Brinya looked embarassed.
DC 15 Knowledge (local), or who is a native of Trunau: You know that engaged or married couples exchanging hopeknives is a common tradition in Trunau.
At Grobradon's statement of admiration, Brinya smiled fondly.
Perception DC15:
When she speaks of Rodrik, she touched the hopeknife hanging between her breasts. Brinya talks at length about his beautiful poems (which initially attracted her to him), and about how Rodrik was always writing something. She confides that Rodrik kept a journal as well, and suggests the entries he wrote up to his final night might provide insight into his murder. Unfortunately, she has no idea where the journal might be. Obviously, there’s his room in the Ramblehouse, but Rodrik also frequently went to Trunau’s Sanctuary with his writing. According to Brinya, Rodrik said he had a “thoughtful muse” there, but he never elaborated. Brinya had always just assumed her lover was finding solace in devotion to Iomedae, but now she wonders if there really was someone at the church—someone who might know more about what happened to Rodrik, or worse, betrayed him.
She nodded; then gathered herself together and started talking about Rodrik.
Rhyna Knowledge:Local DC11:
This is Father Noelan's Assistant in keeping the Shrine in order, Rhyna. "I'm sorry! I'm sorry!" She said. Realizing she had been hitting Ghosteye with a chair, she dropped it immediately. "It's just... we saw what happened to Father Noelan. I thought that this was our only chance..." She said, almost in tears.
Sunny wrote:
The woman reaches out and takes it. "Wha... This is an Azlanti Florin! It must be worth a hundred and fifty crowns at least!" She said, wonderingly.She looked back to Sunny. "Are you sure you don't have anything sma..." She said, then stopped suddenly. She blinked. "Why are you naked? And wet?" She asked, her eyes looking at Sunny oddly. Then she reached out and touched Sunny gently. "Oh honey, are you in trouble?"
Sunny wrote: "Hey-YA there! M'name be 'Sunny' in'a speakin' of tha' peoples." She exctends a tanned arm towards the girl then blinks and tilts her blond head. "Wots a 'tick-ette'?" (^_^) The girl turned to Sunny with a confused smile. "Oh, hello! Um, do you want a ticket? We're set to voyage to Sargova. It's thirty crowns, but you need to decide now as we're about to cast off." She said, gesturing towards the ship.
Taking her cue from Ereviss' dramatic placement of the planchette on the ouiji board, Kendra gasped and looked around wildly.
Rhia: No there aren't.
Although... That planchette. It fascinates you. It draws, no, demands your attention like nothing you've ever seen before... It has a power, a resonance with yours.
Nodding, Kendra started.
Turning around sharply with her lamp; Kendra gave a sharp gasp and threw herself backwards, crashing into Ereviss and sending them both sprawling. The lamp flew twenty yards over your heads, blinding you for a moment, before dropping into the reed filled bog and winking out with a hiss.
Perception DC20: You noticed a bulky, misshapen figure that was right next to Kendra; but looking back, its gone now.
Kendra shrugged at Rhia.
Kendra accepts a picnic basket and puts it aboard the coach.
"ALL ABOARD!" Called the driver.
Kendra smiled at Christoph's concern.
Val was boggled at the claim that Cheshire and the tiger were brothers, but was distracted at Celest's entrance. Wrinkling her nose, she walked over to the rogue as she helped herself to a bottle of fine liquor.
When Flynn arrived, Val shot across the floor to tackle/hug him.
Flynn wrote:
"Right away Master Flynn!" She said, and bustled off to find said items.
The swinging half-doors creaked open and bootsteps echoed as a figure entered. A short figure.
Lisandra whispered; "Thank you my friends. Gods willing, we will meet again. Now gather together..."
With that, she drinks her potion of invisibility and departs through the front door.
Skiia wrote: “What happened? Should we expect interference on the road to Lepidstadt?” Kendra shook her head. "No, no. We managed to banish the spirits that had haunted Harrowstone and the whole province. At a high cost." She said with a sigh."It is these cloaked men; the whispering men who trapped the spirit of the Warden and killed my father by crushing his skull." She shuddered. "They're still out there. Somewhere." She dashed the tears from her eyes. "So yes; I am grateful and accept your offer of escort to Lepidstadt." There is a knock at the door. "Oh! Here is our supper finally." She said. Rising to her feet, she accepts a couple of large baskets from a boy and brings them to the dinner table. She quickly serves out an excellent stew, with hearty black bread, butter and honey.
Kendra Lorrimor hugged Christoph, Skiia and Rhia tightly.
She led the way to the house, recruiting whatever help is needed to shift luggage. He unlocked the door and bustled about relighting lamps, reopening doors and windows and righting tables and chairs from where they were in storage mode.
She begins by describing the Funeral, which had been briefly interruped by fear haunted villagers trying to drive off the 'necromancer' and his henchmen (you) before being run off by your display of arms.
A lovely young woman with a white streak at her temple looked startled. She set her trunk down and approached Christoph.
Still bleeding, Kendra realized the danger and leapt in front of the rat and Ereviss.
"Oh, sorry!" She said, helping Flynn up as if he were an old man. "My name is Val, Val Blaine. I'm Master Khonnir's apprentice."
Limping slightly, she turned to you.
She looked at you skeptically. Then snapped her fingers.
She ushered you into the hillside manor, where she showed you around.
Sign in to create or edit a product review. The editorial warns us the issue covers poisons. And the issue does deliver poison in spades. The first article, by Steve Russell, is the walking wasteland creature template, bringing poison and putrefaction to an adventure near you. I really like the degeneration aura to shut down fast healing and regeneration. Not much of a fan of the putrefying aura. Cool ability, but a bit wonky in the mechanics. Does it putrify every round or what? The other abilities are appropriately themed and make any creature with this template a conundrum for the party to deal with. At the end of the article, a blink dog is given the template and I feel sorry for the poor creature. Trying to warn of its destructive nature, but blighting the area around it. The second article is by Mike Welham and presents 18 alchemical items. Most are alternatives to spells with minor drawbacks that help make them unique additions to a healer's handbag. The Miracle Pill is an obvious nod to The Princess Bride. Cauterizing Agent is pretty nifty against bleed. But the real gem here is the [optional] side effects charts! Next by Creighton Broadhurst are 20 descriptions of chests. No, not the burly man or shapely lady kinds, but storage chests... 1, 9, 13, and 17 were my favorites. Followed by 20 things found in a vermin infested dungeon by Creighton Broadhurst. 6, 9, and 18 are especially noteworthy. Fifth on the line up, is a list of quirks by Jonathan McAnulty. Traits that are more powerful than average, but with drawbacks. Each as a result of being poisoned by something in your past. First off and my favorite was the Abuyssal Affinity, grants detect evil, but the character always detects as a little bit evil. So many shenanigans to be had! Ten quirks in total. Sixth article details gillmen as having a Polynesian flair. This article by Elton Rob ended up being my favorite in this issue. Well thought out and pretty detailed. My only complaint is the racial variant for the gillmen were once again created by aboleths. Also, glance over the Cerulean Seas Campaign Setting to understand the the variant gillmen. This issue's interview is with Jacob Blackmon (no mon, he's not Jamaican). I read this article first, as I like his art and he's pretty humorous on Facebook. Pretty good, had a couple giggles reading it. He also does the comic at the end and it reminds me of my niece a little... And finally, the issue ends with reviews. I never read these for some reason.
Pathfinder Tales: Stalking the BeastPaizo Inc.Print Edition Unavailable Add ePub/PDF $6.99 Non-Mint Unavailable DisappointedGeneral plot = okay except as spoilered below. A bit predictable, but while I knew the knife was coming, the direction it came from was not predictable.
Plot vs Rules: The rune on the summoner's head should have been visible, removing the only suspenseful part of the novel. But that would have ruined the plot, so instead, the author ruined the story for me. Classes: Summoners and gunslingers are supposed to be rare outside of the respective areas they hail from. But both are found far from home, coincidentally, in a speck of a town in the River Kingdoms.
I am also a "no guns in my fantasy" type of guy, so that is a mark against the novel for me. And why are there so many summoners in PF Tales all of a sudden? I swear if there is a summoner in any upcoming PF Tales, I am canceling my subscription. So prolly the next Dave Gross novel featuring Radovan, the synthesist summoner (another class I dislike in general). Enemies: I had written a longer review, but it was consumed by the post monster and I have calmed down a bit...
Climatic battle: 15th level summoner, 9th level witch, 6th level pack lord & misc low level rangers = How did so many of the party survive? And the enemies tactics sucked for the preparation time and knowledge of the heroes they had. Content: 4/5
The foreword is well written and is resplendent with a few bad jokes. The first chart has 100 interesting physical details for a zombie. Pickled zombie (#97) anyone? The second chart lists objects found on or carried by a zombie. I felt a bunch of the items were inappropriate or just silly. Take for example the "potato; overgrown with eyes all over" (#59). I placed it on a zombie during a PFS scenario. After 15 minutes of trying to figure out what the deal with the zombie was, the players were pissed that it was just a plain potato. "Why did the f---ing zombie have a potato?" was yelled by one upset player. Table C (which wasn't really a table) has 6 zombie templates and stats for a human and fast human zombie. I had a "D'oh" moment when I saw the legless zombie and wondered why I had never seen it before. Table D has 20 adventure hooks to transform a zombie encounter into something more interesting during a campaign. My favorite is the zombie cat lady! The last page is a "Understanding Statblocks for Dummies." Good introduction for new GMs. Crunchitude: 3/5
The zombie stat blocks were not done in the standard fashion, which I believe detracts from their usefulness. I am used seeing a statblock in a certain way and varying from that is distracting. Also there are a few minor mistakes, but the stat blocks are still useable. The zombie pet template is kind of a stretch and would make more sense for an archetype or a variant Improved Familiar styled feat. Flavourocity: 4/5
Also, a head is not a limb (zombie swarm template)... Last Words: This was a well done product. I will be using a few of the templates in my home game and definitely the zombie descriptions. I feel the author missed a chance with the zombie stat blocks. The human zombie is already presented in the Bestiary and providing a different zombie would have been more useful. And instead of a fast zombie, apply one of the new templates to the standard human zombie. Content - 5/5
Many people tend to skip the foreword, which is a shame. The author, Creighton Broadhurst, does a good job outlining the product and I had a giggle at the line “that was never a CR 1 trap”. The product begins with a list of 13 pit traps, CR 1-13. A nice variety of different depths, damages, and the occasional inclusion spikes, some with poison. And an accompanying wall Climb DC chart for easy reference. Next is a d100 chart with descriptive details for the physical appearance of the pit. 44 different descriptions and 2 re-roll possibilities. The third chart is a d100 with 98 flavour bits, some of which have mechanical impact on escaping the trap, and 2 re-roll possibilities. And the content finishes up with 4 fully detailed traps, a sidebar about falling into various environmental hazards, and a sidebar about creatures appropriate for placing in a pit trap. On a whim, I tossed the detailed CR 4 trap on my party and hilarity ensued. "A trap within a trap is just evil" and ended up spawning a 2 hour detour for the group. Crunchitude - 5/5
Flavouricity - 4/5
Word Dressing - Well written descriptive text was included for all the tables, but I was a tad disappointed the detailed traps did not include much of it. The second table was unlabeled, which wasn't much of a flaw, but was a bit distracting for my OCD. And the third listed table isn't a table, but rather just 4 traps. BLARG! Last Words
Art: One of the things I like about Wayfinder is the large variety of artwork. The change in styles found throughout are more apt to grab my attention. The cover was really well done, with amazing detail on the weapon and the blur around the boat on top of the water lending itself to how it may seen from below the waves. Ulygun (pg. 2), the Cannibal's Maw map (pg. 5), and the Ulat-Ashad (pg. 79) ended up being my favorite pieces. I found only 3 pieces I did not like (2 were in ads) which is pretty good considering the amount of art found within. CONTENT
Foreward Rob McCreary opens with a nice mixture of personal background, professional observations, and drum-up of the current issue. Weal or Woe 3 articles.
Adventure 1 article
Magic Items 3 articles
Gazetteer 6 articles
Character Options 4 articles
Aboleth-Tainted Ancestry: Feats of the Deep - 7 feats based on the character being descended from a creature altered by an abolteh. Tales of the Arcane Archaeologists: Plundering the Secrets of the Inner Seas - Introduces a few NPCs and a collection of various info they have collected. New spell, feat, magic item, and creature. The Colloquium of Abendego - The article describes it best, "a unique school to train sailors, officers, and spellcasters". Three disparate schools fall under the name of a single institution. Esoteric Order of Dagon - It seems odd a demon would have an order in their name. It implies following of rules... I really like the thought and explanations that went into this article. Bestiary - 9 creatures, 1 template, 1 haunt Variations of Vegepygmy - an article doing an ARG style write-up for vegepygmies. Boarding Ships for Fun and Profit - A supplement guide for running boarding actions. Curse of the Coral Throne: Crimson Throne as an aquatic campaign - Exactly as the title states. Well thought out, but may not be easy for a beginner GM to implement. Realm Building My article. New rules for water hexes, buildings, kingdom events, leadership roles, settlements, and kingdom navies. If you're interested, I did more sea articles in A Pirate's Life that came out last year. Fiction 7 articles. I am not much of a fan of fantasy fiction, but I prefer sci-fi. So I am not a good person to evaluate. The Wreck of the Cayden Cailean: A Legend of Meatclaw the Reefclaw - A song about a giant reefclaw that hunts in the Jeggare. Words from Many Seas: The Shackled Isles - 4 sea inspired poems. Ads: I have to say something about the ads. Quite a few caught my eye. Clockwork Gnome Publishing, Dungeonlands, and It Came From the Stars stuck out the most. Well done artwork and color is more likely to catch the eye. On the reverse side of the coin, the stark ad by Raging Swan Press stuck out all the more due to a simple black and white presentation. I ran about 12 games for 20+ people at the FLGS. We had varying levels of boardgame experience, from none to heaps. Only 3 people did not enjoy the game. And 6 of us plan on buying the game upon release. None of us had played the 1st Edition so we decided to learn as we played. The first game took about 1 hr and 15 minutes to play the introduction scenario, learning as we went. The next scenario (chosen from the middle of the quest list) took 50 minutes to play with about 10 minutes of looking up rules for new options. By the end of the night we played using the campaign rules which unlock more abilities and options. The rules seemed daunting at first, but they made sense and were presented well. We replayed a few of the scenarios and discovered there is no value in replaying a quest with players that have run it before. They easily won without much of a problem. But the box has enough materials to create your own scenarios. I created a couple myself easily. I think that is the main draw of this game. The only rules question we had:
The player complaints:
A quick search reveals the previous edition had expansions, which I can't wait to see for this game! |