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!
This adventure gives the PCs a mysterious key that moves of its own accord and tasks them with taking it to its destination, exploring the site, and discovering what it opens. The location is known to be underwater, and involves a lost monastic academy. This mission makes heavy use of the underwater combat rules so GMs should refresh their memories on those rules (a handy summary is provided in this scenario) and players should select their PC carefully. If you’ve got sailors, swimmers, monks, unarmed fighters, members of the Concordance, or undine, now is a great time to take them for a spin (all for different reasons). Do not bring someone who relies on ranged combat, slashing weapons or bludgeoning weapons (they don’t work well underwater). This scenario starts with a very engaging mission briefing with a refreshing Venture-Captain (Rashmivati Melipdra of Niswan) who I desperately want to be pals with! Haha. There’s a fun navigation portion to this adventure. The first battle is very interesting, while another had some great hazards in play. The finale is a blast and looks like it could be a challenge. There were plenty of great opportunities for social encounters, and some interesting NPCs you can interact with. All of the enemies have distinct goals that really show in their tactics, which was awesome to see. Overall I thought this scenario was great fun. I can’t wait to play it. I give it four out of five stars.
Muhlia Al-Jakri from Pathfinder Society Scenario #9-25: Betrayal in the Bones.
Now, heading into an ancient dwarven ossuary to get two bad guys isn’t as easy as it sounds. Thurl has drawn a portion of an abyssal labyrinth to the region, making the corridors incredibly dangerous and difficult to navigate. By the time you arrive, many dwarves have gone missing or lost their lives in an attempt to oust the intruders from their holy site. In addition, monsters made from the desecrated remains of the dwarves ancestors have come out of the ossuary and slaughtered a legion of dwarven soldiers. Players who don’t want to try navigating the labyrinth can attempt to enter through the volcanic fissure above the mountain, but its clear that this will likely be an even more difficult task than the labyrinth — especially since no one’s even sure if the fissure can take you to Thurl and Muhlia. Either way, I like that the option is there. Particularly for such high-level PCs.
The next line I’m about to write is a bit more of a spoiler than I normally include, so it gets its own special warning! If you don’t want to read it, skip the rest of this paragraph! The labyrinth portion of this scenario was surprisingly short, and fell a little flat, I felt. Although the battle within was great, it just didn’t feel like you were trapped in a labyrinth. The battle was really well done, though. And I love the… added complications involved.
There were some fun NPCs to interact with, my favourite of which was Borsaget. She’s awesome, although not all groups will end up getting to meet her. Muhlia was very well done! I’m curious to see how different groups handle her (and the arguments that are sure to pop up regarding her fate). Thurl is much more of a classic villain, which will give players someone to unite against and give the characters they bring some much needed closure. Some groups may uncover clues in this scenario that can lead them to the location of another enemy of the society (which is sure to be covered in an upcoming Pathfinder Society Scenario). Overall I thought this was a great, challenging scenario that did an awesome job of wrapping up Thurl and Muhlia’s story. I give it four out of five stars.
Thanks for tuning in today! Be sure to head over to Paizo’s website tomorrow and download the free rulebook for the Pathfinder Playtest! I’ll race you to it!
Jessica
Falehetu from Pathfinder Society Scenario #9-24: Beneath Unbroken Waves. Illustrated by Nicolas Espinoza.
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 #1-18: The Blackmoon Survey is a Tier 1-4 adventure written by Jesse Benner. It takes place on Eox, a planet with a thin and toxic atmosphere that is run and populated by undead. More specifically it stops in the city of Zinhew, before heading out to the Blackmoon excavation site, and into the barren wastes of the planet. GMs will need to familiarize themselves with the poison rules, while players will need to ensure they have armour, which can protect them from many of the environmental hazards of Eox. This scenario has no tags and does not feature starship combat. Although it is influenced by Scenario #1-09: Live Exploration Extreme!, there are no mechanical advantages to bringing a character along who has played that scenario, nor are there any boons you should specifically slot. You do not need to play Live Exploration Extreme before playing The Blackmoon Survey. This scenario utilizes two custom maps, and has a third encounter area that has no map provided at all. In addition to the Starfinder Core Rulebook, it makes use of content from the Alien Archive and Pact Worlds. All the necessary information from these two extra sourcebooks is included in the scenario. This scenario features Venture-Captain Arvin, and introduces a few new characters, most notably the Starfinder Taylehm (a kasatha borai), and the contracted ‘dirt boss’ Berchta Deepdelver (a vesk mechanic with awesome horns) and her drone Digger.
Taylehm the boroi kasatha from SFS 1-18 – Blackmoon Survey. Illustrated by Graey Erb. Art courtesy of Paizo Inc.
Recent events have caused the Bone Sages of Eox (their ruling elite) to contract excavation rights on different parts of Blackmoon mountain to different agencies, one of which is the Starfinder Society. This is an incredible opportunity for the Society, both to expand it’s influence on Eox, but also because the site is so famous. It draws publicity in addition to the knowledge that could be gleaned from the location. Unfortunately, the Starfinder excavation has run into some trouble. Starfinders have gone missing, undead labourers have been destroyed, and a few living souls have also turned up dead. Your player’s job is to head to the site, discover what’s causing the disruption, and put an end to it. In addition, they need to ensure they don’t do anything to tick off the Bone Sages. This excavation is very important to the Society, and it needs to return to productivity as soon as possible. The scenario makes excellent use of Pact Worlds history and current politics, which I thought was wonderful. Not only does it involve the history of Eox, but it also touches on the history of the Diaspora, Damiar, Iovo, as well as the Magefire Rebellion of 7AG, and the Thousand Moons trap. Although learning this history and background information isn’t necessary, knowledgable PCs will get extra enjoyment from doing so. It’s a great scenario to crack out your know-it-alls! The mystery and investigation itself has multiple avenues of inquiry, and accounts for a wide array of skills that can be used to gain information. Players who find themselves stumped need not worry, as the scenario keeps moving even if you’re stuck. That said, uncovering as much as you can has benefits, so good investigation is rewarded. It provides some unique roleplaying encounters, mechanically interesting battles, and environmental hazards. One of these battles could be particularly challenging for some groups, so I’m curious how it will turn out in play. This scenario also strongly gives the PCs agency. There are multiple resolutions to this adventure, and your actions have a direct impact on which boons you receive and how various groups perceive you and the Starfinder Society as a whole. All in all, this scenario looks like a ton of fun! I can’t wait to play it. I give this scenario four out of five stars.
Scenario #1-19: To Conquer the Dragon is a Tier 5-8 adventure written by Matt Duval. It takes place on the planet of Triaxus, in both the city of Cumo, and the Parapet Mountains. This scenario features the starship tag and involves a very tricky starship battle. It is directly influenced by events in Scenario #1-13: On the Trail of History, and I HIGHLY recommend playing the same character through both of those scenarios. It makes use of the Starfinder Flip-Mat: Urban Sprawl, Starfinder Flip-Mat: Basic Starfield, and a custom map. In addition to the Starfinder Core Rulebook, this scenario makes use of content from the Alien Archive and Pact Worlds. All the necessary information from these two extra sourcebooks is included in the scenario. This scenario is the third appearance of the bleachling gnome, Venture-Captain Naiaj, who previously appeared in Scenario #1-05: The First Mandate, and Scenario #1-06: A Night in Nightarch. It also introduces a wonderful new Starfinder, Zafeldrin, a brass dragon who gives your players a bit of a hard time upon their arrival. He’s delightful! If your characters have access to any unique ships via their boons this is a great scenario to slot them in.
Zafeldrin the brass dragon Venture-Captain from SFS 1-19: To Conquer the Dragon. Illustrated by Graey Erb. Art courtesy of Paizo Inc.
To Conquer the Dragon sends your players to Triaxus for the grand opening of the White Sands Starfinder Lodge! This new lodge is located between the Drakelands and the Allied Territories, and its opening is a huge win for the Society! Your job is to get there, ensure the gala goes off without a hitch, and impress the many dignitaries that will be in attendance. Sound a little familiar? Yeah, it’s premise is a bit like #1-05: The First Mandate, which worried me a bit. You attend a gala and try to impress some guests. It gets violent. That said, this scenario is full of surprises, and didn’t go as I expected. You get to spend a lot of effort on patrolling and defending the gala, which can allow you to do some pretty helpful pre-emptive things which affect this adventure’s outcome and how the Starfinder Society is perceived on Triaxus. The attack is certainly different than I expected it to be, and the sections of the adventure that follows are unique. The starship battle is a bit tricky and can really benefit from an awesome science officer, which is great to see. There’s a lot of fun social encounters, but honestly, where I think this scenario can most shine is its villain. She’s unique, driven, and has a grudge out for anyone whose played #1-13. This is personal, and she ensures your players know it. Of all the enemies I’ve seen so far in the Starfinder Society, she is BY FAR my favourite, and the most memorable. I highly recommend GMs play up this fierce opponent as much as possible! All in all, I think this is a great (but very dense) scenario, that suffers a bit from its similarity to The First Mandate. That said, it’s considerably different, and makes excellent use of its side characters and main villain. Overall, I give it three out of five stars, (although its villain nearly pushed the rating up to four out of five).
Thanks for joining us today! We’ll see you again later this week when we take a look at the new Pathfinder Society Scenarios!
Well, it’s been a busy summer so far. We’ve visited family, celebrated birthdays, gone swimming, tended our garden, played at the park and… Well, frankly my allergies are acting up like CRAZY! Whoo, I feel horrible! Haha. Still, my kids are happy, and I’d rather get out and enjoy the summer than I would let it pass me by.
In gaming news we’ve had a chance to play the Mummy’s Mask Adventure Path a few times, Reign of Winteronly once, Shackled City a few times (look for an update soon!) and haven’t had a chance to play Iron Gods at all (sad!). In fact, we haven’t had a chance to play Starfinder at home lately, either. (Double sad!).
A while ago my daughter asked me if I would start moving some of our d20 games online to play-by-post. She felt that she never got to play her many, many, many adventures and characters because when the weekend comes we only have time for one game, and it’s going to be one of the ones everyone agrees on. That means that we could go months without playing some of her characters.
“Pleeeeeeease, Mom?” she asked. “Some of my characters might as well be DEAD! I would rather play them one post a day than take no turns EVER! PLEEEEEEASE!?!?”
She’s a little dramatic, but she got the point across. Haha.
So, at my daughter’s request, we moved one of our ongoing family PFS games online and we moved our family Dead Suns Adventure Path online. My kids and I also have a lot of campaigns that involve only me and them. I told them they could choose one to move online for now. They gave this a great deal of thought and, although they have a ton of characters they enjoy playing, they also have campaign envy.
What?
Campaign envy.
Every time the grown ups play Mummy’s Mask, or Iron Gods, or Reign of Winter they are desperately jealous. A while ago they began their own Mummy’s Mask campaign and they’ve been begging me to let them start Iron Gods and Reign of Winter ever since. In the end, they chose the Mummy’s Mask Adventure Path. I’m actually really excited, since they created a very entertaining group of characters that shook up our typical party dynamics. More details on that will come in an upcoming blog post.
In other news, Gameday VII will start in another few weeks, which is super exciting! I can’t wait! GenCon is coming up (for those of you lucky enough to attend such things), and Paizo recently released their Puzzle Hunt from PaizoCon online for mass consumption. No idea what that is? In short, its a series of Golarion-themed puzzles within puzzles that were given out at PaizoCon back in May. It’s a free download on their website, and you can talk about the puzzles with other gamers on the boards. I gave them a read and am actually super excited to try them out. It looks fun!
Paizo recently announced their upcoming Pathfinder Society Scenarios, which include the finale for Season 9 and the start of Season 10! They’ve also shared details on the next four Starfinder Society Scenarios. Soon we should get information on two new Adventure Card Game adventures, and the first three of their upcoming Pathfinder Playtest Scenarios! I can’t wait to get my hands on these beauties at the end of the month!
Speaking of the Playtest, there have been some awesome spoilers lately. My favourite turned out to be the BARD. Now, I’ve always had a soft spot for bards, so I was pretty sure I was going to love it no matter what they did. After reading their recent blog post on the topic I was elated! It’s got full spellcasting, performances are now a special sort of bard only cantrip called a composition (which means you’re not going to run out of music!), and some of the performances are reactions (counter song, here’s looking at you)! It’s just… awesome! I can’t wait to read the whole class!
Luckily, we don’t have much longer to wait. Pathfinder Playtest releases on August 2nd, along with the Doomsday Dawn Adventure, free maps to go with it, and a trio of Playtest Society Scenarios. I’ve had the good luck to join up with a group of play-by-posters who are going to be playing all three PFS scenarios in a row, which will give me a chance to try the game as a player. Meanwhile, I’ll be GM for Doomsday Dawn (and perhaps even the PFS Scenarios) for my family at home. I expect there will be a lot of characters being made around the house at that time, so who knows what we’ll end up playing with! It’s exciting.
Now I just have to find the time to read all of that…
Today I’m going to leave you with a photo my daughter took especially for d20 diaries. And yes, it has rabbits.
Another week, another game night! Today on d20 diaries we’re heading back to Wati for more of the Mummy’s Mask Adventure Path. So, sharpen your khopesh, pull out your holy water, and let’s get ready to take on the dead!
Mummy’s Mask is a six part adventure path for the Pathfinder Roleplaying Game, intended to bring your characters from level one to around level seventeen. This campaign takes place in the deserts of Osirion, and involves trap-filled pyramids, haunted tombs, scorching deserts, bustling bazaars and more undead than you can shake an ankh at! The Mummy’s Mask Player’s Guide is a free download on Paizo’s website, and contains a ton of useful information for players looking to make characters that have lasting ties to the campaign. For more information on Osirion, you can pick up Osirion, Legacy of Pharoahs. Players looking for desert-themed character options can also check out People of the Sands.
The Fateway Five left the Precinct of Left Eyes behind, and set off for their friend Manaat‘s house, deep in the slums of the Asp District. As they travelled, the streets got tighter, the homes smaller, and soon neither doors nor shutters protected the cowering inhabitants from the horrors outside. Only tattered curtains offered a barrier between the families hiding in their overcrowded homes from the zombies and skeletons stalking the streets.
“We need to get these people out of here…” Arc remarked. He was an awkward, red-headed herb witch from Thuvia. He wore little in the way of clothes and held a staff in his hands. On his back he wore a bag of dirt in which he grew a tiny garden and carried his pet rabbit.
“All of them.” Kasmet added. She was a fiesty catfolk dressed in ancient Osiriani finery with a pelt like that of a cloud leopard and an unhealthy fondness for shiny jewels.
Nazim Salahadine, a portly catfolk cleric of Pharasma who looked like an overgrown Persian housecat, spent no time in conversation. Instead, he let out a loud ululation and leapt into battle with his khopesh and shield against every undead he laid eyes on. Arc and Kasmet followed him a moment later.
It took them a long time to fight their way through the streets to Manaat’s house. Although the wandering, weak undead posed no challenge to them, there were plenty to fight off. To make matters worse, most of the dead were relatives and pets of the residents, who had been buried under the floors of their homes due to an inability to afford burial in the Necropolis. This meant that families didn’t just have to fight off a roaming zombie, they fought off grandma, or a cousin or their previous pet cats. They also faced freshly risen zombies — residents of the Asp who were killed recently and reanimated by the necromantic pulses that had been washing over the city.
Arcs little pet rabbit looked around at the chaos with a sad look and a twitching nose. A silvanshee named Kal sat beside her, mocking every move Arc made.
“This is it!” Kasmet suddenly exclaimed.
The group hurried into the tiny house to find it under attack. Undead had literally crawled out of the tiny home’s back wall. The house was no more than ten feet by fifteen feet, and was packed with a bed, table, and cupboards, not to mention Manaat’s husband, twelve children and three zombies.
In between attempting to maneuver through the house, combat the undead, and protect the children, this turned out to be the groups hardest battle yet! Thankfully they pulled through without any of the family being injured. As Arc and Kasmet ushered the family out into the streets and explained to the father who they were, Nazim inspected the walls. The house was built right up against the Necropolis, so he was worried that the undead had broken through the Necropolis walls and into the home. Luckily, that wasn’t the case. It looked like the undead were purposefully interred within the walls, although he wasn’t sure if they had been honoured ancestors unable to pay for a proper resting place, or murder victims buried in the sly. Whatever the case, he was certain the Necropolis walls were still holding strong.
The group filed out into the streets and started to make their way back towards the Grand Mausoleum.
“Wait,” Kasmet exclaimed. “The people in these homes have no protection. We need to get them out of here.”
“Agreed!” Nazim declared. “But we cannot take them all. If the group is too large we will not be able to protect them.”
Arc nodded. “This neighbourhood, then. We’ll gather whoever will come with us from this block.”
“And the others?” Kasmet asked. “We can’t leave them.”
“We will come back for them!” Nazim purred loudly. “For now we announce our intent to return and tell them to ready themselves! Now, hurry! Let’s be off!”
The group took to the streets shouting that there was safety at the Grand Mausoleum and that evacuations were under way. They banged on the walls of those homes who they could escort now — some of whom joined them — and shouted their intent to return in another hour for another group. As they left the neighbourhood behind with nearly forty other citizens in their care, they prayed that the people of Asp could last that long…
Arc ordered Kal ahead to scout for danger. Surprisingly he offered no quips or arguments. Despite his frivolous demeanour, Kal cared for protecting innocents, particularly from his hated foe: undead. With their guide hopping between rooftops as a lookout and the Fateway Five armed and ready for battle, they managed to get back to the Grand Mausoleum without any casualties.
The Fateway Five were tired and sore. Battered and bruised. Though they still has magical resources at their disposal, it had been a long night. Fatigue would set in soon.
But as the residents of the poorest sections of Wati fell upon the steps of the Grand Mausoleum and wept in relief to find sanctuary; as Manaat’s family rushed into her arms crying “Mommy;” they decided it had all been worth it. It wouldall be worth it… For they were far from done. The slums were large, and there were many other families who needed help.
The group beckoned over some healers to tend to their wounds, then headed off to speak with High Priestess Sebti. They found her in the sanctum making up sleeping pallets for the refugees. The group told her all they had learned so far, and informed her of the weakening of the wall wards, the rising of the recently deceased, the plans of the Voices of the Spire, and the Voices intent to summon psychopomps to supplement their numbers.
Sebti was grateful, but also worried. She thanked the group for aid and sent for the clergy’s resident expert in holy wards. While they waited for him to arrive so they could escort him to the Necropolis gates, Nazim explained their plan to protect the poor of the Asp district. Sebti was both shocked and pleased.
“A wise decision,” she told them with a smile.
Just then a regal looking man with pale skin, a bald head, and long blue robes strode into the room. With a very imperious look he assessed the Fateway Five. He sighed in disdain.
“You called for me, High Priestess.”
Sebti smiled at the scholarly priest and quickly introduced everyone. “This is Ahrutep Mahetree, our foremost expert on religious blessings and defensive wards.”
Ahrutep smiled.
You’ll be escorting him to the Necropolis gates.” Sebti finished.
Ahrutep frowned. “I… uh… that is… High Priestess!” he stammered. “I am a scholar.”
Sebti smiled. “I wish you the best of luck. May the Lady of Graves watch over you.”
With their reluctant scholar in tow the group left the safety of the Grand Mausoleum and headed out into the abandoned streets. Kal hopped off to scout ahead. Not long after he shouted down from the rooftops,
“Hey! Losers! There’s some dead-heads over here.”
The Fateway Five took a slight detour over a block, heading towards the undead.
“What? No! Go the other way, you fools!” Ahrutep exclaimed in a panic.
Pawns for Osirion-themed undead (and NPCs!) can be found in the Pathfinder Pawns: Mummys Mask Pawn Collection.
Nazim let out a loud ululation, drowning out the man’s complaints, and leapt into battle. It was a trio of zombies, so combat was quick. During the fight Kal hopped down into Arc’s dirt-bag and cuddled up next to Arc’s rabbit. Arc offered some ranged support, and Kasmet attacked with her claws.
Ahrutep panicked, shrieked, and hid behind Arc.
Kal laughed at the top of his lungs. “A-HA-HA! THIS POMPOUS FOOL IS THE BIGGEST COWARD!”
Ahrutep was too scared to care.
As the battle came to an end he cleared his throat and smoothed out his robes. “Ahem… Yes, well… A fair job…”
Kal scoffed. “I’ve seen braver babies at Insula Mater!”
As Ahrutep stammered in embarrassment Kal rubbed his side against the rabbit, then hopped back up to a nearby rooftop and disappeared.
Only a handful of steps later and there was a strange glow emanating from the space behind the Ahrutep! He turned slowly so see a human-shaped figure made of glowing light.
“AHHH!” he shrieked. He hurried to hide behind Kasmet and cowered in terror.
The Fateway Five looked at the glowing figure. Kasmet bared her claws, while Arc and Nazim tried to determine if it was undead. Suddenly both of the men relaxed and rolled their eyes. Nazim held out a hand to prevent Kasmet from wasting her energy.
“It is but a trick!” Nazim explained.
“Not funny, Kal,” Arc remarked aloud. “We’ve got important things to do.”
From above they could hear the silvanshee laugh. “AHAHAHAHAHAHA! Did you SEE that? Get that guy a change of shorts!”
Ahrutep fumed angrily and sputtered out a rebuttal.
Kal laughed and turned, showing off his backside to the scholarly priest. “Ha! Okay, I’m really leaving now.”
And with that, he was gone. Again.
The short trip to the Necropolis gates took far longer than expected, but in time the massive gates loomed large. They could see Bal Themm and her reinforcements holding the gate against the hordes of undead who banged against the gates from the other side. The howls of the undead made a loud cacophony that gave chills to even the bravest of souls.
“Greetings, Bal! Here is your holy water,” Nazim said, handing over the vials. “And here is your priest.”
They pushed forth Ahrutep.
The scholar cleared his throat and stepped forward. “Lead the way, Voice.”
As the pair walked away, Kal laughed. “We should call that guy ‘yellow.’ And why was he wearing a dress?”
Arc, whose elaborate loincloth was more akin to a skirt than shorts, blushed. “Get a move on, Kal! We need to hurry.”
The journey to the tail end of the Asp continued with Kal making a mockery of the Fateway Five, and pointing out all the undead in their vicinity. The PCs made quick work against all of the undead in their path. They battled zombie cats, skeletal members of the Silver Chain gang who were looting nearby homes at the behest of their skeletal champion gang leaders, sun-baked dead who had died of dehydration out in the desert and slums, and even an attic whisperer who stole Nazim’s voice.
Much to my amusement Nazim’s player, my brother, played the rest of the session only acting and mouthing out Nazim’s words. We all had one heck of a fun time guessing and replying in character. I particularly enjoyed playing Kal, who assured everyone that he could read lips, and then proceeded to translate everything Nazim attempted to say horribly wrong, and thoroughly insulting. It was a complete and total blast! So much fun! We probably spent more time laughing than we did playing. Haha.
The Fateway Five pushed themselves hard, and made a total of six trips to and from the Asp district, escorting the residents to the safety of the Grand Mausoleum. They were surprised to see a few familiar faces among the residents. Senja Messeniah, a dancer who occasionally performed at the Tooth and Hookah was among the citizens. As was Tais (a half-orc who had befriended Kasmet a few days earlier), Frida Bylo (a partying dwarven lass who had tried seduced Arc in the hopes of robbing him blind. Her flirting stopped abruptly when she realized all he had in his room was plants). They also met the Pahnet, the wife of a dead man they had discovered in the Necropolis on their second day of the lottery.
Unfortunately, undead weren’t the only ones to cause trouble. Kal tricked Arc into an embarrassing encounter with a thief girl that Arc had a massive crush on. While Arc blushed, Kal threw his voice and gave his best Arc impersonation, then proceeded to make chauvinistic comments at the young woman. She was less than unimpressed.
On another trip the group discovered that they were missing a handful of refugees! They backtracked and found the missing citizens trying to rob a local shop. Outside the battered and bruised teenaged girl who worked there sobbed in the street. To make matters worse, one of the refugees was a kid. The Fateway Five ended up beating the robbers into unconsciousness, then dragged them through the streets to the Grand Mausoleum and handed them over to High Priestess Sebti. The shopgirl refused to come with them, knowing that her father had told her not to leave the shop unattended.
On their last journey, right at the end of Mender’s Row, where the slums transition to the lower class section of the Asp (as opposed to the destitute section) they heard screams and some strange growls. The Fateway Five called a halt, left Kal in charge of the refugees (which he loved), and hurried over a street. There they reached a fabric and dyer’s shop called Rising Pheonix Textiles, which happens to be the place that Manaat worked as a dyer. Out front they saw the owners — Ohmun Kotem and Shamihn Hep — being attacked by zombies while two massive beasts tore the zombies apart. The creatures looked like wide, panthers with ruffled black feathers around their necks, and skeletal crocodile heads.
“Esoboks!” Nazim exclaimed. “Psychopomps who devour all in their path!”
“You mean the Voices of the Spire summoned those things even though you told them not to?” Kasmet shrieked. “Fools!”
The esoboks finished devouring the zombies and approached the women with open, bloody jaws. Ohmun and Shamihn shrieked in panic.
“Ah!” Arc exclaimed. Then he waved his arms and starting yelling at the beast. “Hey! Over here! You’re ugly and… you look like the undead! HA!”
The esoboks turned at the word undead, pinning Arc with their baleful gaze. The Fateway Five dashed into battle intent on not only destroying the esoboks, but protecting the women. It was a fun battle, that really showcased some of the esobok’s cool abilities (wrench spirit, anyone?) which was made extra challenging due to the maidens in danger. In time the esoboks were defeated, and vanished in a puff of gravedust, confirming that they were summoned creatures brought to Wati on purpose. Although they had combatted the undead, as the Voices of the Spire intended, they also were a threat to the living, as Nazim had warned. Nazim took a quick look around for the caster, but couldn’t find him (or her), while Arc and Kasmet tried to calm the women. They offered to escort the ladies to the Grand Mausoleum, which Shamihn accepted, and Ohmun complained about. After some fine diplomacy checks the Fateway Five convinced them to join the refugees.
“Oh!” Kasmet suddenly remarked. “And Manaat sent us to check on you, you know.” she lied. “You owe her your lives. You should probably give her a raise or something.”
When they finally reached the Grand Mausoleum the sun was rising. The Fateway Five reported to Sebti, ensured the citizens were well cared for, and then headed off to their rooms down the road at the Tooth and Hookah to fall asleep. They hadn’t slept in almost 24 hours.
Undead still stalked the streets. Citizens were still in danger. And there was a group of impatient nobles waiting at the Grand Mausoleum to be escorted to their homes. But, the Fateway Five had saved a lot of lives. They had held the Necropolis gates, coordinated the major religious organizations, evacuated the most at risk neighbourhood in Wati, and slayed dozens of undead.
They had done an amazing job. But, there was much left to do.
Wati needed heroes.
So heroes they would be.
Thanks for joining us on another trip to Wati! I hope you enjoyed your time with the dead as much as we did.
Welcome, welcome, gather round! Need a hand? Today there’s plenty of furry hands just itching for a chance to be helpful! Curious what’s up?
Skittermanders.
For this year’s Free RPG day, Paizo released a wonderful Starfinder module entitled Skitter Shot. This adventure is written by Jason Keeley and is intended for a group of four level two characters. Each player gets to select one of four pre-made skittermanders and get helping! My family and I were incredibly excited to give this adventure a whirl, so I gave it a quick read and within a day we settled in to play.
The first job? Picking your character! There are four up for offer, and each of them is a member of the Clutch, a salvage ship run by a vesk named Nakonechkin, whose entire crew are fluffy, manic little skittermanders. First up, Dakoyo, a purple furred priest mystic, worshipper of Ibra, and the ship’s doctor. Dakoyo is obsessed with learning about ancient forms of medicine, and is pretty sure life before the advent of modern medicine must have been horribly stinky and disease ridden! My husband took on the task of playing this contemplative fellow. Up next is Gazigaz, a green furred xenoseeker envoy who loves nothing more than being helpful and making friends. In fact, he grooms himself constantly, in an effort to always look his best. Even when under attack he’s prone to make excuses for his attackers. Perhaps they had a bad life? No choice? They’re just confused! We can still be friends!? Right? My son happily took on the role of this chipper, friendly guy. The third skittermander is a red furred, female spacefarer soldier named Nako. She idolizes their captain, Nakonechkin, and even took his name as her own. She fights with a doshko and is the most battle-minded of the skittermanders. Nako wears her hair in a big braid on the top of her head, and enjoys playing her exotic finger drums (which are sized for someone much larger than she is, so she wears them around her forearm). My daughter happily picked Nako (she picked first). Lastly, there’s Quonx. Quonx is a blue furred scholar mechanic who loves to fix things. Everything. Machines, computers, wounds, and even reality. Or, at least, she’s trying to fix reality. Her tools don’t really work yet… But… Theoretically, if it did work, she could fix things! This messy but well-meaning skittermander was my favourite of the four, so I was thrilled to play as the delightful Quonx.
With our character selections made, it was time to get rolling! The adventure started innocently enough. Your salvage ship discovered a cruise liner aimlessly drifting through the Vast. Initial scans show no signs of life, so Nakonechkin went aboard to check it out, leaving his helpful crew behind, with the promise not to ‘fix’ anything while he was gone. But, it’s been a long time since then, and the skittermanders are restless. Deciding that their captain must be in trouble, my daughter (as Nako) ordered her crew to follow her! There was saving to be done!
“Whoah, whoah!” I made Quonx exclaim. “I can fix it! I’ll check the scanners!”
Unfortunately, I rolled horribly, and all we discovered was the location of their airlock. Armed with this imperative information the skittermanders turned on their armour’s protections and space walked over to the cruise liner. Unfortunately, Nako and Dakoyo spotted something strange coming right for us. Tiny meteorites! Quonx bravely tried to fix it with her quantum wrench, but alas! My wrench still couldn’t repair reality. Gazigaz (my son) and I got walloped pretty hard, but Dakoyo and Nako slipped by unharmed. Quonx opened the airlocks and we all slipped inside.
The cruise ship was fancy looking, and we immediately were greeted by some robots! Unfortunately, the robots thought we were pets, and tried to stuff us in cages. My kids thought this was HILARIOUS. Gazigaz tried to make friends with the confused robots, while Nako was offended, and pulled out her doshko to do battle! The robots proved little trouble, but Nako almost got shoved into a cage. My daughter was hopping around and shrieking in a panic every time the robots tried to lock her in.
As we left the broken robots behind, Quonx resisted the urge to fix them… But it was so hard! They needed it so bad! And think how much MORE amazing she could make them!
Dakoyo convinced the group to take a bit of a rest, and then they moved on, only to hear an announcement from the ship’s AI. It informed the passengers — wherever they were — that pets were on the loose, but they would be captured soon. Please inform your porters if you find one!
Quonx decided immediately that the AI was bonkers! Clearly it needed fixing! Joy!
Nako was pretty sure it needed smashing, while Dakoyo — the contemplative one — wondered where all the passengers were. Gazigaz was pretty sure that wherever the AI was, they would soon be great friends!
More importantly, where was Nakonechkin?
They hurried deeper onto the ship and discovered a room full of cool stuff! Holographic billiards tables, cards, and a dart board where Nako found a really fancy dart. After that they found a room full of hurt sick people who pointed guns at them! Wow! New friends!
Gazigaz put his stylish hair and pleasant words to the test, and convinced the dirty, scared people with guns (passengers) who were hiding in the dining room to not shoot them! Yay!
My son was very excited. Making friends is one of his very favourite things about d20 games. He was absolutely adorable, prancing around the table in excitement, and trying to learn everyone’s names and problems. They learned that the AI, M2, had gone crazy! In an effort to make the relaxing cruise much more relaxing, it altered their course to empty space, and started drugging people who caused trouble or were stressed. It even sent robots to attack them in an effort to force them into their rooms. Gazigaz was pretty sure that M2 only needed a friend, and Nako still said we should smash it. (My daughter was taking great glee in being the strong character for a change!).
Meanwhile, Dakoyo used his magical powers to heal a wounded man.
After learning a bit about they layout of the ship the helpful skittermanders continued on their quest for Nakonechkin!
As they entered what was supposed to be the observatory, they found the room unnaturally dark! They heard sounds in the dark, and soon little skittering, shadow bugs appeared! Nako sliced and diced with her doshko, while Gazigaz tried to befriend the bugs. Maybe they didn’t know any better?! Luckily, Quonx and Dakoyo realized that in the centre of the room was a tiny portal to the plane of shadow, which was being drawn in by some magical rocks around the room. Well, alright, there was more to it than that, but they knew explaining that to the others wouldn’t be worth their time. Quonx and Dakoyo worked together to deactivate the onyx shards and shut down the shadow portal, while Nako and Gazigaz battled against the bugs. After a bit of work, the observatory was saved! Quonx used her wrench to fix reality around the portal — but really it was Dakoyo using his mystic arts.
“Yeah! Fixed it!” Quonx exclaimed.
Leaving behind the observatory, the skittermanders hurried down the hall. Stairs were on their left, and ahead was the bridge, but to their right they heard a sound…
Nako gasped! (My daughter shrieked). “It’s Nakonechkin!” (Or rather, she tried to say Nakonechkin. It came out more like ‘Nakokochiky.’ I’m not sure why they decided to give the vesk such a long and tough to say name. We butchered it constantly during play. Haha!
The group bust into the room to find Nakonechkin relaxing at the spa! Or, was he relaxing? Why was he in pain?
Quonx knew what was up! “The robotic masseuse is massaging too hard! NO MEANS NO! I’ll fix it!”
Quonx leapt upon the robot and whipped out her tools — her proper ones, not the quantum reality spanner — and in no time flat she disabled the robotic massage arms and Nakonechkin was freed!
Nako helped Nakonechkin up while Dakoyo healed him.
Nakonechkin thanks his ‘little fuzzballs’ for helping him and gave them new orders: get to the bridge, shut down the psycho AI and take control of this ship. He was sure that the cruise line would pay good money to get this ship back — and some hush money for them to keep this debacle quiet! And with that, the skittermander’s brave and fearless captain… went back to the Clutch.
“Got it, Boss!” Nako exclaimed. Then she turned to boss around the rest of the crew. “You heard him! To the bridge!”
The door to the bridge was locked, but that was no trouble for Quonx, who had the door open in a jiffy. The group hurried inside only to find a dead crew member on the floor! Dakoyo went over to check on him while Quonx approached the computer consoles.
A moment later the crewman moved! Yay!
And bit Dakoyo in the face!
No!
The poor crewman looked like he had come into the bridge to try to shut down the AI and had been electrocuted! Oh, no! The shock messed with his augmentations and he arose as a cybernetic zombie! Double oh, no!
The zombie managed to deal a lot of damage to the little skittermanders when stuck in the close quarters of the bridge — particularly by shooting electricity from its arms! Poor Gazigaz’s hair was never the same after that…
But, in time, they poor crewman was defeated.
Gazigaz tried talking to the corpse. “I’m sorry we had to kill you, Mr. Deadman. Now that you’re not trying to kill us, did you want to be my friend?”
The crewman didn’t argue.
“Yay!” Gazigaz exclaimed. He shook the crewman’s hand ‘hello’ while Quonx tried to access the ship’s mainframe…. to no avail! The clever M2 had disabled these consoles. In order to access the ship’s mainframe and shut down the mad AI they would have to reboot the computer core (which was likely on the engineering deck!)
It was at this point that the calm, soothing voice of M2 came over the loudspeakers once more. She had decided that we were not, in fact, pets. We were rebellious intruders here to upset her passengers! We needed to be calmed! Preferably into unconsciousness!
Gazigaz tried to explain that we were only here to make friends, but M2 didn’t respond. The group of hyper skittermanders hurried down the stairwell to the lower level of the ship. There they found the crew and guest quarters, as well as a second airlock where baggage would have been loaded onto the ship.
As they investigated the various cabins Dakoyo noticed something strange… He felt a little sleepy… And what was that sound…? A quiet hiss..?
Poisonous gas was pouring into the rooms though the vents! That sneaky AI was trying to knock them out!
As Dakoyo explained the many proper uses for knockout gas, Quonx tried to override the ventilation controls and jam them all shut. Luckily, it worked, and the skittermanders hurried on to the engineering deck. But they did not go unopposed! Outside the doors was one final robot who stood over the corpse of another crew member.
Before Gazigaz could even try to befriend the robot Nako dashed into battle! Overcome with the urge to help the others followed suit and soon the robot was defeated. Quonx hacked her way into the engineering deck while Dakoyo and Gazigaz checked on the corpse. Quonx ushered everyone inside and took a look at the layout, quickly determining that they would need to dismantle parts of the computer’s core which would be located somewhere in the ship’s framework. Unfortunately, Quonx had no more time to ponder. The AI made another pleasant announcement.
In order to rid the ship of pests it would vent the entire interior of the ship to space!
The skittermander thought on that for a moment.
Finally Gazigaz asked, “Would that kill everyone?”
Dakoyo very helpfully assured him it would.
“Ah!” Gazigaz exclaimed. “I have to go help the people!” Then he ran off, heading back upstairs to try to get all of the passengers into emergency space suits.
Nako and Dakoyo looked to Quonx. “What do we need to do?” they asked.
Quonx, the delightful skittermander mechanic, is one of the four main characters of this adventure.
Quonx got right to work. “Nako! Pry open that panel! We’re going to have to head into the walls and shimmy through the vents to get to the core.”
Nako did as told, Quonx led the way into the vents and Dakoyo followed. From down the hall they could hear Gazigaz struggling to carry too many suits up the stairs.
“I’m going to help Gazigaz!” Nako exclaimed. She couldn’t help it!
Quonx and Dakoyo hurried through the vents and came upon the core.
“Uh-oh!” Quonx exclaimed. “She’s got a decentralized core! It’s bound to have at east a few nodes we need to break!” Quonx hurried forward, but Dakoyo stopped her.
“No! There’s a magical aura around here. If you get any closer you’ll get burned!”
Quonx explained that she had no choice, but Dakoyo shook his head. “Nope! I will go first. Then you can break the node!”
Dakoyo proudly moved forward and, sure enough, a ball of fire exploded on him. He moved to heal himself while Quonx took the opportunity to scurry forward and deactivate the node. Then they hurried off to the others.
It was a race against time!
Which the skittermanders won!
They cheered! They danced! They celebrated!
The skittermanders took control of the ship and assured the passengers that they were saved, while Quonx repaired the ship and got it up and running. Soon after they sent a hail to Nakonechkin on the Clutch.
He didn’t answer.
The proximity alert sounded and Quonx fired up the sensors…
“Pirates are approaching! They’ve already hit the Clutch with an EMP! We’ve got to hurry or we’ll be next!”
“NO! NAKONECHKIN!” Nako shouted. (The word Nakonechkin was once again mutiliated). “To your stations!”
Gazigaz leapt into the pilot’s chair. “Are you sure we can’t be friends?”
Nako fired up the guns, Quonx switched over to the engineering console and rerouted auxiliary power to the guns, and Dakoyo calmly climbed atop the Captain’s chair.
“Fire at will, Nako.” he ordered.
The battle was underway!
The battle was a short one. Although the enemy ship had a lot of guns (and the cruise liner had few), the cruise liner was also a higher tier ship with solid defences. Our group wasn’t in any real danger of being defeated. Still, my kids were on the edge of their seats, and it was a blast.
The skittermanders left the pirate ship broken in the Vast and flew off, with Nakonechkin and the Clutch. They had a cruise ship to return to Verces!
All in all, a good day’s work for a group of helpful skittermanders! And a great day’s gaming. My whole family enjoyed the adventure and it’s colourful cast of characters. They’re already talking about next year’s Free RPG Day, where they hope the skittermanders will be back in action!
As we cleaned up, my daughter turned her big brown eyes up to me and gave me a pleading look.
“Mom? You know I LOVE Starfinder. And I love PLAYING Starfinder.”
My children love d20 games. My son’s favourite is Pathfinder, while my daughter’s is Starfinder. They love to make characters, craft adventures, play online via play-by-post, and play as a family at our dining room table. But, they need help. The rulebooks use a lot of complicated jargon, and, even though my son reads well above his grade level, they’re still only six and seven. The books aren’t really geared at kids that young.
There are other games out there, of course. Easier games we could invest in, learn, and play, but that’s always a gamble. Besides, who says they’ll be a better fit for a young kid?
Recently a fellow gamer, who happened to be playing alongside both of my children via play-by-post, suggested that I give a game called Tails of Equestria a try. She and her daughter had recently played it at Origins and had enjoyed it.
My first thought was: My Little Pony? My kids love my little pony!
Followed closely by: My Little Pony? I love my my little pony!
There were plenty of other thoughts that followed.
For those of you who don’t know My Little Pony: Friendship is Magic is a super popular kids show. It’s aimed at girls, but I know just as many boys who enjoy it as much as girls. As a bonus, it’s hilarious. My husband and I both enjoy the show immensely. Its one of those shows that typically Mom and Dad don’t mind being on while they’re in the room. I know I certainly enjoy it more than a lot of other shows my kids like.
Even if you don’t have kids of your own, or young relatives who have watched it, the stores are filled with movies, toys, and games featuring the characters.
But, what the heck is Tails of Equestria?
I looked it up. For starters it’s full name is Tails of Equestria: The Storytelling Game. It’s a nice thick hardcover book, and on the back it explains simply and plainly that it is a cooperative storytelling game, where multiple players and a GM forge a tale together. Then it goes on to clearly and simply explain what a Game Master is, and how the game works.
Right there, on the back is a clear, concise, easy to understand description of what the heck a d20 game is. And it revolves around a world my kids already know and love. The whole book is like that. It does away with jargon, and presents a streamlined, easy to understand game. At the same time, it doesn’t talk down to you. An awesome introductory d20 game that looks like a ton of fun. Light-hearted, family friendly, fun.
A lot of the book is devoted to creating your very own pony. The character sheets looks fun and even have a little template for a blank pony, so your kids (and you) can draw in your own pony details and appearance and still come out with a decent looking horse.
Perhaps the best part? It has a strong focus on teamwork, and overcoming obstacles together. In fact, parts of the game are built specifically to reward players for cooperating and being generous. Although battle is a component of the game, it’s not the focus. ‘Scuffles’ are short and rare. More often, you’ll be aiming to avoid, befriend, calm, or trick an enemy. It’s a nice change of pace, but definitely means that games are going to be structured differently that I’m used to. Luckily, the book itself has a sample adventure right in it. And a relatively involved one, at that.
The only problem? Getting my hands on it!
Tails of Equestria: The Storytelling Game is available on amazon.ca. As is Tails of Equestria Expansion – The Festival of Lights and Tails of Equestria Expansion: The Curse of the Statuettes, although they are very expensive. Both expansions are actually long adventures, some of which come with extra material, like a GM screen, dice, character sheets, and so on. The Bestiary of Equestria is available, but not in stock. Amazon.com has all of the products in stock and available, although then I would have shipping, duty fees, and the exchange rate to worry about. I also found the main book available on paizo’s website, although the others aren’t. There is a local game shop or two in my city that might have it. I’ll have to check.
Unfortunately, while I scoured the internet for information, my children peeked over my shoulder and saw exactly what I was looking for.
“My Little Pony RPG?!? AWESOME!” exclaimed my daughter.
“That looks fun, Mom!” added my son.
They then immediately proceed to ask when we could get it. Could they have it as an early Christmas gift? How about a graduating from Kindergarten and Grade 1 gift? Just because I love them? But, they’ll do chores!
“You know, Mom. You promised we each could get one book after school was over, but it had to be a tough one that we would work at reading this summer. You said we could pick it out ourselves. I think that book looks pretty tough…”
Yeah, Mommy had a much smaller budget in mind for that book, kids…
The conversation soon evolved into discussing what I had learned about the game system, followed by my kids contemplating what kind of characters they’ll make.
I honestly cannot express how excited they are. They’re just…
Man, they look so happy. Haha.
Now, if only I had an excuse (and the funds) to buy it for my children…
Now, before we get started, there’s one thing I need to state plainly, right up front. This is NOT a family friendly book. It’s not the book you want to bring with you to read at the laundromat or on the bus, and it’s not a book you’re going to get a lot of ideas from for games involving children, or the many gamers who prefer a fun, carefree kind of game. This book is dark. It’s disconcerting. More specifically, it features body horror, mental and physical torture, as well as imagery and content that may disturb some readers. If you’re a gamer who doesn’t enjoy (or enjoy experimenting with) such content in your d20 games, then this is NOT the book for you. I’d suggest such readers pass on it, and pick up another of the wonderful books that are available for Pathfinder.
Those of you who regularly read my blog may wonder why I bothered to invest in a book with mature content when most of the time when I GM my children are involved (a six and seven year old). That’s a fair question! This book was not chosen with them in mind. This book was for me. Why?
For starters, I have no other content outside of the Inner Sea World Guide, and the Pathfinder Module: The Midnight Mirror, that features Nidal. None. To me, that spot on the map is a giant question mark. I know the basics, but nothing else. Second, I’m the kind of player that likes a wide variety of experiences in my games. Yes, I love a happy, feel-good, fun game. I love character development, social interactions, and humour. But, I also love horror. I want my dark locales to actually be dark. The evil in my games should be disturbing, and disconcerting, not shallow and cliche. Within reason. Games are only worthwhile when the players find them fun, after all. This book on Nidal did just that.
Pathfinder Campaign Setting: Nidal, Land of Shadows is written by Liane Merciel, with additions by Lyz Liddell, Ron Lundeen, and Mark Moreland. It’s cover features awesome artwork by Kiki Moch Rizky that depicts the iconic hunter, Adowyn, and the iconic bard, Lem, facing off against an umbral dragon! This book is a thick softcover book which weighs in at 63 pages long. As a book in the Pathfinder Campaign Setting line, it contains information on the locations of Golarion (Nidal, specifically). It does not feature new archetypes, or other character options. But, that doesn’t mean this is only a book for GMs! They’re awesome for GMs, of course, but they’re also great for helping players of all kinds create fully-formed characters from different locations. In addition, I find these books really fire up the imagination. They spark ideas for both adventures, side quests, villains and characters.
The inside cover features a gorgeous map of Nidal, complete with labels, scale, and beautiful tiny depictions of the major settlements, drawn with care. The book is split into four chapters. ‘Living in Shadow’ is a ten page look at what life is like for most citizens. ‘Gazetteer’ is a thirty page look at the locations found within Nidal. ‘Threats in the Gloom’ is a twelve page look at the various locations which are particularly well suited to adventuring. And ‘Bestiary’ is a nine page look at some of the unique creatures found within Nidal’s borders. The entire book is filled with darkly beautiful artwork, some of which may be disturbing to some readers.
The first chapter of the book, ‘Living in Shadow,’ begins with a wonderful Nidalese sermon which really helped put their view on their (horribly evil) religion into perspective. If read with the proper gravitas I swear it could make a shiver run down your spine. Very atmospheric! Its accompanied by some gothic artwork of a vampiric noblewoman looking out across the city. After this is a short, half-page summary of Nidal, it’s origins, and its culture. Up next is a gorgeous image of a Nidalese Horselord and about a page worth of text on the history of Nidal. This includes what life was like before they became thralls of Zon-Kuthon. There’s also information on the government of Nidal and some of its important personages. Nidal is a theocracy dedicated to Zon-Kuthon, headed by the Black Triune, and governed by the Umbral Court. After this there is information on some of the rare citizens you might come across in Nidal, including Caligni, Fetchlings, and the terrifying Kytons. Then we get a glimpse of what life is like in the decadent cities of Nidal, and the rural countryside. Spoiler Alert: It’s WAY different. Haha. There’s also a short section about the different kinds of religious and underground resistance found within Nidal. There’s also a discussion on Nidal’s relations with other nations, and a full page timeline showing important dates in Nidal’s history. Oh! And a delightful (disturbing) image of Zon-Kuthon, the benevolent (NOT) god who rules Nidal! Such a photogenic guy! (Note the sarcasm.)
I found this chapter was the incredibly useful in helping me understand life in Nidal. I had forgotten that the Nidalese people used to be horselords. Although I knew that they were the only civilization to survive Earthfall and the Age of Darkness (sort of), I hadn’t quite realized how important it was to their history. It’s a source of constant pride. Proof of the validity of their beliefs. It also means that they have relics, written works, books, maps, and actual, reliable artifacts and history from that time. From before that time. Refugees from other places — say… Azlanti and Thassilon for example — would have fled to Nidal for safety as refugees. it was once the literal centre of civlization in the Inner Sea. The Absalom of it’s time in a world of darkness, death, and barbarism. Even the poorest farmer would still have housewares and relics handed down through the millennia. Family heirlooms that are older than nations. Even if you only count Nidal’s history from the moment they made a pact with Zon-Kuthon, they’re a nation over 10,000 years old. That’s… monumentous. This nation’s history makes it particularly useful for anyone wanting to make a character with ties to ancient civilizations, including some of the new character options from Pathfinder Player Companion: Blood of the Ancients.
I particularly enjoyed reading about the difference between city life and rural life, as well as about the Black Triune. For those of you who don’t know, they were the original horselords who beseeched Zon-Kuthon for protection for their people from Earthfall. Although the evil Zon-Kuthon granted their desires and saved their people (making them the only civilization to survive Earthfall and the Age of Darkness without crumbling) it also transformed the horselords into literal servants of Zon-Kuthon’s. They are his will made flesh. Eternal and unloving. They rule Nidal to this day, though they are rarely seen by any outside the Umbral Court.
The Gazeteer begins with a moving quote from a retiring Chelish Ambassador to her replacement about the cold beauty, harsh cruelty, and ancient knowledge which can be found in Nidal. I particularly loved the last line:
“…It is a place, for better or worse, that you will never forget. You can’t. The scars remain forever.”
Such a wonderful, atmospheric quote — again. Whoo! Love it! It’s accompanied by artwork depicting a Varisian caravan approaching a Nidalese city, surrounded by wildlife that looks rather ominous. Past the opening quote is about a page and a half of information about Nidal’s culture and politics, followed by details on their four major holidays.
Note to self: Don’t celebrate the Eternal Kiss. Or The Festival of Night’s Return. Or The Shadowchaining. Or anything, really. In fact, let’s amend that to: never visit Nidal. Haha. Honestly, I adored reading about the holidays! They were the perfect balance of ‘holiday’ and dark horror. Shivers!
After this we get to the bulk of the Gazeteer: details on a ton of locations, all of which are shown on that loverly inside-cover map I mentioned earlier. There’s a total of 55 locations which are detailed in this chapter, including two major cities (Pangolais and Ridwan) which include their own maps, and multiple locations within them. The Gazeteer’s locations include cities, towns, settlements, ancient ruins, dangerous locales, and natural features. They run the gamut from ‘safe’ and ‘unique’ to ‘deadly’ and ‘disturbing.’ It’s got a really great variety. A lot of these places sparked ideas for campaigns, adventures, and character origins — not all of which are evil. In fact, the most useful part of this chapter may be in it’s ability to make you realize that you can adventure here. You can be a hero in Nidal. I don’t mean just as a sweeping revolutionary who tries to change Nidal, but as a Nidalese person who lives and survives here. A local hero. In addition to details on the places, there’s information on important figures, enemies, and plenty of plot-hooks. There’s also a ton of useful references for where you can find further information on those places, people, and topics (both within this book, and in other books).
Stormhollow from Nidal, Land of Shadows
Some of my favourite places to read about were the Atteran Ranches (which is a great place to create characters who want to be members of the underground resistance), Auginford (a small settlement which recently unearthed a disturbing monument), Blacksulfur Pond (a pond connected to the Shadow Plane), Brimstone Springs (where a devil is enjoying a ‘delightful’ prank), Grayfrond (home to a creature based off a chilling Inuit folk creature), Stormhollow (a village whose inhabitants were slaughtered by kytons — and still walk the streets today as mutilated husks), and, my personal favourite, The Library Without Light, which is home to ancient texts and relics dating back to before Earthfall. If any of you own this book, I’d be curious to hear what your favourite locations were!
Unholy symbol of Zon-Kuthon, god of envy, pain, darkness and loss.
The next chapter, ‘Threats in the Gloom,’ begins with a recounting of an adventure in Nidal, by an Aspis Agent. It’s dour and dark, and perfect. And the art that comes with it? Creeeeeeepy! After this is looks at eleven different dangerous locations in Nidal, dedicating about a page to each. It includes the classes of powerful denizens, the kinds of creatures you can encounter there, features common to the area, as well as history, and plot-hooks for these locales. Once again, there’s a wide variety of locations here, from dungeons, dangerous wilds, haunted places, and urban areas. Those of you looking for more information on hidden bastions of good should check out the ‘Plains of Night’ and ‘Undervale.’ ‘The House of Lies’ is a great location for those of you looking for reasons for foreigners to visit. ‘Shadowreach’ revisits the legacy of a character from the Council of Thieves Adventure Path (Ilnerik Sivanshin who was mentioned in Council of Thieves: Book 3: What Lies in Dust, and featured in Council of Thieves: Book 5 – Mother of Flies). Looking for something darker? Check out the ‘Tower of Slant Shadows.’ Not only does it have connections to the wonderful Curse of the Crimson Throne Adventure Path, it’s also (in my humble opinion) the creepiest thing in the entire book. Yikes! I wish I had thought of that for my home game of Second Darkness… My personal favourite locations in this chapter are ‘Castle of the Captive Sun’ wherein a vampire keeps a collection of divinely descended beings prisoner, and tortures himself with holy artifacts! Very cool! And Barrowmoor, which is land filled with ancient burial mounds of the Nidalese Horselords. It’s steeped not only in creepy a atmosphere and a bunch of undead, but also in the occult, which I ALWAYS love. Barrowmoor is also the setting of the Tomb of Attai Horse-Speaker, which was published in its entirety in Pathfinder Campaign Setting: Tombs of Golarion. Honestly, it’s one of my favourite tombs I’ve ever had the pleasure to read.
Castle of the Captive Sun from Nidal, Land of Shadows
The last chapter of this book is the Bestiary, which collects six random encounter tables (which contains a few entries which pleasantly surprised me!) and six new monsters. The creatures vary from CR 2 to CR 8. There’s a new kyton, of course, called the suffragan. It’s born from the souls of another new creature, the joyful thing, which definitely is my pick for the most disturbing creature in this book! Yikes! The strongest monster on offer is the hive brute. For more information on hives you can check out Pathfinder Roleplaying Game: Horror Adventures. I’m not a big fan of most plant creatures, but there is a cool shadow plant called the shadow fern which I actually really like. There’s also the smokeshade, which is a tiny extraplanar, incorporeal, aberration that looks like a patch of shadow. In addition to being an enemy, these little guys can be taken as familiars by casters of at least 7th level with the Improved Familiar feat. They’re actually quite fun, flavourful critters, that enjoy forming themselves into different rude shapes in order to mock other people or pantomime insults. I want one! Haha. But, the definite winner for the most useful creature is the shadow animal template. Not only can it be used to make shadow tainted creatures, it’s abilities are chosen from a list, which makes it very adaptable. It’s super useful, and really well done.
And that brings us to the end of Nidal, Land of Shadows. Overall, I really enjoyed this book. It made me think about Nidal in a new way, which made it playable. It also gave me a lot of good ideas for characters and adventures set in this morbid, horrible place. But, keep in mind, this book is NOT for everyone. Only purchase this book if you enjoy adding dark horror to your games.
School’s out for summer, Canada Day has passed, and Independence Day (for all you American’s out there) has just ended. It’s a new month, with new releases in the gaming world. I don’t know about you, but I’m excited for some of this month’s products!
Now, this isn’t out until AUGUST, but if you want to get your hands on a print copy now is your chance. Paizo is releasing the Pathfinder Playtest Rulebook in hardcover, softcover, and in a special edition cover. They’re also releasing the Pathfinder Playtest Adventure: Doomsday Dawn and the Pathfinder Playtest Flip-Mat: Multipack. All of these products will be available for free as PDF downloads on August 2nd, but print copies will be quite hard to come by. Preorder or bust! In addition they’re releasing three Pathfinder Society Scenarios for Pathfinder Playtest. One series of quests at tier one, and two scenarios at tier five. An interesting choice! All three will be available as PDFs for free on August 7th. For more information, or to preorder print copies, check out Paizo’s website.
With that out of the way, let’s take a look at some products you can get your hands on this month!
In the world of Pathfinder there are only two new products up for grabs. The Six-Legend Soul (War for the Crown 6 of 6) is the much anticipated finale to the War for the Crown Adventure Path! Oh, it’s gonna be a good one! I’m SUPER curious! Pathfinder Player Companion: Heroes from the Fringe 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. Pocket Editions of Ultimate Combat and Bestiary 5 also come available this month.
Starfinder also has two exciting releases: The Dead Suns Pawn Collection, which has over 100 custom pawns from the Dead Suns Adventure Path, including a bunch of awesome starships! It looks amazing! What’s more exciting than that? A new hardcover book! Starfinder: Armory. Aww, yeah! This book is packed full of tons of new weapons and armour, as well as magical, technological, hybrids and mundane gear. There’s new bioaugmentations, weapons fusions… Every kind of item type has some new choices in this book. Also? New character options which focus on equipment! I don’t have a clue what they’re going to be, but I sure am intrigued!
In the world of Organized Play there will be four new scenarios coming out at the end of this month. Pathfinder Society Scenario #9-24: Beneath Unbroken Waves is a tier 5-9 scenario written by Kate Baker of particular importance to the Concordance Faction. It tasks the PCs with investigating underwater ruins. Scenario #9-25: Betrayal in the Bones is a tier 12-15 scenario written by Tom Phillips which continues the ongoing story of the Grand Lodge Faction. It allows players to finally get back at some old enemies! For more details, check out a previous blog post where we spoke about events leading up to this scenario! Starfinder Society Scenario #1-18: The Blackmoon Survey is a tier 1-4 scenario written by Jesse Benner which tasks players with exploring an ancient Eoxian ruin to determine why the workers on the excavation have been going missing. This one sounds like a ton of fun. Scenario #1-19: To Conquer the Dragon is a tier 5-8 scenario written by Matt Duval which send the players to Triaxus to open a Starfinder Lodge! This scenario builds on events from #1-13: On the Trail of History, and involves starship combat. I can’t wait until I get my hands on them later this month!
What’s left? Maps of course! And this month certainly brings us a LOT. Pathfinder Flip-Mat Classics: Watch Station is a pretty handy map set which gives is a solid dungeon or underground prison on one side, and a moderately sized sheriff’s office/town barracks on the other. It can also sub in as any small building that includes barracks, such as a thieves den, guild headquarters or school. Pathfinder Flip-Mat Multi-Pack: Forest is a useful set of two flip mats which feature woodlands, rocky banks, and small rivers. These two mats each connect to each other in multiple ways, which means that you can continue your game with a rolling scene, over and over again. They look gorgeous. Starfinder Flip-Mat: Asteroid is an interesting map release. One side is an incredibly useful map of a canyon, impact site or crater which is going to see a ton of use. It’s super adaptable, and can even work in Pathfinder play. The other side is a complex built into the interior of an asteroid. It looks quite interesting. Clearly intended to be used in the Diaspora, it can double as a lot of other complexes, including an underground bunker, base, laboratory, military instalment or even a school. Unfortunately, all three map sets are not yet released on Amazon, so if you’re Canadian, like me, or from another place in the world where the cost of having anything delivered from Paizo is ABSURD you’ll need to wait a while before getting these beauties on order.
There’s also a whole new type of map being released this month: Pathfinder Flip-Tiles! We’ve talked about these before on d20diaries, but in short, they’re a collection of 6×6 tiles with images on both sides which easily can connect to form a large complex. This month brings us two sets of map tiles. Pathfinder Flip-Tiles: Dungeon Starter Set, includes basic dungeon features including halls, stairs, turns, entrances and rooms. It has a whopping 42 double sided map tiles. The second set, Pathfinder Flip-Tiles: Dungeon perils Expansion Set, is an expansion which works will the Dungeon Set (and will work with other sets in the future). It contains 24 double sided flip-tiles which depict hazards including trapped and lit hallways, chemical spills, chasms, rock falls, magical devices, and fungal growths. They look pretty cool. Much like this months flip-mats, these products aren’t yet available on Amazon. As a brand new product, I haven’t yet seen these in person, so I’m not sure how easy they’ll be to adapt and use in a live game, but I’d love to find out. If any of you get your hands on these tiles, let me know! I’d love to hear what you think!
That’s it for this months new releases! What products are you most excited for? I know my household can’t wait to get our greedy little hands on Starfinder: Armory! Here’s hoping!
We just finished up a wonderfully busy long weekend! In addition to celebrating Canada Day, playing The Shackled City Adventure Path, and Heroscapes, we also celebrated my wedding anniversary. After nine years of marriage and eleven years together, my husband and I couldn’t be happier. Wow, it’s passed in a flash! Curious what I got for my anniversary? Jewelry, flowers, something romantic? Nope! Something way better! My husband and kids got me The Shannara Chronicles: Season 1 (which is awesome so far), the Iron Gods Dice Set, and a the Pathfinder Battles: Iconic Heroes Set 5. Can you say ‘spoiled’? As for my husband, my kids and I picked him up a Magic The Gathering Fat Pack for Dominaria! There were all kinds of goodies in there! I’m curious to see what he makes from it.
But, enough about my family. Today we’re going to talk about another family: the Tangletops!
Who?
So glad you asked!
During the recent OutPost convention my children made their second Pathfinder Society characters. My husband didn’t. He wasn’t sure how much he would enjoy play-by-post gaming, so he waited. But, AFTER OutPost? Ah! He wanted more. My husband made a total of three characters after that, two of which he really enjoys, and one of which he decided needs some work. One of the ones that really clicked was a strange gnome by the name of Toban Tangletop.
Toban is an experienced gnome with an eclectic past. He’s travelled the world, and tried his hand at nearly everything he could. In time, he came to worship Shelyn, the goddess of art, beauty and love. He also developed a complete and total obsession… with food. Toban became a chef who creates art through fantastic meals. He drew on his vast experiences to make fusion food, drawing on traditions throughout Golarion. Toban is always looking for rare ingredients and new recipes. Toban enjoys cooking for friends and strangers alike. He is not shy and is prone to approaching strangers and cooking them a meal unlike any other! Toban is adventurous in his cooking and willing to try new exotic foods. Because of this Toban has developed a strong stomach. Every meal and tasty treat he creates is a holy communion with his goddess, Shelyn.
Toban is short even for a gnome. He is barely over 3 feet tall and weighs 37 pounds. Toban has a rather large bottom lip that flaps when he speaks. He has black hair and a wildly long moustache. When Toban is in thought he often taps a finger on the bottom of his lip which makes a popping sound. He wears flamboyant leather clothes and a spectacularly over-the-top tophat which clashes with the rest of his clothes. He carries his cooking supplies with him wherever he goes.
Read more about inquisitors, as well as five other base classes, in the Advanced Player’s Guide.
Mechanically, Toban is a gnome inquisitor of Shelyn who works for the Grand Lodge Faction. He selected the protection domain. He uses his divinely gifted magic to heal wounds, and understand foreign languages. He’s quite old, but uses his vast experience of the world to his advantage, so he chose ‘breadth of experience’ as his first feat, which is honestly one that we LOVE in my household. To better represent his adventuresome eating habits he took ‘resilient’ as a trait. He also took ‘weathered emissary’ to help him in learning new languages.
Toban’s a knowledgable fellow, and an amazing chef. But, he strongly cares about using fresh ingredients, so he’s also good at perception and survival. Although he tries to make friends, his eccentricity can sometimes get in the way.
In battle, Toban always to gives humanoids a chance to surrender and repent, believing that death ends all chances for that person to create beauty. A tragedy! When forced into battle he uses a fine glaive, or his cooking knife. He can also hurl globs of acid at his enemies. He carries acid vials, holy water, and smokesticks, wears studded leather armour. He also carries plenty of healing scrolls, and recently picked up a healing wand. His wayfinder hangs around his neck, while his backpack is overflowing with cooking equipment.
So far, Toban has completed a single scenario: #5-08: The Confirmation. He’s currently working his way through #7-10: The Consortium Compact, alongside “Scaredy’ Sir Lansle Eine, Lady Naysha, and a few other colourful characters.
But, perhaps the strangest thing about Toban, is his family.
My daughter had the chance to play alongside Toban during his confirmation with her character, Lady Naysha. She thought he was hilarious! A day or so earlier she had been begging me to let her make a third Pathfinder Society character so she could play more play-by-posts, and I had relented. She’d been stewing over character ideas for days. She was pretty sure she wanted to play someone who could be a melee character, which is a role my daughter very, very, VERY rarely tries to fill. Fighter? Barbarian? Monk? She couldn’t decide.
That night we watched some Bleach on Netflix and my daughter saw Ururu fight for the first time. No idea what I’m talking about? You can see a short video of it on youtube here.
My daughter thought it was amazing.
“Mom! That little girl is just like me!”
She held up her tiny little fists and showed me her ‘fighting stance.’ Then threw a little punch that would flatten a fly — if my daughter had better aim — but not much else. When she tries to punch my daughter also lets out a little squeak of effort, which makes her ‘fierce’ attempts at battle the cutest and funniest thing you’ll see. It should be noted, she’s the same proportions as Ururu, tall and skinny with slender little arms and tiny fists.
“I’m just a little girl, Mom. But, I am pretty strong you know!”
She threw a few more punches accompanied by some squeaks.
I smiled.
After the episode was over my daughter announced quite proudly that she had figured out what she was going to make. It would be a little girl fighter, just like her and Ururu. A little girl who fought with her fists and was a monk. Except she wasn’t a girl! She was a girl gnome! She would be Toban’s sister, and she would act like a shy, scared little girl. Until battle! Then she’d say something like ‘Please don’t hurt me! I am just a little girl’ before punching them in the stomach really hard! “She is not a weak little girl, Mom! She is strong! And also a big LIAR! She will try to trick people all the time!”
My daughter then showed us a demonstration of her character’s fighting style, which involves some fine little punches and a lot of squeaking.
Very proud of herself, we pulled out the rulebooks and got to work.
She decided that her character would be named Rosie. Rosie Tangletop. She would be Toban’s sister. Even though she is a gnome, she looks like a little girl. She has brown hair done up in pig tails, big brown eyes and a big happy smile. She wears a little pink cotton dress, stretchy little shorts, and comfy shoes. She keeps her eyebrows trimmed to better help her blend in with human children. She’s tall for a gnome and very slender and frail looking. She acts shy and meek. She would be a monk, of course.
After some reading and planning, she decided that Rosie carries no weapons at all. Instead, she gave her ‘throw anything’ as her monk bonus feat. She also invested in some vials of acid and a holy water. For her regular feat she ended up settling on weapon focus (unarmed strike). Rosie’s good at physical skills — acrobatics, climb, and stealth — as well as bluff. She’s hoping to invest in disguise at her next level up, but couldn’t afford to from the start. Why? Well, Rosie would use those skills to become trained in Handle Animal and Profession Cook!
Rosie picked up a love of cooking from her brother and, even though she doesn’t worship Shelyn (or any god for that matter), she is a well-trained chef who makes artistic culinary creations. She’s prone to making the food she’s served ‘better’ by pulling out her cooking tools and ingredients at the dinner table and spontaneously making a custom sauce to enhance the meals she’s been served. Then she cleans up and shares her additions with everyone else present.
As for handle animal? My daughter loves rabbits. She decided that Rosie had a pet rabbit that she purchased from an animal breeder and fellow Pathfinder, Bunny Paras. Rosie named the rabbit Lily, and keeps her in a familiar satchel when on missions. She took the trait ‘animal friend’ which gives Rosie a bonus on will saves as long as she keeps her rabbit nearby, and made handle animal a class skill.
Rosie also took the trait ‘loyalty’ and the alternate race trait ‘vivacious’ which helps her recover faster at the expense of the gnome spell-like abilities.
All in all, Rosie Tangletop is a sneaky little thing. She looks meek, but she packs quite a punch. She’s currently working her way through Scenario #6-10: The Wounded Wisp. She’s has great fun cooking in the middle of the Wounded Wisp — which earned her a job offer as a chef. She also was one of the only people who managed to harm the choker they faced in the cellar. Archers and melee fighters missed, and there was poor little Rosie, squeaking in ‘fear’ at the back of the group. She picked a wine bottle off the shelf, and tossed it, sending it end over end towards the monster, past companions, and down the hall. And scored a critical hit! Which dealt MAX damage. My daughter has never laughed so hard after an attack roll in her life. She was absolutely thrilled with herself. Rosie’s bottle tossing saved the day. She’s also shadow-boxed with an illusion, followed clues, solved mysteries and discovered secret chambers. All without having to break her ‘child’ persona. She’s had an absolute blast, and her first adventure’s not even over yet!
With the announcement of Gameday VII on play-by-post, my family and I have been trying to finagle our way into some scenarios together. One of the ones I managed to get them into involved the three of them. Having already played the scenario in question I had to sit this one out. My husband chose to be Toban. My daughter clapped her hands in glee and chose Rosie! This would mark their first scenario where the brother and sister duo would be on the same mission.
And my son?
“Sign me up with a Tangletop, Mom!”
“You don’t have a Tangletop, dear,” I reminded him.
“I will make one.” He assured me.
So we signed him up and he’s been plotting ever since.
Read more about Shelyn and the other gods of Golarion in Inner Sea Gods!
He knew he would be a gnome — “A fun, happy one, Mom!” Shortly after he decided that Toban would be his big brother, and Rosie would be his twin sister. His character desperately wanted to be like his big brother, Toban. He tried to be a chef, but he was horrible at it! He does worship Shelyn, though.
With a bit more thought, my son decided he would be a painter who fought with an iron brush. He would be a bard, and when he casts spells he draws through the air with his paintbrush, while describing what he’s making. After a bit more thought, he decided he would instead be a skald. He’d never made one of those before. We did a bit more digging and he settled on being an urban skald.
With those decisions made we got down to work. He decided to name his gnome artist Jastrokan Tangletop. He would be a member of the Sovereign Court. He gave up a few of his gnomish racial traits to take ‘eternal hope’ which allows him to reroll a critical fail once a day, and gives him a bonus on saving throws against fear and despair. For spells he chose comprehend languages and silent image. He wanted the ability to understand anyone, and to make his paintings come to life! For cantrips he chose detect magic, resistance, sift and spark. For his trait he chose ‘simple disciple,’ which gives him a bonus on profession (painter), and unswaying love, which gives him a bonus on saving throws against charms and compulsions. As a skald he gains scribe scroll, which is replaced by extra performance for PFS play. For his other feat he selected prodigy, which makes him better at profession (painter) and perform (oratory). His archetype gives him ‘controlled inspired rage’ instead of the basic ‘inspired rage’ raging song the skalds get, which he’s quite excited about. With a whopping 12 rounds/day of music at his disposal, he’s thrilled to get to start instructionally painting his way through battle. It’s going to be hilarious!
When it came time to buy his gear, Jastrokan went a little overboard. He purchased a whopping 10 iron brushes for battle, two alchemists fire and a holy water. His other combat gear includes leather armour, and a buckler. He bought plenty of painting supplies, of course, and a spell component pouch. In addition to some standard gear (like backpack and a bedroll) he bought a pet songbird (a thrush), and a familiar satchel to keep him in.
With his character complete, my son and I got to work writing his backstory. Here’s what he had to say:
Jastrokan was born and raised in Sandpoint, with his parents and his twin sister, Rosie. Their older brother was a famous travelling chef. Rosie and Jastrokan always wanted to be just like their big brother, Toban, so they tried to cook, too! Rosie was great, but Jastrokan was terrible! And his food tasted gross! Instead, he painted pictures of his sister’s tasty food for signs. He realized he was pretty good at it! He started painting other things, and soon became a really good artist. He started worshipping Shelyn.
You can find the skald, as well as nine other base classes, in the Advanced Class Guide!
Eventually he got bored. He started to travel, and paint all kinds of things. His favourite things to paint were places and things that people hadn’t seen for a long time. Ancient ruins, dangerous monsters, hard to reach wild places, and magical relics! What fun!
A while ago his parents died, so the Tangletop family had a reunion in Absalom. Jastrokan was sad, but was also happy to see his brother and sister. He found out Toban worked at a local church of Shelyn, and that both Toban and Rosie were Pathfinders. Jastrokan missed seeing them, and he did love seeing new things… So he joined up, too!
Jastrokan is a chipper little golden-eyed gnome with a wide, smiling face framed all around by fluffy red hair. He takes great pride in his appearance, and keeps his hair and beard will brushed. He wears a white button up shirt and two vests — one blue (worn buttoned up) and one orange (worn open). His pants are black and around his neck is a little blue ascot. On his feet are good sturdy walking shoes. He wears a backpack that is bulging with gear, and carries a whole bunch of paint brushes sticking out of his pockets and belt. His fingers are stained by different colours of paint. On one of his arms is a wooden buckler that has been painted with a beautiful picture of a sunset and birds. He also wears a satchel, from which peeks a colourful little songbird.
Jastrokan is kind, adventurous, and very curious. He is bold and bright!
With Jastrokan created and ready for adventure, the Tangletops are complete. At least until my daughter decides I should make a Tangletop of my own, I suppose… Haha. So where are the Tangletop’s off to first? They’re signed up to play Scenario #6-01: Trial by Machine in session two of the Gameday VII convention. Although, if I can find another game for them to play in session one, they might sneak an extra game in before hand!
I hope you had a great weekend, and you enjoyed taking a peek at the Tangletops. If you haven’t signed up for any Gameday VII games, and you’d like to, I recommend doing so soon. Games are filling up fast!
Best of luck,
Jessica
Take a look at these bad boys! I love my new dice!
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 #1-16: Dreaming of the Future is a Tier 1-4 adventure written by Natalie Kertzner, Nate Wright, Sasha Lindley Hall, and Tineke Bolleman. Unlike most scenarios, this is a Quest. Each quest contains multiple one-hour long adventures that link together to form a cohesive story. These four quests send the PCs across the Pact Worlds. It begins in Absalom Station, but also visits Aballon, the Diaspora, Liavara and Verces. This scenario has the Repeatable tag, which means that you can play this scenario once per character (as opposed to once per player). One of the Quests, ‘River Rat,’ features Starship combat. This scenario tasks the PCs with unravelling the mysterious visions of a Liavaran Dreamer (Whisperer of Solar Winds) who works for the Starfinder Society, and obtaining three fragments of a sandstone tablet. Together, this tablet is thought to unlock a variety of tools and relics from a Pre-Gap Liavaran Dreamer, which will empower and enhance Whisperer of Solar Winds’ prophetic dreams. Maybe. The only recurring cameo from previous scenarios is from Venture Captain Arvin.
Ikeshti Congregant Merthinett from SFS #1-16: Dreaming of the Future. Illustrated by Nicolas Espinoza. Art courtesy of Paizo Inc.
This Quest works great as an introductory adventure for new players and GMs. It has lots of helpful hints throughout it, some fun player handouts, and is a real tour de force of the different kinds of scenarios you might play in the Starfinder Society. The first three quests can be completed in any order, although the fourth quest is the culmination of the previous three and should be done last. The first Quest is entitled ‘Megaplex’ and is set in the Towershadow region of the Megaplex settlement of ‘Striving’ on Aballon. This is a pretty straightforward Quest which involves a battle in and around cramped spaces, and some negotiation. It’s quite brief in feel, and was probably the Quest I enjoyed least. That being said, it’s also the easiest of the Quests to run and play through, so if you’re a new GM or player I highly recommend starting with this one! Megaplex utilizes Starfinder Flip-Mat: Urban Sprawl. The second Quest is entitled ‘River Rat’ and is set in the asteroid belt known as the Diaspora. It features a very strategic, unique starship combat which I really, really enjoyed. To make it even better, there’s some great opening social interactions you can engage in with your opponents before the battle. It was lovely to see! River Rat utilizes Starfinder Flip-Mat: Basic Starfield. The third Quest is entitled ‘Bad Chameleon’ and takes place in the sector of Verces’ Ring of Nations known as Vanos. This area is known for it’s high-end nightlife. In this scenario you’ll need to blend in among the wealthy clientele of this neighbourhood, and perform a heist. It’s very free-form, and really allows players to be creative. It has some fun social encounters and a delightfully foul enemy, with some creepy artwork which really made it memorable. I really enjoyed this quest. It makes use of the Starfinder Flip-Mat: Cantina. The final Quest is entitled ‘Nightmare,’ and is a lovely little delve into a ruin where you can utilize your tablet pieces and achieve your goals. If you can get past the obstacles contained within! Nightmare takes place on Praehan, one of the moons of Liavara. In addition to being a ‘dungeon delve’ style of adventure, it also features a bunch of awesome environmental hazards. You’ll have to deal with weather, atmosphere, gravity, and attempt to swim through liquid methane (which is much harder than it sounds). It has an exciting enemy with a great premise, stats, and art which serves as a wonderful climax to this adventure. I thought it was awesome. It utilizes Pathfinder: Flip Mat: Tech Dungeon. Overall, I really enjoyed this series of Quests, and highly recommend it — especially for newer players. I give it four out of five stars.
Prima from SFS #1-17: Reclaiming the Time-Lost Tear. Illustrated by Graey Erb. Art courtesy of Paizo Inc.
Scenario #1-17: Reclaiming the Time-Lost Tear is a Tier 5-8 adventure written by Larry Wilhelm. Yes, you read that right. Tier 5-8! It takes place on the scorching hot, barren moon called Repository, which orbits a planet in the Vast called Izal-4. There you’ll explore a dangerous complex filled with ancient, advanced alien technology. This scenario has the Faction (Second Seekers [Luwazi Elsebo]) tag, and continues the ongoing Scoured Stars storyline. It does not feature starship combat. This scenario tasks the PCs with acquiring a mysterious key that will lower the barrier around the Scoured Stars. It builds directly off of events that happened in Scenario #1-13: On the Trail of History, which in turn builds off events that happened in Scenario #1-11: In Pursuit of the Scoured Past. I highly recommend you play both of those scenarios before this one. As for the scenario itself? I really enjoyed it. But, beware! This scenario is challenging! It’s got some good environmental challenges, makes use of an interesting new kind of radiation, fun battles, cool traps, and has a great pay off in the end. There was also some interesting back-plot that you can unravel as you progress, which I always enjoy. This scenario features two custom maps, and no flip-mats. I give this scenario four out of five stars!
I hope you enjoyed taking a look at this months new Starfinder Society Scenarios with me! I certainly enjoyed reading them. Tune in later this week for out look at the new Pathfinder Society Scenarios!