Fey Friend

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I saw the blog post yesterday. My first impression was it was pricey for just some sound effects. I went to Syrinscape's website for further investigation.

The free SoundSets to try out was a nice surprise. After playing with both the Sci-Fi and Fantasy SoundSets, I showed it to my wife. She was also highly impressed with both the quality of sound and the ability to customize and save SoundSet options.

We looked into the subscription model and determined the cost was extremely reasonable for what Syrinscape provides. Having access to the full backlog is amazing. I also like that it can be on 3 devices at the same time.

My family recently got into the Pathfinder RPG and is still using the Pathfinder Beginner Box. I put together some sounds and we played one of the Beginner Box Bash scenarios (Ruins). My 11-year-old absolutely loved the addition of sound with our game. His delight was well worth the money and time spent.

A note on SoundSets. I found on the website, users can login and create custom "playlists". I created a playlist titled Ruins for the scenario. From there, I was able to add a couple of the SoundSets to the playlist. Then, when I went to the player, a separate tab appeared on the left titled Ruins and only had the SoundSets I selected. It appeared literally seconds after creating the playset online. This made it very easy to locate the SoundSets I used during the game without needing to scroll through the main listings.

After my family's positive experience with the Syrinscape player and SoundSets, we started looking through our board game collection for what other games we can use it for. We found games like Claustrophobia, Shadows of Brimstone, and many others this would work well with.


This past weekend, my wife, 11-year-old son, and I played the 1993 Dragon Strike game by TSR. I was the DM and the other two played heroes. We had a ton of fun. My son had so much fun, we played it 6 times in 2 days. I have not seen him so enthralled by a game before.

My wife and I love the Rise of the Runelords Pathfinder Adventure Card Game. With how great my son responded to Dragon Strike, we are looking to branch out into the Pathfinder world.

What would I need to buy in order to play the adventure path? From what I have found, I would need the Adventure Path Book and the Pathfinder Core Rulebook. What else is needed?

About the adventure path book itself. Is the path a complete adventure meaning it shows maps, when monsters appear, map objectives for the heroes, etc.? Does it provide narratives for the DM to read to the heroes? Example: In Dragon Strike, the DM has a map showing where and when monsters appear along with which monsters or NPCs have specific information. The adventure book lists the map areas with what is found in each area and if there is special decription, such as "in this room has an old woman holding a crossbow in her lap".

How would the adventure path play with 2 hero players? Would the difficulty need to be lowered? Play 2 characters each? I saw the mention of a gestalt character and it being more powerful than normal. What is that and would it work?

Lastly, what is the difference between a campaign setting book and an adventure path book?


You were sooo close to rolling a Yahtzee using D10s!


Sign me up for the $8 DriveThru option. As mentioned by Deekow, the greater pool of cards that are "off" will lessen how noticeable they are.

Would this include cards in future packs that have errata on them that are known, but not released yet? For example, The Amulet of Fiery Fists that is already in the FAQ.

On a side note, I would love a PDF update of the rulebook containing all the paragraph changes.


You can have more than 1 of the same card type if played by multiple people. In my games, we often use many blessings for the same check.

Page 11.

"Each player may play no more than 1 of each card type."

I believe revealing the animal and then discarding are both fine since they are different powers.

Page 11.

"Players may use any powers that apply to the check. Each power may be used no more than once per check."


This weekend I noticed some of the cards were already starting to show a little wear. Mainly, its ones that are in my character decks. I decided sleeving will be necessary.

I only sleeve the character decks. I am not using the character cards to move around since I have Bones figures instead. I don't use the character cards. I am using the character printout sheets from the site so I can mark on the sheet my feats and what I have completed.

When I explore and obtain a card, I quickly sleeve it and put it in my hand. It has been working very well. The cards that get shuffled game after game and see a lot of handling in my character decks are protected. Cards that are flipped and stuck back in the box I don't sleeve. After the game, any cards I don't keep for my character decks are unsleeved and returned to the box. It does take a little more time, but I think the benefits outweigh the negatives.

The benefits to this method:

They still fit in the character deck slots in the box.
I do not have to buy a lot of sleeves, they are expensive.
Everything still fits in the box and so will future adventure packs.


If I could include a weapon in my deck, yes I would choose light crossbow over the shortbow. (P.S. the light crossbow is a +1d8, not +1d6).

However, I am playing Lini and I can't choose a weapon card for my deck.

The shortbow has a 'check to acquire 3'. The light crossbow has a 'check to acquire 4'.

Lini rolls a 1d4 as strength. I am not going to discard a card to try for a weapon I won't be able to keep (and i don't always have an animal ally for the additional 1d4). My wife plays Lem who also has a 1d4 for strength. Either of us has double the chance to acquire the shortbow over the light crossbow during play.

At times, the light crossbow is not always strictly better to see over the shortbow. Each has a benefit.


I do like this idea. I would not want this to become a standard practice during a game, but as a choice that has consequences. Some ideas to help reduce the usage and keep the game from becoming too easy.

Increasing the difficulty of the encounter by +4 for the receiving character. This goes along the same lines as increasing the difficulty from using a weapon without being proficient.

To pass an encounter to another character in the same location, the active player advances the blessings deck one card. This would help keep the time pressure intact since less encounters would probably be failed.

To pass an encounter to another character, the active player burys the top card of his deck or discards the top 2 cards of his deck. Less failed encounters means less damage taken overall in the game. This would help keep spells like Cure meaningful.