July New Releases

Hello, and welcome back to d20diairies! Summer is here and a plethora of new gaming products are hitting shelves! Check out this month’s new d20 releases!


Dungeons & Dragons

Last month’s exciting releases include Dungeons & Dragons: Acquisitions Incorporated and Beadle & Grimm’s Sinister Silver Edition for Ghosts of Saltmarsh! The Dungeons & Dragons Essentials Kit is scheduled to release at Target this month, but other retailers won’t be selling it until September.

A new series of Dungeons and Dragons books aimed at children is launching this month. The D&D Young Adventurer’s Guide series is written by Jim Zub, Stacy King, and Andrew Wheeler, and published by Ten Speed Press (a part of the Crown Publishing Group). The series begins with two simultaneous releases on July 16th, 2019: Monsters & Creatures and Warriors & Weapons. There are two more books in development that are scheduled to be released in Fall 2019 (Dungeons & Tombs and Wizards & Spells) and, if they’re popular enough, there may be more beyond that in the future. The D&D Young Adventurer’s Guide series is intended for middle-grade readers (ages 8-12) and meant to inspire these young readers to read, write, create, imagine, and of course, play D&D. My kids and I are incredibly excited to be in possession of advance copies of both of these books, which we’ll be posting a full review on within the next few days. We can’t wait to share them with you!


Pathfinder

Highlights from last month’s releases include Pathfinder Adventure Path 143: Borne by the Sun’s Grace (Tyrant’s Grasp 5 of 6) by Luis Loza and Pathfinder Pawns: Enemy Encounters Pawn Collection. This month’s most exciting Pathfinder release is Pathfinder Adventure Path 144: Midwives to Death (Tyrant’s Grasp 6 of 6) by John Compton. This adventure wraps up the Tyrant’s Grasp Adventure Path and is the final Pathfinder First Edition adventure to be released. Also out this month is  Pathfinder Campaign Setting: Druma: Profit and Prophecy.

This month’s Pathfinder Society Scenario is #10-23—Passing the Torch, Part 2: Who Speaks for the Ten, a Tier 12-18 scenario that is the sequel to last month’s  #10-22—Passing the Torch, Part 1: Who Wears the Mask. Together with Pathfinder Society Special #10-98: Siege of Gallowspire, these three scenarios are the grand finale to Pathfinder Society Organized Play for Pathfinder First Edition.


Starfinder

Last month’s Starfinder releases include Starfinder Adventure Path: Solar Strike (Dawn of Flame 5 of 6) by Mark Moreland and the Starfinder Rules Reference Cards Deck. Although I expected Starfinder Adventure Path: Assault on the Crucible (Dawn of Flame 6 of 6) to release this month, it’s been delayed until August.

Last month marked the start of the second season of the Starfinder Society, Year of a Thousand Bites, with #2-01: The Pact World Warriors and #2-02: Waking the Past. This month’s scenarios are #2-03: The Withering World and #2-04: Future’s Fall. #2-03: The Withering World is a series of five repeatable quests for Tier 1-4. The quests are written by Arc Riley, Jennifer Povey, Rigby Bendele, Shahreena Shahrani, and myself! This project was an absolute blast to be a part of and I can’t wait to see it hit game tables at the end of the month! #2-04: Future’s Fall is a Tier 7-10 scenario by Matt Duvall that takes players back to Salvation’s End!


And that’s it for this month! Got a favourite release? I’d love to hear about it!

Happy shopping!

Jessica

 

Chronicle of Legends

Pathfinder Player Companion - Chronicle of Legends
Pathfinder Player Companion: Chronicle of Legends

Hello adventurers! Today we’re taking a peek between the covers of Pathfinder Player Companion: Chronicle of Legends! This delightful softcover book from Paizo Inc. is packed with new character options for all character classes, themed as though they were based on legends plucked from the Pathfinder Chronicles. It contains character traits and magic items that could become more powerful over time, new talents, spells, and feats, two new prestige classes, new capstone abilities for nearly all of the classes, and more. In addition, Chronicle of Legends is the final Pathfinder Player Companion being released for Pathfinder First Edition –– a fact both sad and exciting!

Pathfinder Player Companion: Chronicle of Legends is a soft cover book that is 32 pages in length. As a book in the Player Companion line, it’s aimed at players, which means that you won’t find a ton of world lore or secrets inside. Instead you’ll find character options –– things like feats, traits, spells, and more. Chronicle of Legends was developed by Eleanor Ferron and Luis Loza. Contributing authors include Calder CaDavid, Vanessa Hoskins, Mike Kimmel, Isabelle Lee, Matt Morris, Mikhail Rekun, and Michael Sayre. The cover features dynamic art by David Alvarez which depicts Oloch (the iconic warpriest), Quinn (the iconic inquisitor), Shardra (the iconic shaman), and Kolo (Shardra’s tuatara familiar), all combatting a stone colossus. Interior artists include Nathanael James, Michele Giorgi, Alyssa McCarthy, and Beatrice Pelagatti.

The front inside cover features some fun references to past seasons of the Pathfinder Society, as well as it’s future. After this is the table of contents, the rules index, and the introduction, which contains five new exemplar traits, as well as a heroic figure that represents each of them. Exemplar traits are stronger than regular traits and are each tied to a single category of traits (combat, faith, magic, regional, or social). Each allows you to take more traits from their linked category, and gets stronger for each one. I rather liked the exemplar traits, particularly ‘Faith Unshakeable and Unassailable’, which grants you a bonus on Will saves against charms, compulsions, and fear effects, and ‘Traveler of a Hundred Lands’ which allows you to select extra skills as class skills.

Introduction - Illustration by Nathanael James
Illustration by Nathanael James. Art courtesy of Paizo Inc.

Moving on from the introduction we come to our first chapter: Chronicles of Heroes! This section contains four pages of new character options. It starts with four new banners usable by cavaliers and samurai (I particularly like the ‘knave standard’ which can help out your shifty companions). There’s three new gunslinger deeds (check out ‘thundering shot’!) and four new swashbuckler deeds (check out ‘hilt hammer’ and ‘dodging dance’). After this there are six new ninja tricks which are all really cool. My kids adore ‘spiritual companion’ which can allow your ninja to get an improved familiar from a short list of very interesting options. ‘All the stars in the sky’ will be a great choice for shuriken users, but it’s ‘false face’ that turned out to be my favourite. This little gem allows you to change shape as long as you have some ki. Finally, there’s some talents in this chapter: five for slayers and seven for vigilantes. My favourite was definitely ‘leap and bound,’ a vigilante talent that lets you pull off some fun mid-air attacks and tricks.

Ritualist - Illustration by Alyssa McCarthy
A ritualist. Illustrated by Alyssa McCarthy. Art courtesy of Paizo Inc.

Up next? Chronicles of Prestige! This section contains fourteen feats for characters who have levels in a prestige class from the Pathfinder Core Rulebook. They’re all useful and sure to enhance the classes they’re intended for. Following this is two new prestige classes: esoteric knight and ritualist. Esoteric knight is similar to eldritch knight, but for kineticists and psychic spellcasters. Ritualist is accessible to spellcasters of all kinds, and makes it’s user incredibly proficient at performing rituals. Definitely a niche prestige class, but a ton of fun if you’re interested in rituals.

Chronicles of Magic is two pages of new spells and a ritual. There are four new spells –– realm retribution, rival’s ward, greater song of discord, and uncanny reminder. All are high level spells, clocking in at level 6, 8, and 9 depending on the spell and spellcasting class. But, it’s the ritual, egoist’s militia, that turned out to be my favourite. Definitely give it a read if you’ve got the chance.

The next section –– Chronicles of Expertise –– is my husband’s favourite part of this book. These four pages are all about magic tricks! Like equipment tricks, magic tricks allow PCs to get some extra utility out of their abilities. In this case, magic spells. Each spell has five or six special ways you can use it –– presuming you have the feat ‘magic trick’ for the appropriate spell and the necessary skills or feats. The spells that have magic tricks are daylight, fireball, mage hand, obscuring mist, prestidigitation, shield, and unseen servant. Although they’re all really cool, my favourites are the tricks for mage hand and shield.

The nest two sections –– Chronicles of Legacy and Chronicles of Collection –– are all about magical gear. Chronicles of Legacy showcases nine new legacy items, which are unique magical items that grow in power and gain new abilities as their bearers level up or accomplish goals. Although they’re intended to be given out by GMs, not purchased, they do have rules for pricing legacy items included in a sidebar. I enjoyed a lot of these items, but the bracers of antiquity and trailblazer’s boots turned out to be my favourites. Chronicles of Collection presents two feats –– collector’s boon and improved collector’s boon –– that allow PCs to make use of magical equipment sets. Equipment sets are a collection of magical items that, when worn together, become more powerful and unlock new abilities. There are eight equipment sets in this book, each focused on a different theme and featuring magical items already released in other books. For example, the Archmage’s Vestments is great for spellcasters and consists of greater caster’s shield, magician’s hat, ring of counterspells, robe of the archmagi, and staff of power. PCs can only make use of one equipment set at a time. The other equipment sets are Aroden’s Array, Beastmaster’s Will, Besmara’s Bounty, Dread Demoniac Armor, Irori’s Meditation, Pharasma’s Command, and Urgathoa’s Gluttony. Each is powerful in it’s own way, but they are very niche, so not all characters will want to attempt to make use of them. My personal favourite? Beastmaster’s Will, although I admit it’s far from the most powerful option. Haha.

Dwarf Capstone - Chronicle of LegendsWhich brings us to my favourite part of the book: Chronicles of Paragons! I love options. You know what else I love? Reaching 20th level and getting an awesome ability! But, what’s better than achieving your capstone powers? Having a choice of capstone power. This chapter presents an alternative capstone ability for nearly every base class in Pathfinder First Edition. Alchemists and witches instead have a new grand discovery and grand hex to add to their options. In addition, there’s a dozen other capstones, which can be taken by any character that meets the prerequisites. Examples of this include arch-familiar, which grants your familiar higher intelligence and a selection of spell-like abilities of your choice; deep magics, which grants spellcasters an array of new spells known; or old dog, new tricks, which grants you a quartet of new combat feats. I really enjoyed all the universal capstone abilities.  That’s not to say I didn’t like the class-specific capstone abilities –– because I did! –– but it’s the universal ones that caught my interest most, particularly for their versatility and universal appeal. So what were my favourite class-specific capstones? Tough, tough, tough call! Probably ‘proxy,’ the cleric capstone which grants you an additional domain and all of its benefits, and ‘huntmaster,’ the hunter capstone which grants you a second animal companion.

And that’s it! The end of Pathfinder Player Companion: Chronicle of Legends! This book is packed full of cool new character options for all classes that are memorable and unique. Theres literally something for everyone in this book –– quite a few somethings! –– and I would honestly be shocked if someone found this book not worth the investment. I absolutely adored it, and am pleased to see that the Pathfinder Player Companion line went out with a bang.

Arcane Archer - Illustration by Alyssa Michele Giorgi
An arcane archer. Illustration by Michele Giorgi. Art courtesy of Paizo Inc.

…But wait! There’s more! Last month on Paizo’s blog Luis Loza shared two extra character options written for Chronicle of Legends that they couldn’t fit into the book. Two archetypes for prestige classes! ‘Deadeye devotee’ is an arcane archer prestige archetype that allows divine worshippers of Erastil to enter the prestige class and gain some unique new abilities, while ‘thought thief’ is an arcane trickster prestige archetype for psychic spellcasters. Both prestige archetypes are available on Paizo’s blog for free. Thanks, Luis!

Thanks for checking out d20diaries! I hope that taking a peek at what’s inside this Player’s Companion helped you decide if this is the right book for you. There’s plenty  of great books out there (and I know I’m not the only one who can’t afford them all!).

Shop smart!

Jessica

 

Free RPG Day 2019

Today is Free RPG Day 2019!

Did you participate?

We sure did!

Established in 2007, Free RPG Day works with participating hobby game retailers and RPG publishers to bring new and exclusive RPG products and adventures into the hands of gamers worldwide. Fans can grab brand new material for a variety of RPGS for free by stopping by their local participating game and hobby shop.

Last year my family had a ton of fun with Free RPG Day, particularly with Paizo’s two releases: Skitter Shot, a first level Starfinder adventure featuring a crew of excitable skittermanders, and We Be 5uper Goblins, a hilarious sixth level Pathfinder adventure featuring some infamous goblin heroes on their most epic and amazing adventure yet! For those of you who missed FREE RPG Day 2018, both modules are available as a free download on Paizo’s website, or as a physical copy for five dollars.

Free RPG Day BooksThis year Free RPG Day was held on June 15, 2019, with Paizo’s free downloads of the PDFs being available on July 1, 2019.

My husband, my children and I headed out for a trip to our local game shop. There’s a few places you can go in Winnipeg for RPG products, but our shop of choice is Game Knight Games and Cool Stuff. It’s a bit of a trek to get there, two buses and at least an hour and a half of travel time for us, but it has a great selection of RPGs, board games, miniatures, and collectible card games. They also have a spacious game space. It’s a wonderful store. The buses were accommodating, and we made good time. In no time at all we headed inside and perused the goodies on offer. There was quite a selection!

There were two products we knew we wanted to bring home with us: Skitter Crash, a third level Starfinder adventure featuring skittermanders, and We Be Heroes? a Pathfinder Playtest adventure for first level goblins. My seven-year old daughter immediately scampered over to the table and swept up Skitter Crash, while my son grabbed We Be Heroes? This left my husband and I a bevy of books to browse. In the end, my husband settled on The Witcher Easy Mode: An Introductory Booklet to the Witcher TRPG, and I scooped up Modern Age Threefold Quickstart.

Free RPG Day 2019

The Witcher Easy Mode: An Introductory Booklet to the Witcher TRPG is just that –– an easy introduction to The Witcher TRPG. 30 pages in length it includes rules, six pre-generated characters and a short adventure called Still Waters.

Modern AGE Threefold Quickstart is an easy to understand gateway to the Modern AGE RPG that comes with streamlined rules, reference sheets, five pre-generated characters, and an introductory adventure called Burning Brighter. It’s 40 pages long and has a lot of nice art inside.

we be heroes? free rpg day 2019
We Be Heroes?

We Be Heroes? is an adventure we knew we wanted to bring home with us. It’s a Pathfinder Playtest adventure, using the final version of the Playtest rules. We Be Heroes? is a first level adventure written by Brian Duckwitz which continues the tradition of the super popular We Be Goblins series (We Be Goblins!, We Be Goblins Too!, We Be Goblins Free!, We B4 Goblins!, and We Be 5uper Goblins!). However, this adventure features a whole new team of goblin adventurers who are set to take on the minions of the Whispering Tyrant! (And zombie pigs?!) Driven by hunger and the orders of their chief, the goblins of the Crookedtoes tribe are tasked with finding out why all the animals in the forest have fled the region, and what happened to the tribe’s best scout. They get to meet up with some heroic knights, explore a wrecked farmhouse, and… be heroes! We absolutely adored reading this adventure and intend to play it soon — although whether we’ll play it as a Playtest adventure, switch it over to Pathfinder First Edition so we can play it right away, or wait for August and switch it over to Pathfinder Second Edition rules remains to be seen. Either way, we’re going to have a blast with it. If you didn’t get your hands on this amazing product, don’t worry. You’ll be able to download it for free on Paizo’s website in two weeks or so.

skitter crash - free rpg day 2019
Skitter Crash

Finally, there’s my personal favourite… Our skittermander heroes from Skitter Shot are set to continue their adventures in Skitter Crash! Written by Jason Keeley, this is a third level Starfinder module that sees our skittermander heroes crash their ship on a mysterious swampy planet after a run in with space pirates and an interstellar cyclone! They’ll need to find their ship, deal with the space pirates, and (of course!) make some nu-friends! The adventure was a lot of fun. So fun, in fact, that we played it today at our local gaming store with a wonderful GM (you’re awesome, Wil!) and another player new to RPGs (I hope you had fun, Robin!).

The verdict?

This adventure is a BLAST. I highly recommend it.

Skitter Crash Battle

I hope a lot of you got out to Free RPG Day! If you did, I’d love to hear what kind of products you got your hands on, and what you thought of them.

Happy gaming!

Jessica

 

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


 

Pathfinder Society Scenarios: Countdown to Round Mountain and Slaver’s End

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 these scenarios 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!

10-20 - Countdown to Round MountainPathfinder Society Scenario #10-20: Countdown to Round Mountain is a Tier 7–11 adventure written by Jerall Toi, with art by Tadas Sidlauskas and Jesper Ejsing, and cartography by Jason Engle. It takes place in the Darklands beneath Tian Xia and continues the ongoing Hao Jin Tapestry storyline. Although it involves Round Mountain this scenario doesn’t actually take place in Round Mountain, which is important to note for managing player expectations. The Venture Captain is Amara Li. Countdown to Round Mountain features creatures from Pathfinder Roleplaying Game: BestiaryBestiary 2Bestiary 3Bestiary 4, and Bestiary 6 (although all of the necessary stat blocks are included within the scenario) and utilizes the Pathfinder Flip-Mat: Winter Forest and Pathfinder Flip-Mat: Bigger Bridge.

This adventure tasks the PCs with finding and exploring a Darklands cavern that was the original home of Round Mountain. The PCs need to conduct a survey of the area, collect what historical artifacts they can, and convince any possible residents to leave, before a magical ritual returns Round Mountain –– and the creatures taking refuge in it –– back to its original location. In a lot of ways, I love this adventure. Its an easy read, has a really cool premise, and has a creative location to explore. I really like that this adventure is on a timer and has a lot at stake, but I don’t think it quite got the timing right. There’s plenty of promising ideas and details in the adventure, but I don’t think many were explored fully, resulting in either a missed opportunity or a lot of GM improvisation, depending on the situation. This scenario is very heavy on skill checks, and would have benefited from some further social aspects. I like the enemies the PCs come across, and I really enjoy the finale. I have a few more vague GM related comments to make on this one, but it contains more spoilers than I am comfortable letting slip without hiding it behind a spoiler tag. The following link is for GMs only. For everyone else, let me finish by saying I enjoyed this scenario, but I think it’s got a bit of kinks to work out. I give it three out of five stars.

10-21 - Slaver's EndPathfinder Society Scenario #10-21: Slaver’s End is a Tier 5–9 adventure written by Vanessa Hoskins, with art by Jesper Ejsing and Teresa Guido, and cartography by Sean MacDonald. It takes place in Sedeq, a city in Qadira, and builds off of events from #38: No Plunder, No Pay and #10-21: Treason’s Chains. It features creatures from Pathfinder Roleplaying Game: BestiaryBestiary 3, and the Villain Codex (although all of the necessary stat blocks are included within the scenario) and utilizes the Pathfinder Flip-Mat: Docks, and a full-page custom map. This mission is of particular importance to members of the Liberty’s Edge faction. Venture-Captains are Wulessa Yuul and Karisa Starsight.

This adventure tasks the PCs with tracking down the traitor Phlegos Dulm and bringing him in alive. This is a really fun, challenging, entertaining scenario, with great enemy tactics and placement, map layout, and story. I adore the scripted dialogue in this one, and the social encounters! So great! Slaver’s End allows for multiple ways to approach and overcome the encounters, and gives characters the chance to make decisions that could have further ramifications outside this scenario. I absolutely loved this adventure and can’t wait to play it! Really great job! I give this 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


 

 

June New Releases

June is here and plethora of new gaming products are hitting shelves! Check out this month’s new d20 releases!


Dungeons & Dragons

Highlights from last month’s releases include the Stranger Things D&D Roleplaying Game Starter Set and Ghosts of Saltmarsh. This month Ghosts of Salmarsh gets the deluxe treatment with Beadle & Grimm’s Sinister Silver Edition for Ghosts of Saltmarsh! The Sinister Silver Edition contains twelve high quality player handouts, a detailed ship map, a reusable ship map, two large scale battle maps, a map of the Styes, 30 encounter cards (which are designed to be hung over a DM screen so players can see images of the monsters they fight while the DM sees it’s statistics), custom DM screen, two objects, bonus encounters, and characters! Also coming out this month is Dungeons & Dragons: Acquisitions Incorporated, a perfect supplement for fans who like a bit of comedy in their RPGs.


Pathfinder

Highlights from last month’s releases include Pathfinder Adventure Path 142: Gardens of Gallowspire (Tyrant’s Grasp 4 of 6) by Crystal Frasier and Pathfinder Player Companion: Chronicle of Legends, which is the last Pathfinder Player Companion being released for Pathfinder First Edition. This month’s new releases include Pathfinder Adventure Path 143: Borne by the Sun’s Grace (Tyrant’s Grasp 5 of 6) by Luis Loza and Pathfinder Campaign Setting: Druma: Profit and Prophecy.

This month’s Pathfinder Society Scenario is #10-22—Passing the Torch, Part 1: Who Wears the Mask, a Tier 12–18 scenario written by Cole Kronewitter that takes place at the same time as Pathfinder Society Special #10-98: Siege of Gallowspire. #10-22 is part of a two-part story arc that concludes with #10-23—Passing the Torch, Part 2: Who Speaks for the Ten next month. All three scenarios are the grand finale to Pathfinder Society Organized Play for Pathfinder First Edition.

Other Pathfinder releases include Pathfinder Pawns: Enemy Encounters Pawn Collection, Pathfinder Flip-Tiles: Forest Highlands Expansion, and Pathfinder Flip-Mat Classics: Dragon’s Lair.


Pathfinder Adventure Card Game

Although it technically launched just at the end of May it’s worth noting that the new Pathfinder Adventure Card Game has been unveiled. Pathfinder Adventure Card Game: Core Set is the base game, which include all the rules, the Dragons Demand adventure series, and a ton of cards. They’re also releasing Pathfinder Adventure Card Game: Curse of the Crimson Throne Adventure Path which is designed to be mixed into the Core Set to create a whole new series of adventures. Those of you who want to read the rules before investing can find the rulebook as a free download here.


Starfinder 

Highlights from last month’s Starfinder releases include Starfinder Adventure Path 16: The Blind City (Dawn of Flame 4 of 6). This month there’s Starfinder Adventure Path: Solar Strike (Dawn of Flame 5 of 6) by Mark Moreland and the Starfinder Rules Reference Cards Deck.

Starfinder Society Scenarios for this month include #2-01: The Pact World Warriors, a Tier 1–4 scenario written by Jenny Jarzabski which brings back Zo! and launches the Year of a Thousand Bites storyline. There’s also #2-02: Waking the Past, a Tier 3–6 scenario written by Tom Philips that sounds like it’s got a bit of a horror vibe to it. June is also when Starfinder Society Scenario #1-99: The Scoured Stars Invasion is available for sale.


Tails of Equestria

Riverhorse just released Filly Sized Follies, a Tails of Equestria book filled with three adventures for ponies between levels 2 and 5. My kids adore the Tails of Equestria RPG, so we’re thrilled to see this one hit shelves!

Filly Sized Follys
Filly Sized Follies

And finally, we’d like to mention some FREE releases that you may or may not have had a chance to pick up…

Wayfinder #19: Destination: Absalom Station, is a free Starfinder fanzine you can read more about here; and Abattoir 8, a fantastic free horror adventure for Grimmerspace, which is a Starfinder Compatible RPG currently on Kickstarter. This adventure is written by Richard Pett and is for mature audiences only. You can also read more about Grimmerspace here.

Finally, Free RPG Day is just around the corner. On Saturday, June 15th be sure to swing by your local game store and pick up a free copy of some RPGs! My family’s most anticipated releases are We Be Heroes? and Skitter Crash, both from Paizo Inc. For more information on Free RPG Day 2019 you can head to their website or read this blog post.


And that’s it for this month! Got a favourite release? I’d love to hear about it!

Happy shopping!

Jessica