Enter the Dungeon of Doom

My kids love Dwarven Forge.

They’re obsessively browsing the Dwarven Forge website, and watching their many youtube videos. My son takes every opportunity to bring it up, attempting to convince me I should buy him some for his birthday, or for my birthday, or maybe my husband’s Christmas gift.

So when my son asked if he could download the free Dungeon of Doom Adventure a while back, I let him. And when he asked me over and over if I had read it yet, I pushed it up a little higher on my to-read list.

You see, I like Dwarven Forge, but when it comes to adventures, I tend to prefer a sweeping story over a classic dungeon. And the Dungeon of Doom adventure? Seemed like one big deadly dungeon.

Which it is. But, turns out, it’s also awesome! Haha.

I finally got around to reading the adventure and was pleasantly surprised. Every encounter area is well planned, well executed, and exceptionally creative –– all things I expect from Dwarven Forge. There’s some basic plot hooks to get the adventure moving, but not much else. On the surface, at least. There’s much more going on in this dungeon delve than anticipated, as the PCs will uncover as they adventure.

If they survive.

Dungeon of Doom is packed full of layered, multi-stage traps and puzzles that work to create a deadly challenge for the PCs. It’s smart, clever, and surprisingly funny! There’s a wide array of NPCs you can meet and interact with in the dungeon, from ghostly spirits, to chatty gargoyles and, my personal favourite, a talking door. The PCs have plenty of secrets and history to uncover through their exploration, and a lot of powerful treasure to claim. But, as previously mentioned, this is definitely a deadly dungeon! For starters, the dungeon itself drains your PCs life force, making taking a long rest impossible. PCs will need to complete the entire dungeon with relative speed or they’ll run out of resources. In addition, characters that die have their souls trapped within the dungeon and rise as an undead spirit known as a maerghast. Not a desirable end! Along the way the PCs will need to collect magical artifacts known as glyphstones, which are powerful semi-intelligent artifacts which affect the PCs personality and behaviour, but grants them potent magical powers –– some of which can allow players to heal or gain the effects of taking a long rest. But, the greatest challenge is definitely the dungeon itself. As I previously mentioned the encounter rooms are packed full of well-utilized, challenging puzzles and traps which I absolutely adored. It’s deadly, but a lot of fun.

The Dungeon of Doom Adventure is a free download here, and is intended for characters between the levels of 1 and 10. Each challenge is written for three difficulty levels, based on your party’s APL (average party level). APL 1–4, APL 5–7, and APL 8–10, with the variable numbers (DCs, Damage, and so on) separated by a slash. For example DC 12/14/16 or 1d8/2d8/3d8 damage. It’s easy to understand and efficient. Monsters are instead listed on a chart, with the composition of each encounter being determined by your party’s APL. Level 1 parties might face off against a quasit while a level 10 party might face a nalfeshnee in the same location. The adventure is written for 5e Dungeons and Dragons, but has rules in the back for running it for the Pathfinder RPG (which is awesome!). Those of you interested in investing in Dwarven Forge’s Dungeon of Doom products can buy the pieces needed to make the Dungeon of Doom on a room by room basis on their website, while the adventure contains detailed build guides to show you how to set it all up. You can also watch Dungeon of Doom played or see a run-down of the rooms on youtube.

Dungeon of Doom is a deviously deadly dungeon full of interesting puzzles and traps, perfectly suited to challenge players of a variety of levels. I found it absolutely inspiring! I highly recommend you give it read!

Jessica

Character Focus: Danicka Raburnus

Hello everyone! I hope you had a great weekend.

This Mother’s Day my kids wrote me poems and stories, drew me pictures, cards, and books. My son even made me a coaster to hold my drink. And my husband? He and my children got me character art commissioned for my favourite Pathfinder Society character!

I’ve never had character art for a character of mine before. My kids and I have drawn pictures of some of our characters on occasion. And sure, a picture here or there might inspire us to make a character similar in appearance. But custom professional art? Unheard of! So it was with great shock and surprise I awoke to discover my family had somehow procured gorgeous art of my beloved -1 PFS character. 

Clearly I have a wonderful family and am beyond spoiled. Today I’m going to share that art with you!

Introducing Danicka Raburnus and her vicious dog, Prickles!

Danicka-and-Prickles
Danicka Raburnus and Prickles. Original characters of mine for the Pathfinder Society Organized Play program. Art by the amazing Joe Nittoly

Danicka Raburnus was my very first Pathfinder Society character. My -1. I had played Pathfinder, Dungeons and Dragons, and other RPGs for a long time before making Danicka, but she was the first character meant for organized play. She marked my entry into the Pathfinder Society, and was the first in a series of wonderful characters, delightful roleplaying, and exciting adventures.

Danicka is… far from perfect. When it came time to create Danicka I wanted to do something different. Everyone has characters who are attractive, intelligent, healthy, brave, and so on. People who are special. Heroes. They’re not all perfect, and many have a flaw or two, but they usually have quite a few redeeming qualities. I’ve got plenty, myself. So when it came time to make Danicka I wanted to create a character who was different than those I’d made before. Someone who wasn’t a hero. Who wasn’t special. Someone hopelessly flawed and regrettably forgettable. Someone who wanted to be special, who wanted to be the hero, but just wasn’t.

I have a soft spot for making, strong, independent, female characters. I love playing half-orcs and dwarves. I love bards, rogues, oracles, and sorcerers. Adaptable characters with a flaw or two, and a bit of a scoundrel’s streak.

So I went out of my way to make Danicka different.

I made her a wizard, which I rarely do. And I went out of my way to make her as unremarkable as possible. She has an archetype that prevents her from having a familiar or an arcane bond––qualities that make her feel inferior to her fellow wizards and spellcasters. She learned spells that are visually unremarkable. No fireballs or flashy magic for this girl! She was intelligent and wise, but too shy and nervous to speak her mind.

I never use complimentary words to describe her. I don’t call her pretty, or fit, or athletic, or slender. She’s not even skinny. She’s scrawny. Boney. Her hair is frazzled, limp, plain, or mousey. Her skin is not like porcelain, or alabaster. It’s pale, freckled, and ink-stained. Her clothes are nice but ill-fitting, out of fashion, and in dull colours. She doesn’t show off any skin, covering herself from neck to fingers and toes. She doesn’t even wear nice boots, just flimsy cotton shoes that flop and squelch wildly whenever they get wet. She wears a floppy hat on her head. She has poor vision and wears plain spectacles.

It’s not that these qualities are undesirable or unattractive. They’re not. It’s that I designed her to be average and blend in, and that I describe all of her qualities in as uncomplimentary a fashion as I can.

She shrieks in battle. Gets queasy. Stammers, stutters, whimpers, and whispers. Her efforts to make friends are awkward and almost always end in failure. She’s shy and meek. Easily scared (often terrified!). She faints on occasion (though never in a way or at a time that would hinder her mission or the game). She’s weak, awkward, and extraordinarily clumsy.

But amidst all those awkward and oddly endearing qualities, she’s a hero. Not outwardly. Certainly not obviously. But she’s a good person. She won’t take a life. Ever. And she won’t condone it from her allies. In fact, wanton violence, destruction, theft, and other illegal deeds are among the only things that she’ll speak out against. She’d rather remove an enemy from a fight than cause someone harm. I gave her merciful spell as a feat to ensure her few damage dealing spells aren’t lethal. She’ll stabilize unconscious enemies, hurl herself into danger to protect someone else, and is always the first person to offer healing potions to the wounded. She’s generous and kind. She won’t lie and always gives her enemies a chance to surrender.

So, who was Danicka? Where did she come from? And what make such an ordinary, meek woman want to be a hero?

Danicka was born to a hero. Her mother, Portia Raburnus, was a wizard of great renown who helped saved the city of Magnimar not just once, but on three occasions. Danicka has always wanted to be just like her mother, and grew up studying the arcane arts. Her mother passed away five years ago, right before Danicka began her formal training at the local magical academy, Stone of Seers. Danicka always keeps her mother’s arcane bonded item with her—a highly decorative quarterstaff that looks remarkably like a broom. She had hoped to use the broom as her own arcane bonded item, but could never manage to make it work.

Danicka did well in school, but despite her academic achievements she was constantly overlooked—for Danicka was ordinary looking, and incredibly shy. Regrettably forgettable. Most people don’t even remember Portia Raburnus had a daughter.

Danicka’s recently graduated and set out to finally prove herself brave and bold! A hero, like her mother! She marched right into the local Pathfinder Lodge and demanded a job. Unfortunately, her demand came out a nervous whisper and they hired her as a maid. But, sweeping the floors used by bolder souls with her mother’s broom isn’t enough for Danicka Raburnus! She’s going to prove herself one day! Maybe after she’s done cleaning up the common room…

Danicka is incredibly shy. She speaks rarely, and when she does its in a whisper. She’s constantly trying to work up the courage to be louder, to make friends, and to do something, but her attempts at friendship always come out in awkward stuttering bursts, and her attempts to speak her mind end up with her randomly yelling something (and then losing the courage to finish). She’s easily embarrassed and was bullied on occasion in school (when her classmates could be bothered to remember she was there).

Danicka studies hard and loves to learn new things. She knows she’s a young woman of many flaws and is trying desperately to change. She wants to be brave and bold, but has yet to break out of her shell and really be herself.

Mechanically, she’s a wizard with the exploiter wizard archetype that’s a member of the Silver Crusade faction of the Pathfinder Society. She took the traits tireless logic and volatile conduit. Her beginning feats were eschew materials and merciful spell, although she later added spell focus (enchantment). She’s knowledgable and speaks a wide array of languages. For her first exploiter exploit she chose energy shield, although she never had the opportunity to use it until many adventures had passed. Some of her most commonly prepared low-level spells are daze, detect magic, read magic, comprehend languages, mage armour, shield, sleep, and merciful ray of frost or merciful magic missile. In time she learned that outsiders and undead were a threat her non-lethal methods couldn’t handle, so she started carrying a lethal wand, a few lethal scrolls, and some holy water around to combat such irredeemable threats.

I had intended to keep her a wizard for the entirety of her career, but along the way, things changed. Danicka changed.

After Danicka’s first mission in the world of play-by-post gaming, she was invited to join an ongoing campaign run by the delightful and incredibly talented GM ShieldBug. For a wonderful seven scenarios she had the pleasure of playing in a consistent group of awesome players. Her companions were very different from Danicka. Some were weird, some were liars, some were scoundrels, and most were violent. They pushed her buttons, shoved her out of her comfort zone, tested her morals, and urged her to change. With them she found her backbone. She found courage. She faced peer-pressure and discovered that there were things worth fighting for, even if it meant standing up to your allies. She made friends. She made enemies. She made mistakes. She became a hero. She saved people and towns.

Mostly, she was embarrassed.

But it wasn’t only Danicka that changed. Her friends did, too. She made them better people. And they made her brave.

On one of her adventures she was forced to interact with terrifying, man-eating, Thuvian desert dog. Miraculously she bonded with it, though it terrified her to no end. Later in the scenario she was forced to face the dog in combat, and she managed to convince him to stand down. The mission came to an end and I was faced with a turning point. Move on? Or keep the dog?

Danicka kept the dog. She named him Prickles, for his spiky fur (matted with the blood of his enemies) and terrifying demeanour. Although I could have just bought a dog and remained a wizard, I chose to multiclass Danicka into druid. I selected another understated archetype (the wonderful wild whisperer!) that removed some of the flashier of the druids abilities and replaced it with investigator’s inspiration and talents. She began to take ranks in handle animal, and survival. She used her druid spell slots to prepare healing magic. She took the feat boon companion, and statted up Prickles as a wolf.

Danicka spent the next while attempting to tame her vicious dog. I took great glee in role-played her fear of her own pet, and her worry that it will hurt someone. Prickles is clearly the alpha of the duo, but he usually listens to Danicka’s pleas. That said, out of fear, Danicka never tells Prickles to attack anyone. She’s too afraid she won’t be able to stop him from killing. Instead, she orders him to stay by her side. Mechanically, Prickles has the bodyguard archetype. He’s always on ‘defend’ and won’t enter a fight unless Danicka is hurt. However, if she’s hurt he flies into a rage and attacks whoever wounded her until they’re dead. Usually Danicka hurls herself between the enemy and her dog before they are devoured, but once or twice Prickles killed something––an event which filled Danicka with great regret. For his part, Prickles is used to his ‘pet’s’ panicked shrieks and mewling. But he’s incredibly territorial and won’t stand for anyone touching his ‘pet.’ Not even her allies. He’s a bit cantankerous, and won’t take ‘orders’ from anyone other than Danicka. And he only listens to Danicka if she begs.

All in all, they’re a comical pair, with my shy wizard desperately trying to handle her overwhelming pet.

On her most recent missions, Danicka’s had to bid her old friends farewell. She’s gone on new adventures with new teammates. Only Prickles has remained by her side. But, despite the distance, it’s her old friends that continue to drive her and inspire her. Mhazruk Kruhl and his terrifying familiar Needle, the burly Yaiho Crasher, the tap-dancing escaped-slave Forrest Glavo, the eccentric Arin Qualnoh blessed (or perhaps cursed) by the gods, and Brock Swiftread, a scoundrel if there ever was one. They’re the closest thing to family she’s ever had.

So here’s to Danicka and Prickles, and all the people and characters who have made her who she is. Here’s to the people who have GMed for her and played alongside her. The people who have put up with her panicked shrieks and bleeding heart. Here’s to my family, who brought one of my very favourite characters to life. And here’s to Joe Nittoly, the amazing artist who drew her. Thank you! Thank you! And thank you again! You’re the best!

And here’s to all of you, for taking the time to read about one of my favourite characters. Maybe I’ll see you around a PFS table one day.

Cheers!

Jessica

Heroes of Golarion

Hello adventurers! Today we’re taking a peek between the covers of Pathfinder Player Companion: Heroes of Golarion! This delightful softcover book from Paizo Inc. is packed with new character options from all around Golarion, sorted by location. The regions covered include Arcadia, Avistan, the Crown of the World, Casmaron, Iblydos, Garund, and Tian Xia. It also contains a lot of new options for occult-themed mythic heroes.

Heroes of Golarion - Nathanael James
Illustrated by Nathanael James. Art courtesy of Paizo Inc.

When I heard about Heroes of Golarion I was very excited. It immediately made it onto my (way too long) ‘wishlist.’ Why? For starters, this is the second-last Pathfinder Player Companion being released for Pathfinder First Edition –– a fact both sad and exciting! Second, I love the topic. I adore thematic character options, so seeing new archetypes, feats, traits, and so on from a ton of different regions is always enjoyable for me. But, it’s not so niche that I’ll have trouble getting to use the options inside. Third? Mythic rules! Now, I know not everyone is a fan of mythic rules. I like them, but even then, I don’t use them often. That said, I adore the occult classes. And you know what they’re lacking? Awesome mythic options! Sure, you could make something work with the current options, but it’s not going to be as great as it would be if you were a different class. And honestly? Of the mythic characters I’ve interacted with as a GM and a player, half of them are occult classes. Yeah. Poor things! Haha. So seeing some awesome mythic options for occult classes is pretty amazing. I’m thrilled it’s happening before Pathfinder First Edition comes to an end. And finally? Controversy! There are two sorcerer bloodlines in this book that I had already heard plenty about. I’ve heard people condemning them, and I’ve heard people praising them. Why? They both give the sorcerer the ability to use healing magic (or healing abilities). Now, I knew I would not be in the ‘sky-is-falling’/’it’s-broken’ group. I’m a pretty laid back player, and no, I don’t think letting a sorcerer get some ways to heal or healing spells is going to break my beloved game. But, I was curious to see how it was handled. Also? Pathfinder Second Edition has sorcerers that can heal. I like that these bloodlines act as a thematic bridge between First and Second Edition sorcerers. So how did I like the bloodlines? We’ll get to that in time! For now, let’s start at the beginning…

heroes-of-golarion-cover.jpgPathfinder Player Companion: Heroes of Golarion 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 archetypes, feats, traits, spells, and more. Heroes of Golarion was developed by Eleanor Ferron and Luis Loza. Contributing authors include Saif Ansari, Alexander Augunas, Mara Lynn Butler, Michelle Jones, Avi Kool, and Alex Riggs. The cover features dramatic art by Setiawan Lie which depicts a cleric of Kazutal and a cloaked adventurer armed with both magic and blade, combatting a tzitzimitl –– an incredibly powerful undead from Bestiary 3. Interior artists include Nathanael James, Craig Maher, and Marcel Mercado.

Casmaron - Wyrwood
A wyrwood.

The front inside cover features a glimpse at some thematic documents from Golarion, including a recipe, travel documents, and other paperwork. All these documents are layered across each other, though, so you can’t read the full text on any. They’re intended for flavour, not player handouts or anything. Although interesting, it’s not useful.

After this is the table of contents, the rules index, and the introduction which contains a brief summary on Golarion, its continents, and other major regions. Each summary is a paragraph long and lists information on the region, it’s nations, and most common peoples.

Moving on from the introduction we come to our first region: Arcadia! This section contains two pages of new character options, and two pages on wyrwoods (which are most commonly found in Arcadia). Arcadian character options include four gun feats (all of which are useful), three jaguar-themed slayer talents intended for worshippers of the goddess Kazutal, and two legendary spirits for mediums from Valenhall (Adril, the Would-Be King, a Champion, and Father of Legends, a Marshal). Wyrwood options include two alternate race traits (check out experimental body), favoured class options, and eight new feats (my favourites were lifecrafting  and sword’s shadow).

Avistan - Unicorn Sorcerer
A unicorn bloodline sorcerer.

Up next are four pages of character options from Avistan and the Crown of the World. This section contains one archetype for bards, Speaker of the Palatine Eye. There’s some new options for mesmerists themed around exploring subterranean locations, including two new feats (I love them both), three new tricks, and three new bold stares. There’s five hilarious (and awesome!) feats for heroic goblins. I particularly enjoyed mental derail and piercing chant. Finally, there’s the frost shaman spirit, which is one of my very favourite character options in this book, and the unicorn bloodline. Yup! A sorcerer bloodline that grants you healing magic for your bloodline spells, and lets you heal a target of some hp whenever you cast a spell as your bloodline arcana! It’s amazing! Although some players argue it’s too powerful, or makes other healers less important, I think it’s going to be great fun. Plus, I love the theme! Who doesn’t like unicorns?

Heroes of Golarion - Psomeira - Nathanael James
Psomeira, a legendary spirit from Iblydos. Illustrated by Nathanael James. Art courtesy of Paizo Inc.

Leaving behind Avistan we get to Casmaron. Here you’ll find two pages of character options from Casmaron, followed by another four pages of character options from Iblydos, an island in Casmaron. Casmaron character options include holy beast, a shifter archetype that focuses on combatting outsiders, and plague eater, a spiritualist archetype that is haunted by the restless dead killed by plague. Although I adore the plague eater, it’s very tightly focused on resisting and healing diseases, so I’m not sure how much use I’d actually get out of it. Other options include the peafowl shifter aspect, and four Vudrani phrenic amplifications for psychics. Iblydos character options include an oracle curse called god-meddled which can be either a help or a hinderance, two new legendary spirits for mediums (Kelksimides the Hierophant and Psomeira the Champion), and a lot of witch hexes and grand hexes that I loved. Beast’s gift, combat hypnosis, swine, and animal servant are all among my favourites. There’s also priest of the fallen, a spiritualist archetype that channels the phantoms of various hero-gods, and the medusa bloodrager bloodline that I really enjoyed.

Heroes of Golarion - BeastSpeaker- Marcel Mercado
A Tekritanin Beast Speaker. Illustrated by Marcel Mercado. Art courtesy of Paizo Inc. 

Up next? Six pages on Garund! Here you’ll find new gun options and ammunition for characters from Alkenstar, an investigator archetype called the Holomog demolitionist that focuses on destroying your surroundings and creating difficult terrain, eight new vigilante talents, six new arcanist exploits that focus on primal magic, and five new shifter aspects (elephant, giant wasp, horse, lion, and snapping turtle). There’s also the sphinx bloodrager bloodline, which I enjoyed, and two feats that allow characters to gain an intelligent magical beast as an animal companion. Along with these feats are five options for magical beast companions: basilisk, behir, bulette, death worm, and sun falcon. Tough decision, but I like the basilisk and sun falcon best.

With that we reach our final destination: Tian Xia. Here you’ll find four pages of character options, two of which are dedicated to new kineticist options! Of the new kineticist wild talents, eleven are utility wild talents, and only four are infusions (three substance and one form). These options are themed around clockworks, toxins, wind, and amplifying your race’s natural abilities. Although plenty of them are cool it’s the bolt form infusion and the various clockwork utility wild talents that I liked the best. But, there’s more than just kineticist options in Tian Xia. In these four pages you’ll also find a wide variety of alchemist discoveries themed around calligraphy and drawing with specially prepared magical inks. My favourite is living pigments, which lets the creatures you draw come to life! There’s also the spirit eater, a medium archetype, and the phoenix sorcerer bloodline! This thematic bloodline lets you do all sorts of cool things, like surround yourself in fire, grow wings of flame, and even come back to life! Perhaps its niftiest ability is it’s bloodline arcana, which allows your fire spells to heal your targets instead of harming them. Of course, these purifying flames don’t heal as well as they could burn…  I love it!

Although that’s the end of our whirlwind tour of Golarion, that’s not the end of this book. Heroes of Golarion wraps up with one page of rules for occult mythic characters, and three pages of new mythic path abilities. These path abilities are all useful to, or themed around, the various occult classes and abilities. Although many are specific to a certain mythic path, some are universal, and can be chosen by characters following any mythic path. Although there are plenty of cool options for all the occult classes, it’s the mythic abilities intended for kineticists that I like best.

And that’s it! The end of Pathfinder Player Companion: Heroes of Golarion! This book is packed full of cool new character options from around Golarion. In the end, it’s the frost shaman spirit, medusa bloodrager bloodline, and the phoenix and unicorn sorcerer bloodlines that I enjoyed the most. They’re all definitely going to see use in my house! And honestly? I don’t see why some players were worried over the sorcerer bloodlines. They’re going to be great fun.

But, even more than the character options, it’s the new mythic path abilities and supplementary rules that made this book worth the money for me. Although brief, these new options allow occult characters to make use of mythic paths as effectively as the other character classes can––an incredibly important addition to Pathfinder First Edition, that I’m relieved got to see print before Second Edition rolls around and it’s too late.

Those of you that participate in the Pathfinder Society Organized Play community will be happy to know that Heroes of Golarion is already sanctioned for use, with nearly all of the content in this player companion legal for PFS play! For more information, check out the Additional Resources on Paizo’s website. (And yes, for those of you excited or worried, both sorcerer bloodlines are legal for play. It’s going to be great!).

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

 

Crowdfunding Spotlight: Kingmaker

It’s rare we take the time to talk about RPGs and other games that are crowdfunding, but today we’re making an exception! Why?

Kingmaker!

Next year marks the tenth anniversary of Kingmaker, a six-part Pathfinder Adventure Path by Paizo Inc. This incredibly popular campaign was recently made into a computer game, by Owlcat Games (for more information check out this blog post). As with many of the popular Pathfinder adventure paths, Kingmaker has been out of print for quite a while. Although you can still find it kicking around on amazon, eBay, and other sites, it is not cheap!

Although Kingmaker’s not my favourite adventure path (sandbox-style campaigns aren’t my preference), I’ve always enjoyed reading and GMing Kingmaker. My copies of the adventures are more than a little dog-eared and worn. They’re riddled with highlighter and post-it notes, and I have multiple notebooks full of hand-written events and expansions for the campaign. Sadly, none of my campaigns ended up making it to the end. I’m cursed! Haha.

To celebrate Kingmaker’s tenth anniversary, Paizo Inc. is releasing an anniversary edition of the Kingmaker Adventure Path for Pathfinder Second Edition! Like previous anniversary editions, the campaign will be updated, enhanced, and expanded upon. Unlike previous anniversary editions, this book is huge. Seriously huge. And you know what? It has the potential to be even bigger.

Today Paizo Inc. began a crowdfunding campaign for Kingmaker 10th Anniversary Edition. There are two primary products you can purchase. The Kingmaker Adventure Path for Pathfinder Second Edition (which will be a minimum of 576 pages long!) and the Kingmaker Companion Guide, which contains information on two of the characters from the Kingmaker computer game (the gnome Jubilost and the halfling Linzi), and brings them to the table with stats, information, kingdom roles, and quests. Backers get both a print and PDF copy of the books, which are due out next year. In addition, there are some cool add-ons for this campaign. Among these are dice, hero tokens, a pin, and the Forest Kingdom PDF by Legendary Games. The most exciting add-on? The Bestiary! Kingmaker Bestiary takes all of the Second Edition creatures and NPC stat blocks and recreates them for Pathfinder First Edition or 5th Edition Dungeons and Dragons! The Bestiary volumes will also contain notes and information on how to run the Kingmaker Adventure Path in First Edition Pathfinder or Dungeons and Dragons 5th Edition. Stretch goals include a Kingmaker Pawn Box (which I would love to get my hands on), flip-mats, and expansions to the Kingmaker Companion Guide. In addition, the Kingmaker Adventure Path will feature more and more content as the various funding goals are met.

Colour me intrigued!

For more information on the Kingmaker 10th Anniversary Adventure Path check out the video below, or head on over to the crowdfunding campaign on Game On Table Top.

Enjoy!

Jessica

Faiths of Golarion

Faiths of Golarion CoverHey everyone! Thanks for stopping by. Today we’re taking a look between the the covers of the latest ‘gods’ book: Pathfinder Campaign Setting: Faiths of Golarion! Although I’ll be mentioning what’s in this book and talking about my favourite parts, this is not meant to replace the book itself. The opposite, in fact! It’s meant to let you know what’s inside so you can decide for yourself whether this is a book that will be of use to you. For me? Definitely! Curious what’s inside? Read on!

Featuring cover art by Igor Grechanyi that showcases the gods Gruhastha, Hei Feng, and Nivi Rhombodazzle, this soft cover book is 64 pages in length. Other contributing artists include Gislaine Avila, Emanuele Desiati, Vlada Hladkova, Sandra Posada, Luca Sotgiu, and Vicky Yarova. Contributing authors include Kate Baker, John Compton, Adam Daigle, Crystal Frasier, Ron Lundeen, Liane Merciel, Michael Sayre, and Owen K.C. Stephens.

Like the many god and faith themed books before it, this book takes an up close look at a variety of faiths, talking about the gods and goddesses, their faith, church, priests, worshippers, holy texts, holidays, aphorisms, planar allies, and so on. It also features information on their alignment, domains, subdomains, favoured weapons, centres of worship, paladin and anitpaladin codes (if there is one), obediences, and boons (usable by those who take the deific obedience feat, or take levels in the exalted, evangelist, or sentinel prestige classes from Inner Sea Gods). There’s plenty of awesome art in this book, with each faith discussed having four images: one of the deity, one of the holy symbol, one of a worshipper, and one action shot of the deity.

Faiths of Golarion - FaithsThere are ten faiths discussed in this book. Each is a lesser detailed but very important faith. This includes a few racial faiths — the halfling goddess Chaldira Zuzaristan, the gnome goddess Nivi Rhombodazzle, the elf god Ketephys, and the dwarf god Magrim. It also includes information on deities from other regions of Golarion such as the Tien gods Hei Feng, Shizuru, and Tsukiyo, as well as the anadi goddess Grandmother Spider who is popular in the Shackles and Sodden Lands, the Vudrani god Gruhastha who is popular in Vudra, and the Razatlani goddess Kazutal who is popular in Arcadia. Each of these faiths is incredibly important to their respective cultures and I’m thrilled to see them get some of the attention they deserve. Information on the racial deities, especially, I feel was long overdue. Before sitting down to read this book I was most excited for further information on Ketephys, Shizuru, and Tsukiyo. All of the entries were great, but after reading I was most inspired to make worshippers of Grandmother Spider, Kazutal, and Tsukiyo.

So who, exactly, are these deities?

So glad you asked!

Chaldira Zuzaristan is a brash and reckless halfling demigoddess of battle, luck, and mischief. She fights against oppressors, tyrants, and injustice, trusting in her luck and companions to see her through. A bit of a thieving troublemaker, but not malicious, Chaldira is good friends with the goddess Desna, who shares her love of travel. One of my favourite parts of the article on Chaldira is her eccentric planar allies, particularly her herald The Button Fellow.

Chaldira Zuzaristan

Grandmother Spider is a cunning goddess of twilight, illusions, family, and weaving. Created by the gods as a tool be used alongside her brother, Achaekek, Grandmother Spider was tasked with weaving the world and the destiny of the mortals in it. But she rebelled against the gods and wove a new destiny for herself, granting herself free will and divinity. She’s a trickster, teacher, and folk hero. I particularly enjoyed reading about her relationships with the other gods — she once stole Asmodeus’ keys and enjoys teasing her brother Achaekek. Who doesn’t want to irritate the assassin of the gods?! Haha. I also adore all the art in this section!

Gruhastha is the vudrani god of  peace, understanding, and self-improvement. Once Irori’s nephew he sought to record his knowledge for the world. Upon completing his perfect book, the Azvadeva Pujila, he became the divine embodiment of that holy text. Now Gruhasta seeks to enlighten the world so that one day it will be so perfect it becomes one with Nirvana. Interesting!

Hei Feng is a wild and unpredictable tengu god who is very popular in Tian Xia. A moody god of the sea, storms, thunder, and wind, he is always accompanied by his four companions, the Counts of Lightning, Rain, Thunder, and Wind. Drunken, boisterous, and easily angered, Hei Feng is a dangerous deity. As one of the most popular Tian gods I’m happy to see he got some attention. Turned out Hei Feng is my son’s favourite god in the book.

Hei Feng
Hei Feng and his four Counts.

Kazutal is a deity I didn’t know much about, but wow! She is awesome! Haha. Also known as Mother Jaguar, she’s a war goddess whose focus changed over the Age of Darkness, when community and togetherness became integral for survival. Now a goddess of war, family, togetherness, community, liberty, and safety, she promotes a love of your neighbours, family, and friends. This love should be spoken of plainly and without shame, for its these bonds of love that cause neighbours to have the courage to stand up and protect one another. It’s love that makes communities strong. Those who don’t show love of others are considered cowards. Which is awesome! I really enjoyed reading about her faith’s take on love, and the evolution of her religion. I also adore the art in this section! It’s amazing!

Ketephys is the calm, stoic elven god of hunting, the moon, and the forest. He’s a god of archery, and urges his followers to respect nature, replace what they take, and never waste. This is one of the gods I was most excited to see included in Faiths of Golarion, as the elven deities were among those created back when Pathfinder didn’t have it’s own rules, and I feel like I’ve been waiting forever for further details on them. There are some details, of course. A paragraph or two throughout the various Paizo products, but I wanted more. I would have been happy to see details on any of them, but I’m particularly pleased to see its Ketephys.

Ketephys Worshipper
A worshipper of Ketephys planting a garden.

Magrim is another deity that’s been around since the beginning of Pathfinder but lacked much information. The dwarven god of death, fate, tradition, and the underworld, he’s fair, unflinching, and unwavering. Magrim considers Pharasma a respected elder, and is often tasked by her to repair damaged spirits that enter the Boneyard. I really enjoyed learning how Magrim fit alongside Pharasma, and his role in the dwarven afterlife.

Nivi Rhombodazzle is about as different as Magrim as you can get. This gnome gambler fled underground to escape her many angry creditors and ended up becoming the first of the svirfneblin after she traded a rare gem to Torag in exchange for divinity. Talk about a deal! Nivi’s an impulsive daredevil addicted to the thrill of a wager. She urges others to test their skill, push their luck, and experience the best life has to offer. And when luck turns against you and you’re in a lot of debt? Run, of course! Best of luck! Haha. She’s a tricky, thieving little thing whose faith is said to hold the key to staving off the Bleaching.

Vicky Yarova
Hei Feng proves to be a poor loser in this art featuring Gruhastha, Hei Feng, and Nivi Rhombodazzle. Illustrated by Vicky Yarova. Art courtesy of Paizo Inc.

Shizuru is another of the gods I was most interested in reading about. This draconic Tien goddess is also known as the Empress of Heaven, and is the main deity of the Tien pantheon. A goddess of honour, swordplay, the sun, and ones ancestors, she’s incredibly popular among the people of Tian Xia and players of Pathfinder. I particularly enjoyed reading about her relationship with Tsukiyo, her lover who died and came back to life changed.

Which brings us to Tsukiyo, the final deity in Faiths of Golarion. Killed by his own jealous brother, Tsukiyo was the beloved of Shizuru. But his lover couldn’t accept his death and she ordered Qi Zhong, god of medicine and healing, to bring his back to life. It worked, but Tsukiyo came back changed. Now quiet, contemplative, and possessing an uncommon outlook, he is god of the moon, spirits, and outsiders. He teaches that no matter a person’s perceived flaws and oddities, all are a whole person deserving of respect. This applies to those society shuns, deems insane, are disabled, or those suffering from mental illness. I absolutely love what they did with Tsukiyo. Delightful from start to finish.

Which brings us to the end of Pathfinder Campaign Setting: Faiths of Golarion! If you’re a fan of learning about the many deities of Golarion (like I am) I highly recommend picking up this book!

Enjoy!

Jessica

 

May New Releases

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


Dungeons and Dragons

Dungeons and Dragons is releasing two very exciting products this month. Stranger Things D&D Roleplaying Game Starter Set contains everything players need to get started playing D&D – a basic rulebook, an adventure, a set of dice, five character sheets, and an awesome enemy to face off against – all in a retro red box with a Stranger Things twist. The adventure is written in the style of Mike Wheeler, a character and DM from Stranger Things, and pits PCs against a mysterious castle and the Demogorgon! The pre-made character sheets feature the kids D&D characters from Stranger Things, including Dustin the Dwarf, Will the Wise, and so on. Finally, the set comes with two Demogorgon figures (one painted and one unpainted). You can watch Stranger Things on Netflix (I highly recommend it!).

Due out May 21, Ghosts of Saltmarsh is a collection of seven nautical and coastal themed adventures that vary from levels 1-12. These adventures can be run separately, or combined by DMs into one larger campaign. The adventures contained in this volume are all previously published adventures, including some of the most popular first edition D&D adventures and some from Dungeon Magazine. Adventures in Ghosts of Saltmarsh include:

  • The Sinister Secret of Saltmarsh (originally written by Dave J. Browne and Don Turnbull in 1981)
  • Danger at Dunwater (originally written by Dave J. Browne and Don Turnbull in 1982)
  • The Final Enemy (originally written by Dave J. Browne and Don Turnbull in 1983)
  • Isle of the Abbey (originally written by Randy Maxwell for Dungeon Magazine #34)
  • Tammeraut’s Fate (originally written by Greg A. Vaughan for Dungeon Magazine #106)
  • The Styes (originally written by Richard Pett for Dungeon Magazine #121)
  • Salvage Operation (originally written by Mike Mearls for Dungeon Magazine #123)

In addition to the adventures themselves there’s details on the port of Saltmarsh, mechanics for ship-to-ship combat, new monsters, and new magic items.

Launching next month is Beadle & Grimm’s Sinister Silver Edition for Ghosts of Saltmarsh! Currently available for pre-order on their website, 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!


Pathfinder

Highlights from last month’s releases include Pathfinder Adventure Path 141: Last Watch (Tyrant’s Grasp 3 of 6) by Larry Wilhelm, and Pathfinder Campaign Setting: Concordance of Rivals. This 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. Said to include traits and relics that grow in strength with your PCs, feats to support characters who have prestige classes, magic items that gain new abilities when together as a set, and new capstone abilities for all classes! The Player Companion line is certainly going out with a bang! Definitely one I want to get my hands on. Pocket Editions are available this month for Ultimate Wilderness and Occult Adventures.

New maps out this month for Pathfinder include Pathfinder Campaign Setting: The Tyrant’s Grasp Poster Map Folio and Pathfinder Flip-Mat: Bigger Temple.

This month’s Pathfinder Society Scenarios have not yet been announced, although canny players can find them on the schedule for PaizoCon (which takes place later this month in Seattle). For more information on PaizoCon and to register for events head over to https://paizo.com/paizocon!


Pathfinder Adventure Card Game

Very exciting news, as this month the new Pathfinder Adventure Card Game in unveiled! Players can test it out in person at PaizoCon or pick up a copy at the end of the month. 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. For more information on some of the changes you can expect to see in the newest version of the Pathfinder Adventure Card Game check out this post, or head straight to the source and check out Paizo’s blog!


Starfinder 

Highlights from last month’s Starfinder releases include Starfinder Adventure Path 15: Sun Divers (Dead Suns 3 of 6) by Joe Pasini and the Starfinder Roleplaying Game: Beginner Box! For more information on the Starfinder Beginner Box you can check out the videos below:

You can also check out a liveplay utilizing the beginner box rules and starring members of Paizo’s staff here.

This month there’s Starfinder Adventure Path 16: The Blind City (Dawn of Flame 4 of 6) to look forward to, as well as Starfinder Flip-Mat: Spaceport. Starfinder Society Scenarios include #1-38: The Many Minds of Historia, a tier 5–8 scenario written by Lyz Liddell and #1-39: The Herald’s War, a tier 7–10 scenario by Mikko Kallio.


WizKids

WizKids releases some lovely products this month, primarily Pathfinder Battles: Ruins of Lastwall! This brand new set of pre-painted miniatures 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 boosters) or a case of boosters (four bricks for a total of 32 boosters). 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! For images you can check out this blog post from last month, or head straight to the source and view the images on WizKids and Paizo’s blog.

Also out this month is Wave 3 of the Wardlings pre-painted miniatures. My kids and I absolutely adore this line of minis. Each one is interesting, highly detailed, and comes with one youthful adventurer and their pet. A few of the new releases also include male and female versions of eccentric adventurers (such as ghosts, goblins, and zombies), or a single large mini (such as a troll of treefolk).


Wayfinder

Wayfinder Fanzine is a free magazine of fan-created content that releases every year at PaizoCon. Typically filled with Pathfinder content, this years topic is Starfinder – more specifically, Absalom Station! Wayfinder #19 is due out later this month, and will be a free download on Paizo’s website. Although not currently on Paizo’s website, you can find all of the previous Wayfinder issues available, which I highly recommend you download and give a read.

My kids and I are particularly excited for this issue, as each of my kids created an alien that’s going to be featured in the magazine! I wrote a few articles as well (which is awesome!) but not nearly as impressive as my kids doing it. Haha. (Pardon my ‘proud mom’ bragging).


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

Happy shopping!

Jessica

 

Pathfinder Society Scenarios: The Daughters’ Due and Corpses in Kalsgard

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

10-18 - The Daughters' DuePathfinder Society Scenario #10-18: The Daughters’ Due is a Tier 5-9 adventure written by Thurston Hillman. It begins in the Blakros Museum and quickly moves to Shadow Absalom. In addition to the Core Rulebook it includes content from the Advanced Player’s GuideUltimate Equipment, and Ultimate WildernessIt features creatures from BestiaryBestiary 2, and Bestiary 5 (although all of the necessary stat blocks are included within the scenario). It utilizes Pathfinder Flip-Mat: Carnival, and Pathfinder Flip-Mat: Slum Quarter, and a half-page custom map that will look very familiar to some players. For more information on the Shadow Plane check out The Inner Sea World Guide and Planar Adventures, and for more information on Shadow Absalom check out Pathfinder Campaign Setting: Distant Realms.

Daughter's Due - Chalos Visanda - Illustration by Leonardo Santanna
Chalos Visanda from #10-18: The Daughters’ Due. Illustration by Leonardo Santanna. Art courtesy of Paizo Inc.

This adventure tasks the PCs with investigating four missing relics from the Blakros Museum which it’s curator, Nigel Aldain, insists were destroyed or stolen by Pathfinders during their many missions within the Blakros Museum over the years. His boss, Lady Hamaria Blakros, has invited the PCs to her museum to investigate or refute these claims. After this quick mystery the PCs can give their report to Hamaria and even pass judgement on Nigel himself — a turn of events that I’m sure many players will take a perverse joy in. Haha. From there the PCs head into Shadow Absalom, to track down the missing relics and retrieve them from the true thieves. PCs who have played in any of the Blakros-themed Pathfinder Society Scenarios over the years (there’s lots!) will find this mission more relevant and entertaining than those who haven’t. It’s particularly closely tied to the events of Pathfinder Society Scenario #2–11: The Penumbral AccordsPCs who have the “Acquainted with Aslynn” boon from Pathfinder Society #5-09: The Traitor’s Lodge and #7-09: The Blakros Connection have a chance to have a slightly different experience than players who haven’t, although its minor.

Start to finish, this scenario was an absolute joy! The investigations in the beginning of the scenario are interesting. There’s a wide variety of fun social encounters and quirky characters to interact with. The battles were challenging and dynamic, with one of them having the potential to be avoided with clever skill use. Best of all, this scenario includes multiple ways in which the PCs can make important decisions which will come to influence the Pathfinder Society in the future. Overall, I thought this was an excellent scenario that’s going to be a ton of fun to play. It brings the Blakros/Onyx Alliance storyline to a nice ‘conclusion’ for First Edition, which is clearly going to be picked up again in Second Edition. I can’t wait to see where it goes from here!

10-19 - Corpses in KalsgardPathfinder Society Scenario #10-19: Corpses in Kalsgard is a Tier 5-9 Adventure written by Alex Riggs. It begins in Iceferry but primarily takes place in Kalsgard, a major city in the Land of the Linnorm Kings. For more information on these locations check out The Inner Sea World GuidePathfinder Campaign Setting: Lands of the Linnorm Kings and Pathfinder Adventure Path 50: Night of Frozen Shadows (Jade Regent 2 of 6). In addition to the Core RulebookCorpses in Kalsgard includes content from the Advanced Class Guide and Advanced Player’s Guide. It features creatures and monster templates from BestiaryHorror Adventures, and Pathfinder Adventure Path 81: Shifting Sands (Mummy’s Mask 3 of 6) (although all of the necessary stat blocks are included within the scenario). It utilizes the Pathfinder Flip-Mat Classics: City Streets, Pathfinder Flip-Mat: Necropolis, Pathfinder Flip-Mat: Thieves’ Guild, and a custom full-page map. This mission is of particular importance to gnomes, followers of Nivi Rhombodazzle, and any characters who have an interest ensuring the dead are treated with respect, and deaths are properly investigated.

Corpses in Kalsgard - ElluxShost - Illustration by Hannah Boving
Ellux Shost, one of the gnomes PCs will have a chance to interact with during their investigation. Illustration by Hannah Boving. Art courtesy of Paizo Inc.

This adventure tasks the PCs with investigating a series of deaths in Kalsgard, all of which occurred in gnomes and were attributed to the Bleaching. Of course, the local priestess of Nivi Rhombodazzle, Quil Tabberdash refutes these claims. Venture-Captain Bjersig Torrsen and his husky Mahki dispatch the PCs to Kalsgard to meet up with Quil and get to the bottom of this mystery! PCs will have a chance to quickly check out a series of crime scenes, dead bodies, and petition neighbours and witnesses for information. As the mystery unravels the PCs will have a chance to follow two different avenues of inquiry with each resulting in a different encounter and event. To make matters even more exciting this is all happening on a backdrop of political turmoil in Kalsgard, and canny PCs can even pick up clues that this mission has a connection to an organization and Adventure Path I’ll leave unnamed. This scenario is a great little mystery that should move at a rapid pace. There’s lots of fun NPCs to interact with. Most are brief witness statements, but Quil is an absolute delight. I’ll leave the other NPCs and villains unmentioned to help prevent too many spoilers, but I will say I enjoyed them all. There’s quite a few fights in this one (although one will be excluded depending on your PCs actions), but it’s the final encounter that will likely prove most challenging.  Particularly as the composition of the fight depends upon your PCs actions throughout the scenario. This means that some groups will find it difficult and others… less so. Although this could prove problematic, I think it’s a nice change of pace. I’d be interested to see how this plays out at game tables throughout the Organized Play Community. Overall I thought this was a fun and quirky murder mystery that made an effort to shake things up a bit. I particularly enjoyed that the PCs actions can alter the events and battles in this scenario. I give it four out of five stars.

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

Jessica

Archives of Nethys to host Pathfinder 2e

Archives of Nethys, an online database for official Pathfinder and Starfinder content and rules, recently announced the launch of their new website: 2e.aonprd.com! This new site will be dedicated to Pathfinder Second Edition and will launch on August 1st, 2019, at 7:00 am (Pacific Time). That’s right! It’s coming out the same day that Pathfinder Second Edition launches in print!

Exciting news!

Through the Archives of Nethys players around the world will have all the rules and characters options for Pathfinder Second Edition at their fingertips, online and free. I am absolutely ecstatic! I know cost is a huge factor to consider when deciding whether I’ll be able to give Pathfinder Second Edition a try. Seeing that barrier removed is amazing.

Add your bookmarks now, folks! Archives of Nethys: Pathfinder Second Edition Database. I can’t wait to check it out!

Until then, be sure to head on over to Archives of Nethys: Pathfinder Database and Archives of Nethys: Starfinder Database. It’s my favourite website to look up Pathfinder and Starfinder rules questions and player options. You can also follow Archives of Nethys on Twitter @NethysArchives.

For more information on Pathfinder Second Edition, check out this blog post.

Enjoy!

Jessica


UPDATE: Pathfinder Second Edition is now out! For more information click here!

Shackled City: Part Nine: Return to Cauldron

It’s been a while since we talked about my family’s current home campaign, Shackled City. We haven’t stopped playing — far from it. But we’ve been so busy lately it’s hard to find the time to play anything at all, let alone write about it. So while I have a free moment let me welcome you back to Cauldron, home of the The Shackled City Adventure Path!

When we last left off our heroic musicians had finally returned home to Cauldron. They had saved a lot of people and brought down an underground slave ring, but they were ill at ease. Someone else knew about the slavers and had done nothing. Who were they? And what about the people they had failed to save? The people who were sold to unknown parties before our heroes were even hired to find them… Were they gone forever? Could four kooky members of an up and coming band possibly brave the Darklands to track them down? No! Surely they couldn’t do anything so foolish! ….Or could they…?

If none of this sounds familiar you can read this blog post, which details our characters, or continue on with this article to hear a quick summary and jump right into the action! You can also check out our previous adventures in Shackled City: Part OneShackled City: Part Two: A Mystery!Shackled City: Part Three: Jzadirune, Shackled City: Part Four: Enter the Malachite Fortress, Shackled City: Part Five: This Place is the Pits!, Shackled City: Part Six: KazmojenShackled City: Part Seven: Bad Luck, and Shackled City: Part Eight: Reunion.

The Shackled City Adventure Path is available for purchase in its entirety here. The first volume, Life’s Bazaar, is available for purchase here.

shackled city adventure path d20diaries


The Heroes

Our eccentric heroes are all members of ‘Dinorabbit,’ a musical band that changes its name frequently and was most previously known as ‘Boople Snoot.’ The band’s lead singer and song-writer is Falco Rhiavadi, a foppish noble bastard of mixed Tien descent whose father was devoured by a dragon when Falco was just a boy. A well-groomed, handsome man with an easy smile and a winning personality, Falco’s a black sheep among his family. Mechanically, Falco is an oracle of life whose familiar is a jealous and demanding thrush named Ruby. Falco is played by my husband.

Mick Frimfrocket is a gnome with dark blue skin, bright pink hair that stands straight up on his head, and light blue eyes with flecks of red around his pupils. He’s energetic, bold, and loves nothing more than a good laugh! Mick acts as the band’s pianist and creative director. He’s the driving force behind the band’s constant name changes, and over-the-top performances. Mick was born in the gnomish enclave of Jzadirune but was brought to the city of Cauldron to escape the Vanishing. Orphaned by the mysterious events and with few memories of those early years, Mick was raised in the Lantern Street Orphanage — the very same orphanage that recently had four children kidnpapped right from their beds! Determined to save those little scamps, Mick was very excited to take up this missing person’s case and follow it to its conclusion — particularly when he realized that it led through his one-time home. Mechanically Mick is a monk / bard (prankster) who attacks with wild kicks while playing his piano in battle. Partway through exploring Jzadirune he came into possession of a broken magical construct. He’s played by my seven-year old son.

Rabbity Castalle is a rabbitfolk waitress who works at the Tipped Tankard Tavern. A dancer and singer for the band Dinorabbit, Rabbity also has a pet panther named Panthy. She’s lucky, nimble, and quick, but a little skittish. A co-workers of hers, Griffin Malek, was one of the recently abducted people, so she was very keen to solve this mystery and return him home. Rabbity is a hydrokineticist played by my six-year old daughter, using the rabbitfolk race. Rabbitfolk are a Pathfinder Compatible race created by my daughter (with some help) which will one day be published in the upcoming Realms of Atrothia: Primary Expansion by Sunburst Games. Rabbity recently ‘befriended’ (she thinks) a vicious howler named Prickles. What could go wrong?!

The final member of our party is Aeris Caldyra, a local locksmith who was cajoled by her roommate, Rabbity, to join the band as a percussionist and set designer. With few friends to call her own, Aeris relented to the rabbitfolk’s request and is the least talented member of the band. The last worshipper of Alseta in Cauldron, with more than a few secrets and regrets, Aeris is a suli bloodrager with a chip on her shoulder. Always one to lend a hand, like her Grandfather Marzio once would have done, Aeris was determined to rescue the missing citizens of Cauldron. Aeris is my character for the Shackled City Adventure Path.


shackled city cauldron
The jungle city of Cauldron, located in the bowl of a dormant volcano.

The members of Dinorabbit and their newly liberated Cauldronites arrived in Cauldron to little fanfare. They brought the people they had freed from slavery to the Church of Abadar — the group who had hired them to find four missing orphans — and spoke with it’s current leader, Jenya Urikas. The authorities were called and the group had just enough time to ask about Terrem Karatys, one of the four children they had been tasked to save. Terrem had been free by our heroes only a few moments before a monstrous beholder had appeared and stole him away again. They admitted their failings to the Priestess, who looked confused.

“Oh? You didn’t save Terrem? Well, he is here safe and sound. He arrived on our doorstep before any others.” She counted out the coins she owed the group for saving three of the four children and handed it to them with a smile. “A pleasure doing business with you.”

My family was more than a little confused. Why would a beholder go to the trouble of stealing an orphaned kid that they had saved from slavery just to bring the kid home? And this beholder… He wasn’t the only one interested in Terrem. The Last Laugh Thieve’s Guild also wanted the boy. In fact, they had gone as far as tasking the orphanage’s janitor, Patch, with keeping an eye on him. Strange… Our heroes tried to speak with Terrem, but the boy would say nothing.

Suddenly the town guard arrived and everyone — victims, heroes, and even some priests — were brought to the Garrison for questioning. The PCs were interviewed over and over by the authorities. The guards looked for holes in their story. Incongruities that might show they had something to do with the kidnappings… They were lectured on the legality and dangers of vigilanteism. Informed that the entirety of Jzadirune and the Malachite Fortress were off limits — it was an active crime scene, after all. The poor musicians were so busy they barely had a moment to stop and breathe. After a few days they received one last warning from Terseon Skellerang, Captain of Cauldron’s city watch, and were sent on their way.

On the way out they ran into Krylscar Endercott, a town guard who was among those that had been abducted from his home by dark folk and then saved by Dinorabbit. Although he was badly wounded when they found him, he grinned at the sight of them and asked for a blade. The stubborn fool was a big help in getting everyone home safe. They chatted with him a bit, and bid him farewell.

cauldron.jpg

Upon re-entering the city for the first time in days they were shocked to discover that although their deeds were well known, their identities were not. A heinous crime! While Aeris returned to work at her locksmith shop, the rest of the band spent some time spreading word of their triumphs and of an upcoming performance — which they had yet to schedule. The next few days were marked with frivolities — writing, practising, performing, rumourmongering, and so on. Falco took these responsibilities very seriously, intent on milking their newfound fame for all it was worth.

Rabbity discovered that Griffin, the friend she had worked so hard to save, was out of a job. He had been replaced as bartender and was now stuck waiting tables. Also, Rabbity had been fired. She hadn’t been into work in nearly a week and left no word as to why, so that wasn’t too much of a surprise. Still, my daughter was a little insulted. She also worried about her pet howler, Prickles, who was currently locked inside the Malachite Fortress, hopefully not killing (or being killed by) the investigating city guards. Deciding they needed to sneak into Jzadirune and save him before he got into trouble, Rabbity concocted a plan. She looked into the people who they hadn’t saved and picked out one whose home was close to Jzadirune — 52 Ash Avenue, the home of skinner Rikaldo Veskar. Rikaldo had a tiny, blood-stained, stinky home that had been abandoned 37 nights. Knowing that he had been sold to unknown buyers in the Darklands and wouldn’t be returning, my daughter set out to purchase the building from the city. She sought guidance from her friend Ruphus Laro at the Church of Abadar and determined the steps to take to buy the building. It cost more than she had, but she managed to convince the group it was important. They pooled their money and bought the house. Then Rabbity asked Falco to start using his stone shape spells to tunnel out a passage from their new junky home to Jzadirune. With some luck and planning they’d be able to get to Prickles before he killed anyone. Hopefully….

Mick was equally busy. He spent a lot of time trying to figure out how he could legally get his hands on Jzadirune. Deciding he needed help he sought professional guidance from the Church of Abadar, just as Rabbity had. With their legal advice he put together a plan to legally acquire the underground complex. And so he set out to track down the original ownership paperwork, and the living descendants of Jzadirune’s founders. There weren’t many of them. Only six. So Mick set out to barter with them over ownership, in the hopes they would turn it over to him. Hopefully, when all is said and done, he could legally claim the property from the city.

Aeris spent her time working, patrolling the town, and looking for a sign that matched the mysterious Kingfisher symbol they had discovered on a letter written to the slaver Kazmojen. She discovered nothing.

There was plenty the group did together, as well. They visited the orphanage, Church of Abadar, and all the other people they had saved, double checking they were safe, healthy, and reintegrating back into society. Patch was fine and back at work. Apparently he had managed to keep his affiliations with the Last Laugh Thieve’s Guild a secret. The orphans were a little traumatized — all except for Terrem who seemed unconcerned over the entire ordeal.

Krylscar had returned home to find his parents hadn’t even been looking for him. Turns out they thought he had robbed them and fled the city — the jerks! He was trying to find himself a new place to live, but not having any luck. At work everyone treats him like a weirdo and he’s angry that they never saved him. In fact, he was generally an angry guy. Still, he had friends. He remained close with his pal Griffin, and often showed up to hang out with the members of Dinorabbit. They knew he wasn’t some shifty loser. They knew he was a good guy. (My family really grew to like this guy! Haha).

Jasper and Jeneer had gone back to work like nothing had happened. Jasper teaches math at Bluecrater Academy, and Jeneer is a jeweller’s apprentice. The group saw Maple, a suspected member of the Alleybashers gang, on the streets from time to time, but she never stayed to chat. And Coryston Pike, the retired adventurer, made it home, but hadn’t been seen around town since.

But, not everyone had recovered. Sondor (the dwarven cartwright), Deven Myrlzal (a teenage human lamplighter), and Irruth Mercadi (a chandler), were all traumatized by their experiences. They wouldn’t talk. They just sat still, scared, and sad. Currently they were at the Church of Abadar, but they would need to head home soon. As Priestess Jenya Urikas plainly pointed out, the Church of Abadar was not in the business of charity.

When the group discovered that Keygan Ghelve had been arrested they went to visit him. My kids were a little upset about his fate. Did he really deserve to be arrested? Out of fear he had helped the kidnappers and slavers, but he had also fought alongside our heroes to free them again. Of course, he had done that only because the group had forced him to… In time they realized that Keygan’s fate was out of their hands. Instead they offered to take care of his rat familiar, Starbrow, and his home. It took some bargaining and a signed contract, but Keygan agreed to transfer ownership of his home and locksmith shop to the members of Dinorabbit on the condition they took care of Starbrow, they did not sell any of his paintings or his grandfather clock, and they didn’t bring their meddlesome pets into his home. When he was released from prison, ownership of his home and shop would revert to Keygan. Keygan was grateful, and they began to feel a little better about this whole ordeal.

In time they discovered a vandalism problem in Cauldron. Someone had been painting words on buildings in goblin. Things like “Murrd wrote this!” “Snurk smells like dung!” and “Drakthar has bat ears!” Luckily, Mick could speak goblin and was pretty sure the culprits were a gang of goblins. Which was absurd! Everyone knew no goblins lived in Cauldron! Determined to prove he wasn’t crazy, the group stayed up late a few nights, attempting to catch the vandals red-handed. Although they came close, the only thing they managed to earn was a scolding from the guards for suspicious behaviour. Whoops!

One day the group received a summons from the Mayor’s Office. They hurried over and were told that the mayor — Lord Mayor Severen Navalant — wanted to host a ceremony in honour of their deeds. Although it was clear he was hoping to use their newfound celebrity status to bolster the public’s opinion of him, the band didn’t mind. They wanted to do the same to him, after all. Together they made some plans and the party was scheduled, with Dinorabbit making a headlining performance. The Mayor also asked about their experiences under Cauldron and their opinions on what should be done about Jzadirune, the Malachite Fortress, and the passages to the Darklands. Mick took this opportunity to share his plans to acquire full ownership of Jzadirune while Rabbity petitioned for her ‘beloved’ new pet Prickles to be returned to her at once! The Mayor smiled and assured them he would take it under advisement. The group was skeptical he would, but had little choice but to accept him at his word.

The days leading up to the festival were hectic, with even Aeris practising as much as she could. They put on a lot of other performances, both big and small. My family was happiest to earn themselves a performance at both the Cusp of Sunrise (a fancy social club that was for the nobility) and the Coy Nixie (a fancy restaurant where they first began their adventure). Before they knew it the party was upon them. Much to their surprise the mayor named them ‘Champions of Cauldron’ — a position which he later assured them had no real responsibilities to go with it — rewarded them the deed to Jzadirune, and gave them a new task: putting an end to the goblin vandals that have been irritating the town! Both shocked and pleased at this turn of events, the gang agreed. Not that they were given a choice…. Haha. After the ceremony the party began, and my family had a blast describing their performances and songs. The night ended with fireworks, and a few angry scowls from Captain Skellerang.

The next day would see them busy again. Plans had to be made for Jzadirune and Prickles had to be liberated. The Lord Mayor’s secretary informed them that the Malachite Fortress would be turned into a guard post for the Town Guard so that the entrance to the Darklands could be properly protected. This, of course, meant that they would need to have engineers remodel the entrances to both Jzadirune and the Malachite Fortress a bit. Both the members of Dinorabbit and the Town Guard had to be able to access different parts of the complex without traipsing through the others space. I handed my kids a map of Jzadirune and asked them for their ideas. They also got to make plans for the engineers to fix up some of Jzadirunes broken walls and tunnels while they were at it — courtesy of a small grant provided to them by the Mayor’s Office. A surprise my kids found very exciting! Even more exciting? The group got to visit Jzadirune and Rabbity retrieved Prickles. Happily he did not try to devour her. Yet.

By the time Dinorabbit left Jzadirune and began to walk home they were greeted by rain. More than that. It was a downpour. Fall had come to Cauldron, which meant the rains would continue for a few weeks more, at least. It was misty out. Cool and dark. There was a chilling howl on the wind — like that of a wolf. On the side of Aeris’ locksmith shop was more goblin graffiti.

“Who builds town in volcano? Stupid humans!”

The gang sighed.

Tomorrow they would need to put aside their ambitions and get to work. The had a gang of vandals to catch.


Behind the Screen

The Shackled City Adventure Path is a difficult to get your hands on adventure path published in eleven separate Dungeon Magazines, or available in hardcover from Amazon here or from Paizo Publishing’s website here. The first adventure, Life’s Bazaar is available in Dungeon Magazine #97 from Paizo Publishing’s website here. A copy of the premade player handouts is available from Paizo here.

Despite being a 3.5 Dungeons and Dragons Adventure Path, we’re running this campaign with Pathfinder (both the campaign setting and the ruleset). Our characters utilize content from many sources, some of which are listed below.

The shaman and the bloodrager classes, as well as the bloodrager archetype spelleater, can all be found in the Advanced Class Guide. The urban bloodrager archetype can be found in Heroes of the Streets. The Kineticist class can be found in Occult Adventures. The monk and bard are base classes found in the Pathfinder Roleplaying Game: Core Rulebook (or in a convenient travel-sized edition: Core Rulebook (Pocket Edition)  while the prankster archetype for bards can be found in the Advanced Race Guide.

Review: Tyrant’s Grasp: The Dead Roads!

Today we’re taking an in depth look at the first 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!

The Tyrant’s Grasp Adventure Path begins with Pathfinder Adventure Path: The Dead Roads (Tyrant’s Grasp 1 of 6). Written by Ron Lundeen, The Dead Roads is an adventure intended for first level characters, which should bring PCs up to level five by its conclusion. This adventure begins when the PCs awaken already defeated in the Boneyard, a land where the dead go to be judged. There’s just one problem… They’re not quite dead. Trapped inside a tomb that doesn’t belong to them, they’ll need to escape, figure out what happened to them, and find a way to return home. But, how could one possibly escape the land of the dead?

Let me start by saying that The Dead Roads — and 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. Often you’ll 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. It’s definitely a horror campaign — though not your typical horror. It’s suspenseful survival horror, with a good deal of body horror in the first book, as well.  The Dead Roads contains imagery that is inappropriate for children and some adult gamers will even consider an image or two disturbing. It’s definitely not a campaign I could play with my family.

That said, I loved The Dead Roads. Absolutely, positively, adored it.

The Dead Roads Cover

For starters, it looks great. From cover to cover it’s a wonderful, high quality book filled with nice maps, and beautiful, dark artwork. The cover depicts Mictena (a catrina psychopomp the PCs are destined to interact with) in the foreground. Behind her is an image of Seelah (the Iconic paladin) and Yoon (the iconic kineticist) battling ostovites. Both images are by Igor Grechanyi. There’s a lovely map of The Gravelands (Lastwall and parts of Ustalav) on the inside cover. There’s a ton of artwork throughout the book — of enemies, allies, and characters who could become either. I particularly enjoyed the art for Prince Uspid and Mictena. Colulus was the most disconcerting image in the book. If any image is going to bug a squeamish player it’ll be that one. There’s a few characters that I wish had art but don’t (which is expected! Art’s not cheap and there’s only so much space!). Ayuki, in particular, would have been nice to see, as well as the jitterbone creature 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, executed, and each has a unique feel to it. I particularly enjoyed ‘Roslar’s Tomb’ and ‘Deathbower.’ I wish that the maps of the various Dead Roads locations were given a bit more space, though. Squishing three multi-floor maps for three different locations onto one page is good for page count, but makes some of the maps difficult to read. Part of the eastern end of the ‘Palace of Teeth’ is nearly lost in the creases of the binding, while the entrance to ‘Salishara’s Scriptorium’ is hidden in the creases. If both of those maps were a few grid squares further to the left that would have been less of a problem. Finally, flipping back and forth  between the map page and the various locations depicted in it (which is spread out over 28 pages) is a bit irritating. Have a bookmark or post-it note handy and try not to tear your pages. Much to my surprise there was also two player handouts which represent puzzles the group comes across. I’m really glad they’re depicted instead of just described. They’re necessary and a really nice touch.

Maps in the Crease
Part of the maps lost in the creases.

The Dead Roads starts with a bang (HA!) and doesn’t let up. The entire opening has the feel of an ominous, suspenseful mystery. Your PCs don’t know where they are, how they got there, or what’s going on. Their locations hide clues to both their situation and the history of wider events, which the PCs may or may not be able to uncover. In time they will discover the answers to some of their questions, just as they realize it’s tied to an even bigger mystery.

There’s a lot of wonderful social encounters and NPCs in this adventure. Number Three, Barple Stonebreaker, Prince Uspid, Queen Carnassial, Kishokish and his portrait, Ayuki, Salighara, Berthold, the wyrwoods, Mrs. Pedipalp, Aydie, Reedreaper, Mictena — there’s just so many great interactions in this adventure! Among them, three particularly stand out amongst the crowd: interacting with the townsfolk of Roslar’s Coffer is poignant and amazing; speaking with Barzahk the Passage; and — my personal favourite characters — Umble and Thoot! This pair of friendly psychopomps are the best!

Many of the creatures and NPCs you come across don’t look friendly — which doesn’t mean they aren’t friendly. Of course, it doesn’t mean they are friendly, either. Which I love! Appearances have no bearing on what a creature acts like and I appreciate that this adventure used that so effectively. It’s bound to throw players for a bit of a loop and make them feel… off-kilter. Which is great!

There’s a lot of challenging encounters in this adventure and plenty of unique monsters to face off against. I particularly enjoyed that so many can end in ways other than violence. But, don’t let that last sentence lull you into a false sense of security! There’s a lot of combat encounters in this book that cannot be avoided.

And the ending! Oh, the ending! I love it! I cannot wait to get my hands on the next book in this Adventure Path! I have a feeling Eulogy for Roslar’s Coffer is going to be just as good.


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 where we’ll talk about the extra content in this book!


SPOILERS

The Dead Roads adventure is split into four major parts: Awake in Roslar’s Tomb, Among the Dead, Walking the Dead Roads, and Deathbower. One of these parts Walking the Dead Roads is particularly dense and is made up of three major locations: The Palace of Teeth, Nine-Eaves, and Salighara’s Scriptorium. All told The Dead Roads adventure is 52 pages in length with six pages afterwards dedicated to three NPCs: Mictena, Mrs. Pedipalp, and Reedreaper. All three of these are enemies the PCs will come across, but only one of them has to stay that way. The PCs have a chance to convince the other two to step aside without violence (although it’s extremely hard to accomplish for one of those two!).

Through this adventure the PCs will get to interact with psychopomps, a type of outsider native to the Boneyard who work to ensure that the processing of souls is done accurately and efficiently. Typically functioning as guides for the souls of the deceased, the psychopomps are confused over what to do about the mysterious PCs. Some will help them along their way (especially the delightful Umble and Thoot!) , and others with hinder them — particularly Mictena, a catrina psychopomp obsessed with putting the PCs spirits properly to rest. Through a good thorough death, of course! Psychopomps aren’t the only enemies and NPCs the players will interact with. The Boneyard is a huge realm, and there’s plenty of creatures living/stranded/invading there. Other major groups of enemies include fey, vermin, sakhil, and nightmarish beings from the Dimension of Dreams.

Fittingly, The Dead Roads begins with death. Lots of it. The entire town of Roslar’s Coffer has been destroyed in one terrifying instant. Including the PCs. I’ll leave the details out of this article, but suffice to say this will have a lasting effect on your players and their characters. Any family, friends, and companions — pets included — that lived in Roslar’s Coffer are dead. Although it might be tempting to warn some players about this in advance, that also will ruin some of the surprise and likely result in players purposely making no personal connections to the town of Roslar’s Coffer — which would be a mistake in my opinion. Every GM will need to judge their players accordingly, and perhaps provide them with some hints and warnings while they build their characters and backstories. In my opinion this event is handled incredibly well throughout this adventure, and I highly recommend allowing players to make a character with personal connections to Roslar’s Coffer. It adds so much to the story. However, it is important to inform PCs that if they have animal companions, mounts, or they are a wizard with a familiar, they will not have access to their pet at the start of the campaign. Player’s who have read the Tyrant’s Grasp Player’s Guide will already be aware of this, although they won’t (accurately) know why.

Happily, the player’s experience doesn’t begin with the death of Roslar’s Coffer. Instead, Part One: Awake in Roslar’s Tomb begins with the PCs waking up in a stone coffin. Literally entombed they need to push their way out of the stone box and into a cold, dark, mausoleum. It’s a great opening. Players and characters alike are bound to be curious what has happened and where they are. Players begin with any gear they had that could reasonably fit in a coffin with them. Any familiars who share a soul with your PCs (a shaman or witch familiar) will be in a coffin of their own, while all other companions are not present (as they are dead). Eidolons and phantoms can be summoned back normally, although all other familiars and companions will need to be replaced at a later time.

Soon, the PCs will discover they’re in someone else’s tomb — Ervin Roslar, Knight of Ozem and hero of the Shining Crusade. The same man that Roslar’s Coffer is named after, in fact. Interesting! As they navigate the tomb they’ll find strange creatures, animated bones (sort of…), a trapped spirit, and a tribe of mites. They’ll also discover that Ervin Roslar may have had a few secrets of his own, although it’s unlikely they’ll unravel his history completely. This section of the adventure is a suspenseful series of explorations, mysteries, tantalizing clues, and challenging combats. It’s going to be a ton of fun to both run and play.

Part Two: Among the Dead begins when the PCs exit Roslar’s Tomb to find themselves face to face with a pair of spooky looking (and absolutely delightful) psychopomps: Umble and Thoot! Seriously, they’re awesome. This quirky pair give the PCs some answers to their most pressing questions and explains that not only are the PCs dead and not dead at the same time — weird! — the rest of Roslar’s Coffer is well and truly dead. They ask the PCs to lend them a hand in convincing the spirits of the dead of Roslar’s Coffer that they are, in fact, dead. These poor fellows need a hand moving everyone on to the afterlife in a calm and orderly fashion! The PCs get to travel to a phantom version of Roslar’s Coffer where they interact with all the people in town — now dead. This is an amazing section of the adventure. Short and poignant, the GM has a chance to show the PCs what has happened to all their family and friends. They’ll need to convince loved ones to move on, and will have a chance to say goodbye. If they have any pets they’ll find them here as well. The adventure itself provides rules for interacting with these spirits, how to convince them to move on, and some tactics that will let them do it in a timely fashion — namely convincing the town leaders of their death. Some PCs will want to stay behind and die along with their family, others won’t have personal connections to the townsfolk, and others still will want to ‘save’ some of these spirits and attempt to return them back to life. There’s plenty of guidance in this book for handling PCs of every kind. After accepting their death the people of Roslar’s Coffer — even familial loved ones — want answers for what happened to them. The PCs are uniquely positioned to uncover this. And, of course, any spirits who can’t be convinced to move on (including those your PCs may want to bring back) will deteriorate in time until they become undead ghosts and other malevolent entities. Umble and Thoot can explain this to the group and ensure no PCs attempt anything so foolhardy. Also in this section the PCs are first introduced to the antagonist of this adventure, Mictena. Overall, this section of the book is among my very favourites. It’s exceptionally well handled and sure to be an emotional experience for players and characters alike. It’s a truly unique roleplaying opportunity. I’m not an overly emotional person, but I’m quite certain that if I was playing this with any character who had even a modest amount of family or friends in Roslar’s Coffer, under an even remotely talented GM, I would cry — in a good way! It has the potential to really tug at the heartstrings.

Part Three: Walking the Dead Roads begins after the PCs have helped the people of Roslar’s Coffer accept their death. Umble and Thoot, who are grateful and believe that since the PCs are only slightly dead they’re not truly dead at all, offer the PCs a way out of the Boneyard. The Dead Roads. They explain that this secret path is only ever trod by psychopomps and gatekeepers, the beings who watch over what amounts to traveller’s checkpoints along the road. Capable of leading anywhere, the PCs can use the Dead Roads to get home to Roslar’s Coffer (so they can figure out what’s happened) by taking a certain path. They’ll need to stop at the three checkpoints along the way and get stamped by that location’s master. Convincing them to grant the stamp should be the hardest part of the journey. Unbeknownst to Umble and Thoot, politics and turmoil have overtaken the three waystations, making each location more dangerous than expected. These locations may be visited in any order, although they are presented in order of difficulty (which is also how I recommend playing them).

The Palace of Teeth is a small castle ruled over Queen Carnassial and her court of tooth fairies. Not long ago her son, Prince Uspid, led a coup against her, and the two factions have been locked in a stalemate ever since. Although Queen Carnassial is the only one with the authority to stamp the PCs (at least until her death) it’s Prince Uspid the PCs are destined to meet first. They’ll need to navigate, bargain, and battle their way through bickering fey factions. They might even get to keep all their teeth…. This location is simultaneously goofy in a crazed sort of way and disconcerting. Although the Palace of Teeth was once a beautiful castle it’s undergone a rather morbid makeover since the fey moved in. The place is creepy and it’s denizens literally want to yank your teeth out. That can make bargaining… weird. Haha. I love the art for both the tooth fairy monarchs (particularly Prince Uspid!) and the stained glass angel. But, in my opinion, the creepiest encounter involves a pair of soulbound dolls in the midst of acting out a rather bloody play about dentistry. They attempt to make the PCs their next patients, using deep slumber and some particularly creepy statements. It’s awesome! Haha. The Palace of Teeth is my favourite location on in part three.

Nine-Eaves is a three storey manor owned by an old shoki psychopomp with a fondness for games and puzzles. Unfortunately, Kishokish’s manor has been invaded by sahkil and he’s now a prisoner in his own home. They PCs will need to free him if they want to get his stamp. Luckily they’re not without allies. An animated portrait created to pose riddles to visitors can lend the PCs a hand — if they can solve his puzzles! There are three puzzles total, and each one solved can earn the PCs information and advice. They’ll need to traverse the house as they seek answers, battling vermin, sahkil, and an unfettered phantom named Ayuki. I really enjoyed the puzzle aspects of this location.

Salighara’s Scriptorium was created by Salighara, a reclusive viduus psychopomp who is studying the Dimension of Dreams and oversees a crew of wyrwood scribes. Mictena attempted to convince Salighara to kill the PCs on her behalf, but was rebuffed. Mictena then offered the same deal to Salighara’s assistant, a plump woman named Mrs. Pedipalp (actually an aranea from a nightmarish section of the Dimension of Dreams). Happy to take the powerful psychopomp up on her offer, Mrs. Pedipalp has ousted Salighara from her own scriptorium and remade the building in her own image. Now a dark place of nightmares and horror, the PCs will need to set things right. This is definitely the most horror-themed location in The Dead Roads, with traps, haunts, and horrifying enemies. Colulus, a flayed ettercap and long-time minion of Mrs. Pedipalp is by far the most horrifying. But, even the Scriptorium is not without potential allies. PCs get to meet Salighara, some upset wyrwoods, and a ratling named Berthold. Mrs. Pedipalp herself is a great opponent — a capable liar, powerful spellcaster, and nightmarish foe all wrapped up in a kindly looking package. I particularly like her tactics. That said, it’s likely Colulus who will give parties the most trouble.

After receiving their stamps the PCs can finally traverse the rest of the Dead Roads and return to the land of the living — not! Mictena refuses to let them go! She magically relocated her domain, Deathbower, right onto the Dead Roads so that she and her dangerous shabti gardeners can kill your PCs properly. Which brings us to the final section of the Dead Roads adventure, Part Four: Deathbower. I love this location and its map. I love the inhabitants — gardeners, friends, and foes. And I love Mictena herself. Despite being an enemy of your PCs she’s not a bad being. She’s a psychopomp just doing what she thinks is right. Which is cool! Although some of the hazards and enemies in this glorious garden must be confronted head on, some characters can be swayed and may even join you for a while. Reedreaper is a particularly interesting character, although it’s unlikely he sticks around long enough to play much of a role. Even Mictena can be talked down — theoretically. The chances your PCs will be able to roll high enough are incredibly slim, but it could happen. Which I really like.

After leaving Deathbower behind the PCs find themselves back on the Dead Roads and greeted by an incredibly powerful psychopomp, Barzahk the Passage, a demigod and master of the Dead Roads. This enigmatic figure whisks the PCs off to their home in a matter of moments, giving them a bit of time to ask him any questions they might have. I thought this was a great moment and a wonderful way to end the adventure.

SPOILERS OVER


In addition to The Dead Roads adventure, this volume contains two articles intended for both GMs and players, one article solely for the GM, a campaign outline, and a bestiary containing five new creatures.

Tools of the BoneyardThe first article, Tools of the Boneyard, is written by Matt Morris. In it you’ll find new gear and character options aimed at dealing with the dead. There is one alchemical remedy, one alchemical tool, and two alchemical weapons — bone burn is my favourite, so be sure to check it out! There are two new special materials useful for crafting — cryptstone can be used for ammunition and weapons, while spiresteel can be used for ammunition, weapons, and armour. Finally, there are five new magic items: crypt rod, grim helm, harbinger’s scythe, Lady’s Mercy, and Momument’s Truth. Although I enjoyed a lot of the items, it’s the character options that I found were most exciting. Graveslinger is a gunslinger archetype that specializes in combatting incorporeal undead. Soul Shepherd is a monk archetype that calm incorporeal undead and haunts with a touch. They also gain some otherworldly resistances and interesting ways to use their ki. Reaper is a new oracle mystery which I really enjoyed. Tightly themed and flavourful it’s capable of both killing the living and destroying undead. There are also six new barbarian rage powers including the psychopomp totem powers.

shabti-1.jpg
Thrilled to see shabti get some attention!

The second player friendly article is written by Mikhail Rekun and entitled The Half-Dead. This section talks about four races that have a strong connection to death and the undead. In addition to providing details and character options for dhampir, duskwalkers, and shabti, it also talks about the new subtype of creatures, mortics. Dhampir appear alongside two magical items, duswalkers have access to five new feats, and shabti have access to five new feats. I was particularly excited to see shabti included.

The next article, To Exceed Their Grasp, is written by Crystal Frasier and intended for GMs only. This article discusses some of the important concepts, characters, and events of the Tyrant’s Grasp Adventure Path and the role they play in the overarching story. It also contains a timeline. This is incredibly useful for GMs an will likely be referenced throughout the entire Adventure Path.

Tyrant's Grasp -Shining Crusade - Death of Arazni
The Death of Arazni (Herald of Aroden) during the Shining Crusade. Art courtesy of Paizo Inc.

The Bestiary is up next! It contains a random encounter chart, two interesting social encounters, and five new creatures written by Ron Lundeen, Kyle T. Raes, and Mike Welham. All of the monsters in this book have ties to death and the Boneyard and two of them are featured in The Dead Roads adventure. Bonewrought Willow is an ominous looking intelligent plant capable of growing in Boneyard. Attracted to light and more benevolent than it appears this is a great CR 3 creature I can’t wait to confront my players with. Kaicherak are nasty little fanged worm beasts with ties to Achaekek and a fondness for messily gorging themselves on blood. At CR 4 they are among the most powerful new creatures in the bestiary. Mortics are living beings with strong connections to negative energy which makes them sort of like living undead. There are two mortic stat blocks included in the bestiary — the ghoulish elf-like angheuvore (CR 2) and the incredibly flexible halfling-like jitterbone (CR 4). As previously mentioned, more information on mortics is also included in The Half-Dead article. The final creature is the tooth fairy monarch, a CR 3 version of the lowly tooth fairy.

The last article is a campaign outline, written by Crystal Frasier and Ron Lundeen, that briefly details the events of the upcoming volumes of the Tyrant’s Grasp Adventure Path.  Not the sort of thing you want your players peeking at! The campaign outline is incredibly useful for GMs.

Which brings us to the end of  Pathfinder Adventure Path: The Dead Roads (Tyrant’s Grasp 1 of 6). Want more? So do I! Tyrant’s Grasp continues with Eulogy for Roslar’s Coffer (Tyrant’s Grasp 2 of 6) by Jason Keeley, 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 the upcoming Tyrant’s Grasp volumes here.

Thanks for joining us today!

Jessica


EDIT: Check out the Tyrant’s Grasp trailer!