A classic Pathfinder design here, with the seven-pointed Sihedron star of Rise of the Runelords, Shattered Star, and Return of the Runelords fame. As promised in the advertising, it is indeed dishwasher-safe and made to last. Every would-be Runelord will want this glass to sip the sins of lesser beings!
Tuesday, November 26, 2019
Pathfinder: "PaizoCon 2012 Pint Glass" [RPG]
A classic Pathfinder design here, with the seven-pointed Sihedron star of Rise of the Runelords, Shattered Star, and Return of the Runelords fame. As promised in the advertising, it is indeed dishwasher-safe and made to last. Every would-be Runelord will want this glass to sip the sins of lesser beings!
Labels:
Pathfinder Accessories,
RPG
Sunday, November 24, 2019
Starfinder Flip-Mat: "Starship: The Sunrise Maiden" [RPG]
NO SPOILERS
Starship: The Sunrise Maiden is (I think) the first oversized flip-mat in the Starfinder line, akin to the "Bigger" flip-mats in the Pathfinder line. The Sunrise Maiden is a pretty cool ship that's perfectly-sized for an adventuring party, and could be used as a stand-in for most PC ships in any science-fiction campaign. One side of the flip-mat shows the port side of the ship from above as the vessel is at rest in a docking bay. You could use this for a "Stormtroopers are setting up the E-Web while Han runs for the gangplank" scenario, or (with a little more imagination) any sort of EVA mission on the outer hull of the ship. There's a lot of nice detail here.
The other side, probably the more important one, has the full interior of the vessel. The flip-mat depicts everything you'd expect a ship of this size to have: the bridge, a couple of airlocks, a (fairly large) engine room, bathrooms, escape pods, two mostly empty cargo bays, a briefing room, toilets and showers, and enough beds for seven crewmembers (though there's only six escape pods--uh oh!). There's also a "recreation suite," though I didn't realise that's what it was from the visual depiction. Again, there's a lot of nice detail. Although parties may modify their ships across the course of the campaign, I could see this being the setting for all sorts of encounters and, even apart from that, I think it's important for players to be able to visualise the place their PCs spend weeks and months on as they travel across the stars. How much I would have loved to have something like this back when I ran Star Wars campaigns!
I will quibble over the title, as "Starship: The Sunrise Maiden" is clunky, and asymmetrical to other flip-mats in the line (i.e., we don't have a "Building: Hospital" or "Planet: Jungle World" flip-mat because we assume people can figure out what stuff is). But that's my pet peeve, and shouldn't distract from a really good flip-mat.
SPOILERS FOR DEAD SUNS BOOK 1
The Sunrise Maiden is the vessel that PCs find at the end of Book 1 of the Dead Suns AP. The flip-mat is an exact reproduction of the ship's layout depicted on the inside back cover of that volume. In addition, the other side (showing the exterior of the ship in a docking bay) is perfect for the big penultimate encounter of that chapter. So in other words, GMs running Dead Suns should jump at the chance to get this flip-mat. We've been using it in the Dead Suns campaign I've been playing in, and it's come in quite handy on multiple occasions.
Labels:
RPG,
Starfinder Flip-Mats
Rise of the Runelords Recap # 75 [RPG]
[6 Calistril 4708 continued]
Following
their successful battle against the lamias, the cautious adventurers decide to
return to their hideout rather than press on.
As they’re passing through the narrow tunnels that connect Jorgenfist’s
subterranean level with their own cave, however, they see a surprising sight: a
large ceramic vase standing in the middle of the route. Kang and Jemar hear the sound of movement in
the various branching side tunnels around them and call out in alarm just as a
stone thrown from somewhere in the darkness crashes into the vase and breaks
it, releasing a massive black ooze! The
scope of the ambush becomes clear when the adventurers realize that a group of
redcaps are trying to cut off their retreat so they can’t escape the writhing
mass that seems to flow towards them.
Fortunately, Kang and Salma react quickly and incinerate the aberration
before it can hurt anyone, and the party’s rear guard drives the surprised
redcaps away. It seems even the
murderous fey know when they’re outmatched.
![]() |
The
glistening animate piles of sludge known
as black puddings are the true
scavengers of the underworld.
|
When
the adventurers reach their makeshift base, they see the dwarves that they
rescued earlier have arrived safely.
Considering his expedition to Jorgenfist successful, Jemar decides to
escort the dwarves back home to Janderhoff.
Carefully descending to the riverbank below the cave, he and the other
dwarves depart with barely a farewell, leaving Ava with hurt feelings.
After a brief rest, the adventurers decide they should press on with their own mission. When they make it back near the winding ramp that connects the surface fortress with the subterranean level, they see barrels rolling down. Ready for anything, the adventurers are shocked to see one of the barrels is labelled (in Giant) “Suitable for sacrifice for Lokansir” and contains a humanoid figure—alive! When the captive is released, the adventurers can see it’s an almost naked, muscular figure covered in scars and tattoos with subtle gills on the side of his neck. The newcomer thanks his liberators and explains that he’s Yuzo—“a seeker of fame and fortune—but mostly fame!” Yuzo explains that he sought glory in matching his prowess against that of giant-kind, but must have been blind-sided because he doesn’t quite remember how he ended up in the barrel. The others explain their mission to slay Mokmurian and prevent the destruction of Sandpoint, and Yuzo is keen to take part in a quest that is sure to bring them all great renown. Fortunately, the other barrel contains Yuzo’s equipment, including a deadly-looking falchion.
![]() |
Yuzo
is a Gillman, a race of semi-amphibious humanoids
with strong ties to Aroden,
the Azlanti, the aboleths,
and many other important aspects of Golarion's
history.
|
With
their numbers again bolstered by fortuitous aid, the adventurers continue past
the site of their battle against the lamias and into a narrow passageway that
starts to descend. But before they get
past the natural chokepoint, sharp ranseur blades suddenly jut out from the
walls on either side! The adventurers realize
seconds too late that the walls on either side of the passageway have small
holes in them, and that creatures on the other side don’t intend to let them
pass without paying a toll in blood.
Kang is hurt and retreats, but Jinkatsyu darts forward and finds the
narrow gap that allows him to slip around to the other side of one wall—only to
come face to face with massive, armored troll!
The kitsune tumbles away, hoping to lure the troll out into the
open. About the same time, the troll on
the side of the other wall is engaged.
Kang’s bombs blow one of the attackers to flaming bits of flesh, but not
before Yuzo is badly hurt by getting repeatedly clawed and bitten. Working together, however, Kang and Jinkatsyu
manage to finish off the last one, and Ava is able to draw upon powerful magicks
to heal Yuzo. Salma’s keen eyes discern
that some of the trolls’ possessions are magical, which leads the group to
backtrack to their own hideout to secure the spoils of war.
While
there, Yuzo sets up a collapsible bathtub and then opens a metal flask from
which gallons of water stream forth! He
fully immerses himself in the water while the others talk about their plans for
the morrow. Kang expresses concern that
they might be running out of time, and that, for all they know, the giant armies
may have already set off.
[7
Calistril 4708]
---------------------------------------------------------
Director's Commentary
I don't quite remember what led me to place the black-pudding-in-a-vase trap, but it seemed like a very redcap-appropriate scheme.
Yuzo, of course, was the new PC for the player who previously ran Nerissa, et al. Yuzo was a very boisterous, outgoing character, and a lot of fun to see role-played.
Labels:
Rise of the Runelords,
RPG
Sunday, October 27, 2019
Pathfinder Tales: "King of Chaos" [RPG]
NO SPOILERS
Varian and Radovan are back! It's hard to say much more without spoiling stuff, but I can say the hilarious banter, edge-of-the-seat action scenes, detailed incorporation (and development) of world lore, and a new NPC's point-of-view (alternating with Varian and Radovan) are in this novel. Dave Gross' novels have been the mainstay of the Pathfinder Tales line, and King of Chaos definitely does not disappoint. I do suggest first reading the free four-part web fiction "Killing Time", which serves as a prequel to the novel, on the Paizo website: https://paizo.com/store/pathfinder/fiction/tales/serial/killingTime Things will make a bit more sense as Gross trusts readers to catch up as the story moves along.SPOILERS
It's hard to summarise this novel concisely, because there's so much packed into it. Varian's rivalry against the vampire Prince Kasiya, Radovan's rivalry with a unicorn (hilarious!), and the elven paladin Oppara's battle against an anti-paladin! All of this is mixed into an incredibly exciting incursion into the Worldwound (a wasteland where the demons of the Abyss are able to pour forth into the Material Plane). King of Chaos ties into established continuity perhaps better than any other Pathfinder Tales novel, as it has characters from previous Varian and Radovan novels, setting details and monsters from The Worldwound campaign setting book, plot developments from Robin Laws The Worldwound Gambit, and clear tie-ins to the Wrath of the Righteous Adventure Path. One of the things that Dave Gross does so well is integrate setting lore, but he's also fantastic at integrating the mechanics of the game so that what the characters do is "believable" if they were PCs. But it's all done in a way that's interesting and seamless instead of clunky and bland. The plot is complex, and I admit to getting lost a time or two (I'd like to re-read this one). Still, I can't recommend this one enough for anyone interested in Varian and Radovan or The Worldwound. It's a witty, intelligent, action-packed page turner.
Labels:
Pathfinder Tales,
RPG
Saturday, October 26, 2019
Pathfinder Society Introductory Scenario: "First Steps, Part III: A Vision of Betrayal" [RPG]
NO SPOILERS
Although this scenario is retired for official PFS play, I ran my local group through it (and the previous two parts) just to help get a new player familiar with the setting and to give the others some deeper background insight into factions and leaders they would encounter later. The original premise of the trilogy is that after playing through all three parts, players would then choose a faction for their PC.I think A Vision of Betrayal is an excellent all-around scenario. It has some good role-playing moments, makes excellent use of the settings terrain and environment rules, and provides a good introduction to overland movement. The story is also interesting. This one may have been retired due to some different material with factions, but it easily could have been salvaged with some minor changes.
SPOILERS
The scenario starts with a briefing by Drandle Dreng, who isn't particularly eccentric here. He's accompanied by Lady Gloriana Morilla, leader of the Taldan faction. Dreng explains that the Pathfinder Society has been given the opportunity to bid on a rare Azlanti artefact recovered by the Gillmen of Escadar. However, the Aspis Consortium is interested as well, and has hatched a plan to intercept any PFS agents sent via sea. Thus, the PCs are asked to travel overland from Absalom to the small fishing village on the Isle of Kortos' northern coast and then pay a local captain for the short jaunt across to Escadar. The PCs are to escort an appraiser and relics broker named Nester Rees so that he can ensure the Azlanti relic is the real deal. In a nice touch, Lady Morilla slips a note to a single PC (whichever was the first to offer her a hand up), asking them to deliver a secret message to the gillmen embassy on Escadar. I always think it's fun when one player at the table gets something special to work with.
The interior of the Isle of Kortos is supposed to be incredibly dangerous, so in order to find a safe passage overland, the PCs are told to journey into the Siphons (the sewers under Absalom) and meet with Grandmaster Torch. I love the whole deal with Grandmaster Torch, and his scepticism of the Decemvirate adds a great layer of complexity to the life of a Pathfinder. There's no skill checks or anything required to obtain the map (which is quite attractive as a handout), so it's just a bit of flavour and a chance to introduce players to the then-existing "Shadow Lodge." Afterwards, they can meet up with Nester Rees. I like how he's given full stats, an interesting background and persona, and some ways the GM can use him during the rest of the scenario (as well as instructions on what to do if he gets killed!). Too often, NPCs to be escorted aren't treated like "real" characters and are somehow immune to everything the PCs have to go through.
The journey overland takes the group through a variety of different terrains: forests, foothills, mountains, swamps, and more. The trip takes seven or eight days in game time, and the GM is given a handy chart summarising how much progress a group would normally make each day if they have all have a 30' move speed. During the journey, there are several scripted events that take up the middle third of the adventure. The events include a (peaceful!) encounter with centaurs, a nighttime attack by a krenshar (a creepy wolf-like monster), discovery of a frozen wagon and an old shrine, possible infestation by leeches (yuck!), and a battle against a kobold swamp druid and her pet alligator. Unlike too many scenarios, A Vision of Betrayal makes excellent use of the detailed terrain rules in the Core Rulebook to make encounters more interesting and incorporates environmental effects like cold temperatures or fog as well. I always appreciate this because there are a lot of traits, class abilities, feats, and spells that really only have application in specific situations where these features are invoked, and if scenarios never use them, it's too tempting to just go for another numerical combat bonus and call it a day.
The overland trip concludes at a village on the far side of the island named Pier's End, which receives a full settlement stat block (and which I don't think is discussed in other Paizo products, despite being a pretty useful location for campaigns set around Absalom). Here, the PCs need to find a ship's captain willing to take them to Escadar for a reasonable price. There are three possibilities, and PCs who take the time to ask around and react to their different personalities can get a much better deal. In other words, the scenario handles Diplomacy checks well; though oddly, it seems to treat Intimidate checks as automatic failures with negative consequences.
The last part of the scenario is a meeting with the gillmen at a tavern called the Grindylow's Goblet. The scenario's title is a bit of a giveaway here, as there is in fact a betrayal. The gillmen who meet the PCs here aren't really relic-finders with something to offer the Society. Instead, they're agents of the Aspis Consortium who have made up a fake relic and are only interested in tricking the PCs (and Nester Rees) out of the payment they brought. It's actually possible for the group to get completely swindled (especially if no one is good at Appraise and Nester died earlier on the overland journey). More likely, however, the ruse is discovered and a fight breaks out in the tavern. I thought it was pretty exciting, as the gillmen are interested in escaping with what the Pathfinders' brought instead of just slugging it out, so the PCs have to work quickly. It's odd that neither the purported Azlanti artefact nor the item that Nester Rees has bought to trade receive any detail, so I had to make something up on the fly. Once the encounter is concluded, the return journey to Absalom happens off-screen, though there is some additional role-playing that can be done with Drandle Dreng at the Grand Lodge.
It's not really relevant anymore, though I'm going to mention anyway that the boon on the Chronicle is terrible--a limited-use, tiny bonus vs a dragon's breath weapon that will puzzle most players about how it's even related to the scenario at all.
Quibbles aside, I thought this was an excellent scenario that showed great attention to detail and works really well to show off the various facets of Pathfinder.
Labels:
Pathfinder Society,
RPG
Wednesday, October 23, 2019
Pathfinder Society Academy T-Shirt [RPG]
I bought this shirt for my kid to wear, and he proudly dons it for our biweekly home game. I don't know much about what Pathfinder Society Academy was, but I really like the logo and the fun goblin. In addition, it's cool to see a Pathfinder shirt that isn't black! Like all Pathfinder shirts I own, this one has held up well to multiple washings.
Labels:
Pathfinder Accessories,
RPG
Tuesday, October 22, 2019
Pathfinder Online: "Thornkeep Granite Plaque" [RPG]
When Pathfinder was at its height several years ago, Paizo decided to try their hand at an MMORPG called Pathfinder Online. The setting for the game was to be a small town called Thornkeep. From what I understand (this was all before my time), the project was a major financial flop. The game still apparently exists online, even though few play it, and there are other artefacts such as a written module, a t-shirt, and this "granite art plaque". The art by Wayne Reynolds is striking and perfectly. evocative of back-alley, cut-throat, low magic fantasy (of which Pathfinder isn't, but that's not the point). The plaque itself is about the size of an open hand, and two plastic pieces serve well as a display stand. The packaging contains some text on the back: "Beware to all who enter the town of Thornkeep! On its dimly lit streets, even the noblest hero may fall prey to the knife of a cut-purse. And if the thieves don't get you, then perhaps the goblins will." Inside the box is a certificate of authenticity indicating that this is one of a 250-run limited edition. These things must not have been popular, because even discounted to $ 10, they're still available on the Paizo website seven years later. Still, I'm happy with mine. It's a nice way to spruce up a gaming bookshelf with some quality WAR art.
Labels:
Pathfinder Accessories,
RPG
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