Pathfinder Campaign Setting: Inner Sea Temples (PFRPG)

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Pathfinder Campaign Setting: Inner Sea Temples (PFRPG)
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Houses of the Holy

Nearly every settlement in the Inner Sea has at least one temple, ranging from the modest shrines of remote hamlets to massive cathedrals in metropolises. Temples can act as centers of commerce, community, healing, and sacrifice for adventurers and common folk alike.

Pathfinder Campaign Setting: Inner Sea Temples helps Game Masters and players explore six of the Inner Sea region's most iconic seats of faith. Each entry comes complete with a detailed map and gazetteer; profiles of the temple's notable members; a history of the structure and the organization of its clergy; and a wealth of magic items, occult rituals, and spells favored by the resident priests.

This book contains details on the following temples:

  • The Cathedral of Exquisite Agony, a dark temple to Zon-Kuthon in Nidal.
  • Cayden's Hall, a combination church and tavern in the heart of Absalom sacred to the Drunken Hero.
  • The First Colonial Bank of Sargava, a bank-temple of Abadar in the city of Kalabuto.
  • The High Temple of Pharasma, a prestigious temple in Osirion dedicated to the Lady of Graves.
  • The House of Dawn's Redemption, a grand cathedral to Sarenrae in Taldor.
  • Imvrildara, an ancient shrine to Calistria hidden deep within the forests of Kyonin.

Inner Sea Temples is intended for use with the Pathfinder Roleplaying Game and Pathfinder Campaign Setting, but can easily adapted to any fantasy world.

ISBN-13: 978-1-60125-893-9

Other Resources: This product is also available on the following platforms:

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very good with a few sour notes

4/5

I wasn't sure exactly what I would get when I picked this up. I wanted to see how they treated the Zon-Kuthon temple in Pangolais, and the temple to Calistria with its honeycomb ossuary intrigued me. I run and play Pathfinder 2e, so I hoped that the art (maps included) and lore would significantly outweigh the less useful 1e mechanical elements mentioned in the product description.

There are more 1e mechanical elements than I would have hoped for. That said, most of them elaborate upon the strong lore elements introduced for each temple. While I can't port it over right away into a game I might run or play in, the stories and lore to which they are attached seem like they would travel well. If you are running or playing in a 1e game, these might be perfectly fun and useful as-is; I am too rusty on Pathfinder 1e's mechanics to be sure, though.

The worst art in this book is still good. The opening spreads showing off some feature of the temple are all evocative, the maps are clear and easy to read, the NPCs well-rendered characters. With some qualifications, I can say the same thing about the lore.

The temple to Zon-Kuthon was pretty cool in that Hellraiser-cum-Catholic way Nidalese Zon-Kuthon lore tends to go. It wasn't all to my taste, but it gave me a lot of ideas for that daydream Nidalese campaign I will probably never run. It definitely does nott shirk on the torture chambers, some of it consensual and some of it entirely the opposite. It has a fair bit of presumed ableism, too, which I really do think could be peeled out of Nidal's brand of evil in a way that would make everything better for it (& I'll stop myself from ranting on there; that's some other discussion). Definitely not for every reader or gaming table, but quite good.

The temple to Calistria was great. The temple and its occupants provide a number of different perspectives on what vengeance means. No spoilers, but there is enough dramatic tension built into the temple's description that I could easily see it being the focal point for a series of adventures, or even possibly a campaign. I enjoyed seeing Calistria as patron of elven vengeance against Treerazer, too.

None of the others quite captured my imagination as the temples of Zon-Kuthon and Calistria, but I mostly liked them. Cayden's temple in Absalom is presented as a warm and inclusive and rollicking place perfect for even the most eccentric mix of good player characters. It could easily be a touchstone location for PCs operating in the city, as long as all the players involved can deal with alcohol's pride of place.

Pharasma's temple was pleasantly weird, suited to her deep mysteries. The undead-hunting Night Jars (a cool organization in itself) included two named NPCs with different ideas about what moving the undead on ideally looks like, which provides immmediate grist for the storytelling mill.

The temple of Sarenrae presented her worship in a way that helped me better understand her place in the setting. I so wish they had managed to find a better term for her ecstatic dancers than "whirling dervishes." The term is simultaneously dated, gratingly colonialist, and too tightly linked to real-life regional communities to be anything but distracting and irritating to me.

Abadar's temple...meh. He doesn't have to be the god of Inner Sea colonialism, but this temple sure makes him feel like it. And there is a chunk of 1e-era bad habits that transport nasty European colonial biases into the Mwangi expanse and Golarion and, yeah, Paizo has gotten so much better about this that this chafes all the more.

All in all, very good with a few sour notes. I am glad to have it in my collection.


Good temple illustrations, items & spells, bad NPC stats, no adventure seeds

3/5

GOOD:
The interior cover has a map of Avistan and northern Garund with icons that show the six temples from the outside and place them on the map.
There is a sample cleric (level) 5 on page 2 for placement in the locations. Each of the 10-page sections has a sidebox which describes how to customize this priest to each deity.
Each temple gets an (upper half) 2-page spread of an interior view (with the rest being history and organisation description), a half-page outer view, a full-page "flip-mat"-style birdsview, four pages of room descriptions and two pages of magic items and spells.
The outer view and 2 page interior illustrations are gorgeous.
The "High Temple of Pharasma" fits on a "bigger Flip-mat", as does "Imvrildara".
Most magic items and spells are either very flavorfull, useful or both.

BAD:
Half of the full-body illustrations for NPCs are so dark, that details are hard to make out.
Four temples are too big to draw on a bigger flip-mat, one doesn´t even fit on two!

UGLY:
None but the first and last temples scream "adventure location that needs to be fully depicted" to me.
The challenge rating for the largest Zon-Kuthon temple of Nidal is way too low with a maximum of CR 10.
None of the high priests of the supposedly largest and/or most prominent temples of six gods in Golarion are awe-inspiring.
There are no adventure- or quest-ideas presented at all.

A good book if you need pre-drawn high-temple locations for low-level characters or some very thematic magic items or spells for Zon-Kuthon, Caiden Cailean, Abadar, Pharasma, Sarenrae or Calistria.
But you still have to come up with your own adventure seeds or NPC stats for characters higher than level 8.


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Dark Archive

p. 19 BAR WARDEN

incorrect XP for given CR
XP CR: Computed: 600 Stat Block: 200

Sovereign Court Senior Developer, Starfinder Team

5 people marked this as a favorite.
chopswil wrote:

p. 7 SHAKRENISTRE

seems to be a "Kyton, Evangelist (Chain Devil)" even though the stat block says just "kyton"

In the Pathfinder RPG Bestiary, they're just called kytons (and they're alphabetized that way). The "evangelist" label came out in Bestiary 3, but we need to direct readers to the original Bestiary entry. "Chain devil" is a flavor term used "by the uninitiated," and is not an official name of the monster in any way (unless you're playing D&D 3.5, not Pathfinder). :)


Robert Brookes wrote:
Glad to see people interested in my weird Calistrian temple! Rob and Owen did some fine work on the development and the art is fabulous! Hope you folks like creepy ossuaries in your beehives.

That description makes me think of the Candyman movie.

Contributor

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Galnörag wrote:

Just got my PDF and started skimming, on first blush there are half a dozen frivolous things that I love from this book, but the number one has got to be the Neverspill Goblet. It doesn't need as big a write up as it has, but the corner cases its write up gives are amazing. I would like to raise a toast to the Neverspsill Goblet and its designer, cheers!

Thank you thank you thank you! Nobody likes a party foul when the alcohol is spilled. :D


What sort of game material is in here? Archetypes and such?


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Pathfinder Adventure, Adventure Path, Lost Omens, PF Special Edition, Starfinder Adventure Path Subscriber
Geramies wrote:
What sort of game material is in here? Archetypes and such?

No archetypes. There are quite a few NPC statblocks/writeups (generally important people from each temple), as well as a generic statblock for temple priests that each section further modifies. Each temple additionally has a map as well as a bunch of encounters statted up in its rooms.

List of Crunch:

Equipment
Clay Whippoorwill
Soul Candle

Magic Items
Altar of the Dawnflower
Censuring Placard
Dervish Sikke
Elixer of Emulation
Fist of the Pit
Hateful Sting
Key Cloak
Mace of Keys
Meltdown Safe
Neverspill Goblet
Nightpiercer
Parting Glass
Raiment of Chains
Ring of the Faithful Dead
Saliharion
Scabbard of the Lost Kiss
Secure Paypack
Stone of Tomb Warding
Sunlord's Feather
Thundering Collar
Universal Lock
Vaultbow
Watchful Tankard

Occult Rituals
Call the Darkness
Dance of the Dawnflower Dervish

Spells
Bereave
Betraying Sting
Ferment
Free Spirit
Funeral Weapon
Harvest Knowledge
Incessant Buzzing
Knock, Mass
Necrostasis
Overstimulate
Painful Revelation
Pillow Talk
Preserve
Reveal Secrets
Scarify
Shroud of Darkness
Soul Vault
Spiral Ascent
Spiral Descent
Spirit Share
True Appraisal


Little more detail on the occult rituals perhaps, Skitt?


5 people marked this as a favorite.
Pathfinder Adventure, Adventure Path, Lost Omens, PF Special Edition, Starfinder Adventure Path Subscriber

Occult Rituals:
Call the Darkness (Zon-Kuthon) - conjuration (creation or calling), level 9. Blends the Material Plane and Shadow Plane together so that you can interact with things in both planes at the same time while within the area of effect. Additionally, you can move back and forth between the two planes depending on the whims of the primary caster. Lasts 10 minutes/level of the primary caster and consumes 10,000gp worth of black diamond dust.

Dance of the Dawnflower Dervish (Sarenrae) - transmutation, level 8. All casters get some nice buffs for 1 day in exchange for being unable to cast spells unless they're in the conjuration (healing) school. Gives +4 enhancement bonus to Strength, Dexterity, and Constitution, +2 dodge bonus to AC, +2 sacred bonus on all saving throws, you treat your scimitars as if they had the keen special quality, and it sets your BAB equal to your level (which may give you extra iteratives), or if you already have BAB equal to your level you get an extra attack at full BAB as part of a full attack action (basically the same as haste, although I think the two stack if you get both since it doesn't say it counts as haste). Finally, once during the duration you can gain the benefit of displacement and count as having the Spring Attack and Whirlwind Attack feats.


Pathfinder Starfinder Roleplaying Game Subscriber

Would you mind sharing what classes get what spell at what level? Some of those sound pretty intriguing.


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Wow@Dance of the Dawnflower Dervish. That's just insane and awesome.

I like Call the Darkness, but Dance clearly is the winner.


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Pathfinder Adventure, Adventure Path, Lost Omens, PF Special Edition, Starfinder Adventure Path Subscriber
Luthorne wrote:
Would you mind sharing what classes get what spell at what level? Some of those sound pretty intriguing.

Also included schools and what deity they were listed under. Sorry for delay, I was a bit busy tonight, and just stopped by again before heading off for the night. Perhaps someone else can answer your other questions, otherwise I'll try to remember to stop by in the morning :)

Spell Lists:
Zon-Kuthon:
Bereave: enchantment (compulsion) [mind-affecting]; bard 3, cleric 4, mesmerist 3, psychic 4, witch 4
Overstimulate: transmutation; alchemist 2, bard 2, bloodrager 2, cleric 2, druid 2, psychic 2, ranger 2, shaman 2, summoner 2, witch 2
Scarify: necromancy; adept 1, alchemist 1, antipaladin 1, cleric 1, druid 1, inquisitor 1, shaman 1, spiritualist 1, witch 1
Shroud of Darkness: evocation [darkness]; antipaladin 4, bard 5, cleric 5, inquisitor 5, mesmerist 4, shaman 5, sorcerer/wizard 5

Cayden Cailean:
Ferment: transmutation; alchemist 1, bard 1, cleric 1, druid 1, sorcerer/wizard 1, witch 1
Free Spirit: abjuration; bard 3, cleric 3, druid 3, medium 3, shaman 3, spiritualist 3, witch 3
Knock, Mass: transmutation; cleric 6, inquisitor 6, mesmerist 6, occultist 6, psychic 6, sorcerer/wizard 6
Spirit Share: transmutation; alchemist 1, bard 1, cleric 1, druid 1, occultist 1, shaman 1, sorcerer/wizard 1, witch 1

Abadar:
Soul Vault: abjuration; cleric 3, druid 4, inquisitor 3, psychic 5, shaman 3, sorcerer/wizard 4, spiritualist 2, witch 4
True Appraisal: divination; bard 1, cleric 1, inquisitor 1, occultist 1, witch 1

Pharasma:
Funeral Weapon: transmutation; cleric 1, inquisitor 1, occultist 1, paladin 1
Necrostasis: necromancy; cleric 2, inquisitor 2, shaman 2, sorcerer/wizard 3, spiritualist 2, witch 2
Preserve: necromancy; adept 1, cleric 1, medium 1, occultist 1, ranger 1, shaman 1, sorcerer/wizard 1, spiritualist 1, witch 1
Spiral Ascent: conjuration (teleportation); cleric 3, inquisitor 3
Spiral Descent: conjuration (teleportation); cleric 2, inquisitor 2

Calistria: (* = must worship Calistria to gain access to this spell)
Betraying Sting: evocation; cleric 6, occultist 6, psychic 6, shaman 6, witch 6; bard 6*
Harvest Knowledge: divination [mind-affecting]; alchemist 4, antipaladin 4, bard 4, inquisitor 4, mesmerist 4, psychic 4, sorcerer/wizard 4, witch 4; cleric 4*, ranger 4*
Incessant Buzzing: illusion (figment); antipaladin 1, bard 1, psychic 1, shaman 1, sorcerer/wizard 1, witch 1; cleric 1*
Painful Revelation: abjuration [mind-affecting, pain]; antipaladin 2, bard 2, mesmerist 2, psychic 2, sorcerer/wizard 2; cleric 2*, witch 2*
Pillow Talk: enchantment (compulsion) [language-dependent, mind-affecting]; bard 3, inquisitor 3, mesmerist 3, psychic 3, sorcerer/wizard 3, witch 3; antipaladin 3*, cleric 3*
Reveal Secrets: enchantment (compulsion) [language-dependent, mind-affecting]; bard 1, inquisitor 1, mesmerist 1, psychic 1, sorcerer/wizard 1, witch 1; antipaladin 1*, cleric 1*


You're doing fine Skizz. Thank you for the spells. :)

Dark Archive

What does Pillow Talk do?


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Pathfinder Adventure, Adventure Path, Lost Omens, PF Special Edition, Starfinder Adventure Path Subscriber
NenkotaMoon wrote:
What does Pillow Talk do?

Spoiler:
10 minute casting time, 1 minute/level, only has somatic components, targets a sleeping, living creature. You can ask it a question for every 2 caster levels and you get brief, cryptic, and/or repetitive answers to those questions. Will save negates, wakes the creature up, and makes it remember the first question you asked. Otherwise, the creature doesn't remember any of the questions as long as it remains asleep for the duration of the effect. If the creature wakes up during the duration due to some other reason, it remembers all questions and answers it gave. Any creature can only be affected once per week, regardless of who cast the spell.

I assume you have to be within LOS and short/medium similar range? Sounds like a watered down version of Dream Scan.


Pathfinder Adventure, Adventure Path, Lost Omens, PF Special Edition, Starfinder Adventure Path Subscriber
Plausible Pseudonym wrote:
I assume you have to be within LOS and short/medium similar range? Sounds like a watered down version of Dream Scan.

Range is touch.


If you've got the time, I'd love to know how Ferment is different than Fortify Water. I have a few characters with a vested interest in a wide range of booze-related spells.


Pathfinder Adventure, Adventure Path, Lost Omens, PF Special Edition, Starfinder Adventure Path Subscriber
QuidEst wrote:
If you've got the time, I'd love to know how Ferment is different than Fortify Water. I have a few characters with a vested interest in a wide range of booze-related spells.

I'm having trouble finding fortify water anywhere, but I did find enhance water from Inner Sea Gods that turns water into booze, so I'll compare with that.

Spoiler:
enhance water:
  • only works on water, and even then it doesn't work on unholy water, potions, or water with magical powers
  • duration is instantaneous
  • turns water into booze
  • removes poisons/toxins from the water

ferment:

  • works on all potable liquids, including potions, elixers, and extracts, CL check required to affect magic liquids and poisons
  • duration is 10 minutes/level
  • doesn't altar the underlying liquid's effects, just gives it a new flavor via imbuing it with an intoxicant
  • drinkers make a Fortitude save or else take a -2 penalty on attacks, saves, ability checks, and skill checks for the remaining duration
  • ups DC to identify magic liquids or poisons affected by the spell by 5

Overall, a very niche spell. I can see it being useful in an intrigue-type game or in scenarios where you somehow gain access to someone's stash and want to just make them drunk instead of looting it for whatever reason. Target is object touched, so I think you may be able to cast it on barrels as well, so you can give penalties to groups of people (say soldiers or bandits having a party or something)


What/who is in the Cathedral of Exquisite Agony?


2 people marked this as a favorite.

Probably Pinhead's second cousin, NeedleFingers.

Dark Archive

Hell Raiser.


Nenkato,

Something like that yes.


Yeah, but I'm actually curious.


Thanks! And yeah, I just mixed up the name of Enhance Water.


I am actually kinda of disappointed with this one. I have been waiting for this one for awhile...and I don't like the format. I would have preferred more details on how the temples interact with the locals, more interesting NPC, more insight on the inner workings of the temples. Instead we got them written up as combat encounters as if it was a dungeon.

Also while I find the Temple of Calistria interesting...I find it annoying odd choice. I would have seen a more urban temple of Calistria. I also find it a little silly that the masters of manipulation and Intrigue are getting manipulated...

Anyway overall I don't hate what we got I just thought it could have been done alot better. I mean how many players are going to actually assault any of these temples with the exception of the Zon-Kuthon one and the possible exception of the Calistria one.


I don't necessarily think this about temple assaults, John. It's more for flavor and IE ideas to use when PCs are on downtime.


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Thomas Seitz wrote:
I don't necessarily think this about temple assaults, John. It's more for flavor and IE ideas to use when PCs are on downtime.

That is kinda of my point as it really is not written for that. I think the room encounters kinda was a mistake with this book.

As you said...which PCs are going to assault the Saernae temple on Oppara? So why do I need a room encounter key for the temple? It is a waste of space in my opinion...space better used for flavor, adventure hooks, and ideas for PCs to do while on downtime.

Heck a price list for spells and services and who provides those would have been really useful here.

Anyway this is based on my initial read thru...so maybe I missed something.


Understood John.

In any case I will agree this book doesn't rank as high as say, First World, Planes of Power or even upcoming ones like Horror Realms.

Silver Crusade

1 person marked this as a favorite.

Ah Kytons, so sexy, so horrifically disturbing, and HOLY SHIT THE BROUGHT BACK THE KYTON ARMOR!!!!!!

SQQQQQQQQQQQUUUUUUUUEEEEEEE

(in a sense anyway)


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Rysky's squee makes all the kytons come to the yard. ;)

Grand Lodge Contributor

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Thomas Seitz wrote:
Rysky's squee makes all the kytons come to the yard. ;)

That it does. :)

The cathedral of Zon-Kuthon was a blast to write (and so was the Pharasmin temple), can't wait to get my contributor copies and see the maps, art, and everything.

Silver Crusade

3 people marked this as a favorite.
Mikko Kallio wrote:
Thomas Seitz wrote:
Rysky's squee makes all the kytons come to the yard. ;)

That it does. :)

The cathedral of Zon-Kuthon was a blast to write (and so was the Pharasmin temple), can't wait to get my contributor copies and see the maps, art, and everything.

^w^

You won't be disappointed on the art, it's gorgeous.


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That Sarenrae ritual is something fierce but at the same time its nice that it is a ritual at the same time so as to allow non-casters or partial casters access to it as well. When I saw this I immediately thought of the iconic Kyra and the bard archetype Dervish Dancer which would absolutely love this ritual.


Just got my hardcopy and realise the chapter heading art spreads across two pages - very beautiful and a nice new touch to the Campaign Setting line that I hope we see again.

If Paizo is having trouble coming up with Blog posts, one about this book with some of that large artwork would be marvellous please, as we have a place where we can use those images well.

Wiki Minister

Liberty's Edge

What do the Maps look like?


Like maps!


1 person marked this as a favorite.

This new spell from Inner Sea Temples seems to be missing something.

Betraying Sting::

BETRAYING STING
School evocation; Level cleric 6, occultist 6, psychic 6,
shaman 6, witch 6
Casting Time 1 standard action
Components V
Range long (400 ft. + 40 ft./level)
Target one creature
Duration instantaneous
Saving Throw Will partial; Spell Resistance yes
You unleash divine power to smite those who wrongly trusted
you. The power takes the form of a yellow-and-black bolt of
energy that makes the sound of a thousand angry, swarming
wasps. This spell affects only creatures that have an attitude
toward you of indifferent, friendly, or helpful. The spell deals
1d8 points of damage per 2 caster levels you have.

It lists under saving throw "will partial" but never says what that partial is.
That and 1d8 damage per two caster levels to one target seems really bad for a 6th level spell. Add to that that it can only be used on targets that are at least indifferent to you makes it terrible. It seems to me that there used to be some sort of debuff it gave that could be resisted with a will save. But for some reason that debuff did not make it into final printing. Am I missing something here?

Liberty's Edge

Thomas Seitz wrote:
Like maps!

Wow Original


skizzerz wrote:
QuidEst wrote:
If you've got the time, I'd love to know how Ferment is different than Fortify Water. I have a few characters with a vested interest in a wide range of booze-related spells.

I'm having trouble finding fortify water anywhere, but I did find enhance water from Inner Sea Gods that turns water into booze, so I'll compare with that.

** spoiler omitted **

It lets a Drunken Master/Barbarian with drinking based rage powers combine the action to drink and use a potable.


MichaelCullen wrote:

This new spell from Inner Sea Temples seems to be missing something.

** spoiler omitted **
It lists under saving throw "will partial" but never says what that partial is.
That and 1d8 damage per two caster levels to one target seems really bad for a 6th level spell. Add to that that it can only be used on targets that are at least indifferent to you makes it terrible. It seems to me that there used to be some sort of debuff it gave that could be resisted with a will save. But for some reason that debuff did not make it into final printing. Am I missing something here?

I was just wondering the same thing. It's missing something. Either way, the damage is very weak for a 6th-level spell. Especially a single target one.

Liberty's Edge

curious....all those credits and noda...for cartographers. Not bad maps

Dark Archive

I have only flipped through this book, but what i can say is that the maps are really good!

I´ll put up a review shortly.


Anyone care to review this? Thinking about buying this, but not sure.


Plaus,

You want my opinion? Buy it. :P :)

Dark Archive

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Plausible Pseudonym wrote:
Anyone care to review this? Thinking about buying this, but not sure.

It is pretty good.

I thought i had written a review, but it seems not.
I´d give it 4 stars.

Dark Archive

Pathfinder Starfinder Roleplaying Game Subscriber

Well, devs have mentioned that it helps them if you do the reviews so if someone who bought it like this you should probably do the review if you want similar stuff in future .-.

Dark Archive

CorvusMask wrote:
Well, devs have mentioned that it helps them if you do the reviews so if someone who bought it like this you should probably do the review if you want similar stuff in future .-.

I'll try to do one in a few hours.

That said, this one book, while good, is probably enough on temples (at least in the Inner Sea region), because the usefulness is pretty low.

I can see PCs invading a temple of Zon-Kuthon or having to break into the First Bank of Sargava, but that's about it.
The content is well done and interesting to read with good art and maps, but usability for GMs is limited.

Silver Crusade

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Pathfinder Adventure Path Subscriber
Marco Massoudi wrote:
CorvusMask wrote:
Well, devs have mentioned that it helps them if you do the reviews so if someone who bought it like this you should probably do the review if you want similar stuff in future .-.

I'll try to do one in a few hours.

That said, this one book, while good, is probably enough on temples (at least in the Inner Sea region), because the usefulness is pretty low.

I can see PCs invading a temple of Zon-Kuthon or having to break into the First Bank of Sargava, but that's about it.
The content is well done and interesting to read with good art and maps, but usability for GMs is limited.

Cayden's Hall:

- the temple is running an annual beer brewing contest, PCs get hired as security, evil is afoot;
- a crazed Investigator seeking the truth about Cayden's ascension takes hostages inside the temple. The PCs are asked to help in handling the situation;
- there's somebody paying a lot for the watchful tankard to be "liberated" from Cayden's Hall. Are your CN sellswords up for this job? One condition: no eliminations.

High Temple of Pharasma:

- a desperate widower hires the PCs to discover the truth of his late wife's afterlife. The temple has the answer, but refuses to elaborate. He's paying a mighty lot...
- a new acolyte in the temple is actually a sakhil hell bent on blowing the place apart during the nearest holy celebration. Can the PCs discover the enemy within before the midnight strikes and her plan comes into frutition?
- Salim Ghadafar has gone too far in his investiagtion and is being held for questioning in the temple. The person he was helping asks the PCs to break him out.

House of Dawn's Redemption:

- a streak of violent murders around the temple - and at each murder scene, there's "SARENRAE WILL HAVE HER VENGEANCE" written in blood. Can the PCs help the House handle the situation before old hatred comes ablaze again?
- the Taldan government hires the PCs to discreetly find out if one of the House's priest is a Qadiran spy;
- Taldans are increasingly uncomfortable with the recent call of Sarenerae's church for women to dress themselves modestly and veil their faces. Can the PCs help diffuse the tension on both sides before something really ugly happens?

Imvrildara

- Treerazer makes his move, the PCs are hired to defend the temple;
- the temple has captured a drow and discovered the secret behind their transofrmation from normal elves. Calistrians wish to keep this a secret, but the Winter Council has other plans and hires the PCs to break the prisoner out.

It took me 15 minutes to come up with those. You're welcome, Marko!


I am curious about the spirit share spell (https://www.d20pfsrd.com/magic/all-spells/s/spirit-share/) [I would have linked it but it's not working at the moment]

Basically, could an alchemist use this extract himself to later transfer the effects of his other extracts to willing party members he touch without having to prepare those extracts as infusions beforehand?

CB

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