Oblivion Oath Premiere Tomorrow!

Last month Paizo announced a the launch of a liveplay campaign that will feature the new Pathfinder Second Edition ruleset! Launching on April 4th and featuring Paizo staff members, this liveplay will be our first glimpse at the newly updated Pathfinder Second Edition rules.

GMed by Paizo’s Director of Game Design, Jason Bulmahn, the liveplay is called Oblivion Oath and will air live on Paizo’s twitch stream every Thursday at Noon Pacific for one hour. Episodes will go up on Paizo’s Youtube Channel a few days later. Each week since the announcement the players have sat down with Dan Tharp, producer of the show, to describe their characters and answer questions. The final character reveal happened  last week and tomorrow marks the premiere of the Oblivion Oath campaign! Oblivion Oath will continue for an indetermined length of time.

Jason Bulmahn will be joined by four lucky Paizo Staffers, Gabe Waluconis (Paizo’s Project Manager) will be playing an Iruxi (lizardfolk) rogue named Zel. Katina Davis (from Paizo’s Customer Service Team) will be playing Zel’s best friend Mykah, a gnome wizard. Sara Marie (Customer Service and Community Manager) will be playing Carina Whisperbane, a runaway dwarf Redeemer Champion of Pharasma (Champion is the new term for Paladin, which can be of any good alignment. Paladins are LG Champions, Redeemers are NG Champions, and Liberators are CG Champions). And finally, Owen K.C. Stephens (Starfinder Design Lead) will be playing Qundle, a Celestial blooded goblin sorcerer capable of using divine magic and possessing a deep love of pickles. Unlike the previous Doomsday Dawn livestream, Oblivion Oath is meant to be a character driven liveplay that features the same players and characters week after week. Although it is sure to feature spoilers about the upcoming Second Edition rules, it’s not intended to teach viewers how to play Second Edition. It’s about story, and the characters helping to drive it.

Oblivian Oath
The characters of Oblivion Oath! From the left: Zel, Mykah, Carina Whisperbane, and Qundle. Illustrated by PxelSlayer. Art courtesy of Paizo Inc. 

Oblivion Oath takes place in Golarion in the year 4719, which makes it concurrent with the events of the final Pathfinder First Edition Adventure Path: Tyrant’s Grasp. Oblivion’s Oath is said to feature a glimpse at that AP, but not spoilers. Instead, it will be it’s own story.

“Four unlikely heroes set sail from the port of Vellumis aboard the Sleepy Sea Cat, a slow-moving barge sailing the waters of Lake Encarthan,” Jason Bulmahn revealed on Paizo’s blog. “Packed with travelers and cargo, Captain Heliana Ironeye assures everyone of a smooth journey north to Ustalav before turning south and making for the elven port of Greengold, but tensions aboard remain high. Terrifying rumors out of the west, combined with fires throughout the city have set folk on edge, and the barge contains more than a few eager to put Lastwall behind them. In the case of our heroes, that could not be more true…”

For more information on Oblivion Oath cast and characters check out Paizo’s Twitch Stream or Youtube Channel! A list of the current episodes it at the bottom of this post. Be sure to tune it to Paizo’s Twitch Stream weekly on Thursdays at Noon Pacific to watch Oblivion Oath live! The premiere is tomorrow!

We’ll see you there!

Jessica


Current Oblivion Oath Episodes:

Be sure to check out the premiere episode tomorrow on Twitch!

April New Releases

Spring is in the air, April is here, and plethora of new gaming products are hitting shelves! Check out this month’s new d20 releases!


Dungeons and Dragons

Last month was full of exciting product announcements for Dungeons and Dragons, but only one major product was released, D&D Icons of The Realms: Waterdeep: Dungeon of The Mad Mage miniatures! Produced by WizKids these pre-painted minis come in blind boosters, each of which contains four figures — one large or huge figure and three medium or small figures. In addition to a single booster box you can pick up a standard booster brick, which consists of eight booster boxes. Also released was a special collection of minis and set dressing, D&D Icons of The Realms: Waterdeep: Dungeon of The Mad Mage: Halasters Lab .

There are no major product releases for Dungeons and Dragons this month (as far as I know).


Pathfinder

Highlights from last months Pathfinder releases include the Return of the Runelords Pawn CollectionPathfinder Player Companion: Heroes of Golarion, and Pathfinder Adventure Path 140: Eulogy for Roslar’s Coffer (Tyrant’s Grasp 2 of 6).

.

April will see the release of two Pathfinder books. Pathfinder Adventure Path 141: Last Watch by Larry Wilhelm continues the ongoing Tyrant’s Grasp Adventure Path. Pathfinder Campaign Setting: Concordance of Rivals takes an in depth look at monitors — neutral outsiders — including aeons, proteons, and psychopomps. In addition to details on a variety of monitor demigods, this book also contains occult rituals, details on monitor sects, a prestige class, and a bestiary.

Map releases for April include Pathfinder Flip-mat Classics: Deep Forest and Pathfinder Flip-Tiles: Dungeon Vaults Expansion, which is compatible with Pathfinder Flip-Tiles: Dungeon Starter Set.

Organized Play releases include Pathfinder Society Scenario #10-18: The Daughters’ Due and Pathfinder Society Scenario #10-19: Corpses in Kalsgard. The Daughters’ Due is a Tier 5-9 scenario written by Thurston Hillman that involves the infamous Blakros family, their enemies in the Onyx Alliance, and Shadow Absalom! Corpses of Kalsgard is a Tier 5-9 scenario written by Alex Riggs that takes place in the Land of the Linnorm Kings and involves a sudden outbreak of gnomes dying from the Bleaching.

The most exciting Pathfinder release of April is 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.

There have been a lot of wonderful renderings of this product’s miniatures released over the past month or so. Far too many to share here. Be on the lookout for further details on Pathfinder Battles: Ruins of Lastwall in a future blog post!

NOTE: According to WizKids, Pathfinder Battles: Ruins of Lastwall will be available in MAY, not April. The release date seems to have been pushed back a month.


Starfinder

Highlights from last months Starfinder releases include Starfinder Adventure Path 14: Soldiers of Brass (Dawn of Flame 2 of 6) and the Starfinder Critical Fumble Deck!

This months releases include Starfinder Adventure Path 15: Sun Divers (Dawn of Flame 3 of 6), the Signal of Screams Pawn Collection, and the highly anticipated Starfinder Beginner Box!!! (Yes, it deserves all those exclamation points). Organized Play releases are Starfinder Society Scenario #1-36: Enter the Ashen Asteroid (a Tier 1-4 scenario written by Larry Wilhelm that tasks the PCs with investigating a Duergar complex discovered on an asteroid by dwarven space-miners), and Starfinder Society Scenario #1-37: Siege of Civility (a Tier 5-8 scenario written by Kalervo Oikarinen that sends the PCs on a trip to visit the Gideron Authority Republic previously featured in Starfinder Society Scenario #1-24: Siege of Enlightenment).


Enjoy!

Jessica

Pathfinder Society Scenarios: What the Helms Hide and On Sevenfingers Sails

Today we’re going to take a look at the most recent Pathfinder Society Scenarios that are available for purchase, and let you know we thought. Although you’ll find references to events in each that I liked or disliked, and comments about specific characters, these scenarios are not explored in detail. It’s not my intention to spoil the events in these scenarios, or give summaries and full reviews, but to share my opinions and provide recommendations. That said, if you want to avoid even minor spoilers then I recommend clicking on a different article. Whether you intend to use them in home games of the Pathfinder Roleplaying Game, sanctioned scenarios for use with the Pathfinder Society Organized Play, or just want to read a nifty new adventure, we’ve got you covered! So let’s get started!

PFS #10-16 - What the Helms Hide
Pathfinder Society Scenario #10-16: What the Helm’s Hide.

Pathfinder Society Scenario #10-16: What the Helm’s Hide is a Tier 1-5 repayable scenario that consists of four short one-hour long quests. “Collection,” “Autumn,” “Dust,” and “Witness.” “Collection” should always be played first, “Autumn” and “Dust” may be played in any order, and “Witness” is the thrilling finale. Each quest is penned by a different author, including Calder CaDavid, Lysle Kapp, Kendra Leigh Speedling, and Nate Wright. While Speedling and Wright have written for Paizo before, this will be the first Paizo writing credit going to CaDavid and Kapp. Each quest also comes with its own player handout, which is always nice. Also, this scenario has a lot of great artwork in it!

What the Helms Hide delves into the history of the mysterious masked leaders of the Pathfinder Society, The Decemvirate! Three hundred years ago violence and assassinations directed at Pathfinder Society leaders caused them to don masks to hide their identities. When Master of Scrolls Kreighton Shaine discovers clues that one such assassination attempt may not have happened the way the history books have recorded he seeks the Decemvirate’s blessing and tasks a group of Pathfinders with investigating the clues, digging up the past,  and discovering the truth. This series of quests will take PCs to a variety of locations throughout Golarion’s Inner Sea Region, including Absalom, Andoran, the Five Kings Mountains, and Varisia. It features creatures from BestiaryBestiary 4, and Monster Codex (although all of the necessary stat blocks are included within the scenario). It contains content from Pathfinder Core RulebookAdvanced Player’s GuideAdvanced Race GuideOccult AdventuresUltimate Equipment, and Pathfinder Player Companion: Champions of Corruption (although all the content needed from Champions of Corruption is included in the scenario itself). It utilizes the Pathfinder Flip-Mat: MuseumPathfinder Flip-Mat: Cavernous LairPathfinder Flip-Mat: Arcane Library, and Pathfinder Flip-Tiles: Forest Starter Set. This mission contributes to this years Season of the Ten metaplot and builds on events from the always popular evergreen scenario #6-10: The Wounded Wisp (and, to a lesser extent, #8-04: Wardens of Sulfur Gulch and #9-11: The Jarlsblood Witch Saga).

The first quest, “Collection,” is written by Lysle Kapp and takes place in Korvosa’s Jeggare Museum. Here PCs will need to inspect relics discovered by the famous Pathfinder Helven Leroung and uncover clues about her history and character. You also get to delve into Helven’s relationship with the famous Montlarion Jeggare, for whom the museum (and much more!) is named. His descendant, Mercival Jeggare is curator of the museum and willing to lend you a hand. There’s a lot of information you can learn here, although groups are unlikely to get all of it, which I rather enjoyed. For more information on Korvosa you can check out Pathfinder Chronicles: Guide to Korvosa.

“Autumn” is written by Calder Cadavid and takes places in Andoran’s Arthfell Forest. PCs investigate a sliver of the history of the Pathfinder Zaul Blystone. It has amazing art for an NPC, Adelyn Rhinon, which is my favourite art in the scenario. This is a fun quest although I do have one minor complaint. I feel like one of the characters gives up a bit too easily. For more information on Andoran check out Andoran, Birthplace of Freedom.

Decemvirate - Illustration by Ernanda Souza
A member of the Decemvirate.  Illustration by Ernanda Souza. Art courtesy of Paizo Inc.

“Dust” by Nate Wright takes place in underground Dwarven ruins on the edge of Highhelm. There players get to dig a little deeper into the history of Veldrid Goldborough.  I enjoyed the NPCs in this one and adore the art for Helga Silverbrew. She’s got such a great facial expression. I like enemies in this one a lot, and the… source of information. For further details on the Five Kings Mountains check out the The Inner Sea.

The finale, “Witness,” is written by Kendra Leigh Speedling and was an absolute delight! It takes place in the Grand Lodge of Absalom and involves the PCs enacting a sort of ritual to activate a secret cache hidden by the gnome Pathfinder Eylysia. As Master of Scrolls Kreighton Shaine and two members of the Decemvirate watch on your players get to experience an important event from Eylysia’s past. I won’t say any more to prevent too many spoilers, but I will say it was awesome. I loved the final battle and the revelations it uncovered. And Eylysia’s final line! So good. For more information on the Grand Lodge check out Pathfinder Chronicles: Seekers of Secrets and Pathfinder Society Field Guide.

What the Helms Hide is a really great series of Quests. So great, in fact, that it’s my favourite series of PFS Quests. All of it’s component Quests were enjoyable, but its the finale that really ties it all together and makes it exceptional. Really well done from the whole team of writers. Each Quest has a chance for battle, a social encounter, and to uncover clues regarding their respective mini mysteries. Overall I really enjoyed this scenario. I give it four out of five stars.

PFS #10-17 - On Sevenfingers's Sails by Tom Phillips
Pathfinder Society Scenario #10-17: On Sevenfingers’s Sails

Pathfinder Society Scenario #10-17: On Sevenfingers’s Sails is a Tier 7-11 adventure written by Tom Phillips. During his time on RPG Superstar 2012 Phillips created the Gloomspires, the haunted, mist-shrouded resting place of the infamous Pirate Captain Sempet Sevenfingers. Rising out of the stormy seas of the Shackles, the Gloomspires are a place of unstable dimensional magic, dark horror, and menacing undead, with connections to the nightmare realm of Leng. The Gloomspires were further explored in Pathfinder Society Scenario #6-06: Hall of the Flesh Eaters, Pathfinder Society Scenario #7-19: Labyrinth of Hungry Ghosts, and Pathfinder Society Scenario #8-15: Hrethnar’s Throne. On Sevenfingers’s Sails marks the finale of this series of linked scenarios and finally features Captain Sevenfingers himself. For more information on the Shackles check out Pathfinder Campaign Setting: Isle of the Shackles and for more information on Leng check out Planar Adventures or Pathfinder Adventure Path 65: Into the Nightmare Rift (Shattered Star 5 of 6).

On Sevenfingers’s Sails features creatures from Pathfinder Roleplaying Game: Bestiary, and Bestiary 2Bestiary 3Bestiary 4Bestiary 5Bestiary 6, and the Monster Codex (although all of the necessary stat blocks are included within the scenario). It contains content from the Pathfinder Core RulebookAdvanced Player’s GuideOccult Adventures, and Ultimate Equipment. This scenario utilizes the Pathfinder Flip-Mat Classics: ShipPathfinder Map Pack: Perilous Paths, two custom half-page maps, and (perhaps) Pathfinder Map Pack: Armada.

Sevenfingers - Illustration by Josef Kucera
Captain Sevenfingers. Illustration by Josef Kucera. Art courtesy of Paizo Inc.

Like the three scenarios before it, On Sevenfingers’s Sails features Venture-Captain Calisro Benarry, a half-orc Pathfinder who has sent plenty of Pathfinders into the depths of the Gloomspires. It also features Benarry’s quartermaster Kakikko, and Hrethnar from Pathfinder Society Scenario #8-15: Hrethnar’s Throne. New NPCs introduced include the very disturbing Thael Shivers, Vashthrexa, Nightdrinker, and Sempet Sevenfingers himself.  PCs will need to enter the terrifying tomb, contend with Captain Sevenfingers, and plunder everything they can. Of course, there’s some complications in this mission, and PCs will have to contend with far more than expected. This scenario features an optional Hard Mode for all those players out there who relish a challenge.

The scenario is wonderfully creepy, morbid, and ominous, although  that sort of content is not for everyone. Players who have issues with body horror will want to give this scenario a pass. It’s definitely not an scenario for kids. Any characters who played the previous Gloomspires adventures are going to get a bit more satisfaction out of this scenario than their compatriots who haven’t, and will find they get a few extra bonuses along the way.  This scenario is packed full of atmospheric environments, memorable characters, and foul villains. The battles are challenging and take place in dynamic locations. I particularly enjoyed the final encounter. Really well done! Overall I think this is a really great scenario that won’t be for everyone. It’s creepy, gory, and a great high level challenge. I give it five out of five stars!

Thanks for joining us today!

Jessica

Wilderness Origins

Wilderness OriginsReady to get wild?

Today we’re taking a peek between the covers of Pathfinder Player Companion: Wilderness Origins! If you’ve been reading d20diaries since its beginning you’ll know that my family and I adore Ultimate Wilderness. My kids love the races introduced — particularly the adorable vine leshys — and my entire family enjoys the shifter class. In fact, each of us have at least two shifters. Needless to say we were excited to get our hands on Wilderness Origins. My husband was hoping for more shifter options, my kids were hoping for more vine leshy options, and I was… Well, I was just hoping someone in my family would find something inside the book that they’d make use of right away.

We were not disappointed.

Pathfinder Player Companion: Wilderness Origins 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. You’ll find archetypes, feats, traits, spells, and more! Wilderness Origins features amazing cover art by David Alvarez, which showcases the iconic shifter, Zova,  engaged in battle against an earth elemental.

Wilderness Origins - Plant Journal
The inside front over of Wilderness Origins.

The front inside cover features brief information on a few plants described in the book alongside some sketches. The entire page is presented as if they were entries in a scholar’s journal, which is a nice touch. Although no important information is contained here that can’t be found later in the book, it’s nicely showcased. Plants depicted include ambrosial lotus, cleanthistle, ghostblossom, and a ghoran seed. There’s also art of a gathlain’s wing and a leaf leshy.

After this is the table of contents, the rules index, and the introduction which contains eight new regional traits themed around different terrains. Each trait is printed alongside an example background for each terrain, that emphasize how you can embrace nature and your environment. Guerilla tactics and surefooted ascent are sure to be popular, but fruit merchant and strong stomach turned out to be my favourites. Environments covered by these traits include the desert, road, forest, jungle, mountain, swamp, tundra, and coast.

Moving on from the introduction we come to six pages of new shifter options. It features a whopping nine new shifter aspects, all of which are pretty cool. The new shifter aspects are boar, crocodile, dolphin, dragonfly, electric eel, mantis, octopus, scorpion, and spider. Electric eel is my favourite, but my son LOVES the boar aspect. He immediately made a gnomish boar shifter for Pathfinder Society Organized Play and was super excited to give it a shot. Unfortunately, we suffered a TPK that weekend and poor Sid’s career was cut short. Still, my son loved the character and made a ton of use out of the boar’s minor aspect, which gives you diehard as a bonus feat.

Wilderness Origins - Feyform Shifter
A half-orc feyform shifter from Wilderness Origins.

After the shifter aspects are three new archetypes, dragonblood shifter, feyform shifter, and swarm shifter. They’re all pretty self-explanatory, with the dragonblood shifter allowing  you to take on the aspects and forms of a variety of dragons, feyform shifter granting you some tricky defences and the ability to transform into fey beings, and swarm shifter allowing you to turn into a swarm of bugs. They’re all really cool, but dragonblood shifter turned out to be my favourite. My husband’s a big fan of the swarm shifter, though, and he’s not going to be the only one. It’s a really useful archetype which is sure to see a lot of play.

Also in the shifter chapter are thirteen new favoured class options, seven new feats (be sure to check out chimeric aspect, greater weapon shift, and raking claws), and my favourite new option for shifters: alternate natural attacks. Each shifter aspect currently released (new and old) has a list of alternate attack forms they can select in place of claw attacks. Bears have a bite attack, for example, while boars have a gore and a hoof. Any time you activate your shifter claws you can choose to take an alternate natural attack from your animal aspect options in place of one of your claw attacks. This changes the damage type and the way your natural attacks look, but otherwise functions as the shifter’s regular claw attacks. It’s a really nice option I’m happy to see available.

Up next are two pages on each of the races introduced in Ultimate Wilderness — gathlain, ghoran, and vine leshy. The new gathlain options include five alternate race traits (arboreal vitality, fey resilience, and whimsical outlook are my favourites), seven new feats (mighty boughs and strength of wood are my favourites), and one new archetype. Sworn of the Eldest is a Charisma-based inquisitor archetype that I really enjoyed. Particularly the magic of the Eldest ability, which swaps out teamwork feats for some extra spells and spells per day.

Ghoran options include four alternate race traits (check out intoxicating aroma and magical absorption), three feats (I love spell mirror), two new spells (pinecone bomb and woodland rune), and the new ninja archetype petal ninja, which lets you transform into a cloud of flower petals.

Wilderness Origins - Leshy - Nathanael James
Vine leshy verdivant. Illustration by Nathanael James. Art courtesy of Paizo Inc.

Vine Leshy options include four alternate race traits (lashvine and writhing eye are awesome!), four new feats (we like bounteous body best), and the cavalier archetype verdivant. This turned out to be both my kids’ favourite archetype — which came as no surprise since they both love vine leshys. The verdivant archetype lets you to have a plant mount, and enables you create effloresces, which are explosive plant growths that can be used a number of times per day and have some cool effects. While one might form a wall of vines to prevent attacks of opportunity, others can make you walk on air, or even give you and your allies fast healing. Effloresce replaces the cavalier’s banner and tactician abilities.

Up next in Wilderness Origins are two pages themed around flowers. It starts by introducing four new magical plants, ambrosial lotus, cleanthistle, ghostblossom, and gravebane petals. All four are surprisingly useful, but I think I like the cleanthistle best. It’s a great plant to add into my family game of Iron Gods. There’s also five awesome new witch hexes. I honestly had a hard time picking my favourite. My daughter loves leshy summoning, my son loves verdant familiar, and heralding bloom is going to be really useful for some characters. In the end its the floating lotus and iceplant hexes I’m most likely to use. Floating lotus conjures a flower that you can stand on to walk over water or gain a bonus on jump checks while Iceplant makes the witch and her familiar’s flesh harden, granting them a natural armour bonus and and the effects of endure elements. Finally, there’s a new alchemist archetype in this section: perfumer. This alchemist creates atomized perfumes in place of potions, an can distill pheromones that augment your Charisma, diplomacy, and bluff checks in place of mutagens. Very cool!

The next two pages are entitled Wardens of the Wild and involve kami. There’s a new kami eidolon subtype for unchained summoners, ward aspects for hunters to make use of, and the new spiritualist archetype ward spiritualist. This archetype allows a spiritualist to purposesly seek out a kami to bond with, and grants them a ward implement which can either be an object or their own body. With their ward implement they can gain occultist focus powers. They can also merge their kami with their implement to empower their implement in battle. I’m a huge fan of both spiritualists and occultists, so I’m totally biased to love this archetype. Haha.

Wilderness Origins - Scorpion - Beatrice Pelagatti
Scorpion familiar. Illustration by Beatrice Pelagatti. Art courtesy of Paizo Inc.

The next four pages are packed full of options for our animalistic pals — animal companions, familiars, and mounts. It starts with two animal companion archetypes: apex species (which gives your companion benefits in certain terrains) and unexpected intellectual (which makes a vermin companion more intelligent). Then there’s three familiar archetypes: occult messenger, the super creepy parasite, and arcane amplifier (my personal favourite) which grants your familiar the ability to use some metamagic feats on touch spells they deliver. Following these are seven feats which can be taken by animal companions, familiars, and their owners. Three are relevant to familiars, three to animal companions, and one is relevant to both. I really like the animal companion feats curious companion and friendly face, but it was two familiar feats that turned out to be my favourite. Changeling familiar gives any familiar capable of changing shape the ability to transform into a child or teenager of their master’s race, while spark of the uncanny gives your familiar the ability to speak. Awesome! (My kids are absurdly excited for this one!) A few levels later you can swap it out for improved familiar. Next up are descriptions of five breeds of mounts along with a trait for each of them (these traits count towards their master’s total number of traits). Finally, there’s an expanded companion list for cavaliers paladins, and rangers.

The following two pages talk about the totem spirits of the Shoanti, with nine new totem rage powers geared at members of the Lyrune-Quah (moon clan), Shundar-Quah (spire clan), and any ancestor-revering character. There’s also a new shaman spirit, tribe.

Wilderness Magic is up next, with five new arcanist exploits, three disaster themed spells, and the psychic archetype Magaambyan telepath, which blends druidic magic and wilderness themed powers with the psychic. Wild stride and wooden flesh are my favourite arcanist exploits, while flash flood — a sixth level spell on the druid, shaman, and sorcerer/wizard spell list — is my favourite spell.

Wilderness Origins - Fire Steed
The iconic kineticist Yoon riding a fire steed.

Similar to magic, the following two pages are all about elemental power — specifically fire. First up is the flame steed spell, which conjures a mount made of fire. Continuing this theme is a new archetype, the cinderlands adept, a fire-based kineticist that gains a loyal mount and is based on the Burn Riders of the Sklar-Quah (sun clan). Finally, there are eight new kineticist talents — one form infusion (elemental trap) and seven utility talents. My favourites included fire corridor and the fire steed tree. I’m a huge fan of both the Shoanti and kineticists, so I was pleasantly surprised to discover these new options.

By now there’s only a few pages left. Two pages of character options themed around the sea and sky. It starts with two more archetypes — a very interesting paladin archetype called champion of the cascade and esoteric starseeker, a psychic archetype based around Golarion’s constellations. Following this are two very cool (and disconcerting) oracle curses that have to do with decay: putrid and scourge. Finally, there’s three new ki powers: floating breath, racing current, and zephyr blow.

And that’s it! The end of Pathfinder Player Companion: Wilderness Origins! My whole family loves this player companion. It contains a lot of fun options for all our favourite parts of Ultimate Wilderness — shifters, gathlain, ghoran, and vine leshys — and pays some loving attention to the many different pets you can acquire. It’s rare that we get to make in-game use of a d20 book right after reading it, but this one immediately inspired us to create something new. It was well worth the investment for my family.

Thanks for joining us today! I hope you enjoyed taking a peek behind the covers of Wilderness Origins.

Until next time,

Jessica

 

Mantisbane Pact: Release

One of the play-by-post campaigns I am lucky enough to take part in is run by the wonderful GM Zek on Paizo’s messageboards. The campaign is called the Mantisbane Pact, and it takes place in Golarion, the world of Pathfinder. Mantisbane Pact involves an alliance of powerful monarchs and rightful rulers who come together to destroy the Red Mantis Assassins and their god, Achaekek. Our players would act as their agents, travel to Ilizmagorti (a city firmly in the grasp of the Red Mantis Assassins), and work to bring the entire organization crumbling down.

A few weeks ago I shared a short story I wrote as part of the application process to get to play in the Mantisbane Pact. In it we met my character, a smart-ass, jaded slayer named Kilarra Calvennis. Throughout the course of this campaign the GM and players have had the opportunity to write a variety other vignettes and flashbacks, often from the perspective of our shaman, who can view moments from the past by using the Akashic Record.

Today I’m sharing with you a flashback from Kilarra’s life I wrote when our shaman (Talia) attempted to discover why Kilarra was out of prison, despite being sentenced to life in jail for patricide. After today it will be available on the d20 Stories section on our website. Enjoy!

Jessica


Release

Its dark.

Cold.

Talia feels like she’s laying on something hard and rough. A stone floor?

There’s sounds. Women crying, wailing voices, a distant scream of pain. Breathing close by — Kilarra perhaps — it’s hard to tell in the dark.

Time passes. There’s the sound of something falling to the ground and tumbling around. It sounds like a dice, but it’s likely a stone. There’s a bit of a slapping sound, then a scraping, as if whoever dropped it was picking it back up.

It falls again. Slap. Scrape. Silence.

It falls again. Slap. Scrape. Silence.

In the distance the crying continues. Different voices, the same sounds. A sigh, a scream, denials, and tears.

“Please! I’m innocent!” someone can be heard to call above the din. A young woman by the sounds of it. “I didn’t kill him!”

Nearby someone scoffs. Talia recognizes it as Kilarra. “No one cares,” she mutters under her breath.

“Yeah, I’m innocent, too!” a different voice calls out. It’s deeper, and clearly mocking the crying woman. “I didn’t kill nobody!” The voice breaks out into a cackling laugh.

The young woman devolves into sobs.

The stone falls. Slap. Scrape. Silence.

Eventually something changes. There’s a lightening of the room. It’s subtle at first, but soon becomes light enough to see vague shapes.

Kilarra’s pale and thin. Her lip is cut and swollen, and a poorly healing wound on her face is clearly going to become the familiar scar she bears to this day. Kilarra lays on her back in a bare, stone cell, staring up at the ceiling. She fiddles with a tiny dice in her fingers, dropping it on the floor, covering it, and picking it back up again. Her other fingers tug on the hem of her ‘dress.’ She wears a filthy sack with a few holes cut in it for her arms and head that looks like it once held potatoes. The fabric’s rough and little bugs scurry around amongst it’s loose fibres.

Behind her is a wall of bars. Outside there are other cells, filled with women of varying ages. Some cry, some speak to themselves, but most sit in resigned silence. The other woman across the hall wears pants and a shirt, has a pallet of hay, a blanket, and a chamber pot — luxuries Kilarra’s cell does not possess.

The world continues to brighten. The walls turn red and the flickering of an open flame can be heard. The light suddenly spills into Kilarra’s cell, and stops.

From her place on the floor Kilarra raises an eyebrow. She rolls onto her stomach, pushes herself up to standing and stalks over to the bars. She grabs hold of them, her knuckles bloody and bruised, and leans her face up against the bars.

Outside her cell is a man in shining armour. He holds a torch in one hand, and a bag in the other. Kilarra’s eyes drift to his belt where she sees a keyring and an empty scabbard — the sword is nowhere to be seen. She smirks, apparently finding that funny.

As Kilarra grabs hold of the bars the guard — a young man, really — steps back quickly. He’s jumpy and nervous.

“You forgot your sword, kid,” Kilarra remarks with a curled lip. “Better go get it before the warden finds out. Don’t worry, I’ll wait. I’ve got nowhere else to be.”

The man shifts uncomfortably, then straightens himself. “It’s not lost. I — “

Kilarra chuckles then nods at the package. “You bring me a gift?”

The young guard clears his throat. “Step back,” he orders.

Kilarra smirks and takes a few steps back. She leans against a nearby wall and crosses her arms. The man steps closer, pauses, and looks at her, then quickly shoves the bag between the bars and steps back.

“You finally returning my chamber pot?” she asks.

“What? No, its…”

As the guard stutters Kilarra opens the bag and pulls out a blouse. She scoffs in disgust and shoves it back in the bag. “What’s the matter? Warden tire of his other whores?” She tosses the bag on the floor. “Tell him I bite. Hard.”

The fresh-faced guard looks confused for a moment, either unsure what Kilarra’s talking about or unsure why she’s angry. “No, it’s… You’re free.”

Kilarra scoffs aloud. “Free. Seriously?” She scoffs again and shakes her head.

The man nods. “By order of the Warden, you’re to be set free.”

“Why?” she asks skeptically.

“Good behaviour.”

Kilarra bursts out laughing.

The guard shifts uncomfortably. “Could you… put on your clothes? You can’t go outside like that. It’s unseemly.”

Kilarra’s laughter fades to silence. She watches the guard for a moment, wary and on edge. Eventually she takes off the rough sack and tosses it to the ground, then empties the bag out and starts getting dressed. There’s a blouse, pants, boots — familiar looking clothes Talia’s seen Kilarra wear every day.

The guard blushes and turns around, giving her privacy — an act which causes her to let out another cackling laugh.

“This place is going to eat you alive, kid.” She laughs some more, then approaches the bars. “Ready.”

The guard unlocks the cell. “Follow me.”

Taldor
The flag of Taldor. Image courtesy of Paizo Inc.

Kilarra slips out behind him, following the guard down the hall. His torch illuminates the cells they pass — some of which are as spartan as Kilarra’s, but most of which have hay, pallets, chairs, simple beds, blankets, one even has a flickering candle and a pile of books. The prisoners are all female of varying ages, some cry, some beg, but most simply watch with tired, hopeless eyes. A few of the prisoners give Kilarra a nod as she goes. A few others step back in fear.

At the end of the hall is a pair of barred doors flanked by armoured guards. Above them is a massive painting of Grand Prince Stavian the third. Words underneath it read: A crime against the empire is a crime against yourself. Repent, Obey, Serve.

Unlike the guard walking with Kilarra, these men are hardened and unafraid. They each draw their swords at her approach. One sports a broken nose and a missing front tooth. He snarls at the sight of her.

She smirks. “Love the new look.”

“Listen up, you bit—“

Kilarra’s laughter drowns out the man’s words as the young guard quickly unlocks the door and ushers Kilarra through it.

They travel through more corridors and gates, up stairs and through a few checkpoints. Wherever Kilarra was being held, it was a long ways underground. The sort of place where the prisoners are never expected to leave alive.

As they travel the halls get lighter, and the torch is left behind. Kilarra squints into the dim light as if she were looking into the sun. In time they reach a large room. One final gate blocks the way to the prison’s main hall. One final gate to freedom.

A rotund man wearing nobleman’s finery and a deep sneer scowls at her. “I don’t know what strings you’ve pulled, but it won’t last.”

Kilarra smirks. “Hello, Warden. Fancy seeing you here.”

“You’re a degenerate!” the man spits. “You may be free now, but you’ll be back. Scum like you always comes back.”

“Aww,” she replies with a sarcastic pout. “I’ll miss you too.”

The warden stands seething in front of the gate. He takes a deep breath, nods at the guards, and clenches his fists. As the guards unlock the doors he speaks in a grand voice. “Kilarra Calvennis. In the name of Grand Prince Stavian the third, long may he rule, you are hereby released for… good behaviour…” he spits at Kilarra’s feet then straightens himself. He waves his arms through the air, clearly deciding she’s not worth reciting the rest of the words. “I hereby release you. Now go, before I arrest you for loitering.”

Kilarra strides out of the gate, hurries through the waiting room and bursts out of the doors onto the busy streets of Oparra. She squints into the sun and takes a deep breath. Slowly, a smile spread across her scarred face.

“Kilarra Calvennis?” a voice calls out.

Blinded by the sun, Kilarra’s smile slips. A fleeting look of panic crosses her face. A moment later it’s replaced by a look of determination.

“Who wants to know?” she calls back.

But before the voice can reply the vision blurs and fades, leaving Talia back in her own body.


Want to read more about Kilarra? Be on the look out for more vignettes and flashbacks in the coming weeks!

Want to learn more about Golarion, Taldor, Grand Prince Stavian III, Kyonin, Ilizmagorti, Mediogalti, and the Red Mantis Assassins? Check out Pathfinder Campaign Setting: The Inner Sea and explore Golarion for yourself! For more information on Taldor you can also check out Pathfinder Companion: Taldor, Echoes Of GloryPathfinder Campaign Setting: Taldor, The First Empire, or play the War for the Crown Adventure Path which begins with Pathfinder Adventure Path 127: Crownfall (War for the Crown 1 of 6).

Adventures at RetroCon!

My family and I don’t often have the chance to attend conventions. We don’t usually get to play Pathfinder Society or Starfinder Society games in person. We play a lot via play-by-post (which is a ton of fun) and we play a lot in small family groups. But to actually play in a public venue? That’s a new experience for us.

So, when we discovered that there would be a convention just down the road from our home how could we say no?

I wasn’t sure my kids would behave. Would they remain focused in a noisy room? Would they sit still long enough to get a whole game in? My son’s a fidgeter, and he fiddles with everything, so I was more than a little skeptical. Would we drive our poor GM bonkers?

Most likely.

But, my kids wanted to go, and my husband wanted to go, and of course I wanted to go. So we went.

In the week leading up to RetroCon we decided to make new characters. We have plenty of PFS characters to choose from but my kids wanted to make some that actually matched the minis we own. My son picked out a snazzy little halfling mini and rolled up a gnome shifter to match it — with the new boar options from Wilderness Origins (more on Wilderness Origins in an upcoming blog post!). My daughter chose one of the only minis she personally owns and created a hunter (her first one!). Determined to make use of an adorable little badger mini she owns she selected one as her animal companion. Yes, you read that right. She finally made something that does not involve a rabbit! GASP! My husband made a dwarven warpriest of Cayden Cailean with a mini we picked up from the flea market this past summer. And I was determined to use of one of my painted minis — which means there aren’t many options! Haha. I’ve only painted minis once and, although I had intended to use the four minis I painted right away, none of them ever saw use. I hummed and hawed a bit until I picked up my wealthy looking noblewoman mini and I created an over-enthusiastic librarian who has spent her life reading about the world and was thrilled to finally go out and experience it.

RetroCon Team

We spent the morning packing and double checking our game time. My kids were practically bouncing off the walls in excitement (which is both a good and bad sign! Haha!). It’s a quick walk down the road, but the sidewalks are an icy, rough mess, so that slowed things down a bit. Luckily no one took a spill or got soaked. We had more than enough time to get settled and say some hellos before our GM arrived and the game got started.

Our GM was really great. He had my kids laughing a lot and was super patient. My kids weren’t the most attentive players, my son kept fixating on off-mission activities, and my son made some of the worst tactical decisions of his short PFS career. We probably drove the GM crazy. Haha. Anyway, my kids had a ton of fun. People were saved, villains were defeated, fish were thrown around, my daughter uttered the battle cry ‘nibble nibble,’ and my arcanist finally left the library.

And then we died.

Yup! Total party kill in the final fight. My kids were both in tears.

My son cheered up a bit when he won a special boon — he’s pretty sure he’s going to apply it to Fuzzzy (his forgetful wizard). My daughter didn’t win anything, but someone was walking around handing out bee folders which she assumed was a prize and happily  claimed. She seriously loves this folder. She’s been cooing over it all evening.

By the time we were packed up and on our way home both of my kids decided that — despite having to suffer through their first character death, first PFS character death, and first TPK all in the same afternoon — they had fun. By the time they got home they were already discussing their next characters and when we would get to play next. (I guess we’ll be attending another Game Day in the future). It turned out to be a good first convention for them — tears and all.

Jessica

Near death
We had a good start. The final boss went down quick! Unfortunately, his undead minion did not. A few rounds later and it was the only one still standing. 

March New Releases

March is here, and with a bunch of new Pathfinder and Starfinder products. Considering the awesome releases last month — including the launch of two new Adventure Paths with Starfinder’s Firestarters (Dawn of Flame 1 of 6) and Pathfinder’s final first edition Adventure Path: The Dead Roads (Tyrant’s Grasp 1 of 6) — this month has a lot of live up to!

Pathfinder is releasing three big products in late March: Pathfinder Pawns: Return of the Runelords Pawn Collection (which is going to be awesome!), Pathfinder Adventure Path 140: Eulogy for Roslar’s Coffer (Tyrant’s Grasp 2 of 6), and Pathfinder Player Companion: Heroes of Golarion.

Starfinder is releasing only one book this month, Starfinder Adventure Path 14: Soldiers of Brass (Dawn of Flame 2 of 6). They’re also releasing the Starfinder Critical Fumble Deck, a follow up to the previously released Starfinder Critical Hit Deck.

Maps released this month include Pathfinder Flip-Mat: Wicked Dungeon, which features a mossy dungeon on one side and a lava-lit dungeon on the other, and Starfinder Flip-Mat: Warship.

Pathfinder Society Scenarios released at the end of this month include #10-16: What the Helms Hide (a set of four quests for Tier 1-5 written by Calder CaDavid, Lysle Kapp, Kendra Leigh Speedling, and Nate Wright) and #10-17: On Sevefinger’s Sails (a Tier 7-11 scenario that takes place in the Gloomspires and is written by Tom Phillips).

Starfinder Society Scenarios released at the end of this month include #1-34: Heart of the Foe (a Tier 3-6 scenario written by Nicholas Wasko which continues the Scoured Stars storyline and involves the history of the menacing jinsil) and #1-35: Rasheen’s Riches (a Tier 5-8 scenario written by Mara Lynn Butler that has the Faction (Acquisitives) tag).

One final thing to mention, last month marked the release of the massive Mists of Akuma campaign: Trade War. You can expect to see a review of this political-Eastern Fantasy–noir-steampunk adventure for 5th edition Dungeons and Dragons in the coming week.

Enjoy!

Jessica

Pathfinder Second Edition Releases Unveiled!

Paizo Inc. has announced the launch of the second edition of the Pathfinder Roleplaying Game on August 1st, 2019! With over nine releases in August and more to come the following month, Pathfinder Second Edition is scheduled to launch with a BANG!

“The launch slate provides everything you need to set out on a world of limitless fantasy adventure,” said Paizo Publisher Erik Mona. “With more than 20 years of active development and playtest feedback from more than 125,000 gamers, the new Pathfinder rules are easy to learn and exciting to master. We can’t wait to see the diverse and deeply customized characters the RPG community will create!”

Pathfinder Second Edition Core Rulebook
Pathfinder 2e: Core Rulebook

Pathfinder Second Edition is releasing three major hardcover rulebooks right from the start: Core Rulebook, Bestiary, and Lost Omens World Guide. The Core Rulebook is THE BOOK. The one you need no matter who you are and what role you take at a gaming table. Packed full of all the rules players and Game Masters need to play Pathfinder Second Edition, create characters, and run games, the Core Rulebook is a must have. Said to contain streamlined rules and intuitive presentation, Pathfinder Second Edition features the same deep character customizations we all love, allowing for unique characters and boundless creativity. Weighing in at an impressive 640 pages, the Core Rulebook contains game rules, advice, characters options, treasure, and more. There’s six ancestries to choose from (elf, dwarf, gnome, goblin, halfling, and human, as well as the variant human half-elf and half-orc), twelve classes (alchemist, barbarian, bard, champion, cleric, druid, fighter, monk, ranger, rogue, sorcerer, and wizard), thirty backgrounds (such as apprentice, bartender, and soldier), and hundred of spells, feats, and other character options. The hardcover will sell for $59.99 American, while the deluxe hardcover (bound in faux leather with metallic deboss cover elements and a bound-in ribbon bookmark) will sell for $79.99 American.

Pathfinder Second Edition Bestiary
Pathfinder 2e: Bestiary

Bestiary is packed with around 400 monsters spread over 360 pages. This means that not every monster will get its own page and artwork, although there’s said to be full-colour illustrations on nearly every page. While statistics will fill the pages, sidebars are going to contain lore. In Bestiary you’ll also find the always handy Universal Monster Rules, guidelines for awarding treasure, and a variety of monster lists sorted by different qualities (like level, type, and rarity). Many of the creatures in the Bestiary will be familiar, but new creatures are also included (like the “living-nightmare nilith and the three-headed mutoli”). The hardcover Bestiary will sell for $49.99 while the Deluxe Hardcover will sell for $69.99 (bound in faux leather with metallic deboss cover elements and a bound-in ribbon bookmark).

Pathfinder Second Edition Lost Omens World Guide
Pathfinder 2e: Lost Omens World Guide

Lost Omens World Guide is basically the new Inner Sea World Guide, with ‘Lost Omens’ being the new name for the Golarion campaign setting. This 136-page hardcover book sorts the Inner Sea into ten regions, and talks about each one. ‘The Saga Lands,’ for example, is a region which encompasses the Lands of the Linnorm Kings, Varisia, New Thassilon, Irrisen, and the Realm of the Mammoth Lords. Each region also contains backgrounds and archetypes thematically tied to the region. Finally, the Lost Omens World Guide contains a giant, two-sided, fully-detailed, poster map of Golarion. Let me repeat that: of Golarion, not the Inner Sea. Awesome! Want to know more about Tian Xia, Casmaron, and other areas outside the Inner Sea? You’ll have to wait — but hopefully not for too long. Lost Omens World Guide is the first book in the Pathfinder World Guide line, which will continue to release region specific books (like those currently in the Pathfinder Campaign Setting line) in a larger, hardcover format, to allow for greater exploration of the world of Golarion. Lost Omens World Guide is $36.99.

In addition to important rulebooks, Paizo is releasing two print adventures: Hellknight Hill, and The Fall of Plaguestone.

Pathfinder Second Edition - Hellknight Hill (Ages of Ashes 1 of 6)
Pathfinder 2e Adventure Path: Hellknight Hill (Age of Ashes 1 of 6)

Age of Ashes is a six-part, monthly adventure path that begins with book one: Hellknight Hill. Said to contain “continent-spanning conflict against cultists, slavers, and a fiery draconic devastation that could unleash an Age of Ashes upon the world,” this is sure to be an exciting campaign! Set in Isger, Hellknight Hill begins when your PCs investigate mysterious fires which burn atop “the towers of a nearby citadel long ago abandoned by an order of Hellknights.” Written by Amanda Hamon for first level characters, Hellknight Hill will also contain a gazetteer on the town of Breechill (the starting location for this campaign), a GM guide Age of Ashes, new magic items, and over six new monsters. Hellknight Hill (and presumably all the follow-up adventure path volumes) will sell for $24.99.

The Fall of Plaguestone is a 64-page standalone adventure for first-level characters written by Paizo Director of Game Design Jason Bulmahn. Beginning with the PCs attempting to solve the murder of a friend, this adventure soon spirals out of control with the “discovery of forbidden alchemy, mutant animals, and a nearby forest rotting away due to a mysterious blight.” Ominous! The Fall of Plaguestone features wilderness exploration, dungeon encounters, and urban mystery. In addition to the adventure itself, The Fall of Plaguestone (and every Pathfinder Adventure to follow) includes new monsters, treasures, and player options. The Fall of Plaguestone is $24.99. Launching alongside this adventure is Pathfinder Flip-Mat: The Fall of Plaguestone which depicts the “hillside hideout of an evil alchemist.” The Flip-Mat measures 24″ x 30″ unfolded, 8″ x 10″ folded, and can handle dry erase, wet erase, and permanent marker. It costs $14.99.

Paizo is partnering with the awesome folks over at Dwarven Forge to release a deluxe set of pieces which will allow you to create encounter areas from The Fall of Plaguestone! Which is amazing, by the way. If you haven’t seen any of the Dwarven Forge terrain you should definitely check it out. They make gorgeous 3D terrain and map components, although be warned: it’s expensive!

Finally, Paizo is releasing five other accessories for Second Edition. First up? A GM screen! Featuring beautiful artwork on one side and handy charts, tables, and information on the other side, these high-quality screens are really useful. Available in a landscape style with art by Ekaterina Burmak, or in a portrait style with art of the Iconics by Wayne Reynolds, GM Screens are $19.99.

Up next? Pathfinder Combat Pad, which is basically a double-sided, magnetic, dry and wet erase board that functions as an initiative tracker. It comes with two sheets of magnets, which break down into 13 blue player character magnets, 13 red enemy magnets, 9 green NPC magnets, two round arrows, two turn arrows, and two next round magnets. Pathfinder Combat Pad sells for $24.99.

Pathfinder Character Sheet Pack is a set of class-specific, double sided, black and white character sheets. This set contains one character sheet for each of the twelve classes, as well as extra sheets for equipment and spells. The character sheets come in a folder and costs $14.99.

Finally, my favourite of the accessories, Pathfinder Condition Card Deck! I adore condition cards. I use them all the time in both Pathfinder and Starfinder, so I’m thrilled that they’re releasing a set for Pathfinder Second Edition right out of the gate. This 110 card deck of full-colour cards contains details and rules on the many Conditions in Pathfinder Second Edition, with the most common conditions having multiple cards. Pathfinder Condition Card Deck costs $22.99.

In addition to these awesome products, the Pathfinder Society Organized Play program will release two scenarios and a short quest every month!

For more information on Pathfinder Second Edition, it’s products, and to preorder, head over to PathfinderSecondEdition.com

I can’t wait to see how Pathfinder Second Edition turns out! (Now, if only I had the funds to buy some of it…). What are you most excited for about Pathfinder Second Edition? Let me know in the comments.

Jessica


UPDATE: Pathfinder Second Edition is now out! Click here for more information!

Pathfinder Society Scenarios: Debt to the Quah and Tapestry’s Trial

Today we’re going to take a look at two of the most recent Pathfinder Society Scenarios that are currently available for purchase, and let you know we thought. Although you’ll find references to events in each that I liked or disliked, and comments about specific characters, these scenarios are not explored in detail. It’s not my intention to spoil the events in these scenarios, or give summaries and full reviews, but to share my opinions and provide recommendations. That said, if you want to avoid even minor spoilers I recommend you check out a different article. Whether you intend to use them in home games of the Pathfinder Roleplaying Game, sanctioned scenarios for use with the Pathfinder Society Organized Play, or just want to read a nifty new adventure, we’ve got you covered! So let’s get cracking!

10-14 - Debt to the QuahPathfinder Society Scenario #10-14: Debt to the Quah is a Tier 3-7 adventure written by Adrian Ng. It takes place in Varisia’s Storval Plateau, in a sepulchre along the Muschkal River, and heavily features the Shoanti people and their culture. For more information on Varisia, the Storval Plateau, and the Shoanti, check out Pathfinder Campaign Setting: Inner Sea World GuidePathfinder Player Companion: Varisia, Birthplace of Legends, and Pathfinder Adventure Path 10: A History of Ashes (Curse of the Crimson Throne book 4 of 6). Debt to the Quah features creatures from Pathfinder Roleplaying Game: BestiaryBestiary 3Monster Codex, and Pathfinder Campaign Setting: Occult Bestiary (although all of the necessary stat blocks are included within the scenario). In addition to the Pathfinder Core Rulebook it utilizes content from the GameMastery Guide  and Ultimate Equipment, and heavily uses the influence subsystem from Ultimate Intrigue. The influence subsystems and all of its relevant rules are included in an easy to understand Appendix at the back of this scenario. Finally, Debt to the Quah makes use of one map: Pathfinder Flip-Mat Classics: Dungeon.

Recently the Shoanti people of the Storval Plateau were angered by the actions of the Pathfinder Society, when an over-enthusiastic Pathfinder raided and destroyed an important Shoanti burial ground — and then passed it off as Thassilonian. Angered (with reason) at the actions of this Pathfinder many Shoanti are calling for the expulsion of the Pathfinder Society from their lands (or worse!). This adventure tasks the PCs with attending a Shoanti council where they will need to return the grave goods taken from the site, and attempt to salvage what they can of the relationship between the Pathfinder Society and the representatives from the various Shoanti Quahs. More specifically, their goal is to earn a chance to fix the damage that has been done to the ancient Shoanti sepulchre, and make what reparations they can. This scenario doesn’t continue any ongoing storylines and isn’t connected to any factions. If you’ve got any characters who have played a PFS scenario involving the Shoanti people (such as #4-06: The Green Market, #8-22: Wrath of the Fleshwarped Queen, or #8-23: Graves of Crystalmaw Pass), now is a good time to play them. In addition, characters with other connections to the Shoanti, characters who have a respect for foreign cultures and history, and characters who are diplomatic, will all find something to be excited about in this scenario. Reckless, destructive, and rude characters are not going to excel in this adventure.

Michele Giorgi-Sklar
Kemchet Flame Stoker, chosen representative of the Sklar-Quah (Sun Clan). Illustrated by Michele Giorgi. Art courtesy of Paizo Inc.

First off: I love the premise of this scenario! As a student (once upon a time) of anthropology and archaeology, I adore any adventure that goes out of its way to add some semblance of reality to Pathfinder excavations. So, cleaning up after some shoddy treasure hunter? Sign me up! In addition, the Shoanti are one of my very favourite ethnic groups in the world of Golarion, so getting both in one adventure had me more than a little excited. Putting aside my biases, this is a really fun adventure. It has some useful handouts, lots of nice art, and an interesting cast of NPCs. Influencing the clans at the council meeting was both enjoyable and rewarding, but could be difficult for some GMs to run. It features seven important NPCs (Payah Against the Winds, Cousin to All, Kemchet Flame Stoker, Lake at Dawn, Memory Tender, Rollicks in Waves, and Togimal in Shadow), each of whom has their own personality, values, and pet peeves. This could get confusing for GMs and players alike. However, with some prep work (or great improv) this scene is going to be tense and exciting — a lot’s riding on it, after all! Repairing the tomb and the devastation wreaked there was very enjoyable for me, and the more… talkative inhabitant of the sepulchre was a really nice touch! The final encounter is quite a challenge, both for the participants synergy and for the encounter context. This battle is likely to cause some PCs to hesitate or stress, which leads to one of my only issues with this scenario. However, my relatively vague comments on it are heavier on the spoilers than I typically share, so if that makes you nervous skip the next paragraph.

If something is meant to be in a tomb that you’re restoring, but that something is hazardous to you, should you preserve it or destroy it? A nice dilemma! Unfortunately, this scenario doesn’t embrace that conundrum and has no notes on what should be done if PCs attempt to circumvent it instead of using more destructive methods. A bit of a missed opportunity, I think. Now, most groups will have no such qualms and leap into the encounter without issue, but for those groups who do show professional restraint, their hesitation could prove their undoing, and cause this nice challenging encounter to be too difficult. I’m curious to hear how this shakes out in play!

Overall, I really enjoyed the topic, content, and execution of this adventure. It’s right up my alley, and I can’t wait to play it. I give it four out of five stars.

10-15 - Tapestry's TrialPathfinder Society Scenario #10-15: Tapestry’s Trial is a Tier 7-11 adventure written by Alex Greenshields. It takes place in Axis, a lawfully aligned plane. For more information on Axis and its denizens check out Pathfinder Campaign Setting: Inner Sea World Guide and Pathfinder Roleplaying Game: Planar Adventures. Tapestry’s Trial features creatures and templates from Pathfinder Roleplaying Game: BestiaryBestiary 2Bestiary 5, and Monster Codex (although all of the necessary stat blocks are included within the scenario) and utilizes the Pathfinder Flip-Mat: MuseumGamemastery Map Pack: Magic Academy, and might also use a blank flip-mat. In addition to the Pathfinder Core Rulebook, this scenario includes content from the Advanced Player’s GuideUltimate Magic, and Pathfinder Player Companion: Heroes of Golarion (although Heroes of Golarion  is not needed to run this scenario). This mission is not directly related to any Pathfinder Society factions, although thematically it aligns well with members of the Grand Lodge and Dark Archives.

This adventure tasks the PCs with travelling to Axis, finding the legendary sorceress Hao Jin, and attaining her help in repairing the Hao Jin tapestry, a powerful artifact and demiplane used by the Pathfinder Society for a whopping seven seasons of play.  This scenario continues the ongoing saga of the Hao Jin Tapestry, and any characters who have interacted with the Hao Jin Tapestry — particularly those who helped attain, defend, or protect it — will have ample reason to get involved in this scenario. It’s also a direct continuation of events from Pathfinder Society Scenario Special #10-00: Hao Jin Cataclysm, and Scenarios #10-11: The Hao Jin Hierophant and #10-13: Fragments of Antiquity. Although I won’t get into the reasons why (to avoid spoilers), characters who were involved in any of the following scenarios will find a familiar face/event or two seen/mentioned: #4-16: The Fabric of Reality, #5-09: The Traitor’s Lodge, #6-98: Serpent’s Rise, #7-09: The Blakros Connection, and #7-23: Abducted in Aether.  I highly recommend you bring along such characters (although not necessarily more than those who have an interest in Hao Jin and her tapestry). Finally, any worshippers of Abadar, Brigh, Chaldira Zuzaristan, and Pharasma will have a chance to visit or glimpse their god’s domain throughout the course of this scenario, which can be an awesome and fulfilling character moment.

Leonardo Santanna-TheMaker
The Maker, an eccentric kolyarut from #10-15: Tapestry’s Trial. Illustrated by Leonardo Santanna. Art courtesy of Paizo Inc.

Planar adventures are tricky. Players need to feel like they’re someplace totally different — a whole other world — but not so much that it hinders play. NPCs need to be extra memorable, locations need to be extra unique, and through it all you need to try to distill a whole planar environment into a short amount of time and a few encounters. Players want to experience a plane — after all, it’s likely they’ll only go there once! This scenario does an awesome job of showcasing Axis. The place is at once understandable and completely alien, with cool environments, and a lot of fun NPCs. And by a lot, I mean a lot! There’s a whopping nine new NPCs to interact with. I really enjoyed the various social interactions, particularly the entire final sequence of events. Many of these social interactions and encounters have unexpected effects and consequences, some of which will even have effect past the end of this scenario (which is always a treat!). Of the various locations you can visit I particularly enjoyed The Floating Library, not only for its contents and librarian, but also for the view. PCs can literally see a few domains of the gods from this vantage point, which is a really nice moment. Although social encounters and big decisions are the major focus of this scenario, it’s not without its combats. Chaotic and unlucky groups could have as many as four combat encounters (or more if they continue to attract the ‘law enforcement’ of Axis), while other groups will have as few as one combat encounter. The battles that are included are enjoyable, and all have extra considerations and complications for player’s take into account, which is a really nice touch. Overall, I love this scenario. I think it’s going to be a satisfying, exciting experience, that has a lot of cool moments, and ramifications for further scenarios. I give it five out of five stars.

Thanks for joining us today. Tune in later this week for a look at this month’s new d20 releases!

Jessica

 

Oblivion Oath Announced!

Paizo announces a brand new liveplay campaign that will feature the new Pathfinder Second Edition ruleset! Launching on April 4th and featuring Paizo staff members, this liveplay will be our first glimpse at the newly updated Pathfinder Second Edition rules. Exciting stuff!

GMed by Paizo’s Director of Game Design, Jason Bulmahn, the liveplay is called Oblivion Oath and will air live on Paizo’s twitch stream every Thursday at Noon Pacific for one hour. Episodes will go up on Paizo’s Youtube channel a few days later. Each week between now and launch players will take to the stream to describe their characters and answer questions, culminating in the premiere episode on April 4th. Oblivion Oath will continue for an indetermined length of time.

Jason Bulmahn will be joined by four lucky Paizo Staffers, Gabe Waluconis (Paizo’s Project Manager), Katina Davis (from Paizo’s Customer Service Team), Sara Marie (Customer Service and Community Manager), and Owen K.C. Stephens (Starfinder Design Lead). Unlike the previous Doomsday Dawn livestream, Oblivion Oath is meant to be a character driven liveplay that features the same players and characters week after week. Although it is sure to feature spoilers about the upcoming Second Edition rules, it’s not intended to teach viewers how to play Second Edition. It’s about story, and the characters helping to drive it.

Oblivion Oath takes place in Golarion in the year 4719, which makes it concurrent with the events of the final Pathfinder First Edition Adventure Path: Tyrant’s Grasp. Oblivion’s Oath is said to feature a glimpse at that AP, but not spoilers. Instead, it will be it’s own story. Oblivion’s Oath is set in the port city of Vellumis in Lastwall and begins with our (as yet unknown) PCs determined to gain passage on a barge out of the city. The barge in question, Sleepy Seacat, is scheduled to make it’s way clockwise around Lake Encarthan, heading for Caliphas (and skipping Razmiran).

And from there?

We’ll have to wait and see.

For more information on the Oblivion Oath Liveplay tune in to Paizo’s Twitch Stream weekly on Thursdays at Noon Pacific! We’ll see you there!

Jessica