December New Releases

December’s here and the weather’s getting colder, which means a there’s a whole pile of new d20 products for us to drool over! And so close to the holidays, too! Let’s hope Santa (or at least my husband) is reading this! Haha.

We’re starting out today with the classics: Dungeons and Dragons!

Recent adventures released by Wizards of the Coast include Dungeons and Dragons: Waterdeep: Dragon Heist, an adventure for levels 1-5; and Dungeons and Dragons: Waterdeep: Dungeon of the Mad Mage, an adventure for levels 5-20! Both of these adventures are a hardcover book, and one of which has its own map pack: D&D Waterdeep: Dungeon of the Mad Mage: Maps and Miscellany. Dragon Heist also has it’s own dice collection: D&D: Waterdeep: Dragon Heist: Dice Set. Other major releases include: the D&D: Core Rules Giftset! My personal favourite release? Dungeons and Dragons: Guildmaster’s Guide to Ravnica! This awesome hardcover mixes D&D with Magic: The Gathering’s most popular plane: Ravnica. As a fan of Magic: The Gathering, this was one book I couldn’t wait to get my hands on! So far, it’s delightful, but I’m not quite finished reading it yet. When I do you can expect further details here, on d20diaries! Supplementary products include: D&D: Guildmaster’s Guide to Ravnica: Maps and Miscellany, and D&D: Guildmaster’s Guide to Ravnica: Dice Set.


Next Up? Let’s take a look at my personal favourite: new releases for the Pathfinder Roleplaying Game!

Last month brought us Pathfinder Campaign Setting: Construct Handbook (which is a wonderful book, by the way!), Pathfinder Player Companion: Martial Arts Handbook, and Pathfinder Adventure Path 136: Temple of the Peacock Spirit (Return of the Runelords 4 of 6), which I regret to say I don’t yet own! The Pathfinder Society brought us two challenging adventures which take us to Hell and the Abyss: Pathfinder Society Scenario #10-08: What Prestige is Worth, and Pathfinder Society Scenario #10-09: The Rasping Rebirth! Other releases include the War for the Crown Pawn Collection, Pathfinder Flip-Mat: Docks, and Pathfinder Flip-Mat Classics: Warehouse.

The end of this month brings us a few more wonderful releases! Pathfinder Campaign Setting: Faiths of Golarion looks to be amazing! It focuses on some lesser detailed but very important gods of Golarion. Pathfinder Adventure Path 137: The City Outside of Time (Return of the Runelords 5 of 6) comes out. This is honestly the issue from Return of the Runelords that I’m most excited for. Also coming out after a slew of delays is the Pathfinder Module: Cradle of Night. This deluxe adventure is intended for level eight characters, takes place in Nidal, and heavily features Caligni — also known as Dark Folk — as allies that need your help! Super cool! The Pathfinder Society brings us two scenarios, as always. Pathfinder Society Scenario #10-10: The Shattered Shield is written by Leo Glass, is intended for tiers 1-5, contributes to the ongoing story of the Dark Archives faction, and takes place in Rahadoum. Pathfinder Society Scenario #10-11: The Hao Jin Hierophant is written by Jessica Redekop, is intended for tiers 5-9, and sends your PCs into the Hao Jin Tapestry where they’ll have to deal with both extraplanar and political hazards. Other releases include Pathfinder Flip-Tiles: Urban Starter Set, and Pathfinder Flip-Mat Classics: Pirate Ship.


From Golarion we take off into the stars with new Starfinder Roleplaying Game releases! Whoo! I can honestly say that although Pathfinder is my favourite d20 game, I usually have the most fun reading Starfinder products. The entire team over there at Paizo is doing a great job!

This past month brought us Alien Archive 2, and the dark horror of Starfinder Adventure Path 10: The Diaspora Strain (Signal of Screams 1 of 3). Although I’ve yet to get this delightfully suspenseful book in my hands, I would love to give it a read. It sounds awesome! Definitely not one to play with the kids, though… Haha. The Starfinder Society releases last month were Starfinder Society Scenario #1-26: Truth of the Seeker, and Starfinder Society Scenario #1-27: King Xeros of Star Azlant. For more information on those two scenarios check out this previous blog post. Other releases last month included Starfinder Flip-Mat: Hospital.

This month brings us a few more releases. Starfinder Adventure Path 11: The Penumbra Protocol (Signal of Screams 2 of 3) continues the horror theme on the planet Verces. The Starfinder Society releases two new scenarios of vastly different tiers. Starfinder Society Scenario #1-28: It Rests Beneath is written by Jason Tondro, intended for tiers 1-4, is of particular importance to members of the Wayfinders Faction, and sends the Starfinders to explore a mysterious calcified region of a planet in Near Space.  Colour me intrigued! This scenario also includes the ‘vehicle’ tag, which is exciting! Starfinder Society Scenario #1-29: Honorbound Emissaries is written by Jenny Jarzabski, is intended for tiers 7-10, is of particular importance to the Second Seekers (Luwazi Elsebo) faction, and continues the Scoured Stars storyline. A bonus? I have a feeling this one features another cameo of the delightfully gruff vesk pawnbroker, Julzakama. I can’t wait! Also coming out this month is the Starfinder Critical Hit Deck, which features adorable artwork of skittermanders. I’m incredibly curious to see what’s up with these cards. Plus? They look awesome! Haha.


Sunburst Games Realms of Atrothia Legacy Races Revisited
Realms of Atrothia: Legacy Races Revisited

And that’s it! Or is it? This month also featured the release of Sunburst Games first Pathfinder Compatible product, Realms of Atrothia: Legacy Races Revisited. Written by my brother, this product is available from a variety of websites, and lays the groundwork for the upcoming Realms of Atrothia: Primary Expansion! Watch for the Kickstarter coming this February!

Like Realms of Atrothia: Legacy Races Revisited? Watch for the Kickstarter coming in February 2019, and get ready for a whole new world of adventure! 


That’s all for today! Got a favourite product you think I should take a look at? How about a favourite new release? Let us know in the comments!

All the best,

Jessica

 

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

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

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

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

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

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

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

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

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

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

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

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

Jessica

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

 

Factions Forever! New Starfinder Classes!

Hello and welcome!

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

So what did they talk about?

Lots!

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

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

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

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

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

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

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


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

SO EXCITING!

Want more details?

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

Jessica


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

Realms of Atrothia: Legacy Races Revisited

Exciting news around here today… Sunburst Games first book was just released! That’s right! Realms of Atrothia: Legacy Races Revisited is available for purchase! Currently, you can order it on amazon, and in the coming days you’ll be able to purchase it from the OpenGamingStore as well!

Sunburst-Games-Logo

Not sure what Sunburst Games is? In short, Sunburst Games is an independent Tabletop RPG company focused on Pathfinder Compatible content for the next generation. We’re continuing the legacy of First Edition Pathfinder into the future! The Sunburst Games team consists of my brother, Kris Leonard, and myself. Our products also showcase the wonderful artwork of Rigrena. Sunburst Games will be launching a Kickstarter for our first major release Realms of Atrothia: Primary Expansion this coming February! To find out more about Sunburst Games check out my previous blog post on the topic, visit our website: sunburstgames.com, or support us on Patreon!

Building upon the legacy of the Pathfinder Roleplaying Game, and the existing d20 game system which is over 35 years in the making, Realms of Atrothia: Legacy Races Revisited includes a new look at 56 races suitable for play at 1st character level. Each race has been rebuilt using our own adaptation of the Race Point system first outlined in the Pathfinder Roleplaying Game: Advanced Race Guide, aligning each to the same power level. From the kasatha to the kobold, all races are created equal, so no matter what your character concept, you will be sure to make your mark on the world!

Sunburst Games Realms of Atrothia Legacy Races RevisitedAlthough the races you’ll find in Legacy Races Revisited are familiar,  nearly all of them have received additional racial traits to bring them in line with the same power level. All races also feature two alternative racial traits, so you can get the most out of your character concept. Some races also list new character options beyond racial traits, such as proficiency with brand new weapons like the acrobat spear.

My personal favourite race options? Changeling, and Halfling! My children are a huge fan of the changes to the elemental races (Ifrit, Oread, Sylph, and Undine) and Goblins.

Keep in mind, all of these races are suitable for play at 1st character level, so some races which are usually considered to be one or more levels higher than normal, such as the drow noble, svirfneblin, or trox are not included. In their place, races which are in line with other revisited races appear, such as gnoll and lizardfolk. Want more races to choose from? Don’t worry, all your favorite races which pack a little more punch will make an appearance in Realms of Atrothia: Primary Expansion, alongside other monstrous races including gargoyle, medusa, moon-beast, oni, pixie, and treant, just to name a few. These normally off-limits races will take advantage of the new Exemplar Primary Class, so you can play all your favorites right from 1st character level!

Pick up a copy of Realms of Atrothia: Legacy Races Revisited today, available from these fine sources:

Like Realms of Atrothia: Legacy Races Revisited? Watch for our Kickstarter coming in February 2019, and get ready for a whole new world of adventure, with limitless imagination! 

Enjoy!

Jessica

 

Holiday Wish List!

The holidays are on their way! For many of us that means its time to buy the people around you gifts. But, what do you buy for those d20 gamers on your list? Well, read on! We’re sharing our top picks for gift giving!

First off: books! More specifically: new books that those gamers in your life probably don’t have yet. Our favourites?

Next up? Minis! Perfect for your favourite GM!

Also a perfect gift for the GMs in your life? Maps.

Finally? Accessories! Here’s our favourite awesome d20 related products!

But wait! Got young ones? So do I! Here’s my favourite d20 products to pick up for your kids!

We hope you enjoyed our top picks for holiday gift giving!

All the best, everyone!

Jessica

 

Shaping the Society: Rewards

Whew, it’s been a busy week! Where has the time gone? No matter! Today we’re taking a break to talk about the future of the Pathfinder Society! With the release of Pathfinder 2 next year, there’s going to be a lot of changes to Pathfinder Society Organized Play. Lucky for us, Paizo wants our input! A while ago we did a recap of all the surveys you can give them your feedback on, so if you haven’t checked it out yet, I highly suggest you do! This week there’s one more topic to add to the list: Rewards.

GrandLodgeSymbol
The Glyph of the Open Road, symbol of the Pathfinder Society.

For those of you who don’t know, GMs who run adventures are rewarded Stars in Pathfinder Society Play, or Novas in Starfinder Society Play, to show their experience and dedication to the game. Achieving a star brings with it some benefits, bragging rights and, in the case of that coveted fifth and final star, a shout out on Paizo’s blog. Obtaining five star GM status is a TON of work, and those gamers who earn one deserve every bit of prestige that comes with it. But those stars are for Pathfinder. Not Pathfinder 2. With the games being so different, they need a new symbol to track GMs experience with the new system. Currently there’s two main suggestions: The Gylph of the Open Road, which is the logo of the Pathfinders (and will be called ‘glyphs’) and the Sihedron, which is the seven pointed star of the ancient Thassilon (which will be called sigils). Personally, I’m fully behind the GLYPHS option. It just makes sense. And the Gylph of the Open Road looks awesome! Want to let your opinion on the matter be known? Vote in the poll and let your voice be heard.

Sihedron Rune
The Sihedron of Ancient Thassilon.

So what else is changing? Well, this next one is huge. The fate of the current Pathfinder Society Organized Play. There are ten seasons worth of awesome adventures available for us to play. But what happens if you’ve played most of them and you want to keep going? What happens if you don’t want to play Pathfinder 2? The good news is you can keep playing Pathfinder Society Scenarios as long as people keep GMing them. But what happens when you’ve played them all? Should replaying scenarios be much easier? In short, Paizo has three options for future replays, which I’ll quote below:

  • Option 1: A modest, fixed number of replays that would renew on a seasonal basis. These replays would not be level or character locked and would give opportunities to progress new characters through old stories or seat players who have already completed an adventure so that a full table can be formed.
  • Option 2: A more generous but fixed number of replays for all players and GMs. This would work much like option 1, except instead of a small pool that would refresh each season, you’d get a larger pool to spend at your discretion. However, with this option once you’ve used all of your replays, that’s it.
  • Option 3: A sliding scale, fixed number of replays based on a percentage of total games played. This option would work much like option 2, except instead of everyone getting the same number of replays, the quantity of replays offered would scale up based on the number of games you’ve completed. This option would likely include a weighting mechanism whereby the number of GM stars you possess add some number of additional replays, rewarding our most devoted players and GMs with additional replays. One distinct benefit we see in this option is that it will help normalize the progress of groups with a mix of new and long-time players; long-time players will have more replays since they have fewer unplayed scenarios available to pick from, and newer players should find that it’s easier to get tables for the remaining scenarios they still haven’t played.

Now, all those options seem viable, but only the top option would allow players to continue playing indefinitely. I’m fully behind Option 1. Got an opinion? Head on over to Paizo’s blog post on the topic and leave a comment with you vote!

Also on that same blog post you’ll find information for a model they’ve created to reward experienced players who have unused convention and GM boons, by using them instead in a sort of prize table to cause powerful, limited use effects in Pathfinder Society 2 Organized Play. For full details I suggest reading their blog. Like the idea — I know I do — then leave a comment! They want to hear your feedback.

Thanks for tuning in today!

Jessica

Pathfinder Society Scenarios: ‘Treason’s Chains’ and ‘Mysteries Under Moonlight Part Two: The Howling Dance’

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 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!

Pathfinder Society Scenario 10-06 - Treason's ChainsPathfinder Society Scenario #10-06: Treason’s Chains is a Tier 1-5 Adventure written by Adam Meyers. It takes place in Katapesh, a city (and nation) where commerce is king and coin can move mountains. For more information on Katapesh check out Dark Markets: A Guide To KatapeshLegacy Of Fire: Player’s Guide, or the Inner Sea World Guide. In addition to the Pathfinder Roleplaying Game: Core Rulebook this scenario makes use of the Advanced Player’s Guide. It features creatures from Pathfinder Roleplaying Game: Bestiary, and the NPC Codex (although all of the necessary stat blocks are included within the scenario) and utilizes Pathfinder Flip-Mat Classics: Pub Crawl and two custom maps. This mission is of particular importance to members of the Liberty’s Edge faction. Characters (or players) who have played Pathfinder Society Scenario #3-03: The Ghenett Manor Gauntlet, #7-01: Between the Lines, #7-11: Ancient’s Anguish, or #7-12: Twisted Circle will have a personal (or at least passing) connection to some of the characters featured in this scenario. Finally, any players who have the special GM Boon ‘Goblin Patronage’ will want to give this scenario a whirl.

Katapesh is a strange place, and the city itself if home to not one, but four Pathfinder Lodges. The most senior Venture-Captain is Roderus who runs a lodge out of his inn and handles all missions that take place outside of the city. The most secure and respected Venture-Captain is Aurora Steelbloom, who runs the grandest lodge in the city at the ruins known as the Twilight Gate. Jurisdiction for the rest of the city is split between Venture-Captain Wulessa Yuul, and Venture-Captain Phlegos Dulm. Unfortunately, these two bicker and fight constantly. So, when the aged Venture-Captain Roderus decides its finally time for him to retire, he’s more than a little uneasy! How can he leave the fate of Pathfinders in Katapesh in the hands of a pair of agents who can’t even follow one of the three main Pathfinder creeds: COOPERATE? This adventure tasks the PCs with working at Roderus’ retirement party. They’ll have to serve drinks, entertain guests, clean up, keep order, and perform other menial tasks. Using their mundane duties as a cover they’ll need to spy on the Venture-Captains in question (Dulm and Yuul), ferret out the truth from rumours, and determine if these two Pathfinders can work together, or are trying to sabotage one another. If the PCs uncover any wrongdoing they’ll need to report to Roderus and delve deeper into the investigation, until the facts come to light and Roderus has enough peace of mind to retire. Players and GMs looking for more information on the featured Venture-Captains can check out Seekers of Secrets or (to a lesser extent) Dark Markets: A Guide To Katapesh.

This scenario had a lot going for it. It has a lot of fun, engaging social encounters that feature a ton of colourful characters. Zig and Yigrig Moneymaker were particular favourites of mine (as I suspect they will be for many players). Zig’s scripted examples of assistance he can lend during the opening retirement party are adorable. There’s a great dynamic evening battle featuring both allies and enemies which promises to be entertaining. Finally, the inclusion of Yigrig Moneymaker’s family is a great segue that can lead to goblins becoming a core race in Pathfinder Second Edition next year. Overall, I really enjoyed this scenario. I give it four out of five stars.

Pathfinder Society Scenario 10-07 - Mysteries Under Moonlight, Part 2, Howling DancePathfinder Society Scenario #10-07: Mysteries Under Moonlight Part Two: The Howling Dance is a Tier 3-7 adventure written by Crystal Malarsky (who also wrote Pathfinder Society Scenario #8-10: Tyranny of Winds Part Two: Secrets of the Endless Sky, Pathfinder Society Scenario #9-03: On the Border of War, and the young adult horror novel Ashwood). This scenario is a direct sequel to #10-05: Mysteries Under Moonlight Part One: Testament of Souls. It begins in the city of Magnimar, but quickly moves to the massive swamp known as the Mushfens. In addition to the Pathfinder Roleplaying Game: Core Rulebookit makes use of the Advanced Player’s Guide, and the GameMastery Guide. It features creatures from Pathfinder Roleplaying Game: BestiaryBestiary 2, and Bestiary 5 (although all of the necessary stat blocks are included within the scenario) and utilizes Pathfinder Flip-Mat Classics: WoodlandsPathfinder: Map Pack: Forest Dangers, and a gorgeous custom map.

In the previous adventure, Magnimar found its beloved monuments corrupted by some foul source. The PCs worked for Venture-Captain Shiela Heidmarch and the Varisian Council, made an enemy of the occult investigator Theodorus Ichonvarde, saved a servant of the goddess Ashava, discovered the identity of the being behind the corruption (whom we will call only by their name, Tulvhatha, to avoid too many spoilers), and the place they can be found (The Glade of Silver Sparks) which was once a holy site to Ashava. In addition, the PCs were likely granted a blessing, which can be granted to all characters participating in this adventure if they will allow him to do so. This adventure tasks the PCs with travelling through the Mushfens, confronting Tulvhatha, and doing what they can to cleanse the area of evil. Characters who have already played the first in this series of adventures will of course have more reason to participate in this one. But, characters who worship Ashava, have an interest in moonlight, dancing, or putting spirits to rest, or have connections to lycanthropy will all find something special to interest them in this scenario. On a similar note, if you have any characters who have a lot of fears, or who you would enjoying roleplaying their response to their fears at a table, I highly recommend you bring them! This is a spooky adventure, and embracing that atmosphere can be a lot of fun. One final note, if you happen to have a horrible fear of werewolves (like my daughter) or spirits this is NOT the scenario for you!

This scenario had an wonderful haunting tone to it. The environment was appropriately ominous, of course, but many of the encounters themselves often played into the horror theme. Not a gory sort of horror. More of a moody, hopeless, suspenseful sort of horror. I ADORED it. The scenario starts with some minor (but fun) roleplaying encounters. The blessing which your characters can accept is awesome! I adored the first major encounter of this scenario. In addition to bringing back another character from the first scenario in this series, it could cause some healthy discussion as to the fate of your opponents (depending upon the alignments we see on the player’s side of the table). There’s a delightful chase in this scenario, which has very clear repercussions for failure. I absolutely loved it! Although, it should be noted, I’m a sucker for a good, purposeful chase. The haunts in this scenario were exceptionally well-done. Particularly the one that plays upon your character’s fears. Embracing that horror theme with my characters is something I always enjoy as a player, so I can’t wait to toss one of my more expressive characters into this mission! And the final battle with the main villain was both memorable, flavourful, an mechanically difficult. Just awesome. But my favourite part? This scenario features the coolest wolf encounter in existence! It’s going to be so much fun! Overall I loved this scenario. Seriously. Loved it. I give it five out of five stars!

I hope you enjoyed taking a peek at this months newest Pathfinder Society Scenarios with me. I know I enjoyed reading them!

Until next time,

Jessica

Marko Horvatin, Yigrig
Yigrig Moneymaker, an enterprising goblin featured in Pathfinder Society Scenario #10-06: Treason’s Chains. Art by Marko Horvatin
Leonardo Santanna -Tulyhatha
The spookiest will-o-wisp you’ll ever lay eyes on! One of the enemies from Pathfinder Society Scenario #10-07: Mysteries Under Moonlight Part Two: The Howling Dance. Art by Leonardo Santanna.

 

Pathfinder Playtest Update 1.6!

Pathfinder Playtest Update 1.6 is finally here.

This is it. The last one.

Or, more accurately, the last scheduled one. Although Paizo has no plans to do so, they might release another update in the future.

So what does this mean?

For starters, the final chapter of the Doomsday Dawn playtest surveys are open. You can head down to the Pathfinder Playtest website after completing Doomsday Dawn and fill them out.

For those of us who aren’t done Doomsday Dawn (or the Pathfinder Playtest Society Scenarios) don’t worry about it. You can still fill out feedback surveys until the end of the year. That’s two more months of time for playtesting and feedback.

And finally?

Well, you get a bunch of cool new updates! And by a bunch I mean a LOT. More specifically, each of the classes in the Pathfinder Playtest have some new changes. For some classes the changes are minor, and for others they’re HUGE. Seriously! Alchemist got a whole overhaul and Paladins? Well, we’ll get there…

So read on, and see some of what’s new!

Alchemists have a huge number of changes! In fact, they have a whole new progression chart. But, we’re only going to take a peek at some of them. No longer running off of resonance, they used infused reagents to create a certain number of alchemical creations each day for free. This brings about a bunch of changes to many alchemical items, including different level versions of many items such as acid, alchemist’s fire, and mutagens. Another neat addition is essentially a specialty — are you good with bombs, healing, mutagens, or poisons? This selection will give you some cool abilities along the way, tailored to your alchemist’s style of play. I ADORE the changes to alchemist, so be sure to give them a thorough look-see.

Barbarians have very few changes. Their proficiencies have become more broad, and most noticeably, barbarian’s rage has an update which is going to make it feel more… unpredictable. After each round spent in a rage you’ll need to make a flat check to see if you remain in your rage. This check will get harder the longer you’re raging. It’s a flavourful change that I think will be great.

Bards have minor changes. Like all spellcasters they’re going to be getting one extra cantrip at first level. They also have some changes to their muses. Clerics also get one more cantrip. Their change is a removal though, they can use less channel energy per day. Sad! Haha. On the plus side there’s been a change to somatic spell casting which will allow all those clerics (and paladins) who use a weapon and shield to cast without difficulty. (The changes are more intricate than that, so be sure to read them!).

Druids have a lot of changes, particularly to the wild order and wild shape. Seriously. There’s lots. Haha. There’s also changes to the spell goodberry, and to animal companions.

Fighters only real change is to stances, while Monks have they ki strike improved (YES!), and some other changes to their ki pool and ki powers. Skipping around a bit, rangers have some minor changes to their hunt target ability, rogues have some awesome expansions to their rogue specializations, and sorcerers have some new feats and a new infernal bloodline (called diabolic). Wizards have some awesome new abilities, and gain the quick preparation ability right from level one. They can swap out spells they’ve prepared for others, and can give up lower level spell slots to prepare higher level spells. Just AWESOME! I’m super excited to give them a try.

But wait? What about paladins?

Paladins no longer need to be LG. Instead, they can also be CG, or NG. Each of these options will affect some of their abilities, as well as their paladin code. Exciting!

Of course, there’s many more changes than we’ve mentioned. So be sure to snag yourself a copy of the update and give it a read. Pathfinder Playtest Update 1.6 is available as a free download here.

Enjoy!

Jessica

Wacky Crew Save Highdelve!

Hear ye! Hear ye! Wacky Crew save Highdelve!

Yup! That’s right. Our weird and kooky crew of eccentric Pathfinders have completed their first mission! We played, we laughed, we triumphed. Oh, yeah, and WE RODE A DRAGON!

Who? What? Why?

Read on and be enlightened!

A while ago my family and I were gifted some boons as part of a delightful contest run by the overly generous Hmm. With them we made a team of goofy eccentrics! (Cause what ELSE should we have done with them?). An exiled aquatic elf magus struggling to adapt to life on the surface, a hyperactive grippli ranger who always looks on the bright side of life, a wise stump-tailed vanara shaman with hair growth issues and a pet pig, and a ratfolk shifter who gnaws on everything he can get his hands on. For more detailed information on our characters and their creation you can check out my previous blog post: Character Focus: Wacky and Weird.

Heroes for HighdelveNot long after creating these delightfully fun characters we were offered the chance to play an adventure all together via play-by-post: the incredibly hard to find Heroes for Highdelve! Our kooky characters took the time to think of a reason they were in Highdelve, and then we got cracking! They arrived just in time for the annual Brightbloom Festival. In addition to exploring the festival, stuffing our faces (and our pigs) with carnival food, riding barrels, competing in sack races, and assisting a puppet show, we each had specific goals we were trying to achieve.

My daughter’s grippli Croak was on the hunt for some stuffed rabbits she had recently purchased and misplaced on a wagon. My son’s vanara Pinesong Rippleroot was looking for some pet pigs he had accidentally sold to a merchant instead of a loving home. My husband’s ratfolk Lomo was in the market for a crafter to repair his father’s magical necklace that Lomo had chewed on. And my aquatic elf Sereia who was trying to track down a coral idol sold by an antiquities smuggler. Their efforts were hampered by the festival, but they had fun and found some promising leads.

Suddenly, the festival was interrupted by screams! The teenaged flower collectors for the festival (known as the Bloomgivers) came back to town wounded! They had been attacked by a pair of young troublemakers. In addition to being beaten up, they were robbed of their protective amulet, and their wagon of Brightbloom flowers was broken. The people gasped. Some called for the village’s legendary draconic protector Aurelliax to bring justice to the wayward youths, but she strode out of the crowd in human form and declined. She had promised the founders of the village long ago that she would protect them, but not interfere in village politics and citizenry. If someone was going to retrieve the protective amulets, gather the brightblooms, capture the teens, and save the festival, it was going to have to be someone else.

Obviously my kids hopped at the chance to volunteer! Their characters announced rather boldly that we would handle it, and once again my aquatic elf was roped into some spontaneous adventure. My daughter’s character Croak assured everyone that this would be the perfect grand adventure! Sereia was unsure.

Still, they were nothing if not true to their word, so the band of outcasts set out from Highdelve, through the hills and wilds until they reached the brightbloom meadow. There they found a field of flowers as far as the eye could see (along with the Bloomgivers’ broken flower wagon). They also found an old cabin, a recently used campsite, and a cave. The group split up, with Lomo and Pinsong checking out the cabin, Croak hopping right into the flower field to pick some brightblooms, and Sereia examining the campsite. But after only a moment the two teenaged hooligans hopped out from behind a rock and started attacking Croak!

What kind of dastardly villains would attack an innocent grippli who was plucking flowers?

Angsty ones!

Ahhh! The horror!

Croak leapt into action, tossing a net at the girl. Much to my daughter’s glee the enemy was stuck in the net the entire fight. (She laughed about this endlessly!). Everyone else rushed over to the meadow while Croak battled the remaining teenager with her blowgun. Pinesong arrived on the scene next, alongside his pig Cutie Pie. While Cutie Pie hid behind a rock, Pinesong clambered up on top of it and formed magical stormclouds  around the enemy, making it difficult for them to see. Lomo arrived next and tore into the guy with his claws — dealing less damage than you might imagine since he’s a Dexterity based combatant. But before Sereia could arrive another enemy showed up on the scene! A tiefling who had hired the teenagers to steal the protective amulet from the Bloomgivers. Why? It was a mystery!

The trident wielding Sereia was the last to arrive, but as the character with the highest damage potential she turned the tide of battle pretty quickly. With the tiefling dead, and the two teenagers prisoner (but conscious) the quartet set about questioning the kids.

They learned that it was the tiefling who had something horrible planned for the town. Apparently he was keeping a monster in the cave, which he was going to unleash upon Highdelve! And the amulet? It would keep the monster protected from Highdelve’s gold dragon defender!

Knowing that they had a monster to defeat but unwilling to risk their prisoners escaping, the group transported the two teens and the tiefling back to Highdelve. After turning them in to the guard’s custody they headed back out to the cave and went right in. It was time to go monster hunting!

The caves were dark, but they could hear strange bellows echoing down the tunnels. In time they found the source — a massive ettin with strange markings carved into its flesh! Tangled in its fingers was the amulet!

When my kids looked at the battle map and the picture of the creature my kids both stopped and said: “Uh oh… That looks strong!”

Despite their fears we waded into battle with enthusiasm.

Now… When you’ve got four players who make characters always intended to play alongside one another, chances are good they’ll make a balanced team. And we did. But… we also aren’t exactly based around damage. We’re more like… a swarm of gnats that flits around the enemy poking it and causing it minor hinderances. Lomo is a melee guy, but his claws do 1d3 damage. No strength bonus. Pinesong is our healer but for damage? Well, he usually uses his storm burst ability to make the enemy treat Pinesong and his pals as if they had concealment. He’s got a crossbow but he’s not a very good shot. My daughter’s little grippli Croak? She fights with nets and poisoned blowgun darts. Considering the ettin beat every single saving throw against her poisons she dealt a whopping 1 damage per shot! Oh, yeah! And Sereia? She’s a magus, so she can deal some solid damage, but she also has to wear a lot of hats in the party. She’s the spellcaster, she’s the second melee character, she’s the academic, and she’s the trap finder. That’s a lot! As a result her attack rolls are good, but not amazing. They’re fair at best if she’s using her spell combat ability. So when she hits she hits hard. But she wasn’t hitting all the time. Meanwhile, Lomo and Croak hit practically every round! (My daughter was very proud of her consistent one damage darts. Haha.

Anyway, the battle was great fun! It lasted quite a few rounds without dragging on too long, we hindered him enough that we rarely got hit, and we bottlenecked him in a tunnel so he couldn’t reach our squishier team members (Pinesong and Croak) with his massive, skull-crushing flail.

We spent a little time gloating when we finally defeated the ettin — okay, mostly it was Croak mocking the dead ettin for looking like a giant plucked chicken with all those darts sticking out of him. Then we looked around, collected the amulet, and left.

Outside we found a dragon.

Not just any dragon.

A freaking HUGE dragon. Thankfully it was gold.

Pinesong and Cutie Pie hid, Croak gave it a chipper hello, and Lomo froze like a character in a Jurassic Park movie who’s squaring off against  T-Rex. Cause a dragon can’t see you if you stay still, right? RIGHT?

….Yeah, not how it works Lomo. But hilarious!

Sereia made the connection between the gold dragon and Aurelliax, guardian of Highdelve, and soon they spoke. The dragon thanked them for their aid and offered them a ride back to town.

My kids were flabbergasted. Literally amazed. My daughter squealed in delight (“UH, YEAH! OF COURSE!”). My son started singing a song from Teen Titans Go! all about riding a dragon (literally).

“We’re gonna ride that dragon! THAT DRAGON! We’re gonna ride that dragon! THAT DRAGON!”

He was so excited he insisted on sending our wonderful GM a link to the exact song and episode. You’re welcome! Haha.

Anyway, we rode that dragon all the way back to Highdelve and learned that the townsfolk had banded together to help us wrap up our tasks! Lomo’s necklace was being repaired, Pinesong’s piglets were being given new homes, Croak’s missing rabbit stuffed animals had been found, and the name of the client that the antiquities smuggler had sold the coral idol to had been found. Soon Sereia could track it down and return it to her people.

My kids were amazed! Big smiles all around. And then they settled in for a feast and dance as the guests of honour. Aurelliax gifted them a magical statuette which turned out to be a super cool boon! Both of my kids transformed the statuette into a magical creature: Pinesong used it to make Cutie Pie covered in golden scales, and my daughter used it to create a pet flying squirrel with giant golden bulging eyes called Roadkill. My husband and I are going to hang onto it to use one of it’s other cool benefits.

We got our chronicles just the other day and the adventure came to an end. And what a good one! Particularly for kids! It had such a nice feel-good ending. Both of my kids said it was among their very favourite adventures they’ve ever played! (My son said he had two favourites: this run of Heroes for Highdelve, and his play through of Signs in Senghor, which was written by my brother and I wrote about in a previous blog post: Signs in Senghor: Part One, and Signs in Senghor: Part Two).

In short, we had a blast!

And if our wonderful GM happens to be reading this: a thousand thanks!

I’m not sure what’s next for our weird and wacky crew. Finding a game all four of us can get into can be tricky, but I do know that whatever we play, we’re going to have fun.

Thanks for sharing this experience with us!

Until next time,

Jessica

Pathfinder Playtest 1.5!

This week’s Pathfinder Playtest Update is Version 1.5 and it’s a small one!

Sort of.

There are really only two changes this week, but both changes have quite a bit of a ripple effect. For starters they’ve tweaked the death and dying rules again, which also affects the DC to administer first aid, and the wording used on some other minor abilities (the dwarven ancestry feat mountain’s stoutness, the feat toughness, and the spells breath of life and stabilize are all good examples of this). On a related note, the DC for treating wounds with the medicine skill has changed, and is based on the patient’s level now, instead of the player’s.

And the only other change?

Spells! They’re making them stronger. Unfortunately, the only kind of spells that are easy to edit in this type of playtest are the damage dealing ones. So, although you can expect see many (if not all) spells get beefed up a bit for the release of Pathfinder 2 next year, the 1.5 update only changed the damage dealt by around forty-five spells. Typically it was the initial damage that was changed, with the heightened increases remaining at the same interval. Exciting!

This is definitely one of those aspects of gameplay you want to give feedback on. Did your spells slaughter the enemies without difficulty? Did the enemy’s spells slaughter you? Important to know (and easy to playtest)! So after you’ve given the spells a test run be sure to give your feedback. I know I’m curious to see how this plays out.

Jessica