an undead tyrant is a rather drastic step to get your evil book back, but it’s a really special book. With it the Seal-Breakers hope to do even worse things, like unleash Rovagug and destroy Golarion. Fun stuff! All humour aside, I like this part of the adventure. The location is appropriately atmospheric, the battles are challenging, and the villains are properly… villainous! The PCs are going to figure out a lot in their time here, particularly in regards to what’s happened to Roslar’s Coffer, what’s driving this adventure path, and what’s at stake if they fail. They’re going to learn about the Whispering Way, the Whispering Tyrant, and how he destroyed Roslar’s Coffer. They’ll learn a bit about the Seal-Breakers, what this group was doing in Vigil, and that they intend to free the Whispering Tyrant, but they won’t learn enough to know their ultimate aims and goals of the Seal-Breakers. It’s likely the group will come off as a militant ally of the Whispering Way –– which is exactly how the Seal-Breakers like it! (More on Seal-Breakers later!)

But, what I like best about this section of the adventure is the twist ending… Your PCs have fought long and hard to find the evidence they need to convince the city’s officials to trust them. They’ve scoured the city for clues, tracked down a gang, descended into the stinky sewers, and fought of a cult of violent fanatics, and now –– finally! –– they have what they need.

Suddenly there’s a muffled sound echoing down from the city above…. Was that an explosion? The ceiling shakes…

Geist

Part Three: Grim Dawn begins when the PCs exit the sewers after taking on the Seal-Breakers. They emerge to find Vigil destroyed…

Which is awesome! Horrible! But, awesome! This is such a great gaming moment that will be much more meaningful if the players have had time to get to love Vigil, so be sure to play that up while you can!

Now, Vigil is a big city, and the death toll is absolutely devastating, but there are a few pockets of survivors. In this section of the adventure the PCs explore the ruins of Vigil –– which has clearly suffered the same fate as Roslar’s Coffer –– fight off undead abominations, and meet up with the survivors. They’ll see some familiar faces and be happy to realize that their efforts did do some good, even if it didn’t save the city. There’s a direct correlation between the number of survivors in Vigil and how much the PCs managed to convince the various authority figures in Part One that the threat to this city was real. Although it’s not mentioned until the end of the chapter, GMs should definitely take the time to highlight this the entire way through!

The PCs need to rally these survivors, hatch a plan, and bring this group to meet up with another group of survivors. Together they’ll have to attack a terrifying foe that’s intent on ensuring no one leaves Vigil alive. If they can accomplish this the PCs can escape Vigil with their fellow refugees and live to fight another day.

In addition to the Last Watch adventure, this volume contains three articles and a bestiary containing five new creatures. All three articles are intended for GMs, but only one needs to be kept secret from players: Seal-Breakers, by Greg A. Vaughan. This article takes an in-depth look at the history and goals of the Seal-Breakers, it’s founders, members, and structure. It also mentions some places the Seal-Breakers are active and what their goals are in those locations.

SPOILERS OVER


There are two other articles in the book’s backmatter that players can hear about without it affecting the adventure. The first article, Into the Void, is written by Patchen Mortimer. It details the Negative Energy Plane, exploring its locations, ecology, denizens, and threats. This has always been a plane that I’ve considered pretty hard to wrap my head around. How does one adventure in a place that’s the antithesis of life? But, this article did a great job of making it a potential adventure location. It’s still horribly dangerous, but as a player and GM it seems a lot more accessible now. Really great job!

Into the Void

The final article is Relics of the Shining Crusade by Alexander Augunas. As the name implies, this article details some relics –– magical objects that can improve under certain conditions when utilized by PCs. The included relics are all objects from Lastwall that were used in the wars against the Whispering Tyrant, and are great options for dropping into the Tyrant’s Grasp Adventure Path. Keep in mind that the triggering conditions that can cause these objects to improve should be kept hidden from players.

Relics of the Shining Crusade

The Bestiary is up next! It contains a random encounter chart and four special encounters, all suitable for use in the third part of Last Watch. There’s also eight new creatures written by Mike Headley, Isabella Lee, Meagan Maricle, Kendra Leigh Speedling, and Larry Wilhelm. Five of them are featured in the Last Watch adventure. Creatures include Lifeleecher mortic, a CR 8 mortic based off of orcs; pallid angel, a CR 12 evil outsider blessed by Urgathoa that’s a mockery of the angels they appear to be; pest drake swarm, a CR 9 swarm of colourful little dragons; sceazir, a CR 9 outsider from the Negative Energy Plane; sump steward, an intelligent plant that nurtures the growth of other plants (and my personal favourite of the new monsters); and finally, three swarms and troops of undead: the CR 10 clacking skull swarm, CR 7 barrier breaker troop, and the CR 9 sodden draugr troop.

Pest Drakes
Pest Drakes from the Last Watch Bestiary

Which brings us to the end of  Last Watch by Larry Wilhelm! I think this is an absolutely awesome adventure that packs an emotional punch. I enjoyed it start to finish, but it’s the entire final chapter and the ominous foreshadowing of terrible tragedies that really makes this adventure special. GMs willing to put in the work to make Vigil and it’s people shine will definitely be rewarded!

Tyrant’s Grasp continues with Gardens of Gallowspire (Tyrant’s Grasp 4 of 6) by Crystal Frasier, Borne by the Sun’s Grace (Tyrant’s Grasp 5 of 6) by Luis Loza, and Midwives to Death (Tyrant’s Grasp 6 of 6) by John Compton. You can also check out a previous blog post I wrote on Tyrant’s Grasp before its release here, or our review of The Dead Roads (Tyrant’s Grasp 1 of 6) and Eulogy for Roslar’s Coffer (Tyrant’s Grasp 2 of 6).

Thanks for joining us today!

Jessica


 

Dead Suns Pawn Collection and a Trip Down Memory Lane…

Dead Suns Pawn CollectionWell would you look at this lovely package that arrived in the mail?!

Gorgeous!

I’m a huge fan of Paizo’s Pawn Collections, but it’s been ages since I’ve got my hands on a new set. Today that changes! It’s time to crack open Starfinder: Dead Suns Pawn Collection!

The Dead Suns Pawn Collection contains over a hundred pawns that include allies, enemies, monsters, and starships. The minis in this set are highly versatile, and definitely going to see some heavy use even after the campaign is over.

 

There’s a lot of awesome pawns in this collection, so narrowing down our favourites was tricky! Our favourite medium figures are the dwarf, Durovar Kreel, and the Downside Kings thugs. Both are incredibly versatile, easy to use, and look awesome. Our favourite large pawns are the whiskered renkroda, Ilthisarian, Gatecrasher, and scavenger slime. Why? They look like nothing else I own. Of the big pawns, I like the sky fisher a lot, while for ships I like the Crypt Warden, a ‘Batplane’-like Eoxian ship, and the Barrow Catacomb, which looks fierce!

Favourites

Now, I know what you’re thinking. Why Dead Suns? It’s been out a while now. Surely I’d rather have Against the Aeon Throne or Alien Archive 2?

Our story begins back when Starfinder was new… The rulebook had just hit my hands and I was scouring it for character concepts and cool locations to adventure in. ‘Eww, bugs!’ I thought, ‘NOT playing a shirren.’ (My, how the tables have turned! I love those fellas!). I was excited to check out the first Adventure Path and see what the Starfinder Society would look like. So imagine my surprise when I realized the first adventure path would feature the Starfinder Society. Why would I want to adventure with them when I’m going to get a ton of that in the Starfinder Society? In short, I didn’t. A little disappointed I gave Dead Suns a cursory glance and decided to jump into the Starfinder Society with both feet.

It wasn’t a mistake. I adore the Starfinder Society, both it’s structure, low price point, and exciting adventures. 100% huge fan. But, later down the line when I was getting into the world of play-by-post gaming I was looking for some fun Starfinder games to join –– I was up to date with all the SFS scenarios at the time –– when I stumbled across a recruitment for the Dead Suns Adventure Path. I created a character, applied, and was accepted. We had some rough patches at first. Players arguing and some drop-outs. But the GM crafted a really detailed world for us to adventure in, and it showed. Unfortunately, we played together only a few months before the GM stopped posting, and my glitching, emotionless, android mechanic hung up her adventuring shoes. I was disappointed, of course. But, I was also hooked.

I loved Dead Suns.

So, a short while later, when my brother asked if I’d let him practise GMing a one-shot of Starfinder I hopped at the chance. I offered him one of my SFS scenarios to practise on, but he declined. He owned the first volume of Dead Suns and wanted to give it a shot.

I spent a solid week planning my character. There would only be myself and an NPC run by my brother, and we would only have a single afternoon to play together (while our kids ran around my house causing havoc), so it needed to be something easy to play, and have a personality or background I could capitalize on quickly. Something fun! Something crazy! With a race I couldn’t use in SFS.

I decided to make an ikeshti congregant who left Akiton to make her fortune. She could send her money back home to support her people and adventure for both excitement and coin. Simple motivations that would let her hop into the action. So how, exactly, would she make her fortune? Reality TV! My ikeshti, named T’kesh, would be a reality star known for hunting down exotic prey, cooking it, and eating it. Everything she didn’t eat she would craft into her own line of R2Es named after the episodes and dishes she created! She was a hunter, chef, and daredevil! I decided to call her show ‘T’Kesh: Killer Chef!’ I made her an operative with the explorer specialization. She fought with a knife, tactical pistol, and sniper rifle.

When I told my brother he laughed and decided to create his character to be her cameraman. A mystic lashunta who dreams of creating award winning documentaries, the poor guy was stuck filming my crazed ikeshti’s absurd hunting-cooking show.

Thus prepared we sat down to play. We only got a few minutes into the session before my daughter stuck her head up to the table. She was six at the time, and had only learned how to play Starfinder a week or two before. “Can I play, Uncle?” she asked.

“…Uh…. No, I don’t think so. I don’t have time to help you play today.”

My daughter gave him a pouty scowl and stayed there, stubbornly perched at the edge of the table with her eyes and nose just barely above the tabletop.

Soon the first fight broke out. “Can I at least roll something?” My daughter asked. “I can count, you know.”

My brother said no again, but I’m a sucker for including kids in RPGs. “Oh, let her roll something. She can grab a mini from your bucket and act like a bystander. You use an enemy stat block and she’ll just move and roll. It’ll be fine.”

My brother relented and my daughter peeked into the mini bucket. She found little droid mini from the Star Wars RPG and plopped it on the table. “This is Rabbot!” she announced grandly. “I am an SRO operative with the ghost thing! I will sneak around really quiet like a bunny! I have antenna on my head, and they look sort of like skinny rabbit ears! Also, I am your second cameraman! My eyes record pictures and sound like a camera and my tummy can turn into a stove.” She moved her mini onto the board. “Beep… bop… rabbot… Oh no…. what is with this… fighting…”

When it was her first turn she looked at the board and then looked up at my brother. “Does rabbot have a tactical pistol or an ‘az-ma’ laser pistol? I hope it is a laser one. They shoot way further.”

“Uh… sure. Laser pistol.”

“YAY!” she moved her mini around behind some cover then snuck up on top of a crate. “Trick attack with stealth!” she yelled, rolling her dice. Then she did her best robot voice. “Beep… bop… rabbot… eat this…” She fired her laser pistol, scored a critical hit, and spent the rest of the fight being an absolute rockstar. She was focused, remembered all her rules, and spontaneously created an adorable, thoroughly entertaining character.

When the game was done my brother left and my daughter grinned, “When do we play next, Mom?”

“We don’t,” I told her. “Sorry, baby. We were just playing Dead Suns that one time.”

“But, Rabbot is the coolest.” She gave me a pouty face then added in her best robot voice, “Beep… bop… rabbot… don’t let me… die…” She stuck out her tongue and closed her eyes, making a very silly ‘dead face.’

We didn’t have time to play another game at the table, so I had to say no. But, weeks passed, then months, and she never lost interest. Eventually, I buckled. Sort of. I told her we could all make characters and try Dead Suns out as a play-by-post. But, it would be up to all of us to take the time to write out our turns. She was absolutely thrilled and forced everyone in the house to get characters made. She insisted I keep T’Kesh, of course, and that she would play Rabbot. My son made a skittermander mystic with the xenodruid connection. He named him Skitt and decided that he tried to be a helpful cameraman too, but he was horrible! In fact, the only reason T’Kesh allowed Skitt on her team was through Skitt’s heavy use of charm person spells. Also, he could talk to animals. My husband gave it some thought and ended up making a space goblin operative with a supercomputer implanted in his brain. He named him Nubb, and decided he could act as an editor for T’Kesh: Killer Chef!

Yes, we had a mystic and a whopping three operatives. SUCH a balanced team (not). Surely this would turn out great…

We didn’t always have the time to post in our Dead Suns campaign, but we never stopped playing it. Just this month both of my kids insisted that their Dead Suns characters were their very favourites and they really wanted to bring Dead Suns to the table. So, we did some shuffling and carved out some time. Dead Suns would enter out weekly game rotation.

I didn’t need to pick up the Dead Suns Pawn Collection. A lot of the minis I already have from the Core Rulebook, Pact Worlds, and Alien Archive could cover what I needed. But, my kids really love Dead Suns, and I wanted to make it special.

Plus, did I mention I love Pawn Collections? What better excuse could I have to pick them up!? Haha.

Minis in hand and statistics transferred to proper character sheets, we’re ready to bring this game to life.

My daughter couldn’t be happier. This morning she looked at me with her big brown eyes and gave me a giant hug. “Thanks for not letting Rabbot die, Mom.”

Totally worth it.

 

Wayfinder 20 Announced

Wayfinder, a free magazine made by fans of Paizo’s popular roleplaying games, has just announced their topic of their next issue. Wayfinder #20 will be all about the Diaspora, an asteroid belt in the Starfinder RPG.

Everyone is welcome to create and submit an article to the fanzine, no previous experience required. Submissions can contain a wide array of content, from advice, fiction, poetry and songs, to aliens, enemies and allies, and new rules content. So whether you want to make some themes, monsters, or nifty places to explore, now’s your chance.

Submissions are due October 31, 2019, 11:59 Pacific. For detailed rules and submission guidelines check out the Wayfinder #20 Call for Submissions.

For more information on previous issues of Wayfinder check out these blog posts: Wayfinder 18: Fey and the First World and Wayfinder 19: Destination Absalom Station. You can also head over to Paizo’s website and download all the previous issues for free. (I highly recommend you do so!)

Sounds like it’s time for my kids and I to crack out Pact Worlds and get brainstorming!

Best of luck!

Jessica

 

 

Starfinder Society Scenarios: The Many Minds of Historia and The Herald’s War

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 these scenarios 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!

PZOSFS0138E - The Many Minds of HistoriaStarfinder Society Scenario #1-38: The Many Minds of Historia is a Tier 5–8 adventure written by Lyz Liddell, with art  by Sebastian Rodriguez and Bryan Syme, and cartography by Robert Lazzaretti and Damien Mammoliti. This scenario features the Faction (Dataphiles) and Faction (Exo-Guardians) tags, and does not include starship combat. It builds on events from Starfinder Society #1-99: The Scoured Stars Invasion, although playing this scenario beforehand is not necessary. It also continues an ongoing personal subplot involving Zigvigix and Historia-7. Although it’s not necessary, I highly suggest you play some of the previous scenarios that feature Zigvigix and Historia-7 in order to better enjoy and understand this scenario. Players who do so will definitely get more out of it emotionally and contextually, than players that do not. This scenario makes use of Starfinder Flip-Mat: WarshipStarfinder Flip-Mat: Jungle World, and a half-page custom map. It includes content from the Starfinder Core RulebookAlien Archive, and Armory, although all of the necessary stat blocks are included in the adventure itself.

The Many Minds of Historia takes place in Absalom Station’s Lorespire Complex, base of operations for the Starfinder Society. There you will assist Zigvigix in confronting Historia-7, his friend and fellow faction leader who he believes is acting strangely. It includes plenty of important characters, and has lasting ramifications for the future of some of the involved characters and factions. Due to the importance of this scenario, and because it is much more enjoyable to play while completely in the dark, I won’t be saying much more about the content of this scenario. I will say that I absolutely loved it! The Many Minds of Historia is creative, exciting, unique, and shocking. It’s emotionally impactful, and brings a lot of interconnected storylines, characters, and events together into an intriguing cohesive whole. It’s fun for players and GMs both, allows for a lot of creativity, and is an absolutely wonderful scenario. It feels personal, and I expect many players will be on the edge of their seats throughout the course of this adventure. All that said, it’s not without a few minor weaknesses. A few of the enemy’s starting positions don’t work optimally with their tactics (which also means it’s a bit easier than some CRs imply), and it will be difficult to convey some of the skill options PCs could use without simply telling them. Miniscule nitpicks. Overall, The Many Minds of Historia is among my very favourite scenarios. Without a doubt I give it five out of five stars. Awesome job, Lyz!

PZOSFS0139 - The Heralds WarStarfinder Society Scenario #1-39: The Herald’s War is a Tier 7–10 adventure written by Mikko Kallio, with art by Graey Erb, Michele Giorgi, Miroslav Petrov, and Bryan Syme, and cartography by Robert Lazzaretti and Damien Mammoliti. This scenario features the Faction (Second Seekers [Jadnura]), Faction (Second Seekers [Luwazi Elsebo]), and Starship tags, and contains starship combat. It continues the ongoing Scoured Stars storyline, involving both the jinsul and the Kreiholm Freehold. I highly recommend you play #1-29: Honorbound Emissarries before playing this scenario (although there’s a ton of other Scoured Stars scenarios that would also be great to play beforehand). Players who take the time to do so will get more enjoyment out of this adventure. The Herald’s War utilizes Starfinder Flip-Mat – Basic Starfield, and two custom half-page maps.  It makes use of the Starfinder Core Rulebook, and, as always, all necessary stat blocks are included within the scenario itself.

The Herald’s War takes place in Saaruq-Ruaan, which is part of the Kreiholm Freehold. In this scenario PCs will join a massive Starfinder Society mission to protect the Kreiholm Freehold, and convince them to join the Starfinder Society in a future assault against the jinsul –– presuming they all survive, of course! This scenario involves a ton of different characters, plot lines, and events all coming together into one absolutely awesome scenario. It’s fast-paced, exciting, and dynamic. It’s definitely long, though, so GMs will need to keep a brisk pace to fit it all into a single timeslot. The encounters cover a variety of types –– combat, skills, social, starship, and so on –– and most challenges allow for multiple methods to overcome them. It’s action-packed and epic, but a bit manic and disjointed –– which actually fits the adventure really well. Although we have a ton more to say about this scenario, we’re going to keep it brief. This scenario is the conclusion of the Year of Scoured Stars  for the Starfinder Society, and is best enjoyed without further spoilers. All in all, it’s a really satisfying scenario with a great pay-off. This scenario leads directly into the events of #2-00: Fate of the Scoured God by Christopher Wasko, an interactive special which will debut at Origins. I give this climatic scenario five out of five stars. 

 

 

Review: Tyrant’s Grasp: Eulogy for Roslar’s Coffer

Today we’re taking an in depth look at the second book in the Tyrant’s Grasp Adventure Path! This survival horror campaign pits the players against the return of the Whispering Tyrant, the lich-king Tar-Baphon, who was defeated and sealed away long ago. Tyrant’s Grasp will be the final Pathfinder 1st Edition Adventure Path released before the switch is made over to Pathfinder 2nd Edition in August. Intended to take characters from levels 1 to 17, Tyrant’s Grasp is six volumes long.

Tyrant's Grasp - Player's GuideA wonderful Player’s Guide for Tyrant’s Grasp is available as a free download on Paizo’s website here. The Player’s Guide gives players a relatively spoiler-free way to properly prepare for and integrate their characters into the Tyrant’s Grasp Adventure Path. I highly recommend checking it out.

It should be noted that the Tyrant’s Grasp Adventure Path is not for everyone. Terrible tragedies will occur and you won’t always be able to prevent them. These events are bound to have a lasting effect on your characters, so players should be prepared to consider and role-play the marks left by the trials you face. Depending on the generosity of your GM you could be in dire situations with limited resources, so players will need to be resourceful to survive. Plenty of the imagery and events in this adventure are dark, morbid, and sorrowful. Although I wouldn’t call all of the volumes in this series horror adventures,  some are — though not your typical horror. I’d call it… a morbid tragedy. There’s plenty of undead, necromancers, and disaster. It’s definitely not a campaign to play with kids or if you’re looking for a light-hearted game.

Eulogy for Roslar’s Coffer is the second volume of the Tyrant’s Grasp Adventure Path. Written by Jason Keeley, this is an adventure intended for fifth level characters, which should bring PCs up to level eight by its conclusion. This adventure begins when the PCs return home to Roslar’s Coffer and find it greatly changed.

Eulogy for Roslars Coffer Cover 2Eulogy for Roslar’s Coffer looks great. From cover to cover it’s a high quality book filled with nice maps and beautiful, dark artwork. The cover depicts Jando Parr, a half-orc ranger, in the foreground. Behind him is an image of Imrijka (the iconic inquisitor) and Kess (the iconic brawler) battling an undead moose. Both images are by Igor Grechanyi. There’s a nice map of The Gravelands (Lastwall and parts of Ustalav) on the inside cover. There’s a lot of artwork throughout the book — mostly of enemies. I particularly enjoyed the art for Chatar Esuri, Valthazar Quietus, an oracle from the backmatter, and the couatls in the Bestiary. The maps, all drawn by Matthias Rothenaicher, are really nice. They look great, of course, but they’re also well thought out and executed. All of the rooms are clearly labelled and visible, and I didn’t notice any discrepancies between the maps and the accompanying text.

In terms of content, Eulogy for Roslar’s Coffer is a bit of mystery, a bit of exploration, a bit of problem solving, and a lot of combat. PCs will need to explore Roslar’s Coffer, figure out what happened, find a way to move forward, and defeat their enemies. There’s some nice connections between this volume, the ones before and after, and Pathfinder Society Scenario #10-04: Reaver’s Roar. I particularly enjoy how this adventure plays with feelings of familiarity, déjà vu, and player expectations.

The entire adventure takes place in Roslar’s Coffer and it’s immediate surroundings, as well as two major encounter areas. The town is a dark, tragic place to play in. There’s plenty of scripted danger and wandering encounters, as well as a few scripted non-combat encounters. Most of the social encounters in this adventure occur on the town’s streets, although there’s not that many of them. Outside of this most of the PCs interactions with others will be based around whatever information they manage to pry from their enemies lips. As much as I like what was done with Roslar’s Coffer, I wish there was more there. That said, Roslar’s Coffer is the perfect place for GMs to tie the surroundings closely to their player’s backstory and history. I highly recommend GMs do so as much as possible, as that’s what will really make this place special.

In and around Roslar’s Coffer there are two major locations to explore. Both are quite combat heavy and contain some memorable encounters and enemies.

Reaver Battle


And now it’s time for a warning:

We’ve got more to say about this adventure, but it’ll come with spoilers! Don’t want to read them? Skip on past this next section until you see the large words ‘SPOILERS OVER.’ Got it? Good! See you on the other side!


SPOILERS

Eulogy for Roslar’s Coffer is split into three major parts: A Town Tormented, Restless are the Dead, and The Unclean Light. The adventure is 55 pages in length with six pages afterwards dedicated to three NPCs: Chatar Esuri, the coolest looking ghoul I’ve ever seen; Jando Parr, a half-orc ranger who could become an ally of the PCs, and Valthazar Quietus, the final enemy the PCs will need to overcome.

Through this adventure the PCs will primarily take on undead and agents of the Whispering Way. It’s quite combat heavy, although, as previously mentioned, many of the enemies are memorable and unique. From simple foes like a mutated bear and a stampede of zombie moose (the stats say elk but the image on the cover is a moose, so I’m going with that!), to cunning enemies like patrols of Whispering Way cultists, tricky nekomata, and juju zombies made from the corpses of your PCs, there’s a lot of fun combats packed into this book.

There’s few potential allies in this adventure, but that doesn’t mean there’s few social encounters. The PCs will have plenty of opportunity to interact with spirits and help put them to rest. They’ll also have chances to interact with and befriend Jando Parr. Finally, a number of enemies can be rather chatty, and clever PCs might be able to learn much from them.

Part One: A Town Tormented begins with the PCs arriving in Roslar’s Coffer to find it destroyed. The people are dead, corpses stalk the streets, and a toxic miasma surrounds the town which proves fatal to anything that attempts to leave. Arriving from the Dead Roads in an old stable outside town, the PCs get to explore Roslar’s Coffer and attempt to learn what they can. There’s some fun encounters here –– the previously mentioned zombie moose stampede is a memorable combat, while meeting (and hopefully allying with) Jando Parr allows the PCs to make a friend, learn about the recent happenings in town, and find a base of operations where they can rest in safety. The other major encounter is with a loci spirit formed from the souls of those who died in Roslar’s Coffer. The spirit bars entry to the cemetery.

Unfortunately, there’s not a lot to do in Roslar’s Coffer. PCs won’t find many clues in the buildings, the only people they can talk to are Jando Parr, patrols of Whispering Way cultists, and a few spirits of the dead. I really like these spirits, and I love the mundane ways you can put them to rest –– things like fixing up a garden, teaching the school-kids a lesson so they can be dismissed by a teacher, and helping a man remember what jewelry he was about to buy for his beloved. It’s great fun! But that’s all there really is to do in town. So why would your PCs bother putting some spirits to rest? Hopefully out of the goodness of their hearts but, even if that’s not the case, the PCs will soon discover they have to. There’s no way to escape Roslar’s Coffer and the only place they can viably reach that is unexplored is the cemetery –– a cemetery that a certain loci spirit bars entry to. To get inside the loci spirit insists the other spirits in town be calmed. Accomplishing this allows PCs access to the cemetery where they find a familiar tomb….

Part Two: Restless are the Dead begins when the PCs enter the tomb of Roslar. This is a location that will seem very familiar to the PCs, as Tyrant’s Grasp begins when the PCs wake up in a idealistic version of Roslar’s Tomb in the Boneyard. This version? Not so nice! It’s decrepit, vandalized, and plagued by undead. This section of the adventure does a great job of messing with player expectations by showing them a location they’ll feel like they know that isn’t the same. It’s going to be a lot of fun to play at the table. It’s very combat heavy, with only few enemies within the tomb capable of carrying on a conversation.

Part Three: The Unclean Light begins after the PCs have traversed Roslar’s tomb and discovered a secret tunnel that leads to the Bastion of Light, a Sarenite church with a storied history located within the toxic fog surrounding Roslar’s Coffer. This temple has been home to Sarenites, orc war bands, and a mythic red reaver over the years, before it was liberated by the Pathfinder Society in scenario #10-04: Reaver’s Roar. In the months since it has undergone some renovations. Now it’s home to the Whispering Way. The foul cultists are using it as a base of operations to explore the town and catalogue the effects of the weapon used to destroy Roslar’s Coffer. In some ways this backstory will shine through. PCs that are locals will know some of the history of this place through ghost stories and legends. Players who’ve played #10-04 will enjoy the references and tie-ins. Canny PCs might be able to cobble together clues from room descriptions. But, for the most part, this is just a cool building where the bad guys live. The PCs sneak in through the secret tunnel, discover who lives there, and attack. This is likely going to take more than one day as the place is densely populated and PCs are going to be already low on resources from traversing the tomb. There is a place you can rest inside the temple, but it’s more likely PCs sneak back out the secret tunnels and recuperate under the watchful eyes of Jando Parr.

Mutated BearThere are a lot of fun enemies in this temple. The Whispering Way cultists here (and throughout the whole book) have some really nice artwork. There’s a mutated bear that druids might be able to control or befriend, a zombie made from the red reaver that once lived here, and plenty of other traps and undead. My favourite encounters are a pair of tricky nekomata that try to separate and impersonate members of the party, and the final villain, Valthazar Quietus. Valthazar is an androgynous looking Ustalavic nobleman who is a pleasant conversationalist. He’s more than willing to chat with the PCs (as long as it suits him!). He’s accompanied by juju zombies created from the corpses of the PCs which is sure to be jarring and a ton of fun to play. It’s definitely a highlight of this adventure!

But, escaping Roslar’s Coffer isn’t as simple as killing your enemies. Valthazar used a powerful artifact to create a toxic fog around the destroyed town, then protected the artifact with an occult ritual. PCs will need to figure out how to access the artifact and shut it down. There’s plenty of clues laying around and a well-stocked library, but figuring this out could still be a bit frustrating for some players. This section also makes use of library and research rules.

Eulogy for Roslar’s Coffer ends with a mysterious stranger suggesting the PCs travel to Vigil, capital of Lastwall, to tell them what has happened to Roslar’s Coffer.

In addition to the Eulogy for Roslar’s Coffer adventure, this volume contains three articles and a bestiary containing five new creatures. All three articles are intended for GMs.

The first article, Merchants of the Road, is written by Eleanor Ferron. In it you’ll find details on a variety of very strange travelling merchants and caravans that could be added into the campaign. This is particularly useful at various points in the adventure path when shops are hard to come by. Each also comes with some potential plot hooks. The merchant groups are the Baramasco, Clockwork Caravan, Palanquin Trading, Taotake, and (my personal favourite) the Redclover Tribe of kobolds! Although I doubt I would add these groups into Tyrant’s Grasp when I run it, I would definitely enjoy using all of these groups in other adventures and campaigns.

The second article, Arazni, The Red Queen, is written by Lyz Liddell. As the name implies it contains information on Arazni, her history, and her fate. Arazni is such a tragic figure, and her personal story arc is incredibly important to this adventure path –– even though it does unfold primarily offscreen. She’s suffered through life, death, life as an undead, imprisonment, unwanted marriage, and so much more. She’s endured (and still endures) trauma that has shaped her into the person she is, and drives her actions throughout this adventure path. I particularly enjoyed seeing how her faith and focus has changed over the years. I think this article was very well handled.

The final article, Machinations of the Whispering Way, is written by Crystal Malarsky and details The Whispering Way, servants of the Whispering Tyrant and the primary villains of this adventure path. It also includes some stat blocks that are used in this adventure. It’s a very important article for GMs to read.

Mix CouatlThe Bestiary is up next! It contains a random encounter chart and five new creatures written by Sarah E. Hood, Luis Loza, Jen McTeague, and Mikhail Rekun. Oddly, none of them are featured in the Eulogy for Roslar’s Coffer adventure. The first two monsters are couatls: auwaz, a CR 6 couatl found near oceans that helps the lost find their way home, and mix, a CR 8 couatl known to guide and watch over societies. Other creatures include gurgist, a CR 6 human mortic; melacage, a disturbing CR 5 incorporeal (usually) ball of undead souls; and pixie circle, a CR 7 plant creature capable of transporting enemies to other pixie circles.

SPOILERS OVER


Which brings us to the end of Eulogy for Roslar’s Coffer (Tyrant’s Grasp 2 of 6) by Jason Keeley! Although I wish there was more to do and discover in Roslar’s Coffer, I really enjoyed this adventure. There’s some combat encounters in this book that are going to be unique and memorable for everyone at the table, and the adventure’s location and events are going to have a lot of emotional impact for PCs. As a GM that’s something I really appreciate.

Tyrant’s Grasp continues with Last Watch (Tyrant’s Grasp 3 of 6) by Larry Wilhelm, Gardens of Gallowspire (Tyrant’s Grasp 4 of 6) by Crystal Frasier, Borne by the Sun’s Grace (Tyrant’s Grasp 5 of 6) by Luis Loza, and Midwives to Death (Tyrant’s Grasp 6 of 6) by John Compton. You can also check out a previous blog post I wrote on Tyrant’s Grasp before its release here, or our review of The Dead Roads (Tyrant’s Grasp 1 of 6).

Thanks for joining us today!

Jessica


 

 

Pathfinder Battles: Ruins of Lastwall

Ruins of Lastwall Booster
Pathfinder Battles – Ruins of Lastwall Booster Box

The latest Pathfinder Battles set from WizKids is finally out! Packed full of pre-painted miniatures that are a great accompaniment to the Tyrant’s Grasp Adventure Path, this set has a whole lot of knights, cultists, undead, and outsiders. Classics! Plus, there’s quite a few gods in this set, which is awesome!

Pathfinder Battles: Ruins of Lastwall comes in blind booster boxes that contain four minis each — one large figure and three small or medium figures. In addition to buying a single standard booster box you can order a brick of boosters (which contains eight booster boxes) or a case of boosters (four bricks for a total of 32 booster boxes). Anyone who orders an entire case of boosters may also order Pathfinder Battles: Ruins of Lastwall: Cemetery of the Fallen Set which is a collection of graveyard themed set dressing.

 

There’s been a ton of awesome renderings of the miniatures in this set shared by Paizo, which we’re happy to share with the world. Curious what’s inside? Read on!

Pathfinder Battles - Ruins of Lastwall
Pathfinder Battles – Ruins of Lastwall Miniatures

Commons:
01 – Caligni Creeper (small)
02 – Caligni Caller (small)
03 – Formian Worker (small)
04 – Caligni Stalker
05 – Draugr
06 – Hyena
07 – Lastwall Soldier
08 – Leng Ghoul
09 – Poltergeist
10 – Razmir Cultist
11 – Skeletal Soldier
12 – Velstrac Evangelist
13 – Whispering Way Cultist

 

Uncommons:
14 – Nosoi Psychopomp
15 – Formian Warrior
16 – Jyoti
17 – Lastwall Knight
18 – Lastwall Paladin
19 – Mohrg
20 – Razmir Priest
21 – Sceaduinar
22 – Skeletal Samurai
23 – Skeletal Speaker
24 – Vanth Psychopomp
25 – Androsphinx (large)
26 – Gold Dragon (large)
27 – Lastwall General (large)
28 – Nuckelavee (large)
29 – Roiling Oil (large)
30 – Scorpionfolk (large)
31 – Tomb Giant (large)
32 – Warmonger Devil (large)

 

Rares:
33 – Arazni
34 – Iomedae
35 – Morrigna
36 – Razmir
37 – Thanadaemon
38 – Urgathoa
39 – Whispering Tyrant
40 – Worm that walks
41 – Empyrean Angel (large)
42 – Formian Queen (large)
43 – Time Dragon (large)
44 – Pharasma (large)

 

Dungeon Dressing:
D1 – Crypt Wall (large)
D2 – Torture Rack (large)
D3 – Funerary Bed (large)
D4 – Afterlife Scale
D5 – Stone Cairn
D6 – Canopic Jars (small)

 

We can’t wait to get our hands on a box of Pathfinder Battles: Ruins of Lastwall! Got some of your own? We’d love to hear what you’ve got! Got a favourite mini? Let us know which one! I’m a huge fan of all the Lastwall knights, soldiers, paladin, and warriors. They look great and they’re easy to use in a wide array of adventures.

Jessica

Ruins of Lastwall - Joel Holtzman
Illustrated by Joel Holtzman. Art courtesy of Paizo Inc.

Iconics Past and Present

PaizoCon and it’s wonderful livestream hosted by Know Direction has got me thinking about the future. The future of Pathfinder as it transitions into Second Edition, the future of Starfinder, as it continues to grow and expand, and the future of the Pathfinder Adventure Card Game, which just launched its revamped and redesigned Core Set. The changes are big and exciting and, after seeing some of the spoilers and sneak peels that have been streamed, I think the future’s looking bright! At the end of this weekend we’ll be posting some of our favourite news to come out of PaizoCon, but until then, we wanted to take a peek at something iconic. The Iconics.

The Iconic characters of Pathfinder have undergone a makeover, as each core iconic has been redesigned for the launch of Pathfinder Second Edition this August. Illustrated and designed by Wayne Reynolds, many of the characters we know and love look a little (or a lot!) different, but are still recognizable as themselves. Today we’re taking a quick peek at the Iconic character designs we’re used to, alongside their new artwork. All art is courtesy of Paizo Inc.

For more information on the Iconic character designs and the work that went into them, check out the Iconic Evolution video series on youtube, starring Erik Mona and Wayne Reynolds. Wayne is an absolute delight to see on the screen.

You can also check out the Iconic Encounters short fiction on Paizo’s blog, starring each of the Iconic characters. Written by James L. Sutter, and with accompanying art by a variety of artists, they’re short, sweet, and well worth the read.

Enjoy!

Amiri, the Iconic Barbarian

Lem, the Iconic Bard

Kyra, the Iconic Cleric

Lini, the Iconic Druid

Valeros, the Iconic Fighter

Sajan, the Iconic Monk

Seelah, Iconic Paladin (note: paladin is now a subclass of the Champion class, which allows for multiple good-aligned paladins)

Harsk, the Iconic Ranger

Merisiel, the Iconic Rogue

Seoni, the Iconic Sorcerer

Ezren, the Iconic Wizard

And finally, Fumbus! The new Iconic Alchemist!

Which Iconic’s changes do you like most? Let us know in the comments! I’m a fan of Harsk, Sajan, Seelah, and Seoni, myself. And I love that they punched up the colours to make everyone more vibrant! Although, my daughter would like everyone to know she likes the original Amiri better, since she looks “too scrawny” now. My daughter really likes Amiri.

Looking good, Pathfinder!