Pathfinder Campaign Setting: Horror Realms (PFRPG)

3.50/5 (based on 2 ratings)
Pathfinder Campaign Setting: Horror Realms (PFRPG)
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Horrors Await Within

Terrors beyond compare lurk in the world's shadows, yet the bravest of Golarion's heroes must face these nightmares again and again. Pathfinder Campaign Setting: Horror Realms helps bring the spine-chilling terrors presented in Pathfinder RPG Horror Adventures to the Inner Sea region and beyond, presenting new rules, detailed ghastly locations, and unnerving character options for your campaign. Inside the pages of this book, you'll find:

  • Information on how the eerie corruptions introduced in Horror Adventures can be incorporated into the world of Golarion, along with details on three new corruptions to vex your players or empower your villains.
  • Seven locations ripe for exploration in horror-themed campaigns, including haunted villages, islands rampant with cannibals and necromancers, and more!
  • Numerous horror-themed class options for characters, including rules for corrupted animal companions, spirits from the depths of space, exploits of the sinister Outer Planes, haunting bardic performances, aberrant eidolons for summoners, and more!
  • Full details on three new categories of variant haunts—incursions into this reality from the First World, miraculous resonances from the gods, and technological surges.

Pathfinder Campaign Setting: Horror Realms is a perfect companion for Pathfinder RPG Horror Adventures, and is intended for use with the Pathfinder Roleplaying Game and Pathfinder campaign setting, but can easily be used in any fantasy game setting.

ISBN-13: 978-1-60125-900-4

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

Hero Lab Online
Archives of Nethys

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Mixed bag of horror

3/5

Much of my sentiment about Horror Realms echoes what Marco said first. This is just really an expanded review of the sections.

This volume opens with 2 pages of useless fiction. I know fiction is getting the runaround these days, but it doesn't belong here.

Next, we head into the rules section. Quirks are a flavourful way to increase the horror factor. These would've made great campaign traits if rules were added. I don't use the arcanist in my games, but the exploits look good mechanically and flavour-wise. These would also be great to build NPCs around. Bards gain new sanity reducing performances and the mute musician archetype. I'm not sure how good the mute musician is, but it seems especially geared toward Horror Adventures with a strong prevention and infliction of mind affecting abilities. Accursed animal companions seem like a great way to add horror and consequence to treating loyal companions as meat shields. The scarred monks has a variety of thematic powers to choose from, each adding a variety of effects to a character. The face collector in particular creates interesting RP potential. Eidolons can now gain extra aberrant traits and spells from the psychic list. The biggest drawback about the rules section is that so many rules books are required to get the most out of it. Haunts close out the rules section at the end of the book and seem mechanically good as well as flavourful.

Each of the regions presented was also given suggestions for which horror trope it would best fit, which I loved. I think I would've preferred a region for each trope, instead of multiple ideas for a region, however.

I did not find the witch fen particularly creative or innovative. Likewise, Farnvale would've been great if Raging Swan hadn't already done the same theme better. In fact the similarities are so close, how is this not plagiarism? Likewise, Kalva could've used more of a dark fantasy theme. I felt it was too broad of focus to be any good. The mushrooms were a great idea, and maybe this could've been better presented in the Underdark? Uskheart presents interesting druid followers of Zon Kuthon, however the locations are largely uninspiring. It felt to me like just another cliche group of spiteful druids with variant woodland animals.

But there are some gems in this section. The first few pages of Geb are extremely well done. Great writing, evocative locals and a very alien feel to traditional fantasy places make this one of the outstanding entries. Hopefully the new Geb book is this good. Shenmen takes us to Tian Xia, and it is a very atmospheric place of ghosts and spiders with an excellent RP aspect. Satravah was the standout location in this volume with a really thematic and interesting location and background. If this had been fleshed out to the standards of Raging Swan's Village Backdrops, it would've been truly outstanding.

So is it worth getting? Depends what you want out of it. The rules seem pretty good, if that's your main draw. If you want horrific locations, look to Raging Swan's Village Backdrop series and read the summaries and reviews there. You'll find much more to your liking. I wouldn't pay more than half price for this one.


Very good new rules, locations are so so, great art, crude maps!

4/5

GOOD:
The new Arcanist exploits, Bardic Masterpieces, Mute Musician (bard) archetype, Accursed companion rules, Scarred Monk archetype, 14 oracle curses, Dark Tapestry Shaman Spirit and Abberant Eidolon are mostly good to great both for players and NPCs.
The Farnvale, Crabfield Island & Shenmen locations invoke lots of adventure ideas.
Most of the interior creature illustrations.

BAD:
The Crown of the World, Kalva, Uskheart & Vale of honorless graves locations are unimaginative imo.
The location maps leave much to be desired.

UGLY:-


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Are there any news about Geb himself? Any full body illustrations of him?


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Three haunting performances, and yes, they're masterpieces. The remaining one is Limited Wish at the cost of some Wis drain, or eventually Wish, although you gotta pay for that.

No Geb himself that I noticed. Definitely no art.

Dark Archive

Secret Wizard wrote:
Skeld wrote:

If you've got questions, I've got answers.

-Skeld

Anything for Monks/Brawlers?

I´m just combing the book for a review and can say you that it contains the "Scarred Monk" Archetype which gains powers through self-mutilations called "mortifications".

There are 12 mortifications given, the "SM" (pun intended) starts with one at level 4 and gains an additional one every 3 levels (max 6 at 19th).
The mortifications alter the ki pool and replaces high jump, wholeness of body, abundant step and empty body.

It may be a little less powerful in general, but it gains some very cool powers like blindsense & blindsight, dealing the same damage back to attackers that it took (plus additional fx) or gaining true seeing for 1 round/Ki point.

Nothing for Brawlers tough.


That Scarred Monk archhetype sounds like it'd be great for the Silent Enforcers of Nidal.


I'm disappointed that this installment of "Realms" has broken format and does not include NPC stats.

Dark Archive

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The write up of Crabfield Isle assumes some fairly significant changes to the nation of Geb, from the Inner Sea World Guide.

Originally, only a fraction of the Gebbite population were undead, including most of the (non-Blood Lord necromancer, many of which are still living humans) ruling class. The writeup here makes a point, two or three times in a single paragraph, that almost everyone in Geb is undead, and that, counter to the Inner Sea World Guide writeup, where the Dead Laws explicitly protect living citizens from the hungers of their undead countrymen, that humans are just tender vittles to the undead, to be snatched up and devoured willy-nilly.

While Geb was hardly the safest sounding place to adventure out of, it's become far less useful, narratively, with these changes, and basically become wasted space on the map that could have held some place more useful to a GM.

On the other hand, it's cute that the writeup uses a scene from one of the Pirates of the Caribbean movies for flavor. (a swarm of crabs carrying a ship) It certainly would make it easier to find a visual for that sort of encounter. Just pop the movie on!

Dark Archive

Pathfinder Starfinder Roleplaying Game Subscriber

That sounds like something that slipped past other writers/editors .-.

Someone should probably check whether this changes the official stance on Geb or not ._.

Paizo Employee Creative Director

3 people marked this as a favorite.

Inner Sea World Guide remains the most accurate portrayal of Geb. I should have toned back the "everyone is undead" elements in Crabfield Isle as it applies to Geb as a whole, I suppose... the intent was mostly that Crabfield Isle itself is a place where more folks are undead than not.

Dark Archive

Pathfinder Adventure Path Subscriber

Happy there's a Dark Tapestry shaman - is along the lines of 3.5's alienist!

Silver Crusade

Are there any notations in the write-up for the scarred monk archetype to make it usable with the unchained monk? I ask because from what I can see here, it looks as though it, like the hellcat archetype in the Villain Codex, was designed primarily with the core monk in mind.


I was paging through my copy, and I discovered something amiss. Instead of pages 50,51,54,55,58,59,62 & 63 there are duplicates of pages 18,19,22,23,26,27,30 & 31 respectively. Definitely a printer's error most foul.


Randarak wrote:
I was paging through my copy, and I discovered something amiss. Instead of pages 50,51,54,55,58,59,62 & 63 there are duplicates of pages 18,19,22,23,26,27,30 & 31 respectively. Definitely a printer's error most foul.

Whatever you do, don't hold them up to a mirror and read them backwards.

DOOOOOOOM!!!

(But seriously, that sucks. You might want to let the Paizo staff know in the Customer Service section. Just in case they don't happen to see it here.)

Silver Crusade Contributor

3 people marked this as a favorite.

Yeah, definitely create a CS thread about that. In my rare experiences with product issues, the staff were incredibly helpful. ^_^


Same here. I had a similar issue with Into the Darklands a while back. Even though it took a second try after the first, it was fixed.

Paizo Employee Creative Director

1 person marked this as a favorite.
Blayde MacRonan wrote:
Are there any notations in the write-up for the scarred monk archetype to make it usable with the unchained monk? I ask because from what I can see here, it looks as though it, like the hellcat archetype in the Villain Codex, was designed primarily with the core monk in mind.

With the exception of the unchained summoner (which we pretty much treat these days as the official summoner in our world products), all the content of Unchained is optional, so if you use it in your game, feel free to adjust things designed for the core versions as needed. That's part of the fun (and work) of using options in a game, after all... having to mod things to make it all work.

Silver Crusade

I don't have a problem modding them. It's just that the trend had been as of late to incorporate how the archetype would work with the unchained monk, so I was kind of surprised to see that wasn't the case with the wildcat, and now apparently with the scarred monk.


Does this book horror realms have the oracle curse ablothe?

Silver Crusade Contributor

Merlin the Sage wrote:
Does this book horror realms have the oracle curse ablothe?

The aboleth curse, along with the other corruption curses, is indeed in this book. ^_^


James Jacobs wrote:
Blayde MacRonan wrote:
Are there any notations in the write-up for the scarred monk archetype to make it usable with the unchained monk? I ask because from what I can see here, it looks as though it, like the hellcat archetype in the Villain Codex, was designed primarily with the core monk in mind.
With the exception of the unchained summoner (which we pretty much treat these days as the official summoner in our world products), all the content of Unchained is optional, so if you use it in your game, feel free to adjust things designed for the core versions as needed. That's part of the fun (and work) of using options in a game, after all... having to mod things to make it all work.

James, you do know that the PFS team will not legalize any new monk archetypes that do not include specific unchained notes? (for unchained monks, which is essentially the default now)

Silver Crusade Contributor

It's even worse for unchained rogues. I could still see the argument for Core monk, but there's no reason for Core rogue when the necessary upgrade is out there.

Paizo Employee Pathfinder Society Lead Developer

Kalindlara wrote:
It's even worse for unchained rogues. I could still see the argument for Core monk, but there's no reason for Core rogue when the necessary upgrade is out there.

As noted in the Pathfinder Society Unchained blog, all rogue archetypes are compatible with the unchained rogue.

Silver Crusade Contributor

John Compton wrote:
Kalindlara wrote:
It's even worse for unchained rogues. I could still see the argument for Core monk, but there's no reason for Core rogue when the necessary upgrade is out there.
As noted in the Pathfinder Society Unchained blog, all rogue archetypes are compatible with the unchained rogue.

It's true. Thank you for the reminder! ^_^


Could someone give the gist of the Hive version of the oracle curse?


I've been reading over the details on the Mute Musician Archetype. Perhaps I am missing something crucial here, but it seems that the archetype performance Symphony of Silence runs much the same effect as Countersong, but on less effectively level:

Symphony of Silence:

Symphony of Silence (Su) At 3rd level, the mute musician’s music muffles all other sounds within a 30-foot radius. All creatures in the area of effect gain a +2 bonus on all saving throws made against sonic attacks or language-dependent effects. This bonus increases to +3 at 7th level, +4 at 11th level, +5 at 15th level, and +6 at 19th level. Symphony of silence relies on audible components. This bardic performance replaces inspire competence.

Countersong:

Countersong (Su): At 1st level, a bard learns to counter magic effects that depend on sound (but not spells that have verbal components.) Each round of the countersong he makes a Perform (keyboard, percussion, wind, string, or sing) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by a sonic or language-dependent magical attack may use the bard’s Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a non-instantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the bard’s Perform skill check result for the save. Countersong does not work on effects that don’t allow saves. Countersong relies on audible components.

Both performances provide some form of alteration to saves vs sonic and language dependent effects. Aside from the switch from a Perform check to a flat bonus (and Countersong's ability to grant new save) is there a significant difference? It feels odd that they sacrificed inspire competence for what is essentially a variation on an old theme.

Silver Crusade

1 person marked this as a favorite.

Symphony applies to all sonic and language effects, Countersong only applies to magical ones.

Can't think of any immediately off the top of my head but there's probably plenty of nasties throughout the bestiaries that SoS would come in handy when dealing with.


Ythrian(sp) Destrechan(sp)?


I'm sure someone has mentioned it by now, but how do corrupted animal companions work?

Silver Crusade

1 person marked this as a favorite.

Basaically they're companions that have returned from the dead (usually), and they gain a Manifestation. It does something good for them but bad for their master.


Mostly it's bad. Think Pet Cemetery and you're pretty much on track.

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