Today we’re going to look at the brand new Pathfinder PLAYTEST Society Scenario and tell you what we thought. Currently, there are four of them available as a free download on Paizo’s website: three that were released back in August, and one that was released a short time ago. (For more information on the first three scenarios check out this previous blog post. Each scenario is replayable. You may create your own characters for the intended tier (either created as level one for a tier one scenario, created as level five for a tier five scenario, or created as level ten for a tier ten scenario). Unlike regular Pathfinder Society Scenarios, you do not need to earn enough XP to reach higher levels for the Playtest. If you don’t want to make your own characters, you can also head over to Paizo’s website and download the Pregenerated Pathfinder Playtest characters for the three low level scenarios. For this new scenario, which is tier ten, there are no pregenerated characters. You’ll need to make your own. All you’ll need to run these four scenarios (other than your characters) is the Pathfinder Playtest Rulebook, the most recent update document which, at the time of posting this, is version 1.3, and the scenarios themselves. Each scenario is intended for groups of FOUR players (unlike regular PFS Scenarios which are intended for six) although each contains easy ways to scale up encounters for larger groups. 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. Once you’re done playing or GMing any one of these scenarios, be sure to head over to Paizo’s website and fill out a survey about your experiences. This will be used by the Paizo team to make the Pathfinder Playtest the best that it can be.
This scenario begins in a meeting in Turvik with the delightful Venture-Captain Bjersig Torrsen and his husky Mahki. Bjersig is a deaf half-orc well trained in reading lips who made another recent appearance in Pathfinder Society Scenario #10-03: Death on the Ice. He’s an awesome VC and I was thrilled to find that he had his own art this time around. Bjersig informs the party that he recently deployed a team of goblin trial-pathfinders on a scouting mission to a giant temple called Dvalinheim. They returned with an object of interest — a few tiles taken from the site which show the giant temple has a connection to the Tian representation of Desna. Believing that this temple could be a site built by the founder of the Path of Aganhei he’s dispatching the PCs to investigate further. He even gives the group a map drawn by one of the goblins. So… yeah. It’s totally accurate (not). Chances are the first thing the group will do is visit the goblin artist to ask her what the heck the map means. Which leads us to our second awesome NPC: Ogthup the goblin. Honestly, chatting with this quirky (and wonderfully drawn) goblin was my favourite part of the scenario. From there the PCs set out to follow Ogthup’s directions to the temple. There’s a few battles along the way, but the bulk of this scenario takes place in Dvalinheim itself. There the group will have to explore the temple, deal with more than a few angry frost giants, and… well let’s leave that part a secret for now. Haha. I particularly enjoyed the monster statistics in this scenario. Many of the creatures have special reactions, and interesting attack forms that make them feel really unique. My personal favourite was the disperse ability of the air elemental. Overall, I thought this was a fun scenario with engaging (but minor) NPCs and interesting opponents. I give it four out of five stars.
Definitely worth a free download!
I hope you enjoyed taking a look at this playtest scenario. If you have a chance to play it, I’d love to hear what you thought!
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!
Scenario #10-04: Reaver’s Roar is a Tier 7-11 Adventure written by Steven Hammond. It begins in Three Pines Ford in Lastwall, with a mission briefing hosted by Venture-Captain Shevar Besnik and Ollysta Zadrian, leader of the Silver Crusade. The scenario quickly moves on to the semi-abandoned outpost of Roslar’s Coffer, and the Sarenite temple known as the Bastion of Light found within. For more information on Lastwall you can check out the Inner Sea World Guide. For more information on Sarenrae you can check out Inner Sea Gods. This scenario features creatures from Pathfinder Roleplaying Game: Bestiary, and Pathfinder Adventure Path: Curse of the Crimson Throne Anniversary Edition (although all of the necessary stat blocks are included within the scenario). It makes use of a vast number of sourcebooks, including the Core Rulebook, Advanced Class Guide, Advanced Player’s Guide, Ultimate Combat, Ultimate Equipment, and even Mythic Adventures. All of the necessary rules from the Advanced Class Guide and the Mythic Adventures are included in this scenario. It features one custom map, and one custom chase. This mission is of particular importance to members of the Silver Crusade faction as well as any worshippers of Sarenrae.
Uirch of the Burning Sun from PFS #10-04: Reaver’s Roar. Illustrated by Dion Harris. Art courtesy of Paizo Inc.
This adventure tasks the PCs with travelling to Roslar’s Coffer and retrieving a helmet of religious significance from the Bastion of Light, an important temple to Sarenrae. The temple once contained many relics and rituals vital during the Shining Crusade. Unfortunately, the temple has since become the lair of an incredibly powerful red reaver. The PCs will have to enter the temple, defeat the red reaver, and obtain the helmet. But, this mission won’t be as simple as it seems! For starters, the red reaver has formed powerful bonds with the relics housed in the temple, which have greatly empowered it. PCs will need to find ways to weaken the red reaver, sever its connection to these relics, and outsmart the territorial creature. In addition, orcs from the Twisted Nail tribe are also after the red reaver for (no doubt) nefarious purposes. The cast of characters is rounded out by Gorm Greathammer, a famous Pathfinder and the third prince of the dwarven sky citadel Kraggodan, who acts as a contact and source of information for the PCs. The town of Roslar’s Coffer is appropriately serious and ominous. When the villagers learn of your purpose in town they offer to send a letter to your loved ones when you die a horrible death. How sweet! Haha. It’s a simple but effective way to showcase the ‘friendly’ villagers and let the players know that they might not survive the challenges ahead. I love the atmospheric buffer zone between the town and the territory of the red reaver. There’s a great chase scene in this scenario, and the red reaver is wonderfully challenging. The exploration of the Bastion of Light is a lot of fun, providing characters with danger, a few scares, chances to weaken the red reaver, chances to gain holy blessings, and even chances to make an ally or two. It offers GMs some nice flexibility in the placement of a few encounters, and does a really great job of setting an ominous, suspenseful mood. Perhaps one of the most impressive things? It will make your PCs scared for their lives. A rare thing at high levels of play! The red reaver is a fierce opponent that needs to be weakened in order for your characters to have a chance of defeating it. And even then? It should still be a tough fight! This, of course, makes it a difficult scenario to use with players who prefer to decimate everything, straight-forward encounters, and for most younger players. But the ending? SO worth it! Overall I really liked this scenario, although it’s atmosphere and difficulty are not for everyone. I give it four out of five stars.
Inspector Theodorus Ichonvarde from PFS #10-05: Mysteries Under Moonlight. Illustrated by Tadas Sidluahskas. Art courtesy of Paizo Inc.
Something strange is happening to Magnimar’s beloved monuments, and its up to your PCs to find out what’s going on, and put a stop to it! But, this mystery isn’t as simple as it seems. The honourable Lord-Mayor Grobaras has hired his own investigator to look into the crimes, one who seems to be more than a little biased towards blaming the city’s Varisian population. Your players will have to investigate monuments, question witnesses, confront dangerous enemies, speak with the dead, and dabble in the occult to succeed! The three monuments featured in this scenario are the Cenotaph, Founder’s Flame, and Mistress of Angels. There’s a wide array of NPCs in this delightful adventure including Venture-Captain Shiela Heidmarch and her husband Venture-Captain Canayven Heidmarch, Mystery Cultist Davorge, Inspector Theodorus Ichonvorde, plenty of witnesses (living and dead!), an outsider, and even the ghost of one of Magnimar’s Founders: Ordellia Whilwren! Perceptive PCs can uncover a lovely little tribute to any of your players characters who permanently died during any Season 4 Scenario, or during #7-03: The Bronze House Reprisal, #7-25: Orders from the Gate, #8-01: Portent’s Peril, #8-22: Wrath of the Fleshwarped Queen, or #9-09: Beyond the Halflight Path. It’s a nice little shout-out that’s lovely to see. There’s a lot of unique and interesting social encounters in this scenario, which are really the highlight of this adventure. That said, there’s still a large number of battles in this one, so it’s going to be tricky to fit it all in. I found the final battle properly climatic and exciting, with obvious consequences for failure. The other battles aren’t particularly exciting, though. The occult rituals and objects included in this adventure are fun, and don’t bog down the game with complicated rules. I really enjoyed it (although I admit to being a sucker for the occult! Haha). I really enjoyed this scenario. It’s a fun change of pace that has a lot to offer. My only complaint? If you don’t have a good GM for this one, some sections could become repetitive. Overall, I really enjoyed it! It’s a fun, refreshing adventure that’s right up my alley! I give it four out of five stars.
Thanks for joining us today! Tune in later this week when we take a look at the final Pathfinder Playtest Society Scenario that’s been released: #4: The Frozen Oath!
Today we’re going to take a look at the two most recent Starfinder Society Scenarios that are currently available for purchase, and let you know we thought. Although you’ll find references to events in each that I liked or disliked, and comments about specific characters, these scenarios are not explored in detail. It’s not my intention to spoil the events in these scenarios, or give summaries and full reviews, but to share my opinions and provide recommendations. That said, if you want to avoid even minor spoilers I recommend you check out a different article. Whether you intend to use them in home games of the Starfinder Roleplaying Game, sanctioned scenarios for use with the Starfinder Society Organized Play, or just want to read a nifty new adventure, we’ve got you covered! So sit back, and get ready to explore the Pact Worlds!
Scenario #1-22: The Protectorate Petition is a Tier 1-4 adventure written by Mike Kimmel. It takes place on Tabrid Minor, a planet in Near Space that has a population of around two billion. The dominant race on the planet, the copaxis, have applied to the Pact Worlds for Protectorate status. The Stewards have hired the Starfinder Society to conduct an independent review of the ruins of an ancient flying city located on Tabris Minor, with the help of some locals. You’ll need to learn all you can about the cobaxis, their culture, and their history. Once you’ve got a feel for them and their past it will be your job to write a report which will either approve or deny Tabris Minor’s request for Protectorate status. This scenario features no special scenario tags, does not include starship combat, and does not continue any ongoing storylines. It makes use of Pathfinder Map Pack: Ruined Village, and Pathfinder Map Pack: Secret Rooms . In addition to the Starfinder Core Rulebook, it features content from Starfinder: Alien Archive, and Starfinder: Armory. There is a single familiar face in this scenario: the always delightful Venture-Captain Arvin, as well as a host of new NPCs. It introduces a member of the Stewards: Major Tower-9, who will hopefully be featured in another future scenario. The copaxis are a really interesting race. Each individual is actually a colony of microorganisms which live within a single humanoid-shaped exoskeleton and act as a single unit. They’re basically coral-people. There are also a lot of interesting NPCs in this scenario from among the copaxis themselves, including Bryanisis, Gnaucara, Panacula, and Therseis. My personal favourite? Less Than Three (of whom I will divulge no further details).
Therseis, a copaxis from Tabris Minor featured in SFS #1-22: The Protectorate Petition. Illustrated by Michele Giorgi. Art courtesy of Paizo Inc.
Exploring the ruined flying city of Tabantria is a lot of fun, with some locations already excavated and safe, and others still dangerous. There’s opportunities to glean interesting information at both types of locations, as well as copaxis researchers you can turn to for context and advice if desired. Although I don’t want to give away anything about your discoveries, I will say that things are more… complex that they seem. It’s wonderfully handled. There’s some fun battles in this scenario, all of which can provide the PCs with some information. I particularly enjoyed the new crab-like creature known as the corchaaz which can alter gravity and even use some solarian powers! Very cool. There’s no particular boons you’ll want to slot for this one, although members of the Dataphiles, Exo-Guardians, and Wayfinders all should naturally have the most interest in this scenarios goals. If you’ve got a solarian, now is a great time to play them. Solarians have a few unique benefits throughout this scenario. Overall I really enjoyed this scenario. I give it four out of five stars.
Scenario #1-23: Return to Sender is a Tier 5-8 adventure written by Natalie Kertzner. It takes place on the edge of the Scoured Stars trinary system, which contains three suns, and a plethora of planets. The systems within the Scoured Stars are Callion, Agillae, and Bastiar. This scenario takes place after a number of other Scoured Stars related scenarios including: #1-05: The First Mandate, #1-11: In Pursuit of the Scoured Past, #1-13: On the Trail of History, #1-17: Reclaiming the Time-Lost Tear, and the Starfinder Special: #1-99: The Scoured Stars Invasion. Obviously, this scenario contains some spoilers, particularly in regards to the Special. I recommend playing as many of the previous scenarios as possible, before playing this one. One very important piece of information? Jinsul are an alien species that attacked the Starfinders when they attempted to rescue their comrades from the Scoured Stars system. Although most of the Starfinders escaped, the jinsul conquered the Scoured Stars system. As to what they want next? Unknown.
A jinsul ship. Originally depicted in SFS #1-13: On the Trail of History. Art courtesy of Paizo Inc.
This mission begins when Historia-7 (leader of the Dataphiles) flies the PCs to a secret facility run by Radaszam (leader of the Acquisitives) and maintained for his Obsidian Spiders mercenary company. Together the duo gives the PCs an off-the-books mission. Their job? Take a recovered jinsul ship and fly to a space station on the edge of the system. Infiltrate the jinsul base, learn all you can, and destroy it (with the help of Historia-7 and Radaszam!). This scenario features the Faction (Acquisitives) and Faction (Dataphiles) tags and uses two custom maps. It features content from Starfinder: Alien Archive, but all relevant information is included in this scenario. There’s no specific boons I’d recommend slotting (other than the faction boons, of course) or classes to take. It is worth mentioning that one enemy in this scenario has an ability that could allow them to foil the operative’s trick attack ability. Return to Sender is intended to be a dangerous infiltration mission with a nerve-wracking atmosphere. You’re supposed to worry over alerting the base to your presence, while learning all you can. That said, the path laid before you is noticeably linear, with no real repercussions for being discovered. It runs the risk of feeling like a long, drawn out slug-fest. Room, fight, hack a computer. Room, fight, hack a computer. And so on. This is one of those missions that really requires a talented GM to make it shine. That said, I particularly liked the final battle, and the scenario’s cinematic ending. In my opinion the best part of this scenario was actually nothing to do with the mission at all. Throughout it the PCs get to hear Radaszam and Historia-7 banter over the comms and learn more about the duo. PCs also have the opportunity to release and befriend and adorable little alien that behaves like a goofy puppy dog and looks like a mix between a shark and an octopus, with big, cutesy eyes and a lolling tongue. This little fellow’s antics can either be played up (for groups who would enjoy some comic relief) or fall to the wayside (for groups who are enjoying a more serious, suspenseful playthrough). I think the fact that the option was given for this creature to serve different roles for different kinds of groups was a really nice addition. Although this mission will be a great fit for some players, it just wasn’t my cup of tea. I give it three out of five stars.
Thanks for joining us today! I hope you enjoyed this look at the newest Starfinder Society Scenarios. We’ll be back in a few days with a look at the newest Pathfinder Society Scenarios. See you then!
As the Pathfinder Playtest keeps chugging along, this week brings us new surveys and new rules updates! The new surveys are open for the next chapter of Doomsday Dawn: The Mirrored Moon which reunites your players with their primary PCs for this mini adventure path. And the rules updates? There’s a lot of them! Thirteen new pages of rules, plus a separate pdf with a bunch of new content on… wait for it… archetypes! (Pardon me while I squeal with glee!)
So, what exactly is new this update?
To start with the penalty for being untrained in a skill is greater. While it used to be equal to your level minus two it is not equal to your level minus four. Although it might seem lame, I like this change. Now those people who have taken the time to become trained in a skill actually feel better at it than those who didn’t. Before it was kind of a toss up.
The next major change is the DC chart. They’ve shuffled around the DCs a bit, and fine-tuned it. This also effects the DCs across all skills and throughout Doomsday Dawn and the Pathfinder Playtest Scenarios. Yeah. This change is sweeping! I’m curious to see how it plays out.
There’s also… the ten minute rest! What? Yup! First of all, identifying magical objects no longer takes an hour, it only takes ten minutes. FINALLY. This was one of my major pet peeves from the Playtest so I’m thrilled they changed it. Ten is more manageable. Repairing items? Also ten minutes. And finally, they’ve added a new way to use the medicine skill. You can now use it to treat wounds. This takes — you guessed it — ten minutes and can heal up to six people (yourself included) of some of their wounds. This means that there are now ways to heal yourself and your party without relying on magic. In addition, it makes taking a ten minute break after a fight a standard, organic thing to do. You fight, you win. Yay! You bandage your wounds. While the healer does that the mage identifies a magical item and the fighter repairs his shield. It fits. You know? This I can get behind.
There have been some nice changes to classes. Alchemist’s are no longer double-dinged on resonance when using infused items that they give to their companions. Monks finally have simple weapon proficiency so they can actually use a ranged weapon. Thank goodness! Rangers have some new 1st level feat options, and Rogues no longer need to be Dexterity based. Instead they have a trio of techniques they can choose from at level one. Sorcerers no longer have to take their later bloodline feats, which makes them feel less restrictive.
Death and Dying rules have been adjusted again, with the inclusion of a new condition ‘wounded.’ For the full details you’ll have to give the pdf a read, but I think this method is meant to make it a bit harder to survive than the last updates made it, but still easier than the original Playtest rules. I’m curious to see how it plays out.
There’s other smaller changes and clarifications. Its been confirmed that shields can never take two dents at once. Its also been pointed out that your spell roll is not used for your spell attack rolls. Instead you use your proficiency modifier and Dexterity or Strength as normal. I was really happy that the spell roll was used for your spell attack rolls, but I can see why that’s not the case. Still, I think it’s and unfortunate clarification. I rather liked being a mage who could naturally aim their spells. (Sad! Haha).
That’s all of the big changes, but there’s also a second document. This contains updated rules for all of the multiclassing archetypes, changes some of them (fighter: here’s looking at you!), and adds a bunch of new ones. Oh, yeah! There are now multi class options for every base class. Very exciting!
In other news, Pathfinder Kingmaker the video game has now officially launched. For those of you who don’t know, Pathfinder Kingmaker is a computer RPG with a wide variety of NPC allies for your character to befriend (and the ability to create your own allies!). The game looks AMAZING. It’s currently available to purchase on GOG and Steam. For more information on the game check out our recent blog post: here. Already playing? Let me know what you think! I’d love to hear all about it!
This week brings us a few exciting announcements. For starters, Pathfinder Playtest has just released two new surveys. These are both general feedback surveys which are not connected to Doomsday Dawn. The first is about your experiences and opinions on ancestry and the second is on classes. Both surveys can only be filled out once and feature opportunities for your to offer feedback on each of the ancestry an class options. If there’s any that you don’t want to give feedback on you’re welcome to skip them. It really important to remember that these surveys are very in depth. Make sure you’re prepared to answer detailed questions including which aspects and feats were your favourite, overpowered and so on. It’s handy to have your Pathfinder Playtest Rulebook on hand to reference feat and ability names. Overall I really enjoyed the ancestry survey, but I did have trouble with the class survey. It had an error which kept redirecting me back to the beginning of the survey after I completed the feedback on the first class. I’m going to head back and try again later, but for now I’ve had to leave it be. When you’re ready, be sure to head over to Paizo’s website and fill out the surveys. Or click the links provided: Ancestry Survey and Class Survey.
UPDATE: The survey is now working fine for me!
Octavia the half-elf arcane trickster from the Pathfinder Kingmaker computer roleplaying game.
The other big announcement? PATHFINDER KINGMAKER! I know, I know, Kingmaker’s an old campaign. But we’re not talking about that. We’re talking about Pathfinder Kingmaker the computer game! This RPG is currently available for pre-order on both GOG and Steam and is going to be released next week. It looks AMAZING (if only my computer was good enough to play it… Haha). This game follows the story of the Kingmaker Adventure Path, and expands upon it greatly, including an entire new ending, a plethora of new characters, and a ton of quests. You’ll have to conquer, rule, and protect your own nation in the Stolen Lands! There’s supposed to be a ton of character options for your characters, including multi-classing and archetypes. After completing the tutorial and prologue you can also create your own team of characters. In addition, there’s eleven pre-made party members who have their own stories, personalities, quirks, and abilities. Each has tied to unique events from the game’s storyline, and some of them can even be ‘romanced’ by your characters. I’m definitely looking forward to the banter. Haha.
So who are these characters? So glad you asked!
One of them will be familiar to most of us: Amiri the Kellid barbarian. There’s also Nok-Nok the goblin rogue (who some of us might recognize from his Pathfinder Adventure Card Game promo card). The rest (as far as I know) are all new. Ekundayo the Garundi ranger, Harrim the dwarf cleric of Groetus (god of the end-times), Jaethal the elven undead inquisitor of Urgathoa (goddess of undead), Jubilost the gnome alchemist, Linzi the halfling bard who’s going to chronicle your adventures, Octavia the half-elf arcane trickster and her good friend Regongar the half-orc magus, Tristian the human cleric of Sarenrae (goddess of the sun and redemption), and finally Valerie the human fighter who gave up a life in service to Shelyn (goddess of beauty and love) to learn to fight. They look like a fun group of unique characters. And their art? AWESOME. All of them look great.
Ekundayo
Harrim
Jaethal
Jubilost
Amiri
Nok-Nok
Linzi
Regongar
Tristian
Valerie
For more information on Pathfinder Kingmaker you can check out Paizo’s blog post, or watch some of the previews from GOG and Steam. Want to get the whole scoop? Pick up the game yourself! And be sure to swing by and let us know what you thought of the game.
The Pathfinder Playtest is changing again. That’s right, it’s time for some more rules updates!
This week marks the second set of changes to the Pathfinder Playtest rules. Be sure to head over to Paizo’s website and download version 1.2. But that’s not all! You’ll also need to download the new character sheet! It’s been edited to conform with the new rules, and been shuffled around a bit. I rather like the new layout.
This update document is eight pages long, with the last page dedicated to the open game license and other fine print. It includes all of the updates to Pathfinder Playtest (from the first and second updates). This means that you only need to have the most recent version of the update document, not all of them. Any new additions to the update document are in bold. Although it sounds simple, it’s actually quite hard to differentiate between regular text and bold text in the document, so look closely! Rules updates are split into four types of rule changes: New Rules Updates, Critical Updates, Other Updates, and Doomsday Dawn Updates. Despite being ranked by importance, it’s imperative you begin to use all of the new rules immediately.
As for the rules themselves, we won’t get into specifics. The document is free and does a better job of explaining things than I ever could. The biggest changes you will notice this time around are with signature skills. They’re gone. Poof. Vanished. No longer does your class restrict which skills you can become Master or Legendary with. Instead, anyone can become Master or Legendary in whatever they want — if you’re willing to invest in that skill of course. I’m a big fan of this change, so I’m happy they went this route. This change affects a lot of other aspects of the game. Some feats are now irrelevant, and others were modified. The text throughout the book has to change a lot. There’s other skill changes you’ll notice as well. Each class is automatically trained in a certain skill, and many classes have more skills they’re trained in to start with. More nice updates, if you ask me!
There’s some other fun changes. Bards now have a feat that lets them gain 10th level spells. The range on their soothe spell has also been changed to 30 feet. Some of the spells granted by domains are different now. And the barbarian animal totem can now use weapons — as long as they’re NOT raging. There’s some other barbarian updates as well, so be sure to read closely!
This is just a taste of the changes. There’s a lot more updates. Changes will continue to occur over time so your feedback is incredibly important.
Surveys. When you’re done playing any part of Doomsday Dawn, the Pathfinder Playtest Society Scenarios, or just playing in general, head on over to Paizo’s website and fill out one of Paizo’s many surveys. Paizo goes through that feedback and makes changes. That’s right! Constantly over this next year they’ll be combing through your survey responses and adapting their rules for the playtest. It sounds like these changes will occur approximately bi-weekly, but don’t quote me on that. Not only do your responses provide Paizo with a large pool of data that they can use to decide the future of the game, it also lets them find out all kinds of nifty little bits of information.
At the moment, you can fill out surveys on a variety of adventures. Each of the Pathfinder Society Scenarios has it’s own trio of surveys: player survey, GM survey, and general feedback survey. Doomsday Dawn originally launched with access to three surveys, all for the first part of the adventure: The Lost Star. (Again, a player survey, GM survey, and general feedback survey). Surveys are now also available for the second adventure in Doomsday Dawn: In Pale Mountain’s Shadow, and the third adventure in Doomsday Dawn: Affair at Sombefell Hall. Further surveys for the later adventures in Doomsday Dawn will be released in the future. There’s also some general feedback surveys available. Soon you can expect to see new surveys on more general topics.
Now, if you haven’t filled out your previous survey on the Lost Star, or In Pale Mountains Shadow, don’t worry! It’s not too late. All of the surveys will be available until the end of the year, and will be revisited by the Paizo team regularly. You haven’t missed your chance to contribute.
Let us know what you think of the new changes in the comments!
Until next time,
Jessica
Farewell old character sheet! It’s time to make some changes!
The Return of the Runelord’s Player’s Guide has recently been released by Paizo. Meant to go with the Return of the Runelord’s Adventure Path, which takes place in the nation of Varisia, this player’s guide is a free download on their website. The Return of the Runelords Adventure Path is already underway, with volume one, Secrets of Roderic’s Cove, released at the start of this month, and volume two, It Came from Hollow Mountain, released at the end of this month. The other four volumes have yet to be released (but are available for pre-order).
Now, I’m not sure about all of you, but I’ve been supremely excited for the Return of the Runelords Adventure Path. I have loved every adventure path set in Varisia, and played through or GMed quite a few of them. It’s a place of adventure, history, mystery, and — for me — fond memories. It’s right up there with my favourite nations of Golarion.
Like the Adventure Path Player’s Guides before it, this one is filled with all the information you need to create a character well-suited to the (Return of the Runelords) Adventure Path, and invested in its major plots and purpose. It contains advice and short compiled lists of which classes and archetypes are best suited to the campaign. It briefly describes the region that the Adventure Path will be taking place in (Varisia, in this instance), as well as the races found there. It gives advice on which religions are common — including information on some obscure faiths. It also contains suggestions for animal companions and familiars that are appropriate to the region. However, these lists (excluding the animals) are very brief. This is because the Return of the Runelords is very broad in scope. There is no one class that is better suited to it than others, and no classes that are unheard of. Characters of any race are more than welcome to play. This is a great time to pull out the wacky, weird, obscure, and eccentric character options you’ve been mulling over and give them a try.
There was plenty of interesting information in this little guide, including six new traits specific to the Adventure Path (called Campaign Traits), of which each character is expected to have one. I particularly enjoy ‘accidental clone,’ and ‘scion of legend.’ The player’s guide left me happily inspired. Although there’s lots of neat tidbits we could discuss here, I’m not going to go into details. It’s free! You might as well download it yourselves. What I will say is that all of your PCs must play people who have been in Roderic’s Cove for at least a month, and that you all are acquainted with one another. Not friends, or anything. That’s not required. But you know of each other and would be willing to work alongside one another for this adventure. Furthermore, your characters should be ambitious, and curious. They need to be willing to seek out answers and adventure for themselves. This adventure path does not rely on NPCs hiring you to complete a task or ordering you around. The drive to continue needs to come from your player’s characters. Finally, your characters need to be willing to protect not just the city of Roderic’s Cove, but the nation of Varisia as a whole. This is not a campaign that stays idle. It travels the width and breadth of the country.
In addition to your typical Player’s Guide information, this one also had a few extra goodies. For starters, Return of the Runelords is the direct sequel to the Rise of the Runelords Adventure Path and the Shattered Star Adventure Path (which begins with Pathfinder Adventure Path 61: Shards of Sin (Shattered Star 1 of 6)). It assumes that heroes — probably your PCs from those campaigns — defeated the Runelord of Greed, Karzoug, and reforged an ancient Thassilonian artifact known as the Sihedron. Of the many heroes who accomplished these feats, a few have decided to stay in Varisia and act as the nation’s defenders. Each player gets to select one of their heroes from either Rise of the Runelords or Shattered Star and make them one of these so called ‘Sihedron Heroes.’ These heroes will be in the background of the campaign, doing… stuff! Haha. (I have no idea what they’ll be doing, but you can bet its important!). As for the other PCs from those campaigns? That’s up to you. They will not play a major role in the adventure path. If you’ve never played either previous adventure path, that’s alright! Your fellow players can select their past PCs and you can make a concept (or stats) of your own hero. It’s a nice touch that ensures none of your players will be left out of the fun. Finally, if you’re from a group where none of your players completed Rise of the Runelords or Shattered Star, the GM will make the entire team of Sihedron Heroes themselves. Full details on the Sihedron Heroes role in Return of the Runelords (for GMs) will appear in other issues of the adventure path, beginning in Pathfinder Adventure Path 134: It Came from Hollow Mountain (Return of the Runelords 2 of 6). It should be noted that at the start of Return of the Runelords, the current location of the Sihedron Heroes is unknown.
The last little bit of extra fun involves the campaign’s starting event: you’re attending the weekly Circle Market in Roderic’s Cove. During the first session you have a chance to find a great deal in the market. You’ll get 10% off of a single item chosen from either basic gear, alchemical items, weapons, potions, scrolls, or even a magical object. Although you’re free to choose the object itself, what category of item it is is determined by a d20 roll. It’s think its a nice bit of fun. Particularly if its repeated each time you attend the Circle Market. It is a weekly event, after all!
But, this is a Player’s Guide! It’s not about treasure, or cities, or Varisia. Not at its core. At its beating heart the Player’s Guide is a free tool to help players like us make characters who will work well within the Adventure Path they’re going to commit to. It should inspire us to make characters, entice us with ideas, provide us with some cool traits, and let us go crazy. And this one did.
So after reading the guide, what would I make?
A good question!
There’s a huge number of character concepts you could run with for this campaign, and a ton of classes that would work. In fact it’s one of those nice campaign where pretty much anything goes. I wouldn’t suggest using an aquatic mount or animal companion, but other than that it’s pretty open. I gave all the classes a lot of thought and came up with way too many ideas. I would adore playing the children of some of the other PCs from my family’s Varisian campaigns. Children of the heroes of Curse of the Crimson Throne, Second Darkness, and Rise of the Runelords adventure paths would be a ton of fun. Or, perhaps a spiritualist whose spirit companion is an NPC or a PC who died during one of those campaigns! I’ve always wanted to utilize the harrower prestige class, especially coupled with the deadly dealer feat, but have never had the chance. Someone descended from ancient Thassilonians would be a blast. There’s some fun character options from Pathfinder Player Companion: Blood of the Ancients which would make that enjoyable. I have a soft spot for the Shoanti peoples, and playing a member of the Spire Clan would be particularly fun (they practically worship the ancient monuments dotting Varisia). I would have a blast playing a ex-gray maiden whose trying to start fresh and has the masked maiden vigilante archetype. And that’s not even counting all the other things I’d like to do! Chronomancer wizard, twinned summoner, relic raider rogue, and an arcanist are all on my list of things I’d love to play.
How about you? What character concepts and builds would YOU like to play for Return of the Runelords? I’d love to hear them!
Because of the recent website outages over at Paizo, shipment of their newest adventure path volumes were delayed a bit, meaning plenty of subscribers didn’t receive their copies until the start of this month, as opposed to the end of last month. That means that this month there is a WHOLE LOT of Adventure Path Volumes coming out! Both Starfinder and Pathfinder are launching new Adventure Paths. Pathfinder takes us back to Varisia with the highly anticipated Return of the Runelords! It begins in Return of the Runelords: Book One: Secrets of Roderick’s Cove, and continues on later this month/the start of next month with Return of the Runelords: Book Two: It Came from Hollow Mountain . This campaign looks like a ton of fun! It’s going to take you all the way to level 20, and pits you against not one, but all five of the remaining Runelords (or their minions)! For more information on the Return of the Runelords, check out my recent blog post: Return of the Runelords. As for Starfinder, they’re shaking things up with a special three-part adventure path that starts with a bang and just keeps the excitement coming! The Against the Aeon Throne Adventure Path pits your players against the Azlanti Star Empire, a massive tyrannical governing body that controls a whopping three solar systems! Your players will be taking on the role of some rebels who are out to help a friend, and cause some trouble for the Empire. Although they won’t be taking on the entire Azlanti Star Empire, they get some good licks in and get out safe and sound (hopefully). This adventure path feels very Star Wars themed to me, and seems very personal and exciting. It begins with Against the Aeon Throne: Book One: The Reach of Empire, which is already out, and continues at the end of this month with Against the Aeon Throne: Book Two: Escape from the Prison Moon! For more information on this adventure path check out my previous blog post: Against the Aeon Throne.
Pathfinder Module: Cradle of Night is an adventure that was outlined, worked on, and written by, a large number of people including Wes Schneider, Neil Spicer, James Jacobs, Greg Vaughan, and Ron Lundeen. It’s an awesome sounding adventure intended for level eight characters which will be around 64 pages in length. Of course, it’s also cursed! This poor thing has been perpetually delayed. With an original release date of last year, it was bumped to a January release, then mid 2018, and has finally shown up on the soon to be released products page. Preorder begins now (again), and hopefully will be out in a month or so. The adventure itself takes place in Nidal and begins when a refugee Caligni from the Darklands comes to the surface for help! He needs someone to save/stop his people from releasing darkness upon the world and bringing about the rebirth of a “shattered god.” It moves from Nidal, down into the Darklands, includes a lot of information on the origins of the Caligni peoples (darkfolk), and the Shadow Plane. Plus, it just sounds epic! Curious who the “shattered god” is? So am I! Haha. I’m particularly excited that this book will allow me to make use of my Pathfinder Campaign Setting: Nidal, Land of Shadows sourcebook!
There are two Pathfinder Player Companion books out this month, Pathfinder Player Companion: Heroes from the Fringe, which presents a look at a lot of non-human, unique character options. Examples of this include the Ekujae elves of the Mwangi Expanse, and Pahmet dwarves of Osirion’s deserts, and many more. The part I’m most excited about? Whimsical phantoms for spiritualists! Come on, you know you want to be haunted by a chipper gnome ghost! I’m very intrigued with this product and can’t wait to see what’s inside. There’s also Pathfinder Player Companion: Plane-Hopper’s Handbook, which is a great tie-in the Pathfinder Roleplaying Game: Planar Adventures. It provides a host of new player options and equipment for characters who traverse the planes, including new eidolon subtypes for the unchained summoner, alternate race traits and favoured class bonuses for extrapljnar raves (like ganzi!), and some archetypes. I’m definitely curious what’s inside!
And the product my son is most excited for? Pathfinder Flip-Tiles: Dungeon Decor Pawn Collection! This product contains a ton of set dressing, from fireplaces, curtains, and bookshelves, to windows, stairs, doors, and statues! There’s a ton of useful bits and bobs in here. It’s very similar to the previous release Pathfinder Pawns: Traps & Treasures Pawn Collection. My son has officially added both to his Christmas list. Haha.
Finally, this month sees the release of two Pathfinder Society Scenarios, and two Starfinder Society Scenarios. Pathfinder Society Scenario #10-04: Reaver’s Roar is a tier 7-11 scenario of special importance to the Silver Crusade faction, which tasks you players with retrieving a relic of the Shining Crusade from it’s guardians. This mission could get complicated, as it sounds like you’re not the only ones after the relic. Pathfinder Society Scenario #10-05: Mysteries Under Moonlight, Part 1: Testament of Souls is a tier 3-7 scenario which takes place in Magnimar and revolves around the mysterious corruption of some of their monuments. This scenario is the first of a two part series which concludes with Pathfinder Society Scenario #10-07: Mysteries Under Moonlight, Part 2: The Howling Dance. I’m a huge fan of Varisia and its many eclectic cities, so I’m pretty excited for this one!
Starfinder Society Scenario #1-22: Protectorate Petition is a tier 1-4 scenario that tasks the players with traveling to a planet in Near Space to determine whether the alien ‘copaxis’ should be granted protectorate status in the Pact Worlds. You’ll have to visit their planet, review their claims, explore some ruins, learn some history, and decide whether or not these guys deserve to join the Pact Worlds. Starfinder Society Scenario #1-23: Return to Sender is a tier 5-8 scenario which is a direct sequel to the special Starfinder Scenario #1-99: The Scoured Stars Invasion! Its of particular importance to both the Exo-Guardians and the Dataphiles. Your players will have to take a stolen spaceship into enemy territory and complete their objectives without getting caught. If they’re successful they’ll enable the Starfinders to launch an offensive against the jinsul empire! This is going to be awesome!
And that’s all for this month! I don’t know about you, but I’m most excited for the Return of the Runelords, and Against the Aeon Thrones Adventure Paths!
My family and I entered a contest a few weeks ago. Hosted by the overly generous Hmm on Paizo’s message boards, she was going to give away all the boons necessary to create a mermaid in PFS play. There were a few ways to enter — for yourself with a mermaid character concept, for a group of friends with a team created from the other boons she was giving away, or by nominating someone else who you thought deserved to win. My family and I entered together, and were lucky enough to be chosen as one of the winners.
I’ve mentioned this contest before on my blog, and I promised that when our characters were complete I would share them with the world.
That time is now! (Finally! Haha.)
My family and I wanted to make a quartet of characters who are (and were) universally considered outcasts among their people and Golarion at large. They’re weird, and different. But what’s strange for one culture isn’t strange for others, and it’s those very oddities that the others embraced and connected with. After all, who cares if the vanara has unnaturally large eyes, if he’s hanging out with a grippli? These guys are friends, companions, and (in many ways) family. They don’t have the same interests, and they don’t always get along. But, hey? What family does?
My daughter was the first person to create her character. She’s always the first person to do so. Admittedly, I would beat her to it, except I always wait to see what my kids want to make before creating my own character.
Pathfinder Player Companion: Blood of the Beast contains a variety of character options for catfolk, grippli, kitsune, nagaji, ratfolk, tengu and vanara! For more details you can check out my detailed blog post on the book, or purchase the book for yourself. It’s a fun one!
My daughter made a grippli named Croak. In her original character pitch she had said she was gong to make an energetic, poisonous grippli who fought with a blowgun. She was going to be a ranger with the poison darter archetype (rangers can be found in the Pathfinder Roleplaying Game: Core Rulebook, grippli can be found in Pathfinder Roleplaying Game: Advanced Race Guide, and the poison darter archetype for rangers can be found in Pathfinder Player Companion: Blood of the Beast). When it came time to make her character and actually get her down on paper, she stuck to it. But, she also added to it. In addition to being a poison darter, she’s chosen to be a skirmisher, which is an archetype for rangers which sacrifices their spellcasting in order to use some nifty tricks a few times each day that can benefit yourself and your companions. This won’t have an effect on her character now, but in the future it definitely will! (The skirmisher archetype for rangers can be found in Pathfinder Roleplaying Game: Advanced Player’s Guide).
Croak is incredibly nimble, and rather wise. She’s decent with people and animals, and pretty healthy. She’s not one for book learning, and she’s physically weak. Her final stats are Str 8 / Dex 18 / Con 12 / Int 10 / Wis 16 / Cha 13. As a grippli she’s small, has dark vision, a base speed of 30 feet and a climb speed of 20 feet. She has the ability to camouflage herself while in a swamp, and has no problem travelling in such environments. She speaks Common and Grippli. She was sorely tempted to take the toxic skin variant racial trait, but decided against it. Croak loves to swim, so my daughter didn’t think it made since to give up swamp stride. As a ranger she has the track ability, which she’s excited for. However, she does not have a favoured enemy or wild empathy. These are both abilities she gave up for her archetype. Instead she has poison use, and she secretes a paralytic toxin from her skin which she can use to poison her weapons a few times each day. At higher levels she’ll give up her combat style for rogue talents and give up her hunter’s bond ability for sneak attack that only works with a blowgun.
Now, you might be saying, blowgun? Really? They’re not very good. Well, too bad! My daughter thinks they’re the coolest. She bought a toy one for herself the other day at the local dollar store. I warned her they were tricky to use, but she insisted, and she’s been practising ever since. By now she can get the foam dart to sort of fall out of the blowgun and land on the floor. This is a great improvement from her first few attempts which resulted in the dart moving slightly and staying inside the blowgun. Haha. Admittedly, I’m not much better. As an out of shape asthmatic I can make the dart fly no more than five feet. I’m quite proud of this, actually, as I expected to do much, much worse. (Hooray for low expectations!).
Croak decided to use her favoured class bonus on a special grippli ranger option: she gets a +1 bonus on swim checks. When this bonus hits +8 she also gains a swim speed of 15 feet. She finds this very exciting. She chose to put her skills into acrobatics, climb, diplomacy, perception, perform (song), and swim. She’s also naturally good at stealth and survival, but she did not invest ranks into those skills yet. Perhaps in the future. For traits she chose insider knowledge, which gives her a +1 on diplomacy checks and made diplomacy a class skill. She also chose reckless, which gives her a +1 on acrobatics checks and made acrobatics a class skill. (Insider knowledge can be found in the Pathfinder Society Roleplaying Guild Guide, while Reckless can be found in Pathfinder Roleplaying Game: Ultimate Campaign). All things considered, acrobatics turned out to be her best skill, which is just how she wanted it. For her feat she chose agile tongue. This grippli feat allows her to use her tongue to lift light objects, make sleight of hand checks, and perform steal and disarm maneuvers. It also lets her make melee touch attacks, but that won’t have any benefit for her right now. (Agile tongue can be found in Pathfinder Roleplaying Game: Advanced Race Guide).
When it came time to buy her equipment, my daughter certainly took her time! Haha. She bought a blowgun with a ton of blowgun darts, a net, and a pair of poisoned sand tubes. But for her melee weapon? Oh, it took forever! Melee is not going to be Croak’s forte. She’s intended to be a close range combatant who stays mobile, and hinders her foes. Her strength score is poor, but she still wanted to be able to have a melee weapon for those times she she gets locked down. The problem? My daughter has no idea what most weapons actually are. She can read their names and statistics, but rarely does she actually know what they look like. There are some she knows, of course: longsword, short sword, dagger, gauntlet, cestus, scimitar, sickle, whip, spear, quarterstaff, net, blowgun, bow, crossbow and darts. She also sort of knows what a sling is. Or rather, she knows what it is, but she likes slingshots better, so she insists the sling is a slingshot. Not the case, of course, but hey, she’s six. It’s a slingshot! As a ranger she had proficiency in a lot of weapons she didn’t recognize, so we spent some time looking up pictures of each weapon, and even watched some videos of how you use each one in battle. In the end, she chose a light flail for her weapon. She became so enamoured with this dangerous weapon that the same day she was at our local dollar store and bought a blowgun, she also bought a little toy flail that’s perfectly sized for her. She’s been hard at work learning how to swing it without whacking herself in the head. For her armour, she picked out a reinforced tunic. In addition to basic adventuring gear she bought a sunrod, a healing potion, and a few vials of acid.
So who is Croak? What’s she like?
Croak is a beautifully coloured grippli, with bright pink and purple skin. Her big, yellow eyes are so bright they practically glow. Her big wide mouth is always curved up in a happy smile. She wears a bright yellow tunic with a belt made of vines. She has a blowgun on her belt, along with a LOT of darts, some vials, and a light flail. She wears a backpack which she’s drawn on with chalk to make look fancy (it mostly looks messy). She taps her toes while she waits, wiggles her fingers, and flicks her tongue around. She never seems to stop moving.
Croak’s a hyperactive, bouncy little thing that’s constantly moving and talking. She’s impulsive, impatient, and finds it difficult to settle. She loves to climb, swim, and play. She’s a very mobile and acrobatic fighter, cartwheeling, dancing, and diving across the battlefield. This makes her a big target. But, she doesn’t mind! They’ll never catch her! Especially once she’s tangled them up in a net, or poisoned them!
Croak is the funny member of the team. She is naive, and boundlessly optimistic. She looks on the bright side of everything, even if she has to get pretty creative to find that bright side! She’s the team member who keeps everyone moving, and brings a smile on a dour day. She’s their spirit.
Croak grew up in a tribe of grippli who lived in the Mushfens of Varisia. Life there was hard! It required patience, and relied on stealth and camouflage. Croak did not fit in. She was bright, chipper, and NOISY! Plus, she never sat still. After a particularly disastrous fishing expedition involving sixteen butterflies, a rubber ball, a fishing net, and seven very upset grippli, Croak was cast out from her tribe.
It sucked! She was very upset!
She travelled a lot after that, and had a lot of trouble fitting in. Lots of people thought she was WEIRD. But, in time, she made new friends. They didn’t mind that she never sat still. After all, they were always travelling anyway! And Croak never slowed them down. They didn’t mind that she squirmed around and bounced through the battlefield. She was a very distracting target! They didn’t mind that she talked all the time. They didn’t even mind her singing! Well, okay, maybe they minded her singing. She couldn’t really be sure when she was singing, after all. She was rather loud.
Croak loves to explore nature with her friend Pinesong Rippleroot. She loves to go swimming with her friend Sereia. And she loves to make discoveries in cities with her friend Lomo.
With my daughter’s character made, we sat down to work on my son’s: Pinesong Rippleroot.
In his original character pitch, my son decided to make an eco-conscious vanara druid with a stumpy tail and hair growth issues. He kept his character concept the same, but while creating his backstory he decided he would have a pet pig. While we explored the druid class and its archetypes together, we also checked out some similarly themed classes, including the shaman, and nature-themed oracles, sorcerers, and witches. Although he loved the idea of a lot of the druid’s abilities, he fell in love with the idea of using his pig as a spirit animal. He debated for a time, but in the end decided that Pinesong Rippleroot would be a shaman. (Vanara can be found in Pathfinder Roleplaying Game: Advanced Race Guide. Shamans can be found in Pathfinder Roleplaying Game: Advanced Class Guide, sorcerers can be found in Pathfinder Roleplaying Game: Core Rulebook, while oracles and witches can be found in Pathfinder Roleplaying Game: Advanced Player’s Guide).
Pinesong is incredibly wise and nimble. He’s surprisingly charismatic and friendly. His final statistics are Str 10 / Dex 16 / Con 10 / Int 10 / Wis 16 / Cha 14. As a vanara, he has a thirty foot base speed, 20 foot climb speed, and low-light vision. He’s nimble, and gains a +2 bonus on his stealth and acrobatics checks. Pinesong gave up his prehensile tail ability and instead chose risky troublemaker, which lets him roll twice on his use magic device checks. He speaks Common and Vanaran. As a shaman he forms a bond with a single spirit, which grants him magic spells, abilities, hexes, and other benefits. He also has a magical spirit animal who acts as a conduit between himself and his spirit. My son immediately decided to select the nature spirit. This would grant him some nifty plant and animal themed spells and abilities. Right now it lets him use the spell charm animal as his spirit magic spell, and create little hindering storms around his enemies with the storm burst ability. It also allows his spirit animal (a pig named Cutie Pie) the ability to move through any undergrowth and natural difficult terrain without penalty or harm. Shamans are prepared casters, so for his first adventure he chose to prepare daze, detect magic, stabilize, cure light wounds, and goodberry.
My son chose to invest his skill ranks into acrobatics, climb, knowledge (nature), survival, and use magic device. He’s also naturally good at stealth. There’s a lot more skills he wants to invest in at higher levels, including handle animal, knowledge (arcana), and spellcraft. For traits he selected dangerously curious, which gave him a +1 bonus in use magic device and made it a class skill, as well as reckless (that’s a pretty popular trait in my house!). (Dangerously curious can be found in Pathfinder Roleplaying Game: Ultimate Campaign and Pathfinder Roleplaying Game: Advanced Player’s Guide). For feats he chose weapon finesse.
When it came time to buy his gear my son knew exactly what he wanted. Pinesong adores fancy, complicated objects, which my son wanted to reflect in his gear choices. He purchased a light crossbow and lamellar cuirass. (Lamellar cuirass can be found in Pathfinder Roleplaying Game: Ultimate Equipment and Pathfinder Roleplaying Game: Ultimate Combat). Of course, Pinesong also tries to make his own gear — and does a horrible job at it. He uses hand carved wooden stakes for his melee weapon, and wears a braided belt of grass and vines. For his other gear he invested in some basic adventuring equipment, a vial of acid and a flask of holy water.
Pinesong Rippleroot is a chubby, vanara with a bulging tummy, thin white fur, and a short stubby tail. His eyes are much too big, which makes them look like they’re bulging out of his head, but his smile is wide and happy. His hair on the top of his head is styled into an outlandish hair do! It looks very odd! With every breeze his fur moves around, showing off his many bald spots.
Pinesong wears a belt he fashioned himself from a braided vines and grass. There’s a wooden stake hooked onto it, and a belt pouch. On his back is a crossbow and a backpack, and over his chest he wears some odd looking armour made of little squares that he thought was fascinating! He does not wear pants or shoes.
Pinesong was always a strange vanara. He was born hairless, with massive, bulging eyes, and a short stunted tail. The other vanara thought he was hideously deformed! As he grew it didn’t get any better. His hair never grew in, his tail never got longer, and his eyes? Well, they got bigger, but that just creeped everyone out more. Eventually, the tribe could take it no more and Pinesong (whose birthname is Bug-eye Manycurse) was abandoned. He was still a child then, but he took to life in the forests with enthusiasm. The birds never complained or called him ugly. The bugs never screamed when he came to play with them. The animals became his friends, and the wilds his home. He was happy, and free. In time, Pinesong’s hair did grow in. It’s very thin, and a good breeze shows off his many bald spots, but he’s very proud of it. He keeps it long and refuses to trim it, worried that it won’t grow back. He brushes it all the time and styles it in outlandish hair-dos. His tail is still too short, and never really grew in. He’s also quite chubby and big for a vanara, with a bulging tummy, and a wide, happy, face.
Eventually, Pinesong reached the edge of the woods and found something amazing! A TOWN. They had homes made from dead trees, and could shape the earth into little cute rectangles for making things! Apparently they were called bricks and they were not for throwing. Pinesong was fascinated! He moved in right away, but still finds the ways of the city strange. He doesn’t understand why they get mad when he sleeps on rooftops. Or why they greet him with shrieks and screams. His concepts of ownership are, admittedly, in need of some work. They offered him a home at this place with barred windows, but he got bored so he left. They didn’t like that very much. He loves trying to build beautiful things like the city folk do, but he’s horrible at it. His inventions always malfunction and break, usually causing him to hurt himself. A minor price to pay for mastering a craft!
In time, Pinesong made some great friends. There was a grippli who was delightfully exciting! She thought his big eyes were beautiful, which made him blush all the way to the tips of his wonderfully styled fur. There was an elf who could breathe water! A feat he’d like to accomplish one day! And there was a ratfolk who knew the many intricacies of city life which so eluded him.
One day he found a little pig who was being chased by naughty children with sticks! Pinesong swooped in to save the pig, and he hasn’t left his side since. He’s decided to call the pig ‘Cutie Pie.’ Pinesong loves his curly little tail and his happy squeals. Pinesong was very surprised to find that Cutie Pie is magical! When he asks Cutie Pie for magical power, nature listens, and the magic flows up into Cutie Pie and into Pinesong. It’s pretty cool!
Despite his newfound fascination with city-life, Pinesong cares deeply for the natural world. He wants to protect the many animals, plants, and delicate eco-systems of Golarion. He has a soft spot for lost things, foundlings, and orphans of all kinds. He’s a happy fellow, with a jolly, screeching laugh. He’s a bit oblivious to the intricacies of society, and the cultures around him, but loves learning about such things. He’s constantly trying to make friends, even though most people are creeped out or irritated by him. Despite his goofy demeanour, Pinesong is uncommonly wise, and his group of friends often turn to him for advice, comfort, healing, and guidance.
I chose to make an aquatic elf by the name of Sereia whose curiosity got her abandoned on the surface. (Aquatic elves can be found in Pathfinder Roleplaying Game: Advanced Race Guide, while extra class options for them can be found in Pathfinder Player Companion: Blood of the Sea). I had originally intended to make Sereia an arcanist. I’ve never had a chance to make an arcanist before, and I was quite excited for the chance.
When I sit down to make characters I come up with a character concept first, then I browse through all the different classes and archetypes that I think might work for them and take notes on which ones I like, why, and how that class choice would affect my character concept. Sereia was no different. As I went through arcanist and a bunch of other casting classes, I decided two extra important things: she would have poor charisma and use a trident. Arcanists sort of need charisma, so I had a bit of an issue. In addition, both of my children had chosen ranged options, and I knew we’d be in need of a melee fighter of some sort. In the end, I decided to make Sereia a magus. It blended my arcane magic with some decent combat capabilities in a way that I enjoy. In addition, I don’t have a magus in PFS play (although I do have a ranged magus in a different play-by-post), so I was excited to get the chance to use one. Arcanist will have to wait for another time. Again. (Poor arcanist!). I decided to give her the hexcrafter archetype. The hexes would which would give her some fun ranged options and, in terms of flavour, Sereia believes herself to be cursed. I liked the idea of reflecting that in her class choices. (The magus and the hexcrafter can be found in Pathfinder Roleplaying Game: Ultimate Magic).
Sereia is smart and strong. She’s nimble — though not nearly as much as her companions — and is relatively healthy. She’s impulsive, and prone to acting before thinking. She’s unused to interacting with surface races. Her final statistics are Str 16 / Dex 14 / Con 12 / Int 16 / Wis 10 / Cha 8. As an aquatic elf she’s amphibious, has a base speed of 30 feet, and a swim speed of thirty feet. She’s a naturally gifted arcane caster, and has keen senses. She took the deep sea dweller alternate race trait which gives her dark vision and cold resistance at the expense of low-light vision and her elven immunities. She speaks Aquan, Common, Celestial, and Elven. As a magus she has an arcane pool, spellbook, cantrips, and the spell combat ability. Her archetype adds a variety of curse spells to her spell list, although at the moment she only has brand in her spellbook. At higher levels she’ll also gain access to a variety of witch hexes. The level one spells I chose to add to her spellbook include colour spray, grease, hydraulic push, obscuring mist, shield, and shocking grasp.
I had such a wide array of skills I wanted Sereia to be able to use that I had a hard time narrowing it down. In the end I invested skill ranks into disable device, knowledge (arcana), linguistics, perception, spellcraft, and swim. At her next level up she will diversify a lot, spreading out her ranks to a wide variety of new skills. I chose to give her criminal (disable device) and observant (perception) for her traits, and arcane strike for her feat. In addition to basic adventuring gear I bought her a trident, darts, a few vials of acid, leather armour, and thieve’s tools.
Sereia is a calm and proud aquatic elf with blue skin, long white hair, and a wiry frame. Constantly hot and feeling like typical surfacer clothes are suffocating her, Sereia wears as little clothes as possible to remain ‘decent’ in public. Typically this consists of tiny, tight shorts, a crop top, a belt, sandals and a backpack. While on missions she adds leather armour. She wears golden earrings, and an elaborate golden hair piece — ancient Azlanti relics she scavenged herself on an expedition made before she was cursed. She also wears a thick necklace of shell and coral which her sister made her many years ago. In her hands she carries an elaborate trident.
Sereia is descended from a long line of aquatic elf explorers who ply ancient, sunken ruins in search of relics. The exploration of these locations, and the handling and care of the treasures and lore found within is considered a great honour. However, her people take great pride in knowing when a dangerous ruin, or powerful artifact should be left untouched, and unsullied. Insatiably curious, Sereia revelled in the joy of discovery, and earned a place of respect among her people. For a time. For Sereia’s greatest strength was also her weakness. She was too curious. Too ambitious. Too bold. And it was her downfall. When her exploration team discovered a ruin marked with ominous sigils, they labelled it taboo. Off limits. But Sereia forged ahead. She discovered a strange pearl on an altar, literally pulsing with magical energy. Where others would have backed down, she reached out… and touched it.
Her world fell apart.
The pearl transported her to a strange place where the seafloor was hard, and the oceans were hot air that burned and cracked her skin. She could breathe — thank the gods! — but swimming was off limits with water nowhere in sight. She learned to walk, an exhausting experience, for never before had her body felt so heavy.
And there, on the surface of Golarion, Sereia faced a harsh reality. She had been reckless. She had broken taboos. She had been banished by her own foolishness. Even if she found her way home, she would not be welcome. Not without penance. She needed a great offering for her people. An ancient relic that belonged under the waves, which she could return to her people with pride. And so she set out to acquire such a prize, and — impossibly — find her way home.
Sereia is calm, proud, ambitious, and bold. She’s insatiably curious, and deeply interested in relics, history, and exploration. Since her recklessness brought her to the surface, Sereia believes herself to be cursed by her ancestors or her people’s gods. She was distant and aloof for a very long time, and still seems to be among strangers.She tries to temper her recklessness and curiosity by ponderously thinking things through. A strategy much harder to use since she befriended her strange new friends.
Sereia joined the Pathfinder Society as an excavator and a scholar. She went on missions, but made few friends. She was aloof, and distant. Her fellow agents found her strange — particularly her habit of eating everything raw. She never sought companionship, but in time, it found her.
She met a grippli as curious as she was, who made no effort to reel in her excitement and urges. She met a vanara with a respect for the natural world as deep as her own. And she met a ratfolk who didn’t seem to care he had no place in the world. They befriended her. Changed her. Inspired her. And, in time, she changed them. She sponsored their entry into the Pathfinder Society, and now they work together as a single, very strange, team. With their help, the ancient relic Sereia needs in order to return home has never been closer.
And she’s never wanted it less.
For, what need was there to earn a prize to return home, when she had a family right here in Absalom?
My husband went last. He usually does. It takes him a long time to decide not only on what he’s going to be, but also to come up with some engaging, fun quirks that will keep him interested in his character. In his original character pitch he decided to make a nimble ratfolk shifter name Lomo who chews on everything (including magical objects). He’s stayed very close to that concept. He’s a shifter with the mouse aspect (which will look like a rat in play). (Ratfolk are from Pathfinder Roleplaying Game: Advanced Race Guide, while the shifter is available in Pathfinder Roleplaying Game: Ultimate Wilderness). He’s incredibly nimble. He’s also quite cunning, intelligent, and hardy. His final statistics are Str 10 / Dex 18 / Con 12 / Int 13 / Wis 14 / Cha 10.
As a ratfolk, Lomo is slow, but has darkvision. He’s good with rats, and enjoys tinkering with stuff. He gave up his swarming racial trait to instead have bulging cheek pouches that he likes to hide tasty bits and bobs in. As a shifter he has sharp retractable claws, wild empathy, and (as previously mentioned) the mouse minor aspect, which gives him evasion. He chose the feat weapon finesse, and intends to take shifter’s edge feat tree in the future. He’s a nimble, scrappy shifter, not a bruiser.
Lomo invested skill ranks into acrobatics, climb, knowledge (nature), perception, and stealth. For traits he chose ratfolk avenger, a trait from Pathfinder Campaign Setting: Inner Sea Races which gives him +1 damage against enemies he’s seen attack his companions. He’s very protective of his friends! He also chose sacred touch.
Lomo is a rough looking ratfolk with thick gray fur, bright beady eyes, and soft ears. His cheeks bulge out, as if filled with something, and he nibbles on the end of a fancy looking stick. His long hairless tail is crooked from a magical mishap suffered long ago.
Lomo is the eldest son of a powerful and well-respected wizard. His father once took great pride in passing on his magical teachings and excellence to Lomo, who proved completely and totally ungifted in the arcane arts. Disappointed in his son’s failure, Lomo’s father gave up on him, and began training Lomo’s younger brother instead. Jealous, Lomo spent his nights sneaking into his father’s arcane laboratory and library, desperately trying to make the various wands and magical devices work. He failed. A lot. In frustration he gnawed on the objects he failed to activate. A horrible trait which eventually became habitual. To this day Lomo’s constantly chewing on things — including valuable magical objects. One night he found himself chewing on a powerful artifact of his fathers, which crumbled to pieces in his mouth. Horrified and unable to fix it, Lomo set off to find someone who could.
He left with his friend, Croak, and eventually became companions with Pinesong and Sereia. When Sereia offered to sponsor their entry into the Pathfinders, the trio took her up on her offer. Now the group works together. He’s become very protective of them and, whenever they’re hurt, he tends to shriek “OH, NO YOU DIDN’T!” and go a little… feral.
Lomo desperately wants to be a member of the Dark Archives, but keeps getting turned down. They won’t let him anywhere near the relics. Still, he’s hopeful he’ll not only get in, but he’ll come to lead them one day! Despite his troubles with the Dark Archive, Lomo’s a good Pathfinder Agent. He’s nosy, curious, and good at getting into places he shouldn’t.
Lomo is a nimble, scrappy ratfolk who is constantly gnawing on things — particularly magical objects. He’s greedy,nosy, and a little self-centred — but not obviously so. He tries to be friendly, but it always comes off a bit desperate and awkward. He’s the street-wise member of the group. Lomo knows how the world works and how to get by in it.
And that’s our quirky crew! Together they would do…. stuff! But, that’s not it. In the contest we could choose to write a song for bonus points, which we did. Songs and poetry are not my forte. I love to sing (badly), play the piano (I’m not very good), and dance (with my family). And yes, a lot of the time I burst into spontaneous songs made up off the top of my head. But that doesn’t mean they’re any good. They’re usually jokes, or lullabies, or just a song about my kids, or what we’re doing. Writing a song is outside of my comfort zone. But, we went for it. My son wanted to add jokes into the song, and my daughter wanted it to have a lot of animal sounds (since we were nearly all animal people of one kind or another). And I just… sort of tried to put it together.
Our song’s a mess. Which is exactly how it should be. It’s a song written by Croak the grippli, and sung by the whole team. But, like any group of friends, a song’s not just a song. It’s interspersed with conversation, heckling, and a fair amount of confusion! It’s a song, but it’s also them singing it. Enjoying it. And messing it up. It’s a work in progress that will never be perfect. And even if it could be, they wouldn’t want it that way.
A super wonderful amazing song…
Everyone: Croak! Croak! Oo! Oo! Ee! We like swamps and we like trees! Whee! Wahoo! Sniffle scrounge! We like to play and we like to lounge!
Croak: “Wait! What? I don’t like to lounge! That’s boring!” Lomo: “Nothing wrong with sitting still once in a while, Croak.” Sereia: “Sniffle? Is someone sick?” Croak: “Nope! That’s Lomo! His nose twitches like crazy.” Lomo: “Hey! I’m not some hound dog, ya’ know!” Pinesong: “Mmm… Treeeees… Oh, yeah! I love a good climb!” Sereia: “Oh, dear. I’m not sure I can climb a tree. My limbs are far too heavy to — “ Croak: “Come on! Back to the song guys!”
Everyone: Boing! Boing! Ribbit! Croak! Croak! Croak! Time to splash and time to soak! Nibble Nibble! Whisper! Sing! We love adventure! What will the tomorrow bring?
Sereia: “We should call ourselves the Children of the Waves.” Croak: “Waves? The swamp doesn’t have waves! Let’s call ourselves the Bog Jumpers!” Sereia: “Bog? Ugh, that water’s filthy.” Pinesong: “It’s not filthy! Bog’s are a very important eco-system, you know.” Lomo: “Yeah, yeah. For bugs and junk, maybe. Let’s call ourselves The Rat Kings!” Croak: “Kings? I want to be Queens!” Sereia: “Rat Queens? That’s taken already, dear.” Pinesong: “Aaaaand, cue the finale!”
Everyone: Chitter, chatter! Talk, talk, talk! We swim, we climb, we dance and walk! We’re all different. We’re not the same. But we’re all friends!
Croak: “Something, something… aim?” Pinesong: “That’s not it! Think of something else… tame? blame?” Sereia: “I don’t like any of those words. Let’s think positive.” Lomo: “Pfft! Songs don’t have to rhyme! Conformity’s lame.” Croak: “That did rhyme.” Lomo: “Nope. Definitely didn’t.” Sereia: “It certainly did.” Pinesong: “I’ve got it! Everybody smile!?”
Frieeeeeeeends!
Croak: “Wow! Great job! That was an awesome ending! Sereia: “The end is where we’re supposed to stop talking, dear.” Croak: “Stop? Aww, shucks! I’ll stop when —“ Lomo: *nibble nibble* Sereia: “Are you chewing on a stick?” *GASP* “Spit that wand out this instant!” Lomo: “Hey, if it ain’t meant for chewing, its shouldn’t taste this good.” Sereia: “No respect for history…”
(Note: The Rat Queens are an amazing fantasy comic book series which you should definitely read! It is by far my favourite comic book currently in print. Scratch that. It’s my favourite comic book EVER. So good! Be forewarned: it is not intended for children. The Rat Queens begins with Rat Queens: Volume 1: Sass & Sorcery.)
Despite singing about naming our group, they’re perpetually nameless. I highly doubt they’ll ever agree on a name for themselves.
So what’s this weird, wacky, nameless team up to?
We were lucky enough that a fellow play-by-poster offered to run us through our inaugural mission as Pathfinders! We’ll be starting Heroes for Highdelve online on Paizo’s website soon.
At the request of our GM, and in order to better link ourselves to the plot line of Heroes for Highdelve, each of us decided on a reason we were heading there, and something that we were seeking. Shockingly (not) my daughter managed to make hers include rabbits.
One day, Croak found a toy store that sold stuffed rabbits. Croak thought they were beautiful! So she bought one! But, she had trouble deciding which one was the prettiest so she bought a lot! She put them in her waterproof bag — so they wouldn’t get wet — and went about her business in town with Lomo. She danced and played, and climbed on roofs and wagons — and got scolded by the people who owned those things. Then she reached for a rabbit toy to play with it. BUT IT WAS GONE! Somewhere along the way Croak had put down the bag! She looked everywhere for itand asked all kinds of people. Eventually she realized she had left it on top of a carriage! Croak tried to track down the carriage, but it was too fast! Adventure awaits! Croak has been following the wagon’s trail and tracked it to Highdelve. She hopes to find the carriage and get back her bag of stuffed rabbits! Who know what will happen along the way!
Pinesong recently helped out at an animal shelter, where he found homes for a variety of animals. Happy he was so helpful, Pinesong went out around town to check on the pets. Unfortunately, one of the people he sold some pigs to turned out to be a merchant who was on his way to Highdelve to sell the pigs to a butcher shop! Pinesong knows that people tend to eat meat, but those pigs were NOT for eating! They were for lovng! Pinesong has set out to stop the salesman from selling the pigs at the fair in Highdelve! (Or, to at least ensure they get sold to someone who won’t eat them!)
Sereia has recently been searching for a coral idol of Gozreh which was fished up out of a ruin off the coast of Andoran by an elderly fisherman. The idol was sold a few times before it got in the hands of an antiquities smuggler by the name of Jacobi. Always a few steps behind the idol, Sereia hopes to catch up the the smuggler in Highdelve so she can acquire the idol before it is sold. And, if she’s too late, she’s hopeful she can at least get the name of the person Jacobi sold the relic to.
While Lomo’s in Highdelve with his friends, he hopes to find a magical craftsman capable of fixing his father’s artifact. Having been let down before, he’s not hopeful.
Unbeknownst to Lomo his father’s artifact is, and always has been, a fake. It can’t be fixed, because it was never magical in the first place. And if it was? Well, obviously it would have taken something stronger than his teeth to break it. If only Lomo had paid a bit more attention to his father’s lessons…
NOW that’s it. The end.
Or, is it the beginning?
Either way, we’ve had a blast.
Thanks for joining us on d20diaries. I hope you have the opportunity to find a gaming group as great and fun-loving as I have.
The Dead Suns Adventure Path has officially come to the end and I am thrilled for what’s coming next! It’s a rapid paced, Star Wars inspired campaign that pits the ‘little guys’ against the powerful militaristic Azlanti Star Empire: Against the Aeon Throne! This is the second Starfinder Adventure Path, and this time around they’re shaking up the format. For starters, it’s going to be a monthly release from now on. Also? It’s only three parts. This change is temporary, and will allow them to tell shorter, more diverse stories, with a more focused narrative. Against the Aeon Throne should take you to level six. It will be followed by another three-part Adventure Path, Signal of Screams, which is a delightful space horror that will begin at level seven. I know, right? Exciting. If you’re not ready to stop playing your characters after Against the Aeon Throne you can always pick right back up with Signal of Screams. After this they will go back to the six volume format for the fourth adventure path, Dawn of Flame, which happens on the sun! After Against the Aeon Throne comes to an end be sure to give Paizo your feedback. They’ll want to know if you like these changes, or prefer the six volume format.
But, enough about the future! Let’s hear about Against the Aeon Throne!
This new Adventure Path begins with Against the Aeon Throne: Book 1: The Reach of Empire. It’s written by Ron Lundeen and is intended to bring your characters from level 1 to 3. Your players will be creating characters hired to transport some much needed supplies to a new colony (named Madelon’s Landing) of just over a hundred people that was founded a few months ago on a planet in the Vast called Nakondis. This world is wild, and constantly shrouded in mist. Still, a pal of yours decided to move there, so paying them a visit is the least you can do. Besides, what could possibly go wrong? Right? Haha. Upon arriving you discover that the Azlanti Star Empire has conquered the colony! Your players must liberate the colony from the villainous Empire. But the Azlanti weren’t only interested in the colony. They were after something else: an experimental starship drive from an ancient ship that crashed on Nakondis long ago. To make matters worse, your friend is nowhere to be found. They’ve been taken! But why? In addition to the adventure itself, this issue features an article on the planet of Nakondis and the new colony of Madelon’s Landing. It also has a new theme: the colonist, a host of ships found within the Azlanti Star Empire (including drone fighters, and even ships that allow you to use mysticism and computers checks in new ways!). There’s also new creatures, of course: the carrion dreg template, the mucilaginous cloud, Azlanti adjutant robot, synapse worm, thermatrod, endiffian playable race and, my personal favourite, a simian creature known as a hobgar.
Against the Aeon Throne: Book Two: Escape from the Prison Moon is written by Eleanor Ferron and is intended to bring your player’s characters from level 3 to 5. Thanks to their efforts freeing Madelon’s Landing from the Azlanti Star Empire, the PCs have been deputized by the Stewards (a group of space police) and are on their way to rescue their friend. Not an easy task! They’ll have to enter the Azlanti Star Empire and figure out a way to break into a massive prison moon. They also get to visit a new space station. The articles in the back include information on the Azlanti Star Empire, some new gear, information of the many races and species that the Azlanti have conquered, and details on an Azlanti prison guard spaceship. There’s also some new creatures, including a radioactive dragon and a plant that snubs its nose at gravity (or would if it had a nose…).
Against the Aeon Throne: Book Three: The Rune Drive Gambit is the conclusion of this adventure path! It’s written by Larry Wilhelm and is intended for fifth level characters. Now that your PCs have rescued their friend they have to retrieve the starship drive the Azlanti retrieved from Nakondis. To do that they’ll need to find and break into a science laboratory, steal the engine, and get back to freedom. They also get to figure out why it’ so important and face off against the mastermind behind the attack on Nakondis. In addition to the adventure this issue also comes with ideas for continuing the campaign, an article on the Stewards, full details on a luxury Azlanti spaceship, and some new creatures (including fey and an aberration).
Against the Aeon Throne looks like its going to be an exciting change of pace that’s fun and personal. The shorter length is definitely going to appeal to some fans, including my husband and children. I can’t wait to strap on my laser pistol, make a rebel, and throw a wrench into the plans of the Azlanti!
Fire up the engines! It’s time to head into the Drift!
Want to know more? Check out the AWESOME trailer Paizo released for Against the Aeon Throne. My kids and I just watched it and they are literally bouncing up and down in excitement! Nice job, Paizo!